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Need 2D artist for YAFFC (Yet Another Final Fantasy Clone)

Started by easlern Feb 2, 2005 at 4:38 PM 3 replies 1.2k views
Original Post
easlern
easlern
Anyone with talent will do. I can not draw. I am making, well I guess I'd call it, "The Story of YAFFC" (Yet Another Final Fantasy Clone). Acceptable formats are anything SDL (more specifically, pygame) can handle, which include but are not limited to, BMP and GIF. My goal is to just make a working, complete version of a game to serve as an example and resource to people here and on pygame.org, and wherever else will have it :) . Everything will be released as public domain, so please don't join if you have any intention of retaining copyright on anything. To give you an idea of what I'm looking for, theme-wise, let's stick to sci-fi/fantasy. 2-3 frames will be required for each character, preferably around 100x100 pixels. Backgrounds are also needed, I'm planning on sticking with 640x480. Over-head (map) tiles and characters will be needed too, although I haven't settled on sizes for those yet. Everyone involved will get front-page treatment. Thanks for your interest!

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|easlern|
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nvision
nvision
You might want to think about your plan of attack with the art a little more thouroughly. 100x100 is incredibly large for an rpg character, unless you're working in very hi-res or 3D. The original final fantasy games had character sprites that were 16x24 and 24x32...in comparison, 100x100 is more akin to a Street Fighter character sprite. Also, the larger you go with sprites, the more frames you'll need. 2-3 a character won't cut it. Walk cycles alone will require 4-5 frames to make a semi-smooth walk, and you'll likely want other actions than walking.

Try looking at some spritesheets and artwork from the games you're trying to emulate, and then take a whack at writing up an actual asset list. It should be far easier to net yourself some help if they know exactly what they're getting into, and feel confident you understand the process more fully.

Best of luck...
Omegavolt
Omegavolt
Hes right. The largest I make my sprites are 50x75, and then I have to make them with cartoonish shading. Like 2 shades per color. And the animation looks a bit choppy.
Pixel Artist - 24x32, 35x50, and isometric styles. Check my online portfolio.
Roots
Roots
We do our sprites in 32x64 and our tiles are all 32x32. We have some early screenshots on our site if you want to check out how that looks. The screen shots have a 800x600 resolution. Good luck!

http://www.allacrost.org
easlern
easlern
Hey, there ARE artists on gamedev!
Thanks for the tips. The resolution of characters doesn't matter too much because I'm using a perspective correction that re-sizes the sprites with distance. I just like to have higher resolutions because they can be in a wide range of sizes and still look pretty good. Fewer frames is okay for me because I can use motion blur on the sprites to sort of interpolate the images, and it's easier to get people to commit to less work. :)

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