#talksprite showcase
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shinsart · 1 year ago
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Talksprite Commission I finished recently
Cadmium for @faerielandtrolls! Took my time with this one, but I'm very happy with how it turned out! I quite enjoy the minimalist shading ngl
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amadeusgame · 1 year ago
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October Devlog: Substantial Progress and a New Vision
But first... FULL GAME TITLE AND POSTER REVEAL!!!
"Amadeus: A Riddle for Thee"
Episode 1 ~ Waltz coming Summer 2024.
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This poster was made for Amadeus's new website: amadeus-game.com
I will gradually be adding information from the linktree to the new site, and including more and more visuals and other media. Keep an eye out over the coming weeks & months. If you'd like more immediate updates (such as knowing when the website has been updated with cool stuff), you can follow on Tumblr or join this Discord server.
As will be discussed in this devlog, creating this poster has influenced my vision for the game's art direction. I hope you find the imagery intriguing... I hope it poses questions that may or may not be answered in the debut episode....
Now, on to the development updates!
Devlog TL;DR
New Mechanics: Significant progress has been made on implementing the desired new mechanics for the full game, discussed in last month's devlog. I am still, tentatively, on track to release an updated public demo showcasing these mechanics by the end of this year.
Art Direction: Certain assets in the game will be inked and colored! This was inspired by the poster and will be a really interesting contrast to the penciled sepia. A screenshot of a scene with an inked talksprite is included in this section to illustrate the idea. Next month I will determine precisely which assets will be inked/colored and which won't, for the most effective outcome.
New Music/Discussion of Artist Block: This section is not an update but more of a free-form discussion of the musical art block I have experienced since leaving grad school. It covers how I worked through it this month, and wrote new music (both for Amadeus and otherwise) that I'm proud of and excited about.
Recreation: Media I engaged with this month for fun and inspiration!
Details below the cut.
New Mechanics
The mechanics I've been working on can be separated into 3 categories: text mechanics, interaction mechanics, and settings/UI. I'll briefly outline where I'm currently at with each.
Text mechanics:
Backlog - IN PROGRESS. There is a readable, chronological backlog of recently-viewed text that can be referenced in case the player skimmed or forgot something. I have created the basic functionality. The next step is making it more elegant to scroll through by making the size of the textbox grow dynamically as text is added.
Text fade-in - FINISHED. Text dynamically appears letter-by-letter, and a slider in the menu controls how quickly it appears. If the player presses space or the proceed button while text is still appearing, it will display the full text all at once.
Auto text - FINISHED. Once the full text in a text box has been displayed, if this option is active, after a set amount of time it will automatically proceed to the next text box without any input. This is off by default but can be activated in the menu, with the ability to adjust the length of time before text proceeds.
Interaction mechanics:
This category overall is IN PROGRESS. I am currently getting feedback on the existing iteration of the new control scheme. It has a few known bugs, but is overall - I think - a good hybrid of point-and-click and keyboard controls. The major features of this control scheme are:
Cursor icon changes when hovering over a point on the screen that can be interacted with. Different categories of interactions have a unique cursor icon for clarity: boots for a point Amadeus will walk to, eye for an item Amadeus will comment on from afar, hand for an item Amadeus will interact with. This also allows the player to click on and inspect items on the screen that are out of reach for Amadeus, which was not possible with the original control scheme.
Hover + space bar can be used instead of a click. I want to avoid requiring constant clicks because of my own wrist problems, while also embracing the control scheme that makes the most sense for this genre. Hovering with the mouse and using the space bar to invoke click behavior seems to be a good hybrid solution for now. There is currently at least 1 known bug with this as-implemented that I hope to work out next month.
Settings/UI:
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Forgive the default Unity UI assets - my first priority was getting this to work mechanically, and now that it does, I will iterate on a nice design for the menu. All of the following mechanics are FINISHED (or at least, working; numbers/details still need to be tweaked).
Settings Menu: It is extremely important to be able to access the settings mid-text-event so no one gets stuck with text that's too slow or too fast in the middle of important dialogue. Therefore, this settings menu is effectively a pause menu that can be accessed at any time without being intrusive. It can currently be opened by a UI button or the Esc key; this may be changed in the future.
Auto Text Toggle: Currently, a button toggles Auto Text on/off in this menu. I would like to also implement a hotkey that acts as the toggle and is easier to use, but with just the button the functionality is there and works as expected.
Auto Text Delay & Text Appearance Rate: There are UI sliders that customize how quickly text appears letter-by-letter, and how long the text will be fully displayed before auto-progressing if Auto Text is toggled on. I've already received some feedback that my "fastest" setting needs to be faster, so the actual numbers of each range will be tweaked more. But the mechanic works!
There are many more settings to be included in this menu - mono vs stereo sound, discrete volume sliders for BGM/SFX, save and load, view controls - but none of these are implemented yet. I have already routed SFX and BGM to different audio buses so the discrete audio controls should be straightforward to code.
For next month, I want to create the remaining mechanics, fix bugs/respond to feedback in those that have already been implemented, and design a settings screen/UI that is more appealing and intuitive. By next devlog, I hope to have screenshots of a finished, functional, shiny new menu!
Art Direction
This is very exciting, and truthfully, a bit daunting. It would be more reasonable in terms of scope to just focus on finishing the game using the same pencil-sketch aesthetic I used for the demo, and until now, I thought I would be content with that.
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...and, unfortunately, I love this so much that I don't think I can convince myself to go back. Compared to the existing sprites:
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It's just... SO effective. I asked for some external feedback on this as well, and received some good advice and a better sense of pros/cons of pivoting my art direction at this point... but once I saw this, I knew that I personally would not be satisfied if I left the art direction the way it has been so far.
It's almost certainly not feasible for me to ink and color every single asset in this game if I want to release it next summer, though, and I do. Taking my self-imposed deadlines seriously, and making concessions to do so, is the only reason the demo got released. Finishing the full game is an INCREDIBLY high priority to me-- I am only working part-time at the moment, specifically so that I can dedicate as much time and energy as possible to this game. I want to finish this, and that necessitates being realistic about what I can achieve, and having discipline in sticking to my deadlines.
So the question has become, not "do I ink the assets?" - but rather, "WHICH assets do I ink, and to what effect?"
Should I only ink the talksprites and perhaps UI items? Should I use the inked assets vs sketched assets to help distinguish which character is speaking, instead of using transparency? Should I use inked assets only in select scenes or circumstances to serve some narrative end?
I don't yet have an answer to these questions, because I only started experimenting with inking about a week ago. Possibly my most important assignment for next month is to make a concrete decision on this. By the end of next month, I will have updated my GDD's "Art Direction" section to reflect this, and to list out every single asset that will need to be inked so I am aware of how much work I'm creating for myself. And - this is essential - whatever I decide, I must stick to it, and not let myself try to keep adding more effort to every aspect of the game, lest it never get finished. This is getting added only because, as a visual novel, I believe the quality of the visuals is an essential and highly compelling part of the game, so I think in this case it is worth it.
(I've wanted since the beginning to better convey Amadeus's porcelain wrists in the game... color will be a very effective tool for that!)
New Music/Discussion of Artist Block
This section is not an objective progress update, but a discussion on my process as an artist, and how this process has changed now that I am no longer attending music school (and therefore no longer surrounded by other musicians, or given constant deadlines to study, analyze, and make music).
I graduated from a Master's program studying music technology and composition in May. The demo for Amadeus released in July. All of the music for the demo was finished when I was still in school; the two months between graduation and release were spent on mechanics, visuals, narrative, sound design, and polish. The first time I attempted to write new music for Amadeus on my own was in August... and it was slow going.
By reviewing notes from a course on 20th century Harmony, I was able to sketch about 8 measures of music. They were a promising 8 measures! However... they never turned into anything more than that. I couldn't figure out how to develop or extend them, I couldn't see a path forward, and I felt awful comparing this barely-started idea to all of the polished, finished works of music I made while in school. I was stuck for quite a while, not just on this piece but for other music projects outside of Amadeus. I felt unable to write any new, good, original music.
The good news is, as of the time of writing this, I feel that I have overcome that. I don't doubt the problem will resurface again, but I hope that the approaches I used this month to combat it will be of use to me again in the future. I have a finished, brand new composition for Solea's grove! It needs dynamics, finesse, orchestration, mixing, recordings, and lots of detail/love.... but the composition is complete, and it's one of my best. I also have a pianist friend who has agreed to record it for me once I prepare sheet music for her, so like many of my other pieces, this will be a collaboration with another musician. Those are always my strongest and favorite works.
Because I've made such progress, despite things feeling so bleak just a few weeks ago, I want to write a little about what helped me self-motivate and create an environment that is stimulating enough for me artistically to write new music that I'm proud of.
I asked a lot of people for advice. I messaged several of my friends from school about how I felt unable to write good music since I graduated, and asked if any of them felt the same way. And while all of them had a different relationship to the problem, ALL of them had similarly found it difficult to write music recently, and ALL of them had really unique, helpful, and personal insight when we talked about it. This also helped with the fact that I've been feeling isolated since I left school, by reconnecting with these friends.
I re-organized my workspace and catalogued my reference materials. I knew that my space didn't feel "right" for creating, so I removed an external monitor that I barely use and put a BIG box of books, notes, sheet music, handouts, magazines, and other resources related to music directly on my desk at eye level. And per the advice of a friend who works in a library: to avoid losing track of the contents of all of these notebooks, I made index cards listing the contents of each so I can easily reference them without opening them. The process of making these catalog cards also refreshes the information in my brain as I write it down, so I'm more aware of what I have on hand.
Myself and 2 school friends are starting monthly prompt challenges where we share a prompt at the start of the month and use it to force ourselves to Make Something. Crucially, these are low-stakes and it's ok if they suck a little bit. It's just an exercise to keep up with the craft. In school, we constantly worked on half-assed assignments in addition to select high-effort passion projects; those half-assed assignments really did help keep us in shape. So now we're self-assigning them! And also using this as an opportunity to give and receive critical feedback, which helps us continue to grow.
I'll be attending at least one live music show every month! One thing I really miss from school was constantly being exposed to all kinds of music, including that which isn't particularly to my taste. I learned so much from that kind of exposure. Now that I have the names and info of some great venues in my new area, I plan to go to shows at least monthly so I can continue to learn from other artists and remember the unique magic of live performance. And support other artists!
Truthfully, I don't know if any specific one of these steps really solved the problem, or if it was just a matter of the right combination of circumstances to get my brain to feel "right" to make music again. I really like to think that these concrete steps are helping. The wonderful thing about developing a game, though, is that even if I go 3 months being unable to write good music... there is SO MUCH else I can work on that I can still feel proud of myself. In this time, I've already accomplished so much toward my goal of a full episode 1 release next summer. And I think that helps motivate me, too.
Recreation
As always! I think it matters to talk about other art/media I've interacted with, both as direct inspiration for Amadeus and just as fun, enriching experiences for me as a person. This month I....
Played a couple more Castlevania games: Aria of Sorrow and Harmony of Dissonance. Neither quite hit the spot after Symphony of the Night was so uniquely appealing to me, but I have enjoyed both, and have found Harmony of Dissonance in particular really fun. Its soundtrack is deranged in a way I quite enjoy, and I love the stupid furniture collection mechanic.
Listened, extensively and on repeat, to Professor Layton and Castlevania series music. Normally I wouldn't bother mentioning this here because you can generally assume that listening to melodic video game music on my MP3 player is my default state of being. This month, however, there were several days where I set aside hours specifically to listen to music from these two series as inspiration for some of my own music projects, including Amadeus; so they merit attention. I would like to make a special shout-out to "The Tragic Prince" (Castlevania: Symphony of the Night), "Clockwork" (Castlevania: Circle of the Moon), and "Kodh" (Professor Layton and the Azran Legacy).
Played Slide in the Woods (an itch.io game!) with a friend as a Halloween get-together activity. I was just searching for a Mac-compatible, short, free horror game, and this one came up. It was a really great example of solid, simple game design: it does a lot with just ONE mechanic. By making a game so focused on one thing, it really draws the player's attention to what changes, and is a fantastic reference for pacing and environmental storytelling. If you are interested in something simple and very creepy I recommend it.
That wraps it up for this month! Next devlog at the end of November, but as mentioned at the beginning, you can follow this blog or join the Discord server for more frequent updates. The Discord server is also great if you're interested in playtesting as I continue building out more mechanics. And you'll be the first to know once more bells and whistles are added to the new website! All that and more here: https://linktr.ee/amadeusgame
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monkietale · 2 years ago
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hi guys, progress is slow (trying not to burn myself out), which means i sadly don't have anything super substantial to post. i've just been working through concepts in my head, and walk cycles/talksprites, stuff like that. nothing i can really post.
speaking of concepts, i've been doing a lot of thinking about wukong and the ruins. since i'm trying to retain everyones canon personalities, i'm going to have to do a lot of rewrites of the dialogue and stuff. that led me to a problem, which is the butterscotch-cinnamon pie that you get from toriel.
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i mean, i guess the flavours would obviously be peach and some other fruit, like banana or something, since fruits are the only kind of food we actually see on ffm. but i have no idea what the actual dessert would be. wukong's not exactly a chef, and i can't really see him making a pie? XD maybe a tart, or small cake, or something... if anyone has any suggestion i'm open to hearing it, because i don't want to leave it for later.
anyway, if you want something funny, i was talking to my friend about AU versions of monkietale (as in stuff like the actual undertale AU's in the fandom) and then i started doing recolours of the sprites i made as "monkiefell". i was going to do everyone, but midway through i was like "yeah no this is so awful" and gave up, but it's still in my aseprite canvas, so i can show you guys.
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it's really stupid. i'm never going do to something like this with the AU LOL
anyway, that concludes my small update. it's going steady, and maybe i can do a small showcase sometime in the future, probably not soon though.
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watermelonolemretaw · 6 months ago
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The first new refs are complete!!
Here's the new and improved DRRT Ralsei, now with a surname! I haven't really been able to showcase much of his personality in the comic, so I included a bit of stuff here, but he's basically just a more innocent version of canon Ralsei. The general vibe of the color palette is the same, though the exact colors are different. This version of Ralsei has a smaller build closer to his canon one, and an actual muzzle instead of the ugly nose thing he had before. His light world scarf is slightly more detailed to better match the dark world version, and I added some little details to his light world outfit to make it look a bit more interesting. Also, his hair matches the hair in his talksprite now, as opposed to his overworld sprite, his ears have lost that scruff they had before, and I removed the angel from the delta rune in his dark world outfit. Hope you like him!
My art style has been changing a lot since I last updated Deltarune: Reverse Twilight, so I'm planning on redrawing all the characters so I have better references for them!
While I'm hyperfixating on it, feel free to ask me stuff about the AU!
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ut-poppy-fangame · 2 years ago
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Devlog: Underevent, and Upcoming Development
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Hey, everyone! In case you're not aware, we showcased a trailer for Poppy's Story in Underevent 2022 this year, featuring some of Poppy Buys Milk's Gameplay. Be sure to check out the event itself!
That said, on account of this being the gift-giving month, we're willing to shed some more light on the game's development!
So that said, in terms of the past few two months, I (Fms) have been mostly busy with University, as many of our team members have been preoccupied with either University, work or their own projects.
That isn't to say no progress at all has been made, however. For we've put together a lot of new things regarding the Timeline Plaza and the Village, such as a new layouts for both of them. They may be slightly incongruent with material I've released in the past for Poppy's Story itself, but I feel that, for the purposes of making a fun experience, it was neccesary.
We've also finished importing all of the costumes and talksprites for Poppy, barring the custom poses- which will still take a while to finish up- but it was still a big undertaking on its own.
Oh, and speaking of characters, you may have seen a handful of characters in Poppy Buys Milk during the Poppy's Story trailer.
There's many other characters you'll meet in your adventure, some from worlds you're familiar with...
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... From worlds less-well-known....
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... And even... Worlds you've never seen before?
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We've been coy about showing any characters besides the Poppy cast for the longest time, but this is a special occassion.
And, hey, given it HAS been a good while since you've seen any proper gameplay beyond the Village...
Here's a sneak peek into a quest in its entirety!
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We hope you enjoyed that first look at the game proper! We'll see you next year with more updates.
— Fms, Lead Director
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zixzs-ajk · 4 years ago
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Edited Susie talk-sprites to match that old semi-teaser/minor sprite showcase thing Toby gave us a while back. This took a surprising amount of effort but I definitely like the end result. I wonder how close I’ll be to the new talksprites; between this and those updated Ralsei talksprites AND Ralsei’s character sprites I did, I’m basically engineering Deltarune Chapter 2. Basically. Who needs to know how to code or write when you can just splice some sprite edits together? 
Also, we’re officially caught up here on Tumblr content-wise! Assuming I don’t create/post anything new on the other websites while this is queued, which may or may not happen depending on how the last week or two of the semester goes. In case that does happen (or you prefer other websites) then you can go and check out my DeviantArt, Twitter, or Reddit! I might end up posting in-progress sketches to there too, but if you wanna see some of the light NSFW/more mature stuff I do then you can check me out on those other platforms! 
Also also, I may end up posting not-Deltarune stuff to this platform, though I don’t expect that to be a very marketable niche, lol. Just the way of the world. 
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ellistocracy · 8 years ago
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I made some talksprites for the heck of it, featuring Silica and another fantroll that I haven’t posted about yet, Teslah Coille
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dullahandyke · 2 years ago
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[ID: pictures showcasing sprites of Sora from Kingdom Hearts: Chain of Memories. The first image shows two, with one being a talksprite and the other being an overworld sprite. The talk sprite, rendered with detailed shadows and contained within a card-like border, shows Sora smirking and crossing his arms confidently. The overworld sprite is done in a miniature style, with wide eyes and simple shapes. It shows Sora crouching as he readies the Kingdom Key. The second image shows another overworld sprite, in which Sora is facing forward. The fourth image shows a screenshot from the game. It is set in Traverse Town, with the background rendered in soft and complementary colours. The overworld sprites show Sora and Jiminy Cricket looking shocked, with navy circles of shadow under them. A dialogue box hovers at the bottom of the screen, with a simple gradient and a miniature Keyblade signalling that the text has finished scrolling. Sora's talksprite looks shocked as he says, "Wait, this can't be right. We're in Traverse Town!" End ID]
The spritework of this game hits me in my bones it's so pretty
I'm barely getting into kh1 but the GBA version of com looks so nice... no it doesnt have any voice acting. But consider. All the characters are so so so so small
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invertedfate · 8 years ago
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* Uncharted territory awaits you, for better or worse... Full Album (Part A) / Reddit Post Full Album (Part B) / Reddit Post This part was a HUGE undertaking, and I got a lot of help putting it all together. I’d like to give a quick shoutout to some of the folks who assisted in bringing this town to life. Here’s a list of who did what! Me - Octopus NPC, duck NPC, derpy business fish NPC (based on an artbook npc), the main tileset for the town, including the buildings, statue, many of the objects in a certain room during Part B. Overworld sprites for a certain old timer, along with his talksprites. The entire script besides Spout and the new weapons shop. All of the mapping. Deka/Ilumm - Owl NPC Leo/Spouting - Spout the spider merchant + the base for Spout’s shop. He also wrote Spout’s dialogue. His AU is at @ut-sudden-changes. Consider this a little cameo as thanks for past contributions. 441 - The new shopkeeper, shop background, the entire script for the shop. His AUs are @altereddestinyau and @undermythau. FMS - The spooky fence in one of the rooms, a certain hug sprite, finishing touches on Itsy & Bitsy. His AU is @ut-tantamount. E-Clare - The shell for a certain chap that I worked on, refinements on the house that MK is standing next to, the gazebo in part 24B. Clare is the sprite artist for @ut-scramble-saga! PineappleWithSunglasses - Basically all the other NPCs. He gave me a TON. The rock people, the clam and fishman guard, the lamp ghoul, the two kids, the dentist and the hairdresser, seaweed salesman, treasure turtle, and loch ness monster. He was a tremendous help in filling the town with distinct NPCs. His AU is @ut-metal-and-magic. TheTrueRyan - The water tiles used in the various rooms. There were other NPCs planned, but I ran out of space and intend to use them later. If you’re new to Inverted Fate, you can find a full list of chapters here! More misc commentary under the cut. I recommend waiting until  after you’ve read the update before looking at it, as there WILL be spoilers for this part.
Forgespring was a relatively late addition to my Waterfall plans, but one I’d been toying with in some way or form for a while. I wanted to give a chance to flesh out the Waterfall area and explore how the civilians live there under the shadow of the Waterfall Incident and under the fort’s protection. I was inspired by the unused crystal and mining tilesets in the original game, thus came the idea that the buildings would be adorned with crystals. Forgespring lack’s Snowdin’s Holo-Sky and Hotland’s media and technology. While it has some technical innovations, it is very much a place of natural beauty, so the monsters interweave it into their homes and their lifestyles. Mining is one of the primary careers there, along with trade, in part due to the crystals and in part due to the dump’s close proximity. If I had infinite time, I would have gladly showcased more businesses, but in the interest of not having too much padding, I just focused on a few examples, like Spout’s Itsy & Bitsy shop, Masa’s Weapon and Armor shop, and the dental office and hair salon respectively. Spout’s shop interior will be shown in a bonus, by the way! I just felt that having two shops in a single update would have been too much, so I opted to go with the more relevant of the two for the main part.
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I’m sure when a lot of people saw Masa for the first time, they thought he was related to Undyne. My goal was to have a bit more fish people in the town, as Toby had intended to do just that, according to the artbook, and I felt that a town in Waterfall would need some aquatic residents. With the fort so close, having a blacksmith seemed like a logical step, and 441 went wild in bringing this fellow to life. NPC-wise, we got the fishfolk, one clam NPC, an octopus, another goofy fish, an Aaron and a Woshua, a turtle and a plesiosaur... and then a bunch of other oddball NPCs. Here is the full set of NPCs pine created!
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The rock monsters seemed like a logical inclusion due to the mines and crystals that fill Waterfall, and Pine felt that there is a severe lack of rock folk outside of the Ruins. I thought his idea of a rock monster being sculpted was really creative. Some of the less aquatic folk may have simply migrated to Forgespring out of a desire to be safe under the guard’s protection. If I ever go back and show more businesses, I’ll likely add more royal guards as well as a mix of civilians. There’s just only so much you can show without derailing things entirely. For the curious, the royal guards shown here were the fishman, clam guard, Cala Merry the weapon-obsessed Octopus, and the unnamed owl NPC (on vacation).
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Now, you were all probably surprised to see these doofuses return! If you’re wondering why they’re hanging in Waterfall, they took a ride with the Riverperson because they didn’t wanna hang in the heat for too long... or near where Snowdrake’s dad is. They will be appearing again later, however! As for the graveyard itself, I couldn’t have gone over every object without padding the part out to hell and back. There are thirty-nine unique objects. I will probably do a full investigation later on as a bonus, however, so you can learn why the heck there is a “ceremonial drinking bowl” and a freaking refrigerator as graves. :P Anyhow, that’s all for now. I’ll let the rest of the update speak for itself!
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shinsart · 2 years ago
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Another Talksprite Commission done! :)
This one was for @asks-n-trolls of the lovely Rocsi <3 I hope you enjoy using them!
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shinsart · 2 years ago
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WHEW! Finished this huge Talksprite Commission for @hextrolls​ ! This was quite a bit of work, but I’m pretty happy about how it turned out!
I made a total of…
1 Basic Body Position + 1 Arm Position
2 Hairstyles
5 Outfit pieces (2 bottoms, 2 tops, 1 jacket)
3 Accessories
50 Expression Pieces divided by parts
1 Set of Ears
5 Sets of Eyebrows
32 Sets of Eyes
12 different Mouths
1 Blush Layer
Gonna take a bit of a break for myself to relax before I take up another Commission, but am considering making a Commission Sheet for these, since I’ve had some inquiries about them.
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shinsart · 8 days ago
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Talksprite Commissions | Gacha Adopt Commissions | Open Adopts | Kofi Shop
Semi-Realistic Painted Bust Commissions (50% Off)
It's been quite some time since I did digital painting somewhat consistently and I'd love to derust those skills so I'm going to offer Painted Busts at half pricing until I feel comfortable with them again! Also, I'd like to have more examples with my current skill level, so the trade off feels fair! You get half price, I get more examples :)
(plus, I wasn't able to afford myself a holiday gift so I'd like to treat myself to something)
3 Slots for now! 50$ 25$ for one painted Bust! Payment via PayPal or Steam Gift Card. Complexity fees may apply if the character has too much going on, but we can talk about it. Turnaround should be roughly one week after I get started.
You can view my ToDo/Progress/Waitlist here!
Each Slot is 50$ 25$
Slot 1 - CLOSED
Slot 2 - CLOSED
Slot 3 - OPEN
DM me if you're interested or have any questions!
Reblogs appreciated! <3
Rules/Additional Info under the cut
GENERAL ART RULES:
I work slowly, but send a lot of status Updates to you, so you always know where your Art is at once it's your turn! And of course you can check the mentioned Trello to see your spot in the Waitlist!
Don’t use it for hateful content, NFTs or feed it into AI software
Don’t claim the art as your own, please make sure you credit me appropriately (aka, first posting the art and crediting where the art is posted)
You are only allowed to resell at a lower price than the original!
The Art can not to be used for Commercial Use (such as digital or physical merchandise)! If you want to use the Design commercially, you can ask for and buy a commercial use license!
Using this for showcasing during streams, on your websites or character profiles does not require a separate Commercial License
WILL DO:
Humans / Humanoids
Fantrolls
Simple Kemonomimi
Simple Armor
Blood
Not very good with, but can give it a try:
Light Body Horror
Mecha Stuff
Elaborate Armor
WON'T DO:
Full Anthros / Furries - I have almost zero experience, may become an option later on
Heavy Body Horror
Thank you in advance!
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shinsart · 11 months ago
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Talksprite Commissions | Gacha Adopt Commissions | Open Adopts
Shin's Gacha Adopt Commissions
You can private message me, if you're interested. I will put you onto the Waitlist if I have no Slot open. Payment will be upfront and you can tell me up to 3 things that you do not want at all and I'll exclude them! If you're unsure about the Chromatic/Metallic Species distinction you're welcome to ask!
Reblogs appreciated!
Chromatic Gacha Slots:
- OPEN
- OPEN
- OPEN
Metallic Gacha Slots:
- CLOSED
- OPEN
Waitlist:
- OPEN
- OPEN
- OPEN
Rules are in the Read More! And for anybody who can't see the images, I'm putting all infos in text format under the Read More as well!
Finished Gacha Adopts Showcase! Examples for you to check out! (TBA)
GENERAL ADOPT RULES:
First come First Serve
PayPal USD/EUR only or Steam Gift Card
Will consider Trades for Friends
Don’t use it for hateful content, NFTs or feed it into AI software
Don’t claim the design as your own, please make sure you credit me appropriately (aka, first posting the art and crediting on their profile)
You are allowed to gift or trade the design
You are only allowed to resell at a lower price than the original!
If you have added additional art to this design, you may raise the resell price above the original.
Gender is free for you to choose and you may edit the design as well, as long as the it remains recognizable
This includes changing the species
If the design is POC you're not allowed to change those design elements
Adopts are not to be used for Commercial Use! If you want to use the Design commercially, you can ask for and buy a commercial use license
Thank you in advance!
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Shin's Gacha Adopts Commission Info
Chromatic Gachas - 25$ :
You get to pick between Fem or Masc Adopt Base
You get an appropriately colored Capsule Image
Mostly Humanoid Species
Entirely Randomized Design
You can add Stickers for more Customizations
Metallic Gachas - 35$ :
You get to pick between Fem or Masc Adopt Base
You get a colored metallic Capsule Image
Humanoid Divergent Species
Entirely Randomized Design
You can add Stickers for more Customizations
Optional Stickers:
Any bought Stickers are added visually to your Capsule
Flower Sticker - 2$ Pick a Palette with up to 5 Colors
Candy Sticker - 3$ Pick a Design Style (Fantasy, Cyberpunk, Goth, etc.)
Star Sticker - 5$ Provide a Moodboard for the Design
Music Note Sticker - 5$ Provide a Song/Playlist for the Design
Bunny Sticker - 5$ Pick a Species (Limited by your Gacha pick)
Rainbow Sticker - 10$ Fully Customized Design, as many refs as you want
Heart Sticker - 10$ Your Capsule gets a cute little YCH styled addition
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shinsart · 2 years ago
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Shin's Halfbody Talksprite Commissions
You can private message me, if you're interested. I will put you onto the Waitlist if I have no Slot open. I have partial payment options, if you can't pay everything in one go!
Active Slot: OPEN Completion: - Payment: -
Waitlist:
-
-
For anybody who can't see the images, I'm putting all infos in text format under the Read More!
Finished Talksprite Showcase! Examples for you to check out!
Shin's Halfbody Talksprite Commission Info
Basic Talksprite Set Costs:
65$ Flat Style
90$ Shaded Style
A Basic Set Includes:
1 Outfit & Hairstyle
1 Arm Position
2 Eyebrows of Choice
3 Eyes of Choice
3 Mouths of Choice
1 Blush Layer
Optionally:
Naked Base for New Outfits in the future
Detached Arms for Extra Arm Positions in the future
Complex Designs might cost Extra
Mix and Match Expression Parts:
You can buy additional Expressions in a Set of 4 Parts
Each Change (Ears, Mouth, Eyes, Eyebrows, Other) counts as 1 Expression Part
A Set of Flats costs 6$ / Shaded costs 10$
Pick whatever Parts you want in your Set!
I have a huge list of Examples you can choose from
You don't have to use my Examples, feel free to send me your own
Extras / Additions:
Prices depend on Complexity / Shading
All Extras are made to be Mix and Match for Everything else you order / have
This means that I will adjust Clothing/Accessories/Hair/etc. if necessary to make it look better
10-20$ for 1 Extra Hairstyle
20-40$ for 1 Extra Outfit
10-30$ for 1 Extra Pair of Arms
6-12$ for 2 Extra Accessories
20-60$ for 1 Pair of Wings
5-10$ for 1 Tail
02-20$ for Special Effects (for example Magic)
Rules:
Don't use for AI or hateful content
PayPal only!
Please Credit me when first posting the Talksprite
You may Resell for a lower Price only!
General:
I only take 1 Slot of these at a time
I work slowly, but send a lot of status Updates to you
Will Do:
Humans / Humanoids
Fantrolls
Simple Kemonomimi
Simple Armor
Blood
Not very good with, but can give it a try:
Light Body Horror
Mecha Stuff
Elaborate Armor
Won't Do:
Full Anthros / Furries
Heavy Body Horror
51 notes · View notes
shinsart · 3 years ago
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WHEW! Finally finished the boy! He was a very big project for @goldenguillotines ! I love how he turned out! 
I made a total of...
1 Basic Body Position
1 Basic Hairstyle 
3 different Arm Positions (6 arms total) 
5 Outfit pieces (1 pants, 2 tops, 2 jacket/pullover) 
5 Accessories 
24 Expression Pieces divided by parts
1 Set of Ears
6 Sets of Eyebrows
8 Sets of Eyes
9 different Mouths
 1 Blush and 1 Nervous Sweat Layer 
And a bunch of extras I threw in because they were a simple copy pasta
Pretty proud about this one, woo! Thank you for your patience! I really enjoyed working on this <3
11 notes · View notes
shinsart · 4 years ago
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Finished Talksprite Commission for @sasster
Thank you for your patience, and have fun with her!
37 notes · View notes