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PostPosted: Tue Nov 11, 2003 4:45 pm    Post subject: Tile Artist needed [quote]

We are a small outfit requiring a skilled tile artist for original artwork. We are hobbists only, but we would prefer someone dedicated and inspired.

A little about the game: We are trying to create an engine similar to the more advanced tile engines, but a game with a retro-RPG feel. The emphasis is on not only the quality of story, but on the depth and cohesiveness of story. Currently, the graphics are terrible.

A little about the engine: The engine is C/C++ based, with a built-in scripting language much like Perl. Night/Day and Lighting effects, advanced AI is in the works that allows for teaming. Maps are infinite layer, tiles can have transparency and animation. Atmospheric effects include rain and snow that accumulates on tiles. Currently, only a Linux version is available, based on SDL. There is some optimization, and MMX is not used, but FPS is still ~30 on a p400 with lighting effects on. Screenshot available at: http://www.biggeruniverse.com/projects/mechanae/screenshot12.png[/b]
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PostPosted: Wed Nov 12, 2003 3:37 am    Post subject: [quote]

Did I say something wrong, or solicit in an incorrect manner, or am I just impatient...?
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syn9
Wandering Minstrel


Joined: 31 Aug 2002
Posts: 120
Location: USA

PostPosted: Wed Nov 12, 2003 4:39 am    Post subject: [quote]

nah, you didnt say anything wrong, though you'll prolly find a better response on a sprite / pixel art forum
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Happy
JonA's American snack pack


Joined: 03 Aug 2002
Posts: 200

PostPosted: Wed Nov 12, 2003 5:31 am    Post subject: [quote]

I'm neither dedicated nor inspired.
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PostPosted: Wed Nov 12, 2003 3:52 pm    Post subject: [quote]

Happy: You're sig pic makes me laugh every time I see it.
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js71
Wandering DJ


Joined: 22 Nov 2002
Posts: 815

PostPosted: Wed Nov 12, 2003 4:14 pm    Post subject: [quote]

Funny, I don't see a sig pic.
I might be interested if I wasn't so busy but... I am busy. So... Sorry.
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Bjorn
Demon Hunter


Joined: 29 May 2002
Posts: 1425
Location: Germany

PostPosted: Thu Nov 13, 2003 8:12 pm    Post subject: [quote]

Do you mind telling us your name? Even if you don't feel like registering to this board, you could just type in any non-registered name.

You talk about an interesting engine but show a rather uninteresting screenshot, I was hoping to try it out. No need to port it to Windows first, there's some Linux users here. :-) I have no time to help out though, and would be very unreliable as far as devotion goes.
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PostPosted: Fri Nov 14, 2003 10:14 pm    Post subject: [quote]

Bjorn: My name is Adam, but since you have one of those already, biggerUniverse will do.

Here are a few other images of the game at various levels of code progression:




Unfortunately, there is no demo yet. Which is sad for two years of dev. time. The art is also lacking considerably. I can give over a binary, but it will require libs for SDL, and freetype, and I have honestly never tried to run it without compiling first. It might take a little time to put something together. Other stuff about the engine: infinite-layer maps with variable-height tiles, scripting includes VM with forking and sleeping capabilities on script processes, event-driven windowing system, key-framed sprites, A* pathfinding. That's basically it for cool features. Networking support is in the works.
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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Sat Nov 15, 2003 6:01 am    Post subject: [quote]

Whoo! My name is Adam. Whoo!
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Sat Nov 15, 2003 1:09 pm    Post subject: [quote]

Your engine would look a lot better if you made the edges of the lit parts softer...but I'm pretty sure you'll see to that when you finaslly find an artist.
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PostPosted: Sun Nov 16, 2003 4:05 pm    Post subject: [quote]

Valderman wrote:
Your engine would look a lot better if you made the edges of the lit parts softer...but I'm pretty sure you'll see to that when you finaslly find an artist.


It's a tileXtile lighting algorithm. I would need to increase the radius to smooth the edges. Speaking of artists, which is a good forum?

Adam wrote:
Whoo! My name is Adam. Whoo!


Indeed.
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Warspawn
Pretty, Pretty Fairy Princess


Joined: 17 Apr 2003
Posts: 7
Location: The Land of AZ

PostPosted: Mon Nov 17, 2003 1:41 am    Post subject: [quote]

looks pretty cool... I'd like to try the demo, whenver it's ready...

oh, and what is that blobby thingy with the fingers on the right side? (maybe i'm not looking correctly)
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Locrian
Wandering Minstrel


Joined: 04 Apr 2003
Posts: 105
Location: VA USA

PostPosted: Mon Nov 17, 2003 3:14 am    Post subject: [quote]

I would say to try posting a request at pixelation.swoo.net but not only is the board down at the moment but they also don't take too kindly to requests there... which is understandable. Id say just trudge on and get a demo completed, then post a request at pixelation with a link to the demo download. I personally will not agree to do art for a game until I see a working demo, as I don't like doing art for something only for nothing to come of it. Most others at pixelation are the same. With a demo you make artists feel a little more secure, plus seeing your art in an actual working demo is a big plus... not only so you can easily see how everything looks tiled and in the engine and everything... but also because it will up the artist's dedication when they have something to play with and create for... rather than just handing over art and not getting to immediately see anything from it.

yep. question: what is that big floating rock thing in the bottom right hand corner of two of the screen shots?
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PostPosted: Mon Nov 17, 2003 11:24 am    Post subject: [quote]

Warspawn wrote:
...oh, and what is that blobby thingy with the fingers on the right side? (maybe i'm not looking correctly)


Locrian wrote:
question: what is that big floating rock thing in the bottom right hand corner of two of the screen shots?


The interface of the game is, at least in theory, is a "rock wherein are many mechanical ligatures that give the player a wealth of information about the environment." It's a mechanical/magic-imbued "thing" that works as an interface for the game. This simple stand-in was placed there to see how it would look being constantly in there.

It's purpose in the game is to serve as a personal example of what a mysterious order of mecha-mages can accomplish. Which finding them is the sort of backdrop story to the game.

Believe me, I'll be constantly trudging onward.
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LeoDraco
Demon Hunter


Joined: 24 Jun 2003
Posts: 584
Location: Riverside, South Cali

PostPosted: Tue Nov 18, 2003 2:25 am    Post subject: [quote]

Anonymous wrote:
Warspawn wrote:
...oh, and what is that blobby thingy with the fingers on the right side? (maybe i'm not looking correctly)


Locrian wrote:
question: what is that big floating rock thing in the bottom right hand corner of two of the screen shots?


The interface of the game is, at least in theory, is a "rock wherein are many mechanical ligatures that give the player a wealth of information about the environment." It's a mechanical/magic-imbued "thing" that works as an interface for the game. This simple stand-in was placed there to see how it would look being constantly in there.

It's purpose in the game is to serve as a personal example of what a mysterious order of mecha-mages can accomplish. Which finding them is the sort of backdrop story to the game.

Believe me, I'll be constantly trudging onward.


That's nice. What does it do?
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