The image you've provided is unusable. You should never use a jpeg at all. The lossy format has corrupted the image and it would need to be redrawn before it could be animated. Stick to lossless formats such as PNG or BMP when creating graphical assets.
I use Photoshop really for pixel art and texture editing though ill create the base for textures in Autodesk Maya. I have Aseprite but I dont use it much as of right now, but ill probably get into it when I begin doing more heavily animated pixel art. I use Autodesk Maya for all of my 3D work since thats what im trained in, however I keep Blender on the side just incase someone wants something done in it for whatever reason.
If you want to PM me and show me what you have in mind or what you already have I can make some objects and build a palette. I am not available to do backgrounds, theyre just rather time consuming. I can make objects and possibly a skater boy.
Are you making this for actual hardware or just kinda calling back the old palette and tile rules? Im currently commissioned to make a Game Gear/Master System game. Ive programmed for the Genesis before so I know how to make Sprites for it as well. Either way I can make objects for you easily, however if you already have a palette and sprite size picked out ill need some of that info.
What level of detail. Pixel art (like early final fantasy to GBA pokemon) or like higher detail tilesets (like later SNES final fantasy or even newer such as full textures)?
You can check my profile or check me out here for pixel art.
This is my instagram where I blog about a JRPG im working on, Id love to try my hand at a side scroller since my next project will be a castlevania like.
Ive done some metroid/megaman like assets before (both character and tilesets) however If you want to see them ill have to check with the guy who perchased them since his game is not out yet.
Theyre ok but, with pixel art less is often more. They both have good direction but, you dont have to go all out on color fades.
Here is my profile picture. Notice how few colors and shades I use to get the job done, how shading curves with the objects as well. It takes practice, and you can learn a lot just by studying other spirtes. Im also a solo developer and often go to spriters resource or here to OGA to find something to help me out when im stuck and cant figure out how something should look. To clearify as well, Im not saying copy someones art im saying study it and experiment from what youve learned from it.
Thanks, Have been working hard to try and get a good style for this that. For the character with the wings, its not done but thats roughly what theyll look like.
Ill have to get those graphs and formulas together MedicineStorm. Theyd probably be very helpful for a lot of people here on OGA.
They all cover things like Level Up for party member classes (classes being tanks, warriors, etc.) Other things like enemy stats such as speed to determine who goes first in a battle or if an entity is going to miss or hit when it performs an attack. Speed also helps come up with Run From Battle probability.
Some stats are even shared to help enemy AI determine who theyre going to attack and how theyre going to do it.
It gets very complex. Things like your speed and attack vs the enemies speed and defence can determine not just a hit or miss but variable hits from a graze to a critical hit if you tune the formula for such an action.
Ill try and get all those together and update this thread as soon as i do.
Lunar is one of my favorite JRPG series. I have both the collectors boxes for the PS1. The Mega CD versions are extremely expensive now and they do have charm.
Programming for the Megadrive is easy in a way because the M68000 was very popular. Used in a lot of Apple and computers in the day. The Megadrive also had a z80 CPU for its 8 bit option, way easier than the MOS 6507 in the Atari 2600. Once again another popular chip. However the VDP or Visual Processor made by SEGA for the Megadrive is complex and hard to learn assembly for. Ive just all together stopped assembly programming because of the difficulty.
Either way. Going back to topic, I will try and update this with milestones so that OGA can see what ive been doing. But unlike IG, I wont go into extreme detail.
Ill probably be uploading test textures and rejected tilesets from this project to OGA regularly once beta starts as well.
The image you've provided is unusable. You should never use a jpeg at all. The lossy format has corrupted the image and it would need to be redrawn before it could be animated. Stick to lossless formats such as PNG or BMP when creating graphical assets.
I use Photoshop really for pixel art and texture editing though ill create the base for textures in Autodesk Maya. I have Aseprite but I dont use it much as of right now, but ill probably get into it when I begin doing more heavily animated pixel art. I use Autodesk Maya for all of my 3D work since thats what im trained in, however I keep Blender on the side just incase someone wants something done in it for whatever reason.
If you want to PM me and show me what you have in mind or what you already have I can make some objects and build a palette. I am not available to do backgrounds, theyre just rather time consuming. I can make objects and possibly a skater boy.
Are you making this for actual hardware or just kinda calling back the old palette and tile rules?
Im currently commissioned to make a Game Gear/Master System game. Ive programmed for the Genesis before so I know how to make Sprites for it as well. Either way I can make objects for you easily, however if you already have a palette and sprite size picked out ill need some of that info.
What level of detail. Pixel art (like early final fantasy to GBA pokemon) or like higher detail tilesets (like later SNES final fantasy or even newer such as full textures)?
You can check my profile or check me out here for pixel art.
This is my instagram where I blog about a JRPG im working on, Id love to try my hand at a side scroller since my next project will be a castlevania like.
Ive done some metroid/megaman like assets before (both character and tilesets) however If you want to see them ill have to check with the guy who perchased them since his game is not out yet.
https://www.instagram.com/illusionofmana/
Theyre ok but, with pixel art less is often more. They both have good direction but, you dont have to go all out on color fades.
Here is my profile picture. Notice how few colors and shades I use to get the job done, how shading curves with the objects as well. It takes practice, and you can learn a lot just by studying other spirtes.
Im also a solo developer and often go to spriters resource or here to OGA to find something to help me out when im stuck and cant figure out how something should look. To clearify as well, Im not saying copy someones art im saying study it and experiment from what youve learned from it.
Thanks, Have been working hard to try and get a good style for this that. For the character with the wings, its not done but thats roughly what theyll look like.
Ill have to get those graphs and formulas together MedicineStorm. Theyd probably be very helpful for a lot of people here on OGA.
They all cover things like Level Up for party member classes (classes being tanks, warriors, etc.)
Other things like enemy stats such as speed to determine who goes first in a battle or if an entity is going to miss or hit when it performs an attack. Speed also helps come up with Run From Battle probability.
Some stats are even shared to help enemy AI determine who theyre going to attack and how theyre going to do it.
It gets very complex. Things like your speed and attack vs the enemies speed and defence can determine not just a hit or miss but variable hits from a graze to a critical hit if you tune the formula for such an action.
Ill try and get all those together and update this thread as soon as i do.
Lunar is one of my favorite JRPG series. I have both the collectors boxes for the PS1. The Mega CD versions are extremely expensive now and they do have charm.
Programming for the Megadrive is easy in a way because the M68000 was very popular. Used in a lot of Apple and computers in the day. The Megadrive also had a z80 CPU for its 8 bit option, way easier than the MOS 6507 in the Atari 2600. Once again another popular chip. However the VDP or Visual Processor made by SEGA for the Megadrive is complex and hard to learn assembly for.
Ive just all together stopped assembly programming because of the difficulty.
Either way. Going back to topic, I will try and update this with milestones so that OGA can see what ive been doing.
But unlike IG, I wont go into extreme detail.
Ill probably be uploading test textures and rejected tilesets from this project to OGA regularly once beta starts as well.
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