As for debian (someone mentioned): They ban you and reject your work if you disagree with social political views held by the majority: They judge your work based on the views or opinions you hold.
Could you, please, give us a couple of examples for such actions? I'd be glad for the FLOSS commuity to have best software available on major platforms regardless of politics. If there's something like that going on - an important piece of software is rejected without carefully valuing it - there's something going wrong there, posiibly even an attempt to hijack the project, and I'm qute sure I'll have to rethink some stuff for security reasons.
cerendir, we all have heard your stuff this way or another. Dunno how to compliment you any better, thats impressive by itself. Put it wherever people can look for it, stick the links to it wherever you can, put "like it" buttons wherever you can, advertize yourself as an artist for hire in every footnote on every forum. And don't let black bile take control, we all have bad moments and we often smile despite it.
I'm really gravitating towards picking berries in some forest in the northern part of your country, I'm pretty comfy outdoors. I'm looking for such job offers currently.
Redshrike, from my personal experience, you're either self-motivated or not motivated at all. I haven't yet found a guy who's doing game art cause he likes hanging around with his friends, and this is how social hobby looks like. Tedious teamwork in spare time demands persistence and maturity.
cdoty, things may be different with more good (playable, stable, popular) games hitting the market, LPC assets are of enormous importance here. Imagine Wesnoth folks starting a campaign and gathering funds for RTS version, or 0AD for turn-based flavor, top-down UFO on mobile devices, Planeshift that actually works and is cool to play, GIMP and Inkscape that have no bloat, proper drop-caps or working blur in Scribus etc, etc. People would pay for having that made, I believe. Again, I have to remind justin's portraits for FLARE.
Active part of our community mostly consists of students and hobbyists, at least from my experience, involved in own small projects. With the speed a single person is able to learn and develop code, either a game is simple, or technologies and aesthetics become obsolete before a game reaches a level of feature-full, stable playability.
After all there are people living thanks to other people, who are paying for apps to remind them to water their plants. Making money in digital entertainment industry can't be that hard, you know.
Cerendir, you surely know, what "hobby" is. People aren't doing stuf to be admired by others, but mostly for their own sense of acomplishment or to enable other people to fullfill their dreams, which is satisfactory enough by itself. No one expects you continue to deliver free goods despite all odds. If you feel like you need to pull yourself together, that's also OK.
Regarding what you've got, I'm certain you can really only put some important titles in your CV, that's a huge boost when looking for paid jobs, but won't feed you. If you really need an example of how "getting coverage" looks in practice in FLOSS world, check out Justin Nichols (justinoperable) career - we were starting together at PARPG, and his persistence and mobility really got him some success.
If you haven't been lucky getting rewarded by the community, look for work on sites where people work on commercial projects, like maybe gamedev.net, ask openly for financially supported works. You'll get the same credit, but there's a greater chance for getting your wallet a bit less skinny. Digital entertainment is a huge market, still growing.
I'm in a situation, where I need to get some regular income, otherwise I can close this chapter of my life entirely and start professionally picking berries in Scandinavia. And that's not a bad job, you know, I'd be a happy hillbilly. I'm not trying to be bitter, just avoiding delusions.
Regarding software choices and pricing, moving things by itself is a task Synfig (as well as Blender - pity, but GAP doesn't seem to be developed enough) is well capable of, you just have to be patient, persistent, stubborn and ready to go through a crash every 30 minutes or so for (more or less) a week for every two minutes of a finished animation. With more bling-bling in your production, chances for Synfig to tackle it are getting closer to none, time spent - longer and frustration levels higher. Without all the lightning effects, dust in the air, dynamic glows you're straiht in the 90-s with bare sprite animation. And there will be no bling-bling to cover up any flaws in the 2D part - either it will look good and stand by itself or not.
AfterEffects is expensive, but it gets the job done several times quicker, at least from my experience with simplistic projects. If monthly subscription of Creative Cloud service is an option, prices start at 37 Euros/month, so one or two person-hours worth of expert's time.
It's not about getting anything back for whay you've done. It's about doing what you enjoy and making a change while having fun.
How do you suppose the culture to work? With all the copyrights nonsense, when you don't have the rights to your own memories? What's the music streaming services worth if they'll leave you with nothing when they sink or are temporarily out of service? I'm doing as much as I can for my stuff to be accessible for free. It doesn't matter if the people need it to consume it or to make it their own, even if it means abusing or insulting either my works or me personally. This is how I think the culture should work, period. And for the most part it does work that way, above and beyond all the copyrights and the people behind it.
Now, I don't have any ideas regarding making money with my nasty attitude. I'm not good at making money to be honest, and I don't want to be. Most of the time I'm letting other people solve this problem, if someone wants my services, I'm up for it. I don't have any sort of FB page to build myself a fan base, my flickr account seems to be possessed though and people just keep following me there. If I'm in a mess, like now, I'm doing what I can to get my finances back on track. I'm working for minor fees anyways, so it's easy to get busy.
If you feel like you're not making money as a musician, and you want to make money more than music, there are better paid jobs out there. If you want to make music, well, welcome to the free market.
Danimal, if you wish to mimick this style closely, it's 2D artwork first, later animated in AfterEffects or similar animation/special effects software. Animation is the easier part here, getting right 2D assets (static and animated) is much more laborious. There's a similar style, where you put handpainted and scanned textures onto simplistic 3D models, but the final look is not quite the same - possibly like the first example you've given.
Think how to make your offer more attractive. Post links to any previous projects, screenshots, whatever. Start documenting what you're about to undertake, so that people can read about the project and get some basic info. Mine this site deeply and take out whatever is possible to at least post most basic demo of any sort. There's a slim chance someone will join just like that, 3D folks are mostly busy making some serious money, but having something to show makes things easier. Try on pages like http://www.nma-fallout.com/http://www.gamedev.net or similar if you haven't yet.
Good luck!
Saturday, November 29, 2014 - 09:33
Calieb, let me rephrase:
1. PARPG is over. The project was disassembled and the team was disbanded.
2. There are some models made for PARPG that may have copyright issues. I was rather careful while uploading people's work, asked for permissions etc. If you want to have fun with PARPG or any part of it, dig in at your own risk. parpg.net is the page of the project, a good place to start, and http://parpg-trac.cvsdude.com/parpg/browser/branches/media is only three clicks from the main page. It's also a good idea to check the forums, as there are some things there that were never uploaded to the project, it was not quite reasonable to upload in terms of reusability.
It's quite a different case if you're up to 2D isometric game, from what I understand, Beliar is still working on his RPG module for FIFEngine and the artwork (prerendered animations and music) is more or less complete for a basic demo.
The project is down for some years now, what I've uploaded is all I was allowed to upload and I was sure to be free from copyright issues. So there's nothing more coming, at least nothing from me.
MikeeUSA,
Could you, please, give us a couple of examples for such actions? I'd be glad for the FLOSS commuity to have best software available on major platforms regardless of politics. If there's something like that going on - an important piece of software is rejected without carefully valuing it - there's something going wrong there, posiibly even an attempt to hijack the project, and I'm qute sure I'll have to rethink some stuff for security reasons.
cerendir, we all have heard your stuff this way or another. Dunno how to compliment you any better, thats impressive by itself. Put it wherever people can look for it, stick the links to it wherever you can, put "like it" buttons wherever you can, advertize yourself as an artist for hire in every footnote on every forum. And don't let black bile take control, we all have bad moments and we often smile despite it.
I'm really gravitating towards picking berries in some forest in the northern part of your country, I'm pretty comfy outdoors. I'm looking for such job offers currently.
Redshrike, from my personal experience, you're either self-motivated or not motivated at all. I haven't yet found a guy who's doing game art cause he likes hanging around with his friends, and this is how social hobby looks like. Tedious teamwork in spare time demands persistence and maturity.
cdoty, things may be different with more good (playable, stable, popular) games hitting the market, LPC assets are of enormous importance here. Imagine Wesnoth folks starting a campaign and gathering funds for RTS version, or 0AD for turn-based flavor, top-down UFO on mobile devices, Planeshift that actually works and is cool to play, GIMP and Inkscape that have no bloat, proper drop-caps or working blur in Scribus etc, etc. People would pay for having that made, I believe. Again, I have to remind justin's portraits for FLARE.
Active part of our community mostly consists of students and hobbyists, at least from my experience, involved in own small projects. With the speed a single person is able to learn and develop code, either a game is simple, or technologies and aesthetics become obsolete before a game reaches a level of feature-full, stable playability.
After all there are people living thanks to other people, who are paying for apps to remind them to water their plants. Making money in digital entertainment industry can't be that hard, you know.
Cerendir, you surely know, what "hobby" is. People aren't doing stuf to be admired by others, but mostly for their own sense of acomplishment or to enable other people to fullfill their dreams, which is satisfactory enough by itself. No one expects you continue to deliver free goods despite all odds. If you feel like you need to pull yourself together, that's also OK.
Regarding what you've got, I'm certain you can really only put some important titles in your CV, that's a huge boost when looking for paid jobs, but won't feed you. If you really need an example of how "getting coverage" looks in practice in FLOSS world, check out Justin Nichols (justinoperable) career - we were starting together at PARPG, and his persistence and mobility really got him some success.
If you haven't been lucky getting rewarded by the community, look for work on sites where people work on commercial projects, like maybe gamedev.net, ask openly for financially supported works. You'll get the same credit, but there's a greater chance for getting your wallet a bit less skinny. Digital entertainment is a huge market, still growing.
I'm in a situation, where I need to get some regular income, otherwise I can close this chapter of my life entirely and start professionally picking berries in Scandinavia. And that's not a bad job, you know, I'd be a happy hillbilly. I'm not trying to be bitter, just avoiding delusions.
Regarding software choices and pricing, moving things by itself is a task Synfig (as well as Blender - pity, but GAP doesn't seem to be developed enough) is well capable of, you just have to be patient, persistent, stubborn and ready to go through a crash every 30 minutes or so for (more or less) a week for every two minutes of a finished animation. With more bling-bling in your production, chances for Synfig to tackle it are getting closer to none, time spent - longer and frustration levels higher. Without all the lightning effects, dust in the air, dynamic glows you're straiht in the 90-s with bare sprite animation. And there will be no bling-bling to cover up any flaws in the 2D part - either it will look good and stand by itself or not.
AfterEffects is expensive, but it gets the job done several times quicker, at least from my experience with simplistic projects. If monthly subscription of Creative Cloud service is an option, prices start at 37 Euros/month, so one or two person-hours worth of expert's time.
It's not about getting anything back for whay you've done. It's about doing what you enjoy and making a change while having fun.
How do you suppose the culture to work? With all the copyrights nonsense, when you don't have the rights to your own memories? What's the music streaming services worth if they'll leave you with nothing when they sink or are temporarily out of service? I'm doing as much as I can for my stuff to be accessible for free. It doesn't matter if the people need it to consume it or to make it their own, even if it means abusing or insulting either my works or me personally. This is how I think the culture should work, period. And for the most part it does work that way, above and beyond all the copyrights and the people behind it.
Now, I don't have any ideas regarding making money with my nasty attitude. I'm not good at making money to be honest, and I don't want to be. Most of the time I'm letting other people solve this problem, if someone wants my services, I'm up for it. I don't have any sort of FB page to build myself a fan base, my flickr account seems to be possessed though and people just keep following me there. If I'm in a mess, like now, I'm doing what I can to get my finances back on track. I'm working for minor fees anyways, so it's easy to get busy.
If you feel like you're not making money as a musician, and you want to make money more than music, there are better paid jobs out there. If you want to make music, well, welcome to the free market.
Danimal, if you wish to mimick this style closely, it's 2D artwork first, later animated in AfterEffects or similar animation/special effects software. Animation is the easier part here, getting right 2D assets (static and animated) is much more laborious. There's a similar style, where you put handpainted and scanned textures onto simplistic 3D models, but the final look is not quite the same - possibly like the first example you've given.
Keep us updated!
Cheers!
Gosh,
Think how to make your offer more attractive. Post links to any previous projects, screenshots, whatever. Start documenting what you're about to undertake, so that people can read about the project and get some basic info. Mine this site deeply and take out whatever is possible to at least post most basic demo of any sort. There's a slim chance someone will join just like that, 3D folks are mostly busy making some serious money, but having something to show makes things easier. Try on pages like http://www.nma-fallout.com/ http://www.gamedev.net or similar if you haven't yet.
Good luck!
Calieb, let me rephrase:
1. PARPG is over. The project was disassembled and the team was disbanded.
2. There are some models made for PARPG that may have copyright issues. I was rather careful while uploading people's work, asked for permissions etc. If you want to have fun with PARPG or any part of it, dig in at your own risk. parpg.net is the page of the project, a good place to start, and http://parpg-trac.cvsdude.com/parpg/browser/branches/media is only three clicks from the main page. It's also a good idea to check the forums, as there are some things there that were never uploaded to the project, it was not quite reasonable to upload in terms of reusability.
It's quite a different case if you're up to 2D isometric game, from what I understand, Beliar is still working on his RPG module for FIFEngine and the artwork (prerendered animations and music) is more or less complete for a basic demo.
Cheers!
The project is down for some years now, what I've uploaded is all I was allowed to upload and I was sure to be free from copyright issues. So there's nothing more coming, at least nothing from me.
Cheers!
Hi Hamza!
How does your recruitment going?
Cheers!
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