Good news, everyone!
It is my sincere hope that you read that with the voice of our dear Professor Hubert J. Farnsworth in your head.
Now, onto real matters.
I am in need of a pixel artist. This artist will create all art-work for my newest game. This includes all sprites for the characters, HUD, tilemaps, and whatever else is required.
This artist will also receive 50% of the money earned through sponsorship and ads (should I decide to put ads in the final game). Although be aware that I cannot guarantee that we will 100% for sure receive a sponsorship (but I believe that we will easily find a sponsor).
In order to gain the favor of you brilliant artists I will present to you a demo of the engine I have created to make this game possible*.
[Link]
Now I have shown you what I can do, so please show me what YOU can do! I want to see previous sprites you have made (animated ones would also be nice), any tile sets, any games you have sprited for, etc..
I WILL NOT EVEN CONSIDER anybody that has not given me any examples of their artwork. (You can always PM those to me if you don't want the public to see them).
Also, please not, although the main character (as in the robot you move around) IS a robot this is NOT for Robot Day! Although it would be nice to get it done by then, I doubt there is enough time.
Leave a comment, PM me, or e-mail me (ian@wurmy.com) if you have any questions.
Thanks!
Wurmy
* I am not talking about Flixel, I am talking about the engine I made which is built on top of Flixel (v 2.35). The engine I made is specific for this game, and allows me to easily create new levels, with all sorts of devices and game-play mechanics (such as doors with keys, enemies, bosses, hooks, crumbling platforms, etc...) with some "simple" code.
Perry
Whats wrong with the art you already have?
Wurmy (Updated )
Well that is my art, and personally I think it is not that great. It would be nice to get a proper artist to create some real awesome art :)
Plus there is still a lot of coding to do. Also nice to split up the work.