Enterprise Forever

:UK => Programming => Topic started by: ssr86 on 2015.March.27. 15:08:54

Title: pixel artist wanted
Post by: ssr86 on 2015.March.27. 15:08:54
I don't know if this is the right subforum, but I'm looking for a graphician for a game I'm currently trying to finish... There is still much to do code-wise but I think that I could start looking for an artist at the current stage of things... The game mechanics is more or less finished (although needs some tweaking), sprite engine is currently standard-sprites-based but when I enter optimization stage (currently the game is running 10-25fps) I will probably switch to compiled-sprites for some animations (especially for the 128k), so most probably will change slightly. Some things to fix. No title and option screens yet. 

So here I'm asking if there's a person on this forum that could help. So far I have only asked one person from the cpc community but he refused.

The work to be done is:
- game background screen 168x104 16 color square pixels
- fonts (mainly digits) for the options and game panel (4-color)
- panel background 160x40 4-color
- title screen
- sprite animation (I have my own character but he needs animation)

As for the sprite animation - I'm currently using ripped graphics:
- 3 stance animation frames (32x40)
- 1 jump frame (40x36)
- 2 fall frames (48x31)
- 6 flame frames (16x16)
...but some more will be needed...

With my current tempo I think I will need a couple more months to finish (if that day ever comes).


Title: Re: pixel artist wanted
Post by: szipucsu on 2015.March.28. 13:51:58
Endi (http://enterpriseforever.com/profile/?u=15) deals with things like this but he hasn't been active in this forum for one month...
Title: Re: pixel artist wanted
Post by: ssr86 on 2015.March.31. 21:09:26
I haven't written what the game is about...

The game is a simple arcade-type - look up the minigame "ghost-trick" from "snk vs capcom: match of the millenium" for the neogeo pocket and that's basically what the game is all about. (but with flames instead of the  Red Arremers (?))

I neeed the final graphics before for being able to start the optimization stage...
[For standard sprites the actual graphics doesn't make a difference (dimensions aside) speed and memory-wise, but for compressed and compiled sprites it's completely different for all.]

I wrote to endi but he hasn't replied.
Title: Re: pixel artist wanted
Post by: geco on 2015.April.01. 08:41:46
I checked when you asked 1st, he did not visit the page in the last few weeks. Did you check if he has a personal e-mail here? Or may be Z80system can help you to reach Endi.
Could you please insert a game link here from original game, or a link about screenshots?
Title: Re: pixel artist wanted
Post by: ssr86 on 2015.April.01. 14:10:09
Could you please insert a game link here from original game, or a link about screenshots?
About the original game:

(http://2.bp.blogspot.com/-UdoN_YPF05M/UXM6apzsj6I/AAAAAAAAA3g/ZxFaQjNcwzg/s1600/snk_vs_capcom_match_of_the_millenium_ghost_trick.PNG)

video:
http://www.youtube.com/watch?feature=player_embedded&v=Gf8oEG-DlK0#t=341
(starts at about 5:40)

I checked when you asked 1st, he did not visit the page in the last few weeks. Did you check if he has a personal e-mail here? Or may be Z80system can help you to reach Endi.
I send him only a pm previously, because we get notifications on our emails, right?(well, I do...)... But I found his gmail address on his site and send him the message directly via email today....

Also asked people at the cpcwiki...
Title: Re: pixel artist wanted
Post by: geco on 2015.April.01. 14:27:57
If you do not find anybody I can try to do sprites , backgrounds based on the original one. ( I am not a pixel artist )
Title: Re: pixel artist wanted
Post by: ssr86 on 2015.April.01. 14:58:34
If you do not find anybody I can try to do sprites , backgrounds based on the original one. ( I am not a pixel artist )

Well I'm currently using the converted graphics from ghost-trick and the flames (which I use instead of red-archers) taken from contra:alien wars for the gameboy... All works (although I could do a better job with the palette at conversion because I did only some quick conversions), but I want to introduce my own character for which I have a basic sprite but I lack the skill to animate him.
Title: Re: pixel artist wanted
Post by: ssr86 on 2015.April.01. 17:05:20
I got an answer from endi, but unfortunately he is very busy and cannot help.
Title: Re: pixel artist wanted
Post by: ssr86 on 2015.April.02. 00:26:32
decided to put up a wip video:
https://youtu.be/5Qb3tiWqjtU

don't mind the colors - I did only some quick convertions for use in the prototype stage...
Title: Re: pixel artist wanted
Post by: gflorez on 2015.April.02. 01:20:43
Good looking.... I like your curtains.
Title: Re: pixel artist wanted
Post by: Zozosoft on 2015.April.02. 07:28:25
Wow! Very amazing!
Title: Re: pixel artist wanted
Post by: geco on 2015.April.02. 08:52:58
The sprites look good also, If you decide to use these converted sprites I would try to help you in graphics.
Title: Re: pixel artist wanted
Post by: szipucsu on 2015.April.02. 13:59:42
Very good! A new Enterprise program! With big sprites and many colours! There isn't many of them.
Title: Re: pixel artist wanted
Post by: ssr86 on 2015.April.02. 20:58:23
Thank you guys:)

The sprites look good also, If you decide to use these converted sprites I would try to help you in graphics.
If no graphic artist agrees to help before I'm finished with the entire game code then I will just have to use the original games's gfx and try to color it up a bit (neogeo pocket's sprites could have only 3-colors+transparency).
So I'll give you a "call" then;)

Very good! A new Enterprise program! With big sprites and many colours! There isn't many of them.
I skimmed through the enterprise gamebase some time ago and it was quite sad to see only a few original enterprise games that used some of its unique capabilities... Most of the games were spectrum ports (game emulators in some way I suppose), some cpc ones... Looking at nick's papers it's really a shame... It really makes you wonder >what if< Enterprise would be more popular in the commercial era, had an active demoscene for decades and what hidden capabilities would be discovered in the time...

It is meant to be also a "technical" demo kinda.
That's why I added the rain and transition effects and wanted to include some guitar sounds...
To present the uniqueness of the machine.
Because it seems that most people look at the computer as another spectrum or amstrad (looking at the available software library it's no wonder I guess)...

This game-to-be uses these features that are unique to the enterprise:
- a custom 16-color square pixel mode of 160x104 mixed with 4-color lores 160x40
- margin manipulations for transition effects
- linear video memory layout

The optional rain = 42 compiled xor sprites, the linear screen layout helps wrapping the drops that go outside the right screen boundary (on the cpc these would need a separate case I guess). Takes about half a vide frame to process but I like the look of it:P

I know the game itself is a "game" that can be "enjoyed" for maybe a couple of minutes to not be run ever again. But I wanted to do something small that I could actually finish (which I haven't done nearly all of the things I'd ever started in my life - a bad sign, huh?), learn the machines (it started as a cpc project, but after I saw the possibility of a real handheld resolution mode (on the cpc every odd line was border), I had to switch).
...also I wanted to introduce a game character with which I wanted to make a few more mini games, but without a skilled pixel artist that could animate it properly that's not gonna happen I guess...


Title: Re: pixel artist wanted
Post by: CiH on 2015.April.02. 22:30:12
Keep going!

Love the huge sprite goodness and that soundchip tune was divine!
Title: Re: pixel artist wanted
Post by: ssr86 on 2015.April.02. 23:10:07
that soundchip tune was divine!
The chiptune used in the "demo" is adidas.tun from the examples that are packed with musicbox. I like it very much too, but not really suits the "gameplay":P
Currently composing an original ingame tune:)
Title: Re: pixel artist wanted
Post by: ssr86 on 2015.September.21. 21:44:03
Just felt the need to write something...

Done sprites optimization. The flames are now compiled sprites. The hero is done with compressed and a few clippable standard sprites. Stance animation frames are fully compressed sprites (two sets: right and left), jump is in two versions (and both in 2 sets) because it needs some clipping and fall animation frames are only standard sprites and only facing one direction (flipping before drawing when needed) because the slowdown won't affect the gameplay as it's already gameover.
I wanted to use compiled sprites instead of compressed ones but I run out of 16kb for the sprites... And found it pretty shocking... I mean this was what... about 7 animation frames although more like 12 because of the preflipping... And already so much memory... However the sprites are around 32x40 pixels so they're quite big I guess... Couldn't do it for 64kb...

After this optimizations the game runs most of the time in 25fps. It slows down a frame when needs to clip the jumping sprite or when all flames are fired and all effects (rain etc) are turned on. But I'm really curious if using this: https://enterpriseforever.com/programming/video-config-that-allows-to-draw-sprites-vertically/ with the triple buffering could get it to run in 50fps... But that would need a lot of refactoring... and I don't have the time... I'd need to have it more-or-less finished by the last day of September (with additional 2-3 weeks for bugfixing) and I still haven't touched the gfx and msx much... :( 
Title: Re: pixel artist wanted
Post by: geco on 2015.September.22. 15:17:59
What you wrote sounds great :) ,except the last sentence ;)
If I may help, please write, I will try.
Title: Re: pixel artist wanted
Post by: ssr86 on 2015.September.22. 22:28:27
My problem is that I wanted to submit it to a retro gamedev competition but I need original gfx and music or it can't enter. I managed to contact a graphician that agreed to help me. In the meantime I found a job and haven't contacted him for about two months an when I wrote to him couple of weeks ago he hasn't done anything for me (because of some misundertanding, I guess)... And now he has a lot of other work so he can't really help me, although would want to...
I have my own character but can't really animate him properly...
I'd have to do the flames also...because they are taken from contra...


I had a funny bug... I'd called it bug.28 because it made the game hang after you press fire to skip the gameover sequence for the 28th time. I've had an enlightenment today of what could cause it and managed to fix it. It turned out that the skip routine was four calls deep and I exited it with a jump so my stack pointer wasn't reset... Needed three pops to make it right... It was funny to see that it always happened with the 28th time.
Title: Re: pixel artist wanted
Post by: Z80System on 2015.October.18. 22:21:18
Wow,

The video looks cool with the developer's eye.

Will it be 25 FPS ?
Title: Re: pixel artist wanted
Post by: Z80System on 2015.October.18. 22:25:06
I very-very like the "tear" (or what) effect at changing the screens or texts ...
Title: Re: pixel artist wanted
Post by: ssr86 on 2015.October.18. 22:31:29
Wow,

The video looks cool with the developer's eye.

Will it be 25 FPS ?
After optimization with compiled and compressed sprites, the game is 25fps most of the time. It slows down when you enable rain with other fx and more flames are fired... At least with the current ("stolen") sprites.

I very-very like the "tear" (or what) effect at changing the screens or texts ...
It was "inspired" by one ep128 slideshow at the end of a demo i saw on youtube (I don't remember which). It's playing with the margin values and eventually updating the line pointers (if you want' the image appear to "be still"). So not that much processing needed and can be used ingame:).
https://enterpriseforever.com/programming/fun-with-margins/