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Community => Cockpit Competition => Topic started by: Alec on February 20, 2009, 05:31:07 AM



Title: Cockpit Collaborations
Post by: Alec on February 20, 2009, 05:31:07 AM
Use this thread to find other folks to collaborate with on the new compo!

I'm down for writing music for stuff. As long as the game's cool.  8)

Climb up in my cockpit, baby.


Title: Re: Cockpit Collaborations
Post by: Synnah on February 20, 2009, 05:50:09 AM
As mentioned in the competition thread, I am also a guy who wants to make music for your games. I want to try and limit myself to fairly small projects, however, due to other things I have lined up for the next month or so; One or two songs, basically. 'Drop' me a 'line'!


Title: Re: Cockpit Collaborations
Post by: Hempuli‽ on February 20, 2009, 06:16:38 AM
As mentioned in the competition thread, I am also a guy who wants to make music for your games. I want to try and limit myself to fairly small projects, however, due to other things I have lined up for the next month or so; One or two songs, basically. 'Drop' me a 'line'!

>DROP SYNNAH A LINE

I'd need some Very Very Low Quality Chip musics. Like Atari-like.


Title: Re: Cockpit Collaborations
Post by: Synnah on February 20, 2009, 06:27:19 AM
>DROP SYNNAH A LINE

I'd need some Very Very Low Quality Chip musics. Like Atari-like.

This I can do! Chiptune stuff is fun and quick, because I don't have to spend ages tweaking synths, and the chip sounds generally work well together. I'll PM you!


Title: Re: Cockpit Collaborations
Post by: policedanceclub on February 20, 2009, 06:52:16 AM
If anyone needs an artist for a cool game PM ME!!!

I can't do 3d though. :(


Title: Re: Cockpit Collaborations
Post by: increpare on February 20, 2009, 07:26:01 AM
If anyone needs an artist for a cool game PM ME!!!

I can't do 3d though. :(
it's a good opportunity to learn, eh? :)


Title: Re: Cockpit Collaborations
Post by: policedanceclub on February 20, 2009, 07:47:50 AM
Indeed, I actually just made my first 3d model!  :)


Title: Re: Cockpit Collaborations
Post by: gunswordfist on February 20, 2009, 08:57:07 AM
Indeed, I actually just made my first 3d model!  :)
Kewl. I need to do the same.


Title: Re: Cockpit Collaborations
Post by: Traveller on February 20, 2009, 09:51:08 AM
I think I'm going to need music and sound appropriate to a spaceship vs spaceship game!  Couple songs, lasers, control panel blips and beeps...


Title: Re: Cockpit Collaborations
Post by: Mikademus on February 20, 2009, 10:08:02 AM
If anyone is trying on 3D for the first time and needs help, I can assist with generic 3D, OpenGL, Direct3D, OGRE 3D and Irrlicht questions. I've been coding C++ for a decade so if there's anything you want to know I'd be happy to try to help. Will probably be to busy to make a contribution of my self, though, but it would be nice to help someone else :)

:tiger:->cool()


Title: Re: Cockpit Collaborations
Post by: magnum_opus on February 20, 2009, 01:18:11 PM
Oi. I don't really have an idea yet and can't guarantee my full attention to this compo but I'd like to do something. only problem is last time I did something (demake) I ran out of motivation when I realized I was going to have to make a dozen odd sprites/backgrounds and stopped after a week. So if some artist has a smallish idea they'd like to see realized I'd be up for trying to code it.
I can do 2d in C, some C++ and Game Maker and though I've never done any graphics/game work in them I know Lua pretty well and a bit of Python.


Title: Re: Cockpit Collaborations
Post by: Solved on February 20, 2009, 02:17:05 PM
Mikademus, I'm hoping to learn Ogre3D for this compo. If I need any help I will be sure to ask you.


Title: Re: Cockpit Collaborations
Post by: Inanimate on February 20, 2009, 03:13:53 PM
I have some cool ideas and such, if someone wants them for free, just ask.


Title: Re: Cockpit Collaborations
Post by: ElTipejoLoco on February 20, 2009, 08:03:44 PM
I probably need a coder and have some ideas already. I'm not sure which idea I want to use though.

Accursed school, you make me so busy!


Title: Re: Cockpit Collaborations
Post by: Ivan on February 20, 2009, 09:01:28 PM
Is anyone here good at UDP socket programming? :)


Title: Re: Cockpit Collaborations
Post by: salade on February 20, 2009, 09:17:24 PM
is anybody disappointed on the fact that they will not be able to use their awesome 2D spriting skills on this compo? well do I have a proposal for you! have an idea for a 2D cockpit game. also, there is a part that it would be nice to get any artists in general help, in particular animators. I could code, although due to time contraints, and practicality, it may have to be in gamemaker.

its going to be a fighting game.


Title: Re: Cockpit Collaborations
Post by: Μarkham on February 20, 2009, 09:25:58 PM
Lemmings was sort of a 'cockpit' game, wasn't it?  Wouldn't most RTS and SIM games have a display that could be loosely classified as "God Cockpits"?  I don't know how far we're allowed to bend things, but I certainly don't have the time to learn how to do anything game-related in 3D right now, with school and work and all.


Title: Re: Cockpit Collaborations
Post by: Chris Whitman on February 20, 2009, 11:04:24 PM
I want to do 3D for mine, but I have a feeling it isn't going to happen.

Sure, I can get some basic stuff up and running with Ogre3D, say, but I know nothing about 3D modelling or texturing, and I have a feeling a month is not long enough to learn.


Title: Re: Cockpit Collaborations
Post by: Acid on February 20, 2009, 11:39:59 PM
Just because it says cockpit doesn't necessarily mean 3D guys... >_>

Don't tell me you have never played a 2D racer, space shooter, or mech game that had a cockpit hud! Plus think outside the box: If you get creative, almost any experience or idea can have a cockpit view.


Title: Re: Cockpit Collaborations
Post by: Chris Whitman on February 21, 2009, 12:19:10 AM
I don't recall saying I had no idea what to do; I just commented that I was probably not going to have time to do anything in 3D.


Title: Re: Cockpit Collaborations
Post by: ElTipejoLoco on February 21, 2009, 01:12:40 AM
I'm so tempted at pulling the old cockpit (http://www.youtube.com/watch?v=dcB_C8x65sY) boss (http://www.youtube.com/watch?v=3EQGIPW2cOs) archetype (http://www.youtube.com/watch?v=wSNrzt11cs8) out of the dryer.


Title: Re: Cockpit Collaborations
Post by: JLJac on February 21, 2009, 02:14:18 AM
I don't recall saying I had no idea what to do; I just commented that I was probably not going to have time to do anything in 3D.
This is what I think is bad with the compo, it's really hard to figure out some way it can work in 2d. Gotta be 3d or fake 3d :(


Title: Re: Cockpit Collaborations
Post by: Gr.Viper on February 21, 2009, 05:07:47 AM
2D cockpits have been used in sims for ages. Flight, submarines, trains, even tanks I think... Separate screens for left/right/forward/backward views or a panoramic scrollable 2D were also used quite often to compensate for lack of real 3D.


Title: Re: Cockpit Collaborations
Post by: Mikademus on February 21, 2009, 06:36:15 AM
Mikademus, I'm hoping to learn Ogre3D for this compo. If I need any help I will be sure to ask you.

I'm currently using OGRE for a few projects, so I'll be happy to help you with any questions or problems you may have. OGRE is a great framework, but it has a somewhat high-ish threshold to climb.


Title: Re: Cockpit Collaborations
Post by: Solved on February 21, 2009, 06:45:30 AM
Mikademus, after trying out Ogre it seems very complicated, I'm currently looking into Irrlicht, hopefully I'll have some more luck, I've tried out the tutorials, Irrlicht seems a lot simpler.


Title: Re: Cockpit Collaborations
Post by: nihilocrat on February 21, 2009, 08:36:01 AM
I'd agree that OGRE is a bit more complicated, but the plugins out there are very very powerful. Use something like Navi or Hikari and, voila, you are rendering a Flash object onto textures!

3D modelling is not hard to do if you restrict yourself to very basic stuff, and especially if you choose to forgo textures. I like using Wings3D, it is very minimal and just does what I want it to. After you get comfortable with extruding, beveling, intersecting lines and connecting vertices, you can make all sorts of low-poly stuff.

I am hoping someone will want to do 2D via Pyglet, and make use of its multi-window / multi-screen support. For those of us with dual monitors, it could lead to a DS-like experience, and would be pretty fitting for this compo. One screen is the outside word, the other is the cockpit controls.


Title: Re: Cockpit Collaborations
Post by: Solved on February 21, 2009, 08:53:30 AM
I agree Nihilocrat. The very rough and ready programmer art models I have so far were made simply by starting with a cube and then extruding and moving vertices around. That DS style idea sounds really cool.


Title: Re: Cockpit Collaborations
Post by: gunswordfist on February 21, 2009, 11:33:47 AM
Just because it says cockpit doesn't necessarily mean 3D guys... >_>

Don't tell me you have never played a 2D racer, space shooter, or mech game that had a cockpit hud! Plus think outside the box: If you get creative, almost any experience or idea can have a cockpit view.
Bu buh BUT I WANT TO DO TEH DOOM GRAPIX!!! heh heh


Title: Re: Cockpit Collaborations
Post by: ElTipejoLoco on February 21, 2009, 11:41:38 AM
I'm surprised nobody's doing a "GRAND THEFT MECHA" game yet- complete with a radio that occasionally hosts Indie game character interviews, and random chip-tunes.


Title: Re: Cockpit Collaborations
Post by: gunswordfist on February 21, 2009, 11:51:04 AM
I'm surprised nobody's doing a "GRAND THEFT MECHA" game yet- complete with a radio that occasionally hosts Indie game character interviews, and random chip-tunes.
PLEASE tell me you're going make that!!!


Title: Re: Cockpit Collaborations
Post by: ElTipejoLoco on February 21, 2009, 11:54:33 AM
I'm surprised nobody's doing a "GRAND THEFT MECHA" game yet- complete with a radio that occasionally hosts Indie game character interviews, and random chip-tunes.
PLEASE tell me you're going make that!!!
Ah-hahaha... but then I'd feel obligated to ask for a bunch of people's permissions to pretend to interview their characters!

But yeah, throwing that idea out there if anyone wants it. And if anyone wants my help with it after they pick it up, I'm up for that too, though I already started spriting and thinking of stuff for my own thing (http://forums.tigsource.com/index.php?topic=4862.0).


Title: Re: Cockpit Collaborations
Post by: gunswordfist on February 21, 2009, 12:03:31 PM
I'm surprised nobody's doing a "GRAND THEFT MECHA" game yet- complete with a radio that occasionally hosts Indie game character interviews, and random chip-tunes.
PLEASE tell me you're going make that!!!
Ah-hahaha... but then I'd feel obligated to ask for a bunch of people's permissions to pretend to interview their characters!

But yeah, throwing that idea out there if anyone wants it. And if anyone wants my help with it after they pick it up, I'm up for that too, though I already started spriting and thinking of stuff for my own thing (http://forums.tigsource.com/index.php?topic=4862.0).
Well you can do more than one game. You could get someone else to actually make the game with your support. Grand theft Mecha is an easy as hell sell pitch. heh heh And PL:EASE do all the interviews yourself!


Title: Re: Cockpit Collaborations
Post by: Mikademus on February 21, 2009, 05:11:13 PM
Mikademus, after trying out Ogre it seems very complicated, I'm currently looking into Irrlicht, hopefully I'll have some more luck, I've tried out the tutorials, Irrlicht seems a lot simpler.

Irrlicht is much simpler to get up and to use than OGRE. The drawbacks of Irrlicht is that is has a more restrictive back-end design and that it makes doing certain low-level stuff (like blending multiple texture stages) impossible and that there are some output inconsistencies between OpenGL and  Direct3D renderers.

If you have time to learn the system without it eating up your game development time I'd recommend OGRE, but I doubt you'll run into the restrictions of Irrlicht so you will be productive faster in that system. Also, Irrlicht natively imports .3DS, .MAX and other 3D model formats, while OGRE only supports its own .mesh format, wherefore you must convert existing 3D resources into that format (there are Blender converters etc).

As an additional benefit, Irrlicht has a very active IRC channel, while the OGRE one though well-populated is deadly silent.


Title: Re: Cockpit Collaborations
Post by: JLJac on February 22, 2009, 01:10:19 AM
I'm surprised nobody's doing a "GRAND THEFT MECHA" game yet- complete with a radio that occasionally hosts Indie game character interviews, and random chip-tunes.
PLEASE tell me you're going make that!!!
Ah-hahaha... but then I'd feel obligated to ask for a bunch of people's permissions to pretend to interview their characters!

But yeah, throwing that idea out there if anyone wants it. And if anyone wants my help with it after they pick it up, I'm up for that too, though I already started spriting and thinking of stuff for my own thing (http://forums.tigsource.com/index.php?topic=4862.0).

This is the best idea ever! Asking for permission is not very indie though, the indier alternative is to just stay anonymus so they don't know who to sue.

Also paint drawn textures is indie as hell.


Title: Re: Cockpit Collaborations
Post by: ElTipejoLoco on February 22, 2009, 01:39:57 AM
This is the best idea ever! Asking for permission is not very indie though, the indier alternative is to just stay anonymus so they don't know who to sue.

Also paint drawn textures is indie as hell.

1) Well, this IS the Collab Thread. If anyone lets me ride on their coding coattails, I'll do everything else (except maybe the music, I'm not very good with Musagi yet).

2) Yes, they are- except I'm not using MS Paint and my game isn't planned as being 3D- mostly due to the fact that my craptastic TabletPC cannot run Maya 5 (it can barely run Firefox and Photoshop at the same time...), so, uh... Ahem! :shrug2:


Title: Re: Cockpit Collaborations
Post by: Inanimate on February 22, 2009, 09:01:59 AM
Question:

If I have an idea, but no means to create it, can I still make a thread, but just say 'I need some way to actually MAKE THIS, though.  :-[ ', or should I stick around in here?


Title: Re: Cockpit Collaborations
Post by: ElTipejoLoco on February 22, 2009, 09:06:02 AM
Question:

If I have an idea, but no means to create it, can I still make a thread, but just say 'I need some way to actually MAKE THIS, though.  :-[ ', or should I stick around in here?

I have an idea, but it would slow down my Trilby spriting. Hrm.

Choices.

Edit: I have a couple of ideas, but should I really make a topic if all I'm probably gonna put in them are concept art and sprites? I don't think I have time to program anything fancy with school on my heels.
You should. Who knows, maybe somebody would help out.


Title: Re: Cockpit Collaborations
Post by: professor dead on February 22, 2009, 09:07:23 AM
Question:

If I have an idea, but no means to create it, can I still make a thread, but just say 'I need some way to actually MAKE THIS, though.  :-[ ', or should I stick around in here?

what's the idea ;)


Title: Re: Cockpit Collaborations
Post by: Inanimate on February 22, 2009, 10:50:06 AM
Well... basically, you are a program. NOT a computer program. Something I want to be a bit of a surprise. You are infiltrating... something. But for good reasons, because you are trying to fight something bad. And you are being let in. The gameplay would be very Rez inspired, the idea completely is. If I made a thread... I would post some concept art, I guess, along with some more detail after a bit. But, I suck at art, I think. So, that's why I cannot be the artist.

That's not all of it, but it's all I want to give out.


Argh, nevermind. That was a retarded idea, to not tell you! Mean of me, in fact. Here's the whole thing (Not in the style I wish to present it in a thread, of course.):

You are a mental construct, called 0RZ, and you are sent into the mind of a person. See, in this dystopian future, everyone has made their minds a bit... cybernetic. (Think GitS). Mental Constructs are like the new computer programs, and computers are bio-technological. You infiltrate a human mind, for the cause of good, to fight a mysterious new entity, a revolutionary Mental Construct which destroys minds, classified 'E-RAZ', and you are a specially made, and the very first, program which can fight these beings, an Archetype. Nicknamed Arc.

I will release better gameplay ideas and concepts and such later, in a thread, if I should. If not, I will just update this post.


Title: Re: Cockpit Collaborations
Post by: philnelson on February 22, 2009, 11:34:27 PM
Programmer by trade, though not a very good one. Learning Love2D right now, so if anyone is looking for a Love2d collaborator I would be down with that. Also have writing and (very limited) chiptune skills.


Title: Re: Cockpit Collaborations
Post by: Traveller on February 23, 2009, 12:32:19 PM
Still keeping my eyes open for a mid-90s-game-style musician for Star Crew Solo (http://forums.tigsource.com/index.php?topic=4832.0)...  I'm leaning more towards MIDI than chiptunes.  If anyone has played Sierra's game "Alien Legacy" (the original disk one, not the CD version with awful music) then they know the vague style I'm after, the nice contemplative stuff, for the title at least.

I still kinda have to figure out how put MIDI into XNA though I guess >.>  But it can't be that hard, right?

If any MIDI artist wants to take a shot at dynamic music (a la Tie Fighter), I'd love to give it a shot in a couple weeks.


Title: Re: Cockpit Collaborations
Post by: Plankhead on February 27, 2009, 02:18:13 PM
If anyone is skilled at ActionScript 3, and either has experience with or can quickly learn Papervision (http://code.google.com/p/papervision3d/), I could use some coding help on Your Face is a Cockpit (http://forums.tigsource.com/index.php?topic=4901.0). I have a very good idea of how things should be done, but I'm far better at expressing those in English than in AS3. Or any other programming language.


Title: Re: Cockpit Collaborations
Post by: Hideous on February 28, 2009, 06:05:59 AM
But papervision3D is slow as hell.


Title: Re: Cockpit Collaborations
Post by: Fattywads on February 28, 2009, 03:38:47 PM
I know its really lame to do this but: someone should create a "Palin's Alaskan Wolf hunting from a plane" game. I can do 3d and voice acting if anyone needs it, but i haven't coded a game since flash 4 was new...


Title: Re: Cockpit Collaborations
Post by: nayon on March 01, 2009, 06:43:55 AM
I need help pixelling for Orchestraitor: The Black Maestro.


Title: Re: Cockpit Collaborations
Post by: fiber optic asparagus on March 01, 2009, 03:48:00 PM
why not make a game about being the cameraman for a television show?


Title: Re: Cockpit Collaborations
Post by: ElTipejoLoco on March 01, 2009, 03:53:06 PM
why not make a game about being the cameraman for a television show?

I'd personally feel like I was copying Michigan: Hell Report... But it's an interesting idea, regardless.

Somebody could always just make a game about someone sitting in front of the TV switching channels, 'course.


Title: Re: Cockpit Collaborations
Post by: Pixelfish on March 13, 2009, 06:59:36 AM
Help Wanted  :beg:

Project:
Salvage Mech Game (working title for competition)
Talent Needed:
Music/Sound

As I'm working on my competition entry I realize that a game without any sound can be rather boring. Having hearing problems; I've never put much thought into the sound that goes into the games I play. I have absolutely no idea how to use sound and music to enhance gameplay. Any help would be EXTREAMLY appreciated and full credit will be given on the game submission.

Feel free to send me a message with questions.  :)


Title: Re: Cockpit Collaborations
Post by: nihilocrat on March 20, 2009, 07:53:48 PM
sfxr (http://www.cyd.liu.se/~tompe573/hp/project_sfxr.html) is god's gift to devs without the time and/or talent to create sound effects for their game.


Title: Re: Cockpit Collaborations
Post by: Fuzz on March 20, 2009, 08:58:37 PM
I think the thing is that he wouldn't understand how to use sfxr as he can't hear it properly? I'm not sure.


Title: Re: Cockpit Collaborations
Post by: Chris Z on March 24, 2009, 11:13:37 AM
I know its really lame to do this but: someone should create a "Palin's Alaskan Wolf hunting from a plane" game. I can do 3d and voice acting if anyone needs it, but i haven't coded a game since flash 4 was new...

Already done (http://www.comedycentral.com/sitewide/game_player/index.jhtml?game=189610)... (and pretty fun)


Title: Re: Cockpit Collaborations
Post by: Glyph on March 28, 2009, 06:17:20 PM
I need some music, too, ask more if you care, but by all means help PixelFish first, It's a first-come first-serve basis, after all. :gentleman:


Title: Re: Cockpit Collaborations
Post by: pgil on April 01, 2009, 07:32:52 AM
Glyphmasta: What kind of music are you looking for? Looking at you're game, i'd guess chiptunes, ZX Spectrum style?


Title: Re: Cockpit Collaborations
Post by: Glyph on April 01, 2009, 11:21:47 AM
Heck yes. That would be awesome. I need 8-bitty tunes for a-
ruins, hills/plains, space wreckage, jungle(must be really epic, it's huge), caves, and lava ocean. If anyone wants to pitch in, go for it! :coffee:


Title: Re: Cockpit Collaborations
Post by: pgil on April 03, 2009, 05:04:19 AM
OK, I've come up with a few ideas. Check your messages!