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[art Collab] Platformer Art Collab

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Ashman
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[art Collab] Platformer Art Collab 2010-12-29 00:35:06 Reply

Hey guys, i bring forth a new idea unto you, inspired by the NG SHMUP project, i bring you the Platformer Art Collab (PAC)

The Idea - the idea is you all get to draw a piece of each level, i would prefer if each piece is its own seperate island as such, its hard to connect different art styles into one landmass, i want you all to think outside of the box with these levels, the levels can be as big as you want, be inventive, be innovative, just tell me where the characters supposed to run and ill make it so, the collab will have 5 levels in total for you to choose from

Grassland - the basic lush green grassland you find in any basic platformer, you can include caves in your levels, cliffs, trees, even water to run through if you feel like it, or just keep it basic its up to you

Aquatic - yes...im doing an underwater level if you guys can pull it off

wasteland - name says it all, whatever you define as wasteland stick it in there, but im aiming more for desert wasteland kinda thing

futuristic - bright lights, tall buildings, you know the drill with this one,

virtual - computerised worlds, kinda like tron if you get my drift

The Rules
- the player/character is approximately 40 pixels wide by 55 pixels high and can jump about 75 pixels high, so base your levels around those figures
- the platformer will be based mostly on art, rather than gameplay, so keep that in mind, im just using this as a new way to present art
- rubbish art and ms paint (unless its supremely awesome) will not be accepted
- art should be submitted as either, a transparent png, a psd, or a .fla whichevers easiest, as i will be applying the backdrop/sky later to keep the whole level consistent, for water levels, design the level underneath and ill add the water over the top later on, for water on normal levels, tell me where the water should go and i shall do my best to fill it in, to the best of my abilities
- my word is final

Final Words
- co-authors will be chosen on quality not quantity
- helping out in the thread while im not here will help your chances
- depending how well this goes there may be easter egg levels
- depending if this works it may become and annual thing
- have fun :D
- any questions/queries ask me, i know its a big project and may be confusing, but i know you guys can do it

now go forth, and create masterpieces

i do have a working game engine for this but i wanna get some art pieces in before i post wip's

[art Collab] Platformer Art Collab

Kinsei
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Response to [art Collab] Platformer Art Collab 2010-12-29 01:04:16 Reply

At 12/29/10 12:35 AM, Ashman wrote:
- any questions/queries ask me,

Yes I have one :3
How big can we make the levels. I know you put in the size of the character and his jump height, but that really doesn't tell us how long or big we can make the level. I'm sure some of us might go completely loony and make a 4 million pixel stage.

Thats an exaggeration, but you know what I mean.

Now I have a second question. You mention that we need to tell you which direction the character is going right? Does this mean we can make the level go in any direction

Up, down, left, right, maybe move in 3 dimension? :3

>.>....
>:D Enjoy :P


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Ashman
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Response to [art Collab] Platformer Art Collab 2010-12-29 01:09:32 Reply

At 12/29/10 01:04 AM, Kinsei01 wrote:
At 12/29/10 12:35 AM, Ashman wrote:
- any questions/queries ask me,
Yes I have one :3
How big can we make the levels. I know you put in the size of the character and his jump height, but that really doesn't tell us how long or big we can make the level. I'm sure some of us might go completely loony and make a 4 million pixel stage.

any size will be fine, just as long as the player can manouver it and the art is good i dont care how large or small you make your part of the level, or parts

Now I have a second question. You mention that we need to tell you which direction the character is going right? Does this mean we can make the level go in any direction

no, i meant tell me where the ground parts the character walks on should be, since iv gotta insert em, if you want to make a bit that goes straight up then fine, be my guest, just remember the characters jump height and remember the next piece will connect to the right of it

i want to keep all levels travelling the traditional way, right, if you want a level to go up a bit or down a bit thats fine by my

DemocracyFTW
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Response to [art Collab] Platformer Art Collab 2010-12-29 01:39:08 Reply

about how large should each level be?

pixel wise

every morn I awake from the cavernous night
look at my pictures
look at pictures I look at

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Ashman
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Response to [art Collab] Platformer Art Collab 2010-12-29 01:47:00 Reply

At 12/29/10 01:39 AM, DemocracyFTW wrote: about how large should each level be?
pixel wise

thats for you to decide, just depends how much you put in your level and how big you want it to be

Martin
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Response to [art Collab] Platformer Art Collab 2010-12-29 02:10:33 Reply

I know this project is gonna be long, but when is the due date?

Ashman
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Response to [art Collab] Platformer Art Collab 2010-12-29 02:13:34 Reply

At 12/29/10 02:10 AM, WeirdAlthe3rd wrote: I know this project is gonna be long, but when is the due date?

i will set a due date sometime late march

ReNaeNae
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Response to [art Collab] Platformer Art Collab 2010-12-29 02:17:36 Reply

Yeah, there's not a whole lot of info for people to go on... which is why the shump failed. People need specifics! A stage size and fps would be a good start. How about a demo of what you have so far with fpo (for position only) art or something... anything! :P

Ashman
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Response to [art Collab] Platformer Art Collab 2010-12-29 02:24:23 Reply

why do they need to know the fps if theyre doing standalone art for the level that wont move....

anyway fps 24 stage size 550 x 400 the default,

would you guys prefer it if i gave more guidelines, max height, max width min heigh min width etc

just lemme put in the Vcam and ill post a placeholder wip thingy this is a wip from a while ago for now

ReNaeNae
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Response to [art Collab] Platformer Art Collab 2010-12-29 02:34:58 Reply

At 12/29/10 02:24 AM, Ashman wrote: why do they need to know the fps if theyre doing standalone art for the level that wont move....

'cuz maybe they'll want to add movement to it? I dunno :P ...but I do know know that the more direction and info you can provide, the easier it will be for people to make what you need. Examples and samples... even if they're super crude and basic... would probably help get things rolling. Just sayin'!

Are you doing all of the animating then?

Ashman
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Response to [art Collab] Platformer Art Collab 2010-12-29 03:11:26 Reply

character animation, menus, that stuff is being done by me yeah, if people want to add animation to their stuff thats fine by me, ill get onto min and max sizes for level pieces soon, in the meantime, new demo for you lovely people

Ashman
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Response to [art Collab] Platformer Art Collab 2010-12-30 02:00:13 Reply

ok, so since it seemed a bit complicated, i thought id give you guys an example, the ground in this new demo is about 1000px wide, and about 300 from the bottom of the island to the top makes a perfect little floating island, of course you can make yours bigger or smaller, the platform at the side is about 300 pixels wide ideal also

so, max size for ANYTHING 2000px max height 1000 remember if theres no way to get up there, it wont be seen :P

obviously these i i have drawn are just for showcase purposes so you now know what to do, any more questions?

demo

also aquatic level and water bits are cut for now, they seem too complicated to pull off with lots of people

Ashman
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Response to [art Collab] Platformer Art Collab 2011-01-01 04:33:43 Reply

hello anybody, errr yes no?

bump that looks like a bump but i assure you isnt one
CloudEater
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Response to [art Collab] Platformer Art Collab 2011-01-01 05:02:27 Reply

At 1/1/11 04:33 AM, Ashman wrote: hello anybody, errr yes no?

Make a list, use dot points and diagrams... people like that stuff.