Be a Supporter!
Response to: Flash team. Posted October 25th, 2009 in Game Development

might you provide something to show that you are someone worth working with? No doubt you are looking for a background artist, as you are the animator and should be able to do all work involving movement, so you should show us your talent at animation.

Response to: Flash artist Posted October 17th, 2009 in Game Development

consider this though: ALL game companies present every single member with at least the one-page of the game. This is because you cant put your all into a project you know nothing about. It doesnt work like that as an artist, coder, etc. because you are simply aiming for an end instead of a product.

Response to: the warhammer 40k collab! Posted October 16th, 2009 in Game Development

how about this: break the collab into parts!! Easy, you just compile 10-20 submissions per collab, and all should be fine and dandy.

Response to: Fuck sponsers with flash Posted October 10th, 2009 in Game Development

At 10/9/09 08:02 PM, Grind29 wrote:
No no no, I don't think people should get rewarded for sponsered games since it isnt their material.

so you are saying that you dont think Armorgames or Maxgames should get rewards simply because they sponsored the game? Most of the time, they give the author at least coauthorship, and the rest of the time the author didnt want to make an account. What sort of reward would a pixel trophy even be to these sponsoring giants? They dont care, they are only posting as themselves to increase traffic. Nothing more.

Response to: I will bash your ideas here Posted October 10th, 2009 in Game Development

hold on...damnit. Why did that person link to a nearly year old thread. :( didnt even realize that.

Response to: I will bash your ideas here Posted October 10th, 2009 in Game Development

This thread instantly went to shit simply because we have maybe 5 people who posted a serious or even slightly thought-out idea.

With that said, lets get it back on track :D

Name: Psychoward

Idea: Psychoward is a side-scrolling physics-based shooter. You play as Mark Thompson, a covert ops commando who was captured and tested upon in the Psychoward. He wakes up in a cell, and after a deafening roar eminates the facility, the force-field of his holding cell dissipates. Guards are sent to secure the area, and this is where you first get a chance to experience your new-found powers: Telekinesis...

In Psychoward, you play as a well-trained op who has gained psychic powers. Throughout the game, you will unlock more powers by defeating each of the Projects, two of which being your former leader and your own brother. You can upgrade both your powers and the guns you pick up through their own upgrade systems: once after each level, you can put a point into the Psychic skill tree, increasing or expanding your powers; and you can also find weapon modification centers to upgrade the guns you find in your path.

You control your player using the WASD format for moving and jumping, while you use the mouse to aim and fire your gun. To use your powers, simply hold down ctrl and click where you desire to use it. If you are using telekinesis, simply hold ctrl and click an object to "hold" it, which will cause it to follow your cursor. From here, you can throw it either by pressing the corresponding number linked to an enemy on the screen or use momentum to launch it at your target. There will be 4 main powers: Telekinesis, Pyrokinesis, Corruption, and Obliteration, each with their own skills to be acquired and many uses.

Response to: [Sponsors] What is the likelyhood? Posted October 7th, 2009 in Game Development

im not expecting the money part of the deal early, lol. Thats like asking your boss for your paycheck before you even start working there. I simply want their support in making the game very successful. In that regard, Joe answered my question extremely well, and thanks for your input as well Louis. :) I am going to try applying to a couple sponsor sites like Armorgames.com, maxgames.com, etc. so wish me luck!

Response to: Rev Share Situation Posted October 7th, 2009 in Game Development

also, if you actually desire to profit, you might want to find an ad-generating site that supports flash movies. Should make it a lot more worth it for you.


What is the likely-hood of getting a sponsor to back your game before its release with only an engine for it and a lot of proof of talent? I am still making my small game project Psychoward, and was hoping to get a solid deal with a sponsor. They would help out production for the first game, and sponsor it, and I would guarantee them that the rest of the games in the series would go straight to them for sponsorship. Would a sponsor agree to this? What kind of sponsor, or what sponsor if you know any, would accept a deal such as this?

I ask because im not the greatest at the production side of things, which includes how best to capture people's interests besides good gameplay and graphics. (believe me, there are a lot of ways to get interest) I want a sponsor to act as the producer for the game so that it may reach its full potential.

If this isnt a workable deal, what would you guys suggest?

Response to: (Artist/Writer) Looking for Work! Posted October 5th, 2009 in Game Development

yes, more like ar7's example. (except with more realistic physics like in portal: flash version, for example)

The main thing is that the feature of the game is psychic abilities, so as long as the physics dont limit the capabilities of these powers, then that is as simple as is needed.

Response to: realtime battle Posted October 4th, 2009 in Game Development

Halosheep, here is how you comment:

1. Learn how to read things properly

2. Come back and make an intelligent post to help the author.

3. Punch self in face

@OP: how is your realtime battle system working? Is it like diablo or WOW where you must target something to attack it? Or like the elder scrolls or zelda, where you simply attack or use your ability regardless if you are actually aiming at something?

If you must target them, simply have it when you attack or use an ability, the script simply assigns the damage or effect to the enemy. no need for a performance-taxing script like hittest.

Response to: (Artist/Writer) Looking for Work! Posted October 4th, 2009 in Game Development

well, here is an idea:

There will be small objects in the game that your character can lift using his telekinesis, as well as enemies. (enemies dont need to be ragdoll, I can fake that easy enough)

You can throw objects into enemies, and can use momentum to throw them. It isnt complex physics, I just need well enough physics to have telekinesis work in the game.

Response to: (Artist/Writer) Looking for Work! Posted October 4th, 2009 in Game Development

I full-heartedly agree, but my abilities as a writer expand beyond just storyline and script, and into the world of actual game design. So if a team is having no trouble finding talent, but cant quite get a game underway, I would be there to help them get a solid game written up, divvy up the work for them, and set up a schedule. The reason I ask 10% is much like a commission rate, and its not truly putting me in the team.

Either way, though, I believe that writing is not a marketable skill in flash development, and must be dependent upon a more productive skill like art, animation, and coding.

Response to: (Artist/Writer) Looking for Work! Posted October 3rd, 2009 in Game Development

again, send a pm my way. :)

Response to: How fast do you Animate? Posted October 2nd, 2009 in Game Development

lol, I take forever. On average, I spend a good 5 minutes per frame for the first 10 frames, then I jump to maybe a minute per frame. If I really get into the groove, I could cut it to as little as 30 seconds per frame, but I usually do multiple passes (as in, I do rough, then outline, then color, then shading) anyways, so I still spend massive amounts of time on each frame.

Response to: Finished Game Needs Graphics. Posted October 1st, 2009 in Game Development

I sent you an email about this project. :)

Response to: (Artist/Writer) Looking for Work! Posted October 1st, 2009 in Game Development

sent you a pm, respond to that first. :)

Response to: realtime battle Posted October 1st, 2009 in Game Development

what if when I had a question about drawing something or animating something I just put:

:how do you animate someone?

or

:how do you draw a face?

what sort of response would I get? Elaborate on your questions! Perhaps you should put this:

I have been having troubles figuring out how to make a basic realtime battle system. I figured out how to [insert something you discovered in this area through your own research], but the problem is that [insert why this information isnt working with your problem, or list something you couldnt find out about]. I have looked through [insert actionscript.org and other tutorial or resource sites] and have yet to find information regarding my specific problem. Where did you guys find the neccessary coding to make a realtime battle? What are the things I need to have in my code to get a realtime battle system working?

With that said, there are a few portions I know to making a battle system:
1. Player's actions
2. Enemy's actions
3. Health, Energy, and other limiting factors (cooldowns)
4. Status buffs and debuffs
5. All other stats that effect enemy or player

Using this, you can make a checklist of what you need to make a functioning battle system. I would start with the basic hits (make sure you can scale damage, speed, cooldown, etc.) the player and enemy deliver, their health, energy, etc. and any other stats they have like armor, dodge chance, etc.

Response to: (Artist/Writer) Looking for Work! Posted October 1st, 2009 in Game Development

thank you dugh! :D Good luck finding your own commissions as well, I see you are asking, too. :)

Response to: realtime battle Posted October 1st, 2009 in Game Development

no, maybe the OP should explain himself more. He obviously has literally no interest in learning himself, as he presented no comments on what he does know of it, what he has tried to learn it, or even asked specific advice on the matter. He said: can anyone tell me how to make a real time battle. That is probably the laziest coding question I have seen.

@OP: Put some effort to at least research what you are trying to figure out! Go to Actionscript.com, figure out the component parts to a battle, put some legwork in!


well, seeing as I have not found a coder for my Psychoward game, and I am waiting for work done by my coder for The Blood Throne, I am open for a couple types of positions:

Animator:
I am a well-experienced animator, in both character and object animation, who has been in the animation scene for a good 2 years. I have many animations under my belt, and have skill mostly in traditional animation, or Frame-by-frame animation. I have done tweens, but still rather my work done traditionally. This means that even at high frame-rates, you will have quality animation. I am experienced in including shading and other effects in my animations, so the quality of your sprites is only limited by what you desire! Here is a few of my most popular:

Creating a Hand:

http://www.truploader.com/view/808296

Practice Collaboration Menu:

http://www.truploader.com/view/421639

Early Fullbody Work:

http://www.truploader.com/view/8481

Artist:
I have been an avid artist since I was 10 years old, learning how to paint, draw, sculpt, and even shape glass. I have skill in anatomy (not incredibly well, but enough to draw a realistic person), character design, effects, shading, and many other qualities. I am devoted to all I do, and as such can do almost anything required, and will learn how to draw something very quickly if I dont already know how. Here are some examples of my work:

http://www.truploader.com/view/061593 (General Myers, a character from The Blood Throne; early concept)

http://www.truploader.com/view/433330 (A dojo, based on the one from the matrix, but almost fully created from scratch)

http://www.truploader.com/view/905610 (chimaera, the main boss of The Blood Throne)

http://www.truploader.com/view/610890 (Revised concept of General Myers)

http://www.truploader.com/view/160791 (King Raphael, another character from The Blood Throne)

http://www.truploader.com/view/858148 (one of my oldest, yet still one of my most favorite designs...this was from a project I had hoped to do based on the Legend of Zelda. It was an epic, but ultimately undoable project at that time. :( )

Writer:
As a writer, I have at least 8 years of experience, writing short stories, game designs, comic books, all sorts. I am currently best at writing game storylines and game designs. This is something I aspire to better myself in and pride myself of. My current two examples in this area are:

http://www.flashgamelicense.com/view_thr ead.php?thread_id=11278&last_read_post_i d=71864 (Project Psychoward's writeup. I have a MUCH more detailed document of the game as well, but I am cautious of posting it, and would rather show it to people on singular request)

https://www.mochimedia.com/community/for um/topic/looking-for-coder-tower-defense -game (The Blood Throne)

Compensation:
as an artist and/or animator, I desire 33%-40% compensation. As a writer or game designer, I desire 10% compensation. If I am both, I will get at least 40% compensation, but dont feel forced to pay more than if I was just animator/artist. :)

Availability:
I am pretty much available any time at all, simply give me a schedule of when you want to be able to contact me.

Contact Information:
to contact me, you can email me at: tomocles@yahoo.com.

to instant message me, here is my IM: Windows Live- tomocles@yahoo.com

weird I know, but it saved me time to just use my original email. :)

Response to: Finding teams... Posted September 30th, 2009 in Game Development

thats the problem I have been dealing with. I personally think that having backgrounds in artistic media like Graphic Arts, Writing, and Design would be a lot more applicable to the world of game design than more practical ones like Programming, Technical Design, etc. where the world of coders lie. I am not saying that coders dont have great ideas, as a lot of them do, but in general it is preferable to have experience in those areas that the player can see so that you understand that portion more. The coder can handle the practicalities of it like coding and structure, while you focus on the parts of the game important to keeping the player...well, playing!

If the coder was also the designer, this puts a big burden on the coder, as he has to step out of his comfort zone, as he is trying to manage the artist's direction, create a story that the player enjoys, and conceptualize designs for interfaces and the like. I realize that it happens all the time, but usually comes at the expense of the artist, who is likely very amateur. This doesnt mean bad, but means that its very hard to step into someone else's vision, making it difficult to work. This happens to coders as well, but its a lot easier to judge if a coder is proper for a project than an artist.

Response to: Finding teams... Posted September 29th, 2009 in Game Development

slim-bean I am sending you a pm now. To the rest, thanks for your input and its probably because the game is overly-complex due to the timeframe I put on it. I will just loosen the deadline on it and see if that helps

Response to: Finding teams... Posted September 29th, 2009 in Game Development

it may simply be because my projects are more ambitious than their worth to the coders, so they instead just want me as their artist for their own game.

Response to: Selling a character; Highest bid. Posted September 29th, 2009 in Game Development

I think the fact that the character art is limited to a very specific kind of game (a launch-the-character game), that it is only really viable for you to simply find a coder and try to make a game from it. I mean, why not? You already did the biggest part; with some backgrounds, the objects, and the cannons, you would be set with a pretty damned good looking game, that would definitely sell more than the time you would put in.

Finding teams... Posted September 29th, 2009 in Game Development

...I have always found this: As an artist, I can ALWAYS find a team to work with. As a designer (even if I am still the artist, which is always the case), I can NEVER get a team together. Is this to say that all coders want to be the designers of the games, and literally wont work with you unless that is the case? I have had many projects where I have made a game design, which included game concepts, game design doc, and coder's cheat sheet, that would simply lay in waste because any coders that responded, only wanted to request me to work with them. I know my ideas arent bad, and would certainly be profitable, as it has been commented by sponsors who actually wish for my projects to get on their feet, but there is something about an artist designing the game that wards off coders.

Even on my most recent attempt, Psychoward, I have found coders, but they are ones that are up to their knees in projects, (which always says something about their work ethic) and both have offered instead that I work with THEM on a project. Coders seem to want control, even when they see someone who is clearly talented in the areas of game design. (which requires control, mostly)

What is your opinions on this? Do coders just want control? Or is there something else to this?

Response to: (Coder) Project Psychoward... Posted September 27th, 2009 in Game Development

still currently looking for a coder. We have a full coder's design document (going to add more details, at the recommendation of a coder, but they otherwise feel it was very solid), and are ready for undertaking. Just to overview what the coder will be doing:

Physics (big one...the physics will only apply to enemies [may create premade animations instead] and small objects that I will specifically label in the level design)
Psychic powers (Telekinesis, pyrokinesis, corrupt, and obliterate...corrupt will cause enemies to become aggressive towards anything around them, obliterate will blow them up)
Skill Tree System (this will be used to upgrade your powers)
Weapons
Weapon Upgrades system
Side-scrolling engine
Shooter with aim and fire mechanics
Scripted events
Dialogue system (simple read and click with a picture of the character talking)
Cutscenes
etc.

It isnt anything impossible, but you must have experience in this field of work and the time to dedicate to finishing it in a month's time (which will be exactly 31 days after joining the team).

Response to: Looking for an animator Posted September 24th, 2009 in Game Development

what will WE be expecting from YOU? It doesnt sound like you are doing much to anything at all, and you dont realize how much work you have laid out. Sex scenes means that the person has to be skilled in anatomy, especially since its anime, and most of that other stuff is high-experience requirement.

Response to: (Coder) Project Psychoward... Posted September 24th, 2009 in Game Development

well, the main thing is that I pretty much have to come up with it all, and I am not good at very simple games. This game was SUPPOSED to be simple, look how that turned out. :P If I can make this in a month, I would have possibilities for sequels that would have even higher sponsorships and publicity, making it a lot more profitable in the longrun.

Response to: (Coder) Project Psychoward... Posted September 24th, 2009 in Game Development

I realize how unfair the compensation is, so here is a better deal:

40% for coder of whatever profit we make, including ad revenue

60% for composer, so he can keep his apartment. :P

This project was concieved for the very specific reason of paying our composer's rent, as me and him are working on a MUCH bigger project. I am not giving him 60% because he is just so amazing, I am giving him 60% because I dont want him living on the streets until he can find another apartment. :P