Want to be a game artists

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archive.is/7b1iG
archive.is/BdIsa
archive.is/xKvkh
github.com/opal/opal/issues/941
reddit.com/r/KotakuInAction/comments/4c4h23/socjus_betas_make_dev_change_his_repo_name_on/
reddit.com/r/KotakuInAction/comments/3fmrcl/githubs_new_code_of_conduct_explicitly_refuses_to/
androidarts.com/pixtut/pixelart.htm
kyrieru.com/p/tutorials_19.html
youtube.com/watch?v=-P2o4M-hRgA
codecademy.com/
amazon.com/dp/0139798099/)
amazon.com/dp/0672335670/).
lmms.io/),
youtube.com/watch?v=4dYxV3tqTUc&list=PLfhmN_gT2qqni0ARc1AC5A-1SiRk20RRf).
store.steampowered.com/app/221680/)
store.steampowered.com/app/221680/
eelgod.deviantart.com/gallery/
learncodethehardway.org/
taoyue.com/tutorials/pascal/
mediafire.com/download/tf5e180y7zvz91r/how2beanig.exe
twitter.com/NSFWRedditVideo

is that your art OP? it definitely doesn't suck

dang it

not mine.

I'm average I guess.

how do I learn pixel art?

Never stopped our Indie friends, sadly

use this for colour

then you need a dose of autism

use whatever program

Same here bud, guess i'll make an ugly game that should be fun.

should I simply copy pixel art from real games?

no
but you can use them for reference
for example: multiple indie shitters use sprites from super metroid or other shit memegames for size

I'm trying to learn to draw in paper, but damn, it doesn't work that way in low res pixel art.

just git gud

got any good low res pixel art?

I want to practice.

lol

that's because you're retarded

also learn dithering, banding and how to not suck and stop pillow shading

yeah I guess so.

can we have a pixel art thread?

Draw a portrait or object every day in a sketchbook until you get better.
Even if you're a digital artist, drawing with a pencil is the best way to develop skills.

Don't go low res, NES era is about as far down as you should go. Also here, have a few tips.

Forgot to mention, while I'm probably not a programmer you'd be interested in fucking I have been learning to make games and could use an artist to help out. Interested in helping out?

learn normal art first

a good pixel artist will always be good with a pencil or drawing tablet. it requires the same fundamentals and then the knowledge required to make the art at a restrictive resolution with a restricted color palette. in fact, practically all good pixel art starts with at least a sketch on paper and is often just a digital re-rendering of a pre-existing piece of art.

I am talking about actual good pixel art like we see in old fighting games not indieshit or that one artist on deviantart people think is swell.

and if there is one thing you should always remember, please let it be that pixel art is about making the best of restrictions and comes from having limited hardware capability and was not originally a stylistic choice, but has become one. focus on making your art be good as a piece of art, not good as an example of pixel art, because by limiting yourself in such a way, you are bound to make something that looks amateurish and similar to retarded hipster devs.

sure, wanna remake old atari 2600 games for fun?

can you code?

OP is a fag. In other news: green grass, outside for the taking.

Not terribly familiar with the atari games, I came around more during the SNES' lifespan. So aside from pacman and frogger I can't say I'd know what many of the games were like.

Learning code, slow going and I've been using Unity just to make things easier. If you'd think many can be remade with it I'd say it'd be a good learning experience. Mind you: I'm a slow learner.

I guess I'm more experienced than you.
I've made games and moved from unity.

right now I'm looking if I become a programmer or an artist.

copy another game's artstyle

An actually good pixel art artstyle, that is. Don't copy horrible "art" like Tumblrtale's.

only copy til you can do stuff decent yourself. Copying stuff will help you get a feel. Base something off of another sprite and try to work it into something original.

Practice dickhead
And don't presuppose that just because you are working with lower res, pixel art is going to be easier than regular art.

this

pixel art is a limit not an excuse

Speaking as a programmer we hate artfags.

use ref op

So you want to find a straight, non fat, non SJW, girl programmer?????

Step 1. Don't.

Artfags are homosexual betas who argue over everything.

Oh no we're not, fuck off.

Welp shit guess I'm fucked.

Maybe, but if he can do this then he can complain all he wants.

Intentional or not you got a laugh out of me user, here's a (you)

You can say the same about coders. Github is pozzed as fuck.

You're pretty good

In fact, I argue that Github is leagues worse than tumblr because the staff forces you to accommodate to bullshit complaints.

People bitch about art, but they never ever have staff that forces you to edit out stupid shit like eggplants and microaggressions.

What? WHAT??

...

was planning on doing pixel art this way.

Mutliple links inbound, sorry for the reddit links.


archive.is/7b1iG
archive.is/BdIsa
archive.is/xKvkh
github.com/opal/opal/issues/941
reddit.com/r/KotakuInAction/comments/4c4h23/socjus_betas_make_dev_change_his_repo_name_on/
reddit.com/r/KotakuInAction/comments/3fmrcl/githubs_new_code_of_conduct_explicitly_refuses_to/

😤😤👽👾

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I-I'm willing to be that programmer. But you must suck at something other than making games ;3

study sega saturn 2D games like keio flying squadron 2, get a CRT.

OH YOU DON'T SAY YOU FUCKING DIPSHIT

It's almost as if, and I'm making a huge strech here, like, and this is going to blow your fucking mind, you kinda have to, I don't know, maybe, like LEARN TO DO THOSE THINGS?

Jackass.

OP, if a bunch of circle-jerking cockbite indies can release a game with such little artistic effort, I'm sure you can produce something much closer to your posted pic than they ever could.

I believe in you.

and I can definitely sympathize

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That's too homosexual for me, faggot.

There's nothing wrong about stealing assets as long as you make a good game.


That reminds me of Eroge!

This. Guess how the Meet n Fuck producers and Marble Syrup got their start? With ripped assets.

Then once they got their fandom they go oh so sorry, but by then they're overflowing with money and can hire the best from Japan and already be leagues ahead of the competition.

It's pointless to spend the effort on original drawings if people are going to ignore your game anyway since those drawings suck.

...

The Emily Rose girl is A) a fucking psychopath and B) works for a software company co-founded by Melinda Gates. Pure coincidence, I'm sure.

Feels good, user. Feels REALLY good.

Though, the company is in my name and if we fuck up it's my money on the line. I have a constant fear of bankruptcy in the back of my mind. But if we don't try we can't succeed, right?

Your friend will cuck, in fact I bet your "gf" is sucking his cock right now.

Here's your (1).


Sorry, goy, but not all of us are cucks.

You are *studying programming*.
Come back in 5 years.

Cuck
Cûck
You're so innocent user, see you in a few months on a 4am thread, bawling about being cucked and poor

Give more info, please. I make games by myself and i'm jealous.

1-lie on the internet

Stop projecting.Although I also doubt him.

Fuck off kid, unless i'm asked for money or my time, i'm going to trust in good things. Otherwise, you'll always live in your skeptical hell by yourself.

Ok

Not to be a downer OP, but even once you've gotten good enough to make art for games, like to the extent you're actually paid to do it, finding that programmer partner still isn't a given. I can tell you that from experience, unfortunately. I know programmers, but understandably, they have no interest in working on anything else outside of their coding day job.

Finding a competent programmer, who wants to work on unpaid indie stuff, (or at least, not paid until if and when the game is done and sells,) is hard to do. And then when you factor in the need to get along with them and be able to agree on what you want to make, it gets even more difficult. Neither of you are going to realistically stick to it all the way through if you aren't getting paid and don't even like what you're making. But that said, I haven't even gotten as far as the first two requirements yet.

And apparently you want to have sex with your hypothetical programmer partner, which'll make things even trickier. And not being good at art yet isn't helping either. I'm not saying give up on that dream, but know you're looking at an uphill battle.

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Pixel Art is just another medium, no different than finger painting or sand art. Look into other peoples' art, not comparing your works to theirs, but taking cues. If they don't have any tutorials, ask them for some. If they do art streams, watch them.

androidarts.com/pixtut/pixelart.htm - Demoscener that makes a lot of art. Check his stuff.

kyrieru.com/p/tutorials_19.html Porn artist. Enjoy the porn.

youtube.com/watch?v=-P2o4M-hRgA Peter's Massive Blender Tutorial. You wanna git gud, this speeds up the process.


Suck a dick. Good luck, OP.

prove it

He said something very childish and i called him a kid. You two seem to be kids as well. It's simple.

Top

Furthermore, OP
>>>/loomis/
>>>/agdg/
Good luck, you stupid motherfucking faggot. Best of luck in your endeavors.

Remember: Stop procrastinating, and work on your art.

I forgot that Holla Forums was a place full of bitter people who spend an entire thread circle jerking about how great it would be to follow through on their goals while simultaneously trying to shit on anyone actually trying to do just that.

I've been studying programming for four years. So I'll come back next year, I guess.


It's really not that hard. For programming, I recommend either A) starting with a purposefully easy language (like Python or Ruby) to get a handle on the basic concepts you'll be using or B) picking the language you think will be most useful and jumping right in. I did the former and, while I only made a few small test games with Python before I needed to move onto something better, I do not think starting there was a terrible way to spend my time. That said, I think if I could do things over again I would just go straight to C++.

Depending on the engine you want to use and the language you want to learn, you have plenty of options. A great resource for getting started is codecademy.com/ . It has free interactive tutorials for several languages and skillsets (though, sadly, they don't offer any tutorials for C, C++, or C#). Even if you just do one lesson per day you'll find yourself getting better at a satisfying pace.

If you don't feel interested in anything CodeCademy has to offer then you should investigate other interactive tutorials or you should look into getting some old fashioned books on the subject. Thinking in C++ (amazon.com/dp/0139798099/) isn't an awful place to start. Neither is Sam's Teach Yourself C++ in One Hour a Day (amazon.com/dp/0672335670/). Those are the books I got started with, but there are better ones out there. Just ask /g/ for their list of god-tier programming books sometime.

If you want to learn enough to be a one man dev team (which I was considering when I first started learning to program a few years back), you'll also need art and music. I think making your music/sound effects in a DAW (digital audio workstation) is a lot easier than learning physical instruments (though I ultimately did both). For the DAW route, I recommend you grab LMMS (lmms.io/), as it is free and there are some good tutorials for it (youtube.com/watch?v=4dYxV3tqTUc&list=PLfhmN_gT2qqni0ARc1AC5A-1SiRk20RRf). If you get comfortable with LMMS and you want to move onto a more sophisticated DAW then you're probably going to have to spend some money (or pirate it), but by that time you'll know whether or not it is something worth spending your money on. If you want to use physical instruments then I recommend jumping in and practicing an hour or two a day on that as well. If you're keeping track, that means up to three hours of practice a day (1 for coding, 2-3 for music). I did this for years while I was in college and ran on 4-6 hours of sleep. It sucks, but it isn't impossible. You'll need to sacrifice things that would take up time anyway (cut back on vidya, don't watch TV if you can help it, etc.). As far as physical instruments go, I prefer the guitar. Rocksmith 2014 (store.steampowered.com/app/221680/) helped me pick it up fast. When I was younger I also studied percussion and I played the xylophone, so I wasn't completely new to music. That also helped.

Cont…

(

I don't have anything I could share with you that isn't tied to me IRL, but maybe look at:


I know it isn't anything particularly interesting and I just wrote it out at 4AM without reading over it afterwards, but I hope it at least shows that I have a good grasp of things. My fiction is better than my tutorials, thankfully.

Also: if anyone is trying to improve the quality of their writing then I'd recommend "On Writing" by Stephen King. It gives some good practical advice, but it's mixed in with some autobiographical stuff, so get ready to skim at times if you don't care about his life story.

>A great resource for getting started is codecademy.com/ .
>As far as physical instruments go, I prefer the guitar. Rocksmith 2014 (store.steampowered.com/app/221680/
Jesus fuck man, just kill yourself.

You seem upset.

:^)

At least we can naked pair programming, I guess.

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No fucking wonder.

Gotta admit, CodeAcademy is the most basic of basic shit.

Why do people hate it though?

Because it teaches syntax on a basic level, not programming. So to speak, it would be more or less like studying vocabulary in hopes it makes you a better writer, despite making a good story being much more complex than knowing how to purple prose.

There are much better, free resources around. In my opinion, if you don't have the patience to sit and read a written book/series on learning a language, you're sure as fuck not going to actually read documentation on frameworks/engines.

Plus what said.

Programing is KEY.
There is no game without it.

At least if I pay enough money to some shitty dA artist, I might get something that could be used in my game.

I wish art was easy as programming

Sure, the first steps are easy because everything is handed to you, but after that cube, they expect you to draw some complex shit and on top of that, you're pretty much in the blind on what to get better at.

Same here, OP–minus the sex.

It is all a matter of motivation and discipline which, I lack massive quantities of each.
Juggling between learning to draw, program and get a functional design document going during spare time has a weird habit of killing all the motivation for working on it.

Apply yourself.

At least I find some solace in making mods. Those I can do without heavy programing knowledge.

A very limited niche.

You could be using dragondrop editors to make VN or RPG of limited mechanical content and just do as well, but both you and me know you can't make your dream games this way

This. Pixel art is just a style.

Except "tumblrtale" does a lot of nice shit with negative space in the battle scenes. I'm sorry you're too much of an underaged Holla Forumsedditor that you can't make up your own opinions.

have fun crashing and burning.

Come back when you have something completed. And not a moment sooner.
You are already showing off your fragile ego.

He's probably just yanderedev

word to the wise OP, never fuck someone you work with. When your relationship inevitably fails it will also cause your business venture to fail.

...

Well, I did start making a lewd RPG maker game…

But yeah, working with such game makers is very limited.

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You sound like a fucking idiot and I wouldn't let you anywhere near my code or assets.

Is loli allowed on gitgud?

What?
It's easier to keep interested and get people to test it for you.

What is this from?

did you know there are web pages that allow you to search for things, even images?

Art has enough degenerates in it, OP. Please consider a change of pastime. Or a gas chamber.

Sure, but an answer might create more discussion.

No it won't.

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Moon man AGDG when?

Not with that attitude. Anyway, here's the guys DA gallery: eelgod.deviantart.com/gallery/

You should have sex and make babies instead.

But what vidya are you going to let your babies play when they grow? Surely you're not just going to let the games (((industry))) sink their claws into your progeny.

topjej

I keep wanting to learn 3D modeling but I never get around to doing it. What are some tutorials that are quick and dirty and easy to do?

just do it

I guess that's good advice then.

I noticed a bigger trend in gamedev on Holla Forums lately. I guess we've all gotten sick of eating shit.

Look up the low poly ninja tutorial for Blender. Should teach you mostly everything you need.

What an inspiring song.

Bump.

That'd be pretty good

my advice as someone who is a game developer.

Don't put your dick in anything until you ship.
This should be written above every game developers door.

holy fukkn shit monjica dis goin on dat WSHH fam holy shit niqqa u dum i bet yo hairline on some branden fraser type shit goddamn

What's a good resource to learn programming from?

>No solid places to learn about in-depth game design other than a few YouTube channels, GDC, Holla Forums and college
Would beginning to learn programming in college be considered too late?

learncodethehardway.org/

taoyue.com/tutorials/pascal/

heard good thangz bout da firs 1 but all muh akhs learned via pascal initially but dat may be an outdated way to go about it.

peep game tho learnin code n da basix mo important than a particular language at first tho tbh.

420 Blaise it

fogot da pic

I didn't know how to program until I was 22-23. You're fine.

Did you learn by yourself, or did you join a class? How did you start?

...

you don't need to know programming, most game engines use their own proprietary scripting system that works with diagrams. Unreal uses Blueprints, Unity uses Playmaker and 2D Engines such as CT Fusion and GameMaker can be used entirely without writing code. You can also use RPGMaker but its a bit shit. If you can't art for shit, there is plenty royalty free art websites out there that you can use till you're better at it, or find someone who is good at it.

Best advice I can give is start small, and just try to have fun with it. Jumping right into C++ would be a sure way to ensure you never make a game again because it is a very overwhelming language to start with. You have to get basic logic down first, then move onto Syntax as most of the hurdle will be thinking about loops, variables, data management and IF statements. Once you've got the logic sorted, games tend to be easier to make then. The worst thing you can do is jump into C++ from the get go because most of the time you'll be using other people's libraries, which are confusing and not n00b friendly and the error codings for C++ are just stupid.

Thanks. Quick question, but is advanced knowledge on math required to learn how to code, or is it really more akin to learning a new language? Only asking, cause I'm a bit piss poor at both.

I know that feeling a bit. I got into art and only got good at things I was never interested in doing in the first place.

Keep in mind that I'm still a novice (only 24 now) and I'm not going to have great suggestions. I wouldn't recommend this path at all, but I'll give it, since you asked.


Because of how I learned, there are major gaps in my knowledge, and it's almost exclusively geared towards gamedev. However, the core concepts transfer between languages, and that was undoubtedly the biggest barrier to overcome, so learning new languages isn't nearly as intimidating at this point. Also, I didn't hit it as hard as I should have, and my attention was divided, since I was also learning other skills, so you shouldn't take that time estimate to mean anything.

I've seen a lot of people shit on Codecademy, and while I agree that it doesn't leave you with anything close to a complete understanding of the language, it definitely did help me get my feet on the ground, and rounded out core concepts that I hadn't quite grasped yet. Similarly, with GameMaker, seeing the code affect things in a game setting, something which I already understand the concepts of, pushed me to pursue it farther because that was also my goal, rather than just sitting with a compiler and adding numbers, like I did when I was a teenager. It was directly relevant to what I wanted. I know that GML isn't the best language, but I would recommend playing around with GameMaker to anyone who would benefit by contextualizing programming in a game setting.

Again, I wouldn't recommend this path to anyone. It's just what worked for me.

This is true, but you won't be making anything much more complex than a Shmup without learning its language.

In 2D games, it's rare that you ever have to do anything more advanced than basic algebra. Because it's the computer actually doing the math, you don't have to worry so much about your ability to do head math (although it's good to have) but rather, you need to have a solid grasp of the principles of math. You need to be able to describe the math you want done to the computer, which you can't do unless you understand math.

I hear shit gets crazy once you start trying to make 3D games with significant complexity, though.

Holy shit, thanks man. I'm probably gonna start coding while in community, but I'll get my feet wet beforehand. Do you have any links to the games you made?

None already online or on this computer, sorry. The closest thing I have is this Holla Forums-tier piece of shit I made last year as a joke for a thread. It isn't anything close to the level of complexity I could handle at that point, let alone now. Took about two hours.
mediafire.com/download/tf5e180y7zvz91r/how2beanig.exe
Z, X, and arrow keys. R to restart.

its not required. Its just desired.

If you can add, subtract, multiply and divide you can code. Trig also helps for working out distances.

Pixel art is easy to do fam, especially nowadays. If you talking about doing pixel art 3 years ago then it's a lot harder to make

That isn't pixel art.

t.drawfag

Life ain't so bad.

Why didn't you give the turtle a turtleneck?

Your character looks like a bad furshit OC.

I'll put that in my idea book.

thanks!

How would you turn a rag-tag bunch of disgruntled young men frequenting an image board into a standing army of uncucked professional game devs?

The six million dollar question.

Money. NEETs are as greedy as jews.

even if you pay them they're still going to be worthless neets though.
the problem is forcing them to git gud

Ha, no. NEETs are antisocial, autistic, or lazy.
t. NEET


If they already have the skills, stroke their ego just the right way for them to make progress, but in a way that they don't turn to total fags. Sorta like drawfags in a draw thread, the ones that produce get attention, the ones that are good get even more. Development groups have to be active and get fair bit of progress for interest to stay alive, someone has to get the ball rolling. If people see it has potential, other people with skill might join in. People with good leadership skill should be able to note what things are necessary for good progress. It might vary depending on how open a project's development would be; how openly people can contribute or join.

If they don't have skills, making 'learning' threads for such skills are good if they link to resources and have people to keep it active. We don't really have these since they just get redirected to another board, like agdg or art. Those boards are less active, but have dedicated threads for certain projects or issues. We have a nip thread that's adequately active.

Picked up 3d modeling myself yesterday after about a year of doing nothing… I just hope it breaks me out of my creative block. So far I'm liking it. Don't know if I want to git gud to make my own 3d animations, or contribute help to somebody else's vidya project yet…. guess for now I don't have to worry about that.

the 'x in one week' thing is admittedly more useful than jerking over K&R and SCIP for years

Learning something by throwing yourself at it without direction is an utterly shit way to go about learning something. We live in a period where the majority of all human knowledge is immediately accessible, but sifting through that knowledge and determining what's important when you don't know the topic well in the first place is still far less efficient than having someone or something teach you.

By reaching some sort of consensus on what to make? Also by having fun with the actual development process.

just deal with it and accept your place, worker ant.

This was a let down. Also, link?

Thread didn't promise shit, it's a thread for bitching about nonexistent shit like "talent."

You are wrong, comrade.

Anyone have good 3d modeling tutorials? I saw the peter one but it's out of date for the current blender

These two have the answers:

You either gotta pay people, or miraculously come up with an idea everybody is happy with. Nobody will work for free on something they don't like, and unfortunately nobody here can agree on anything, and nobody has the money to pay people instead.

Though I disagree in regards to NEETS being greedy. If you're already independently wealthy than the greed accusation would have some merit, but the vast majority of NEETs are very poor. It's not greedy to want money when you currently have very little, it's greedy to want money for the sake of getting that second vacation home. I doubt the latter goes for any of us.

k, have some 3d, but I'm not giving you my models nigga

Bump.

Unless you're using premade rigs, prepare to learn a fuckton of programming to get a good rig going.