Not sure who to ask, so I'm putting it up here to see if there is any interest.
I would like some community help doing pixel art for a fangame (that everyone gets to play in the end). I have been trying to do it myself and at the rate I'm going the EQ movie will be produced before the game will!
Anyway, if anyone is interested in helping out with the game graphics, regardless of level of involvment, you get your name or username in the credits and have influence on game content. (I'd say you get a free copy or free membership, but the who thing is free to play anyway, so that's not really incentive).
The types of things I need done are things you'd find in the World of Two Moons, such as:
Trees (lots of them!)
Rocks
Cliffs
Grass
Holts and villages (buildings, etc)
Underground cavern images for the trolls
Blue Mountain items
the Palace (though I might try to render this in 3D)
Water
Animals (deer, squirrels, bear, etc)
Any other organic things that might be found on Abode.
Additionally, will need characters done as well. I have not nailed down how the characters will be displayed, so I'm not pushing this yet. Down the road all basic character types will need to be done, as well as all clothing, hair, adornment, weapons and tools, and anything else the character might have on them.
I am willing to do some mechanical 3D work in exchange for pixel art. What I have in mind is 3D renderings of simple mechanical things, such as:
Carts
Gears
Doors
Simple Buildings
Simple machines
other similar things (just ask).
Keep in mind that things will get catagorized by complexity and detail. The more complexity or detail the longer it will take. I also reserve the right to refuse based on complexity or backlog. I cannot do highly complex curves or organic shapes (otherwise I'd be able to build game sprites for elf quest). For example, I can do a space ship with windows and doors that open and whatnot as long as there are not two curve that cross each other. In other words, an old, origional Star Trek shuttle is within my capability (has simple flat angles and tubes), but a Deep Space Nine Runabout is not something I can do easily. I do windows, but I don't do Borg. (well, a Borg Cube would be one thing, but borg prostetics are a no-go.)
I'll have to discuss the images I need via PM, but the general rules are that they will be isometric, in pixel sizes based on 32x32, 64x64, 128x128, 256x256, and 512x125. PNG format, with Alpha Transparency preserved.
Scale: Standard Elf will be about 64 pixels high. They might be slightly taller. They might come up to a human's chest. Trees will have to scale accordingly.
Angle: For now, the isometric will be such that a square would appear half as tall as it is wide (assuming the square being drawn is intended to be as wide as it is tall, and laying "flat on the ground". I'm going to attempt to attach a tree to this post.
Though I prefer pixel art, it doesn't have to be. Drawn art can be used as a referance for pixel art too, it just takes longer.
I would like some community help doing pixel art for a fangame (that everyone gets to play in the end). I have been trying to do it myself and at the rate I'm going the EQ movie will be produced before the game will!
Anyway, if anyone is interested in helping out with the game graphics, regardless of level of involvment, you get your name or username in the credits and have influence on game content. (I'd say you get a free copy or free membership, but the who thing is free to play anyway, so that's not really incentive).
The types of things I need done are things you'd find in the World of Two Moons, such as:
Trees (lots of them!)
Rocks
Cliffs
Grass
Holts and villages (buildings, etc)
Underground cavern images for the trolls
Blue Mountain items
the Palace (though I might try to render this in 3D)
Water
Animals (deer, squirrels, bear, etc)
Any other organic things that might be found on Abode.
Additionally, will need characters done as well. I have not nailed down how the characters will be displayed, so I'm not pushing this yet. Down the road all basic character types will need to be done, as well as all clothing, hair, adornment, weapons and tools, and anything else the character might have on them.
I am willing to do some mechanical 3D work in exchange for pixel art. What I have in mind is 3D renderings of simple mechanical things, such as:
Carts
Gears
Doors
Simple Buildings
Simple machines
other similar things (just ask).
Keep in mind that things will get catagorized by complexity and detail. The more complexity or detail the longer it will take. I also reserve the right to refuse based on complexity or backlog. I cannot do highly complex curves or organic shapes (otherwise I'd be able to build game sprites for elf quest). For example, I can do a space ship with windows and doors that open and whatnot as long as there are not two curve that cross each other. In other words, an old, origional Star Trek shuttle is within my capability (has simple flat angles and tubes), but a Deep Space Nine Runabout is not something I can do easily. I do windows, but I don't do Borg. (well, a Borg Cube would be one thing, but borg prostetics are a no-go.)
I'll have to discuss the images I need via PM, but the general rules are that they will be isometric, in pixel sizes based on 32x32, 64x64, 128x128, 256x256, and 512x125. PNG format, with Alpha Transparency preserved.
Scale: Standard Elf will be about 64 pixels high. They might be slightly taller. They might come up to a human's chest. Trees will have to scale accordingly.
Angle: For now, the isometric will be such that a square would appear half as tall as it is wide (assuming the square being drawn is intended to be as wide as it is tall, and laying "flat on the ground". I'm going to attempt to attach a tree to this post.
Though I prefer pixel art, it doesn't have to be. Drawn art can be used as a referance for pixel art too, it just takes longer.
Last update on March 13, 2012 2:16 pm by TrollHammer.
- March 13, 2012 1:55 pm
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Sounds like fun, but I can't say I'm the best pixel artist. I hope others can help though. Would love to play!
Sane choice in this insane world; beware the beast, but enjoy the feast he offers.
Im not quite sure how to do pixel art, but I can helpish.
In a sense, we can all learn together. At one time I was pretty good, and had the patience to do it. But this project is gearing up to be more than expected. Anyway, in some ways it is probably good we are all starting on the same page. Whatever style is settled on it has to remain consistant.
Anyway, there will be two "versions" of the game: "Test" and "Live". The test server is the one where everything is tried out, and is the main focus for now. We can try different styles and methods and whatever and it wont be the final release until approved. In other words, we can have fun playing with graphics and its no big deal if it all meshes immediately.
The test server theme is Troll Quest. As such, it is all focused on underground features, such as rock and dirt.
The Live server may have whatever is approved from the test server graphics. Its going to be a while before we have to worry about this. This will have the above ground stuff. (there will be minor but complete testing of the above ground graphics).
Anyway, most of the setup for testing and whatever is for how the game actually works, so that part is going to be mostly my burden, and you wont have to worry about it unless you want to become more involved with how the game fleshes out (PM me or search for the group about it).
So, basically, for now if you want to try things out image wise, the idea is to make images that appear three dimensional, like if a picture of something was taken from about a 30-45 degree angle above it. (see the tree above). the grid above is a visualization tool, showing three sides of an image. You can imagine this grid as two walls and the floor of an empty room, and you are drawing what is in the room.
Just to get some testing done, we need walls and floor, in dirt, stone, shaped stone, mixed rocks and dirt... And shapes seen in the comic series for the Troll caverns. The kings throne will be needed, as well as anything else that might be undergound.
Wall perspectives would be vertical, horizontal, and at 45 degree angles like the grid above.
Ill post some more examples tomarrow from a sample pack from a different version of the engine. They could be modified to work, perhaps, but Im thinking that if this is going to be true Elf Quest, we should do our own graphics.
Hope I didnt lose anyone. I have a hard time explaining simplish things, making then sound harder than they usually are.
Anyway, there will be two "versions" of the game: "Test" and "Live". The test server is the one where everything is tried out, and is the main focus for now. We can try different styles and methods and whatever and it wont be the final release until approved. In other words, we can have fun playing with graphics and its no big deal if it all meshes immediately.
The test server theme is Troll Quest. As such, it is all focused on underground features, such as rock and dirt.
The Live server may have whatever is approved from the test server graphics. Its going to be a while before we have to worry about this. This will have the above ground stuff. (there will be minor but complete testing of the above ground graphics).
Anyway, most of the setup for testing and whatever is for how the game actually works, so that part is going to be mostly my burden, and you wont have to worry about it unless you want to become more involved with how the game fleshes out (PM me or search for the group about it).
So, basically, for now if you want to try things out image wise, the idea is to make images that appear three dimensional, like if a picture of something was taken from about a 30-45 degree angle above it. (see the tree above). the grid above is a visualization tool, showing three sides of an image. You can imagine this grid as two walls and the floor of an empty room, and you are drawing what is in the room.
Just to get some testing done, we need walls and floor, in dirt, stone, shaped stone, mixed rocks and dirt... And shapes seen in the comic series for the Troll caverns. The kings throne will be needed, as well as anything else that might be undergound.
Wall perspectives would be vertical, horizontal, and at 45 degree angles like the grid above.
Ill post some more examples tomarrow from a sample pack from a different version of the engine. They could be modified to work, perhaps, but Im thinking that if this is going to be true Elf Quest, we should do our own graphics.
Hope I didnt lose anyone. I have a hard time explaining simplish things, making then sound harder than they usually are.
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