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Graphic Artist Looking for a Coder Buddy!
KingLith
Member #7,358
June 2006
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Please start by looking at my artwork to see if it's your cup-O-tea.

http://kinglith.deviantart.com/

I am a graphic designer that has done a ton of 2d art for games in the past. I am looking for a C++ programmer to work with on making high quality games. My preference is side-scrollers. Please note that I work for years on projects and very hard on my art. The only requirement in my partner/partners is that he be as dedicated to what we are doing as I am. If you are interested please let me know so I can contact you.

Sincerely,

Kinglith

SonShadowCat
Member #1,548
September 2001
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Wow, you're pretty good. Too bad I'm not good enough as a programmer!

Quick, someone recruit him.

Mokkan
Member #4,355
February 2004
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I'm quite interested :). I know C++, and am quite familiar with Allegro and SDL, among other things. Would this be a collaborative effort as far as designing the games goes?

Kibiz0r
Member #6,203
September 2005
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Not interested personally. I model my stuff and render it to bmp. I can't draw as well as I can model. (although I'm no slouch at drawing)

My suggestion though: You should learn to program, yourself. Allegro makes it really easy once you pick up the programming basics, and there are plenty of tutorials all over the web, plus you have a huge community here willing and able to help, and most of us are coherent half the time.

I, of course, frame this suggestion of the following assumption: You are looking to make games for fun. I doubt you expected to find a serious commercial title here. If you're looking for a portfolio piece, then that's another thing.

EDIT:
Wow, didn't notice your shooter on your dA. By the way, nice stuff. If I were shooting for a spot doing game art, I'd ditch the cartoony stuff just because I've never seen any cartoony concept art -- The machine is a cruel mistress. :'( So yeah, you can apparently code, yourself. Then what do you want one of us for? :P I'd still recommend learning C/C++ and Allegro.

Side note: Perspective for Legacy Page .05 is a tad wonky...

Side note 2: Is it just me or is everyone's first game a space shooter? It was for me and I know someone else whose first game was a space shooter, and someone else whose first was a remake of BeetleMania. (also a shooter)

23yrold3yrold
Member #1,134
March 2001
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I should throw him on TMS and save me some headache. >_> Slightly different art style, though. :)

But yeah, hope you find someone worthy of your talent.

--
Software Development == Church Development
Step 1. Build it.
Step 2. Pray.

Indeterminatus
Member #737
November 2000
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Too bad we aren't yet ready for a graphics artist to join our team :( - your stuff looks very, very good, and also your style would probably be what we're looking for.

I guess you're on the right board - usually, it's the other way round (a coder looking for an artist).

_______________________________
Indeterminatus. [Atomic Butcher]
si tacuisses, philosophus mansisses

Simon Parzer
Member #3,330
March 2003
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Your art really looks promising, and I'd love to work with you. I have knowledge in C++ and especially about using it to program 2D games (OpenGL, SDL, Allegro, ...). Please don't judge me considering the projects I've registered on A.cc, they are all about 5 years old and I've learned a lot in that time.

Quote:

My preference is side-scrollers.

Which type of side scrollers? Jump'n'Runs? Space Shooters? Do you have something special in mind?
I've looked at your deviantart-page, tried your shooter, examined the screenshots of your RPG. As far as I can tell, you have worked alone up to now, and creating a game requires not only coding and gfx. Which things (idea, game design, story development, documentation, project management, marketing) would you do, which things should your coding partner do?
Would you be willing to work on a existing project (maybe something you've never completed?)

Quote:

The only requirement in my partner/partners is that he be as dedicated to what we are doing as I am.

I usually work on games in my free time (besides school), but I love it, and I'm willing to work hard, especially when my associate(s) are also working hard.

If you are interested, either PM me with further details or write to simon.parzer<at>gmail.com

Jakub Wasilewski
Member #3,653
June 2003
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Well, after looking at all the art you've made up to that point, I must say I'm pretty impressed. You must understand that it is very rare to see an artist looking for coders and not the other way around.

After saying all that, I must say that I'm a little interested, but you provided very little information about what you would actually like to do. Do you have a specific project that you need help in, or are you looking for a project. What sort of work except the graphics would you like to do.

Well, just a word of advice - pick the person that is very much interested in your project, and a person known for finishing their work.

If you want, you can contact me at krajzega-at-kalamburos-dot-net. I'm an experienced C++ programmer with several games more or less finished (you can check them out here). I do most of the job using OpenGL, but can use DirectX, Allegro or SDL if need be.

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[ ChristmasHack! | My games ] :::: One CSS to style them all, One Javascript to script them, / One HTML to bring them all and in the browser bind them / In the Land of Fantasy where Standards mean something.

KingLith
Member #7,358
June 2006
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I must first apologize for posting right before I went to bed last night. I haven't had a chance to check back until now. I am very impressed with this community. Indeterminatus was right I am on the right-board!

Kibiz0r was wondering why I needed a coder when I know how to code myself. Let me give you all a quick history of my game making background. (Please skip if it seems boring, but it should help you all see where I am coming from)

I met a friend in High school that knew how to program basic. We started making games right away. He would code and I would draw. He even designed drawing programs for me to us. During this time I developed a good understanding about the fundamentals of tile sets, animation and pixel-by-pixel drawing. I was so anxious to see my art move that I would sit and watch him code. In the process I learned how to program myself! I even made games my self such as Vetronex ( A space shooter of course). Here's the problem and this is why I don't want to learn C++ and Allegro myself. I want to focus on graphics exclusively since in some cases it can take up to a year of consistent drawing to complete all of the graphics for a game. IT would be better to let a well seasoned programmer "Flex-the-Mussel" he already has instead of me trying to play Renaissance man like I always do /cry

Indeterminatus - Don't count yourself out yet because it is best for the artist to get a huge head start on the images anyways. I am really fast at drawing and animating huge images but it still takes time.

I also want everyone to know that I have to work today and will be actively replying to as many people as I can this weekend so don't get discouraged if I don't msg you back right away.

It has also been suggested by Jakub Wasilewski that I pitch a game idea that I have been chewing on. Well here goes.

Game Pitch:

Side-Scroller similar to the old school Mario (Super-Nintendo) and Sonic, but with more perpendicular motion.

http://www.deviantart.com/view/33874986/ <- Please see this screenshot as a primer

Ok Now that you have that image in your head.

Imagine this! No tile sets. The levels will all be hand drawn. The preferred resolution would be 800x 600.

Example. So let’s say a small map would simply be a BMP that is 3200 x 2400.

Collision detection: I could either make a separate Masking image or we could make a map editor that would allow us the section of chunks of land with a line selection tool. That way we could easily designate where the character walks and areas that have an effect on you, we could easily designate areas that Monsters could not go etc. This would allow up to make a simple event system too.

We would defiantly need the following things as well

Single pixel scrolling
Monsters
Massive Bosses
Simple event system (Preferably built into the map editor)

Check this link for an early character concept. http://www.deviantart.com/view/34088946/

That's it!

I would let the coder have just as must say in how the game looks and works and be fair in implementing his/her ideas into the artwork as well.

I wouldn't get mad when he/she couldn’t accomplish a chuck of code, we would just work around it.

I defiantly think once I make my decision that a phone call would be nice or if anyone in Colorado maybe we could grab lunch sometime...

-Kinglith

Samuel Henderson
Member #3,757
August 2003
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Most Impressive.

I think KingLith is going to be getting quite a few AR's comming his way...;D

=================================================
Paul whoknows: Why is this thread still open?
Onewing: Because it is a pthread: a thread for me to pee on.

CGamesPlay
Member #2,559
July 2002
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Quote:

I think KingLith is going to be getting quite a few AR's comming his way...;D

Actually, this is a very intriguing idea. KingLith: would you be interested in selling graphics for many programmers for a virtual currency called Allegro Rupees? You could in turn buy a game framework from other programmers with those rupees.

--
Tomasu: Every time you read this: hugging!

Ryan Patterson - <http://cgamesplay.com/>

Marcello
Member #1,860
January 2002
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Nice stuff. :D

I don't know if you Oekaki at all, but if you get a chance, you should check out 2draw (shameless plug)

I think high resolution platform games are pretty cool (just did an opengl 800x600 megaman one a few months back), but I am unsure if C++ is the language of choice in this day an age. At least, you probably want some core engine+mostly scripting rather than writing the game entirely in C++.

Those are my thoughts anyway...

Good luck with it.

Marcello

Sirocco
Member #88
April 2000
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Quote:

Ok Now that you have that image in your head.

Imagine this! No tile sets. The levels will all be hand drawn. The preferred resolution would be 800x 600.

I can see a hard drive filling up reeeeeal fast that way. Plus you'd have to have a separate resource defining what areas you could walk on, barriers etc, and it'd likely turn into a nightmarish resource hog. Best case scenario I suppose you could define some lines or 2D polygons to serve as boundaries, or you could go for the outline approach and treat a specific color as your boundary.

-->
Graphic file formats used to fascinate me, but now I find them rather satanic.

Zaphos
Member #1,468
August 2001

Sirocco said:

Plus you'd have to have a separate resource defining what areas you could walk on, barriers etc, and it'd likely turn into a nightmarish resource hog. Best case scenario I suppose you could define some lines or 2D polygons to serve as boundaries, or you could go for the outline approach and treat a specific color as your boundary.

Er, read the rest of the post?

KingLith said:

Collision detection: I could either make a separate Masking image or we could make a map editor that would allow us the section of chunks of land with a line selection tool. That way we could easily designate where the character walks and areas that have an effect on you, we could easily designate areas that Monsters could not go etc. This would allow up to make a simple event system too.

It would end up being a large download, certainly, but hand-drawn maps are not unfeasible. Baldur's Gate did it, and I think computers have improved since then.

[edit removed]

Neil Walker
Member #210
April 2000
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Quote:

Side-Scroller similar to the old school Mario (Super-Nintendo) and Sonic, but with more perpendicular motion.

Those are lovely, if slightly overboard. If you ever fancy doing another overly retro game after this, we have a lot of games in the pending queue at our site with not enough artists to share around ;)

Neil.
MAME Cabinet Blog / AXL LIBRARY (a games framework) / AXL Documentation and Tutorial

wii:0356-1384-6687-2022, kart:3308-4806-6002. XBOX:chucklepie

KingLith
Member #7,358
June 2006
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You have a great point there…

Using 32bit color:

30 maps 3200 x 2400 a piece would be around 6 GB!

However, using 256 colors…

30 maps 3200 x 2400 a piece would be around 210 MB. A reasonable size for a game correct?

My game idea I am sure is full of holes and it is just to get something out there. I am open to others ideas and critiques. I don’t mind doing tilesets eigher.

Thanks for your comment!

Lith

Sirocco
Member #88
April 2000
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Quote:

30 maps 3200 x 2400 a piece would be around 210 MB. A reasonable size for a game correct?

That depends. Unless the game truly kicks ass I'm probably never going to bother downloading it at that size. And it's certainly not friendly for the poor people still stuck on dial-up across the world, which unfortunately is far too many. Plus, imagine the evil bandwidth issues you'd run into if your game got popular and you didn't have mirrors :( I suppose torrenting would be a fair option.

But with a good tile-based drawing system you can knock a huge chunk of that bloat out without having to sacrifice too much of your detail. Then it just becomes a matter of knowing when to reuse existing tiles and when to store unique ones.

-->
Graphic file formats used to fascinate me, but now I find them rather satanic.

Trezker
Member #1,739
December 2001
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I'm interested in some conceptual work for my project.
I want to make a game that's truly top down, like the first GTA. Though without the 3D effect on houses.

I'd really like to see how well that'd work and I totally suck at doing graphics myself.

It would also be nice to have some good graphics while I'm in early development.

Zaphos
Member #1,468
August 2001

Quote:

But with a good tile-based drawing system you can knock a huge chunk of that bloat out without having to sacrifice too much of your detail. Then it just becomes a matter of knowing when to reuse existing tiles and when to store unique ones.

Another benefit to consider is that, with tiling, you have a lot more flexibility with how the level design is done. The programmer on the team, as well as the user community, will have a much easier time designing levels for your game. And it will likely be easier to tweak a level's design after-the-fact, iterating through small changes without the need to do image editing.

Richard Phipps
Member #1,632
November 2001
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You could also save the images as JPEG or JPEG2000 images and use polygons to define the edges. That would save a lot of space.

Carrus85
Member #2,633
August 2002
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Yes, you will probably want to save these as a compressed (preferably lossless) file such as PNG... storing them in raw BMP files is just wasteful.

I mean, you might even be able to use the larger resolution bitmaps at that rate as well; you should have no trouble getting 6GB of BMP files to compress down to less than 1GB of PNG files (I wouldn't be suprised if you could get substantially lower than 1GB, even toward the 300-500MB Range)...

EDIT:

Actually, if you want to go for a tile-based approach, you could probably save even more space (as Zaphos suggested). If you could get a programmer that could support arbitrary placement of arbitrarily sized tiles, you probably achieve everything you could with a huge bitmap and more (for example, you could do proper layering without having to create a completely new bitmap over the top of the map (so you character can walk behind stuff...), you could reuse elements to save disk space, etc.)

KingLith
Member #7,358
June 2006
avatar

After a lot of thinking here are the new proposed specs.

-------------------
Tile based graphics

320x240 resolution. (See Bellow)

Mario style with lots of action. Think Super Turrican (Check spelling)
-------------------

The tile based is a tried and tested method and does have a lot of benefits. Using tile sets would allow for a larger game in the end.

The lower resolution because high resolution doesn’t make a whole lot of sense for retro gaming and because high resolution tile sets look like crap. (Generally speaking)

Any ideas?

Marcello
Member #1,860
January 2002
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I think you should stick with your original idea. When displaying at 800x600, JPEG or even JPEG2000 compression is an excellent idea, and you should ignore the nay sayers who think lossless PNG is the best choice. That's the same boat that says 320kbps mp3 sounds better than 256.

Besides, the tradeoffs are worth it. You can always have a lower quality jpeg version of the game, then have a torrent with ub3r high quality if people are really that uptight about it.

In general, designing things with technical limitations as your lens is going to limit you in the long run. It's better to design things with artistic perspective as your lens, and then once you know what the game should be like, decide what's the most technically feasible way to do it. Obviously you won't get everything, but you'll probably get a lot more if you say "ok, I want to do this, let me figure out how" rather than "ok, I guess I'll do this way since I know it's possible."

Marcello

Ultio
Member #1,336
April 2001

Hey, your stuff is pretty nice looking. I've been in the market for an artist to do some 2D art for my non scrolling side-esque Ninja game. I won't bog you down with details here. Check this link for information about my game, including a playable demo. Or, if you prefer, PM me instead.

I know you've got your own ideas that you want to bring to life, as we all pretty much do. That said, if you're even remotely interested in doing some art for Ninkatsu, let's talk and see where things go from there. If you're interested in a past completed project I've done (in collaboration with an artist), see: ZD.

---
"It's nice knowing that someday, the software I write will just be pirated by millions of people." :-/
http://loomsoft.net | Zep's Dreamland | Allegro Newbie Tutorials

Onewing
Member #6,152
August 2005
avatar

Just to add to the previous comments, I did a hand-drawn game* (about 10% complete) for a class project and mentioned it here, and the collective was angered at a 29MB download, so yeah, nobody would download over 100MB here for sure. However, there are ways to do un-tiled games, so don't fear exploring that area, because it'd be nice to have doable method that others can try out.

And my word of advice, don't worry about level/tile design as much as doing the object graphics (like monsters, bonuses, etc.). That's where allegrolites really need help. ;)

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