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Forums > C64 Composing > Musician(s) needed for Battlestar Galactica 64
2006-01-24 12:27
finchy

Registered: Nov 2003
Posts: 18
Musician(s) needed for Battlestar Galactica 64

Hi there,

there is a Battlestar Galcatica Project underway and we are in need of a musician/musicians. First and most importand: a conversion of the main title.
Yes, we know that there are two tunes of this, one by SoedeSoft (find it in HVSC) and one by The Fall Guys (find it in here). But the problem is: while the one of SoedeSoft sounds way to ... well ... funky with that drums in it, the one from The Fall Guys sounds like there is something missing ...

So, it is up to you (please) to make the best imaginable main theme ever. We can offer you no money, the game itself will be freeware. It's just for the fun and the fame, guys. Ain't that enough?


So long ...

finchy
2006-01-24 19:18
Nafcom

Registered: Apr 2002
Posts: 588
Quote: Hi there,

there is a Battlestar Galcatica Project underway and we are in need of a musician/musicians. First and most importand: a conversion of the main title.
Yes, we know that there are two tunes of this, one by SoedeSoft (find it in HVSC) and one by The Fall Guys (find it in here). But the problem is: while the one of SoedeSoft sounds way to ... well ... funky with that drums in it, the one from The Fall Guys sounds like there is something missing ...

So, it is up to you (please) to make the best imaginable main theme ever. We can offer you no money, the game itself will be freeware. It's just for the fun and the fame, guys. Ain't that enough?


So long ...

finchy


Sounds like a perfect job for Richard Bayliss! :) heheh
2006-01-25 14:18
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
How much of the game is done so far, i need something to wave under people's noses to get interest going...
2006-01-25 14:51
finchy

Registered: Nov 2003
Posts: 18
Just working on the title screen and some sprites, also on another picture for the end of the game. As for the code of the game: We are still in need of a coder (look in "Coders' hangout"). The screens will be hopefully ready within the next one or two weeks.

@T.M.R: Still interested? Could you "get interest going" with that little stuff?
2006-01-25 18:04
THE TEA DRINKER

Registered: Jul 2005
Posts: 39
What about preview of stuff ?
2006-01-25 19:49
Dane

Registered: May 2002
Posts: 423
Never done a game soundtrack. If I can get Mr Malmborg to give me some vacation from planet Booze I might be interested.
2006-01-25 21:46
Twoflower

Registered: Jan 2002
Posts: 434
I vote for Dane!
2006-01-25 22:00
Dane

Registered: May 2002
Posts: 423
Quote: I vote for Dane!

Well, I'll do it, but only if you join HVSC crew and rip the tune later on.
2006-01-25 22:07
Richard

Registered: Dec 2001
Posts: 621
Quote: Sounds like a perfect job for Richard Bayliss! :) heheh

It is funny you say this, because I have been asked to do the music for finchy's game :) It should be ready soon ;)
2006-01-25 22:55
Jazzcat

Registered: Feb 2002
Posts: 1045
I'd rather see Dane do the music than Richard. Even though Richard's music is his best skill it doesn't match Dane. :)
2006-01-25 23:34
Steppe

Registered: Jan 2002
Posts: 1510
Go ahead Dane! Any you get your ass over here, Twoflower - there's a pile of $1000/$1003 rips to be done that all the other HVSCers are looking at with utter boredom. ;-)
2006-01-25 23:36
Nafcom

Registered: Apr 2002
Posts: 588
Quote: I'd rather see Dane do the music than Richard. Even though Richard's music is his best skill it doesn't match Dane. :)

why not 2 tunes in the game? ;)
2006-01-26 01:47
Krill

Registered: Apr 2002
Posts: 2980
Quote: I'd rather see Dane do the music than Richard. Even though Richard's music is his best skill it doesn't match Dane. :)

i'd rather see some hard code facts first.
2006-01-26 03:41
chatGPZ

Registered: Dec 2001
Posts: 11386
yeah indeed. forget about gfx. forget about music. make a half-playable mockup first.
2006-01-26 11:01
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: yeah indeed. forget about gfx. forget about music. make a half-playable mockup first.

Some of us with experience coding games [comedy smug grin] would say it's essential to get the code moving first so that the style of the graphics and music can be decided by it and not the other way around... In not so poncy terms, the gameplay should lead the pretties, not the pretties lead the gameplay.
2006-01-26 12:28
Stryyker

Registered: Dec 2001
Posts: 468
TMR fails modern game design 101 :)
2006-01-26 12:35
chatGPZ

Registered: Dec 2001
Posts: 11386
yes, first thing you create are screenshots and a website! *rolls eyes*
2006-01-26 14:08
Hein

Registered: Apr 2004
Posts: 954
Quote: Some of us with experience coding games [comedy smug grin] would say it's essential to get the code moving first so that the style of the graphics and music can be decided by it and not the other way around... In not so poncy terms, the gameplay should lead the pretties, not the pretties lead the gameplay.

I agree.. Titlescreen and sprites make a demo, not a game.
Read Robin Levy's comment on Deadlock if I remember correctly.. Every tiny detail could be gameplay..
2006-01-26 16:49
finchy

Registered: Nov 2003
Posts: 18
Without a coder on board, we'll hardly manage to make a half playable "pregame". Men, what's it to you? Graphicians want to see a coder on board, coders want to see some graphics first - or, even better, a half ready game ...

So far: we have a tune, we have a title screen (which has to be improved). We need more music, are pixeling more pictures, trying to do some sprites, and, freaking most important of all, we need a coder who says "uh, well ... if you give me a background and some sprites, I'll see what I can do" ... most things and possibilities must be discussed with the coder, it's pointless to do that here, ain't it?
2006-01-26 19:29
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: TMR fails modern game design 101 :)

Yeah, and bloody proud of that i am as well. =-)
2006-01-26 19:39
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Quote: Without a coder on board, we'll hardly manage to make a half playable "pregame". Men, what's it to you? Graphicians want to see a coder on board, coders want to see some graphics first - or, even better, a half ready game ...

So far: we have a tune, we have a title screen (which has to be improved). We need more music, are pixeling more pictures, trying to do some sprites, and, freaking most important of all, we need a coder who says "uh, well ... if you give me a background and some sprites, I'll see what I can do" ... most things and possibilities must be discussed with the coder, it's pointless to do that here, ain't it?


Which is why most "homebrew" projects tend to be led by the programmer, the person best suited to make decisions as to what can and can't be done from the design and, more often than not, what to add to the game on the fly.

Your best bet as a non programmer is going to be to put together a "pitch document" to try tempting someone else - in this case the pitch could be a website where you have a detailed synopsis of how you envisage the game and a list of what you can bring to the table during development are laid out clearly. It needs to be quite weighty too, a couple of pages of text aren't exciting. And nothing at all should be done before there's a coder at least looking over the specs because there's always a chance it simply won't work.

Me, i make it up as i go along but i do the code and most of my own graphics too so i can - you don't have that option right now...
2006-01-27 09:14
cadaver

Registered: Feb 2002
Posts: 1160
Some heretical options that can maybe help..

1) Choose some single existing game as an example of which kind of features you'd like - because it's been already done then the features aren't impossible. Note: combinations of features from different games may get you into trouble as TMR has many times explained on Lemon64 forum :)

2) Rough prototype using SEUCK?

2006-01-28 09:28
Laxity

Registered: Aug 2005
Posts: 459
For the purpose of rounding up people for the production team, I'd suggest doing a rough design document with a fair set of mockups, serving as an appetizer but also setting the groove.
2006-01-28 11:18
cadaver

Registered: Feb 2002
Posts: 1160
Good advice actually, it just feels a bit out of place/ghey on C64 .. though I've mostly seen bisexual dating/school RPG design docs on gamedev.net, maybe that has something to do with it :)
2006-01-29 01:22
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
i am so not going to say anything... nope. Biting my tongue. Honest...!
2006-01-29 10:00
Laxity

Registered: Aug 2005
Posts: 459
Hehe.. Funny..
2006-01-29 11:29
finchy

Registered: Nov 2003
Posts: 18
Gentlemen,

I've no idea where you have that "mixing different game types" from, but that is not our idea. Why so complicated? Sure, there would be some nice things in my mind with elements of this game, and some of that ... but with this we won't get that far.

As we said on Lemon64, we are not in to search for a coding-slave who does all the work while we whip him. We are searching for a coder who wants to join and bring in his idea of how the game can be realized. HE IS THE MAIN PART OF THIS PROJECT, all depends on him. This is just about making a nice idea (which it seems to be or this topic would have ended after the second or third post) come true.

As T.M.R suggested, we will put together a "pitch document". Stay tuned ...

So long ...

finchy
2006-01-29 11:48
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Well, i vaguely seem to remember that your Lemon64 post at least leant towards the idea of mixed genres... and just out of interest, who else is involved since you're saying "we" all the time?
2006-01-29 13:39
cadaver

Registered: Feb 2002
Posts: 1160
finchy, I was not necessarily talking about mixing genres or types at all, but technical / lowlevel features.

For example, lets consider Rambo & Airborne Ranger. Both are roughly the same game type, but if one would want to to combine technical features from both (smart AI, big characters, but still flawless 50Hz scrolling) one might be setting up for a major frustration..

Of course I'm not even saying you would want to try something like that, but is it wrong to offer advice beforehand / just in case?
2006-01-29 15:04
finchy

Registered: Nov 2003
Posts: 18
Quote: Well, i vaguely seem to remember that your Lemon64 post at least leant towards the idea of mixed genres... and just out of interest, who else is involved since you're saying "we" all the time?

M-Forcer, 8r0tk4$t3n, Richard Bayliss (Title-Tune) and I so far. You're right, at that point I thought that "mixing" could be nice ... I still think so, but perhaps it is the best to focus on a straight gameplay.
2006-01-29 15:10
finchy

Registered: Nov 2003
Posts: 18
Quote: finchy, I was not necessarily talking about mixing genres or types at all, but technical / lowlevel features.

For example, lets consider Rambo & Airborne Ranger. Both are roughly the same game type, but if one would want to to combine technical features from both (smart AI, big characters, but still flawless 50Hz scrolling) one might be setting up for a major frustration..

Of course I'm not even saying you would want to try something like that, but is it wrong to offer advice beforehand / just in case?


Of course it is not wrong to offer advice, you're welcome to do so.
2006-01-29 15:32
Oswald

Registered: Apr 2002
Posts: 5095
a link to the original game ? all I found is some lame scifi series, and some 3d space shooter under this name.
2006-01-29 17:57
chatGPZ

Registered: Dec 2001
Posts: 11386
original game? *shrug*
2006-06-06 17:26
finchy

Registered: Nov 2003
Posts: 18
For all the ones who hoped we would forgot about it: bad news!
For all the ones who longed for some news: good news!

http://mitglied.lycos.de/bsg64/index.htm

Have a look and post your comment.

Greetings

finchy
2006-06-06 19:36
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
Oh great... still no coder but it's got a website now so it's bound to get made! [Ahem...]

Look, don't you think that waving a few screens around and some vague comments about a storyline (the project description says it's a shoot 'em up, since when do shoot 'em ups need a story past "if it moves, twonk it one"?!) with absolutely no examples of ingame graphics to be seen at all is possibly not the best way to entice people? Drawing that ship flying vertically and animating it well is going to be a beast of a job, perhaps that would be a better example of the would-be graphics rather than some presentation pics.
2006-06-07 19:35
JackAsser

Registered: Jun 2002
Posts: 2014
Exactly, you need to do some level design, make some enemies, describe and draw the weapons, show us some bosses, create attack wave patterns etc. etc. There are TONS to be done except for coding. You also say that you expect the coder to "take over" the project... Then exactly what is your role other than perhaps the one who took the initiative and beta tester? Sorry for being so negative, but honestly... Create more content, perhaps write some pseudo code or something?!?.
2006-06-07 20:07
Tch
Account closed

Registered: Sep 2004
Posts: 512
Been there,TRIED it..

The graphics look pretty good sofar,but it is just additional stuff,not the game itself.

Beware,it is awfully time-consuming and goddamn hard to make a good (even average) game in the genre of your choice!
I´ve tried with some old-time pals,it was finished,it got `cracked´ but it´s bloody bad!
We simply lost interest after some months. ;)
But it taught us to respect the creators of e.g. R-Type.

It´s not something to do because you have some time left.
It is a job.
2006-06-08 19:33
cadaver

Registered: Feb 2002
Posts: 1160
Quote: Exactly, you need to do some level design, make some enemies, describe and draw the weapons, show us some bosses, create attack wave patterns etc. etc. There are TONS to be done except for coding. You also say that you expect the coder to "take over" the project... Then exactly what is your role other than perhaps the one who took the initiative and beta tester? Sorry for being so negative, but honestly... Create more content, perhaps write some pseudo code or something?!?.

I'd advise against spending time with anything that can't directly be put into the game, like pseudocode or concept/design stuff. Remember this is a C64 project which, once you find a coder, will exist & proceed by its own perverse rules & reality, totally unlike an academically/commercially correct gamedev project. But lots of sprites & usable background graphics never hurt..
2006-06-14 20:18
finchy

Registered: Nov 2003
Posts: 18
@cadaver: you're right!

@all: we can proudly announce: coding will be done by hannenz! Look at our hp for more detailed infos.

So stay tuned!

Greetings

finchy
2006-07-18 19:40
stunt
Account closed

Registered: Jul 2006
Posts: 48
seeems fun to me to recreate the battlestar music. It's my job to compose for media but never done games before and im a big sid fan so even though there's no money it could be benificial for me in terms of fame and experience etc. drop me a line and we'll msn about it.
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