English Pixelart designers needed for CS2D skin project

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Gaios
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Greetings us users,

I am in search of pixelart designers who could assist me in creating an engaging mod as well as skins for the CS2D.

The primary objective of this project is to recreate a majority of the skins from CS:GO based on this website:
> https://csgostash.com/
The purpose of this mod is to be utilized on servers, granting players the ability to select from any available skins.

I am seeking solely pixelart designers as I will be handling the scripting aspect. I would prefer for these skins to be in HD 64x64 pixels (rather than the default 32x32).

If you are an experienced designer and interested in participating, please do not hesitate to leave a comment below.
22.12.22 10:47:11 pm
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Masea
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So a CS:GO mod? Well then
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02.01.23 03:42:14 am
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Pagyra
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Are you sure?
02.01.23 08:59:25 pm
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Gaios
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@user Pagyra: Yes, I am definitely looking for experienced pixelart designers to join this project. The goal is to create high quality skins for the CS2D game, based on the skins from CS:GO. These skins will be used on servers and players will have the option to choose from the available skins. As for the technical side of things, I will be handling the scripting and just need help with the design aspect. The skins should be in HD quality, with a resolution of 64x64 pixels. If you have experience in pixelart design and are interested in joining, please leave a comment below.
02.01.23 10:27:37 pm
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Mami Tomoe
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Just putting it out there:

CS2D "skin" support has (almost) always been very iffy, and even when it worked properly, it applied to the actual weapon sprite, it didn't add a skin for it for you to pick from.

When mods were added, it only made the above process easier (less file management, UI, ...)
But it still didn't change the fact that you can only have one sprite for a weapon at a time.

Which means, you'd have to do this through Lua, and people have, and it was never good.
Think of it this way, would you want to wait 100 milliseconds before you can switch a weapon? No? Well, then you won't like Lua handled weapons systems.
And if it's only for fancy skins, then it's near pointless as well.

Take a look at file cs2d HL2D 0.0.0.4 (61), a masterpiece, if I do say so myself.
But when I played it on a live server with a decent (under 100) ping, I hated the delay with all the weapons swapping and the like.
It's very goofy and it's not fun.
A game (/mod) that's supposed to mimic CS:GO, shouldn't prioritise visuals over functionality.

But if you manage to solve these issues through a way that I haven't yet thought of, I will be glad to see it in action once it's ready.
Just don't put in too much effort if you think it's "okay to wait 100 milliseconds to swap your gun" or if it's "okay if the image shows up after the you equip the gun (out of sync)", because it's not.
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02.01.23 11:25:33 pm
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Masea
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@user Gaios: 64x64? What does that mean and who says that an HD? For what sprites? An 64x64 AK-47? I don't get it. That's a standard, yes, but it is a huge generalized one.

You also talked about pixel art. That's when things significantly change. What we use in CS2D is nowhere close to pixel art; a very big color palette and bigger resolutions (literally a no-go). You're even making it bigger, 64x64 which is not the biggest priority when it comes to pixel art. What makes the pixel art look good is, for starters, an exquisite color palette. The rest is experience, as all things should be. Moreover, I know nobody who could handle such a big pixel art in this community even if paid generously. That's some tough work.

@user Mami Tomoe: You have a point but then visuals still won't really affect the gameplay.

Edit: Soon we are gonna start seeing AIs that will do the pixel art instead of us. You can check this one out: leonardo.ai
edited 1×, last 03.01.23 03:12:45 am
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03.01.23 02:17:50 pm
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Gaios
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@user Mami Tomoe: I have a different idea for solving this problem than the one used in HL2D. I plan to hide all the native skins in CS2D and render new skins on them using Lua. This means that even if the ping is around 50 ms, it will not cause any problems with shooting because the native weapon will switch immediately on the client side and only the visual part will be delayed by 50 ms (which is still a very small and barely noticeable delay). I understand that using Lua for weapons systems has not been successful in the past, but I believe that my approach will address those issues. I also agree that functionality should take priority over visuals in a game that is meant to mimic CS:GO. If I can find a way to solve these issues in a way that you haven't thought of, I will be happy to show you when it's ready. However, I agree that it is not acceptable to wait 100 milliseconds to swap guns or to have the image show up out of sync when equipping a gun.

@user Masea: When I mentioned 64x64, I meant high resolution graphics that, when scaled up to the full game screen, will still have high quality details that are not blurry like in the old (non-HD) version. I understand that pixel art usually involves a smaller color palette and lower resolutions, but I believe that with a skilled designer and a carefully chosen color palette, it is possible to create high quality pixel art at a larger size like 64x64. While it may be challenging, I am confident that there are talented designers in this community who are capable of producing excellent pixel art at this size, even if it requires a lot of hard work.
03.01.23 04:12:00 pm
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Mami Tomoe
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user Gaios has written:
I plan to hide all the native skins in CS2D and render new skins on them using Lua.


That is mostly what I was worried about.

user Gaios has written:
This means that even if the ping is around 50 ms, it will not cause any problems with shooting because the native weapon will switch immediately on the client side and only the visual part will be delayed by 50 ms (which is still a very small and barely noticeable delay).


50 milliseconds is a noticable delay, that can put off some players.
And most players commonly have a 100 ping, add to that the server tickrate and the time it takes for the client and server to react and you could see up to 125 milliseconds delay on average for the common player.
Worst case? A player playing from a further away country could see up to 200 milliseconds of a delay.

user Gaios has written:
I understand that using Lua for weapons systems has not been successful in the past,


For a good reason.
People already tried every known method and it was never appealing.
At one point you have to choose between smooth weapon switching and pretty visuals.


user Gaios has written:
but I believe that my approach will address those issues.


So far I'm still quite worried about your idea.
You should first give it a try with some scrap weapon models on a test server, perhaps host it or just give us a video of how it looks like on 100~ ping for us (likely not me as I don't draw) to get a feel for how it works and maybe even get motivated to help.

user Gaios has written:
I also agree that functionality should take priority over visuals in a game that is meant to mimic CS:GO.

user Gaios has written:
However, I agree that it is not acceptable to wait 100 milliseconds to swap guns or to have the image show up out of sync when equipping a gun.


Those two things are a problem that have yet to be solved in the current CS2D.
I wish you luck.
It's hard being the best girl in the whole wide world
03.01.23 05:26:39 pm
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Gaios
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user Mami Tomoe has written:
And most players commonly have a 100 ping, add to that the server tickrate and the time it takes for the client and server to react and you could see up to 125 milliseconds delay on average for the common player.

I have to disagree with the statement that if a player has a ~100 ms ping, and the server adds an additional +25 ms delay, then the server tickrate, which is probably set at 60 ticks/minute, would have to drop to around 58 ticks/minute. This is unlikely because well-written Lua scripts generally don't cause such a significant drop in tickrate.

However, large delays can have a negative impact on the FPS gaming experience, even if there are no additional script's features. However, a 50 ms (or even less) delay, which I think is the most common delay in CS2D, is usually very low and falls within the 1-2 frames generated by the game. In my opinion, this is an acceptable delay and therefore rendering skins on the server would not have a significant impact on the player's experience in changing weapons.
03.01.23 07:13:23 pm
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Masea
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My point was that pixel art would not work in CS2D because of its viewport. Games with pixel art are rendered in extremely low resolutions (see Celeste) to support their style, and then they are upscaled to what we call today's standard resolutions (or some even do not do the latter).

That would be great if you guys ended up drawing higher resolutions because I agree otherwise the default sprites look blurry, especially in higher resolutions. However, ditch the pixel art part. As you've probably comprehended, the trick is not the pixel density but the limited color palette and details.
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06.01.23 05:34:40 pm
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Gaios
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I am still in search of pixelart designers who can help me with the design of weapons for my project. As mentioned in my previous posts, the goal of this project is to recreate a majority of the skins from CS:GO, with a focus on creating high-quality HD 64x64 pixel skins.

I am specifically looking for designers who have experience in creating pixelart and are interested in collaborating on this project. If you are a designer and want to get involved, please leave a comment below or reach out to me directly.

Here is a link to one of the skins I have worked on recently: file cs2d Gajos | AK-47 Asiimov HD (3). I hope to find some talented designers who can help bring this project to life.

Thank you for considering!
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