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Found 76 results

  1. Hi everyone, iam Dante. Pixel artist - 2D animator I have been doing pixel art game for over 6 years Email: wonman321@gmail.com My gallery: http://pixeljoint.com/p/41106.htm Skype: wonman321 I love making pixel art game, i really really love it and i can handle many styles (please check my work below) Iam currently available to work on PAID project, both flat rate or hour rate Skill features: Character design Game mockup Animation Special effect Pixel intro / trailer Art direction Music video commission: Bloody Quest project: Amazing fantastics Monsters X Monsters project: Some project i have worked on: Monsters X Monsters: ---- Android: Link Golf Story: (Main animator) (nintendo swich) --- trailer: https://www.youtube.com/watch?v=YyjTzc7EH4I Girdthyself: (Main artist / animator) ---- Website: http://www.girdthyself.com/ Crapface X Elevation - Swim meet: (music video): https://www.youtube.com/watch?v=YgSYbJ6r-kU Story of the End - Revere: (remake design - main animator) --- website: https://www.strashinerstudios.com/ Amazing fantastics: (remake the whole game - main artist) --- website: https://twitter.com/TAFUniverse Contact me if you are interested: Email: wonman321@gmail.com thanks for watching.
  2. Hi all! I made some improvements to my web games site 1 Pixel Army, now it has 4 games (all made with Phaser). I'd be happy to receive suggestions for improvement. You also have the option to place a free ad as well, to promote your game/project/whatever, you just have to sign in with your Google account. Hope you enjoy the games, and spread the word!
  3. How to make click Pixelperfect on Canvas DEMO + Tutorial https://leoche.github.io/Pixelperfect-Click-Canvas/ Summary There is no easy way to draw something and capture a pixel perfect click on it with HTML5 canvas. But there is a trick! We can attribute a random color to each Sprite we create then on a new blank buffer canvas, draw all sprites but only with their respective colors. Capture mouse input coordonates on real canvas then look the color of the pixel on the buffer canvas then compare this color with your sprites. If colors matches you clicked on this sprite! Tada! Real pixel perfect inputs! Initial Setup I took 3 sprites. So Basically here, we have a Main class which have an Array of Sprite(x, y, img) instances: this.sprites = [ new Sprite(100, 100, this.imgs.bed), new Sprite(52, 146, this.imgs.table), new Sprite(80, 135, this.imgs.z) ] I had to set coordonates to make those sprites overlaping each other The class for Sprites is pretty simple: export default class Sprite { constructor(x, y, img) { this.x = x this.y = y this.img = img } render (ctx) { ctx.drawImage(this.img, this.x, this.y) } } For this example i didn't add a z or depth property to Sprites, we admit in this example that Sprites ordering is made by their position in array. I set up a time loop to call render which call render on each Sprite: setInterval(() => this.render(), 1000 / 30) ... render () { ... this.sprites.forEach( sprite => { sprite.render(this.ctx) }) } Result: Real things coming up First we need to generate a random color for each sprites and make a new method to render the image but with only one Color. constructor(x, y, img) { this.x = x this.y = y this.img = img this.name = this.img.id.replace('img-', '') // Return 'bed', 'table' or 'z' this.id = Math.floor(Math.random()*16777215).toString(16); // Return a random HEX Color console.log("Created '" + this.name + "' with color #" + this.id); //We want here to see what color is generated for this sprite } Console returns Now we want to create a method renderColor with a canvas buffer, So we just need to create a canvas with img sizes, fill with generated color then drawImage with destination-atop composition. renderColor (ctx) { var buffer = document.createElement('canvas'); buffer.width = this.img.width; buffer.height = this.img.height; var bx = buffer.getContext('2d'); bx.fillStyle = '#' + this.id bx.fillRect(0,0,buffer.width,buffer.height); bx.globalCompositeOperation = "destination-atop"; bx.drawImage(this.img,0,0); ctx.drawImage(buffer, this.x, this.y) } For debug purposes we can now see the result if we update the render to render those colors sprites: render () { this.sprites.forEach( sprite => { sprite.render(this.ctx) sprite.renderColor(this.ctx) //DEBUG }) } Which give us this result: Create a global buffer for all this color sprites in Main constructor and render color sprites to it instead of the real canvas this.inputCanvas = document.createElement('canvas') this.inputCanvas.width = this.canvas.width this.inputCanvas.height = this.canvas.width this.inputCanvasCtx = this.inputCanvas.getContext('2d') ... render () { this.sprites.forEach( sprite => { sprite.render(this.ctx) // Previously: sprite.renderColor(this.ctx) sprite.renderColor(this.inputCanvasCtx) }) } then add an event listener to the real canvas and get pixel informations on the buffer canvas this.canvas.addEventListener('click', event => { let color = this.inputCanvasCtx.getImageData(event.layerX, event.layerY, 1, 1).data }) Convert the color data to HEX, and just compare with existing sprites! this.canvas.addEventListener('click', event => { let color = this.inputCanvasCtx.getImageData(event.layerX, event.layerY, 1, 1).data let hexColor = ("000000" + this.rgbToHex(color[0], color[1], color[2])).slice(-6) console.log('You just clicked on color #' + hexColor) let sprite = this.sprites.filter(sprite => sprite.id === hexColor) // You now have the sprite yea! }) ... // RGB Util rgbToHex(r, g, b) { if (r > 255 || g > 255 || b > 255) throw "Invalid color component" return ((r << 16) | (g << 8) | b).toString(16) } Console returns You now have your clicked Sprite! Thanks you guys for reading, hope this can help someone! Léo DESIGAUX Link to the Project Link to my Website Link to my Twitter Link to my Linkedin
  4. I was posting this thread at the wrong place (it was in Phaser 2). OK, I am having a very bad time with clickable objects. It works perfectly on desktop browser but when I run it on my Android mobile the hot spot is totally off. Please refer to the attached picture to have an idea what I am talking about. The blue square is the clickable object (it's a .png picture). Tapping the object won't fire the input event but if I tap around the position where I draw the marquee it will. In other words, the clickable area is off of the picture. I found this thread where the OP had a similar issue and mentioned that is could be related to the mobile devicePixelRatio when using Phaser.CANVAS but I couldn't establish a coherent relationship between the DPR and the displacement (otherwise it could be "compensated" with code). I really cannot see how to solve this. I am about to give up Phaser and try a different engine. Any idea?
  5. OK, this is weird. I spent a lot of time trying to figure out why my image objects wasn't firing when I tapped on it (it works on desktop). After several tests I noticed that it happened that on mobile screen the clickable area was off of the image (displaced). I found that someone had a similar issue and figured that it had something to do with devicepixelratio when using Phaser.CANVAS. I couldn't test with Phaser.AUTO because my mobile throws a WebGL error when I try to use it. Any idea how to fix this issue? Thanks!
  6. Play Cool Math

    Math Pixel Puzzle

    Math pixel puzzle is a very unusual game. The rules are very simple. You will see an image with pixels of various colors. After three seconds, the pixels fly apart in 3D space. Your task is to rotate the space so that the image appears as originally. In the upper left corner you will find a hint - a small picture. You’ll need to collect an image so that it becomes exactly the same as the one in the hint. If it gets upside down or inclined – let’s look for more options to solve this puzzle. The difficulty of the levels increases at every level. In this game, we collected figures from 0 to 9 and pictures of geometric shapes: circle, square, triangle, parallelogram, cube and star. Do not spend too much time as it is limited. The faster you solve the puzzle, the more points you will get. Game Play Video https://www.youtube.com/embed/wuCh4hVShZI Cordova Project for iOS and Android Google Play pluging GameCenter plugin Heyzap plugin (admob, UnityAds) Firebase plugin Play Math Pixel Puzzle Online Download Math Pixel Puzzle on AppStore Get Math Pixel Puzzle on Google Play
  7. Hello, I'm searching for pixel art artist who could help me with my new game. The game idea is a dark story setted simple adventure with RPG elements, which could be interesting. As I can't do any art at all, it would be hard for me to create the game, so that's why I would like to find an artist willing to help me. If you are interested, please PM me or send email to estkinn@gmail.com Thanks.
  8. Hello for 2 years now I have been developing games mostly using Java`s and libGDX or/and openGL, but now im very interested in Phaser for web-based game development and I think that is a very powerful tool. I have no problems with game logic but when i come up with render logic in Phaser I need to know if there are possibilities for: 1 Pixel to World unit conversion. ex: In libGDX I can work in 8x6 world units game instead of using pixels units (640*360 for exmaple) , that helps me to write a lot better logic 2 Multiple cameras in the same scene 1 camera for game and more than one for the HUD .
  9. xainey

    Help with beveled pixel effect

    I played a ludem dare game a few years ago and finally re-found the game http://deepnight.net/games/last-breath/ I loved this beveled pixel effect and have been trying to use it in phaser. Deepnight referenced this one Reddit post on how to implement the style, but I have not been able to successfully do anything with it yet. I've tried desperately to use the following shader example by Rybar but always seem to fall a little bit short. I wanted to render the effect on the entire game.world instead of having to add everything manually to a group like Rybar did in his examples. I tried to use his shader and capture the world, scale it up, and render it to a sprite on top everything. Using this method causes all of the camera, and physics to be off. I've made a simple example of my closest attempt using Phaser CE and some boilerplate. I've added some debug boxes to show where the original sprites are located in the background. <!doctype html> <html lang="en"> <head> <meta charset="UTF-8" /> <title>Phaser - Making your first game, part 7</title> <script type="text/javascript" src="js/phaser.min.js"></script> <style type="text/css"> body { margin: 0; } </style> </head> <body> <script type="text/javascript"> var w = 800 var h = 600; var player; var platforms; var cursors; var renderTexture; var renderTexture2; var stageSprite; var outputSprite; var gameMatrix; var gameGroup; var game = new Phaser.Game(w, h, Phaser.WEBGL, '', { preload: preload, create: create, update: update, render: render, preRender: preRender }); function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.spritesheet('dude', 'assets/dude.png', 32, 48); } function create() { game.physics.startSystem(Phaser.Physics.ARCADE); game.add.sprite(0, 0, 'sky'); platforms = game.add.group(); platforms.enableBody = true; var ground = platforms.create(0, game.world.height - 64, 'ground'); ground.scale.setTo(2, 2); ground.body.immovable = true; var ledge = platforms.create(0, 110, 'ground'); ledge.body.immovable = true; ledge = platforms.create(250, 255, 'ground'); ledge.body.immovable = true; // player = game.make.sprite(32, game.world.height - 150, 'dude'); // move the player to the top platform player = game.make.sprite(0, 0, 'dude'); game.physics.arcade.enable(player); player.body.gravity.y = 300; player.body.collideWorldBounds = true; player.animations.add('left', [0, 1, 2, 3], 10, true); player.animations.add('right', [5, 6, 7, 8], 10, true); cursors = game.input.keyboard.createCursorKeys(); game.camera.follow(player) var fragmentSrc = [ 'precision mediump float;', 'varying vec2 vTextureCoord;', 'varying vec4 vColor;', 'uniform sampler2D uSampler;', 'uniform vec2 resolution;', 'uniform float time;', 'uniform vec2 mouse;', 'void main( void ) {', 'vec2 st = vTextureCoord.xy;', 'st *= resolution;', // this makes the box defined below tiny and repeat across the screen 'st = fract(st);', 'vec2 bl = step(vec2(0.25, 0.75) , st);', 'float pct = bl.x * bl.y;', 'vec2 tr = step(vec2(0.5, 0.00),1.0-st);', 'pct *= tr.x * tr.y;', 'pct *= 0.15;', // knock it down to gray 'vec3 src = texture2D(uSampler, vTextureCoord).xyz;', // game art 'vec3 dst = vec3(pct) + vec3(0.4);', // the overlay pattern 'vec3 color = vec3((dst.x <= 0.5) ? (2.0 * src.x * dst.x) : (1.0 - 2.0 * (1.0 - dst.x) * (1.0 - src.x)),' + '(dst.y <= 0.5) ? (2.0 * src.y * dst.y) : (1.0 - 2.0 * (1.0 - dst.y) * (1.0 - src.y)),' + '(dst.z <= 0.5) ? (2.0 * src.z * dst.z) : (1.0 - 2.0 * (1.0 - dst.z) * (1.0 - src.z)));', 'gl_FragColor.rgb = clamp(color, 0.0, 1.0);', 'gl_FragColor.w = 1.0;', '}' ] gameGroup = game.make.group(); gameGroup.add(platforms) gameGroup.add(player) gameGroup.add(ledge) scanlineFilter = new Phaser.Filter(game, null, fragmentSrc); scanlineFilter.setResolution(w/4,h/4); game.world.setBounds(0, 0, 2000, 2000); game.stage.smoothed = false; renderTexture = game.make.renderTexture(w/4, h/4, 'texture1'); renderTexture2 = game.make.renderTexture(w, h, 'texture2'); renderTexture2.renderer.renderSession.roundPixels = true; renderTexture2.baseTexture.scaleMode = PIXI.scaleModes.NEAREST; stageSprite = game.make.sprite(0,0, renderTexture); stageSprite.smoothed = false; outputSprite = game.add.sprite(0,0, renderTexture2); outputSprite.smoothed = false; outputSprite.filters = [scanlineFilter]; gameMatrix = new Phaser.Matrix(4,0,0,4,0,0); } function preRender(){ // gameGroup.visible = false; } function render(){ // gameGroup.visible = true; // renderTexture.render(player, game.stage.worldTransform, true); // renderTexture2.render(stageSprite, gameMatrix, true); // Debug game.debug.spriteBounds(player, 'pink', false) game.debug.body(player, 'red', false) game.debug.spriteBounds(stageSprite, 'yellow', false) game.debug.body(stageSprite, 'orange', false) game.debug.spriteBounds(outputSprite, 'cyan', false) game.debug.body(outputSprite, 'blue', false) } function update() { game.physics.arcade.collide(player, platforms); // renderTexture.clear() // renderTexture2.clear() outputSprite.sendToBack() renderTexture.render(game.world, null, true); renderTexture2.render(stageSprite, gameMatrix, true); outputSprite.bringToTop() player.body.velocity.x = 0; if (cursors.left.isDown) { player.body.velocity.x = -150; player.animations.play('left'); } else if (cursors.right.isDown) { player.body.velocity.x = 150; player.animations.play('right'); } else { player.animations.stop(); player.frame = 4; } if (cursors.up.isDown && player.body.touching.down) { player.body.velocity.y = -350; } } </script> </body> </html> I've also tried scaling the game up then set the filter to the world but the filter is applied before it is scaled. game.scale.scaleMode = Phaser.ScaleManager.USER_SCALE game.scale.setUserScale(4, 4) game.renderer.renderSession.roundPixels = true Phaser.Canvas.setImageRenderingCrisp(game.canvas) var scanlineFilter = new Phaser.Filter(game, null, fragmentSrc); scanlineFilter.setResolution(game.width / 4, game.height / 4) game.world.filters = [scanlineFilter]; Can anyone help me get this working or suggest a better approach?
  10. Hi! My name is Andrei and I am looking for a pixel artist to help with my hobby game project. The game I'm working on is called Feudal Tactics and it is a multiplayer turn-based wargame, similar to Advance Wars. You can find out more about Advance Wars on Wikipedia: Advance Wars - Wikipedia. Feudal Tactics will be a completely free browser game built on HTML5 & JavaScript, with asynchronous play mechanics. I am looking for a pixel artist that can draw low-res terrain tiles, military unit sprites (with animations), a logo for the game and a favicon for the website. The graphics must have an old, feudal period Japan look & feel. I can provide three sources of inspiration so that you can better understand what type of art I want: first, the pixel art of EyeCraft posted on the Pixelation forums, which is pretty much exactly what I'm looking for: GR#060 - Super Daimyo - Low Res Game Art; check his last posted images on the 4th page of the topic or open the following direct links: http://i188.photobucket.com/albums/z212/gastrop0d/shog_mock10.png http://i188.photobucket.com/albums/z212/gastrop0d/dai_mock_2_0-1.png second, Toen's Medieval Strategy Sprite Pack: a lovely graphics pack which I'm actually using as a placeholder for now and last but not least, the original Advance Wars graphics: a quick search for the terms "advance wars gba screenshots" will get you plenty of results (you can also find the entire spritesheet ripped from the game) I am looking to pay around 30$ per hour or I can pay per asset. Please note that I am looking for just one person for this job and it will not be full-time employment. If you are interested please drop me a message: pixelart@feudaltactics.com It would be great if you could provide me with a link to your portfolio and showcase some work in a style similar to what I'm looking for (low-res top-down tiles & sprites). If you can only work on the game graphics, or only on the logo, but not both, please state so in your email. Thanks for reading this and have a nice day!
  11. TomC

    Procedural Game Art Generator

    Hi Guys, I'm pretty new here so quick bio, i'm a full-time developer from the UK and currently working on some game software projects in my spare time. Im currently building a software package for procedurally generating pixel sprites. Just wanted to see what people think and how many would be interested in the end product. Might look into the idea of crowdfunding so I could work on it one/two days a week and get it finished and packaged on mac/windows and linux. I have attached some outputted sprites so you can see the results. There's tons of configuration options so I have just gone with what I think looks good as an example. TomC
  12. Hello to everyone, I'm currently developing a fan-made, retro-style and non-profit game with Phaser based on the TV show Stranger Things. The main idea is to do a Point and Click game like old classics (Monkey Island saga, Indiana Jones and the fate of atlantis, etc...) with retro pixel-art graphics and chiptune music. I'm looking for GFX and Music artists If you are interested to collaborate with this project please contact with me and I'll send you a link to see the work in progress. (Sorry if there are some grammar errors, I'm Spanish).
  13. Hello Everyone! I'm a freelance pixel artist looking to work on small to mid-sized projects. I'm open to working along side other artist, as well. My portfolio can be found here - https://caleidosymmetry.wixsite.com/portfolio If you have any questions, or would just like to follow up with me, my email is caleidosymmetry [at] gmail [dot] com. I'm really looking forward to working with you! - Feral Pixel
  14. Hi. My name is Michał. I am 2D graphic designer based in Poznań, Poland. I have 5 years experience in making art and animation for games using various techniques and styles. Pixel art is my favorite and works for me like meditation I'm interested in paid jobs. 12$ per hour is good for me. email: stalomirkishov@gmail.com my portfolio with more works: http://www.stalomir.pl
  15. Mezzorio

    Pixel Colour bleed

    So I am using a range of images as sprites, and whenever they have been cropped and touch the edge of the canvas in photoshop, it creates a weird bleed of colour as if the last colour pixel is being stretched outwards, please find attached some screenshots of the issue. I have fixed the issue for myself by creating a blank space between the image and canvas edge, so I can confirm that it is definitely the cause of the bug! Hope this helps future development!
  16. i made a html5 mobile game using pixi.js, the problem is the diaplay in mobile screen not very clear, seems like loss half pixels because retina screen? i am not deep understand about real pixel and display pixel~ first i wrote: image resolve not good, like loss half pixels. var width = screen.width var height = screen.height var app = new PIXI.Application(width, height, {transparent : true}) document.getElementById('canvas').appendChild(app.view) var board = new PIXI.Graphics() var coin = new Sprite(TextureCache['back.png']) // radius is a dynamic calculation value coin.width = radius * 2 coin.height = radius * 2 // ... board.addChild(coin) then i tried: // if i set resolution: ratio, i need scale down the board, right? other wise too large on the screen // but after i scale down, the display like before, loss half pixel, why? var ratio = window.devicePixelRatio var width = screen.width var height = screen.height var app = new PIXI.Application(width, height, {transparent : true , resolution: ratio }) document.getElementById('canvas').appendChild(app.view) var board = new PIXI.Graphics() // if i set resolution: ratio, i need scale down the board, right? other wise too large on the screen // but after i scale down, the display like before, loss half pixel, why? board.scale.set(1/ratio) var coin = new Sprite(TextureCache['back.png']) // radius is a dynamic calculation value coin.width = radius * 2 coin.height = radius * 2 // ... board.addChild(coin) radius value base on screen.width and screen.height, it's the value , we can see on chrome devtool's head line, i think it's not the real render pixels. so , i think i need something, render full pixels after retina screen solve, but i dont know how to set on pixi.js or canvas. in html, i think i can make the full pixel picture, than set the width half of it, so on render it's clear, how to do on canvas? if you can't understand my english, just read the code ^ _ ^ Can anyone help me ? thank you very much!
  17. My last game, Faraon, created live, about 35 hours of video.Playable from any browser, smartphones, iphones, mac, pc, tablets etc...Rescue your friend through the dangerous rooms hidden in the pyramid of Pharaoh.Test your skill in this fun platform game, Are you a hero? Prove it.Funny and fast platform game.- 55 levels.- 3 different finishes.- Easy to play, one-touch control.- Many traps and enemies await you in the pyramid.- Great and original soundtrack.- Adapted for keyboard and touch screen.- Playable from any device.- Pixelated graphics. Faraon trailerPlay on Itch.IO: Faraon Itch.ioPlay on my Web: Faraon
  18. Indie game art services. Affordable, professional. DesixStudios.com Professional game artwork and animation for indie prices. Experience with every 2D art style, from pixel art, vector art all the way to digitally painted work. Hundreds of extremely happy clients, multiple ongoing long & short-term projects. Working for individuals and companies, small and large tasks. Constant contact with you until you are 100% satisfied, happy to make adjustments to work. Email - desixstudios@outlook.com Full portfolio - http://desixstudios.com
  19. Hey so I wanted to know how to decide a resolution to render to and then downscale the render; specifically get the user's screen width, *3 and then scale it down to /3 to get a subpixel effect, using 3 times more available pixels (also if probably causing artifacts). I don't even know if this method works so i would really know how to do this/a working method.
  20. 1pixelarmy

    [Phaser] Soccer Stars

    Hi all! I've uploaded a new game to my website, it's a shootout game called Soccer Stars. Now it's in beta version, so you're encouraged to play it and suggest Also, do you like the look and feel of the site itself? You can find it at https://1pixelarmy.com/arcade_games/soccer_stars Thanks! David
  21. 1pixelarmy

    [Phaser] My new HTML5 game site

    Hi all! I've put together a couple of HTML5 games in my website (www.1pixelarmy.com), so you can play them ;). There are three finished games (Basketball Legends, Pool Master and Bear Rescue), and another one in development (Soccer Stars). I made my own leaderboard system, you can play as a guest or create an account to save your scores. I'm planning to add Google login as well. Feel free to play, test, suggest, comment, etc! David
  22. Hi all! My name is Asher and I'm available to work on your pixel art projects. My forte is definitely in the low res area (under 32x32) but I can do higher if needed. I'm interested in paid work, and jobs of small or medium size Below is my portfolio and email address for job offers. Portfolio: http://agentash1.wix.com/pixelportfolio Contact Email: agentash1@gmail.com I've also uploaded some of my larger works for you to view here: This title screen was done for an upcoming game called Noodlesoup.. Jk, of course it's called Pangeeum Here are a mere handful of sprites that will be featured in the game. This was a background that I did in January 2015 to test my skill level. This is a test gif of a an upcoming dogfight game. These are images of an upcoming platformer forest themed game. Here is a extended preview image of a game for Hovel Studios.
  23. whizzkid

    get pixeldata in a webgl canvas

    Hi people, I'm porting something from flash where I have a drawn map with roads, and I want to be able to select each road individually with the mouse. now in Flash I could simply use the hittest on the shapes of the roads, but in PIXI I can't. My solution was to draw all the roads, each with an unique RGB color, and do a get pixel on your mousecoords to see which road you've selected. Now my problem is, how do i get pixeldata from my sprite when I'm using a webgl renderer ? What I've come up with so far is creating a separate canvasrenderer and a separate stage to render my map to, and from that canvas (renderer.view) get the 2d context and get pixeldata.. // create separate canvas and canvasRenderer for this pixel mapvar canvasStage = new PIXI.Stage(0x000000);var canvasRenderer = new PIXI.CanvasRenderer(1024, 598, null, true);// create a texture that holds the mapvar texture = new PIXI.RenderTexture(1024, 598, this.canvasRenderer);texture.render(map);// create a sprite on our separate stage, otherwise the texture won't be renderedvar textureSprite = new PIXI.Sprite(texture);canvasStage.addChild(textureSprite);// render the stagecanvasRenderer.render(canvasStage);after that is done, I can use this to get my pixels var pixelData = canvasRenderer.view.getContext(("2d")).getImageData(posX, posY, 1, 1).data;Is this the correct way to do it? or is there a better way? regards, Martijn
  24. Hello! (Note: helpers are all volunteers. There is no payment yet since I don't earn any money myself with the game.) I am working on a 2D MOBA and searching someone to help me with the Pixel art! The game is still in development and soon I will have fixed the major problems so I can start with introducing new things. I need help in following sections: Making a game cover / Main screen Background of the map, ground and walls Character models and skill particles (Characters are divided into 3 parts: Body, front arm and weapon to make them be dynamic) If you have anything else to offer, feel free! I need every help I can get! If you are interested, contact me either in this post or private here: kingdanius.leagueofpixels@gmail.com Also you can play the game and catch a first impression of it -> here on this site <-
  25. Hi all, I'm pretty new to game development, but am eager to get started. I'm looking for an artist that could be a partner/collaborator whom I could bust out a few simple, but high quality games with (probably in HTML5, and maybe publishing on mobile platforms?); and, if we work well together, possibly form a more long-term working relationship. The idea wouldn't necessarily be to create the next million-dollar mobile game (although I'm definitely not opposed to that) but more to build up our portfolio, credibility and experience. Because of that, the partner I'm looking for probably wouldn't be a "professional ", but would probably be in a situation similar to my own. If this sounds like something that you'd be interested in, please PM me! Thanks, Chad