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TIGSource ForumsJobsCollaborations[FOUND] programmer for murder mystery game
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Author Topic: [FOUND] programmer for murder mystery game  (Read 946 times)
denzgd
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« on: April 25, 2014, 03:42:27 PM »



Hello TIGForums, I am Denzgd.

For a while, I have been working on MELYZENTRUM, "A 2D Surreal Murder Mystery Thriller in the vein of Se7en and Yume Nikki."

Recently, we've had to part ways with our programmer, leaving a spot open on our team. I need somebody who will not just be there to program the game, but actively participate in development, by maintaining regular contact, and offering suggestions as far as mechanics, art, story, etc.

For more information about Melyzentrum, take a look at our TIGForums Devlog or our Tumblr. You'll find plenty of development information.

If you are interested, PM me, or leave a reply.


Thanks!
- Denzgd -
« Last Edit: July 08, 2014, 03:12:14 PM by denzgd » Logged

bjadams
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« Reply #1 on: April 27, 2014, 08:32:50 AM »

the high res art looks great.
personally i don't like low res pixel art myself, otherwise i would have loved to be part of this project, as I'm currently looking for a new project to program...
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signal
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« Reply #2 on: April 27, 2014, 09:48:01 AM »

What language/program are you using?
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bjadams
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« Reply #3 on: April 27, 2014, 10:00:38 AM »

i have my own 2d multiplatform engine
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djpaul1963
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« Reply #4 on: April 28, 2014, 07:08:19 AM »

I could be interested in that. What platform/engine is used for the development. Do you have something coded already?
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bjadams
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« Reply #5 on: April 28, 2014, 07:15:11 AM »

supported platforms are mainly ios and android as i built my engine for doing 2d mobile games.

contact me privately about your project with some info.
i'm always open to collaborations if the project is in my area of interest

thanks
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Trash_Empire
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« Reply #6 on: July 08, 2014, 03:01:10 PM »

What programming language is it in?
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denzgd
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« Reply #7 on: July 08, 2014, 03:10:07 PM »

What programming language is it in?

Sorry, we actually found our programmer. I should have updated this post accordingly. I will fix that now.
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