Author Topic: Xymati  (Read 6628 times)

lord_cack

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Re: Xymati
« Reply #135 on: October 07, 2010, 11:28:29 PM »
Hell, to continue a bit, I don't even know who all in this community can do what. I mean, I know Keranu (Sprite Artist), Arkhan (Programmer, Chip Tunes), Paranoia Dragon (Music), Myself(Tile Art), fragmare (Tiles, Sprites.... not sure what else, this is just what I have gotten from his posts), The Old Rover (Programmer).... thats my extent of knowledge on who in this community can do what.

It would be nice in the spirit of solidarity and intercommunity unity if anyone who could do (Program, Pixels, Sprites etc.), would come on and list what they can do (and are willing to do for that matter).... maybe we could start coming together and working together.... just an idea

When it gets right down to it, we are making games for a system that has, for all intents and purposes, been dead and in the ground for going on twenty years. Its not as if anyone is going to be making a mint off the games we are making. Heck in the end, if your gonna go producing CD's and Instruction Manuels and such, its probably gonna cost you nearly more than you make.... ask around. Don't get discouraged, if your in it for the cash, make XBOX games.... but Im not in it for that.... it would be nice, but Im not. I love the Turbo/PCE and wanna make games for it.

So where is the community in our development community. I am sure there are people out there willing to make games just to make them. I know for a fact I have a game in mind that I would love to just release as a PCE file and just allow people to have. Not a tech demo, a full on, multi level game. But, I can't program so it sits in my "Pixel Art" Folder and waits....
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Necromancer

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Re: Xymati
« Reply #136 on: October 08, 2010, 02:56:54 AM »
Today, in the later half of 2010, we have:

Meteor Blaster
Implode
Insanity
Squirrel (To make fully functional chiptune soundtracks for games, as demonstrated thoroughly)
MSR on the horizon
Touko's stuff
Graphical work done for a Dragon Quest game, Xymati, Gunjin, and who the hell knows what else
music for some of these games too. 

Don't forget Tongueman's Logic.  It's probably my favorite homebrew game thus far; it's just unfortunate that you have to have a flash cart to play it.
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Arkhan

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Re: Xymati
« Reply #137 on: October 08, 2010, 03:53:10 AM »
Oh right, I always forget about Tonguemans Logic.  I was focusing on strictly "released on a thing fo' reals" stuff.

Tonguemans Logic looked great, but I don't like picross games so I have no place commenting on the fun-factor.  If you like picross, I hear its legit.

So where is the community in our development community. I am sure there are people out there willing to make games just to make them. I know for a fact I have a game in mind that I would love to just release as a PCE file and just allow people to have. Not a tech demo, a full on, multi level game. But, I can't program so it sits in my "Pixel Art" Folder and waits....

I think you know that answer to this.  lol
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Gogan

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Re: Xymati
« Reply #138 on: October 08, 2010, 04:30:32 AM »
I'd be willing to help.

Not so much on the programming side, but I did graduate college in the graphic arts department, so I'm fairly handy with photoshop.  Am a busy person, with a full time job, freelance after my job, and in a very active band.

But still, I could squeeze some time in to help where I'm needed.

Haven't really dabbled much with pixel art, but I'm willing to learn and contribute.
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TheOldMan

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Re: Xymati
« Reply #139 on: October 08, 2010, 09:54:02 AM »
Okay, I've been holding my tongue until now. Just keep in mind this is only my -opinion-. I'll go get the fire extinguisher now....

fwiw, the quotes aren't attributed to anyone (you can look them up yourself and see who said what) because I can just barely figure out how to do the quotes :-)
Programming, yet. Internet, no.

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No, Bt started off programming the game(s) but moved on to other things...
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As for the PCE ports of Xymati (and PC-Gunjiin), I guess it'll happen when the PCE dev scene gets its collective head out of its ass and someone can actually finish a project they start

Need I really say anything? Insanity got finished.

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In addition to this project there is the Announced Jungle Bros. project which is, as far as graphic development is concerned nearing completion. Now there is sound work, animation work, etc. that needs done. In addition to complete programming.

In other words, the game actually needs to be written.

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I think that some people think the games they have to make MUST push the system. I think there is an elitist group out there....

Absolutely. No programmer wants to do a 'so-so' job; if it's not doing something new, what's the point?

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You know what they say, you can wish in one hand and shit in the other and see which fills up faster...

You know what else "they" say? If you want something done.....

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I have a very full schedule but find time to put in an hour or so a week to development

That's about enough time for me to figure out what I was doing in the code last. Seriously. You need 5-6 hours stretches of time to get any real programming done.

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I know for a fact I have a game in mind

Do you have an actual game in mind, or just a bunch of artwork? Do you know how the game is gonna operate? What effects you want? How it's gonna play?
And just as importantly, are you willing to play the game until you are sick of it - and then some? Cause that's what it takes to get a game made. A -very- detailed explanation of what you want, and months of repetative testing to find the bugs....

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I love the Turbo/PCE and wanna make games for it.

Then start now. 2 years ago arkhan was just learning to program. You could have a game ready in 2-3 years, too.
And he took time off to put together squirrel along the way...

< start rant>
Personally, I think the community needs a few more programmers - and a few good designer, too. As far as I'm aware, you can count them on 1 hand. Graphics people out the rear, but programmers..... Good luck finding one.

From personal experience (I've been through this with lots of other people, who -all- "Want to write a game"),
I will say that until you're willing to learn to program, It's just another idea. Anyone can have them. The trick is being willing to put the effort into it to learn how it's done. You may never write actual code, but *you have to be able to explain things to people who do*. That's one of the things Arkhan had to learn the hard way. We spent hours going over and over the same section of Insanity until he could tell me -exactly- what had to happen.

It's really not enough to say, "if the shot hits the guy, he blows up", is it Arkhan? What exactly do -you- consider a hit? Are you looking at a box around the guy, or an exact pixel-level touch? Are you willing to live with the time it takes to do that touch? And what about blowing up? Is it one frame, and he's gone? An explosion? How long does it last?.... Well, hopefully, you get the idea by now.

And for everyone who says, "I've got this artwork, let's make a game"... I know you invested a lot of time making it look really nice. But let's get serious - the artwork is one of the -last- things you need to make a game. A programmer doesn't care how pretty things are; crappy placeholder graphics are fine, until you know the game is going to play right. You might have spent 10 hours or so on that sprite, but the programmer is going to spend 10x that time getting it moving correctly. And another 10x (easily) tracking down and fixing bugs. Insanity took almost a year to write. That's a -lot- of time to spend on a game, and we could have easily done more. So your 10 hours with photoshop doesn't impress me.

You want me to help writing a game? Get it designed first, then. Go over and over the design until I can ask you if something is a char or an int  (1 byte or two), and you can tell me. AND tell me why it is. And -never, never, ever- tell me "There's bug. Fix It". If you can't tell me exactly how to duplicate the problem, so I can see it myself, it's not a priority for me. Come back when you can.

The one common thing I've learned from many session with people who "Want to write a game" is that what they -really- mean is "I want someone to write the game for me, so I can make money off it". If that's you, go get a job and stop trying to screw people. Cause that's why they walk away mid-project. You're expecting them to do it all....And they are already doing the hard part.
<end rant>

Arkhan

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Re: Xymati
« Reply #140 on: October 08, 2010, 11:00:43 AM »
Yeah if there was one thing I learned from Insanity....

a simple looking/playing game isn't so f*cking simple under the hood.

so many "oh, crap" cases popped up while implementing the game.

Having promising artwork is great, but until its being used in a game, its just a tease.  Mockups don't do it for me.  I could photoshop a keith courage/bonk hybrid RPG, doesnt mean its a game yet.

and having a *SERIOUS* docmentation on the design of the game is crucial.  It's easier to just follow the directions you wrote yourself than it is to do it all on the fly, realize something isn't right, and then having to go wing it some more as you backtrack and change the game around.

If you plan it all out before you start coding, it turns out better, and usually gets done faster.

[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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lord_cack

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Re: Xymati
« Reply #141 on: October 08, 2010, 11:37:28 AM »
All of that is fair enough, I do really just have moch ups for the "game idea" just lying around. The game that I "will NOT" tell people about is an actual working work in progress. It has an engine but its on the back burner because of the other projects in the works and its sheer size and scope. Now:

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In addition to this project there is the Announced Jungle Bros. project which is, as far as graphic development is concerned nearing completion. Now there is sound work, animation work, etc. that needs done. In addition to complete programming.

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In other words, the game actually needs to be written.

No there is an engine up and running for this one as well. Had a bit of time to tinker with it before RL slowed things. Also, the game is fully documented. I have also put in 3 (going on 4) years work on the graphics/level design, enemy design, game mechanic design, and discussed them with the programmer as much as I could. This project is being held up by RL and MSR. Keranu has put in work on sprites. The project lost its original tunes guy and Paranoia Dragon has been nice enough to lend his fantastic talents to this project and has recently started working on sound. I'm not just a lone person stomping around and pouting because he can't get anyone to make his game. I am an active part of a development team. My job is to pitch the moch ups and discuss the game concepts and develop the title. Thats how we general at Frozen Utopia work on things. But, we work together as a team.

I mentioned my back burner project because I had already mentioned it to Arkhan as a concept for a game that he and I could work on later down the road as a possible Aetherbyte Studio release thus the:

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I think you know that answer to this.  lol

If I was picking up what Ark was laying down.

None of my comments were made out of anger, annoyance, or anything other than matter of factness. I was merely commenting on the general discussion being held. Wasn't trying to place blame, and most certainly wasn't begging for someone to do it all for me. Just saying that there is what seems to be a wealth of eager talent in this community and I thought that if we at least knew who we all were we could get some of these ideas out of the moch up stage and into the working stage. Then if we worked hard get them into the released stage.

And I can't wait to play Jungle Bros. till my eyes bleed to make sure its the best game it can be.

One more thing though:

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I think that some people think the games they have to make MUST push the system.

I wasn't saying we should release crap for the sake of making it. I was saying that not every game is Sapphire. Not every game ever released is the top of the line. There are some very fun games that don't have Multi scrolling parallax, special wave effects, and whatever other things you can throw at it. I mentioned this for the very fact that there were people who dogged Insanity because it wasn't "system pushing technology" big deal.... ITS FUN. Thats what I said. I mean there is Jimmi Hendrix and the Experience then there is The Ramones.... I love them both, but Jimmi pushed the limits and The Ramones used three power chords....
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TheOldMan

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Re: Xymati
« Reply #142 on: October 08, 2010, 12:16:01 PM »
Sorry, I mis-understood a few things....

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It has an engine but its on the back burner because of the other projects...

I know the feeling. Other things got be to more important than perfecting the squirrel/HuCard routines. <sigh>

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In other words, the game actually needs to be written.

I took the "complete programming" to mean it hadn't been started yet. I assume you meant "completing programming". ( In which case, My Bad. I forget people typo :-)

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My job is to .... develop the title.

Thank God! Another designer :-) Someone who understands planning!

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I wasn't saying we should release crap for the sake of making it.....Jimmi pushed the limits and The Ramones used three power chords....

Nope. If the game can't do -something- different, I see no point in making it at all.
And I think both groups 'pushed the limits', but in different ways; Jimi in how the guitar was played, and the Ramones in what was said in a song.

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And I can't wait to play Jungle Bros. till my eyes bleed to make sure its the best game it can be.

You'll come to regret posting that, someday. I think Insanity ruined even the real bezerk for me :-)

I wasn't trying to be cutting or mean either, but I've had dozens of people come to me who want to learn to make a video game. Most of them make it about 2 weeks, then give up complaining it's "too hard". I was just trying to make all those "me, too" people think twice about it. It's -not- as easy as people think it is. (But, you would understand that)

Just a few general questions for you, since I know Arkhan is gonna need help...

1) HuC or assembler? A mix of both?
2) Command line or windows? Batch files or make?
3) Do you have a central repository the team can look at, or is one guy responsible for all the code and resource management?

And just so you know, we tend to:

1) Use Huc to rough things out, then kick to assembler for speed where needed.
2) I like a command line, Arkhan seems to prefer windows - but he's pretty good with a command line, too.
   Once I weaned him away from batch files, he learned to use make. Don't know if he actually likes it or not,
   but it does allow us automate the whole build process - external tools and all. Sometimes that's tricky in a batch file. Unfortunately, neither one of us is really good at creating make files.. :-(
3) We used a local svn for insanity; the one for pp got really screwed up, so right at the moment I have all the source on my local machine. Guess that puts me in charge of the code, though Ark knows I'll send a zip if he wants to re-build it. When we get to play-testing, I'll have to fix the svn so we can both do commits. And maybe talk to my network guru, and figure out how to get external access. (Right now it's local to my house sub-net)

« Last Edit: October 08, 2010, 12:40:56 PM by TheOldMan »

Arkhan

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Re: Xymati
« Reply #143 on: October 08, 2010, 12:38:34 PM »
Commercial quality != Top of the line quality.  Lots of commercial titles weren't always graphical powerhouses.  You can make some pretty good commercial stuff without spending months and months trying to get some scrolling uber effect.

A few examples of this are

Bonk 1: Certainly an amazing game, but it doesn't do alot on-screen really.  Its the playability and charm of the game that make it so great.
Shockman: Same sort of deal.  The gameplay is tight though, and so it results in an enjoyable game.

I'm not trying to say theres no need for fancy dancy effects.  It just seems like thats a giant focus.  Screw it.  games dont NEED parallax to be great pieces of software.  If you can work it in and its nice, cool.  If not, I won't knock anyone.

None of us are getting paid hourly to sit in a lab and code this stuff all day. 

You can't expect top notch commercial quality out of spare-time projects.  You also can't expect tight deadlines to be met. 

I again point to the MSX scene.  Every year they have games coming out.  Some are simple in comparison to PCE standards, but there are alot of solid games that aren't always pushing the limits.  They're just fun, highly playable games that are worth picking up for your own pleasure and to support the people doing it.

I think that is one of the greatest things about Retrocade.  It's a handful of short but sweet games.  You're not going to go on an epic quest to save the world from aliens or demons.  You're not going to run and gun your way through 15 action packed stages of parallax scrolling, pushed to the brink graphics, and you're not going to be experiencing intense, ball throbbing action the entire time.

What you are going to be experiencing though, is some pretty nice quality 1980s style arcade fun, just like you remembered it, with a bit of PCE flair to it.

If Defender works out as good as I hope, sales for turbo-sticks may shoot through the roof. :)

[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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spenoza

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Re: Xymati
« Reply #144 on: October 10, 2010, 05:51:06 PM »
I think making clones of old arcade games (like Berzerk and Defender) is a great way to learn the ins and outs of game design and basic coding. Those older titles are usually fairly simple and a bit repetitive, but they also have a certain amount of appeal and addiction as well, otherwise people wouldn't keep looking back to them for inspiration. It's not hard to find adequate graphics to fill in for those kinds of titles, either. And once you've become comfortable working with those, then you can move on to harder tasks, such as games with longer scrolling levels and varied character behaviors and sprite interactions. I definitely think that's the way to go.
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Arkhan

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Re: Xymati
« Reply #145 on: October 10, 2010, 07:25:38 PM »
I think making clones of old arcade games (like Berzerk and Defender) is a great way to learn the ins and outs of game design and basic coding. Those older titles are usually fairly simple and a bit repetitive, but they also have a certain amount of appeal and addiction as well, otherwise people wouldn't keep looking back to them for inspiration. It's not hard to find adequate graphics to fill in for those kinds of titles, either. And once you've become comfortable working with those, then you can move on to harder tasks, such as games with longer scrolling levels and varied character behaviors and sprite interactions. I definitely think that's the way to go.

Yep.  and believe it or not, some of these old arcade games have more complexities than what you'd think!

alot of things you have to plan for.  Its good stuff.  Defender itself is basically a horizontal shmup test-drive.  *wink wink*

[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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spenoza

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Re: Xymati
« Reply #146 on: October 11, 2010, 08:45:34 AM »
Yeah, as a shooter game Defender was actually pretty complex for its time, what with the various enemy types and behaviors.
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Arkhan

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Re: Xymati
« Reply #147 on: October 11, 2010, 11:24:43 AM »
Yeah, as a shooter game Defender was actually pretty complex for its time, what with the various enemy types and behaviors.

Yeah, and the whole 'having to catch humans and save them' part.  Its pretty wicked
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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ceti alpha

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Re: Xymati
« Reply #148 on: October 13, 2010, 01:03:42 AM »
Yeah, as a shooter game Defender was actually pretty complex for its time, what with the various enemy types and behaviors.

Yeah, and the whole 'having to catch humans and save them' part.  Its pretty wicked

Defender R.O.C.K.S. The GBA has a nice updated version of Defender as well, though without the proper button layout it's just not the same.


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Arkhan

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Re: Xymati
« Reply #149 on: October 13, 2010, 09:19:41 AM »
Defender is one of my favorite arcade games, so I hope to do it some justice on the turbob.

It should be what happens if you smash deep blue and defender together.

so knowing my luck we will get:

Defender:  Action packed, challenging, fun!
Deep Blue: 90% of the world hates it.

SWEET.

lol
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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