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Angel's Earth needs YOU...
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J.A.R.S.
In umbram deo, ex nihilo...




Joined: 11 May 2005
Posts: 451
Location: Under the rainbow...

PostPosted: Wed Apr 04, 2007 7:24 pm    Post subject: Angel's Earth needs YOU... Reply with quote

Hello all,
In the development process of a project that I would label as "daring", our team is encountering a shortage in the graphical and musical fields. Though we have 2 artists for each of these, and that the dedication IS present, progress is somewhat slow because of (a), the task we are undertaking, and (b), the fact this is volunteer work.

More about the project:

Name: Angel's Earth
Background: After 1995's Chrono Trigger, the RPG world was left at the crossroads of evolution. FFVII took a step in the direction of 3d. Without questionning this decision, or the outcome (and quality) of that specific project, let us simply put ourselves back that day and pretend we had chosen to stick to 2d. What would've come after Chrono Trigger? (Discarding Star Ocean, obviously). This is all the project is about...

Features:
    Game entirely hardcoded
    All original artwork, music
    Game manual with additional art
    Unique location and battle musics
    Semi Real-Time battle system
    Pixel-based collision mode
    No random encounter
    Imagined as a trilogy series (no crappy sequels)
    Rich lore
    Alternate endings
    Several optional sub-quests
    Epic plot
    Maps made of 7 layers of alpha transparent tiles
    Built-in 2 levels of collision (for passing under and over a bridge without scripting)
    And much more...


Why you should trust our dedication?:
    Large and experienced team already on-board (8 as we speak)
    Design started over 2 years ago and never stopped
    Development's core engine already established
    Built-in hardcoded map editor
    Core idea dating from the late 90s
    Tech Demo Deadline is August 1rst...

*On the question of experience, I have personally attended coding school for about a year where I received considerable marks (best of class 2004). You are free to ask me, or anyone else from our team for additionnal tokens of their experience.

Screenshots:

In-game screenshot (notice that the NPCs are moving according to a predefinite AI comparing built-in agressivness value with sightrange.


Concept/Manual art by Yannick.

http://www.geocities.com/mikenewman2002/symphony1_JARS.mid
http://www.geocities.com/mikenewman2002/Grieve_In_Silence_Jars.mid
http://www.geocities.com/mikenewman2002/Boss_03a_JARS.mid
Early songs by J.A.R.S.

Note: Be aware that the last year of development was focused mainly on "invisible" things (the whole walking engine took quite a fair amount of time to hardcode). The lack of artist is also responsible for the lack of graphical goodies to show.

And who are you anyway?:
J.A.R.S. (James A.R. Smith)
    22 years old from Canada.
    Student for Bachelor degree in History (Finishing 2nd year).
    Started coding at 7.
    Started music at 5.
    Retro 2-d RPG fan.
    ...is sad that there were nearly no RPGs to his liking in the 3d world...


The Team
    Yannick: GFX director, lead designer
    Nubifier: MAPs director, lead designer
    Skiz: Musical artist
    Caveman: Consultant
    Marcus: Mapper
    Andy: Spriter artist (lead)
    CaffeineRush: Spriter artist
    Hyprogriff: Story consultant
    Jars: CODING director, lead designer


What we need:
    Experienced midi or mp3 musician (X1)
    For original work, and/or resampling into mp3 pre-existing MIDI songs that our team already created.

    Experienced spriters (X2)
    For original artwork ranging from spriting tile-based worlds to the creation of characters, passing by semi-transparent foregrounds and backgrounds.

*Bear in mind that the development and design team are very open-minded. Though we are asking for people with proficiencies to fill certain criterias (artists that can literally work on the game), we are opened up for their suggestions and it is up to them to adopt the contractual method or a more in-depth approach of the problem.

Contact us:
Msn Messenger/E-mail: james_reichel_smith@hotmail.com
Alternate e-mail: Orymus@gmail.com
Forums: www.s12.invisionfree.com/angelsearth/
Or reply here Happy

-I will post again on August 1rst when the TECH demo is released...


Last edited by J.A.R.S. on Wed Apr 11, 2007 8:22 pm; edited 1 time in total
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TwinHamster
♫ Furious souls, burn eternally! ♫




Joined: 07 Mar 2004
Posts: 1352

PostPosted: Wed Apr 11, 2007 7:13 am    Post subject: Reply with quote

Psst. Your title's missing an apostrophe :x
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J.A.R.S.
In umbram deo, ex nihilo...




Joined: 11 May 2005
Posts: 451
Location: Under the rainbow...

PostPosted: Wed Apr 11, 2007 11:17 am    Post subject: Reply with quote

(I was aware of it XD)
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Joe Man




Joined: 21 Jan 2004
Posts: 742
Location: S. Latitude 47°9', W. Longitude 123°43'

PostPosted: Wed Apr 11, 2007 1:14 pm    Post subject: Reply with quote

And you took a 24-bit PNG screenshot. That's a bit of a nono for some obvious filesize reasons.

Hmm I'd love to help, but I don't have skill. I might get a midi keyboard for my birthday, which would open one possibility way up (I've never had the patience for any midi programs I've used). But if I don't, I could sit in as a wise man who could serve as an assistant designer and consultant. I'm a big fat know-it-all, it's my dream job. But back to music, I don't know all the tricks, I don't know how to use effects and make a nice sound, but I can write a good melody and arrange it. I can do a little CG work, but even though that's really my strong suit I'm not very confident (probably because there's not really much bad to say about it, so I can't really make you think I'm bad and reject me).

Yeah, I'm kinda more interested in applying than working. But if I change my mind, I'll give you a portfolio.
_________________
"Everyone has 200,000 bad drawings in them, the sooner you get them out the better."
~Charles Martin Jones

Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total
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J.A.R.S.
In umbram deo, ex nihilo...




Joined: 11 May 2005
Posts: 451
Location: Under the rainbow...

PostPosted: Wed Apr 11, 2007 2:08 pm    Post subject: Reply with quote

That was the oddest chat ever you gave me Joe... I'm still shaking in confusion :S
I might be interested in your graphical abilities actually Wink Dunno about music yet, I'd have to actually see something.
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Blue Pixel
SPY SAPPIN MAH FISH SANDWICH




Joined: 22 Apr 2005
Posts: 621

PostPosted: Wed Apr 11, 2007 2:12 pm    Post subject: Reply with quote

hmm... i might and thats a big MIGHT do some sprite work. im not that good but getting better. it really depends on your standards, i have lots of free time and an open mind for anything you might want me to do.
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J.A.R.S.
In umbram deo, ex nihilo...




Joined: 11 May 2005
Posts: 451
Location: Under the rainbow...

PostPosted: Wed Apr 11, 2007 2:43 pm    Post subject: Reply with quote

We're really trying to achieve a retro feeling. Yes, we use 48X48 32 bits pngs, but the truth is, the originals are 24X24 doubled (to give a retro pixel effect) and the 32 bits is to allow alpha transparency.
We're in dire need of tiles, and tiles can be a tricky job, but the team is pretty open minded as of its members' ideas anyway.
Also, we're in a "rush for deadline" kinda situation, so we're slacking on standards until the deadline is met (we can work on polishing things up later and all)...
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Joe Man




Joined: 21 Jan 2004
Posts: 742
Location: S. Latitude 47°9', W. Longitude 123°43'

PostPosted: Wed Apr 11, 2007 4:03 pm    Post subject: Reply with quote

32 bit PNGs exist? even with alpha I thought it only went up to 24...
But either way, don't use it. Use 8-bit if you want to save any space.

But like you said, standards are secondary atm.
_________________
"Everyone has 200,000 bad drawings in them, the sooner you get them out the better."
~Charles Martin Jones

Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total
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Blue Pixel
SPY SAPPIN MAH FISH SANDWICH




Joined: 22 Apr 2005
Posts: 621

PostPosted: Wed Apr 11, 2007 4:49 pm    Post subject: Reply with quote

in that case sign me up, so what do i do?
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Apr 11, 2007 8:03 pm    Post subject: Reply with quote

Joe Man wrote:
32 bit PNGs exist? even with alpha I thought it only went up to 24...
But either way, don't use it. Use 8-bit if you want to save any space.

But like you said, standards are secondary atm.


IIRC, 32 bit means 24 bits of color and 8 bits of alpha.

Many PNG supporting tools (like the gimp) only support Alpha transparency for 24-bit color. The PNG spec actually allows alpha transparency for 8-bit color, they are just somewhat inconvenient to create.
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J.A.R.S.
In umbram deo, ex nihilo...




Joined: 11 May 2005
Posts: 451
Location: Under the rainbow...

PostPosted: Wed Apr 11, 2007 8:11 pm    Post subject: Reply with quote

we archive the pngs in the executable which means the pixel effect (half resolution) takes a lot less room. We're far from having graphical issues for now. I am not sre 24bit pngs tolerate alpha transparency (we have tried it unsucessfully :S)
oh and the_dude257: if you want to participate, I recommend us using instant messaging services or the actual development forums. We've been building up a small listing of things to do. Things were running smoothly until one of the tilers just went on a spree last night, so I need to update the current reqs list.
Also, as the people who board the theme are given a say in design (we encourage involvement) it is also good to come up with unexpected tiles or concept art. The current "level" team is behind schedule though, so this may be iffy for the coming weeks.
So basically, if you have msn: james_reichel_smith@hotmail.com if not, www.s12.invisionfree.com/angelsearth/
Happy
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
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Location: Hamster Republic (Southern California Enclave)

PostPosted: Wed Apr 11, 2007 9:12 pm    Post subject: Reply with quote

J.A.R.S. wrote:
we archive the pngs in the executable which means the pixel effect (half resolution) takes a lot less room. We're far from having graphical issues for now. I am not sre 24bit pngs tolerate alpha transparency (we have tried it unsucessfully :S)


http://libpng.org/pub/png/pngintro.html in the first line of the second paragraph under the heading "Alpha Channels"

Unfortunately most tools that can save PNG don't support alpha in 8-bit. I remember making 8-bit alpha pngs with Paint Shop Pro, but it was a little awkward. I think there may be an awkward way to make them in the gimp too, but I don't remember it. If NeoTA is still around he would know. He is a gimp guru.
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J.A.R.S.
In umbram deo, ex nihilo...




Joined: 11 May 2005
Posts: 451
Location: Under the rainbow...

PostPosted: Wed Apr 11, 2007 10:00 pm    Post subject: Reply with quote

Hmmm thanks pointing it out, I'll definately have a look. It *could* spare us a few handy fps Wink
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Joe Man




Joined: 21 Jan 2004
Posts: 742
Location: S. Latitude 47°9', W. Longitude 123°43'

PostPosted: Thu Apr 12, 2007 6:24 pm    Post subject: Reply with quote

Yeah, you might want to look into that.

Though I'm thinking that for a good fps, BMP files are actually the best, since they have no compression, but perhaps not. If there's any problem I can think of, it's simply the enormous filesize, so more data has to be processed (and it takes up a hella lot of disk space in comparison). But, maybe the extremely simple rendering process would compensate.

Someone should move these posts to the game design section.
_________________
"Everyone has 200,000 bad drawings in them, the sooner you get them out the better."
~Charles Martin Jones

Last edited by Joe Man on Fri Dec 13, 1957 1:21 am; edited 2,892 time in total
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J.A.R.S.
In umbram deo, ex nihilo...




Joined: 11 May 2005
Posts: 451
Location: Under the rainbow...

PostPosted: Thu Apr 12, 2007 8:08 pm    Post subject: Reply with quote

Well, I'm actually asking for help, so make it an announcement ad no?
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