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greenraven
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Quote greenraven Replybullet Posted: 25 January 2008 at 4:36pm
Unfortunately this position isn't going to be filled by me. 

But good luck to whoever fills. And good luck with the game.
"pwnage comes with patience, practice and planning." ~ Jalonso   
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Metaru
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Quote Metaru Replybullet Posted: 25 January 2008 at 6:21pm
i hope that the ones arround that already have some experience working in games may lead us, the ones who have not.
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Hapiel
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Quote Hapiel Replybullet Posted: 26 January 2008 at 2:39am
If I had more time I would gladly take that position (I do not have much experience in game programming exept GM myself but I have had lots of contacts who do) but I dont.


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Boder
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Quote Boder Replybullet Posted: 04 February 2008 at 12:05am
Tracked down Ork's web space, where you can find the old versions of the C++ game (using SDL and his custom MPF engine).

http://koti.mbnet.fi/satte/pj/
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Talos
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Quote Talos Replybullet Posted: 04 February 2008 at 6:24pm
I  find this an interesting prospect, and the fact that no action lists are being made kinda bugs me. Most people don't use these, but those that do often have excelerated gameplay and graphics. Each object, sprite, monster etc. in the game could have a list of actions he/she/it can make/do and then sprite for each of these. Just a suggestion from a kid who likes pa and games.
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Boder
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Quote Boder Replybullet Posted: 05 February 2008 at 9:05pm
I don't understand you really. Most games have sprites with different animations for each action.

You just want to know what the actions are in a list now???
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Metaru
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Quote Metaru Replybullet Posted: 05 February 2008 at 10:57pm
what he says is that we need sprites(obiusly). and put those that we needs in a list would help us to have an idea of the current progress/organization.

i.e:

PJ:
-Jump
-die
-idle
-pick

Monster
-attack
-die
-move
-idle

etc.
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Kee
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Quote Kee Replybullet Posted: 09 February 2008 at 1:51pm
wait you said not to start pixeling rite?
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Boder
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Quote Boder Replybullet Posted: 13 February 2008 at 8:18pm
The project status is now: "On Hold"
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keeling00
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Quote keeling00 Replybullet Posted: 15 February 2008 at 10:58am
Why not make a gta 1 mod??
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BlackDragon
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Quote BlackDragon Replybullet Posted: 15 February 2008 at 1:44pm
Because this game is not Grand Theft Auto. It is a platformer.
And we want to keep it original.
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keeling00
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Quote keeling00 Replybullet Posted: 16 February 2008 at 2:14pm
Originally posted by BlackDragon

Because this game is not Grand Theft Auto. It is a platformer.
And we want to keep it original.
 
I only said the gta1 idea, because is  very simple to pixel artists make a mod for gta   (i'm talking about the art part of the game).
 
 
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Metaru
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Quote Metaru Replybullet Posted: 17 February 2008 at 6:50pm
what part of "original" or "platformer" was not clear?
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Blueberry_pie
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Quote Blueberry_pie Replybullet Posted: 17 February 2008 at 9:00pm
From what I've seen, the GTA games aren't exactly mod-friendly. I can't imagine making a GTA1 mod being any easier than making something from scratch, like the Flash prototype we had some time ago.
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Boder
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Quote Boder Replybullet Posted: 19 February 2008 at 1:42pm
A more feasible idea, if people are still thinking about the project, is to make a mod of "The Underside."

The full game isn't out, but the mod tools have been released. The author will hopefully add support for new enemy/weapon types...which would be necessary for a PixelJoint mod. The game honors the pixel.

Website Link: http://www.insignificantstudios.com/
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Club Beuker
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Quote Club Beuker Replybullet Posted: 20 February 2008 at 12:37am
I'm thrilled. Hope this turns out good.
Without me, it's just aweso
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6dof
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Quote 6dof Replybullet Posted: 20 February 2008 at 4:01pm

I agree with the idea of creating a list of things (actions/monsters/characters) so that people can get a clear idea on how to start. If we can get some good ideas in, there is less of a chance this project will be dropped.

A mod would save time, but I do not know if that's what everyone had in mind.
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Club Beuker
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Quote Club Beuker Replybullet Posted: 21 February 2008 at 1:27am
Another thing that comes to mind. We also need some restriction in resolution for items/monsters/etc.

Like 10px x 10px for items, 25px x 25px for small enemies, etc.

This way it's easier to create and implement stuff. Right?
Without me, it's just aweso
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Quote Boder Replybullet Posted: 21 February 2008 at 11:45am
Yes, I agree. Unfortunately, there is no art lead to create the specifications and the project is "on hold" indefinitely.


Edited by Boder - 21 February 2008 at 11:47am
No sig kinda guy :'(
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amerup
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Quote amerup Replybullet Posted: 01 March 2008 at 7:10am
http://pixeljoint.com/forum/forum_posts.asp?TID=6128
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Boder
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Quote Boder Replybullet Posted: 01 March 2008 at 3:15pm
Nice try amigo, but no cigar.

You only have four posts on these forums and you haven't shown us that you have the experience to lead.

It's a community project you can't just slap up a post saying "Official" in the title, declaring there will be 8 worlds, and willy-nilly ask for people to give you pixel art.

It was not about organization (well, slightly on the art side). It was mostly that the project is too large for one person to head.


Edited by Boder - 01 March 2008 at 8:39pm
No sig kinda guy :'(
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BlackDragon
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Quote BlackDragon Replybullet Posted: 01 March 2008 at 4:03pm
Hm yes lets save our energy for Larry okay Amerup?
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kwigbo
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Quote kwigbo Replybullet Posted: 01 March 2008 at 9:30pm
Removed Due to change of plans**

Edited by kwigbo - 03 March 2008 at 12:45pm

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