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Messages - Nomosoft

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Game Art / Re: Free and inexpensive game art for commercial use
« on: February 21, 2017, 09:33:23 pm »
I don't know how I've missed this thread for a year and a half, but you deserve a bump. Providing characters as individual pieces with Spriter riggings is brilliant. I love what you're doing. I hope you're continuing to maintain the site and add new content.

Paid Work / [PAID] Looking for a concept/character artist
« on: December 21, 2016, 11:46:36 pm »
Reference images are attached to this post. I'm looking for someone to create one or two concept pieces for a character/setting. I'm looking for something with 70s blaxploitation flavor: big, square cars, hip-hugger jeans, afros, guns etc. The style I want is either realistic, or semi-realistic cartoon. Think something along the lines of Archer. I'm also going to attach a picture that's full-on cartoon, but would work fine for this commission.

I'm not terribly picky about the medium you work in, but I don't want any 3d renders that have that plastic 3d render appearance I don't like that flat, smooth look. I also do not want that oil-painting fantasy-game look, unless you do something really amazing with it. I need something at a high enough DPI to be printed at a reasonable size. I prefer something in a digital format that I can work with, but that's not an absolute requirement.

I'm not necessarily looking for the cheapest option. I want someone who will work with me, and who can deliver the look and feel I'm aiming for. Style > price > medium.

Don't be upset if you reply and don't hear back from me. I am posting this to numerous places, and I am going to respond preferentially to artists who can show work that fits the style and/or subject matter of this commission. Having said that, please post your portfolio links, example pieces, and/or rates. You can send me private messages if you prefer.

Game Art / Re: Royalty-free 2D graphics
« on: October 09, 2014, 11:08:08 am »
According to Envato at the moment I am in process of publishing big UI game sets there, but they have really complicated publish requirements.  Also they don't like single items at all. They are looking for big graphic sets, but  reality is that for me more profitable to sell hundreds of single assets at shutterstock than one big set at envato.

Still I am trying to find perfect way how to satisfy game developers needs. In nearest time I'll publish assets sets at envato and probably I'll try Creative Market as well:)

I almost never buy a single item. I prefer themed sets. I'm probably not the only person like that. The image in your first post is a perfect example of the sort of thing I like to buy. There are enough elements in that image for me to prototype an entire game.

Let us know when you have things up on Envato.

The Kickstarter idea the guy above me mentioned is also something to consider. The indie market has a ravenous appetite for quality graphics at a reasonable (read: cheap) price. I'd love to see more things like the Indie Graphics Builder/Bundle.

Game Art / Re: Royalty-free 2D graphics
« on: October 07, 2014, 05:37:53 am »
I really like some of the things in your portfolio. I especially like the colorful bottles, and tubes, and gems.

You should consider putting more of your work up on the Envato network. You have hundreds of items up at Dollar Picture Club, but only a handful on your Envato account. Your Envato account also only has individual items, like one football helmet, or one motorcycle. Your portfolios on other sites have collections of multiple items. At Dollar Picture Club, I can purchase nine football helmets from you in a single transaction for $1; on Envato, I would have to make nine separate purchases at $5 each to get those same helmets.

It's not just about the price. Everything I see in your portfolio is worth way more than $1. I buy a lot of stuff from the Envato network, though, and I already have accounts and credits, there. If you had the same selection up on the Envato network as you do on Dollar Picture Club and some of the other sites, I'd definitely buy one or two items.

Paid Work / Re: Need Help with Beta testing.
« on: March 02, 2014, 09:17:52 pm »
I like the concept, and the artwork. It gets a little repetitive for my tastes pretty quickly, but I still think you did a good job. I played through to level seven or eight. I noticed the introduction of the trampoline, so I'm guessing more new stuff was probably coming, which might have helped with the feeling of repetitiveness,

I did notice that I can move boxes that I don't think I'm supposed to be able to move. For example, one level six, there are boxes with their right-hand sides wedged up against buildings, and you can't get next to them to push anywhere. However, if you jump on top of the box, then move to the left edge, the box slides under your feet. So, you can walk a few steps left, the box slides under you to keep up, and you can repeat that as much as you want. That might lead to shortcuts in levels where you don't intend boxes to be moved.

Not a huge issue, but you can shoot the mute button, and bullets stick to it.

Paid Work / Re: Looking for partners in Mobile Game development.
« on: February 28, 2014, 02:39:16 am »
ok well the tax ID can be my SSN correct if I am the only person listed in my company at the moment? As long as I dont use any other registered name?? I am from USA FYI.

You can get an EIN, instantly, from the IRS website. You can also use your social security number _and_ use a different name by going to your county Clerk of Courts and filing a DBA name.

Edit: I a surprised at the age skew in this thread. I pictured Stencyl appealing to a much younger group. I am in my late-30s, which I would have thought was pretty old for Stencyl.

Paid Work / Re: Artist Looking For Work
« on: February 27, 2014, 07:32:27 pm »
It doesn't look like it needs to be reskined at all, IMO.  Have you thought about putting this on mobile?

Well, the pause menu is ugly as hell, and needs work, along with the buttons. The idea of the total reskin, though, is because I had it up on FGL a year or two ago, and didn't accept any offers for it. I think it's probably stale, at this point. I was thinking of just releasing it under a different badge and look with new levels.

I've thought about the mobile angle, but I haven't really looked into what would be required to get it up on any mobile stores.

Paid Work / Re: Artist Looking For Work
« on: February 26, 2014, 08:53:54 am »
Hi Nomo,

Want me to help out?

I'd be interested in what your vision for a re-skin of Ace Escape would be, but, to be honest, I don't expect it to fetch more than a few hundred bucks, assuming it sells at all. I'm not sure if it would be worth your time.

The toilet paper rolls really pull the theme together.

Paid Work / Re: Artist Looking For Work
« on: February 22, 2014, 03:24:41 am »
I have a completed game that could use re-skinning. If you look at my profile, you can check it out: Ace Escape. The version in my profile is old and might have a bug or two, I'm not sure if I ever put up the final build. I had it up on FGL over a year ago and got some sponsorship offers in the $300-$400 neighborhood, but I never followed up. I think with a complete re-skinning and new levels, it should be able to score more offers on FGL, but I don't expect to get rich on it.

I am also working on a sequel with many more advanced features, more puzzles, a map screen, and so on, that I hope to eventually put up on Facebook.

Windows / Mac / Flash / HTML5 / Re: Super Rocketeer Devlog
« on: September 12, 2013, 03:54:07 pm »
What happened to this? No updates in months, and the Twitter account seems to be gone. Super Rocketeer and Spriting Everything are two of the best things to come out of this community, I'd hate to think they just died.

Game's still going. Way too much experimentation and undoings for me to report on it as if they're concrete updates. I do feel bad for going quiet and want to get back into being transparent, but I feel with the way I'm doing things my devlog would sound more like me pondering which directions to take the game in rather than having a clear focus. Thanks for the concern, I might do more devlogs soon in a different style.

Spriting Everything was fun but I'm not sure I'm intent on continuing it.

So, it's been about ten months since last I asked... is Super Rocketeer dead? I can't believe the community hasn't harassed you into finishing that game, it is easily the most promising thing I've ever seen from Stencyl.

Game Art / Looking for artist(s) for match game - paid
« on: December 25, 2012, 02:00:00 pm »
OK, I got zero responses to my last call for artists, but I'm going to try this, one more time.

I need an artist or artists for a match-3 style game. The project is fairly small, I am looking for perhaps six object sprites, possibly animated, one large background, and a game-screen interface (score, time, etc.)

In my head, I am seeing polished vector or rendered 3D pieces, but I am always willing to consider other options. Please reply or message me with portfolio links, rates, and so on.


Windows / Mac / Flash / HTML5 / Re: Too Hot Too Cold -- EGP Nov/Dec Entry
« on: November 27, 2012, 12:45:52 pm »
That's a really cool game mechanic, I don't think I've ever seen anything quite like it. The additional super-power that comes right before death is an original twist. I think you should flesh his out and turn it into a complete game.

Chit-Chat / Re: GTA V
« on: November 18, 2012, 08:06:51 am »
I'm not criticizing you for liking the game, but what exactly is so appealing about this series? I mean I've played some of them before and I can't quite get what is so "fun" about them. Looks nice though.

Back when Grand Theft Auto: Vice City was making such a big splash because of its adult themes and whatnot, I thought about buying it, but I never got around to it. Fast forward a year or so, and my wife buys me the game for Christmas or my birthday. I pop the disc in, hit play, and it's almost a religious experience.

I'm not much of a gamer, and I hadn't really kept up with the way games were evolving. For me, Vice City was simply mind-blowing. The voice cast reads like an Oscars invite list, the cars are actually different from one another in more than just appearance, different NPCs behave in different ways, the main missions are fun and actually advance the story, and there is a seemingly endless supply of side work if you need a break from the main story. The environment interacts with you! Car horns don't honk randomly, they honk because you're in the way! The neighborhoods are distinct, with unique architecture, people, and environments. You can drive a boat. You can fly a helicopter! If you're not in the mood for missions and goals, you can simply drive around, watching the non-player characters interact with one another; you can find hidden corners of the city to explore; you can take your motorcycle for a ride.

The real clincher, though, was the radio stations. I loved the soundtrack, I loved the fake commercials, and I loved the talk radio parodies. It's awesome rolling through Little Haiti with Ghetto Life blasting through the windows of my current ride.

The point is, the game has personality. I don't know about current games, but there was simply nothing else like Vice City when it came out. It was so immersive, it was like transporting yourself into a gangster film you could control.

In my entire life, there have been only a handful of games I have bothered to play all the way through (not counting old Nintendo games and arcade games you could finish in a sitting), and even fewer that I felt compelled to play through more than once. Grand Theft Auto: Vice City is on that list.

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