Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Well, here's one solution... don't animate! If you hate animation and don't really want to learn it, maybe you should look for ways to create a game without having to animate a character. If you really do want to learn it, well, you're gonna have to spend years practicing just like every other good pixel artist. You've reminded me of this very nice video from Indie Game Clinic (specifically the first few minutes):

Being a solo dev who does everything is kind of insane. You need to look at the skills you already have and think about what you can make with those skills. Of course you can learn new things too, but if you try to learn everything at once then your game will take forever and most of the individual components will be low quality since you're just learning them.

Another way to get around animating would be to use someone else's assets, there's a lot of cool pixel art for sale here on Itch, and buying here means more money goes directly to the creators.

I'm also wondering about your specific art style... you mentioned two games with completely different animation styles. The walking animations in Undertale are very simple, whereas in Stardew they are more complex... but keep in mind Stardew took FOUR YEARS to develop. The amount of effort required to make your walking animations will depend heavily on the initial complexity of your sprite, and the overall level of detail that you expect to have in the animation. Final Fantasy got away with just 2 frames for walking around the overworld!

Thank you so much - I appreciate your advice, honestly I wish I WASN'T a solo dev but finding people to make a game with me is hard because I'm so socially awkward lol, especially as I can't exactly pay anyone due to my current lack of finances.

I'll look into ways without animating but if I can't figure it out I'll probably just have to grin and bare it but I just worry I'll burn out.

Again, I appreciate your reply, it means a lot. Thank you. 

Ha, I understand... I also have a tendency to shut myself in my cave and not talk to anyone, and really have only managed to break out of that in the last few years...

One strategy you could use, is to try focusing on the other aspects of your game for now, and just use placeholders and/or crappy animations... then you can share it as a demo or prototype and see if any artists want to jump on board. It is easier to find collaborators when you actually have a foundation that they can work on. It can be tough though as you'll be staring at your junky placeholders imagining how pretty they could be while forcing yourself to work on the rest of it ^.^

You could try making a help wanted post in the Help Wanted topic  if you want to work with a pixel artist. To make it paid, you just set up a revenue share system. It might be hard to get people to join you because rev shares are kind of risky, but it's still something.