| |
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 |
|
... 63 posts hidden. Click here to view all posts.... |
| |
Disthron Account closed
Registered: Sep 2013 Posts: 21 |
Quoting KrillI see. But keep in mind that making a game on an actual 8-bit platform gives you all the restrictions that were one of the main reasons for the "pixel art aesthetic" in the first place.
I know, I had similar issues. Though my limitations were trying to fit my game into a tiny budget rather than a tiny amount of ram. ^_^
The game isn't being written in C. It's being written in Fusion 2.5, and won't be able to share any of the code with any port that isn't also made in Fusion 2.5.
It might be able to use the scripts from the dialog system I'm developing, but even that might not be efficient enough for the C64. |
| |
Krill
Registered: Apr 2002 Posts: 2980 |
Without much re-usable code, a C-64 port would require a complete re-implementation of the game's logic and not just a few low-level low-end hardware front-ends.
This pushes it even further into the ambitious realm.
I'm pretty positive a script interpreter for dialog handling is well within the C-64's capabilities, though. |
| |
PopMilo
Registered: Mar 2004 Posts: 146 |
Thanks Disthron for those links!
Wastland looks great in that retro pixel style with C64 palette.
I wonder if such colorfull picture could fit into bitmap multicolor mode ? |
| |
PopMilo
Registered: Mar 2004 Posts: 146 |
Quoting PopMiloThanks Disthron for those links!
Wastland looks great in that retro pixel style with C64 palette.
I wonder if such colorfull picture could fit into bitmap multicolor mode ?
Used tool at: http://c64.superdefault.com
And got this:
As always, a lot is possible on c64, just a matter of time ;) |
| |
Disthron Account closed
Registered: Sep 2013 Posts: 21 |
Hay everyone, a couple of people have volunteered to work on a C64 port of Edelin Tales on there own time. I made a video of a map test that they did. Check it out on my Youtube channel.
https://youtu.be/eAAD2DIv8b4 |
| |
Hein
Registered: Apr 2004 Posts: 954 |
Is that bitmap graphics instead of character mode? That'd rule out some programmers posting on this thread. Still, a mystery programmer who needs love, that could be anybody. :)
Nevertheless good work, whoever did it. |
| |
PopMilo
Registered: Mar 2004 Posts: 146 |
Cool!
Gotta start somewhere :) |
| |
Oswald
Registered: Apr 2002 Posts: 5094 |
looks properly optimized, i wonder how it does load data when the screen stops :) shouldnt it be possible to cram such a map into 64 ? 4x4 tiles fex, to make things eay :) |
| |
Disthron Account closed
Registered: Sep 2013 Posts: 21 |
Hi everyone. So we are starting to get a few people expressing interest in this project. I was wondering if there was a way to make a private thread? |
| |
iAN CooG
Registered: May 2002 Posts: 3194 |
use email |
Previous - 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 - Next |