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Awesome game artist wanted for partnership
28th Jul 20095I’ve a number of games in development at the moment, and I am looking for a quality artist to work with.
I’m happy to consider either direct paid-for work: You give me a quote, and I’ll pay you for your time (and I don’t mind paying a % upfront either). Or we can do something on a game royalty basis (50/50 sponsorship split, ad share, etc). If you are good enough, I’ll even consider both.
My only criteria are that you’re available to actually draw, not just once per quarter! And that you really understand game artwork requirements. So tile maps, explosions, characters, in-game GUI / HUD, buttons, etc.
As you can see from the games I’ve released I need bitmap / pixel art style. But I am not limited to it. If you find it easier to create models in 3DS Max and then render them out to sprites, that’s fine by me. I just want quality end results, I don’t care how you get there. But you must be comfortable working on the pixel tweaking level as I am not looking for a Flash “vector style” artist, sorry. Ideally you probably worked in creating artwork for mobile phone / GBA / DS /16-bit games, or have a style similar to this.
Hopefully this can be a long-term partnership rather than just one game, but we can see how it goes ๐
My deadlines are flexible and my requirements are nearly always small and manageable. I am far likely to be asking you to “Please draw me 6 different coloured 32×32 gems in the style of Columns” as opposed to “We’re remaking Metal Slug with twice as many levels / animations“. I’m realistic. I want to get games made quickly, so my artwork requirements reflect that. You won’t get drawn into some mammoth long project.
If you are interested please send me your portfolio (or links to games that feature your artwork) to rdavey at gmail dot com . Thanks!
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WebbliWorld is live!
23rd Jul 2009After a manic “finishing off” period the brand new version of WebbliWorld finally went live today. It’s out of beta and open to everyone!
We’ve added loads of cool new features including a huge stack of new items, pod colours, t-shirts, hair styles and more. The in-game currency is working and you can buy new items for your house (or yourself).
Lots of other little fixes, updates and changes were added – but best of all did I mention that it’s LIVE! Almost a year of work and now the general public can charge around and explore for themselves ๐
There will be a special promo video going up on the home page tomorrow, but in short feel free to register and play (especially if you have young kids who may enjoy it).
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Octopod! One of my first ever games :)
17th Jul 2009While digging through a huge stack of old Atari ST disks I found one which contained a bunch of my first ever ST games and demos. Created with STOS these are extremely primitive pieces (even by the standards of the late 1980s!) but I found it amusing watching and playing them all the same.
My very first real game was called Octopod. It involved shooting octopus, which for no sane reason would drop a gold coin after they exploded in red meaty chunks. Shoot the coin and you got points. Don’t shoot the octopus fast enough and you lost a life. Playing the game back tonight I found it insanely hard! Either my reflexes are vastly reduced now, or it doesn’t run quite the same under emulation ๐
Eitherway I present you a video of Octopod (sans music, as Camtasia was being a dick re: recording inputs)
[swfobj src=”http://sandbox.photonstorm.com/octopod.swf” width=”660″ height=”478″]
At the start you will see it’s inside the STOS editor. At the time this was a quite nice place to work, and reasonably well featured. You could have memory resident programs loaded into membanks, so you could switch between say the compiler or sprite editor at the press of a few keys. The block across the top is where you’d assign a sequence of key commands to function keys. The nasty salmon colour scheme is my fault, the default was white text on black. Remember back then most of us coded using TV sets, so this could be quite painful after extended periods of time!
I do a “list” at the start so you can view the source code and have a giggle. Oh and yes, you had to use line numbers! Only with AMOS on the Amiga did they drop that restriction. You can find out loads more about STOS at the STOS Time Tunnel web site.
I’m now considering re-coding it in Flash as part of the GYM Board 30 minute challenge ๐
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Flash Gameboy Emulator Released
17th Jul 2009This is a sweet piece of work indeed! Using the power of the gnuboy Gameboy Emulator combined with Alchemy, fishf has created a fully playable Gameboy Color emulator in Flash.
While my initial tests don’t show it to be as fast as the real thing (or the gnuboy emulator it is derived from) it’s still a mighty fine piece of work indeed!
So here is Contra: Alien Wars (Gameboy classic version) fully playable in your browser:
Download fgnuboy from here.
More posts to tickle your grey matter ...
- Phaser Coding Tips 5
- Phaser Coding Tips 4
- Phaser 3 Development Log - w/e 30 Jan
- Phaser Coding Tips 3
- Phaser 3 Development Log - w/e 16th Jan
- Phaser Coding Tips 2
- Phaser Coding Tips 1
- Phaser v2.1.3 and Pixi v2 are out!
- Welcome to the DarkForge - An archive of all my old DarkBASIC code
- Phaser goes to the movies
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