Vektar Graphics Needed


craigix

Mega GP Mania
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I need a few prerendered vector style graphics for Vektar for the GP2X (the commercial version).

If anyone is interested please PM me, there is a small amount of money up for grabs, but the budget isn't exactly massive!

You do get to have your work in a commercial game though, which is nice.

-Craig
 
I don't get it ... doesn't the game already have graphics?
 
I'd just like to say..

It needs big bosses (in terms of size) :)

(Hell, if I had my way, it'd have giant areas that zoom out when you see the boss; vecvtors are easy to scale without loss ;)

jeff
 
skeezix posted on May 15 2006 at 08:21 PM said:
I'd just like to say..

It needs big bosses (in terms of size) :)

(Hell, if I had my way, it'd have giant areas that zoom out when you see the boss; vecvtors are easy to scale without loss ;)

jeff
and it would look like time bandits ;) maybe there could be a hidden time bandit themed level
 
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Wouldn't using pre-drawn graphics in a game that is almost 100% vector graphics ruin the feel of the game?

It may be too much work; but one approach might be to build simple 3D boss models and display them as wireframes with some fast fixed-point 3D rendering code. No texture mapping, shading, lighting, etc.-- it should run very quickly on the 920T.
 
i think it'd be ok to have pre-drawn graphics in the same style...as it is right now i think the backgrounds are pretty static. they may be drawn with vectors but the effect is the same. and it'd make it much easier to create variation in the levels (and in doing so, enhance the gameplay)...

for instance, imagine a "life force" style level with lots of yummy intestines, a machine-like "inside" level, an "outside" level with almost-living constellations... but all in the same wireframe/neon/laser light style.

a little twinkle or a small animation here and there might be all that's needed to give the background a unified feeling with respect to the foreground.

also, 3d wireframe bosses would be outstanding. :D
 
Hmm, so Vektar used pre-rendered sprites all the time that only looked like vectors ;) I knew it was too good to be true that the GP2X was actually rendering a bunch of anti-aliased vectors so smooth in real time... That CHEATER!!

Oh well it looks good so any way you get there is ok I suppose.
 
DaveC posted on May 15 2006 at 07:23 PM said:
Hmm, so Vektar used pre-rendered sprites all the time that only looked like vectors ;) I knew it was too good to be true that the GP2X was actually rendering a bunch of anti-aliased vectors so smooth in real time... That CHEATER!!

Oh well it looks good so any way you get there is ok I suppose.
Heh. No, Vektar does not use sprites. At least the freeware version doesn't. Not sure what the commercial version will do.
 
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Dzz posted on May 16 2006 at 01:51 AM said:
DaveC posted on May 15 2006 at 07:23 PM said:
Hmm, so Vektar used pre-rendered sprites all the time that only looked like vectors ;) I knew it was too good to be true that the GP2X was actually rendering a bunch of anti-aliased vectors so smooth in real time... That CHEATER!!

Oh well it looks good so any way you get there is ok I suppose.
Heh. No, Vektar does not use sprites. At least the freeware version doesn't. Not sure what the commercial version will do.


Yeah, I was kind of joking anyway... It will be interesting to see what comes out of the commercial version.
 
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seeing as craig is looking for new graphics for enemies and such will there be a new demo once more gets added to the game. i though the current demo is really umimpressive and feels like a demo of the freeware version. only real difference is some effects added to the levels. the freeware version is great its just that I would like to see everything expanded upon greatly for the commercial version. also how about making some kind of level editor or ability to make the game moddable or add your own enemies. that would really make the game something people could keep playing and feel like they got their money's worth.
 
It would be nice if some of the objects split into smaller pieces, then those smaller pieces split into yet smaller ones. It does that in asteroids and that is kind of cool. I think Vektar a few objects will split once, maybe add more fragmentation.
 
DaveC posted on May 15 2006 at 11:49 PM said:
It would be nice if some of the objects split into smaller pieces, then those smaller pieces split into yet smaller ones. It does that in asteroids and that is kind of cool. I think Vektar a few objects will split once, maybe add more fragmentation.

The latest (free) version 1.0 does that ... bastard Star enemies! I swear they started chasing me around ...
 
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TelcoLou posted on May 16 2006 at 03:52 AM said:
DaveC posted on May 15 2006 at 11:49 PM said:
It would be nice if some of the objects split into smaller pieces, then those smaller pieces split into yet smaller ones. It does that in asteroids and that is kind of cool. I think Vektar a few objects will split once, maybe add more fragmentation.

The latest (free) version 1.0 does that ... bastard Star enemies! I swear they started chasing me araound ...


They only split once though right? It would bee cool to have them split into medium pieces, then smaller etc. So you would start with one large one, have that split into 4 medium chunks and then have those 4 split into 4 smaller pieces . So one piece would go to 16 fragments.
 
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He doesn't actually specify that he wants new enemy designs... I assumed it would be background screens for an increasing number of levels.
 
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