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Pseudodragon Studios
I made a goblin.
I made a goblin.
I made a goblin.
Looks pretty good. I think you could turn up the specularity on his eyes and teeth, and maybe turn it down a bit on his skin. Are his ears translucent with subsurface scattering? If so, that's pretty awesome. If not, then how did you get the dark shadows everywhere but his ear? What did you make him in?
Has anyone here used Arcisy? http://store.steampowered.com/app/388600/articydraft_3__Flex_License/
I am not going to use it for my current project, but it caught my eye. It looks like they're trying to merge it with Unity, but I use Game Maker Studio right now.
I sell a certain dialogue plugin somewhere and I get a lot of whine from people who wrote all their game dialogues in articy and now can't port it into the game, and so they run around various threads asking plugin creators to make their plugins articy compatible. That's my experience with this software. Make sure it works with your engine before deciding to work with it.
Has anyone here used Arcisy? http://store.steampowered.com/app/388600/articydraft_3__Flex_License/
Thanks! $40k is definitely out of my budget, but several hundred is fine. I want some sound effects that are better than banging cutlery together, and some unobtrusive background tracks (maybe 5 of them).
Content is what I want to start making. This project was initially going to be me writing all the content, and then trying to find someone else to program and do art. I was advised that I had to bring more to the table than just writing; I needed to either program the engine or make the art.
I can't draw for shit, and I have no musical talent, so here I am cobbling together GML code.
Thanks! $40k is definitely out of my budget, but several hundred is fine. I want some sound effects that are better than banging cutlery together, and some unobtrusive background tracks (maybe 5 of them).
Content is what I want to start making. This project was initially going to be me writing all the content, and then trying to find someone else to program and do art. I was advised that I had to bring more to the table than just writing; I needed to either program the engine or make the art.
I can't draw for shit, and I have no musical talent, so here I am cobbling together GML code.
If several hundred is all you have to spend, then you had better learn to make your own art. Top down tiles shouldn't be that difficult, and there's plenty of youtube channels that can show you how. Sound effect libraries are affordable on your budget. I saw a youtube channel recently where the guy said there's a program that can help the non-musical make their own music. I can't remember where that was though.
Here's some channels that teach art techniques:
https://www.youtube.com/watch?v=cdxJQFXsxXQ
https://www.youtube.com/channel/UCxboW7x0jZqFdvMdCFKTMsQ/videos
I really hate the idea of doing artwork myself, as it's difficult to overstate how badly I suck at making graphics.
What I might do is have someone produce a minimal amount of pixel art, and then edit those sprites to create variants. It's easy enough in my mind to change a sword into a dagger, etc, on a 32x32 or 64x64 piece of pixel art. If I need ten different character sprites, I only really need 3 or so, because I will just edit them slightly to generate more.
It's the general art style and quality that needs to be made by a competent hand. That alone would be a huge step in my mind.
I really hate the idea of doing artwork myself, as it's difficult to overstate how badly I suck at making graphics.
Its all in your head. Just tell yourself you are good at art and practice.
What I might do is have someone produce a minimal amount of pixel art, and then edit those sprites to create variants. It's easy enough in my mind to change a sword into a dagger, etc, on a 32x32 or 64x64 piece of pixel art. If I need ten different character sprites, I only really need 3 or so, because I will just edit them slightly to generate more.
It's the general art style and quality that needs to be made by a competent hand. That alone would be a huge step in my mind.
If you want a source of art to work with, there's free stuff over here:
https://opengameart.org/
Some basic mockup sprites for a project I might do, trying to get the style down.
I disagree with these assessments (except the guy who looks like he's lit from below). Both the T and the chandelier look fine and consistent to me.Some basic mockup sprites for a project I might do, trying to get the style down.
You definitely have a style going. Keep the style consistent, and have the gameplay match the style, and you'll be fine.
I know this is just a first draft, but some things to keep in mind:
- Keep the lighting direction consistent. The guy with the barbute helmet looks like he's lit from below, like he's holding a candle, whereas everyone else looks top-lit. (Also the shading makes the T look lik like it's something in front of his face and casting a shadow.)
- Keep the perspective consistent. All of the characters and the background items are drawn directly from the side. But the chandelier appears to be drawn from a more isometric perspective.
Some basic mockup sprites for a project I might do, trying to get the style down.
You definitely have a style going. Keep the style consistent, and have the gameplay match the style, and you'll be fine.
I know this is just a first draft, but some things to keep in mind:
- Keep the lighting direction consistent. The guy with the barbute helmet looks like he's lit from below, like he's holding a candle, whereas everyone else looks top-lit. (Also the shading makes the T look lik like it's something in front of his face and casting a shadow.)
- Keep the perspective consistent. All of the characters and the background items are drawn directly from the side. But the chandelier appears to be drawn from a more isometric perspective.
Basic premise for the game, you play as a skeleton protecting their crypt from do-gooders.