you'll be wasting your money if you don't get a book on photoshop tools and techniques. That's all it's good for anyway, brushes, transparancies, layers, etc.. oh yeah another thing I just thought of, all iphone art needs to be 163dpi to perfectly display on the iphone screen, I'm not sure if you can save dpi info in mspaint.
im still a true, blue hardcore loving MSpaint pixelated guy, heres a sprite i did that was supposed to be Xeno but hardcoregamer, no offence but i dont know if i still want u to use it, its mine and i dont want it to be copyrighte by you guys with your game, especially after i quit, remember im sorry i quit and once again no offence *WARNING* EXTREMELY sorry about the size, ive been having trouble with my programs and if a mod finds it necessary to delete it be my guest *WARNING* p.s. its one of my first so pretty suckish
wow, you broke TA!! Anyway, you have way too many varying pixel sizes there from small to extra huge. Also, with pixel designs, you need to pick a palette, usually from 4 - 16 colors and use that palette to build your dark/light/highlight areas. Alternatively, doodling the character in illustrator or some other drawing tool before pixeling it is a good planning step. Super whaleman here started off as a vector sketch: Using that as my model, I was able to make a pixel out of him:
first of all, cooles thing EVAR!!! secondly dont worry, its still a work in progress, and i prefer 8-16 bitstuff, not like that second pic, a good example of gteat sprites (and hilarious comics) are: bob and george http://www.bobandgeorge.com/ and a modest destiny (also an app on it) http://www.squidi.net/index.php
Yep, palette is very important. I've gone full 8-bit (256 colors) with pixel art, but that pallette was shared across all game tiles and sprites. Most sprites/tiles contained 16 colors. Dogmeats suggestion to use vector is important too. This allows you to get a basic shape (remember me talking about silhouettes a few pages back?) as well as move things around and switch colors easily. If you aren't comfortable with vector, you could sketch it out on paper and scan it, or try to sketch it out on your computer. Below is an example of how I follow through with my work. Everything is extremely loose, which is still retained in the final vector image. This is a level for Snails, which appeared on PocketPC in 2002 and went on to win numerous international awards for half a decade. Since the game was designed for PocketPC, which has richer color depth, the palette appears a bit strange on the PC.
I really can't, sorry. I could provide tons of reasons but it basically comes down to one thing: Nobody can afford me these days. Thats why I create my own games. This doesn't mean I think I am the badass, it just means someone would have to pay me a truckload of money in order to take me away from what I enjoy doing. I don't enjoy doing other peoples projects, I enjoy my own projects.
I say the more the merrier. There's nothing wrong with me wanting everyone to join my team. Dogmeat and Flickitty are good and if I like their artwork and want them to join then so be it!
ha! funny thing is, that whaleman art is from 2003. You will eventually see the stuff I'm doing these days, when my apps/games are released. I'm in the same boat as kitty. I'm currently managing an entire dev team and I really just have no time for any other projects at the moment. I hope to have a larger team in a year.
Besides some that have left us or are still in negotiation, including myself, we have recruited 27 people. Who wants another rough screenshot?
He's holding his elf slashers. This game isn't being made entirely on Paint you know. A very impressive artist made this, but no names yet. I might even post a new level screen l8tr.