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Castle Paradox
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J.A.R.S. In umbram deo, ex nihilo...

Joined: 11 May 2005 Posts: 451 Location: Under the rainbow...
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Posted: Sun Feb 11, 2007 10:52 pm Post subject: Hardcoded game requires graphical artist's help |
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Hello all
as you might have heard, a team and I are working on an hardcoded game. We are a very serious team favoring slow by steady progress on hasty/reckless advancements. Our game has reached a certain point where it becomes nearly impossible to advance unless we find someone to do maptile artwork for the team. Since no one is specialized in this field, and none of us seem to be coming with decent quality tiles, we are much obliged to seek for outsider help.
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Here are two much informative links on the project itself.
Please right-click to save...
http://angelsearth.freehostia.com/Editor0.40Elite.rar
http://angelsearth.freehostia.com/walker1.11lite.rar
The first link is to the small editor program I have personally coded for this project. There, you can see how precisely we intend to use the tiles.
The second is the progressive walker engine we are using within the game itself.
I know there are several good graphical artists that have grown with the ohr engine, and this is why I am asking here before anywhere else.
If any of you are interested to work on 48X48 32bits .png transparency-tolerated tiles, please pm me or reply over here.
Here is a small list of what you would end up contributing to so that you know that this is a project worth some of your spare time:
-Freemovement rpg with pixel by pixel collision
-7 layers of tiles using all sorts of transparency for rich environments, as well as a possibility to use both a background image and a foreground image. Either of these two can be fixed and transparent or do. They can even be animated .gif of transparent images for good smoke effects or daylight shades.
-100% original artwork and music, we do everything we use (which is precisely why we need you)
I'm not very good at selling this project am I? Well the thing is, we've been working for over a year already, and there is no way we're giving up on this. Please take a look at the heroes walking in the editor (ignore the tiles by all means!) and I hope that these, although perhaps not the best around, will be enough to convince you of our seriousness. Note: all content is hardcoded, we are talking about a massive amount of line of codes, several nights spent coding between university exams... If you do have some spare time, please, invest it in our project. I am willing to pay you back by helping you with your own ohr projects with whatever help I can provide. I believe I am not too shabby with coming up with midi music (you can check for one of my songs on castleparadox's index) and I am currently re-learning plotscripting which shouldn't take very long based on its logic.
One additionnal note: I know this is not an ohr game and it may not belong in an ohr community. But there is talent here, forged by many years of using an engine that forces us to be original, and this hardcoded project is no threath to this community, and supports very similar values as far as making a quality rpg comes into play.
Please guys, we need your skills to go on with this game.
Edit: here is an image... as you can see, tiles are terrible
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J.A.R.S. In umbram deo, ex nihilo...

Joined: 11 May 2005 Posts: 451 Location: Under the rainbow...
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Posted: Mon Feb 12, 2007 12:25 pm Post subject: |
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Sorry all once again, I have updated the walker link. This should be good now
This one is a concept art enjoy!
New version 1.12 flashlight shader (any form of overground picture like this is allowed)
Last edited by J.A.R.S. on Mon Feb 12, 2007 3:19 pm; edited 4 times in total |
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Rinku

Joined: 02 Feb 2003 Posts: 690
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Posted: Mon Feb 12, 2007 12:31 pm Post subject: |
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There are really no good pixel artists left in this community, after Friend / Orchard-L left, so... good luck with this request. You might get some volunteers here but they won't be as good as you could probably get if you advertised this on pixeling messageboards.
Also another suggestion is to provide more information on what type of game it is; is it a RPG for instance? What distinguishes this game from other games? It's not clear from the post itself, and not many people download a game they know nothing about. _________________ Tower Defense Game |
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J.A.R.S. In umbram deo, ex nihilo...

Joined: 11 May 2005 Posts: 451 Location: Under the rainbow...
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Posted: Mon Feb 12, 2007 12:48 pm Post subject: |
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Quote: | There are really no good pixel artists left in this community, after Friend / Orchard-L left, so... |
I disagree. There are perhaps no excellent top-notch pixel artist, but I've seen tons of good games released lately with good if not better pixel art tilewise. We're no gods ourselves on any level, but we are serious. Good art is what im striving for, excellent art would really break the feeling we want to give anyway... We're tryna be a little retro as you can see from our current walkaround characters...
Quote: | You might get some volunteers here but they won't be as good as you could probably get if you advertised this on pixeling messageboards.
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I'm pretty certain pixeling messageboard people would just laugh and ignore the post... OHR knows more than that.
Quote: | Also another suggestion is to provide more information on what type of game it is; is it a RPG for instance? What distinguishes this game from other games? It's not clear from the post itself, and not many people download a game they know nothing about. |
Very right, thank you. Lemme give a better explanation (I didn't want to overcrowd my first post because several people get pushed away by posts that are too long, but obviously, I didn't put enough details in).
Project "Angel's Earth" (Dev. name, also known for a forum-oriented mmorpg game that had some succees 2 years ago and was held by the same team that's currently developping it), is meant to be a classic-old rpg which attempts to be what old rpgs were and do it slightly better hopefully. Unlike most rpgs nowadays which have decided to take a different view on rpgs (and went straight to 3d) this is a very unoriginal 2d take on it.
The rpg is based around the story of one main "hero" and attempts to break the idea of a central hero into a central plotline with a select amount of major heroes. Basically, it is about looking in the past of rpgs that we have retained as study cases that we came up with an idea to fix what we think was an issue in Chrono Cross. That game packed one main hero with an empty background to be re-discovered, and attached a lot of heroes with lesser backgrounds. The process here is the reverse. We start from one main hero and attempt to have him vanish in the presence of the few other heroes he will encounter. What we designate by few is not 3, it is more probably 10 or 11 heroes in all, but all of which will have a massive impact on the global plot. Not only that, but each of them will have a story worked on much like Chrono Trigger, and possibly much more than FFVI. The idea is really to merge independant stories into a big scenario, and show how and why each heroes reacts a certain way to the events.
Without spoiling any of the fun, certain heroes will hate each other based on several factors, others will have known each other in a distant past, many will be perfect strangers to one another.
If I wanted to sum up the game, it could be done this way: The game tries hard to build new foundations and rules that it breaks itself to avoid repetition. The player will hopefully see nothing in this game that he can picture as a set pattern. There will be no elemental dungeons, each hero will possess a skill that breaks the regular battle system and which has tremendous importance (though, several times, it may also not be as strong as expected).
By breaking the generic rpg into a more organic plotline (where not everything is centered around the main hero, or not even around the party at all since the political dimension will play on a certain level), using original transitions (whereas when the party is sent after a hero into a cave, the player jumps to that hero and his duty rather than beat the whole dungeon as his own party), and trying to break its own laws to avoid patterns, we believe that Angel's Earth will be a classic... a reinvention of the genre though deeply conservative on the basic essense of console-like rpgs (snes mostly). |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Feb 12, 2007 5:59 pm Post subject: |
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Quote: | I'm pretty certain pixeling messageboard people would just laugh and ignore the post... OHR knows more than that. | I am pretty sure "Pixelation" had a whole forum dedicated to job offers and requests. Try going there. |
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Rinku

Joined: 02 Feb 2003 Posts: 690
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Posted: Mon Feb 12, 2007 6:27 pm Post subject: |
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Thanks for the description.
Yeah, there are many requests like this on pixel art forums. There's no reason not to try it, especially because half the people on those messageboards could probably come up with a great near commercial-quality tileset in a few hours, whereas virtually everyone here would struggle for days to provide you with something only moderately better than what you have now.
Regarding innovation, if you're so concerned about it and about defying the conventions of the RPG in postmodernist fashion, why make it an RPG at all? Why not create a new genre of game? _________________ Tower Defense Game |
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J.A.R.S. In umbram deo, ex nihilo...

Joined: 11 May 2005 Posts: 451 Location: Under the rainbow...
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Posted: Mon Feb 12, 2007 6:38 pm Post subject: |
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We're not seeking to breakingthe rpg rules, we're seeking to break our owns. We are merely stretching the rpg cliches to their extent, not breaking them. I think that's a neat approach as it doesn't require to discard cliches, but to make the best out of them (except sometimes when we REALLY break one cliche, but not all games can use all cliches)
What I define as "our own rules" is what elements of design we were usually stuck with without a REAL reason, conventions, not cliches... That's a little hard to explain to be honest, but there is a severe distinction. We are not anarchist who break cliches, we are engineers that figure ways to stay on theme and yet stretch as far as it allows us to.
So basically, we start from the assumption we want to make a retro console-rpg (snes-like)... Without truly comparing or truly heading that way, we're more or less taking our course somewhere between chrono cross and chrono trigger and see what went wrong, taking another direction that things could've taken after chrono trigger, another kind of evolution. It is somewhat quite an undertaking, I agree, frightening at best, but it has a lot more potential that way, or so we like to believe.
This is why we can't quite go with a new kind of game, un-labeled (as much as I like this idea though). We, however, consider dropping certain crossover elements. One currently severly considered (and that we're hesitant to incorporate in the final design) is a piece of turn-bades strategy, so as you can see, we're not so far from going full hybrid, but it is very important to us that the focus on the R in RPG. This is a game you play, obviously, but within which you play the ROLE of heroes. You play as these heroes individually and collectively, and I think that's really putting the R back into RPG... But that's a lot of talk and little to show now, which is why I wasn't sure if I wanted to get into this conv and get complaints that all I have to back my claims is the engines we are developping at the moment (and about 100 pages of final design accompanied with hundreads more of draft which, by all means, wouldnt interest people!)
And thanks for the idea, I'll go and see about pixelation... But I doubt that with the very low popularity of my post over it, I'll have more luck over there :S |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Feb 12, 2007 6:44 pm Post subject: |
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So basically...
*re-reads your post*
... Hmm...
... Ah...
... Well...
You want one heck of a D&D session. |
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J.A.R.S. In umbram deo, ex nihilo...

Joined: 11 May 2005 Posts: 451 Location: Under the rainbow...
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Posted: Mon Feb 12, 2007 6:57 pm Post subject: |
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I wouldnt know. Most d&d games I ended up playing had the weakest "R" side ever... at some point, I guess I figured RPGs and D&D were two VERY distinct genres... I favor the RPG because it has a preset story to tell. RPGs are interactive stories to a certain degree I believe... Or so are the best I've played really. Dragon Warrior 1, for one, is  |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Feb 12, 2007 7:04 pm Post subject: |
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It depends on who you RP with. I would recommend a heavily themed MUSH to know for sure what roleplaying is like.
EDIT: *cuts out stupid parts of his post. The above is what I want to say, however*
Last edited by Newbie_Power on Mon Feb 12, 2007 7:49 pm; edited 1 time in total |
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Mon Feb 12, 2007 7:06 pm Post subject: |
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Dude, I love dragon warrior 1 myself, but saying that it has a good story is going a little overboard.
I love rpgs with good story line. Preferably rpgs that have anime characters. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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J.A.R.S. In umbram deo, ex nihilo...

Joined: 11 May 2005 Posts: 451 Location: Under the rainbow...
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Posted: Mon Feb 12, 2007 7:13 pm Post subject: |
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newbie_power:
I think we have a diverging opinion on what the R stands for. Playing a role, according to me, is witnessing the story from the standpoint of who you are meant to be more than acting a lot on the story per say. You are that person, that person is not you, I don't see if you see what I mean? Maybe I just misunderstood what you meant.
Of course, saying that an rpg is JUST an interactive story is wrong, because for once, battles are not won in the precise way that you might've seen in the movie of the same game. There are options, just not too many of them, not as much as say, an mmo or a FPS even? (That, I am not sure of...)
And I know Dragon Warrior doesn't have an awesome storyline, but heck, put it back in context! It was awesome for its time, I think.
As far as pixelation goes however, it was closed  |
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Newbie_Power

Joined: 04 Sep 2006 Posts: 1762
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Posted: Mon Feb 12, 2007 7:29 pm Post subject: |
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*simply deletes his argumentive post, because he doesn't like his own opinion anymore* |
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Calehay ...yeah. Class B Minstrel

Joined: 07 Jul 2004 Posts: 549
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Posted: Mon Feb 12, 2007 7:45 pm Post subject: |
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J.A.R.S. wrote: | As far as pixelation goes however, it was closed  |
http://www.pixel-arts.org/pixelation/
Their old site went through some problems. I don't really know the details, but it's back up here. _________________ Calehay |
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J.A.R.S. In umbram deo, ex nihilo...

Joined: 11 May 2005 Posts: 451 Location: Under the rainbow...
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Posted: Mon Feb 12, 2007 8:29 pm Post subject: |
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I've looked on pixeljoint... not too sure about it ah well, thanks for the link, will give me more chances hopefully  |
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