I'd be up for helping out, at least with title/loading screens and maybe some other bits n' pieces (created in TommyGun, most likely). Unless it's a space shooter/driving game or something, I'm rubbish at that stuff. So what's it all about then?
sorry i was too brief yesterday. so what is going on.
1) i need pixel artist.
2) i'm planning to write an arcade game. it should be mix of platformer, run&gun and adventure (if you played Cave Story you get it, roughly)
3) it should be styled as steam-punk (game Chaos Engine or movie Howl's moving castle are good examples what i imagine)
4) it is very ambitious project. chance it become vapour-ware is big, say 50% - 75%
5) i did some sketch how i imagine in-game gfx ( see http://www.ukazto.com/?id=7058358&klic=EYY4rRPT&overall=1 ). the problem is that i'm terrible pixel-artist and this take too much time and distracts me from coding. that is reason why need someone who is able to make graphics for the project
6) i prefer clear and colorfull gfx
7) i have not problem with cooperation with more artists if they keep same style
8) locations themes are CAVE, RESEARCH CAMP, GEOTHERMAL POWERPLANT, VICTORIAN CITY, SUNKEN BATTLE SHIP, INSIDE BIG ROBOT, ZEPPELIN, PLAINS, FOREST, MOUNTAINS.
9) i need someone who is able animate things
I would love to see this new game! I appreciate the trend of new games we've had in the past two years, but most of them are puzzles.
You have a lot of people of good will here, and rahtgaz is right. One of the reasons people give up is because they're a little tiny bit tired of helping with Sprites, Title Screens, music and then learn that the main guy (read 'coder') gave up or lost interest...
Well, coding is the hardest bit... Even when programming my own witless BASIC games as a kid, I'd do all the graphics on squared paper, the map on more squared paper, the title screen, the UDGs... then go "Oooh I think I'll leave the coding for a minute - I need to work out what the cover of the instructions will look like!"
I never hold abandoned projects against the developer, though, because a) that way lies frustration; b) I know I find it hard to even fit *playing* games into my quite averagely busy life, let alone coding them; c) I once exhibited epic fail on contributing graphics to a remake, so it would really be a pot/kettle situation!
So, Fikee: go for it! Like zxbruno, I'd like to see more new Speccy action games. Because of b) (and c)!) above, I can't promise to get involved at this time. Also: don't be too harsh on your own pixel design skills - your sample pages have some good stuff dotted around. I like the heads and the metal bunker thing particularly.
I'm interested. It looks sort of scrolly platformy. There are already a heap of graphics I did for the abandoned Sonic ZX project that could be reused. Are you planning to use pixel or character scrolling?
How can you tell it's a scrolly game? Looks more like a 3d FPS to me ;)
I'm interested. It looks sort of scrolly platformy. There are already a heap of graphics I did for the abandoned Sonic ZX project that could be reused. Are you planning to use pixel or character scrolling?
i'm not planing it will be a scroller, attribute clash is too much restricting. just flip screen.
30x18 char window. sprites 16x16 masked.
You could always just use some temporary placeholder sprites/graphics. People will be much quicker to help once you've got a working prototype going.
That might be a good idea anyway. If you can make a game that's still fun using blocks for sprites, then you know you've got some solid gameplay there.
Yup. And with those drawings, even if crappy ones, if you can pull up a small prototype I bet you'll get a lot more heads turning your way -- Art and code-wise.
It's not restricting if you do character scrolling rather than pixel scrolling. I know it sounds as if it would look awful, but you get to be much more colourful and you can get a decent amount of speed in the game. It's never been done on the Speccy so it would be an opportunity for a first. You would need to buffer the screen to prevent tearing so the 128 would be the base machine. I still have the Sonic ZX level editor kicking around somewhere which is a pretty good proof of concept.
this is my dream-project. i spend fair amount of hours by thinking about concept, technical background and so. i refused scrolling as it consumes too much CPU time and there will be other features that should be more interesting.
At current state, low level gfx engine uses backbuffer and dirtybuffer to copy changed portions of screen into one of 128's screens and at the next interrupt the actualized screen is switched to be visible.
at one time, there can be up to four animated 16x16 tiles, thirty two characters of animated water surface, fourteen 16x16 masked sprites and sixteen 4x4 sprites (bullets). it runs on 17.5 frames per second.
As i want to have incorporate not-so-plain story into game, the routine depacking text on the fly is already done and routine to print 6 pixel wide chars is done too.
What makes me crazy now is implementing some reasonable physic for hanged platforms.
And the damned graphics. I know my sketches are reasonable but im throwing away perhaps 90% percent of my drawings. It is just too tiring for me and what is worse im unable to keep same style for everything.
To other people: so will be a small demo good proof of concept for you ?
To other people: so will be a small demo good proof of concept for you ?
I can't speak for everyone obviously, but I reckon I speak for quite a few when I say: yes please :) Sounds like a nifty idea for a game and you've obviously done a fair bit of the work already. Let's see it running!
Comments
For what exactly?
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sorry i was too brief yesterday. so what is going on.
1) i need pixel artist.
2) i'm planning to write an arcade game. it should be mix of platformer, run&gun and adventure (if you played Cave Story you get it, roughly)
3) it should be styled as steam-punk (game Chaos Engine or movie Howl's moving castle are good examples what i imagine)
4) it is very ambitious project. chance it become vapour-ware is big, say 50% - 75%
5) i did some sketch how i imagine in-game gfx ( see http://www.ukazto.com/?id=7058358&klic=EYY4rRPT&overall=1 ). the problem is that i'm terrible pixel-artist and this take too much time and distracts me from coding. that is reason why need someone who is able to make graphics for the project
6) i prefer clear and colorfull gfx
7) i have not problem with cooperation with more artists if they keep same style
8) locations themes are CAVE, RESEARCH CAMP, GEOTHERMAL POWERPLANT, VICTORIAN CITY, SUNKEN BATTLE SHIP, INSIDE BIG ROBOT, ZEPPELIN, PLAINS, FOREST, MOUNTAINS.
9) i need someone who is able animate things
10) ... ask me
Not, if you OS the code after the early stages of development :)
huh, my god, could work with C, Java or so. can't imagine it with Z80 assembly commented in czech. but i can do it anyway.
You have a lot of people of good will here, and rahtgaz is right. One of the reasons people give up is because they're a little tiny bit tired of helping with Sprites, Title Screens, music and then learn that the main guy (read 'coder') gave up or lost interest...
Double Dragon remake comes to mind..
I never hold abandoned projects against the developer, though, because a) that way lies frustration; b) I know I find it hard to even fit *playing* games into my quite averagely busy life, let alone coding them; c) I once exhibited epic fail on contributing graphics to a remake, so it would really be a pot/kettle situation!
So, Fikee: go for it! Like zxbruno, I'd like to see more new Speccy action games. Because of b) (and c)!) above, I can't promise to get involved at this time. Also: don't be too harsh on your own pixel design skills - your sample pages have some good stuff dotted around. I like the heads and the metal bunker thing particularly.
looks i have to draw everything myself at all :( no one interested.
How can you tell it's a scrolly game? Looks more like a 3d FPS to me ;)
i'm not planing it will be a scroller, attribute clash is too much restricting. just flip screen.
30x18 char window. sprites 16x16 masked.
That might be a good idea anyway. If you can make a game that's still fun using blocks for sprites, then you know you've got some solid gameplay there.
Hmmm, five people have shown interest, and you say no one's interested?
The initial drawings look really good. I say go for it.
this is my dream-project. i spend fair amount of hours by thinking about concept, technical background and so. i refused scrolling as it consumes too much CPU time and there will be other features that should be more interesting.
At current state, low level gfx engine uses backbuffer and dirtybuffer to copy changed portions of screen into one of 128's screens and at the next interrupt the actualized screen is switched to be visible.
at one time, there can be up to four animated 16x16 tiles, thirty two characters of animated water surface, fourteen 16x16 masked sprites and sixteen 4x4 sprites (bullets). it runs on 17.5 frames per second.
As i want to have incorporate not-so-plain story into game, the routine depacking text on the fly is already done and routine to print 6 pixel wide chars is done too.
What makes me crazy now is implementing some reasonable physic for hanged platforms.
And the damned graphics. I know my sketches are reasonable but im throwing away perhaps 90% percent of my drawings. It is just too tiring for me and what is worse im unable to keep same style for everything.
To other people: so will be a small demo good proof of concept for you ?
man, this deserves some in-game joke. specially for you.
I can't speak for everyone obviously, but I reckon I speak for quite a few when I say: yes please :) Sounds like a nifty idea for a game and you've obviously done a fair bit of the work already. Let's see it running!
Oh, man don't say that.
It looks _fantastic_. Looking forward to see final result.
If ya need optional beeper music, just write to me.
Bye.
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