RandomFellow's Recent Forum Activity

  • ahr Ech Just wait 'til you see the egotistical RandomFellow!

    Finally got some video of the two working weapons.

    First we have the bullet-spewing autogun:

    Then the powerful, but slow heavy cannon:

  • Wrangler I've been digging your art style for a long time. I'm all wee to see it in a game!

  • The animations on her are smooth and beautiful! These visuals look like they'd fit a stylized adventure game really well.

  • I can't believe I forgot to post these here already. I also regret having to follow Infinity End and Cappdog and their masterpieces. There goes my self esteem.

    One of my test games, a steampunk-style shooter similar to Metal Slug and Cybernator. So far I only have two weapons, a couple of enemies, and the ammo refill air drop system working.

  • thehen Bare-chested bros unite! /fist bump!

  • If you're still in the market, I thought I'd throw my hat into the ring. I've extensive experience working with 8-16bit style pixel art for games and procedurally generated sprites using Spriter. Just a couple of examples of the pixel assets ingame:

    And some more recent sprite designs I did for a client: http://sta.sh/0fcoi3djbqa

    I've other styles as well on my

    deviantart page if you'd like to see what else I can do.

  • hazneliel That's true what keroberos said about the pallets in most cases, but contrast plays a big role as well. Generally speaking, objects farther from the camera are usually lighter than those in the foreground. I guess the science behind it is water/chemical particles in the air. Most artists will put a light colored gradient or fog on their backgrounds to give them a sense of distant.

    I do actually like your color scheme, and if you don't really want to change it much, a simple way to separate the fore/backgrounds is to add a light haze to the background. It shouldn't obscure the background much if done right, so you can still show off all the hard work you did on the background and still make it easier to see what is going on in the foreground. Just make sure the haze is strong towards the bottom, otherwise it'll look strange.

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  • I was thinking about charging about $5 per sprite or tile, so most of that shouldn't be too difficult. Backgrounds are usually bigger and more in-depth, so I might have to see how detailed you want it before making a decision on that.

    If ya wanna send me some 1-to-1 scale images of the sprites or the player, I can start putting together some mock-ups for ya.

  • You probably hear this a lot but it needs to be said.

    Your music is truly a beautiful thing.

  • I've done a bit of fiddling with Spriter in the past. For the most part, it comes off as a bit intimidating at first until you find out it's own little process. I can give ya a hand or a few pointers if you need it.

  • A few set pieces shouldn't be too difficult. Your style is pretty solid on it's own, to be perfectly honest. I just thought I'd show ya a few examples of mine from a practice game I was making:

    If ya wanna see the set pieces individually:

    http://sta.sh/2dmf2zes72v

    http://sta.sh/218m4slzzkz9

    [Edit]: OH! And I almost forgot. If you needed things like splash screens or logos, check out my deviantart page and see if ya like the style!

  • I may be a little too late to the game, but if you need help with the art side, I've been opening discounted commissions for the last month or so, and am thinking about posting some cheap $5-10 a frame sprite commissions, too. Couldn't hurt to have a splash screen or two from another artist to give the game a more professional look.

    Great for splash screens.

    Sprites, tiles, and backgrounds.

    Check out my deviantart page if you're interested! Thanks! http://randomfellow.deviantart.com/

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RandomFellow

Member since 2 Feb, 2013

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