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Boder
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Quote Boder Replybullet Topic: PJ Game
    Posted: 01 January 2008 at 12:39am
Happy New Year!!!!!!!!!!!

What happened to the PJ Game?
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BlackDragon
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Quote BlackDragon Replybullet Posted: 02 January 2008 at 9:57am
Wrong forum section.
And no clue.
 
"A little pain never hurt anyone." - Blueberry_Pie
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jalonso
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Quote jalonso Replybullet Posted: 02 January 2008 at 10:18am
The PJ game has been set away for now.
Too many directions without a director.
Too many ideas, none of which were being acted upon...

...a total shame.

Perhaps 2008 have be productive for this project and if so we will bring the section back to the forum.
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Elwin
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Quote Elwin Replybullet Posted: 02 January 2008 at 10:27am
What is the PJ game? Can be my question is stupid, but I have never heard of it ^^
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jalonso
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Quote jalonso Replybullet Posted: 02 January 2008 at 10:32am
We have a huge section of a platform game we were all putting together with several differen worlds, underwater, ice, jungle etc. The game features the PJ nerd as the main character. Many sprites and ideas were done and several were handling the coding while others did sprites others tiles, etc.
The lack of focus and especially a director just made eveyything run into dead-ends.
As I said, a total shame : /
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Elwin
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Quote Elwin Replybullet Posted: 02 January 2008 at 11:00am
Yeah, sounds like it would've been great... ^^
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AdrianJensen
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Quote AdrianJensen Replybullet Posted: 10 January 2008 at 9:07pm
Originally posted by jalonso

The PJ game has been set away for now.
Too many directions without a director.
Too many ideas, none of which were being acted upon...

...a total shame.

Perhaps 2008 have be productive for this project and if so we will bring the section back to the forum.
Do the posts still exist somewhere?

It would be awesome if someone took charge and started it up again, I was having a ball.
My gallery lives here:
http://www.pixeljoint.com/p/8355.htm?pg=1&sec=icons
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Quote greenraven Replybullet Posted: 10 January 2008 at 9:36pm
How was this game going to be made in the first place? I mean, what program/language(programing)/etc...?

Just curious.
"pwnage comes with patience, practice and planning." ~ Jalonso   
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surt
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Quote surt Replybullet Posted: 10 January 2008 at 9:45pm
Only info I could find:
http://www.pixeljoint.com/forum/forum_posts.asp?TID=25
http://www.pixeljoint.com/forum/forum_posts.asp?TID=1513

This really should be done.

The primary problem with most free/indie games seems to be a lack of quality graphical content which certainly shouldn't be a problem in this case.

Needs:
Side scrolling platformer parts.
Vertical scrolling shmup parts.
Iso adventure/puzzle parts.
Pixel art based minigames.
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jalonso
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Quote jalonso Replybullet Posted: 11 January 2008 at 7:31am
No problem in quality only in keeping things focused and on pace.

It should be the PJ 2008 resolution to get it set.

My suggestion for staring is to create all (90%) of the graphic files, sprites, tiles, items, GUI, etc.
THEN
talk about the coding and programming. The coder/programmer(s) will then be able to freely work and get into it.
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Quote Boder Replybullet Posted: 16 January 2008 at 12:39am
Here is all the art I collected. If anyone has any more that I missed or that came later, please post it in this thread.

DivShare File - PJART.zip

Jalonso (and others) what would be the best world to start on - Ice, Ocean, or Painforest? Because everyone should focus on getting one location working first, for like a demo.
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Club Beuker
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Quote Club Beuker Replybullet Posted: 16 January 2008 at 1:26am
So much motivation.. but so little work has been done.. why I ask you.. why!?!

/drama

Err... yes I like this idea, well I like any idea that involves pixelart and gameplay. But isn't it a good idea to choose a director then? Democratically?

My vote goes to the big bug Jal! *grin*
Without me, it's just aweso
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Hapiel
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Quote Hapiel Replybullet Posted: 16 January 2008 at 5:39am
Those sprites are really realy really awesome!
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jalonso
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Quote jalonso Replybullet Posted: 16 January 2008 at 1:03pm
We had those all going.
Thats not the problem at all.
Its making the pixelart first
THEN
getting the programmers and technicians involved.

they will then just need revisions and modifications to the art itself and the project moves.

trust me here.

Just start making sprites y'all. High quality, PJ top-notch stuff.
Not the crap B.O.B, frankie and cure put together.
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Reo
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Quote Reo Replybullet Posted: 16 January 2008 at 1:05pm
Will we still use the old sprites like krysis penguin,larwicks bombfish etc?or will all art be new?Or did I miss something?
And were did all the old pj game topics go?
or did I miss something again?

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jalonso
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Quote jalonso Replybullet Posted: 16 January 2008 at 1:21pm
The old sprites are awesome.
We are just discussing bringing the project back live,
but only if driven and focused
but only if driven and focused
but only if driven and focused
but only if driven and focused
but only if driven and focused
but only if driven and focused
but only if driven and focused
but only if driven and focused
but only if driven and focused
but only if driven and focused

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Larwick
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Quote Larwick Replybullet Posted: 16 January 2008 at 1:43pm
I'll try and redo my old sprites sometime.

I would say soon but i can't promise it.


Edited by Larwick - 16 January 2008 at 1:43pm
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Lawrence
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Quote Lawrence Replybullet Posted: 16 January 2008 at 1:52pm
Originally posted by jalonso

Its making the pixelart first


Shouldn't function determine form? I don't think it's such a good idea to let sprites' designs determine their function (and therefore the overall game-play). I know this is a pixel-art site, but making the pixel art before detailed ideas are thought through would probably leave a game feeling boring and generic.
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jalonso
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Quote jalonso Replybullet Posted: 16 January 2008 at 2:12pm
: (
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surt
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Quote surt Replybullet Posted: 16 January 2008 at 2:19pm
PJ Game weekly challenge(s).
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Boder
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Quote Boder Replybullet Posted: 16 January 2008 at 5:30pm
Throwing in my 2¢

You need to first have a very basic, but feasible idea as to how the graphics will be from the programming side.

Then the art side can start working, then maybe some things have to change, etc.

But it is a very good idea to have placeholder art that can just be overwritten with the real stuff. It's just probably not nearly as fun as pulling ideas out of a bag, but it's a lot more realistic for a project.
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Quote Gratheo Replybullet Posted: 16 January 2008 at 8:31pm
This would be very cool. I agree that we should decide how it'll work before we start the graphicizing, though.    
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Club Beuker
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Quote Club Beuker Replybullet Posted: 17 January 2008 at 12:22am
I agree, else it will be something like building a redbrick house with only yellow bricks.

In my opinion it doesn't have to be a detailed description about how everything should be, just a few hard guidelines like for example the levels:

We should all agree about what kind of themes the levels should have (thus also the enemies, items, etc. in that level) Example levels:

- Jungle
- Ice
- Fire
- Dark
- Kiddie
- etc.

If that's clear we can start making art for those levels, put teams of like 10 peeps on one level so the art remains te same in that piece (it's not that bad if the style of the levels differ, in my opinion).

That way we create small lumps of art that can be combined together and will grow on it's own. You need to have some discipline there tho, let's say each level needs a tile-set, 10 enemies (which can grow later on), 15 items, etc. That way we have something to start with, instead of the popular ice level has 30 enemies and the not so popular jungle level has only 2 (because we all want to sprite the ice level don't we? )

In short, there has to be a plan..

After that's been said, Im gonna go grab myself a cup of hot cocoa and mind my own business again.
Without me, it's just aweso
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Quote Boder Replybullet Posted: 17 January 2008 at 5:40pm
The three worlds are:

1) Iceworld
2) Waterworld
3) Painforest (a spooky, deadly rainforest)

The tile size is 32x32. The character stands around 45x60 pixels currently.

I started a project on google code. http://code.google.com/p/pjgame/

People should start learning how to use Subversion, a revision tool for software development.

We need to use the forum for polls and debate. The wiki can stay current with information, but there should be no wiki battles - keep it on the forum.

Save as PNG if you can.


Edited by Boder - 17 January 2008 at 5:54pm
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jalonso
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Quote jalonso Replybullet Posted: 17 January 2008 at 5:53pm
Boder is correct those are the 3 active levels (others are pending dev)

So I ran down to the basement and dug out a teaser for those who never saw this:

The story so far....

We find our hero, PJ, sitting at his computer designing new pixels. Intent on finishing his new masterpiece, he barely notices the power surge and sparks that come from his hard drive.

His screen flickers with the image of the evil Dr. Automation saying to nobody in particular, "You are mine now! Bwahahahaha!!"

PJ barely has time to register this occurance before his hard drive shoots out more sparks... though they now seem to look like... pixels? The screen wobbles and suddenly PJ is sucked through it into the world of PixPax.

He blacks out.

Minutes or hours later he awakes to a blurred vision of someone shaking him.

"Are you okay?" The blurred vision asks.

PJ tries to focus and finally he sees the face of a beautiful girl. Shaking his head to clear his vision some more, he sits up slowly. He finds himself in a bed in a strange home.

"You poor thing," she replies. "Let me help you up." She helps him sit up on the bed. "My name is Simone."

PJ blushes at little as he becomes enchanted by her beauty. He stares out the window saying this and sees an assortment of strange wonders: oddly shaped trees, bizzare people walking bizzard animals, etc, etc. His eyes gape at the sight.

Simone takes a good at PJ and comments, "Your clothes do look a bit strange... you're not from this world are you?"

PJ shakes his head.

"This is PixPax, Land of the Pix. Do you think you can manage to stand up?"

He struggles a bit to get up. Loses his balance for a moment then regains his composure.

A sonic boom stops their conversation short.

"Oh no! He's come! Dr. Automation is here!" Simone rushes to the window. PJ joins her to see what is going on. Outside they see a number of ships in the sky from which robots and other creatures drop. They rampage the village and find their prey, Sedgemonkey. They shoot him with a stun gun and drag his body to underneath the main ship. A tractor beam shoots down and they beam up their prisoner. All the ships speed off somewhere.

"They took Sedgemonkey! Nooooo! Not again!" Simone cries.

PJ looks confused.

"Don't you have any idea what is going on here?" The blank expression on PJ's face tells her no. "You just wanna get home don't you? Well let me tell you the horrors that have been going on around here..."

Simone sits down at the kitchen table and begins her story.

"It began a few months ago. The scientist, Dr. Automation went completely mad. He believed the world needed to be purged of all Pix and built his AntiAliasing Machine. This machine would destroy all the power of the Pix by giving him their strength and skills. He began kidnapping random Pix, leaving them lifeless, and gaining their power. Then he began kidnapping the world's greatest Pix and brainwashing them into helping him with his evil plan.

With the Brainwashed Pix on his side, the takeover gained more momentum. Sedgemonkey was the last of the Great Pix and now he has everything he needs to rid the world of all life.

Sedgemonkey could get you home. His knowledge and wisdom of the surrounding dimensions reach far beyond that of any other. If it weren't for the fact that he was just taken he could've done this for you.

It looks like the only way for you to get back is to find where Dr. Automation has taken Sedgemonkey and the others. It is a long journey filled with many dangers but you look like you could handle it."

........
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Quote Boder Replybullet Posted: 17 January 2008 at 6:08pm
Story is on the wiki now.
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jalonso
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Quote jalonso Replybullet Posted: 17 January 2008 at 6:19pm
so you all know too this is the quality standard for PA:

 




 





FYI: This the the minimum quality PA for PJ game to be re-opened and really worked on. Collabs are fine, whatever, just work to achieve the goal.




Edited by jalonso - 17 January 2008 at 6:22pm
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Quote Boder Replybullet Posted: 17 January 2008 at 8:32pm
jalonso, feel free to send me a message (like if you want to be on the google code project)
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Quote AdrianJensen Replybullet Posted: 17 January 2008 at 11:03pm
Ahh sweet, one of my sprites is actually up there.
I like how each level had 2 themes.
Ice/military.
Water/gangster.
Yakno.
My gallery lives here:
http://www.pixeljoint.com/p/8355.htm?pg=1&sec=icons
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Quote Club Beuker Replybullet Posted: 18 January 2008 at 12:25am
Just a little question to think about:

Is it possible to release the game with 3 levels at first and when the development gets further more levels will be added?

Or something like that, that means the project will never die (and might even give a 2.0 version and further)
Without me, it's just aweso
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Quote kwigbo Replybullet Posted: 18 January 2008 at 7:55am
Hello all, I just wanted to chime in with my 2 cents. I have been actively developing tools for this game. I never acctually stopped working on it. Below are a few links to the work in progress.

Scrolling engine

Map size limit 3 million tiles distibuted among layers
example is a random map 1000X1000 tiles with 3 layers
Use arrow keys to scroll. (Map editor is in progress)

Sprite Viewer

Tool for checking if sprite sheets are correctly formatted to fit in the game. Right now It has a small test sprite in it but you can go file import and give it the url of any sheet to load another sprite.

Hope this will give some motivation for more art. If anyone is interested I can post the criteria for the sprite sheets just let me know.

Edited by kwigbo - 18 January 2008 at 7:57am

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spartan_117
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Quote spartan_117 Replybullet Posted: 18 January 2008 at 7:59am
maybe add a spartan boss???????? 
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Quote spartan_117 Replybullet Posted: 18 January 2008 at 10:11am
another thing came in mind. lets make 4 worlds, iso world, c64 world, 1 bit world and full color world. Each world has its own gameplay and a coule of levels each wit a PJ member as a boss.
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jalonso
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Quote jalonso Replybullet Posted: 18 January 2008 at 10:34am
Keep it simple this is exactly how things got out of hand.

I just know y'all don't want me as art director on this, mkay.
You know how I'm friendly and inexhaustible when helping others?
well...
as an art director I am a ruthless, hardcore, stoic dick-tator...

...ask any of my co-workwers
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spartan_117
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Quote spartan_117 Replybullet Posted: 18 January 2008 at 10:58am
yes your dick-tatorship. 


Edited by spartan_117 - 18 January 2008 at 11:00am
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Quote Boder Replybullet Posted: 18 January 2008 at 11:25am
AdrianJensen, yeah I like that too! 

Club Beuker, it would probably be three worlds with about 3-5 levels in each one. But yeah, it would always be possible to add more later, however that later won't come without focusing on the getting the first world running.

kwigbo, good work on those tools. The sprite editor is interesting. My concern is that the flash tools aren't going to mesh with the C++ game. I was wondering if you would like to work on tools in Java/C#/C++ or you could continue with the flash version?

spartan_117, those are all great, creative ideas for a game. But they are the type of ideas suited for the beginning of a project, not the phase we are in now. Any developer could tell you that focus is a major problem to completing a project. It won't work for individual members to try to take creative control, because everyone will have different ideas.

But luckily one of your ideas is already planned - that the bosses are PJ members.

The easiest way to contribute artistically at this point is to *rough out sketches* of possible decorating tiles (spice up the level by adding variety, but also can be used as passive objects), objects in the levels (trees, rockes, vines, etc.), passive animals, baddies, or boss ideas (but use the bosses already decided on).

Next, is to actually create new tiles in the theme. The danger is if the tileset changes. Objects can also be created, trying to keep the style and palette consistent.

Working on baddies is fun. but a lot of thought has to go into how it will behave before it is animated. Most of the work is on animation here.

Bosses are probably the most fun, right? But probably should be our lowest priority right now.

On the code side, to contribute we are working on the tools and the engine properties of the game. Also we could work on compiling for different compilers, IDE's, build scripts, etc.

Check out the wiki, I put a lot up there.  I'll try to put up a list of art needed from the programming side, that is mostly guaranteed inclusion i the game if it is good enough.

I've helped with a similar community-like project and I'll tell you the problems on the art side from that project.
1) inconsistent style
2) people do there own thing and their art gets ignored
3) people's art gets surpassed by someone else's version, which is frustrating for them
3.5) people working on the same thing at the same time
3.7) someone takes forever working on something, and others don't work on it because they are trusting the person with the "lock" on it
4) people shy away from animating (doesn't seem to be a problem here?)

I'm working as if the ice world will be the first world. You just have to start somewhere and it could poke fun at supertux (or just make some funny references).
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Quote Hapiel Replybullet Posted: 18 January 2008 at 12:33pm
we have to make a huge list of stuff we need, right?
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Quote Larwick Replybullet Posted: 18 January 2008 at 12:37pm

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Quote kwigbo Replybullet Posted: 18 January 2008 at 12:38pm
I am an actionscript developer by trade. These tools I am building are for my own use as well I'm just sharing. What this community wants to see in these tools is going to shape how they turn out. I hope to have a multilayer map editor soon. Target date February 29th.

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Quote 6dof Replybullet Posted: 18 January 2008 at 3:43pm
Hey, I will help in any way I can, just tell me specifics like the colors, dimensions, and whatever is needed to be known! I love animating things too...maybe that can help.

Edited by 6dof - 18 January 2008 at 3:47pm
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Quote surt Replybullet Posted: 18 January 2008 at 6:15pm
What are the goals of the project? Just to create a game or to create a game to show off the skills of the Pixel Joint community and the qualities of pixel art at large?

About visual consistency: If all graphics within the game are in the same style it will not allow much diversity in pixel art. What I would like to see is a bunch of worlds (level clusters) each with a distinct pixel style. Visually consistent within the world but stylistically distinct from other worlds.
eg. nieborgesque forrest, mario style cutsey land, flashback style hightech world.

If the game is going to be a pure platformer it is also rather limiting for the expression of various pixel art styles. You could remedy this with for example an iso over world, special levels in different play styles such as vertical shmup levels to progress onto another planet.

What license will the graphics be under? LGPL would mean anyone could use them including closed source commercial projects.
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Quote Boder Replybullet Posted: 18 January 2008 at 7:49pm
They are all good questions surt.

Of course we want to make a great game that showcases the art of the community, but if we are too ambitious we could end up with nothing, which is certainly worse than something in this case.

Your questions about license and art style will have to go to the art lead. If google doesn't allow the images to have a different license, then the images will be hosted elsewhere.

Overworlds can definitely provide opportunity to show-off if anyone is up for the challenge. Overworlds are planned, but the mini-games are not a priority for me right now.

I don't want to sell anyone short, or be annoying by trying to be realistic. Positive criticism is always welcome.
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Quote spartan_117 Replybullet Posted: 18 January 2008 at 10:06pm
is there a story, i came up with one:
long ago, pj was a peaceful community were people would go to the chatterbox and ramble their thoughts, were they would go to the forums and ask for help, were they would  compete in the weekly challenge  to practice their skills. One day, the active  users of pj, became so good in pixel art that they began to think they were too good for pj, that why does pj need noobs when it has us. So they revolted by spreading their  pixel art across pj and giving  noobs a  hard time. The protector of pj, the pj nerd, was not happy, so he began a quest to ban the pj terrorists by going to their profiles(levels), deleting their images(enemies), and finally banning them(boss battle).

what do you think.

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Quote Boder Replybullet Posted: 18 January 2008 at 10:14pm
Well, it's interesting, BUT

we already have a story and worlds, so I don't know what you want people to say to your ideas

If you want to really be part of the project, start by:
A) reading everything on the wiki
B) reading this whole thread
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Quote Kee Replybullet Posted: 19 January 2008 at 11:45am
I will try to help. What should i do? Make a sprite or something?
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Quote l3m0n5 Replybullet Posted: 19 January 2008 at 2:36pm
OH my Dear Mangos! I just gotta be a part of this! As for reading the entire wiki AND thread...ehehe im not even close... wow that was fast reading.

Edited by l3m0n5 - 19 January 2008 at 2:43pm
"Hate is my enemy, Life is short and Life is plenty, keep my eyes on my path cuz i know who sent me"
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Quote Boder Replybullet Posted: 19 January 2008 at 4:51pm
I've decided not to work on custom tools right now.

If you want to see what's out there (I've evaluated some of them), follow this link. But don't work too hard on animating and making tile maps because they aren't the right format.

http://gpwiki.org/index.php/Tools:Content#Game_Tools
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Quote Club Beuker Replybullet Posted: 21 January 2008 at 12:47am
Before I will start pixeling anything, isn't it a good idea (which is mentioned before) to make a list of items needed (items, baddies, etc.)?

And also a sheet of pixels which are already approved for using. This way the style and setting is determined.
Without me, it's just aweso
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Quote Boder Replybullet Posted: 21 January 2008 at 12:04pm
Yes, hold off on really pixeling anything until we become more organized and the art lead can make a list with the necessary items and sizes.

But if you have ideas, just make rough sketches of your ideas. And if they are good and everyone likes them then those ideas might be used. It doesn't have to be pixel art because it's just concept art at this stage.
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Quote Boder Replybullet Posted: 25 January 2008 at 3:49pm
PixelBlink has given the OK to assign a new art lead.

Get in touch if you want to lead. You should have a good understanding of pixel art and hopefully some experience with games.
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