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Messages - wzl
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271
Unpaid Work / Collaboration for MultiplayerRPG
« on: July 09, 2013, 09:55:52 am »
Hey folks,

We are Jonathan and Stefan, looking for an artist who's interested to work with us. We've dealt with a number of failed online-collaborations on our own, and just want to make a game, so we're looking for someone honest and dependable.
Jon is the designer behind the game idea. It's been worked on for many month and finally starts to see the light of day. He picked me up on gpwiki.org looking for a programmer. Since then we're working on a sort of demo for it, but there is one thing we desperately need: Art!

Your role would be to lay down an art style for the game, so even if you decide to not stick with us after a while, we'd be building on top of your work.
This project is unpaid for either of us, but has a commercial goal. Since this hasn't been completely worked out yet, just regard it as unpaid collaboration for the time being.

The game is a sort of JRPG with a touch of modern CRPGs and a multiplayer focus. The dungeons and challenges are also designed with cooperation in mind, so it emphasizes on teamplay. The design is influenced by games such as Zelda, Secret of Mana, Terranigma, and similar titles from that era but it also takes hints from GuildWars and World of WarCraft (This Is Not An MMO!)
The world is a medieval/fantasy-world sporting anomalies like antropomorphism, magical doodads, chimeras, demons, all sorts of nice and nasty creatures.
We're currently working out the story, so if you have a hand for that, that would help too.



A core feature in the game is the darkness-mechanic which will be implemented by using dynamic lights. This also means for you to be able to adjust to some technical guidelines regarding this.



The art in these screenshots are placeholders and in no way associated with the final looks of the game. The design we have in mind shouldn't be too chibi/cutsy style. We will have a certain amount of depth and maturity in the game, so we'd like the artstyle to illustrate that, otherwise you have a good amount of freedom on the direction you want to go (except we will be prodding you with sticks if we think something wouldn't work). Dimensions we work in are 32x32 for human-size characters and 16x16 as basic tile size.

The engine is being built off a framework i've been working on for several month. Over the past few weeks i've been working on implementing 2D game capabilities like mass sprite rendering and tile-map setups, also basic gameplay components, as well as the dynamic lighting. So the grunt work is mainly done and things will be progressing pretty fast from this point on.

In short, we're not just looking for straight execution, but collaboration and conversation. You will be a part of the team and you will have a say in the decisions made.

If you'd be interested to get to know us and the project a little more, or if you're sold already you can hit me up on skype (teh_weezl) or i'll also be hanging out in the #pixelation irc.

Thanks for your time :D

272
General Discussion / Re: Request for old unused tilesets
« on: April 27, 2013, 11:48:19 am »
Just uploaded a hotfix to annihilate some crashes and added a few tiny features:

Quote from: Changes in 0.9.1
-Creating a new map also creates a new Layer
-Fixed an error with the minimap that results in a crash
-Fixed crashing when removing the only layer
-Added arrow-key controls to maneuver the map

http://lup.wzl.vg

273
General Discussion / Re: Request for old unused tilesets
« on: April 26, 2013, 10:49:06 pm »
I just upped v0.9 on the site. Here's a quick changelog:

Quote
-Ui overhaul, got rid of most of the clutter
-Added the AutoTiler tool
-Added the minimap (experimental)
-Added a photoshop-like action history (in the Overseer tab)
-Added a bunch of Tip-of-the-Day messages so you don't get lost (in the Project tab)

Home
Download


Thanks yrizoud for mentioning the broken zoom. It never was meant to be in the release. It requires some work, as you figured, and is currently just broken. So I had to fix the release just minutes after it went up  :crazy:

Quote
A new map has zero layer by default, seemed odd.
I usually use the same project again and again when testing something so i never created any new maps, so thanks for realizing, i'll see to fix it.

Quote
Adding layer by clicking under the layer list seems good idea at first, but easy to click by mistake.
True. I'll need to figure out how to add/remove/modify a given object. This is true for the layers, aswell as triggers, maps, entities, textures etc. I need a unified solution for it.

Quote
I didn't find how to pan (scroll) the map.
Holding the middle mousebutton/wheel. It always worked well enough for me, but i can see how it is not necessarily intuitive towards new users. I probably should add the arrowkeys to have a panning behavior.

Quote
I didn't find how/if map dimensions can be set; I know some people love infinite canvas but game programmers/designers will probably want to see sizes and coordinates.
Map dimensions are infinite. I didn't see a reason to arbitrarily restrict it, but if you'd reckon that it should be an option i'll add it. Although the exported format is all quantitized to sane coordinates (starting 0|0 topleft, no matter where you start on the canvas)

Quote
When autotiler is empty, exceptions happen.
This is fixed in 0.9. If the AutoTiler is incomplete you'll be thrown a warning (in the info location on top), but it will still function (even if not coherently).

Quote
I didn't find the Undo
It is either CTRL+Z or you can go to the Overseer tab (since 0.9) for the undo-history.

Quote
On buttons, tooltips would be more helpful than the 'Info' lines.
Yeah i suppose you have a point there.

Also, don't be shy and use the Tips-of-the-Day button in the Project Tab, there's a good couple hints in there.

Thanks for the elaboration. I'll try to fix what i can in the next release :)

274
General Discussion / Re: Request for old unused tilesets
« on: April 26, 2013, 07:25:29 pm »
yeah i'll provide a sample project with the release later on, thanks for mentioning ;)
The autotiler is pretty quickly setup. i wanted to show it in the video, but it didn't capture the dialog window.

The initial project creation is a bit wonky still, and i'm looking for a way to make it more accessible.
What empty choices are you referring to?

Thanks for testing :)

275
General Discussion / Re: Request for old unused tilesets
« on: April 26, 2013, 04:10:25 pm »
I just upped the makeshift site:

http://lup.wzl.vg

276
General Discussion / Re: Request for old unused tilesets
« on: April 26, 2013, 01:23:48 pm »
Hellouuuuuu

i'm working on a new release and i realized i haven't really updated this post for any of the latest versions, so here's whats new since then:

I did several overhauls on the UI-part
Projects now can handle more than one map, changeable via a dropdown list
A startup dialog that handles saving/loading
Creating custom entities and triggers with arbitrary attributes, and renders them onto the map
Theme-able interface (two color themes!  :P)
Pressing and holding space invokes the tileset selector even when the side-panels are closed
Help/Hints
Photoshop-like key setup
!UNDO!
Performance optimizations
Experimental minimap





Here's a preview of the autotiler:
http://www.youtube.com/watch?v=KtauTcalDUo

The Website is in the making and will be up later today (hopefully) but for now links to the wiki entry
http://lup.wzl.vg
It still shows v0.8, but 0.9 will be released today, so it is ready for ludumdare, if anyone dares using it.

Here's the 0.9 preview if you're curious:
https://dl.dropboxusercontent.com/u/12237727/Software/LevelUpv0.9pre3.zip

277
General Discussion / Re: Request for old unused tilesets
« on: December 08, 2012, 03:02:25 am »
no problem, i'm curious though, which platforms are you developing for? sounds pretty specific.

278
General Discussion / Re: Request for old unused tilesets
« on: December 06, 2012, 01:22:18 pm »
Okay, thanks again <3 :D looking forward to build something with these sets :)

279
General Discussion / Re: Request for old unused tilesets
« on: December 06, 2012, 01:09:16 pm »
That is great! Thanks Ashbad! Cyangmou also provided a pack of tilesets, so i can do lots of stuff now :D

Is the zelda'ish appeal intended?

Oh btw, do you mind if i ship those with the binary? That would be rather cool.
Anywhere you'd want me to link? =]

280
General Discussion / Re: Request for old unused tilesets
« on: December 05, 2012, 05:48:56 pm »
I would recommend browsing around OpenGameArt.org .  There are lots of great resources there under a variety of permissive licenses.

Thanks, i will check it out ;)


However the case, i have no intention porting this to java. The reason i chose c# is that i'm very familiar with the language and i know how it works in many aspects, so it would be the fastest and most effective language for me to use. One of the goals was to have the core functionality done in 2-3 weeks, and by the looks of it i'm pretty good on time, not sure the same thing could be said if i'd use a language i've barely used in the past. Sorry about that, but either i can make it work through mono, or not. It's a shame if it won't work, but thats just how it is.

Funny though, like 90% of the (very little) feedback i received is about not being crossplatform. Not quite what i was looking for, but oh well, certainly enlightening.

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