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UziMonkey
Seaman ![]() Joined: 30 April 2017 Online Status: Offline Posts: 10 |
![]() ![]() ![]() Posted: 20 February 2008 at 3:44am |
I am a C++ programmer and am getting ready to release version 0.1 of my OpenGL-powered 2d game library. One of the things holding me up is the sprites I currently have for my Space Invaders sample game. I have no idea where they come from, who made them or if I have permission to distribute them. From the artwork I've seen on this forum, I'm sure the spectacular artists here can do better as well!
I need: * The player sprite (approximately 40x40). One sprite is fine, but I would also like sprites of the ship tilting to the left and right (as if banking in a turn). * The alien sprite (approximately 40x40). One sprite is fine, but 3 or 4 variations would be better. * Player and Alien bullets (approximately 10x20). Lasers, bullets, missiles, anything you want. I need one sprite for alien bullets, and a separate one for player bullets. * Explosion animation. I'm pretty happy with the one I have now that I made with a particle-based generator. If you can do something better (by any means), I welcome any donation. Here's a screenshot of the current artwork for the Space Invaders example game: ![]() Any donations would be very appreciated. I'm a competent C++ programmer but have zero artistic talent. |
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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I might take you up on this. Since I do enjoy shmups and 40x40 sprites are pretty reasonable. Do you have an executable of the current game? This would help me get a feel for what you need done. I don't think that 3 or 4 animated sprites is too much to ask. I am attending college full time and also work part time at a hardware store so my time is a little tight.
Out of curiosity what are you doing for movement do they just sink and shift back and fourth or are you going the Galaga route with splines? The way the enemies move can have an impact on how they should be presented. Also I will not work without mention somewhere in the game, should you decide that you want me to do sprites.
You can check out my gallery by clicking my name and then going to view gallery.
Questions:
Timeframe?
Style of sprites (organic enemies or ships)
Good to see another person using OpenGL and not selling their soul to MS platforms. My C++ is pretty rusty at the moment. Edited by Pixel_Outlaw - 20 February 2008 at 7:45am |
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UziMonkey
Seaman ![]() Joined: 30 April 2017 Online Status: Offline Posts: 10 |
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Thank you for your interest. You will of course be fully credited for any artwork you contribute, I thought that went without saying. This is a very early version of the library and the space invaders game, so there's no credits screen or anything yet. For the time being, I'll make a credits.txt file. I'll also link to your site and credit you on the website once I get that up later this week.
As for now, it's a primitive clone of a primitive version of Space Invaders. The ships move slowly to the right, get to the edge of the screen, drop down and move left. Future versions could have different formations and movement patterns, anything is a possibility. I had intended that image to be a link to the larger version. Here's the larger version: http://img99.imageshack.us/my.php?image=spaceinvadersan4.jpg I'm still working on cleaning up a few things and fixing a minor bug, once that's finished I can email you a build. As for the timeframe, I'm not familiar with how long these works take to complete. I would say "soon", I had wanted to get the sourceforge page and release the library and game this weekend. If that's a problem, I can delay the release. And for the style, since this is a generic example game there is no storyline, characters or even overall theme. The style would be completely up to you. Thanks again for your interest. I took a look at Shmup-dev (your site?) and it looks like there are some relevant articles there. I'll sign up on the forums later tonight. |
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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I sort of went my own direction with this
Here is an invader. I'll refine a bit later and get rid of the black outlines. I will animate too. I guess for now you have some placeholders.
![]() ![]() ![]() ![]() ![]() Edited by Pixel_Outlaw - 23 February 2008 at 1:52pm |
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faunaman
Seaman ![]() Joined: 15 May 2007 Location: Portugal Online Status: Offline Posts: 13 |
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Simple Background
![]() Edited by faunaman - 23 February 2008 at 1:33pm |
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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Well he might be doing particle based stars rather than tiled backgrounds.
I did tile that image and it was a little too busy. The stars themselves would make nice particles though.
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faunaman
Seaman ![]() Joined: 15 May 2007 Location: Portugal Online Status: Offline Posts: 13 |
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He can edit the background and i am also not a very experienced pixel artist. |
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UziMonkey
Seaman ![]() Joined: 30 April 2017 Online Status: Offline Posts: 10 |
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Ah, thank you so very much for the sprites. These are looking quite good when I plugged them into the game.
http://img509.imageshack.us/my.php?image=spaceinvader2xj3.jpg I have run into a tiny problem with the texture filtering though, I didn't notice this with the previous graphics. If I use GL_LINEAR and the sprites are not on an integer boundary when drawn they are "blurry". As they move, they'll land on and off of boundaries and it'll look like they're flickering or something. If I use GL_NEAREST, they look absolutely horrible when scaled or rotated. This game doesn't have any scaling or rotation, but other games will. I'll see if I can change the filter to GL_LINEAR only if they're scaled or rotated and otherwise leave it at GL_NEAREST. Pixel_Outlaw: These are just what I was hoping for. Feel free to take these in any direction you want. The current version of the library doesn't support animated sprites (the animation class is a hack) but I can work any animated sprites into future versions. Contact me with your email address, website or anything you want me to link to and/or credit. The website should be up this weekend, I'm just waiting on Sourceforge now. faunaman: Thank you for the stars image. I can chop these up and make particles I can plug into my starfield class. The current image is a bit busy and not evenly distributed. Regardless, thank you for the artwork :) |
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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There is a command to maintain pixel level accuracy in OpenGL, I just don't have my redbook on me at the minute.
Just credit me as "Ryan Burnside (Pixel_Outlaw)" if you would. ![]() Edited by Pixel_Outlaw - 23 February 2008 at 8:43pm |
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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This is taken from the Red Book I've never used this so it may or may not be what you need.
gluOrtho2D(0, width, 0, height); The parameters width and height are the dimensions of the viewport. Given this projection matrix, place polygon vertices and pixel image positions at integer coordinates to rasterize predictably. For example, glRecti(0, 0, 1, 1) reliably fills the lower-left pixel of the viewport, and glRasterPos2i(0, 0) reliably positions an unzoomed image at the lower-left pixel of the viewport. However, point vertices, line vertices, and bitmap positions should be placed at half-integer locations. For example, a line drawn from (x (1) , 0.5) to (x (2) , 0.5) will be reliably rendered along the bottom row of pixels in the viewport, and a point drawn at (0.5, 0.5) will reliably fill the same pixel as glRecti(0, 0, 1, 1). An optimum compromise that allows all primitives to be specified at integer positions, while still ensuring predictable rasterization, is to translate x and y by 0.375, as shown in the following code sample. Such a translation keeps polygon and pixel image edges safely away from the centers of pixels, while moving line vertices close enough to the pixel centers. glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity( ); gluOrtho2D(0, width, 0, height); glMatrixMode(GL_MODELVIEW); glLoadIdentity( ); glTranslatef(0.375, 0.375, 0.0); /* render all primitives at integer positions */ Edited by Pixel_Outlaw - 23 February 2008 at 9:13pm |
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UziMonkey
Seaman ![]() Joined: 30 April 2017 Online Status: Offline Posts: 10 |
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One final screenshot, I was able to use faunaman's stars.
http://img247.imageshack.us/my.php?image=spaceinvaders3us8.jpg As for the graphics "bug", it's on my list for the next version. Waiting for sourceforge and beginning work on next version, will keep in touch. |
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faunaman
Seaman ![]() Joined: 15 May 2007 Location: Portugal Online Status: Offline Posts: 13 |
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I wud also apreciate to be credited but is not nesesary
![]() And when you finish the game show it to us u can upload it in a server
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UziMonkey
Seaman ![]() Joined: 30 April 2017 Online Status: Offline Posts: 10 |
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Originally posted by faunaman I wud also apreciate to be credited but is not nesesary ![]() And when you finish the game show it to us u can upload it in a server ![]() Yes, of course. I have you credited under "Miscellaneous Artwork" and if you have an email address or website you'd like me to list, post it here or send it to me in private. As for hosting it online, I'm waiting on sourceforge. It's nothing very exciting or fun to play... yet. |
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faunaman
Seaman ![]() Joined: 15 May 2007 Location: Portugal Online Status: Offline Posts: 13 |
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The game dident work File Hosting:
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UziMonkey
Seaman ![]() Joined: 30 April 2017 Online Status: Offline Posts: 10 |
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What about it didn't work? If you get a very cryptic error message like "This application failed to start because the application configuration is incorrect", then you need to install the Visual C++ 2008 Redistributable Package first. I'm trying to figure out how to prevent this from being needed. It was actually worse before, I was using the SDL binaries from the SDL website and it actually required two runtime libraries, one from 2005 and one from 2008. I couldn't get that one to work on other machines at all. I've got it 99% fixed now though, if you install that package from Microsoft it should work.
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faunaman
Seaman ![]() Joined: 15 May 2007 Location: Portugal Online Status: Offline Posts: 13 |
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you will have to give me again the link
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UziMonkey
Seaman ![]() Joined: 30 April 2017 Online Status: Offline Posts: 10 |
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I suppose there's no harm in posting it here. I'm still making tweaks and adding a few features. Right now I'm working on the bug I was talking about earlier. Also, if your video card doesn't support textures of a size other than a power of two, you won't see many of the textures (all I see are white blocks on my machine with a Geforce 2 MX).
http://www.fileshost.com/en/file/35547/Space-Invaders-zip.html |
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Pixel_Outlaw
Commander ![]() ![]() Joined: 01 September 2005 Online Status: Offline Posts: 3829 |
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The application threw an error message on my laptop running vista.
Stating that the application failed because it's side-by-side configuration was not set up correctly.
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UziMonkey
Seaman ![]() Joined: 30 April 2017 Online Status: Offline Posts: 10 |
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Argh.. This side-by-side stuff is really a pain. Did you try installing the 2008 redistributable runtime?
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UziMonkey
Seaman ![]() Joined: 30 April 2017 Online Status: Offline Posts: 10 |
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OK, completely fixed now. It should run without installing the runtime (I tested it on another machine and depends.exe says it's loading the runtime DLLs from the game directory). This problem was complicated by the fact that SDL was requiring the vc80 runtime as well. I had to recompile it to fix that.
http://www.fileshost.com/en/file/35737/Space-Invaders-zip.html All that work just to get the exe to run on other people's machines. Oh well, only have to go through that once. ![]() |
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UziMonkey
Seaman ![]() Joined: 30 April 2017 Online Status: Offline Posts: 10 |
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Here it is, sourceforge page is up.
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