Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
You are not logged in 
CSDb User Forums


Forums > C64 Pixeling > Graphician for race game wanted
2010-01-14 08:00
LHS

Registered: Dec 2002
Posts: 64
Graphician for race game wanted

Hello, I'm coding a C64 game inpired by HotRod and
I'm seeking for an active graphician with enthusiasm for
cooperation. I have finished more than 80% of the main
code, the game will be free. Basic gfx of the game is
multicolor charset (Studio de Luxe) and sprites. If you
are interested, please send me a mail at lhs(a)centrum.cz
I will send you an actual preview so you can decide.

list of graphics that is needed:

charset blocks for level editor
sprites for cars
level designs with charset blocks
a fullscreen picture for an intro

Thanks.

http://i.imgur.com/Ua4K4l.gif
2010-01-14 21:01
LHS

Registered: Dec 2002
Posts: 64
Here is another screenshot. I must boast about the cars controls C64, it isn't "multiplayer only" :-)

2010-01-14 21:11
Groepaz

Registered: Dec 2001
Posts: 8022
yay, i hope it supports 4 players ? this kind of game is on my "todo" list for some time :)
2010-01-14 21:39
LHS

Registered: Dec 2002
Posts: 64
Unfortunately not, because the C64 has hopeless speed and memory capacity :-DDD
It was one of thoughts, but for all thoughts I need 2MHz and 128kB ;-)
2010-01-14 22:54
Burglar
Account closed

Registered: Dec 2004
Posts: 781
ah, a Slicks + [ntsc] clone! hope u can make it as good as that, or even better ;)
2010-01-15 10:20
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
Quote: Unfortunately not, because the C64 has hopeless speed and memory capacity :-DDD
It was one of thoughts, but for all thoughts I need 2MHz and 128kB ;-)


4 players dont require extra ram :)
just a bit of code...
how much space does 4 player interface code take ?
~100 hex max ?
(its a wild guess)

You just need to be more serious, and you can do what you want :D
2010-01-15 10:56
LHS

Registered: Dec 2002
Posts: 64
These are two different things.

4player adapter: of course the third car will be controllable via 4player adapter, it takes less than $100 bytes.

4players: there is no rastertime for support of the fourth car and there is a tension about memory for gfx of the cars.
2010-01-15 12:08
The Human Code Machine

Registered: Sep 2005
Posts: 99
@Jan Harries I think it's possible to code this game with 4 players at the same time. The bigger problem is, how do you want to handle, if a slower car get's off the screen due to the scrolling of the track?
2010-01-15 12:12
Merman

Registered: Dec 2002
Posts: 137
Quote: @Jan Harries I think it's possible to code this game with 4 players at the same time. The bigger problem is, how do you want to handle, if a slower car get's off the screen due to the scrolling of the track?

Probably the same way that Slicks/Micro Machines handles it - put them back onscreen with a loss of fuel/points (the "tug of war" scoring system)
2010-01-25 19:40
LHS

Registered: Dec 2002
Posts: 64
This is the last call for all active graphicians (who are undecided yet)! The game needs you! At this time, there is a job for another of you who wants to participate on the C64 new game project.
Please, send your reference to: lhs(a)centrum.cz
2010-01-25 19:51
Frantic

Registered: Mar 2003
Posts: 1301
Ah.. Just got a strong urge to play through Nitro on my Amiga 500. ...and perhaps Super Cars II too while I am at it. :)
2010-01-26 08:37
MagerValp

Registered: Dec 2001
Posts: 877
Bring Nitro to Datastorm! Dibs on the keyboard.
2010-01-26 14:15
Richard

Registered: Dec 2001
Posts: 551
Wooooooow! It has been a very long time since there was a racing game like Hot Rod/Slicks. :) I cannot wait to see this game. :)
2010-01-27 03:48
chancer

Registered: Apr 2003
Posts: 266
Quote: ah, a Slicks + [ntsc] clone! hope u can make it as good as that, or even better ;)

I thought it looked more like hot rod..

interestingly.. ash & dave made both that n slicks =)
2010-01-27 09:51
LHS

Registered: Dec 2002
Posts: 64
My plan is a clone of HotRod, but with better collisions and more car types ;-)
2010-05-21 14:04
LHS

Registered: Dec 2002
Posts: 64
Hey C64 graphicians! I repeat the demand, this game still needs your help! Some people were interested in it, but nothing drew when was discovered that is impossible make the graphics in Paintshop. The only one who helps is an Amiga (!!!) graphician, he draws cars in HOM sprites. But the level graphics in C64 charset (in C64 native editor) is still unfinished (almost unstarted).

Please contact me on lhs(at)centrum.cz for more details.
2010-05-21 14:43
Oswald

Registered: Apr 2002
Posts: 4041
you shouldnt force ppl to work in unusable editors. let them work freely, and code some converters.
2010-05-21 20:24
LHS

Registered: Dec 2002
Posts: 64
Quote: you shouldnt force ppl to work in unusable editors. let them work freely, and code some converters.

You are so gifted and I'm happy to see your incentive remarks!

There is a place for a converting, but I can't imagine if is possible paint a (max) $1000 byte field of char-block which is using one charset (inclusive various color in $d800) and considers sort of HI nibbles of chars in a PC bitmap editor.

In my humble lame opinion is more usable native C64 level editor where you can see charset, "simple" pleat char blocks etc. In a PC bitmap editor by assembling of blocks in a "big" picture you can exceed capacity of C64 charset and its color possibilities. But maybe it is possible.

And at a converting of a "free stream of thinks picture" I will not spend my middlescence. Be well.
2010-05-21 20:49
Twoflower

Registered: Jan 2002
Posts: 420
What about using Cartograph V1.4 (native) in combination with CartographPC V1.1? Or even add the Graphic Editor (J.Fox) to that package?
2010-05-21 21:18
LHS

Registered: Dec 2002
Posts: 64
IMHO the Levelmaker de Luxe isn't worse than the Cartograph (for users). The Cartograph looks cool, but uses direct videoram in level map (and doesn't include char editor). The Deluxe uses 4x4 char blocks and these blocks in level map (= big maps, small byte fields).
2010-05-22 20:39
LHS

Registered: Dec 2002
Posts: 64
About the converting, isn't necessary start the project from "empty charset" in the level editor. There is a chance convert basic track-units from a KOALA picture into the editor and then expand variants.

E.g. around the track are houses. One is green, second blue and third is black, but pixels have identical. I can convert one variant of the house and then can be colored in the level editor. But convert all color variants from a GIF is excessively complicated.
2010-05-23 01:59
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
no one wants to do gfx ?

send me the game, in running order, and i check it.
2011-03-09 08:04
Wildstar

Registered: Nov 2004
Posts: 39
I been away for some time but to simply put it, what is the outcome of this project.

Hmmm......
2011-03-10 16:42
TWW

Registered: Jul 2009
Posts: 382
With the latest release of CHARPAD 1.7 this should be an aproachable task by gfx'ians.

I used he mentioned program to design a level for the upcomming Proxima game and I must say I was impressed of the ease it was (ugly gfx ofcourse since I'm no gfx'ian) but sure easy to use...

-TW
2011-03-10 18:08
STE'86

Registered: Jul 2009
Posts: 270
There are loads of ways to go about this, but personally i would have thought the lack of immediate enthusiasm on the part of ARTISTS on here (i detest the word graphician) was probably down to the total lack of faith most will have in the "I'm going to write a game" statement by a demo writer you don't know.

most will have been caught out by someone in the past stating this and not being able to deliver the goods after much graphic design work is done.

The more things change the more they stay the same in this respect :) even after 25 years.

Steve
2011-03-10 18:22
TWW

Registered: Jul 2009
Posts: 382
STE:

Valid point. However sometimes it's hard to code something (or have the proper motivation to do so) unless you have somthing to play around with (lig art(^^)).

This si also why I am doing my own "art" untill I indeed have something before I start bugging our artist about doing something (My plan is to have it so ugly that he will make something out of pure disgust of how bad my "art" is 8-b)
2011-03-10 18:57
T.M.R

Registered: Dec 2001
Posts: 729
"Programmer art" was invented for this reason yes, draw any old crap as placeholders to get the code working and then an artist comes in and replaces them later when you have something to entice 'em with. =-)
RefreshSubscribe to this thread:

You need to be logged in to post in the forum.

Search the forum:
Search   for   in  
All times are CET.
Search CSDb
Advanced
Users Online
Unkle K/Reset Magazi..
Jammer/TooMany
Guests online: 36
Top Demos
1 Uncensored  (9.7)
2 Edge of Disgrace  (9.7)
3 The Shores of Reflec..  (9.6)
4 Coma Light 13  (9.6)
5 Lunatico  (9.6)
6 Comaland 100%  (9.6)
7 Incoherent Nightmare  (9.5)
8 Wonderland XII  (9.5)
9 Comaland  (9.5)
10 Wonderland XIII  (9.5)
Top onefile Demos
1 Dawnfall V1.1  (9.5)
2 SidRok  (9.5)
3 Daah, Those Acid Pil..  (9.5)
4 Treu Love [reu]  (9.4)
5 Tunnel Vision  (9.3)
6 Dawnfall  (9.3)
7 One-Der  (9.2)
8 Hardware Accelerated..  (9.2)
9 Globe 2016 [reu]  (9.2)
10 Safe VSP  (9.1)
Top Groups
1 Booze Design  (9.4)
2 Oxyron  (9.4)
3 Censor Design  (9.3)
4 Crest  (9.3)
5 Camelot  (9.2)
Top Organizers
1 Burglar  (9.9)
2 Wotnau  (9.7)
3 Sixx  (9.7)
4 MWS  (9.7)
5 Frantic  (9.6)

Home - Disclaimer
Copyright © No Name 2001-2017
Page generated in: 0.355 sec.