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Messages - Nomosoft

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Paid Work / Need a character sprite
« on: November 13, 2012, 11:40:58 am »
Edit: Just to be clear, the character will be in a 2D side-scrolling environment. I would render 3D models to sprites for use.

I need a character along the lines of the player character used in Limbo:

I do not want a clone of that character, but I am looking for a realistically human-shaped character, done in a similarly minimal style. The mood of the game is intended to be a bit gloomy. Another game with the sort of humanoid characters I am looking for, but not the right mood or setting, is Aquaria: I prefer the character be closer to the Limbo character in proportion.

The character will need to: Walk, run, crouch, jump, climb, and hang on/dangle from objects. Character may also need to creep (see: crouch), and slide.

This character does not need to be 100% polished. I am currently trying to put together a demo to get my partner interested in the project. Basically, I need a character charismatic enough to convince my fellow programmer/other half of the money that the project is worthwhile.

Please reply here (to keep the thread alive) if you think you can do this. I will want to see examples of your previous work. If you want to whip up a concept piece, please do.

I would LOVE for this character to be vector art, or a fully rigged and animated 3D model, but I am certainly willing to consider straight pixel art.

Send me a private message with your rates, schedule, and anything else you want me to know. I will likely be posting this ad on several developer forums, so please don't be offended if I don't choose you. I look forward to working with someone on this, soon.

Windows / Mac / Flash / HTML5 / Re: Super Rocketeer Devlog
« on: November 06, 2012, 09:45:08 am »
Game's still going. Way too much experimentation and undoings for me to report on it as if they're concrete updates. I do feel bad for going quiet and want to get back into being transparent, but I feel with the way I'm doing things my devlog would sound more like me pondering which directions to take the game in rather than having a clear focus. Thanks for the concern, I might do more devlogs soon in a different style.

Spriting Everything was fun but I'm not sure I'm intent on continuing it.

Just for the record, I, and I am sure many other fellow devs, enjoy watching the whole process and don't mind if you lose focus and meander from time to time. It's fun just to be included. That's your call, though. Personally, I think you've got the most exciting Stencyl project I've seen, to date, and I'd love to see what you're up to with it.

Spriting Everything was really cool. Maybe you can pass the torch to someone else if you're not interested in continuing it. That sort of knowledge and skill sharing is one of the things I've always loved most about the indie dev community.

Windows / Mac / Flash / HTML5 / Re: Super Rocketeer Devlog
« on: November 05, 2012, 12:30:49 pm »
What happened to this? No updates in months, and the Twitter account seems to be gone. Super Rocketeer and Spriting Everything are two of the best things to come out of this community, I'd hate to think they just died.

Ask a Question / Re: Stencyl and wmode=transparent
« on: July 20, 2012, 01:00:14 pm »
Anyone? This is driving me minorly crazy.

Ask a Question / Stencyl and wmode=transparent
« on: July 19, 2012, 12:42:12 pm »
I want to create a Stencyl project with a transparent background. I've done this with Flash in the past, using the wmode param with a value of "transparent" in the <object> tag. This doesn't seem to work with Stencyl. When I select "no color" for my scene background, Stencyl seems to produce the exact same thing I get when I select a white background: the game fades in to a solid white rectangle, and wmode doesn't allow me to see through the background to the page below.

So, if I want a transparent background and want the actors drawn directly onto the web page behind the game's HTML container, what do I need to do?

Your game is spewing thousands of 0s into the debug log, and I also see a "behavior does not exist" error pop up, sometimes. You should probably get rid of the debug output, as it's never good for frame rates or smooth gameplay.

Paid Work / Re: Who wants to make an RPG? :)
« on: June 03, 2012, 04:54:51 pm »
You stopped replying to my PMs. If you're not interested, anymore, say so. I might try to work with someone else on it.

Game Art / Re: 2D/3D Game Artist
« on: May 31, 2012, 10:57:43 am »
Your portfolio link is broken, you might want to edit the original post.

Your work looks nice. Give me some idea what you rates are for 2D work. I'm working on a small project, now, which will require a couple of characters with two or three animations each, and possibly interface and background work.

Paid Work / Re: Who wants to make an RPG? :)
« on: May 22, 2012, 01:53:18 pm »
I have a few ideas I've been toying with. I'll send you a private message.

Chit-Chat / Re: Get yer DOS games!
« on: May 17, 2012, 09:58:03 pm »
You definitely want to play everything you can find by Apogee/Epic Megagames.

Ask a Question / Re: Dealing with slopes!
« on: May 15, 2012, 11:37:22 am »
I have been tinkering around with different codes and messing with pre-shipped behaviors to try and get what I am looking for, but it seems a bit trickier than it seems. So:

1. What is the best way to have a player transition from running up a slope to running on flat ground without having them jump up at the end of the incline (i.e. as if they were riding off a ramp)?
2. If I set friction to 0 for my player, this prevents sticking to a wall, but likewise, he has a tendency to then slide on slopes when not moving. If I turn the friction up even a little, he starts sticking to the wall. What is an appropriate remedy to this?


The Run and Jump example game has some slope-related behaviors, such as stopping your player character from sliding down while he is standing still.

Ask a Question / Re: About recycling bullets
« on: May 14, 2012, 04:40:52 pm »
Hi! I just want to ask for help regarding my codes.

What I want to happen is to create a bullet that will recycle itself if it hits a target. If it does not hit a target, it will recycle itself after 1 second.

However, what happens is that if the first bullet fired hits the target and successfully recycles itself, the following bullets will try to recycle itself before 1 second.

I actually started a thread about this in the bugs section, but no one has responded. There is definitely a problem with timers, and some actor fields (x, y) when recycling actors.

Ask a Question / Re: 2 player camera
« on: May 13, 2012, 12:11:08 am »
- When any player gets within X pixels of the right edge of the screen and is traveling to the right, scroll right until the player stops moving or reaches the right edge of the map, OR the left edge of the screen hits the left edge of any player.
-- If the screen is scrolling right, don't follow any player to the left.

- When any player gets within X pixels of the bottom edge of the screen and is traveling downward, scroll down until the player stops moving or reaches the bottom edge of the map, OR the top edge of the screen hits the top edge of any player.
-- If the screen is scrolling down, don't follow any player upward.

Repeat for left and up.

Alternatively, just don't move the camera unless all players are within X pixels of a given edge.

Windows / Mac / Flash / HTML5 / Re: Super Rocketeer Devlog
« on: May 09, 2012, 07:26:53 pm »
This looks fantastic, I want to play it. I like your explanations about how you overcame various development obstacles, those will be very useful to newbie developers.

Resolved Questions / Re: Perlin Noise Random Terrain Generation
« on: May 08, 2012, 03:31:35 pm »
Well, I've made progress!  I was able to generate the perlin noise with BitmapData, then I used getPixel to input each pixel into my 2D array.  Now I just have to get my map drawing behavior to interpret hexidecimal color codes.  The hex values are of a large range where as I only need to draw a few tiles..  :'(

Are you saying you want something like "Color 1 = tile1," "Color 2 = tile 2," etc, but you have too many colors? I'm not sure why the range of colors is an issue.

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