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Offline saimoTopic starter

Re: Presenting a brand-new game and looking for collaborators
« Reply #14 on: November 28, 2006, 03:47:46 PM »
Sorry, double post.

saimo
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline kd7ota

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Re: Presenting a brand-new game and looking for collaborators
« Reply #15 on: November 28, 2006, 04:09:31 PM »
Nice.

On the screenshots page, the last screenshot looks like one of the bosses off of Radiant Silvergun on the Sega Saturn. That game just rocks.


Wish someone could clone radiant silvergun though.  :-)
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Offline saimoTopic starter

Re: Presenting a brand-new game and looking for collaborators
« Reply #16 on: November 29, 2006, 10:27:15 AM »
Quote
Nice.

Thanks :-)

Quote
On the screenshots page, the last screenshot looks like one of the bosses off of Radiant Silvergun on the Sega Saturn.

I don't know that game. Anyway, the graphics of that boss (and of all the other enemies) is absolutely temporary.

saimo
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline motorollin

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Re: Presenting a brand-new game and looking for collaborators
« Reply #17 on: November 29, 2006, 12:38:58 PM »
Any chance of a MorphOS port?

EDIT
Also, I notice on your web site you are advertising for pixellers. Well actually I really like the in-game graphics in the screenshots. The cell-shading style gives it a retro, comic-book feel, while at the same time keeping the graphics simple. It makes a nice change from the pseudo-industrial look adopted by pretty much every other SEU on the planet. If it was my game, I would keep the graphics as they are :-)

--
moto
Code: [Select]
10  IT\'S THE FINAL COUNTDOWN
20  FOR C = 1 TO 2
30     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NAAAA
40     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NA-NA-NAAAAA
50  NEXT C
60  NA-NA-NAAAA
70  NA-NA NA-NA-NA-NA-NAAAA NAAA-NAAAAAAAAAAA
80  GOTO 10
 

Offline saimoTopic starter

Re: Presenting a brand-new game and looking for collaborators
« Reply #18 on: November 29, 2006, 01:41:26 PM »
Quote

motorollin wrote:
Any chance of a MorphOS port?

It would be of course welcome, but I ATM don't have a MOS machine.
For that, the following are required:
 * libSDL (and SDL_mixer in future if/when audio will be implemented);
 * gcc + make;
 * a trusted way to compile everything (no, I'm not going to let sources freely float around the net).
Anyway, I've heard that the previous version of the demo already runs on MOS thanks to OS4Emu, although I don't know how well - comments about this are highly appreciated.

Quote

EDIT
Also, I notice on your web site you are advertising for pixellers. Well actually I really like the in-game graphics in the screenshots. The cell-shading style gives it a retro, comic-book feel, while at the same time keeping the graphics simple. It makes a nice change from the pseudo-industrial look adopted by pretty much every other SEU on the planet. If it was my game, I would keep the graphics as they are :-)

Thanks for the nice comments, but the current graphics suffer from the following problems:
 * the background styles are mixed (there are three different styles: The Chaos Engine's, Lithlet's and Solar System's);
 * I cannot use the graphics ripped off The Chaos Engine;
 * the objects graphics have a totally different style from the backgrounds;
 * the objects graphics are a rough/simple/bad/whatever - they would need much more work;
 * the amount of graphics is absolutely insufficient;
 * I can't anyway draw all that's missing even if I kept the current graphics and style.

As for the overall style, I agree: I don't want the game to look like any modern one: I don't absolutely want rendered graphics! What I'd love is anime or oldskool-demoscene (think of Banshee) style graphics.

saimo
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline motorollin

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Re: Presenting a brand-new game and looking for collaborators
« Reply #19 on: November 29, 2006, 02:11:29 PM »
Quote
saimo wrote:
Anyway, I've heard that the previous version of the demo already runs on MOS thanks to OS4Emu, although I don't know how well - comments about this are highly appreciated.

I'll try it on my PegII and let you know.

Quote
saimo wrote:
 * the background styles are mixed (there are three different styles: The Chaos Engine's, Lithlet's and Solar System's);

I understand there is a need for consistency.

Quote
saimo wrote:
 * I cannot use the graphics ripped off The Chaos Engine;

Of course - I didn't recognise them :-)

Quote
saimo wrote:
 * the objects graphics have a totally different style from the backgrounds;

It wasn't that noticable to me, but I suppose they are somewhat different.

Quote
saimo wrote:
 * the objects graphics are a rough/simple/bad/whatever - they would need much more work;

I disagree here - I think the objects (ships/enemies etc) look great. I love the style.

Quote
saimo wrote:
 * the amount of graphics is absolutely insufficient;
 * I can't anyway draw all that's missing even if I kept the current graphics and style.

Ahhh, hence the need for a pixeller :-)

Quote
saimo wrote:
As for the overall style, I agree: I don't want the game to look like any modern one: I don't absolutely want rendered graphics! What I'd love is anime or oldskool-demoscene (think of Banshee) style graphics.

But Banshee has already been made :-) I really love the cell-shaded graphics. I think they make the graphics really stand out and if done well can look very classy. Play XIII on the XBOX/PS2 and you will see what I mean.

--
moto
Code: [Select]
10  IT\'S THE FINAL COUNTDOWN
20  FOR C = 1 TO 2
30     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NAAAA
40     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NA-NA-NAAAAA
50  NEXT C
60  NA-NA-NAAAA
70  NA-NA NA-NA-NA-NA-NAAAA NAAA-NAAAAAAAAAAA
80  GOTO 10
 

Offline saimoTopic starter

Re: Presenting a brand-new game and looking for collaborators
« Reply #20 on: November 29, 2006, 02:30:40 PM »
Quote

motorollin wrote:
I'll try it on my PegII and let you know.

Thanks, that will be helpful and interesting.

Quote
Quote
saimo wrote:
 * the objects graphics are a rough/simple/bad/whatever - they would need much more work;

I disagree here - I think the objects (ships/enemies etc) look great. I love the style.

Well, what can I say... can't debate tastes. Anyway, I'm the one who made them, so I know they could be better ;-)


Quote
Quote
saimo wrote:
 * the amount of graphics is absolutely insufficient;
 * I can't anyway draw all that's missing even if I kept the current graphics and style.

Ahhh, hence the need for a pixeller :-)

Precisely ;-)
Indeed, I think that at least 2 pixellers are needed, plus a graphician for the cutscenes.

Quote
But Banshee has already been made :-)

That's true, but of course I did not mean I want a copy...


[/quote]I really love the cell-shaded graphics. I think they make the graphics really stand out and if done well can look very classy. Play XIII on the XBOX/PS2 and you will see what I mean.[/quote]
I know that very well ;-)
It's years I've been thinking of that... way before it was implemented the first time... I remember once seeing a DreamCast game that applied that technique to just the main character (IIRC it was a skateboarding game) and was very happy to see my idea was so cool ;-)
That's basically why I say I'd like anime-style graphics and why I drew the current graphics that way :-D

saimo
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline motorollin

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Re: Presenting a brand-new game and looking for collaborators
« Reply #21 on: November 29, 2006, 02:36:47 PM »
The game does run under OS4Emu on MorphOS, but it's a bit unstable (tends to hang at random point). I haven't actually got in to the game yet as I find the "setup" section very confusing. When I try to press OK it tells me "Modules missing". What do I need to select to let me play the game?

--
moto
Code: [Select]
10  IT\'S THE FINAL COUNTDOWN
20  FOR C = 1 TO 2
30     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NAAAA
40     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NA-NA-NAAAAA
50  NEXT C
60  NA-NA-NAAAA
70  NA-NA NA-NA-NA-NA-NAAAA NAAA-NAAAAAAAAAAA
80  GOTO 10
 

Offline saimoTopic starter

Re: Presenting a brand-new game and looking for collaborators
« Reply #22 on: November 29, 2006, 02:43:54 PM »
Quote

motorollin wrote:
The game does run under OS4Emu on MorphOS, but it's a bit unstable (tends to hang at random point).

OK. Thanks for trying :-)

Quote
I haven't actually got in to the game yet as I find the "setup" section very confusing. When I try to press OK it tells me "Modules missing". What do I need to select to let me play the game?

This game lets the player build the spaceship exactly as he/she pleases so, before any level, it is necessary to build/customize the spaceship. At first this may be confusing, so I recommed you choose a pre-defined setup (recommended ones: F-L-A-S-H for ease of use, TechForce for power).

saimo
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline motorollin

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Re: Presenting a brand-new game and looking for collaborators
« Reply #23 on: November 29, 2006, 02:47:37 PM »
I clicked on "F-L-A-S-H" and the little red wedge thing appeared on the right hand side, but when I press OK it still says "modules missing". On the Spaceship page only the Wedge is listed  :-(

--
moto
Code: [Select]
10  IT\'S THE FINAL COUNTDOWN
20  FOR C = 1 TO 2
30     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NAAAA
40     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NA-NA-NAAAAA
50  NEXT C
60  NA-NA-NAAAA
70  NA-NA NA-NA-NA-NA-NAAAA NAAA-NAAAAAAAAAAA
80  GOTO 10
 

Offline saimoTopic starter

Re: Presenting a brand-new game and looking for collaborators
« Reply #24 on: November 29, 2006, 02:54:12 PM »
Quote

motorollin wrote:
I clicked on "F-L-A-S-H" and the little red wedge thing appeared on the right hand side, but when I press OK it still says "modules missing". On the Spaceship page only the Wedge is listed  :-(

It looks like the building process of the spaceships fails.
When you hover with the mouse on the setups, can you see the spaceships in their entirety (f.ex., see this screenshot)?
I'm afraid I can't help much, as the thing works flawlessly on both AOS4 and Windows. I will look into it when back home, however.

saimo
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline motorollin

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Re: Presenting a brand-new game and looking for collaborators
« Reply #25 on: November 29, 2006, 02:56:35 PM »
No, when I hover over the setup I only see one component. I added the HelioCompressor and it allowed me to proceed, but then the game hung. It's obvously not compatible enough with OS4Emu to allow it to work.

If you want me to test a later version which may fix it at any point, let me know and I'll give it a go.

--
moto
Code: [Select]
10  IT\'S THE FINAL COUNTDOWN
20  FOR C = 1 TO 2
30     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NAAAA
40     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NA-NA-NAAAAA
50  NEXT C
60  NA-NA-NAAAA
70  NA-NA NA-NA-NA-NA-NAAAA NAAA-NAAAAAAAAAAA
80  GOTO 10
 

Offline saimoTopic starter

Re: Presenting a brand-new game and looking for collaborators
« Reply #26 on: November 29, 2006, 03:05:55 PM »
Quote

motorollin wrote:
No, when I hover over the setup I only see one component.

Ah, OK. Then the building process is definitely broken.

Quote
I added the HelioCompressor and it allowed me to proceed, but then the game hung.

Well, no wonder... who knows how corrupted the spaceship in memory is... in fact, if the only piece actually mounted were wedge (as it seems), you would not even be allowed to mount HelioCompressor.

Quote
It's obvously not compatible enough with OS4Emu to allow it to work.

That seems likely, although I can't rule out that maybe there is some hidden bug that pops up only in particular conditions...

Quote
If you want me to test a later version which may fix it at any point, let me know and I'll give it a go.

Honestly, I don't think I'm going to work on the code anymore... not until I find some collaborators.
I will only have a quick look at that part of the engine when back home and also ensure I have properly built everything.
BTW: I just tested the Windows version also on this machine, which in the past did give me problems, and everything just works.

saimo
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline motorollin

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Re: Presenting a brand-new game and looking for collaborators
« Reply #27 on: November 29, 2006, 03:09:15 PM »
Quote
saimo wrote:
Quote
motorollin wrote:
If you want me to test a later version which may fix it at any point, let me know and I'll give it a go.

Honestly, I don't think I'm going to work on the code anymore... not until I find some collaborators.

I understand. Unfortunately my skills at pixelling are not good enough for this project, but my offer of writing the music still stands. PM me if you want to hear any examples of stuff I have done and I will send you some samples.

--
moto
Code: [Select]
10  IT\'S THE FINAL COUNTDOWN
20  FOR C = 1 TO 2
30     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NAAAA
40     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NA-NA-NAAAAA
50  NEXT C
60  NA-NA-NAAAA
70  NA-NA NA-NA-NA-NA-NAAAA NAAA-NAAAAAAAAAAA
80  GOTO 10
 

Offline saimoTopic starter

Re: Presenting a brand-new game and looking for collaborators
« Reply #28 on: November 29, 2006, 03:12:09 PM »
Quote

motorollin wrote:
I understand. Unfortunately my skills at pixelling are not good enough for this project, but my offer of writing the music still stands. PM me if you want to hear any examples of stuff I have done and I will send you some samples.

Thank you, but ATM it makes no sense taking also the burden of the audio part :boohoo:

saimo
RETREAM - retro dreams for Amiga, Commodore 64 and PC
 

Offline motorollin

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Re: Presenting a brand-new game and looking for collaborators
« Reply #29 from previous page: November 29, 2006, 03:14:03 PM »
Quote
saimo wrote:
Thank you, but ATM it makes no sense taking also the burden of the audio part :boohoo:

What do you mean? I'd be doing all the work :-)

--
moto
Code: [Select]
10  IT\'S THE FINAL COUNTDOWN
20  FOR C = 1 TO 2
30     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NAAAA
40     DA-NA-NAAAA-NAAAA DA-NA-NA-NA-NA-NA-NAAAAA
50  NEXT C
60  NA-NA-NAAAA
70  NA-NA NA-NA-NA-NA-NAAAA NAAA-NAAAAAAAAAAA
80  GOTO 10