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It's for my vertical shooter that I'm coding. I'm looking for someone who's interrested in drawing alot of tiles for the maps. I have someone who's working on the sprites and someone composing the music. The engine is progressing along nicely. Send me a private message along with some of your art if you're interrested. Thanks 8)
Send me a demo pls....

:bounce:
same goes for me.

ThaMariuZ@hotmail.com

art examples at www.blueqb.de.vu

cheers/mariuz
Well, there's not much to show right now. So far I have a good solid foundation for an engine which loads maps created by my map editor and scrolls them. It only supports two layers tough, because of memory restrictions. One for ground layer and one for fringe like roofs, and trees, so ennemies can hide under them. I'm splitting up the map data into low and high bytes to save me half the space. I'll be adding my object handler soon. I expect to turn it into an arcade machine after. But yeah, again, if you're interrested in develloping this game with me, maily artwork, let me know and send me your artwork 8)
Thanks

ThaMariuZ: I'm using the computers at the libray at the moment because I don't have the net. And they're really restricted, so some sites don't open, like yours for examples. Would you mind displaying your art directly on the forum so I can see them? Or, I'll have to let you know once I get access somewhere else, like my buddy's place. Thanks
what type of a shooter are you making? is it:

1. futuristic? Metal platforms, high tech stuff?
2. earth? trees, rocks, water, etc. etc.?
3. space? stars, asteroids, etc. etc.
4. something i'm not even close to? :wink:

also, how big would the tiles be?

how many?

sorry for the numerous questions, but i'm just kinda curious.
Well, I'm looking to make it techno-ish, but old, clunky, not sleek techno-ish, sorta like raiden. I'm looking to put in 10 levels. The engine is built to support any tile size, but I had 10x10 in mind so you can add a lot of detail and reduce the grid of the game. Also, the way I coded my engine let's you have a tileset for every layer. And since I'm splitting up the map data into low and high bytes, with two layers, then you have a range of 256 tiles per layer, so 512 in all per level. So differant levels can have different tilesets to reflect the changing levels. The map editor is already set up and it's easy to use. Every map will be about 50 tiles wide for multi-directional scrolling and 300 tiles high. I'm very dedicated to professionalism when it comes to my games, so I'm looking for someone who's willing to spend about 6 months to a year working on a lot of detailed tiles. The end product will certainly be rewarding if the work is put in. Thanks for any ideas, support, and interrest. Post me a private message along with some your art portfolio if you're interrested. Thanks
Well, not many replies. ThaMariuZ:, let me know if you're still interrested. Maybe I'm asking the wrong types of people. Does anybody know of a forum where tile artists are looking for programmers like us to make games like this?
If there's $$ involved, try pixelation forum at swoo.net
(pixelation.swoo.net)

They also want to know a LOT about your code (language, how many people working on it, completion, etc.). Many of them are hard-core programmers like ourselves, too... careful not to BS them.
Dearest R@dioman,

HELLO THERE TO YOU AND SPLENDID GREAT FORTUNE TO YOU ON YOUR PROJECT, MAN!!! Wink !!

I as of yet do not have any ideas on a forum where tile artists look for such _promising_ programmers like you to make vertically-scrolling shooting games (I wish I do, though! :normal: ), BUT to be truly honest with you, man, I love to help you out with my original downloads that you may find **quite** useful, so do check these out:
  • • Real Time Star Routines v2.0 (A **MUST** if you are using RelLib for your current project!!)
    • Extend Bonus Routines (This program lets you relive the wonderous arcade days of earning extra lives upon scoring certain amounts of points!! A HANDY ITEM!!! Big Grin !! )
    • The 8-Bit Palette Machine for Future.Library (Designed for the “QuickBASIC Caliber Programming Compo (Summer & Autumn 2003)”. This is the **DEFINITIVE** 8-bit palette manipulation library for Future.Library that is well worth trying out, even if you were to use that lib for your projects! Cool ! )

And, since your project is indeed a vertically scrolling shooting game, I *encourage* you to please check out Original Category #2 for my “QuickBASIC Caliber Programming Compo (Summer & Autumn 2003)” right here to give you some ***EXCELLENT*** pointers, ideas, and inspiration through such spectactular games from Japan as Storm Caliber, Zen-Ichi, Haritama, Warning Forever, GunFlame, and MANY ( :o !! ) others!!! And since the deadline for invitations to my compo so far is December 31, 2003 and the main contest deadline is February 29, 2004, you can choose whether or not you want to sign up for an invitation to my compo to use your project as an OFFICIAL entry, ok? Wink !

Either way, I wish you RATHER well indeed on your project, R@dioman!!! :king: !!



ENCOURAGING YOU ON YOUR GAME CREATION AS **DEEPLY** AS EVER,

[Image: AAPMini.gif]
Adigun Azikiwe Polack
One of the Founders of “Aura Flow”
Webmaster of the AAP Official Homepage
Official Founder of the “QuickBASIC Caliber Programming Compo”



P.S. Also, don’t forget to check out the possible plaques that you can win at my compo, should you *really* decide to enter! Wink !