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Old 06 April 2016, 03:50   #1
alpine9000
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Looking for budding artist and musician for game collaboration

Hi,

Having recently returned to the Amiga scene I have decided to develop a new game. I am a programmer and have yet to develop a game for the Amiga, so this will be a learning experience for me.

I am similarly looking for budding artists and musicians that have not yet had a chance to work on Amiga game (the position I am in).

I am more than happy to work at a slow pace with people that want to learn as we go.

The game will not be ambitious, and our goal will not be to develop a ground breaking game on our first attempt. I am thinking that if we target the lowest possible system (68000 with 512kb chip ram) then this should limit scope creep and allow us to actually finish something in a reasonable time.

The game will be 100% hardware/assembler, and developed on a cross development platform. I will also be able to develop any tools we will require to convert/import game assets (Or other tools that will help us with our work).

I will obviously not rule people out that have had previous experience, but the pace might be a bit slow for people that are used to working with coders with 25 years of Amiga experience.

I have a fairly concrete game concept, but am open to collaborators pitching a better idea.

Finally, the only condition I put on the work is that people must be happy to release all of our work under a free license.
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Old 06 April 2016, 09:19   #2
nobody
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check out some projects i did in the last few weeks because i like drawing in Pro Motion


castlevania, reworked from original nes graphics, spritesheets here complete and some more. level 1 tiles complete.


inspired from invasion of zombie monsters msx [ Show youtube player ]
spritesheets here complete, level 1 complete. All drawn from scratch.


Shinobi clone because Amiga version sucks. Reference C64 version, spritesheets here complete, level 1 and 2 complete. Drawn from scratch. 16 colors


Myth because i like ZX spectrum version most. Reworked from original graphics, sprites level 1 complete, level 1 tiles complete, 16 colors


Turrican clone, reference Super Turrican SNES, all is drawn from scratch, sprites here complete, level 1 complete but is cut down to snes version (massive amount of graphics to be drawn).


Inspired from knight n grail C64, all drawn from scratch, all spritesheets here complete. Level 1 complete.

Last edited by nobody; 06 April 2016 at 10:00.
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Old 06 April 2016, 11:40   #3
alpine9000
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Looks great. What kind of tile maps does Pro Motion export ?

I just wrote a converter to get a tile map from tiled running in my basic engine, but I imagine it would be equally as simple to convert from any tile map format.
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Old 06 April 2016, 12:10   #4
nobody
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Pro Motion is a drawing program very similar to amiga's dpaint with most functions of dpaint , but can make tilemaps but then I believe tiled is better for this job

Pro motion is a beast when it comes to pixel drawing
http://www.cosmigo.com/promotion/index.php?Featujob
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Old 06 April 2016, 12:27   #5
alpine9000
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Quote:
Originally Posted by nobody View Post
Pro Motion is a drawing program very similar to amiga's dpaint with most functions of dpaint , but can make tilemaps but then I believe tiled is better for this job

Pro motion is a beast when it comes to pixel drawing
http://www.cosmigo.com/promotion/index.php?Featujob
Ah good to know. I noticed it mentioned it could export tile maps, but as you say, tiled does a great job at game maps.
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Old 06 April 2016, 12:50   #6
nobody
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I would choose tiled for tile maps, I don't know any other good programs. These screens were made with pro motion using brush grab from tileset and fill 20*16 map plus brush grab sprites with transparency.
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Old 06 April 2016, 17:22   #7
corpsicle
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I can make music. Slow pace sounds great for me. =)
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Old 08 April 2016, 01:59   #8
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I can propose for music too, had to deal with little RAM space before so could help
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Old 03 May 2016, 03:17   #9
alpine9000
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I PM'd you guys, still looking for anyone interested in working on music/sfx.

We have a working game prototype now.
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Old 03 May 2016, 20:37   #10
Adrian Browne
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Video of prototype please.
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Old 05 May 2016, 02:09   #11
alpine9000
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Video of prototype please.
[ Show youtube player ]
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Old 05 May 2016, 10:05   #12
nobody
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I did the graphics. The game is already playable, only need some tilemaps and some touches here and there. And a sound theme. Scrolling is fluid 50 fps thanks to being coded in assembly
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Old 05 May 2016, 10:15   #13
hipoonios
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Nice to see yet another Amiga game nearly finished.

Unique idea. Never seen a Amiga game of this kind before.

Great work alpine9000 and nobody!
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Old 05 May 2016, 10:48   #14
alpine9000
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Nice to see yet another Amiga game nearly finished.

Unique idea. Never seen a Amiga game of this kind before.

Great work alpine9000 and nobody!
Thanks, hopefully when we finish it, the game will be really fun.

Credit goes to nobody for the idea of doing something different (as well as game design and dynamics).

I was planning on doing "yet another sideways scrolling" game

So far it also works at full frame rate on an real unexpanded Amiga 500.
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Old 05 May 2016, 19:50   #15
Akira
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INteresting game! Do you have to follow the blue line?
Looking forward!
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Old 06 May 2016, 01:23   #16
alpine9000
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Quote:
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INteresting game! Do you have to follow the blue line?
Looking forward!
Yeah follow the blue line until you get to a "safe" column; and hope you remember where the line was as it fades out.

There are some other devices in the game that the video doesn't show because I haven't finished coding them
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