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Found 44 results

  1. Hi everyone! Just want to everyone to know that I have published DevLog #4 for my upcoming game 13 RONIN, a pixel-art samurai fighter in the spirit of classics like The way of the exploding fist and Barbarian. In DevLog #4 I'm writing about my new tool Ester. It's an editor for tuning spritesheet animations and generating json-files describing the animations. For anyone doing spritesheet animations it might be worth checking out. Happy coding! jan.
  2. sneaky_squirrel

    Researching my Animation Pipeline

    This is my first blog post. I am making a videogame as a learning exercise, using SDL 2.0 as my framework (I can't call it an engine, but I'm using it as my game engine). I opted to attempt a 2D Turn Based game. Animation I have followed SDL tutorials and am now familiar with [Textures] and [Rectangles] in SDL, necessary for animating characters in the game. I wrote wrapper code to turn my sprite sheets into living characters. Now that I have achieved animation implementation, I focused on getting a practical art asset pipeline (drawing the sprite sheets). 1) I first tried Medibang. I had to manually position the sprites in my sprite sheet, and the Surface Pro 4 (tablet) didn't work. 2) I then tried using Graphics Gale. I found out I'm a terrible pixel artist. 3) I checked out Krita again. It turns my tablet into an electric oven. But I can draw without lag, it has animation support, exports a series of png files, and I can use texture Packer to create the sprite sheet. Gif with 1 Boar was made with Medibang. The 3 sprite men were made with Graphics Gale, and the three boars were made with [ Krita + Texture Packer ]. What did I learn? Animation is expensive, took me way longer to draw 16 frames of animation than I would have liked. I want to focus more on programming more features, and less on animating. Although I do want to see how "pretty" I can push a game. For now, I'll try to stick to easier character designs and shorter idle animations.
  3. Hello everyone, I am looking for a pixel artist for Dwerve - an upcoming tower defense dungeon crawler for PC and possibly consoles and mobile. This is a paid part-time position. High Concept Trolls have ransacked your village during the day without turning to stone. Armed with turrets and traps, you adventure into dungeons crawling with dwarf-thirsty fiends to hack ‘em to pieces and burn ‘em to ash. Do you have the nuts (and bolts) to explore deep enough to destroy their secret weapon? Art Style Sprites will be designed for a 16x16 grid. It must match the current art style, but exceed it’s quality - we want to take the visuals to the next level. Can you make this screenshot look even better? Tasks include creating: Level tilesets Character and boss sprites Tower and trap sprites Character portraits User interfaces Particle textures About us Peter and I (PJ) are game developers based in Tampa, Florida. In 2015, we co-developed our first commercial game, Blacksea Odyssey. We worked with multiple publishers and the Kickstarter community to bring the game to Steam, Xbox One and PlayStation 4. We have been working on Dwerve, our second commercial game, since January. Prototype build/video If you want to check out the game, download and play the prototype build, which simply demonstrates the core gameplay mechanics and preliminary art style. It is not by any means a complete representation of the final game. Alternatively, you can watch this Dwerve Prototype Gameplay YouTube video. Apply via email Email your resume and portfolio to contact@halfhumangames.com to apply. Feel free to send demo sprites that match the current art style! - PJ
  4. Hey all I am available to do art projects for games. I will do them for FREE just for the experience. I have very simple requests/stipulations.,.1. I am not looking or wanting to be a full team member.2. You allow me to display my finished pieces in my ArtStation.com protfolio2. No pixel art, and no demons, dragons, or religion pieces.3. You are flexible in your time limits and art requirements.You can view samples of my painted art here >>> https://www.artstation.com/pdavidcunninghamYou can view my earliest scenery paintings here >>> https://circlestudios.deviantart.com/You can view samples of my coloring of others art here >>> https://davidcunningham.deviantart.com/If interested, email me at: davidcunningham@email.com
  5. Mark Simpson explains some fundamental principles anyone can use to improve their art, with examples and links for further reading.
  6. Hello guys. I’m looking for a programmer to work with me on my project. I’m working on a global modification for 2D isometric game Diablo 2. My project is going to be an Elder Scrolls mod. The ultimate goal is to recreate the world of Elder Scrolls in D2. The reach my goal I need help from an experienced programmer. What will you do? In short, you will debug, softcode and expand D2’s engine. There are a lot of bugs in the vanilla engine, which need to be fixed. Also, a lot of data is heavily hardcoded – it needs to be softcoded into .txt files for easy editing. Finally, there are a lot of limitations in the code (for example limited number of Levels) which need to be removed. Don’t worry you will not be left alone in your work. There is a huge community of D2 modders that can help you. There is a large forum section dedicated to Code Editing. You can find lots of information there. And also there is a Discord Channel of friendly D2 modders, where you can get a quick reply. There are programmers that have achieved a lot in their own projects and may share some of their code or at least point you to the right direction. Also, if you’re a fan or at least familiar with any of these franchises, it would be great. Contact me if you’re interested.
  7. Hi can you guys please help out with this blade? I want it to look more like a flame blade. (will change pallete after coloring it right), I'm a complete beginner that wants to make a huge content mod for Terraria, but as you can see I'm very inexperienced in spriting.
  8. Finally coming to grips with the new tools and having something to show for it! There's been a real headache and a half over this, but hopefully it pays off with a bunch of dropped jaws and people saying "Oh, that's cool." when they first open the game.. I need to settle into a groove! Time to crank out some content! (Check the link for the full, HUGE blog post)
  9. Hello! I have been working on a Scifi RTS for some time and have come a long way with the coding and such. I am trying to put 10-20h a week into the game and it seems to been working out good so far. previously i have worked on multiple AAA titles in the video game industry and as well as some indiegames but decided to start making my own indiegames. Problem is that i suck at making art. =) So i am looking for someone who wants to help out to make the game look greate by creating 2d art. It mainly consist of isometric art but there are some ui elements and regular 2d perspective aswell. Prefebly you should live near the nordic regions and also be able to put in some hours weekly to the project. If you are intressted pm me and i will tell you more indetail stuff about the game and the idea. hope to hear from all you crazy good people.
  10. Gunner Gaming Studio

    April Update

    Hello all, This past weekend we were at our biggest culture/gaming convention our area has almost breaking 10k visitors. With us we had some screenshots of the new area we had been working on we were calling the Plains area. After sitting in on some gaming and voice acting panels we've been motivated to do a lot recently and have also decided to release the images we had with us at the convention. Attached are the first 5 levels of the plains area. Unlike the training temple area, the plains is an outdoors area with a repeating cloud pattern, and different combinations of repeating grass. This was achieved using a paint.net file that is originally 64x64 to create pixel art, then upscaled to 1080x1080 to fit an hd screen. They are designed tile like so that we can use as many as we want wherever we want and they fit together seamlessly. Instead of a door we have paths where this no grass as entrance/exit areas. As a new simple obstacle we have boulders that you must jump over, foes are designed to automatically jump over a boulder when they are running and get close enough. Theses obstacles make you have to take to jumping and may change your attack plans when a foe is closing in. You will notice a deep mud pit that slows player/foes that are standing in it by an equal amount (faster foes will be slowed the same amount, but still faster than you). This can hurt you when trying to get away, and will also make you want to jump and dash while in the air to avoid. Combining the boulder and mud can add unique environments when fighting foes. The foes in this area are still wolves but with different fur color. They are not guaranteed to drop health like the good ones in training room, and stats are changed slightly to be more active just a bit. Please ignore any grid lines or other icons as the screenshots were taken in the unity editor in order to show the whole layout of the level as they get increasingly longer, and more diverse. We hope you like what you see, we've been working hard on the rest of this first area where you have no powers yet and are even prototyping the first kinda boss level. Be sure to follow to keep updated with the game and look for it at https://gamejolt.com/dashboard/games/250527 and https://gunnergamingstudio.itch.io/crystal-dissention. Thanks for support, Gunner Gaming Studio Team www.gunnergamingstudio.com
  11. I know there are lots of great pixel art tools out there, but I'm making a vector style game so they don't help. I've used Illustrator for a while, but it's a pain to make animations with it because it doesn't have any animation-related feature, like timeline or onion skin. I don't even know how to preview my animation in Illustrator so I have to export the whole sprite sheet and preview it in the game, which slows down my workflow significantly. Do you have some recommended tool for non-pixel-art sprite animation?
  12. Hello, I represent a small team of indie devs currently working towards building and completing a game called One Lonely Outpost, which is something like Stardew Valley or Harvest Moon with a scifi bent on a barren planet. Further, rather than being dumped into an existing colony, here you start alone, and must attract the other colonists. Most excitingly, I met up with the Product Manager from Chucklefish at GDC, and he is now keeping an eye on the development. You can see the current status of the project on twitter @1LonelyOutpost Why we are looking for an artist We have a very talented artist, but the game is somewhat art-heavy, and he's only one guy. While we could cut back the art requirements, we don't think the game would be the same without what we've shaved it down to now. What we are looking for in an artist Someone who is serious about sticking with a game to completion, who is up for making many, many 32bit sprites. And someone who has a vaguely similar style to the existing one seen on the twitter above. Finally, a perfect artist for our team would be able to take feedback and gentle constructive criticism; we're not out to get you, I promise! About the Team We are a highly collaborative team of easy-going but driven people. We are all very passionate about completing this game the best it can possibly be, but most of all completing it period. While I am the lead Designer, like all good designers I'm not a tyrant or a dictator; everyone's ideas are both welcome and appreciated, and frequently get integrated into the game. I would like to think that we handle things very maturely; we don't get too attached to our ideas, being content with either discarding or shelving them for later when they don't work. The team currently consists of: (Me) Programmer/Designer with 3 years professional programming experience and countless hours studying design theory and concepts. (also the PR/Marketing/Business guy for now) Artist (2D Art & Animation) with 4+ years professional experience Lead Programmer with 5 years professional programming experience Writer with 3 completed novels and avid reader (has read over 10,000 novels - no joke) Why join us We are not overly picky about art work, and I personally work with artists consistently in my day job, so I know both good ways to communicate with them and various peeves artists typically have (constantly redoing finished artwork, nit-picking, discarded work, etc); as such I strive to plan things out and look ahead so that these things can be avoided as much as possible. Between us, we have considerable experience tinkering with or professionally working on games in addition to our general experience. We also offer a share, dependent on contribution quality and quantity, of the revenues as well as options for involvement in the resulting company we are organizing in the process. We are laying out a framework for an LLC and joining the team now would mean having a say in that process as well, if desired. The project is just over 1 month old but we are on-track to have the programming and writing portions of the game ready for leaving alpha and entering beta in about 6 months. The Artwork output really is the weakest link. Contact me via discord (dreadicon#0965) or PM if interested!
  13. Hello gamedev, I am currently evaluating the worthiness of jumping into RD work for an automatic impostor system in our engine. In the past I've witnessed tremendous performance increase from such a system into the engine of LumenRT (which has to cope with unoptimized user created content). We're a little bit in the same situation right now. Possibly large fields with way too much data (high poly etc..). So if the engine would support auto-impostor-ing of stuff that'd be cool. Though, to make it a bit more modern, I was thinking that we could extend the parallax validity of billboards by storing the depth too, and render them using parallax occlusion mapping. So the invalidation could come after the camera has moved to a more radical angle than for traditional impostors. These exist techniques with full volumetric billboards that I am aware of, but they need the gometry shader to generate slices, and cost heavy voxel storage. I need something very light on the bandwidth to cope with switch/PS4 limitations. Can you point me to modern research on well balanced imposter techniques sounding like this ? or any idea you have on the matter. thanks
  14. jbadams

    Free art assets

    The older version of this topic is getting quite dated, with some broken links and notable omissions, so after 8 years it's high time for an update. This is a list of free graphics for games but aims to avoid sprites ripped from existing games in favour of ones that may be legally used in your work. Please feel free to submit your own suggestions, but note that any off-topic posts and all spam may be removed from this topic. Be sure to check the licensing terms before using any of the linked graphics. Free Airplane Sprite Pack A free .zip package right here on GameDev.net containing various aircraft from different (mostly side or top down) angles. Includes fighter jets, bombers and cargo planes. Provided by our very own (but recently inactive) @Prinz Eugn (Mark Simpson). Free for any use with attribution to the author. Kenney Assets A huge collection of freely available assets (both 2d and 3d) for many different styles of games, available under CC0 1.0 Universal licensing terms. In addition to the free assets, Kenney's work is supported by the sale of cheaply available asset packs which you'll find linked at the top of the page, and the fantastic Asset Forge which allows the easy creation of customised game assets. SpriteLib GPL A free .zip package of 2d games sprites by Ari Feldman, now available under a Common Public License Version 1.0. Unfortunately, the original website is no longer online, the source website is back online HERE, but the sprite package is attached to this post for you to download: spritelib_gpl.zip Contains sprites for a platform game, Pong/Breakout/Arkanoid style games, overhead shooter in the style of 1943, and a maze combat game in the style of Tank Force. Lost Garden Freely provided graphics from Daniel Cook of Lost Garden & Spry Fox, under licensing terms explained on this page. Danc's Miraculously Flexible Game Prototyping Tiles Danc's Miraculously Flexible Game Prototyping Graphics for Small Worlds 250 free hand-drawn textures Tyrian ships and tiles Tiles for Zelda-like RPG Complete set of 8-bit Sinistar clone graphics Unreleased RTS Postmortem: 'Hard Vacuum' (graphics near end of post) In addition to the above, Daniel also has a couple of 'Game Prototyping Challenges' where he provides the basic outline of a game design and challenges people to implement and iterate on the design to hopefully create a fun game. A couple of these challenges come with freely provided graphics, although in this case the assets are intended for use if undertaking the challenge (a fantastic learning exercise!) in question rather than for general use: Prototyping Challenge: Play With Your Peas Prototyping Challenge: Fishing Girl Glitch - Public Domain Art (and code) All assets from a defunct web-based MMO game, made freely available under CC0 1.0 Universal licensing terms. Get it HERE. Most of the graphics are available in .fla and .swf formats. Quaternius Quaternius offers a large range of basic low-poly models with CC0 licensing. You can also support his efforts by purchasing all of his sets in a single file for $1. OpenGameArt.org OpenGameArt have a huge collection of different art, constantly added to by new and existing contributors. Quality and style vary, but there is some really good material available if you're willing to spend some time looking. Note that licensing terms vary, so be sure to check each item's license before use. Game-Icons.net At the time of writing, Game-Icons.net offers 3044 free icons in SVG and PNG formats with CC BY 3.0 licensing (which requires attribution). The built in editor on the site will allow you to alter the icon size and apply some simple properties (such as background type and colour). AI War 2.0 graphics library Graphics from the space RTS game AI War: Fleet Command. Free for use by indie developers. Get it HERE. Reiner's Tilesets 2d and 3d graphics (use the menu at the top of the site to view categories) available under these licensing terms. MakeHuman MakeHuman is an open source (AGPL licenced) tool for creating 3d characters. Output characters can be used under a permissive CC0 license under certain conditions. GameDev.Market There are some free assets available via the GameDev Marketplace (our very own asset store!). Looking to hire an artist for custom work? Check out our Contractors section, or advertise your project in our Game Jobs board (for paid commercial projects) or Hobby Classifieds forum (for free hobbyist projects). Looking to purchase pre-made assets? Try the GameDev Marketplace, or other asset stores such as GameDev Market (not affiliated with us!), the Unity Asset Store, the Unreal Marketplace, or others.
  15. Hello Everyone! My name is HyprStorm and I am looking for experience with pixel art. If you need a pixel artist for a side project or a small game, then I am your guy! (Hopefully...) I would like to work on pixel art for a small project. I don’t need any money or anything, all I’d like is to be stated as one of the Artists. I’m looking for experience in the field. PM me .
  16. Hi there. I'm pretty new to this and I don't know if it has been asked before, but here I go. I'm developing a game using SFML and C++. I would like to use the "Tiled" tool to load maps into my game but I don't actually find any tutorial or guide on how to exaclty use it (I know that I have to read an XML file and stuff). I just step into diverse projects that make all a mess. Anyone knows where can I find good information to make my map loader by myself? Thanks in advantage!!
  17. An original fantasy RP game needs dedicated, self-motivated, and chill individuals! We have a story and general plot already set up, ready to be expanded upon. Miasma: Twilight Decree is a 2D roleplay adventure game. It’s set in a unique fantasy world with a vast map containing continents and oceans alike. Players are given one objective: to endure the troublous environments Allagia have to offer and successfully progress through time to reach the Age of Technology. The stakes are high, and every character’s actions can alter the world – or reset everything back to the beginning ages. MTD features a blend of survival aspects, dark themes, with the ability to make a mark in the history books. What we're currently looking for: • Writers - Super creative individuals who have experience in lore-making, world-building, and know their way around fantasy writing. All of the general elements are here [setting, plot, etc.] and need some "fluffing out"[quest lines, clans/ factions/ families, etc.]. Bonus points to those who can whip up spells and skills. • Artists - Mainly those who specialize in pixelated art, or people who can make concept art [since we lack pictures]. • Project Manager - Someone who is organized and can keep this project on the rails. As thorough as I am, it's difficult to cover all the bases on my own. • Other Positions - Anything else to fill in the gaps. We currently use Wikidot for our wiki; someone with CSS and syntax experience to polish it up would be awesome. A musician/ composer for all things musical. Way later down the road, we'll need community managers, DMs, and the such, though it isn't necessary at the moment. Other information: I've been working on this project since the beginning of 2017 with a group of friends. Life basically prohibited a lot of us from continuing on with it, and it went on hiatus for a while. I'm making an attempt to bring this back from the dead since plenty of time and effort went into it beforehand. It goes without saying that I also have a passion for roleplaying. I cannot stress enough that anyone interested should be into fantasy settings or D&D. Otherwise, you're probably not going to have fun with helping! We do have a Patreon with a few supporters, and Discord. Until things really start moving, we'll be using Discord to collaborate. For any questions, comments, or concerns, feel free to comment below or add me on discord @ Allagia X#9174 [best method of contact] for more info about this project.
  18. I'm working on a small concept for a game and have a question about a concept I want to try out. So its top down (2.5D pokemon perspective I think they call it), I want the user to be able to walk with W,A,S,D and aim to the cursor. With a 100% top down perspective this would be easy and I could simply rotate the sprite to the mouse location. But with 2.5 it's a little harder since the sprite has a body that has different from each side. Another problem is the movement of the legs. When a player moves down he could either be walking backwards (when the mouse is above him), sideways when the mouse is to the left or right of the player. or forward when the mouse is below him. I added a simple gif down below that demonstrates the concept (without the leg movement) because that's gonna take some work Now my question. are there any games out there with the same mechanics. I know there are a lot 3D games that do this (battlerite for instance) but I cant find any 2d game. And do you guys see this work? Greetings, Merijn
  19. G-Dot

    Free grenade art

    Hello everyone. I don't know is it a good place to share my link, but I have a small collection of grenades and I want to share them with people. They are totally free - https://gum.co/xOlQD
  20. Airlock 22 is seeking a Sprite Artist to help create the art and animations for a video game we are developing. Artwork is currently just placeholders done by myself until we can get someone with much more experience to help out! Responsibilities: - Create Sprites that the Engineering team will be able to bring into the game under production. - Assist with Sprite animations if it is something you are comfortable with. - Collaborate with other team members to develop artwork for current and future projects. Requirements: - Ability to work independently - Ability to focus while working remotely - You are able to create your artwork in a well-lit environment Pluses: - Experience with Sprite Animation - A very creative mind - Excited to help build a studio from the ground up. Please contact me at kevin@airlock22.co
  21. Hi! I managed to have a 2D pixel artist contact me to make some pixel sprite work for me. I am happy but also lost on how to go about setting up a work plan list for this artist. Can anyone lend me some tips on how to complete a work plan list? Thanks!
  22. (Disclaimer: I am not talking about video transitions. i.e. fade, zoom out, etc) I just want to know if animation transitions are a good use of time, or if they will even be noticed. Specifically, I mean an animation that transitions from one animation to another, like from a walk animation to an idle animation and vise-versa. This is easy to achieve with bone-based animation, but I am using sprite-based animation, so I would have to do all of them manually. I honestly cannot tell if any other games use this, and cannot find anything online about it. Is it a good idea to add these? Will they be too much work? Will they even be noticeable?
  23. We are looking for people to help develop games with us. This is a job opportunity for people just starting out in the industry and we cannot pay for your assistance. This job is unpaid and voluntary. We want artists of any kind to send us samples of their work to our email account avidspacelovers@gmail.com so that we can determine whether or not your art style is the one we are looking for. Criteria - Must be willing to volunteer for an unpaid position - Must have a unique art style - Must provide us with samples of your work and; - Must provide us the reason to why you wish to work with us Important Notes: We will ask you if you wish to continue working for us after the game you helped developed is released. Those who wish to stay with us will retain all previous criteria and will continue to volunteer for unpaid work. We have these job opportunities open to anyone of any age or talent and we will try to provide further assistance with answering any further questions you may have. Our job opportunities are meant for you to get your name out there early because we believe that the more games you helped developed then the more things you can add onto your resume. Our job opportunities are NOT meant for those who have already got their names out there but we will consider all applicants. We will gladly refer you to other game developers if you ask and have had a prior job placement with us. We hope to see your work and if you get a job with us we can promise to give you a free game key that will allow you to get the game for free. After all, you need something for your hard work. Thank you for taking the time to read this job application post.
  24. I downloaded a pack of sprites, and I was wondering how do you manage to get the exact coordinates of a smaller sprite in an Atlas.
  25. knakamura

    Online Pixel Art Scaling Tool

    Hi, My friend and I made an online tool based on different pixel scaling algorithms. Feel free to use it here: http://crunchpixels.com/pixelscaler It is possible to upload images then download the scaled result. Happy game making! :-) (Terry Bogard belongs to SNK and is only used for demo purposes)
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