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Footballhono52

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About Footballhono52

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    Design
    DevOps
    Programming

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  1. Footballhono52

    2D art asset cost?

    So most artist go by an hourly rate not by say a per character basis/ per asset basis or ect.?
  2. Footballhono52

    2D art asset cost?

    If you have ever seen Unity3D's Tower defense game, an art style like that is what I am looking for. I attached a screenshot of what the game looks like. The type of assets I'm looking for are the following: road curb, car, light post, stop light, coin, bird (wing down, wing up, splat front, dead), background city skyline ( can be basic back rectangles) UI components game over, start game, tap to play, tap to restart, score, high score I added another file that displays what I vision the game as I can try and create the assets myself, but it would probably take me 10x longer than even a beginner artist so I'm just wondering if its worth it to hire someone to create these assets for me.
  3. Footballhono52

    2D art asset cost?

    In this case I'm the game designer not the artist. I'm looking for how much it would cost to make this art. I don't have any samples
  4. Footballhono52

    2D art asset cost?

    I'm working on finishing up my first mobile game that I'll be putting in the App Store. I need some good art assets and it's safe to say my artistic still is none. My game would consist of about 15-20 different sprites with only 8 assets being completely different. what could I expect to pay for something this simple? Their cartoon style assets
  5. Footballhono52

    How to create a 3d planet for game?

    I've done some studying on this as well and the best way to accomplish this is by transitioning using shaders. it all depends on what your trying to accomplish really, so if your making a space exploration game where you can land on planets and explore the world and leave the planet and go to another one, shader transitioning would be the way to go. while your in space you would have the 3D spherical object (planet) and once your player is within a certain distance of the planet you would actually transition the world into a flat terrain. Your terrain would need to be separated into at least 9 sections, like a tile map, and programmically place the tiles of the terrain to simulate like the player is exploring the whole world like they are on a spherical planet. you could use actual spherical objects to land on and ect. But the actual computational and programmical challenges are very complex. One would be texture mashing as the poles of a sphere. The way the Geomtry of the sphere is, the triangles become mashed at the poles making creating a seamless transition at the poles hard. Then there's also the precision problem, since most game engines are based on floats, using spheres as a terrain your always cutting off values beyond the precision of a float. So eventually, you may experience odd behavior because the values have been stretched past the point of precision. so best practice would be to use 3D spheres in space and transition to flat terrains when landing. You can make the transition smooth by hiding the transition while your flying through clouds ect.
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