#24611 - lordmetroid - Sat Aug 07, 2004 9:22 pm
EDIT - 040824: A new version of the Game specifications as well as Artistic guidelines have been uploaded with some additional information added since last time, one shall note this is still a highly incomplete spec and the older file have been replaced with the newer. Musical guidelines have also been added
EDIT - 040822: Seems like this thread has turned out to be more then a help wanted thread, it become my blog... So to show my progress I post a screenshot of what the current code has achieved.
What you see is two dummy segments from my CZ-buffer being rendered.
next step would be whole polygons... [Images not permitted - Click here to view it]
EDIT - 040819: I'm contactable either by e-mail, forum Private message or more preferably always in #gbacompo@Efnet on irc if online... If I don't answer I'm just away from my keyboard. And will for sure return at a later time and see your attempt to communicate And if you are still online a reply to that attempt will be made...
I'm currently writing Game Specifications, Notice this document is incomplete as it's still in progress of being written. The Artistic guidelines which can be obtained as a seperate document is included as a part of the original and whole specification document.
The palette as described in the specifications has a very absolute layout and so I created two files to aid any artists with their work.
Both the OAM and tile palette will be the same, the only thing defining what colors you can use is what type of graphics you are working on:
A pcx file where all colors available for use in object images is shown in the image.
A pcx file which has all the different colors shown, this is either used as a 16color palette or 256 color palette depending on what menu art which is created.
Both these files also contains the whole palette of course.
As I'm inpatient by nature, I have also written a little on the engine, and so far it's looking good, the pace is steady and fast. On the whole it's looking bright, expect some dummy screenshots in the near future.
Associates have shown intrest in the project and I a manageable group of graphic artists have signed up. All in all this project is looking bright!
END BLOG
The game is a Turnbased Vs multiplayer RPG influenced combat simulator. This will be done in my upcomming 3D engine which abuses text layers. If you been on #gbadev@Efnet you have probably heard of it.
I can't promise anything, but this I know for sure... This game will not be finished by me alone. It's way too much to handle for me.
Anyone feeling for:
Music and sfx
One or two songs and some sfx for the weapons.
Coding
Coding of a soundplayer.
Coding the game and it's function.
If you are interested contact me!
_________________
*Spam*
Open Solutions for an open mind, www.areta.org
Areta is an organization of coders codeing mostly open source project, but there is alot of sections like GBA dev, Language learning communities, RPG communities, etc...
Last edited by lordmetroid on Wed Aug 25, 2004 4:51 pm; edited 15 times in total
EDIT - 040822: Seems like this thread has turned out to be more then a help wanted thread, it become my blog... So to show my progress I post a screenshot of what the current code has achieved.
What you see is two dummy segments from my CZ-buffer being rendered.
next step would be whole polygons... [Images not permitted - Click here to view it]
EDIT - 040819: I'm contactable either by e-mail, forum Private message or more preferably always in #gbacompo@Efnet on irc if online... If I don't answer I'm just away from my keyboard. And will for sure return at a later time and see your attempt to communicate And if you are still online a reply to that attempt will be made...
I'm currently writing Game Specifications, Notice this document is incomplete as it's still in progress of being written. The Artistic guidelines which can be obtained as a seperate document is included as a part of the original and whole specification document.
The palette as described in the specifications has a very absolute layout and so I created two files to aid any artists with their work.
Both the OAM and tile palette will be the same, the only thing defining what colors you can use is what type of graphics you are working on:
A pcx file where all colors available for use in object images is shown in the image.
A pcx file which has all the different colors shown, this is either used as a 16color palette or 256 color palette depending on what menu art which is created.
Both these files also contains the whole palette of course.
As I'm inpatient by nature, I have also written a little on the engine, and so far it's looking good, the pace is steady and fast. On the whole it's looking bright, expect some dummy screenshots in the near future.
Associates have shown intrest in the project and I a manageable group of graphic artists have signed up. All in all this project is looking bright!
END BLOG
The game is a Turnbased Vs multiplayer RPG influenced combat simulator. This will be done in my upcomming 3D engine which abuses text layers. If you been on #gbadev@Efnet you have probably heard of it.
I can't promise anything, but this I know for sure... This game will not be finished by me alone. It's way too much to handle for me.
Anyone feeling for:
Music and sfx
One or two songs and some sfx for the weapons.
Coding
Coding of a soundplayer.
Coding the game and it's function.
If you are interested contact me!
_________________
*Spam*
Open Solutions for an open mind, www.areta.org
Areta is an organization of coders codeing mostly open source project, but there is alot of sections like GBA dev, Language learning communities, RPG communities, etc...
Last edited by lordmetroid on Wed Aug 25, 2004 4:51 pm; edited 15 times in total