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Team Infinite 8Bit PlatformerHi PIGMIs,
I need your help to finish my game. A couple of months ago I released a video of my game prototype, Infinite 8Bit Platformer. Quite a few blogs posted about it and the hits on my own blog jumped. Basically even with this very video of the very beta prototype, the idea has legs. People like it, and want to play it. <http://mccormick.cx/news/entries/infinite-8-bit-platformer> Right now I have a TODO list with about 60 bugs and features, ranging from 5 minute things to reasonably challenging things. The problem is I am finishing up a full time contract here in London and I am feeling a little burned out on the Infinite 8Bit Platformer codebase. The real secret is that I have realised that game development is not as much fun on your own. I want to do this as part of a team. When I get back to Perth in November I want to meet up with like minded people (you!), drink some coffee/beer, and get excited together about getting Infinite 8Bit Platformer finished and out onto the web. Then code like hell to make it happen. What I'm looking for is a few Python + Pygame programmers to join me in bringing the project to release in our spare time. I want to make a much bigger splash than last time, with a completed game. For example, a couple of the bigger blogs I was in contact with said that they would post something when the game was further along. My initial target is to scale up to 1000 users on release, but I think we can take it beyond that. So there it is. If you're interested in being part of this, let me know, and I'll email you about my future plans for the project and how we can move ahead. Should be fun! Chris. ------------------- http://mccormick.cx --------------------------------------------------------------------- To unsubscribe, e-mail: pigmi-unsubscribe@... For additional commands, e-mail: pigmi-help@... |
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Re: Team Infinite 8Bit PlatformerHey, looks really cool!
I've worked with python & pygame in the past (been in a few pyweeks) and would be happy to give a hand with getting the idea back on track to being finished. With pygame teams I've worked in before I normally do graphics code and optimisation, so maybe I could help out with your framerate issues :) Anyway, it'll be interesting to see how this goes. 2009/9/21 Chris McCormick <chris@...> Hi PIGMIs, |
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Re: Team Infinite 8Bit PlatformerHi Scott,
Wonderful, the frame rate issues definately need looking at, and there is an off-by-one bug in my graphics code somewhere which would be excellent for you to look at. I will add you to the list of people and get back to you all off the pigmi list. Thanks for your interest (and everyone else who has replied so far too!) Cheers, talk soon, Chris. On Mon, Sep 21, 2009 at 05:43:38PM +0800, Scott Kerr wrote: > Hey, looks really cool! > > I've worked with python & pygame in the past (been in a few pyweeks) and > would be happy to give a hand with getting the idea back on track to being > finished. With pygame teams I've worked in before I normally do graphics > code and optimisation, so maybe I could help out with your framerate issues > :) > > Anyway, it'll be interesting to see how this goes. > > 2009/9/21 Chris McCormick <chris@...> > > > Hi PIGMIs, > > > > I need your help to finish my game. > > > > A couple of months ago I released a video of my game prototype, Infinite > > 8Bit > > Platformer. Quite a few blogs posted about it and the hits on my own blog > > jumped. Basically even with this very video of the very beta prototype, the > > idea has legs. People like it, and want to play it. > > > > <http://mccormick.cx/news/entries/infinite-8-bit-platformer> > > > > Right now I have a TODO list with about 60 bugs and features, ranging from > > 5 > > minute things to reasonably challenging things. The problem is I am > > finishing > > up a full time contract here in London and I am feeling a little burned out > > on > > the Infinite 8Bit Platformer codebase. > > > > The real secret is that I have realised that game development is not as > > much > > fun on your own. I want to do this as part of a team. When I get back to > > Perth > > in November I want to meet up with like minded people (you!), drink some > > coffee/beer, and get excited together about getting Infinite 8Bit > > Platformer > > finished and out onto the web. Then code like hell to make it happen. > > > > What I'm looking for is a few Python + Pygame programmers to join me in > > bringing the project to release in our spare time. I want to make a much > > bigger > > splash than last time, with a completed game. For example, a couple of the > > bigger blogs I was in contact with said that they would post something when > > the > > game was further along. My initial target is to scale up to 1000 users on > > release, but I think we can take it beyond that. > > > > So there it is. If you're interested in being part of this, let me know, > > and > > I'll email you about my future plans for the project and how we can move > > ahead. > > > > Should be fun! > > > > Chris. > > > > ------------------- > > http://mccormick.cx > > > > --------------------------------------------------------------------- > > To unsubscribe, e-mail: pigmi-unsubscribe@... > > For additional commands, e-mail: pigmi-help@... > > > > http://mccormick.cx --------------------------------------------------------------------- To unsubscribe, e-mail: pigmi-unsubscribe@... For additional commands, e-mail: pigmi-help@... |
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Re: Team Infinite 8Bit PlatformerChris,
All the best with finishing this one, I can totally sympathize on the lone coder issue. :( You mentioned reviews on some big blogs - I have a good contact at TIGsource who may be interested in picking up the story when the game is launched, drop me a line if you'd like to pursue. Cheers, Avril. -- Reveries Virtual World www.reveri.es On Mon, Sep 21, 2009 at 5:16 AM, Chris McCormick <chris@...> wrote: Hi PIGMIs, |
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Re: Team Infinite 8Bit PlatformerHey Chris,
Looks cool. Works really well with the music. What kind of anti-griefing measures will be in place? The two main issues I'd expect are: - Someone drawing an awesome asset/picture/whatever then another person defacing it. Will there be a method of locking a drawing or something? - Then if drawings are lockable, players could be drawn around and trapped. It could be a really cool online hangout for pixel artists though, like one of the many online painting programs but in game (and pixel) form! Cheers, S Chris McCormick wrote: > Hi PIGMIs, > > I need your help to finish my game. > > A couple of months ago I released a video of my game prototype, Infinite 8Bit > Platformer. Quite a few blogs posted about it and the hits on my own blog > jumped. Basically even with this very video of the very beta prototype, the > idea has legs. People like it, and want to play it. > > <http://mccormick.cx/news/entries/infinite-8-bit-platformer> > > Right now I have a TODO list with about 60 bugs and features, ranging from 5 > minute things to reasonably challenging things. The problem is I am finishing > up a full time contract here in London and I am feeling a little burned out on > the Infinite 8Bit Platformer codebase. > > The real secret is that I have realised that game development is not as much > fun on your own. I want to do this as part of a team. When I get back to Perth > in November I want to meet up with like minded people (you!), drink some > coffee/beer, and get excited together about getting Infinite 8Bit Platformer > finished and out onto the web. Then code like hell to make it happen. > > What I'm looking for is a few Python + Pygame programmers to join me in > bringing the project to release in our spare time. I want to make a much bigger > splash than last time, with a completed game. For example, a couple of the > bigger blogs I was in contact with said that they would post something when the > game was further along. My initial target is to scale up to 1000 users on > release, but I think we can take it beyond that. > > So there it is. If you're interested in being part of this, let me know, and > I'll email you about my future plans for the project and how we can move ahead. > > Should be fun! > > Chris. > > ------------------- > http://mccormick.cx > > --------------------------------------------------------------------- > To unsubscribe, e-mail: pigmi-unsubscribe@... > For additional commands, e-mail: pigmi-help@... > > > > --------------------------------------------------------------------- To unsubscribe, e-mail: pigmi-unsubscribe@... For additional commands, e-mail: pigmi-help@... |
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Re: Team Infinite 8Bit PlatformerOn 23/09/2009, at 10:35 AM, Simon Boxer wrote: > Hey Chris, > > Looks cool. Works really well with the music. > > What kind of anti-griefing measures will be in place? Might be some useful lessons from Croquet? http://www.opencroquet.org/index.php/Main_Page Andy Dent - www.aussiedesignedsoftware.com Freelance Designer-Developer - C++, C#, Objective-C, Python, REALbasic, Ruby --------------------------------------------------------------------- To unsubscribe, e-mail: pigmi-unsubscribe@... For additional commands, e-mail: pigmi-help@... |
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Re: Team Infinite 8Bit PlatformerHi Avril,
On Tue, Sep 22, 2009 at 05:51:31AM +0800, Avril Cox wrote: > You mentioned reviews on some big blogs - I have a good contact at TIGsource > who may be interested in picking up the story when the game is launched, > drop me a line if you'd like to pursue. Great, that is really cool, thanks for hte offer! Will probably be a couple of months before we get this thing ready for launch but I will contact you again then. Chris. ------------------- http://mccormick.cx --------------------------------------------------------------------- To unsubscribe, e-mail: pigmi-unsubscribe@... For additional commands, e-mail: pigmi-help@... |
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Re: Team Infinite 8Bit PlatformerHi Simon,
On Wed, Sep 23, 2009 at 10:35:32AM +0800, Simon Boxer wrote: > Looks cool. Works really well with the music. > > What kind of anti-griefing measures will be in place? > > The two main issues I'd expect are: > - Someone drawing an awesome asset/picture/whatever then another person > defacing it. Will there be a method of locking a drawing or something? > - Then if drawings are lockable, players could be drawn around and trapped. Basically I am going to iterate on this kind of thing until we get it right. It's not really a concern for the first release though, since initially you will only be able to edit levels which you create. In future, you won't be able to be trapped because you can always just teleport to another level, just like you can go to a different URL at any time in your browser. You will be able to connect your portals to someone else's portal on their level, but they have to connect back to you to complete the two way portal. > It could be a really cool online hangout for pixel artists though, like > one of the many online painting programs but in game (and pixel) form! I hope so! Chris. ------------------- http://mccormick.cx --------------------------------------------------------------------- To unsubscribe, e-mail: pigmi-unsubscribe@... For additional commands, e-mail: pigmi-help@... |
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Re: Team Infinite 8Bit PlatformerOn Wed, Sep 23, 2009 at 01:11:23PM +0800, Andy Dent wrote:
> > On 23/09/2009, at 10:35 AM, Simon Boxer wrote: > >> Hey Chris, >> >> Looks cool. Works really well with the music. >> >> What kind of anti-griefing measures will be in place? > > Might be some useful lessons from Croquet? > > http://www.opencroquet.org/index.php/Main_Page Looks cool, thanks for the tip. Chris. ------------------- http://mccormick.cx --------------------------------------------------------------------- To unsubscribe, e-mail: pigmi-unsubscribe@... For additional commands, e-mail: pigmi-help@... |
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Re: Team Infinite 8Bit PlatformerHi Jon,
On Wed, Sep 23, 2009 at 04:34:43PM +0800, Jon Hayward wrote: > Excellent concept and while it's been done before, another spin is always welcome. > TBH it reminded me of Knytt Stories the most (http://nifflas.ni2.se/index.php? > main=02Knytt_Stories) I played one of Nifflas' games (I think it was Within A Deep Forest) and I am a big fan. He creates really awesome moods and the graphics are just wonderful. Do any of his games feature multiplayer or in-game level/graphics editing? > The strength of your toolset would be the defining feature, have you considered > including a simple music composition tool aswell? I thought about integrating sfxr at some point in the future, but for now music will be creative commons chip-tune stuff. I think putting a full tracker in there would be a bit bloaty. The main aim is to make the game social, explory, and fun. > Looking forward to seeing this finished! Me too. It still has a long way to go but we'll get there. Chris. ------------------- http://mccormick.cx --------------------------------------------------------------------- To unsubscribe, e-mail: pigmi-unsubscribe@... For additional commands, e-mail: pigmi-help@... |
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