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Messages - Jelleye

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1
Discussion / Re: FPCS Game Studio :: Project
« on: February 02, 2010, 09:39:57 pm »
Ah, I see what you mean. Thanks for replying though.

I think the best thing for me to do at the moment would be to start planning out the projects in detail now then. Perhaps that way I can already get some early feedback on the possibilities of my concepts. That way, if one of the tallented programmers over here can find some spare time, I'll immediately have a plan ready.

I'll do my best to make small reports of new concepts being posted on the dev-wiki here in this topic, to keep you guys up-to-date, even if you lack spare time.

Thanks again for the reply.

2
Discussion / Re: FPCS Game Studio :: Project
« on: February 02, 2010, 08:39:15 am »
Forget about that previous wall of text, let's try this again

  • I created the FPCS Game Studio project hoping to end up with an engaged, experienced group of people who will create resources; programs, ... to help the Indie-gaming industry.
  • I've seen a lot of experienced programmers over here capable of writing both software and game engines, so that's why I'm posting here.
  • What I'm not trying to do: "Hi guys, join me and make me a game engine while I sit here and look at you work".
  • (A fact though: at the moment I'm not capable of programming software. Might learn it while looking at your works.)
  • What I can do: "Hi guys, you can make use of this, this, this and this, here's the concept for the next project, oh, and here are the step by step pseudo-code steps to build it in case you prefer not using your brains, ... ".
  • (Translated: I'll provide you with as many resources as I can to make your part as simple as possible. I don't want you to read my mind and program something you think would fit what the project needs.)
  • To sort-off prove it, I spent the last like... weeks building a site for the project. Should have anything you need; news system, fancy 3D news-flash box, a wiki, a forum, ... . ---> http://fpcsgamestudio.co.cc/


Now to get to the point, what people do I need?
  • At the moment Programmers are needed most. This includes Game Engine programmers (to build engines in Java, C, ... anything you care about). Oh, I I don't mean you need to build a whole friggin game. I just need classes/ functions/ ..<whateveritiscalledinallotherlanguages> for drawing to the screen, playing sound, reading keyboard input, ... . (more details will be provided when I find some people).
  • This also includes software programmers. We'll probably be using Microsoft Visual Studio Express (cause it's free and let's you make GUI's in C very easilly), unless you can convice me otherwise (eg. "Yo dude 'sup I'd make that !@#$% in Java dawg, go with Netbeanzzzzz ya", that'd probably totaly convince me). I'll be making mockups of the interface using Visual Studio, so if it'd prove helpfull I can always send the file over of course.
  • Stuff we'll need later on: We're gonna have a couple of dev-teams (consisting of 1 spriter, 1 sound artist and 1 designer), say 3 teams, to start building games while further development is being done. That way we can get some input from real developers and build in the features they require.
  • I've already put the basic-basic-basics of the concept of one minor part of the FPCSGS Software Suite on the Dev Wiki, it's about the Sheet Editor of the project, called Athena (goddess of wisdom, if you care). It's gonna help building sheets by representing every frame on the sheet as a seperate imge file. That file can be sent to your favourite image editor, then broughht back in and you've got one cell finished. It'll also allow for organization of your sheet. And it'll allow for meta-data to be embedded (concerning cell width, height, separation, ... ). But actually, just check the wiki entry: http://wiki.fpcsgamestudio.co.cc/index.php/Athena (sheet in the mockup is by SmithyGCN, aka Mister !@#$%-awesome-8bit-spriter.

Gonna end the post here cause I see I'm ending up with some wall of text no one wants to read again...
[/list]

3
Discussion / FPCS Game Studio :: Project
« on: January 10, 2010, 01:25:20 pm »


Who am I aiming this topic at?
Good day, I'm in the need of some help of experienced Software Engineers (people who can program, programs with a Windows GUI) and Game Engine Programmers (people who can create game engines in languages other than Gamemaker; C, Java, Assembly, ... ). Aside from that I could also use people who are capable of writing compilers for these languages (C, Java, Assembly, ... ).

What is the FPCS Game Studio Project?
The FPCS Game Studio project is a project of mine that is still in the concepting stage, as I require experienced people to realize the concept and adapt it where an impossibility is met. FPCS Game Studio is a concept for a game development software suite, that should work at a high level (C, Java, ... you get the drill) and should yet be very easy to learn. See it as a hybrid of the professionality of "real" languages (C, ... ) and the low (non-existant?) learning curve of Gamemaker, MMF, ... .

The general way it will work, is by offering an easy interface, that will allow the user to create a game out of customizable building blocks. These building blocks can be created by experienced programmers in high-level languages. The FPCS Engine will serve as a bridge inbetween the game designer and the high-level "building blocks", offering an interface to customize and combine them.

To illustrate this; recreating Super Mario Bros would be possible by combining building blocks like; Platform Character (Mario), Destroyable Wall (Bricks), Bouncing Bullet (Fireball), Patroling Platform Enemy (Red Koopa, Flying Koopas (= vertical partoling)), Walking Enemy (Goomba, Green Koopa) and Touch-grab Item (Coins, Star, Mushroom, ... ). These can then be layed out in the Map Editor. All maps are then connected to eachother with various types of teleporters (which all store a destination room and destination screen position); Touch Teleporter (to go from one level to another, after the flag is grabbed), Button & Touch Teleporter (Pipes, pressing down + touching = teleport). All Building blocks are then linked to Graphical and Audio data. Finally, the game is compiled through the Engine, and you've got your basic Mario Bros game in 10 minutes.

Why would you join?
To help the fangame/ indie game development sector. By providing a professional, yet easy to use interface, anyone can create a professional game. Using prebuilt building blocks, the users only need to spend time on perfecting the actual design of the game, rather than on code. As the time required to create a project is drastically lowered, the "I quitted the project as it didn't interest me anymore"-problem might be solved.

As games are produced in high level languages, it might be possible to make them easilly portable to real gaming platforms, a so-far fairly undiscovered terrain in the hobby-game design sector.

As the Engine is very extendible by allowing programmers to create their own building blocks, others can use these blocks for their own projects, if the programmer doesn't need them for personal use only. This way, collaboration on games (even when not intended, as you don't know who is gonna use your building block when you put it online) is simplified. Sharing building blocks will be possible to another part of the software suite called the Resource Manager, which will connect to online databases where resources (Building Blocks, but also graphics, sound, ...) can be submitted. This way, when creating a game, the designer can perform a live-search over multiple databases, looking for (and hopefully finding) the perfect building block for his game. But, ... more on that after the Engine's basics are done.

"Where" will the project take place?
I'm posting this here as I've noticed many people here are now attending Software Engineering/ Game Design studies at university. Also, the first person that popped into my head was Infini (hence his name in the topic title, I've been told I'd be able to attract his attention this way). If some people are interested in helping me, we'll get a better development structure organized (Shared Workspaces, ... ) as experience has tought me organizing a project in a single topic doesn't work.

The way I had in mind to organize this is to alternate brainstorming "sessions" with development "sessions". This means, we'll first overthink a concept and find the best way to solve it, and then develop that. To illustrate this, say we're gonna work on a graphics management system. [Brainstormiing] We'll first try to figure "What does a Game Designer need when it comes to managing his graphics?". We'd need a way to get them in the project (Load them in through an interface? Let the user copy and paste the files to the right folder manually? Will we let them import them straight from online databases, through the Resource manager? Which file types do we allow? Should they be presented in sheets or animated GIFs? Could we make our own fileformat to emulate NES graphics, storing graphics in a 2-bit-per-pixel way, with a 4 color (3 color, 1 alpha) pallete attached to every 8x8px segment on the sheet?) We'd need to get them organized (Will be put them all in one folder? Will we spread them over various folders; backgrouds, sheets, tiles, ... ? Will we compress them all in one graphics archive? ... . [Designing] Next we will implement the finalized concept. I will provide build-specifications in the form of a Development Document. These contain information on what features need to be added, and more details on how they work/ what they should do. An example can be found in the attachment of this post. It's the Dev Doc for both the main interface and the base of the Graphics Management system.

When will the project take place?
As soon as enough people are interested, we'll get some stuff going. I'm currently having exams at university, as many of you might have too. If so, you can always state when you will have some time to help.

PS: The Design Document (unfinished) has also been added for more information related to what FPCS stands for, how it's different from other engines, more about the Engine and Resource Manages, ... etc.

Thanks in advance if you want to help on this project,

- Jelleye

EDIT: Added attachments ...

4
Audio / Re: Kirby Techno Remix! *woot*
« on: November 29, 2006, 11:33:54 am »
Thanks  :) . Well, for the echo... everytime I use I new program I overuse the filters and stuff so ... xD. If you want the fruity loops file, use the same link but change ".mp3" by ".flp". That way you can delete filters and stuff.

5
Audio / Re: Kirby Techno Remix! *woot*
« on: November 28, 2006, 03:11:38 pm »
It sounds muffled, like you're hearing it in a tunnel or something, but I'm guessing it was made that way for effect.  Even still, is there a way to hear it without that effect applied?  It would be interesting to compare the two.

Regardless, it sounds very good as it is.  My only complaint is that volume changes could be a bit more drastic and noticeable to create more effect. 

Hmm, I'll try to change those things when I have some time. Thanks for the comments btw.

6
Audio / Re: Kirby Techno Remix! *woot*
« on: November 27, 2006, 03:21:55 pm »
And here was me thinking that it was the graphic you spent an hour on :P.

Lol, no. That only took me a minute xD.

7
Audio / Re: Kirby Techno Remix! *woot*
« on: November 26, 2006, 05:21:34 pm »
Lol, thanks. Whenever I have some time, I start messing around in Fruity Loops, so I'll try some more when I have some time.

8
Audio / Kirby Techno Remix! *woot*
« on: November 26, 2006, 10:40:16 am »

Hope you like it. (Spend about an hour making it, so I hope it's okay.)
*Link in image, lol*

9
Audio / [Question] Who made this remix ...
« on: August 25, 2006, 07:40:51 pm »
I found this MIDI on my computer and I was wondering who made it :/ . I downloaded it from the old ZFGC, but I don't quite remember who made it. Thanks for your time ;) .

10
Audio / Re: Converting MIDI to GB! Free!
« on: August 25, 2006, 06:48:59 pm »
@ Hyrule_boy: Why are you acting so stupid >.< Mewgull was just trying to help people. If I understand you, you mean all things created with programs are stupid. So I guess every single project around here (made with gamemaker or C++) is bad? You'd better thank Mewgull for the effort of finding the program and converting all songs instead of ruining the fun for him v_v . So, ... great job  Mewgull ;) .

11
Graphics / Re: What to tile? Vote (sorta).
« on: August 09, 2006, 11:21:04 am »
Maybe... the Temple Of Time in ALTTP style ?

12
LTTP & FSA / Re: Stalchild OOT - ALTTP Style (normal sized one)
« on: April 07, 2006, 09:11:35 am »
I'l try that next :P . But most enemies from ALTTP (yep, I studied them all day long yesterday :P ) don't move there heads because you won't notice when their moveing ingame anyway. I also used some of my sprites ingame, to test everything and you don't even notice any animations at all :( . But yeah, may be cool when putting them on websites :P .

13
LTTP & FSA / Re: Jelleye's Sprite Collection (56k warning!!!)
« on: April 07, 2006, 09:09:08 am »
Thanks! Not everything is perfect yet, I know. I'm only spriting for 5 days :P .

14
LTTP & FSA / Re: Stalchild OOT - ALTTP Style (normal sized one)
« on: April 06, 2006, 01:21:31 pm »
Thanks, I'm trying to get better and better :P .

15
LTTP & FSA / Re: Jelleye's Sprite Collection (56k warning!!!)
« on: April 06, 2006, 01:20:22 pm »
Thanks a lott ;) . Since I sprited a lott of enemies now, I'm making AI's for every sprite. I'll try to make you be able to click every sprite sheet, in order to download a .gm6 with the AI of that enemy. It will be very hard, but I think it would be very usefull for some people! :D

16
LTTP & FSA / [SOLVED] Jelleye's Sprite Collection (56k warning!!!)
« on: April 06, 2006, 12:25:21 pm »
Jelleye's Sprite Collection

Just a quick summary of the sprites I made yet:
-Sprite Sheets:







-Animated Gif's:

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Lol, this is probably the biggest collection animated gif's ever ! :P

17
LTTP & FSA / Re: Stalchild OOT - ALTTP Style (normal sized one)
« on: April 06, 2006, 12:05:32 pm »
Thanks :D . I wonder how the sprites would look ingame. Maybe I should start making AI's now ...

18
LTTP & FSA / [Solved] Stalchild OOT - ALTTP Style (normal sized one)
« on: April 06, 2006, 10:27:12 am »
I finished spriting a normal Stalchild. I did a lott of "research" for this one as you can see on the sheet itself. It's perfectly in the ALTTP Style (atleast it should be. But, I had to make the animations less smooth, use less shades, remove pillowshading, use much contrast to do that, but it looks really ALTTP-ish now :P . Here it is:
Sheet:

Animated:
Up:
Right:
Left:
Down:
Hit:

Tell me what you think about it :)

19
LTTP & FSA / Re: Stalchild OOT - ALTTP Style
« on: April 06, 2006, 10:17:56 am »
Ah, I see. Thanks for the information!  :)

20
LTTP & FSA / Re: Stalchild OOT - ALTTP Style
« on: April 06, 2006, 09:15:21 am »
@ Pyro: Thanks :D !

@ MaJoRa: Should have spend more time making it move a bit more in the vertical directions indeed. In the horizontal one, I tried to make him move as much as possible.

@ TanukiMario: I always thought that his head was supposed to be big, but after watching to an image, I seem to have exagarated a bit :P . --> Image <--

@ Bran371: You probably meant the horizontal ones. There not animated enough indeed. I'll try to do something about that when I have some time to improve them.

@ OSL: Same here, should have added more animations. But I'm going to make a normal one right now, and make it more animated ;) .

@ Gilgamesh: Thanks for the comments, but same question here as in the other topic, what is the diffirence between normal shading and pillow shading :S ?

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