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Old 29 November 2011, 16:46   #1
fishyfish
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Anyone Interested in helping me with graphics and audio for "new classic game please?

After 3 years of procrastinating I finally pulled my thumb out and made an original Amiga game again. Ports can be nice to have, but not a lot of fun to do and I get a bit tired of them. In an effort to break out of my rutt I decided to do something that can be finished in a short space of time (inspired by the puzzler "Jooleem" in this instance) and after 4 days work I have a working, albiet rough version up and running.

Although I can do the graphics and sound/music myself Id rather focus on the coding, at least for the moment. With this said, the question becomes, is there anyone who would be interested in helping me out with some graphics and/or music/sounds please ?
I will of course send a version of the game in its current state to anyone interested in helping so they have a better idea of what is needed.

A beta tester or two wouldnt go astray if anyone is interested as well?
The game is hardly going to set the world alight, but it is darn addictive in it's "native" form (ie. Jooleem) and I'd like to bring an "enhanced", nicely presented spin-off to the classic amigas.

Hardware requirements hopefully arent an issue and it should work on a vanilla ocs machine, although I've only tested it on a stock a1200 and '040 equipped a1200 thus far.

Thanks in advance.

p.s. It appears I cant change the thread title. The lack of a close quote mark around the word "new" really annoys me though so if anyone who is able to fix it could do so Id appreciate it. Thanks.
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Old 29 November 2011, 19:08   #2
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I can't add the quotation mark as the thread title has actually reached its maximum size!

Oh and best of luck with your project
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Old 29 November 2011, 19:19   #3
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Are you looking to have graphics as near to the original as possible. Or something a bit original.
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Old 29 November 2011, 21:35   #4
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If you need colour marbles, it shouldnt be a problem

Yes, I might be interested, if you could specify exactly what you need.

My recent drawing, 3 weeks ago just for fun:



originally Dpaint IV, 320x256, 64 cols, IFF-ILBM

And just quick Dpaint pixelling in lowres 32 cols without aliases::

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Old 29 November 2011, 23:25   #5
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Well, I am not too shabby with Deluxe Paint 4+5, I could maybe help. I'd certainly agree to be a beta-tester, too.
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Old 29 November 2011, 23:26   #6
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Music / sfx could be fun? :-) you'll need to let me know how much memory you can give me :-)
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Old 30 November 2011, 04:29   #7
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Cool, thanks for the responses guys. I'll fix up a few things so its ready to package up and send to people. Rather than respond directly to anyone, I'll elaborate slightly on my idea for the game.....

Firstly, at the moment it's very much a Jooleem clone. It's quite basic, and probably has some bugs Ive not fixed properly yet, but its a functioning no frills Joolem remake.

The simple nature of the gameplay of Jooleem however allows for lots of audiovisual candy. The vast majority of chipram is left to do whatever I'd like. The basic gameplay of Jooleem is also a static screen with very little in the way of animated gfx, and even less moving gfx. This leaves plenty of resources to spruce up the game beyond the original.
Besides being able to run in ehb on even 1meg 68000 machines and have lots of room left for audio Id also like to add a few extra bonuses and a little extra "depth" to the game, while not stepping outside of the basic gameplay mechanics. By this I mean simple things like having different gfx themes every level (maybe have 4 sublevels per "level" (level 1-1, 1-2, 1-3, 1-4, 2-1, 2-2, and so on). Maybe end of level bad guys (I have some ideas here that Im looking forward to implementing). I'd also like to have a few more "bouncing" gfx during the game to try to give a little more "life" to it.

I guess the basic idea is to create something akin to the commercial puzzler games that you find at places like Target, or Kmart and so on for $10 (not sure if theyre just in australia, but basically big department stores).... simple, tried and tested puzzle formulas, but freshened up a bit and good enough to warrant a few dollars, even though theyre "just another puzzle game".

Anyway, most of this is still to be added, thus far it's a basic Jooleeem clone. Even though it's quite a simple game to make, there's a decent amount of gfx and audio needed. Id really like to just keep making the game while I have my mojo, and gfx and sound work is slowing me down

It weird, its a simple puzzle game, but it's the most enthused about an amiga project Ive been in a long time
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Old 30 November 2011, 07:39   #8
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Hey just saying.. I would so LOVE you to add a bunch of nice little graphic effects.. wring EVERYthing you can out of those beloved custom chips!!
Hey, how about a few different sounds/ or simple animations for like dying, level up, etc. to be randomly selected from a few different ones... for variety in gameplay... just my 2 bytes... LOL!
Random elements in a game adds some interest, imho...
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Old 30 November 2011, 08:49   #9
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Quote:
Originally Posted by fishyfish View Post
By this I mean simple things like having different gfx themes every level (maybe have 4 sublevels per "level" (level 1-1, 1-2, 1-3, 1-4, 2-1, 2-2, and so on).
Yeah - in best Amiga traditions, we should have Castle, Egypt,Aztec and Underwater themed levels
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Old 30 November 2011, 08:52   #10
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Egypt and Aztec make for fun musical ideas:-)
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Old 30 November 2011, 21:33   #11
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@fishyfish

Sounds like plenty of work to go round, especially for backgrounds.
I guess you could just farm out a theme, a resolution, and palette and let people send you stuff?
Our you going to use the copper for a gradient?
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Old 01 December 2011, 04:24   #12
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The only "absolute" in regards to any given level is that colors16-31 are used for sprites, so those particular colors are set in stone (which in effect also means 48-63 for ehb levels).

If copper gradients are suited to a them I dont mind using them.


Anyway, I'll upload v0.3a (revision no. picked at random, but it "feels" about right )somewhere a little later today. I had planned to do it yesterday, but I ended up making a few changes which introduced some new bugs as well
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Old 01 December 2011, 09:45   #13
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The resolution is standart 320x256 I think? And I would agree with khph_re - you could let people send their backgrounds of given parameters so you can choose the most suitable ones. I think it is a good idea to have graphics from more authors.

Quote:
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The only "absolute" in regards to any given level is that colors16-31 are used for sprites, so those particular colors are set in stone (which in effect also means 48-63 for ehb levels).
So if we are talking about 64 colors game, I think color 0 shouldn't be used for graphics (as it is mostly used for fonts etc), and we have colors 1-15 adjustable for graphics (and 48-63 of ehb variants). Sprite colors 16-31 would be fixed for the whole game?
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Last edited by prowler; 01 December 2011 at 21:06. Reason: Back-to-back posts merged; please use the Edit button.
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Old 01 December 2011, 10:13   #14
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Fonts can use any color register. Color0 does however have a few things attached to it. The main one being it's used for transparency so should be avoided for moving gfx if a person doesnt want the graphics to be seen through. This isnt always the case, but it something to consider.

As for sprite colors (16-31), technically they dont need to be locked throughout the game, but the cursor is a 16 color sprite so altering the palette would also alter the sprite. A different cursor per theme would be one way to get around this, but sprite colors are still 16-31 regardless.

Not exactly exciting stuff yet, but this is how its looking at the moment with its placeholder graphics:
http://postimage.org/image/dpqmoakoh/

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Old 01 December 2011, 22:25   #15
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Was fun to see this I'd wish you good luck, but it seems you're on top of this already and have found contributors and everything.
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Old 04 December 2011, 22:36   #16
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Ï am already trying to draw one background, jungle / plants themed.
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Old 07 December 2011, 19:37   #17
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You have a PM, fishyfish.
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Old 07 December 2011, 22:49   #18
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Did we have a demo at all? Or if not should I look at the original Jooleem, or should I just make some random sfx and music and see what happens?
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Old 07 December 2011, 23:19   #19
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Oh, samples - we save in 8svx I guess, and hopefully if I set the rate in Soundstudio and you play them back it'll work right....?? Determined to use the Amiga for all the creation but it's been some time!
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Old 08 December 2011, 17:54   #20
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Following this with interest, though I had to search for Jooleem to see what the game was like as I had never heard of it before

me can hope for a frog/pond themed level

Happy ribbiting
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Old 10 December 2011, 08:44   #21
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Thanks for the interest still everyone.
Sorry for the delayed response, I ended up a bit distracted for roughly a week. Im spending some time on it again though and will PM people now.
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Old 10 December 2011, 17:55   #22
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Hmm, odd... I tried to attach a couple pieces of my 'art' from my A1200T, it wouldn't work... yet, I can attach pics on other sites...

Anyway, just so ya don't think I am just talkin' crap, here's 2....

OK, . grr....
I have NO idea why the second pic came out squished and grainy compared to the original I made in DPaint5... I have found, often when converting Amiga pics to PC, the aspect ratio can often get messed up.......
Of coz, should you decide to want anything from me, I'd just burn a CD on my1200, and be done with the hassle!
Attached Thumbnails
Click image for larger version

Name:	FUTURECI.JPG
Views:	139
Size:	273.7 KB
ID:	30066  Click image for larger version

Name:	ANOTHER_.JPG
Views:	113
Size:	255.3 KB
ID:	30067  
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Old 10 December 2011, 19:33   #23
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A couple more:
Attached Thumbnails
Click image for larger version

Name:	BIG_GUN.JPG
Views:	108
Size:	70.3 KB
ID:	30069  Click image for larger version

Name:	SPUN_GOL.JPG
Views:	88
Size:	308.6 KB
ID:	30070  
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Old 10 December 2011, 22:06   #24
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I think we have a graphic artist for "techno" level
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Old 11 December 2011, 10:50   #25
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I think we have a graphic artist for "techno" level

LOL, Predseda! Meh, what can I say, I have always loved Sci-Fi....
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Old 11 December 2011, 10:54   #26
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Oh, Musojon74, even many simple Amiga audio programs allow you to re-sample, to get the speed right....
I have random WB error sounds, and I had to and re-sample each one to the same rate... I think SoundBox is on Aminet, that can do it,iirc..
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Old 11 December 2011, 11:49   #27
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I would like to beta test if possible.

Also think i could handle creating a themed Gfx set once a template has been created.
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Old 11 December 2011, 17:29   #28
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@Michael
I'll message you after work tomorrow. 3.30am at the moment, bed becons and Im too tired to PM you and re-upload right now

@thread
Is anyone who hasnt received a copy and PM from me interested in helping? For now just people who are interested in helping with graphics and/or sound. There's still a few things I need to bugfix and change before I send to beta testers though sorry.

Thanks in advance.
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Old 11 December 2011, 17:39   #29
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Quote:
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Oh, Musojon74, even many simple Amiga audio programs allow you to re-sample, to get the speed right....
I have random WB error sounds, and I had to and re-sample each one to the same rate... I think SoundBox is on Aminet, that can do it,iirc..
Just a quick tip here, re-sampling 8-bit audio will result it some nasty detail loss. My personal suggestion would be to work on all samples at 16-bit 44khz then batch re-sample them all done to what you want.

Also, if you want a tune, let me know.
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Old 11 December 2011, 17:43   #30
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fishyfish, could you PM me, and send me a copy of the game? I'd be up for some pixel art, and/or betatesting.
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Old 11 December 2011, 19:52   #31
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Pixelled my level till 2:30, few more adjustments and it will be ready for dis/approvement
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Old 11 December 2011, 20:51   #32
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Hey hey Marc - thanks for the info. I can't resample but will look at the proggy to see how to write the right sample rate into the header. @Hoffman - thanks for info too. Just to note - I won't be resampling, and will work on 16 bit and down-bit to 8. I've worked with digital audio for absolutely years and will make sure it sounds as good as possible
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Old 11 December 2011, 23:12   #33
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How about upload the beta for interested people?
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Old 11 December 2011, 23:24   #34
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How about upload the beta for interested people?
I have the current work version and it is very early, I think there is not much to betatest at present. I am sure fishyfish will distribute it to chosen betatesters as soon as it is in really playable.

What I really like it works in multi-tasking a bit. It is not possible to switch between tasks actually, but if you have for example Eagleplaer, Protracker and DPaint launched, the game doesnt interrupt them and after you quit the game, you can continue in work. Very usefull for testing on the run.
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Old 12 December 2011, 23:32   #35
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indeed it must/better multi-tasking after all it be running on our Favourite OS

I am sure when theres something to see we will see it
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Old 12 December 2011, 23:34   #36
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OK Fishy I"ve pmed you. I have a (very very very) early mod to try out (as I use soundstudio i need to test my protracker exporting, so I"ve attached a mod. Could you play it and see if it works ok? an mp3 and return to me would be cool. Then I can finish.
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Old 13 December 2011, 15:33   #37
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Sorry guys, I really shouldnt say times that I'll be doing stuff. Real life distractions keep getting in the way. I am still eager to continue though, I just need to stop getting distracted

@musojon74
Sorry guy, but Ive somehow deleted your PMs I think. I didnt consciously do it, but I just now tried to read them again and cant find them (other pms are still there though). I did read them, but I didnt download them at that time so if you could send me the links again Id appreciate it. Thanks.

@Predseda
I'm just downloading your graphics now. Will get back to you shortly.
edit: I had a look and and tried them out, and I quite like them Thanks for that.

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No problem. Ive just been working on a slightly updated version that's a tailored a little towards trying new graphics and sounds, so I'll send you a copy when I send that to other people who are helping out.

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Old 13 December 2011, 21:44   #38
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I am afraid basic Jooleem is relativelly boring game and it really needs improvements - bonuses, subgames and other ideas to keep player interested. I think I worked out smtg.
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Old 13 December 2011, 21:57   #39
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Yeah, Ive already planned to extend it beyond the scope of the original with end of level bad guys and bonus levels. Im also adding extra bonuses within the game itself like multiples for using the same color multiple times in a row and so on.
Ive give it quite some thought already. The finished game will be similar in basic gameplay mechanics, but with a lot more to it. So far the working title in my head is "Joolextreem"
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Old 14 December 2011, 18:03   #40
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Seems my amiga died tonight so this will be on hold for an indefinite amount of time.
Im absolutely gutted. I hope I can get it working again.
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