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I'm in. I'm an artist: http://dodgeball.deviantart.com/ I'm an animator/sound guy/writer/idea machine: https://www.youtube.com/watch?v=nHgPoL4SWUk I'm proficient with pretty much any of the Adobe Suite programs. I'm learning Java and XML, but I suck at both right now. I'm learning Unity via tutorials. No better way to learn to make games than to start making them. I live on the US West Coast, so PST or near it would be preferable. EDIT: Oops, that was meant to just be a URL, not an embedded video. Sorry folks! Also, I guess I should mention I'm looking for a coder. Preferably one who will let me look at code so I can learn as I go. Dodgeball fucked around with this message at 18:29 on Jun 2, 2014 |
# ¿ Jun 2, 2014 05:02 |
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# ¿ Apr 27, 2024 06:02 |
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Game Idea: You're a kid who loves monster movies, so you and your friends decide to make some over summer break. Basically, Home Movies, but specifically the big monster genre. You have a weekly allowance you're allowed to spend, as well as the money you make selling your tapes to other kids and relatives. You might be grounded, eliminating your weekly cash bonus for a week, or your movies might not sell enough to cover the cost of the next one, so it'll be a balancing act. (maybe take a week off and cut lawns to up your cash for the next film). With each movie you make, you can choose to: A. Make your own props/equipment/costumes. These tend to break, but broken items can be scrapped for reagents used to make more props. B. Spend your earnings/weekly allowance to buy props/equipment/costumes. These last a lot longer, but are more costly to repair, often needing money in addition to reagents. You have to gauge what your audience wants next. Should you keep a monster costume for later because a sequel might be demanded, or should you scrap it to make a new suit? When you put a movie into production, you're basically setting up a charming little vignette that will play, culminating in a freeze frame of the action (complete with the selected monster, background, buildings, lighting and props) that goes on a movie poster, which will be saved and displayed in the game's main hub (so you can see your progression). Depending on complexity, you can hire/fire specialists. Getting the popular kid in your movie might open up a new audience, but he might suck at acting, lowering the happiness of your established audience, etc. Think Home Movies meets Game Dev Story. Dodgeball fucked around with this message at 22:15 on Jun 5, 2014 |
# ¿ Jun 5, 2014 22:13 |
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JossiRossi posted:Just an update I've been adding/removing people from the Orphan list, so if you are looking for talent don't forget it's there. Not everyone I've added has been active in the latest posts or at all. I'm still interested, I just haven't posted much. Seeking a coder/programmer for my rad game (development sim about kids making charmingly bad movies over summer break) until the 23rd. If I'm still an orphan by then, I guess I'll hop on someone else's project, or just bow out entirely. Refresher: I do pixel art and animation, I'm learning Unity, but I'm pretty terrible with it right now.
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# ¿ Jun 18, 2014 20:40 |
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Let's do eet. I also have Adobe Creative Cloud, so we should be able to use the cloudshare function to keep in sync, artwise. I haven't asked him, yet, but I'm certain my friend that did all of the music for my youtube cartoon would be happy to contribute some tunes for the project, too. When you get a chance, PM me and we can bounce some ideas around.
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# ¿ Jun 19, 2014 00:28 |
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Crudus posted:I guess I missed when our team announced, I'm on Team Attention Spam. How apropos...
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# ¿ Jun 19, 2014 05:12 |
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Protocol7 posted:I would like to take a moment to introduce a brand new team today: TEAM KNIFE SHARK, consisting of myself and Dodgeball. Is it 5:30, yet? I want to leave work and draw our rad logo, already!
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# ¿ Jun 30, 2014 21:20 |
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Protocol7 posted:I toxxed as well and I have no problem sharing code with the world for Take 2 Tree house. However, art assets are Dodgeballs deal and part of the github, so don't mark us for that until I talk to him about it. I'm totally OK with it. If you want the link to the sprite-sheet PSD, I also have that available via Adobe CC.
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# ¿ Aug 8, 2014 01:12 |
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# ¿ Apr 27, 2024 06:02 |
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Protocol7 posted:Both. Previously I was far overconfident of my programming skills, and the last SA Gamedev was the first (and only other) game jam I ever participated in, and I got on the wall of shame there. We had 3 programmers, and together we barely set up Futile in Unity, back when Unity's 2D support was poo poo. I recall things seemed to get easier once you bought NGUI.
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# ¿ Aug 8, 2014 20:30 |