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Topics - Jelleye

Pages: [1]
1
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 ...

2
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*

3
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 ;) .

4
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

5
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 :)

6
LTTP & FSA / [Solved] Big Stalchild OOT - ALTTP Style
« on: April 05, 2006, 09:45:51 pm »
Sheet number 15 has been finished :) ! This time, a bigger one. It's totally made from scratch. Since I'm trying to get better, I used all of the tips you gave me in previous topics, the enemy is now better shaded and has some smooth outlines. Hope you like this one. Just a question though, if you compare the size of this guy to Link, he's kind off big. Should I use it as "Big Stallchild" or as a normal "Stallchild" ? Anyway, here it is:
Sheet:

Animated:
Up:
Right:
Left:
Down:
Hit Up:
Hit Right:
Hit Left:
Hit Down:
c+c please! ;D

Got to go now. I'll check your replies tomorrow!

7
LTTP & FSA / [Solved] Bari OOT - ALTTP Style
« on: April 05, 2006, 04:41:27 pm »
Just finished my 14th sheet. It's about the Bari enemy (another of those jellyfishes, but a bigger one). This time I sprited 2 version, a fully shaded one, without outlines (kind off MC style) and *according to your suggestions in the other topics* an outlined one in ALTTP-black, with less shades. Thanks to you all, the result is really nice! c+c is still appreciated though, since nobody's perfect :P . Anyway, here is the Bari Sheet:
Sheet:

Animated:
V1 Swimming:
V2 Swimming (Looks much better, thank to all of you  ;) )
Hit:
Example Animation: (Probably the smoothest animation I ever made O_o)

Tell me what you think about it ;)

8
LTTP & FSA / [Solved] Biri OOT - ALTTP Style
« on: April 05, 2006, 01:33:53 pm »
Just finished yet another enemy sprite. This one is actually the first one I like myself :P . After finishing it a tought by myself "Did I actually made this O_o" :P . I added 2 versions of the swimming animation, I like the second one better. Here it is, my 13th sprite sheet of the enemy "biri" (those jellyfishes or however you spell the word  :-\) BTW, I didn't add outlines here either, but since the enemy is transparent, it wouldn't look nice on him.
Sheet:

Animated:
Swimming 1:
Swimming 2:
Hit: (as flashy as you could have expected :P )

This one is my personal favourite of all the sprites I made yet. Hope you like it to. c+c please :)

EDIT: For people who don't know these enemies, this is one: -->Picture<--

9
LTTP & FSA / [Solved] Shabom OOT - ALTTP Style
« on: April 05, 2006, 12:33:19 pm »
First of all, I didn't knew what a "Shabom" was either, so... this is it: Picture
Since no one has sprited it before, I decided to sprite it. I made two versions, the first one requires image_alpha, the second one doesn't. I personally like V2 better. The animations of the movement aren't really smooth, but I couldn't make them smoother because the sprites are to small :P . It isn't perfect, but it'll do for now. Anyway, here it is the Shabom (my 12th sprite in 3 days, WOOT! :P )
Sheet:

Animated:
V1 Fly:
V1 Explode:
V2 Fly:
V2 Explode:
Explosion: (I got no idea why I added this to this sheet :P  ??? )

Hope you like it (as always :) ) c+c please  ;)

10
LTTP & FSA / [Solved] Tektite OOT - ALTTP Style
« on: April 04, 2006, 02:53:19 pm »
Finished yet another enemy of Ocarina Of Time, Tektite (variations: Blue/Red/Normal). I decided to make them all at once this time. I'll upload them now  :D .

-Normal Tektite:
-Sheet:

-Animated:
Open/Close eyes:
Jump: (love this animation !!  ;D)
Hit: (as flashy as usually :P )

-Blue Tektite:
-Sheet:

-Animated:
Open/Close eyes:
Jump:
Hit:

-Red Tektite:
-Sheet:

-Animated:
Open/Close eyes:
Jump:
Hit:

That's 11 sprite sheets in 2 days :P . Hope you like this ones, I like the jumping animations a lott. c+c please :) .

11
LTTP & FSA / [Solved] Bubble OOT - ALTTP Style
« on: April 03, 2006, 08:23:43 pm »
I just finished my fourth sprite sheet, the enemy "Bubble" from Ocarina Of Time. I totally made it myself, since it doesn't exist in ALTTP. I'm going to make all kind of bubbles out of this sheet (blue, white, ...)
Sheet:

Animated:
WingsUp/ Down:
Wings Right:
Wings Left:
Up:
Right:
Left:
Down:
You'll need to add the wings, to the skull to see how it would look ingame. I'll make an animated gif of that to...
Finished, this is how it would look ingame:
c+c please :) .

As I told you, here is the blue Bubble sprite, just a bit extended, mostly new sprites, I included an example about how it would look in game to :) .
Sheet:

Animated:
Example:
Wings Up/ Down:
Wings Right:
Wings Left:
Up:
Right:
Left:
Fire:
Down:

Lol, here's yet another Bubble: The Red Bubble
Sheet:

Animated:
Example:
Wings Up/ Down:
Wings Right:
Wings Left:
Up:
Right:
Left:
Fire:
Down:
I know, I used brownish colors and not red ones, but they suit the sprite more.

Here he is, the white bubble. I really improved it because of your tips  :) (thanks for that). I changed the color of the lines to ALTTP black, I removed one shade and I made the skull look less like pacman  :P . Hope you like it :D .
Sheet:

Animated:
Example:
Wings Up/ Down:
Wings Right:
Wings Left:
Up:
Right:
Left:
Fire:
Down:

Finally, the green Bubble is finished, now I can start making another enemy :P .
Sheet:

Animated:
Example:
Wings Up/ Down:
Wing Right:
Wings Left:
Up:
Right:
Left:
Fire:
Down:

I didn't add this animations to the sheets, and I'm not planning to add them, because I guess they're complete... but I'll post them here anyway. It are the animations of when Bubble get's hit, and starts flashing.
Up:
Right:
Left:
Down:
They're not nesesary, but since I want the sheets to be as complete as possible, I'll add them anyway :P .

12
Graphics / Zelda - Ocarina Of Time 2D - Graphics Collection
« on: April 01, 2006, 03:33:43 pm »
After 2 days of hard work, I finally finished this topic and sprite collection. This a a collection of all of the sprites of OOT 2D I know of. Feel free to use any of them. If you find a sprite we don't have yet, post it in the sprites forum of LOZ-OOT2D-CP. It was originally meant for LOZ - OOT2D - CP but anyone can use it, aslong as you give credit.

--->The Topic<----

I hope this will help lot's of people who are trying to make a copy of OOT. :)
If you are a spriter, and have some free time, or you are bored, you can try making one of the sprites we don't have yet. (those are marked with "??? Needed!")

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