Job Offerings | |
![]() |
![]() |
![]() ![]() |
Author | Message |
cfrankb
Seaman ![]() Joined: 26 June 2010 Online Status: Offline Posts: 14 |
![]() ![]() ![]() Posted: 09 October 2011 at 11:15am |
Project
LGCK Builder ![]() Uploaded with ImageShack.us Brief Description A free all-in-one game construction kit targeted to be both powerful yet simple to use. Provide an easy way to allow users to create just about any kind of games. We have selected a scripting language to expose engine functionality and allow users to extend the construction kit as needed. LGCK strives to be a compromise between fast execution and ease of use. ![]() Target Aim We're looking for people who want to help us create a demo game to promote the construction kit. We need 2D artists for background, art and sprites. Pixel is our first choice but 3D to 2D modelers are welcome too. If you can help us with branding (logos, icons, look & feel) that would be a good addition as well. ![]() Compensation This is a volunteer project. The scoop and length of the development process will provide active participants with valuable experience. References will be given upon demand. Technology Target Platforms: - Windows (XP, Vista, 7) - Linux (tested on KDE) - Mac (tba) Programming: - C++ for the engine - lua for in-game scripting Talent needed - artists (graphics, animation) URGENT !!!! - testers (URGENTLY) - additional C++ coders for the engine - script writers for enhanced game functionality - sound/music - level designers - documentation writers There is a little for everyone even beginners. No prior experience required. Although, above all, what this project needs the most is feedback. ![]() Uploaded with ImageShack.us Team Structure As lead programmer, I have already written more than 20 000 lines of C++ code for this project. The code is modular and can be easily divided up. Any additional people will be assigned tasks. Team will get to make suggestions and provide direction for future developments. Contacts lgckbuilder AT yahoo DOT ca http://www.sassociations.net/cfrankb/lgck/contact.php Previous Work My programming experience goes back more than twenty years. Early work include games for the commodore 64. http://www.sassociations.net/cfrankb/c64 Flagship websites http://www.sassociations.net http://www.episodeGuides.com More details can be found inside my portfolio. Website http://www.sassociations.net/cfrankb/lgck Youtube videos http://www.youtube.com/watch?v=t-xfLB05t54 http://www.youtube.com/watch?v=AEquZ0h1yHc Feedback Comments, suggestions and constructive feedback are welcomed and encouraged. :D ![]() Edited by cfrankb - 09 October 2011 at 12:40pm |
|
![]() |
|
surt
Commander ![]() ![]() Joined: 30 December 2015 Online Status: Offline Posts: 413 |
![]() ![]() ![]() |
Looks interesting.
A few questions: Is it fully multiplatform (including editor) or just the runtime? Does it have true tilemaps (not just tile-shaped sprites snapped to a grid)? Does it have viewport scaling? (Fairly important for pixel art.) From a quick play of the demo games the camera movement and character movement both feel very rough and the game speed seems rather high. |
|
![]() |
|
![]() |
|
cfrankb
Seaman ![]() Joined: 26 June 2010 Online Status: Offline Posts: 14 |
![]() ![]() ![]() |
Originally posted by surt
Looks interesting.A few questions:Is it fully multiplatform (including editor) or just the runtime?Does it have true tilemaps (not just tile-shaped sprites snapped to a grid)?Does it have viewport scaling? (Fairly important for pixel art.)From a quick play of the demo games the camera movement and character movement both feel very rough and the game speed seems rather high. It is crossplatform. The editor and support libraries are developped and first tested on Linux, and then compiled on Windows. In theory it could be made to run on a Mac too (although this has never been tested). The runtime can be stripped of GUI code and run on a much broader install base. The source is GPL for everyone to see. The underlying SFML library supports scalling. There is no formal grid but the sprites can only be positioned at any coordonate that is a multiple of 8 pixels. This is a limitation inherited from the collision map subsystem. The engine supports an unlimited number of layers. Game speed is directly related to the tick counter. The frequency can be adjusted in the editor or at runtime through scripting. Since everything is based on tick units, the whole system scales evenly. LGCK can run even faster on a standalone runtime as the qtGUI is the bottleneck for performance in the editor. |
|
![]() |
|
![]() ![]() |
||
Forum Jump |
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot delete your posts in this forum You cannot edit your posts in this forum You cannot create polls in this forum You cannot vote in polls in this forum |