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Demon
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bullet Posted: 27 March 2005 at 3:56pm
Currently, I am using Games Factory to develope the game. 
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iSTVAN
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bullet Posted: 27 March 2005 at 8:25pm

I'd second the notion of using TGF, if not Multimedia Fusion. I've used TGF since I was about 5 years, on and off. I've also got many contacts in the game making community that can give us a hand or two.

That's why I think we pixeller's should concentrate on designing a game that will be really asthetically pleasing. Anyone of us can go out and work on our own game, or find a programmer to do graphics for, but this is something for PIXELJOINT. So it's gotta be pixelingly beautiful, or theres not much point in this being a collaboration.

It's gotta be a game that allows us to use the best of the best of everyone's skills, whether it just means drawing backgrounds or designing big shiny bosses. That's why I think there should definatley be an isometric element to the game; we could make it like Commander Keen 1-3 or the Mario game where you walk around an iso playfield between levels.

Make sense?

Top work on the list Demon! Now I just think we need to focus on the graphical side of things. I'll post a link to this forum topic in some of the gaming website I know, and we'll see if we get any interests from abroad!

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bullet Posted: 27 March 2005 at 9:13pm
Sounds good to me.  So are we going with the level/game ideas posted in in the PixelJoint Mascot thread?  If we are then that would allow for us to choose which levels we want to make, enemies, etc.
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bullet Posted: 28 March 2005 at 2:09am
the plot lines sound very cool indeed, especially the chess club bit,
as i said before the level names need some work.

this woulds allow us to include an iso element to the game, perhaps a chess battle at the end! but perhaps it could have a twist to it!

-ollie
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bullet Posted: 28 March 2005 at 10:52am
Yeah, try and keep the game ideas into this thread.  If you've posted a game idea in another thread make sure you get it in here as well. Let's try and keep all the game ideas together.
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bullet Posted: 28 March 2005 at 8:41pm
I've been trying to find action scripters and other pixel artists to work along side in a platformer-like game I'm going to make in Flash. The main character is a bird called Bandit. I'll post his pic here eventually.... I Have yet to draw him in pixel form. 
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Demon
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bullet Posted: 28 March 2005 at 8:51pm
your project would probly be easier to make in Games Factory, although Flash does have alot more potential...
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bullet Posted: 28 March 2005 at 10:43pm

TakeOut! Haha, sorry, I mentioned checking out this topic to you in a different topic without realising you'd already been here!

Your game sounds cool, probably not right for a community collab, perhaps make a seperate topic to find prospective pixel artists? As to not confuse. I think I saw your birdy character on that Deviant Site you posted earlier, look forward to seeing in pixel!

I do like the idea of making a flash game though! I have no experience with the program, but it should definately be something we should consider.

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bullet Posted: 29 March 2005 at 2:55am
yeah, the problem with flash, is that it can get very confusing if the file is not kept in order, because of this it is very hard to have more than one developer working on the same flash file, this is just from my experience though.

-ollie
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bullet Posted: 29 March 2005 at 3:35pm

Upon further revue. Or is it review? I dunno. Revue looks cooler.

How many of you have played super metroid? *raises his hand*

Although it did have excellent gameplay, replay value, and presented a challenge, it did not, in my opinion, have good graphics. So why don't we make our own version. My first thought is that it is a bad idea, cause its not original. However, I figure we can just take aspects from the game, such as the way they set up the world.

Haha, I'll make it all organazized.

Features used:

- Full, interconnecting map

- Different regions (Assign teams of people to reigions?)

- Bunches and bunches if secrets.

- And, if we really wanna mix it up, throw the Castlevania-style weapon-getting in there.

Reasons why:

- having different artists per region would add a nice touch. I can already imagine the backgrounds that Garage Inc. could whip up. And some of the enemy sprites Sedge could do.

- Super Metroid was a wonderful game, and would well suit the current #1 option for a mascot. For example, we could make him get a star wars... whassat guy... storm trooper helmet somewhere along the way, or maybe the whole suit, for protection against... disco lights.

- I've always wondered why noone has made a game similar to Metroid.

- Huge worlds mean huge opportunity for beautiful scenery.

Yeah, this idea leaves lots of leeway for anyone else's ideas. And its still a platformer.

As far as storyline goes, we don't wanna make it too much like metroid. But in my idea, we have to have storyline (sorry Akira).

And upon further reading, I see that its not supposed to be a huge game. Oops. Well, threw the idea out there anyways.

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bullet Posted: 30 March 2005 at 2:11am
Well if everyones worried about a massive game why not just make a really solid engine and then we can expand on the backgrounds, enemies, etc. as new members join PJ.
*sigh* I suppose having a storyline isn't that bad. Just try not to have it a main part of the game perhaps?
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bullet Posted: 30 March 2005 at 8:18pm
ya, cause a game is gonna have a story anyway...  Anyways, for those that have downloaded The Games Factory, here's a Prototype i've been fiddling with.  Notice how the character can hang onto the platforms with his huge teeth .  Oh and I've added a Tiny Enemy, a Football Player if you will, but does not have the ability to hurt Eugiene, I believe that was his name?.  But you can blow the enemy away with your cheesy weapons...  Space throws an assault rifle at the enemy, and after it is pressed you can Left-Click to Blow away enemies with a bomb attack .
Prototype


Edited by Demon
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bullet Posted: 30 March 2005 at 9:25pm
Screenshots please, if at all relevant. I don't have the games factory, and don't wanna fill up the computer, so please post screenshots. Or I'll switch computers and get it on the other :)
"I was minding my own business and walking across a pebbled path, and a Duck started giving me the business."
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TakeOut
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bullet Posted: 30 March 2005 at 9:45pm
Originally posted by Akira

Well if everyones worried about a massive game why not just make a really solid engine and then we can expand on the backgrounds, enemies, etc. as new members join PJ.
*sigh* I suppose having a storyline isn't that bad. Just try not to have it a main part of the game perhaps?

agreed. The engine is the most important aspect in a game, and what is this gamesfactory? Is it capable of doing platformers and stuff? Easy to use just curious, cause I'm looking in to getting it.  If the engine fails in a game though the graphics pretty much go with it. Graphics are only important in attracting people to playing the game which is why you need good graphics. Music isn't that important really. It just enhances the gaming experience, and I know some of us will have to be able to make good music....

I say we get a huge team together and call our selves something haha, and then look for those to do music and those to do scripting and just seperate every one to different groups or regions at a time. I liked the idea further back though where we were all assigned our own regions to work in. That's a really good idea. But we'll all have to stick to a certain style which could be hard for some of us to do.

Oh and the bird on my DA profile wasn't the same bird that's going to be in my platformer I'm working on... THat was just a character I designed for my flash tutorial. The one I'm using I'll get up soon probrably.


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bullet Posted: 30 March 2005 at 10:07pm

Originally posted by TakeOut

....Music isn't that important really. It just enhances the gaming experience, and I know some of us will have to be able to make good music....

I say we get a huge team together and call our selves something haha, and then look for those to do music and those to do scripting and just seperate the all....

I'm a multitalented pixelist and I also do some music using FruityLoops. I'm up for creating some tracks for the game... dpeneding on the style you want though.

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bullet Posted: 30 March 2005 at 10:08pm
oh yes.. and screenshots please... I don't want to be downloading stuff like the games factory just yet anyways
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TakeOut
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bullet Posted: 30 March 2005 at 10:25pm
I'd rather have it done in flash, cause it could be played on the internet and could spread far and become popular. Something like gamesfactory may be harder to do, and some people out there don't prefer to download games and would rather just play them where they are. But Flash would be much more challenging with out a good team of action scripters.

I know actionscripting but it isn't full proof. I've made small games before and can do lil' stuff like hit tests but I'm not too good and my engines aren't always that great.  I'd like it if we could find some actionscripts who have knowledge and experience with making tile-based games that's the best way to do a flash platformer but also the hardest to code. Most Videogames in the snes - nes age were made tilebased. It'd take me long to explain what a tilebased game is but once you get the main engine done and level design the levels become fairly easy to code.

This is a good example of a good pixel artist who makes flash tile-based games.

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bullet Posted: 30 March 2005 at 11:18pm
Im pretty sure we've decided on using the Games Factory.  Yes it is easy to use, and creates many different types of games, such as Platformers.  There is also an addon that someone has made that allows multiplayer use over the net.
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bullet Posted: 31 March 2005 at 5:47am
Originally posted by Demon

Im pretty sure we've decided on using the Games Factory.  Yes it is easy to use, and creates many different types of games, such as Platformers.  There is also an addon that someone has made that allows multiplayer use over the net.

Is 3.1 the newest version of Games Factory? Cause I'm getting it right now.  Multi-player online would be pretty awesome.


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bullet Posted: 31 March 2005 at 4:00pm
I don't think we've decided anything yet. We have the best options for things, like Istvan's nerd and your programming in Games Factory. I don't think that means we're gonna do the whole thing in that, we could, and might change plans.
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bullet Posted: 31 March 2005 at 4:22pm

Why would we use Games Factory, an inferior version of Multimedia Fusion when we can use the latest software? I've  also got experience in both, and I dont think anything should be finalised yet. Feel free to make some mock-ups though!

If anyone hasnt gone here yet they should:

www.create-games.com

These people use TGF and MMF aswell, so check out some of the best of the best games!

Also, I dont think we should even be worrying about the programming yet. We can easily find someone really good to that for us at the end (I'm thinking parallex scrolling, advanced enemy AI and other fancy things that will only enhance the games beauty. I also disagree that music isnt really very important to a game, its just important. However, our main priority should be in designing a game that will allow us to show off our pixel skills as a community in a fun and creative way.

 

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Demon
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bullet Posted: 31 March 2005 at 5:05pm
lol ok well we need to make some draft art.  If we cant decide on a character then it wont be easy to think of anything else about the game.  I'll be posting the animated poses that i've done so far for iSTVAN's character soon. 
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iSTVAN
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bullet Posted: 31 March 2005 at 10:11pm
Awesome!
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greyscar
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bullet Posted: 01 April 2005 at 12:59am
i cant wait to see what you come up with demon,

-ollie
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bullet Posted: 01 April 2005 at 9:23am
where can i download game factory
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bullet Posted: 01 April 2005 at 9:32am

Originally posted by iSTVAN

Why would we use Games Factory, an inferior version of Multimedia Fusion when we can use the latest software? I've  also got experience in both, and I dont think anything should be finalised yet.

Exactly my thoughts. I also have experience with MMF (also with TGF of course, but I'll have to get used to it again then )...

And Stryder, you can download the trial version of TGF from http://www.clickteam.com... But like iSTVAN, I recommend Multimedia Fusion (can also be downloaded from that site), since it's more powerful and has more features.

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Demon
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bullet Posted: 01 April 2005 at 5:13pm
The speed on them is pretty fast, but my computer is gay and showed it to be slower in my Animation program, but you should get the just of it 

"At least we killed some boredom..." - Death Note.
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bullet Posted: 02 April 2005 at 1:27am
wouldnt his head and arm move when hes walking
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Demon
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bullet Posted: 02 April 2005 at 9:49am
I can see what you're saying about moving arms when he walks, but what do you mean by moving his head? like what motion?
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bullet Posted: 02 April 2005 at 2:28pm
well when you walk you move your hands forward and backwards and becuase your moving your head mught move forward or up and down just a tiny bit.
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TakeOut
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bullet Posted: 03 April 2005 at 12:10am
A game featuring some geek... Different... but could turn out good. I was kind of hoping for something errrmmm... well more bold, heroic... you get the picture. lol.
Put him on a quest to save his computer or reunite his mouse with his pc. Since well, he's a geek and he'll have geeky adventures.


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bullet Posted: 06 April 2005 at 12:27am
Hmm, if anybody's interested I'm working on an online game engine, DreamStones (http://dreamstones.gro.clinux.org/ - sorry for some reason I can't seem to make a correct link, the dialog just closes :-P).

It's written in Python (Python is easy ! Tho not as much as the Game Factory,  I guess), and is open source and free (There'll never be any question about license fees or anything, that *could* arise with the Game Factory).

The goal is to allow people to make RPG-like worlds they can connect together, and collectively edit (like walk around and add hou8ses, trees, or change a few tiles to improve things). What I'd really like to do is an in-game pixel editor - allowing players to directly create new items and stuff (But that's not forseeable in the immediate future).

The game's still in it's early phases, but right now it would be possible to set up a pixeljoint game server, with special graphics, and then anybody could connect and walk and talk around in it (You'd need a specific client, since the artwork isn't stored on server-side yet :-P But that's not hard to make. I can adapt the tile size too (and even make it FF/Zelda-like instead of diagonal isometric)).


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bullet Posted: 07 April 2005 at 7:22am
I think I already used all the game making programs. The one that I am happy with right now is Game Maker.

Here is the game I made with the old version of it. I do have the registered latest version. The graphics are mixed of my old 2001 graphics and my 2003-2004? graphics.
I have an artist beside me now who I can leave drawing for him right now. It is diffecault to be both the artist and the programmer at the same time
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bullet Posted: 08 April 2005 at 3:54pm
Originally posted by guzu_ligo

I think I already used all the game making programs. The one that I am happy with right now is Game Maker.

Here is the game I made with the old version of it. I do have the registered latest version. The graphics are mixed of my old 2001 graphics and my 2003-2004? graphics.
I have an artist beside me now who I can leave drawing for him right now. It is diffecault to be both the artist and the programmer at the same time

DAMN, That's a pretty awesome game.
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bullet Posted: 10 April 2005 at 6:40pm

Heeello, uh, ya, yur making a game or something? Well, if we can get enough of u pixellers, I could program a game, but I'm only really interested in RPGs and stuff like that. So ya, if we can get enough people working on it, I'll program the game (using gamemaker, which allows a lot of freedom, compared to some programs mentioned here). Sound good? We could do an iso game, or just the standard view and stuff, and have Tales of Smyphonia-like battles. Sound cool?

 

EDIT: Now that I see you're thinking of doing a platformer, Gamemaker is also very capable of doing a platformer, much more so than TGF or MMF, and I'll program that too. But a Metroid type game would be VERY cool. And I can also make the music, if this ever gets started!



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bullet Posted: 10 April 2005 at 8:30pm
well there seems to be alot of ppl that would like to help program/put together this game, so thats good. 
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bullet Posted: 10 April 2005 at 9:06pm
Ya, but we've got to decide a lot of stuff on this and get started!!!
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bullet Posted: 16 April 2005 at 1:39pm
I am willing to port the game to OS X if anyone is interested.


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bullet Posted: 27 April 2005 at 9:49am
Hey just wanted to say that I'm definately interested So do we stick with the geek as the main character? And shouldn't we agree now to a resolution so that we can start with some mockups?
Again I really like this idea! 
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bullet Posted: 27 April 2005 at 9:54am

Originally posted by Niss

Hey just wanted to say that I'm definately interested So do we stick with the geek as the main character? And shouldn't we agree now to a resolution so that we can start with some mockups?
Again I really like this idea! 

Good idea... I think if we just get something started more ideas will come out. The nerd/geek seems to be the consensus and why not? So what's a reasonable resolution for a game?

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bullet Posted: 27 April 2005 at 10:17am
Hmm, I was thinking of 512x448... The SNES uses that resolution too, and I usually use that when I make games too (even though they often end up abandoned at one point ).
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bullet Posted: 27 April 2005 at 8:37pm
Originally posted by odnamra

I am willing to port the game to OS X if anyone is interested.




yes, that would be beautiful, i have an imac and it is so frustrating when i cant download things.
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bullet Posted: 28 April 2005 at 4:44am
Originally posted by Blueberry_pie

Hmm, I was thinking of 512x448... The SNES uses that resolution too, and I usually use that when I make games too (even though they often end up abandoned at one point ).


That is quite large isn't it? Well just my opinion what do the others thing?
How about 320x200. I know it is rather small these days but it would be large enough for the geek...



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bullet Posted: 29 April 2005 at 10:49am
The larger the screen the more the effort. If you never worked on a collaboration thing, you better have a small resolution.
imo, 320x240 is good.

edit:
Besides, I think the artist is the one who should choose his comfortable resolution.


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bullet Posted: 01 May 2005 at 5:29am
Guzu_ligo: I first wrote 320x240 too. BUT: the old DOS VGA 256 colours mode (mode 13h for you coders) had a resolution of 320x200. Oh well but that's just for histories sake here 

Since this is a collab work we should all stick to the same resolution here right?
So come on everybody what res. shall we use then? I'm really looking forward to this
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bullet Posted: 01 May 2005 at 12:15pm

320x200 seems as good as any... not too big and it has nice round numbers.

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bullet Posted: 17 August 2007 at 10:48am
Maybe I can help as well, I mastered TGF so working together with someone else that uses that would be simple... Also, I only read the first page of this thread because I lack time, but I agree about the simple story line. It should be funny and not to deep, I once made a game about collecting stamp  just to put all my effort into programming, spriting etc. and it turned out quite good so 
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bullet Posted: 21 August 2007 at 7:23am
Posted: 01 May 2005 at 3:14pm > 17 August 2007 at 1:48pm
I ate leel's babies
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bullet Posted: 21 August 2007 at 7:47am
Lol. :(
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