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Forums > C64 Coding > Looking for C64 programmer [paid]
2015-03-07 11:01
Disthron
Account closed

Registered: Sep 2013
Posts: 21
Looking for C64 programmer [paid]



Hi everyone,

I've been developing a retro throw back game for the PC in the style of the Commodore 64. I'm working on a Kickstarter project to get it finished and I was thinking of having an actual Commodore 64 port as one of the stretch goals.

No one on the team has any live C64 programming experience so I'm putting the call out to people who might be interested in working with us. The artwork will have to be converted. Our artists try to stay as faithful to C64 specs as possible but little things can still slip through the cracks. Also you'll basically be on your own programming wise. If you're interested in the project please send me a PM and we can talk more about specifics.

Since this will be a stretch goal I can't guarantee this will go ahead even if we get funded. But I need to talk to someone in order to know how much it will cost, and thus how much to ask for in the stretch goal.

Thanks for reading my post.
~Disthron
 
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2015-03-10 08:26
Disthron
Account closed

Registered: Sep 2013
Posts: 21
Quoting Oswald
usually in shooters bullets are soft sprites (characters), but afaik soft/hard was never combined to make 1 sprite. its impractical.


Oh, I wasn't thinking about combining hardware and software sprites into 1 sprite. I was talking about having some sprites be software and some be hardware.
2015-03-10 09:15
Mr. SID

Registered: Jan 2003
Posts: 424
Quoting Disthron
Oh, I wasn't thinking about combining hardware and software sprites into 1 sprite. I was talking about having some sprites be software and some be hardware.

It sounds doable, but it's not really a good solution because of sort order. E.g. if you do the main character with software and the enemies with hardware sprites, the enemies couldn't be partially behind the main guy.
2015-03-10 09:57
PopMilo

Registered: Mar 2004
Posts: 146
Quoting Oswald
for $50k I would do it alone, incl gfx & music :) hence money is not the motivator! :)

For $50k I would quit my job and work on it till it's finished ;)
As you said $25/hour is huge in our part of world. even $5/hour can get you attention of someone willing to spend couple hours per day on something like this. With graphics and music done it would be around 1000 hours ~ $5k...

Imho something more like what Smila does is more in Scene spirit. Make it because you love it, get at least few pints out of it if others like it.

Quoting Disthron

Oh, I wasn't thinking about combining hardware and software sprites into 1 sprite. I was talking about having some sprites be software and some be hardware.

Yeah those can be used at the same time. You just can't count on lots of them. Drawing 6-7 small soft sprites (same size as hardware ones) takes almost couple frames.
It's something that can be experimented on. Lots of technical details to consider. Stuff like scrolling, number of characters in character set, color attributes, priorities...
Making a decent conversion is possible and just a question of time spent, quality and speed achieved. Here is example of 8 soft + 8 hard sprites combined . Ignore that those are in overlay combination, they could be anywhere on screen. If I remember correctly routine is running in 25fps so about 10-12fps is probably achievable in game scenario.

https://www.youtube.com/watch?v=3Utg2RfTPHU
2015-03-10 17:12
Six

Registered: Apr 2002
Posts: 293
The question was what would it cost to actually get it done. $25/hour was a conservative estimate for professional, experienced developers. I make almost twice that at my day job, and I'm nowhere near the top end of payscales for developers, especially niche developers.

Sure, you can round up a bunch of people, knock the bongs out of their hands for 5 minutes, and get them to commit to writing this game for $5/hour. You'll get a very predictable result, as evidenced by every other project of this sort to ever be attempted. You want a guarantee? Hire pros. You want a maybe? Round up volunteers.

Again, just my opinion, but I believe it's an opinion held up by years of projects like this being attempted.

My offer to help stands either way, as many other people have mentioned, it's not really about money. You'll do yourself a disservice, though, IMHO, if you don't at the very least invest in a professional project manager (Robin Harbron comes to mind).
2015-03-10 17:28
chatGPZ

Registered: Dec 2001
Posts: 11386
mmmh i dont know, but i think some of you are spoiled by your IMHO pretty damn high salary :) i know a couple of professional game devers, and none of them comes even close to 25$ per hour. i know we have made a gameboy game on a 15k budget, with 3 people in around 6 months (do the math, no i dont know how the company could even exist, those 15k barely were enough for one persons salary =P). lots of mobile- and casual gaming stuff (ie what isnt AAA titles) gets similar budgets i have heard.

that said, i think the whole "paid" thing is the wrong path. you need to find someone who _wants_ to make this game. you cant possibly pay enough for salary being a relevant factor anyway.
2015-03-10 18:03
Six

Registered: Apr 2002
Posts: 293
Quoting Groepaz
mmmh i dont know, but i think some of you are spoiled by your IMHO pretty damn high salary :)

I have two part time jobs in addition to that full-time day job, and it's still a struggle sometimes to keep things afloat. Tell me again how spoiled I am.
2015-03-10 18:29
Burning Horizon

Registered: Jan 2002
Posts: 3
I think there are likely plenty of people who _want_ to make this game, and other games. There are far less people who _can_ make this game. There are fewer still that will work for free. The number of people who have the ability, and the desire, and will work for free likely very very few.

Also, in my experience, if you pay people to do things they are (hopefully) usually more driven to actually deliver. Also, in my experience, if people are doing something for free/for fun for you, it is very difficult to tell them how to do it, to follow specifications.

In any case, I agree with Six. If you want this to actually get completed, in a set amount of time, some set of people have to get something for it, and be responsible for it. I think hoping to find someone who wants to do this "for fun" and expect them to actually deliver something while adhering to any kind of specifications won't work.

In the end this is up to them how they want to proceed, this is just (free) information for them to digest. I'll grab my bucket of popcorn, sit back, and watch.
2015-03-10 18:51
Macbeth

Registered: Dec 2001
Posts: 11
Different economies, I guess. I'm pretty sure I got around $25/hour back in 2004 when I worked on the C64DTV and Hummer. I was making about the same doing IT work at my day job (here in Canada) too, and I was hardly the best paid in the company. Nowadays I find it pretty easy to find iOS dev work for $40+ per hour.

Game looks cool, and I hope you can find the right guy or team to make it happen!
2015-03-10 18:52
chatGPZ

Registered: Dec 2001
Posts: 11386
Quote:
I have two part time jobs in addition to that full-time day job, and it's still a struggle sometimes to keep things afloat.

thats kindof interesting... with 5k a month you'd certainly have no such problems here whatsoever :)
2015-03-11 12:56
Disthron
Account closed

Registered: Sep 2013
Posts: 21
Quoting Groepaz
Quote:
I have two part time jobs in addition to that full-time day job, and it's still a struggle sometimes to keep things afloat.

thats kindof interesting... with 5k a month you'd certainly have no such problems here whatsoever :)


Well, he didn't say he was making 5K a month, he said he had a full time job and 2 part time jobs.

But we are starting to get somewhat off topic I think.
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