Rainy day - Game project. A practical approach to complete it.


well, anyone is free to share it anywhere they want ;) It would be silly if I have to go search for other linux forums and register there just to post this ^^'
 
Yeah, that's only the built folder... the source files are in the zip file though, x1212 just made a mistake.
 
looks like I accidentally went into a subfolder instead of the project-directory ...

edit: :ph34r:

edit2: currently uploading the whole project ... first time I immediately started building to see if everything works and didn't recognize that the 'git init' was made from inside the build-directory

edit3: upload finished
 
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@DREDD: Changing programming language wouldn't really change much, it's still code only... I would like to have a graphical editor ;)

@PokeParadox: The main problem with continuing Rainy Day is that I don't see myself making the graphics... I chose pixel art for my new project cause that's doable for me but not those amazing hand painted stuff Archibald did :/
Graphical Editor is a while off for PenjinTwo I'm afraid... Sorry to lose you! :(

And yes this is exactly what put me off in the first place there's only so much a coder can do if no one can step up to make more graphics :/

EDIT: Small update - I used the GIT that x1212 created and have begun updating this to use PenjinTwo... I haven't had any issues yet but I'll have to either include or port(preferred) SurfaceCache from Penjin and well I'm leaving it there for today.

Porting from Penjin to PenjinTwo will allow us to (optionally)prescale the graphics for the Pyra either to PenjinPrescale (http://projectinfinity.org.uk/doku.php?id=devblogs:pokeparadox:you_win_some_you_lose_some) or a raw scale.

Or we can just output to 800x480 and let the Pyra scale it... but more options!

Anyway nothing compiling yet but a bit of progress...
 
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@Wrath of Khan: Working on a Unity game? :D Tell me more! ;)
Well, I cannot code. I am paying a programmer to do the code, a sprite artist for all graphics, a concept artist for all enemies etc. I have designed the entire game and written the story.

I'm considering doing a kick-starter campaign a little later. I have already sunk a lot of money into the game myself.

Its probably a bit ambitious but I think we will get there eventually.

I hope to do a tie in comic also.

It was a Pandora game originally but the move to unity negates this.
 
@DREDD: Changing programming language wouldn't really change much, it's still code only... I would like to have a graphical editor ;)

@PokeParadox: The main problem with continuing Rainy Day is that I don't see myself making the graphics... I chose pixel art for my new project cause that's doable for me but not those amazing hand painted stuff Archibald did :/
Graphical Editor is a while off for PenjinTwo I'm afraid... Sorry to lose you! :(

And yes this is exactly what put me off in the first place there's only so much a coder can do if no one can step up to make more graphics :/

EDIT: Small update - I used the GIT that x1212 created and have begun updating this to use PenjinTwo... I haven't had any issues yet but I'll have to either include or port(preferred) SurfaceCache from Penjin and well I'm leaving it there for today.

Porting from Penjin to PenjinTwo will allow us to (optionally)prescale the graphics for the Pyra either to PenjinPrescale (http://projectinfinity.org.uk/doku.php?id=devblogs:pokeparadox:you_win_some_you_lose_some) or a raw scale.

Or we can just output to 800x480 and let the Pyra scale it... but more options!

Anyway nothing compiling yet but a bit of progress...
Some progress!

Yes somebody is needed to do the graphics. I guess the choice is to find someone who can replicate the existing, painterly, art style or move to sprite art?

Seeking an artist here and on other forums or even pixel joint or way of the pixel etc could be an option.
 
I'll try to copy that style by drawing bigger versions and scaling down later ... but I'm pretty sure I will fail since I really am no artist ... (just look at the games I tried to make in the past)

wip.jpg
 
I really wish I had the time motivation to pick this up... It would be fairly simple to continue it's development since it's coded using Penjin... A lot of problem I have is no feedback == no motivation... so if you as a community would agree to keep interested and spur me on maybe I could/would pick this up and continue it?

Also someone would need to do art and sound... D_S, would you be motivated enough to keep providing assets?

Thoughts people?
if there was one game id choose to have on the pandora/pyra, this would easily be it. i dont think youd have any problems getting feedback and outside motivation to work on this. but i do think getting Archibald to work on the art plays a large part on the success on this game
 
I always wondered what happened with this game. It looked awsome in the previews and I always thought that this is the kind of project the Pandora  needs. Not sure, but at the time it sounded like this would be a Pandora exclusive gfame? Or at least Pandora first, rest later.

I won't be able to help out with the project (just don't have the time) but I'm sure there will be more than enough positive feedback to motivate anyone who's working on this. (Just make it visible that this game exists and something is happening, e.g. news-posts in the Software-section of the forum ... I don't check the offtopic-section very often and totally missed this topic for quite a while so ...)
 
I'll try to copy that style by drawing bigger versions and scaling down later ... but I'm pretty sure I will fail since I really am no artist ... (just look at the games I tried to make in the past)

attachicon.gif
wip.jpg

I'm terrible at that kind of stuff (got interupted so no progress there).


But I had a closer look at the images that are used to represent the level. I think I can take those apart, to create something like a tileset (although tiles won't be the technical correct term for that ...).


That way we could at least create new levels relatively easy.


But this will take a lot of time (but I think less than me creating new character-animations).


wip1.jpg


edit:

(Just make it visible that this game exists and something is happening, e.g. news-posts in the Software-section of the forum ... I don't check the offtopic-section very often and totally missed this topic for quite a while so ...)
+1

I usually don't look at the offtopic as well ... I only got across this by pure luck ... so if this should be moved to the dev or software-section imo
 
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Wow... I didn't look at the images but I suppose it makes sense they are all in one...

Not much to report here, I'm trying to come up with a general purpose ResourceManager rather than a specific SurfaceManager so that it can be used in more places than just surface loading, e.g. sounds, level files, etc.

I think I've got an idea that will work without having to have separate checking functions for each type...

I will probably create a new thread when I have the first PenjinTwo build of Rainy Day up and running.

also I'm not sure if I should push my changes back to the GIT that x1212 created or create a fork, as the original code is based on Penjin and this is based on PenjinTwo... opinions?
 
I think a branch would be best to separate the Penjin version from the PenjinTwo one.

Not so sure about whether it would be best to add everyone interested in helping to the github-repo or working with forks and pull-requests ...

edit: @Dragons_Slayer, you don't have by any chance the Images that were used to create the big ones, do you? To me it looks like there were some common ones, that were pasted in, but getting those out is really difficult, since there seem to be some noise and additional Layers for light to be applied to them ...
 
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I'm only a beginner at git, but I'm fairly experienced with distributed SCMs. I'd agree that branches are the way to go - I don't see the advantage of anything more heavyweight. I'd suggest keeping it as open as reasonably possible - add anyone who wants access and only revoke that if they commit abusive changes (not that they can overwrite your good changes anyway, but still). You could look at removing access from anyone who hasn't committed for six months periodically if you want to make access a bit more manageable, but that's up to you.
 
These seems to be .jpg images, are there .png versions to prevent artifacts?  And how is the colour depth then and does this affect the performance of the engine/game? Not sure but I guess 256 colour texture tiles are "lighter" than 16/32 bit colour tiles and also smaller. Does only matter for .png files of course. ^^""
 
And how is the colour depth then and does this affect the performance of the engine/game? Not sure but I guess 256 colour texture tiles are "lighter" than 16/32 bit colour tiles and also smaller. Does only matter for .png files of course. ^^""
I think we explained this to you quite often (e.g. in the greyout thread), but again:8 or even 4 bit graphics are not faster. 16 Bit is probably the fastest, but I am not sure, whether 32 bit is really slower.
 
Do you stalk me Ziz? I would not ask if it was explained  FOR THIS GAME HERE. :p You must learn that in a forum, the READER matters and he does not always search in different threads for the same answers. ;)

I only asked because I have no clue about the "engine" and how it can handle textures/tiles. if 32 bit are not an problem then OK, nice. If 8/16 bit is much faster then it would be worth to optimize the graphics towards this. Questions like that have to be solved before the actual work begins.
 
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