And the Forums? IRC? This project isn't sourced down to one place.no, i just mean look at assembla. noone has actually done anything
Project: Metagame - Join and contribute!
- Bayking
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- Ice Cold
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There's no denying that the project isn't going anywhere right now, but that doesn't mean it's dead. Unlike many other fan-made games we're all here anyway because it's a community, so we can very easily pick up the pace when we want. Incidentally, I just finished an exam block, so I'll probably do something sometime soon.
- Damn You're Fine
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Coders
We're going to start work using Python. Every coder I've talked to so far has expressed some interest in the language, so we're going to give it a try. You'll need to get Python 2.5.2 (I know 3.0 was just released, but 2.5 still has the most third party support), Pygame for 2.5 and possibly Numpy for its array functions. The basic path I want to work on right away is motion due to multiple gravity points, then collision, then user control via keyboard events. Another pressing concern that we might assign one or two people to research is vector art. Pygame only has basic vector tools as far as I know, so we'll need either the ability to parse SVG files to line and arc coordinates, or maybe an extra Python module specifically for vector rendering. Either way, that'll be up to the researchers to decide.
Artists
Get used to the SVN repository, first of all. There's a folder there now for artist portfolios. You can start out by uploading some relevant work (Got some character designs? Got some planet art?) and the team can vote on a style to go with. Try to use vectors. If you work better in raster, you might be better off to make your concept art in raster, get feedback, tweak it so it's mostly simple shapes and colors, and then trace a vector image of it. Trust me, I trace over images all the time. Tracing an image with a pen tool is not hard work.
Level Designers
I really want to see a concept level. Spend a week on it if you have to. Make up all the enemies, all the puzzles, steal puzzles from Zelda or Lemmings or even N if it works. Picture yourself playing it through, and try to get gameplay up in the 2-5 minute range at least. Pay close attention to how you imagine running speeds and jump heights - you're in charge of game mechanics now. Also decide if we need one character or three. (Oh, and any time you make up an enemy, post it to the Assembla wiki. Mention basic details - Does it creep slowly like a Goomba? Does it explode if you get near it? Does it pounce around like a cat? Post a sketch if you have a visual idea too.)
Musicians
Like the Artists, get used to the SVN. Upload some music to the portfolio folder and vote on what you like. Look for good instruments, tempos, various details like that. Don't be afraid of bizarre instruments, and don't be afraid of percussion.
Foley
Hit a coffee can with a drumstick. Crumple up a leaf. Maybe you can't find a use for these sounds but someone else will know exactly what to do with them. Also, feel free to use free sound databanks. There are certain sounds like player footsteps, the whoosh of jumping into the air, and the squish of an enemy getting hit that appear in every game. Even without knowing the specifics, you can get some sounds out.
Let me know if I can help with anything. PM me, see me in #metagame, or just ask here if it's useful to be public. I'll do what I can to point you in the right direction.
One week from now, I'd like to see some kind of work from every team in the SVN. That's my only goal for now.
We're going to start work using Python. Every coder I've talked to so far has expressed some interest in the language, so we're going to give it a try. You'll need to get Python 2.5.2 (I know 3.0 was just released, but 2.5 still has the most third party support), Pygame for 2.5 and possibly Numpy for its array functions. The basic path I want to work on right away is motion due to multiple gravity points, then collision, then user control via keyboard events. Another pressing concern that we might assign one or two people to research is vector art. Pygame only has basic vector tools as far as I know, so we'll need either the ability to parse SVG files to line and arc coordinates, or maybe an extra Python module specifically for vector rendering. Either way, that'll be up to the researchers to decide.
Artists
Get used to the SVN repository, first of all. There's a folder there now for artist portfolios. You can start out by uploading some relevant work (Got some character designs? Got some planet art?) and the team can vote on a style to go with. Try to use vectors. If you work better in raster, you might be better off to make your concept art in raster, get feedback, tweak it so it's mostly simple shapes and colors, and then trace a vector image of it. Trust me, I trace over images all the time. Tracing an image with a pen tool is not hard work.
Level Designers
I really want to see a concept level. Spend a week on it if you have to. Make up all the enemies, all the puzzles, steal puzzles from Zelda or Lemmings or even N if it works. Picture yourself playing it through, and try to get gameplay up in the 2-5 minute range at least. Pay close attention to how you imagine running speeds and jump heights - you're in charge of game mechanics now. Also decide if we need one character or three. (Oh, and any time you make up an enemy, post it to the Assembla wiki. Mention basic details - Does it creep slowly like a Goomba? Does it explode if you get near it? Does it pounce around like a cat? Post a sketch if you have a visual idea too.)
Musicians
Like the Artists, get used to the SVN. Upload some music to the portfolio folder and vote on what you like. Look for good instruments, tempos, various details like that. Don't be afraid of bizarre instruments, and don't be afraid of percussion.
Foley
Hit a coffee can with a drumstick. Crumple up a leaf. Maybe you can't find a use for these sounds but someone else will know exactly what to do with them. Also, feel free to use free sound databanks. There are certain sounds like player footsteps, the whoosh of jumping into the air, and the squish of an enemy getting hit that appear in every game. Even without knowing the specifics, you can get some sounds out.
Let me know if I can help with anything. PM me, see me in #metagame, or just ask here if it's useful to be public. I'll do what I can to point you in the right direction.
One week from now, I'd like to see some kind of work from every team in the SVN. That's my only goal for now.

The last Metroid is in captivity. The galaxy is at peace...
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- Ice Cold
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Do we have specific users of python or are we all learning it from scratch? I suggest Project Euler as a good way to learn a language -- it's what I'll be doing.
Is it ok for me to use flash to really rapidly and sloppily program ideas to see how they might actually hold up? I work a lot faster in flash than anything else
I might also mess with some art if it's OK for me to do both.
Is it ok for me to use flash to really rapidly and sloppily program ideas to see how they might actually hold up? I work a lot faster in flash than anything else
I might also mess with some art if it's OK for me to do both.
- Damn You're Fine
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I have about half a year of Python experience, so I can help with some things. I'll contribute some original code too, but I know I'm not the most talented coder here. You can work in Flash for sure, and you're welcome to do art. Anyone can contribute to any number of categories.

The last Metroid is in captivity. The galaxy is at peace...
- The Konami Number
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Yeah! That's i what i'm talking about. Concept level is on the way ^^


- The Konami Number
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Whipped up these idea dead quick - movement based, as requested, both could easily be expanded to include minor combat.
Idea #1 is a concept used in the old sonic games. You wont be able to pass underneath the rock with the platform, but rather hop over the rock (or whatever construct we replace it with in finished version) and land on the platform at the other side. Red blotches are mines (or our equivalent)
Idea #2 i realized could be made in ned - so i did it (easier than paint). Just imagine the thwump is a vertical lift platform.
Idea #2 -
Idea #1 -
Idea #1 is a concept used in the old sonic games. You wont be able to pass underneath the rock with the platform, but rather hop over the rock (or whatever construct we replace it with in finished version) and land on the platform at the other side. Red blotches are mines (or our equivalent)
Idea #2 i realized could be made in ned - so i did it (easier than paint). Just imagine the thwump is a vertical lift platform.
Idea #2 -
Idea #1 -


- Yet Another Harshad
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Any kind of program in general that might be useful for the Musicians? I just want to see what other people are usingLittleViking wrote:
Musicians
Like the Artists, get used to the SVN. Upload some music to the portfolio folder and vote on what you like. Look for good instruments, tempos, various details like that. Don't be afraid of bizarre instruments, and don't be afraid of percussion.
Let me know if I can help with anything. PM me, see me in #metagame, or just ask here if it's useful to be public. I'll do what I can to point you in the right direction.
One week from now, I'd like to see some kind of work from every team in the SVN. That's my only goal for now.


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- The 700 Club
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for the messages about "it doesn't matter about the story/characters"
yes, it does for artists. maybe even coders. maybe a robot cant jump as high, but has juetpacks. maybe an astroonaut floats to the ground when he jumps. see, we need a story/concept
yes, it does for artists. maybe even coders. maybe a robot cant jump as high, but has juetpacks. maybe an astroonaut floats to the ground when he jumps. see, we need a story/concept

yes it does! dont deny it, break the silence.. *power chords*
- Bayking
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Got some boss concepts illustrated. If anyone wants to vectorize them to make 'em look nice, by all means do.
And blackbelmoral, why did you post that random image with those things? The story isn't important yet, but we do need some specifics on the main character(s).
And blackbelmoral, why did you post that random image with those things? The story isn't important yet, but we do need some specifics on the main character(s).

- Remembering Hoxygen
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Nice work LittleViking. I'd love to participate but I have no idea how to do anything :(

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- The 700 Club
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it was a bunny begging for people to work
also: yes, we artists need a story
also: yes, we artists need a story
- The Konami Number
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no you dont =P
Games dont really need a story. We're just throwing one in for good measure.
I would also like to have just a single character.
Games dont really need a story. We're just throwing one in for good measure.
I would also like to have just a single character.


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- The 700 Club
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ok, mabe not a story, just a concept. what will the characters be, what will the planets look like, what will the point of the enemies be?
i think we should have a theme per planet of enemies, and coders can just use a parent object
i think we should have a theme per planet of enemies, and coders can just use a parent object
- Hawaii Five-Oh
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How about you just start sketching some concepts instead of whining about the details? We are not going t come to any definitive designs by talking about the art stuff. That's why it's called concept art.blackbelmoral wrote:ok, mabe not a story, just a concept. what will the characters be, what will the planets look like, what will the point of the enemies be?
i think we should have a theme per planet of enemies, and coders can just use a parent object

Ice Climbers are awesome. Deal with it.
- Demon Fisherman
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Well, I'm soon going to be getting a $1200 effects pedal for my guitair (should be about 4 weeks), so expect some uber crazy spacey
hammer-on/slide/bend/whammy/wah-wah uploads from me then. I'm so psyched about this...
hammer-on/slide/bend/whammy/wah-wah uploads from me then. I'm so psyched about this...
- Bayking
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- The 700 Club
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srry, but i dont get vector..
i know basically what it is, but i dont get the point
my school has adobe master collection cs3 uploaded on all the computers so if someone would teach me how to use flash i could do that
i know basically what it is, but i dont get the point
my school has adobe master collection cs3 uploaded on all the computers so if someone would teach me how to use flash i could do that
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- Ice Cold
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vector is more editable, and rotateable/scalable without loss of data.
There's no set way to make vectors, but usually one uses a "pen" tool or equivalent to make points that are joined to form a line. Then, a "bezier" tool usually allows the junctions at the points to be curved in different ways. This basic outline is then manipulated with fills and other effects. Experiment and see, or look at some web tutorials.
EDIT: been messing with stuff (nothing solid to show though), and have some input. I now think there should be 3 characters like this:
* run-man walks, like you'd expect
* jump-man bounces like the ball in WADF - the only way to move is to bounce, it's just fun to play. I can imagine some nice physics puzzles on this
* hover-man doesn't walk at all -- being on land is simply being in space but being pressed against an obstacle because of gravity -- My demo originally had this type of control, and it's really fun to sling around planets and stuff.
There's no set way to make vectors, but usually one uses a "pen" tool or equivalent to make points that are joined to form a line. Then, a "bezier" tool usually allows the junctions at the points to be curved in different ways. This basic outline is then manipulated with fills and other effects. Experiment and see, or look at some web tutorials.
EDIT: been messing with stuff (nothing solid to show though), and have some input. I now think there should be 3 characters like this:
* run-man walks, like you'd expect
* jump-man bounces like the ball in WADF - the only way to move is to bounce, it's just fun to play. I can imagine some nice physics puzzles on this
* hover-man doesn't walk at all -- being on land is simply being in space but being pressed against an obstacle because of gravity -- My demo originally had this type of control, and it's really fun to sling around planets and stuff.
- Legacy Elite
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I've grabbed my A3 pad, and I'm about to do some level design sketchings, but was wondering about something: do people want the 3D Super Mario level design, as suggested in the IRC logs, so that you enter a level, and face the possibility of several challenges? I think it'd be a good style to follow.



- The Konami Number
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hmmm... Looking at matts characters has made me wonder what will happen during the in-space parts of levels. It would be quite difficult to create platformer style gameplay with no gravity.
On a side note, does anyone know any software I can use for designing my level that's better than paint?
On a side note, does anyone know any software I can use for designing my level that's better than paint?


- Lifer
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Non-linear levels are always fun (assuming they aren't too over done) so I say go for itAd. wrote:I've grabbed my A3 pad, and I'm about to do some level design sketchings, but was wondering about something: do people want the 3D Super Mario level design, as suggested in the IRC logs, so that you enter a level, and face the possibility of several challenges? I think it'd be a good style to follow.
Gimp (google it)Destiny wrote:On a side note, does anyone know any software I can use for designing my level that's better than paint?
I have 2 finals next Wednesday and 1 Thurs., so all my freetime until then is going to be studying, but after that I intend to dive headfirst into python.

Tycho: "I don't know why people ever, ever try to stop nerds from doing things. It's really the most incredible waste of time."
Adam Savage: "I reject your reality and substitute my own!"
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- Ice Cold
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my testing has only been in "space". I was under the impression that the whole thing was in space with scattered planets, just some planets were quite big so you could have fairly traditional-style platforming on them. I don't think there would be many areas with no planets
- The Konami Number
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uh, I thought that it was like... Completely planet-based, and you kinda went through space... Kinda for transportation purposes, rather than gameplay.


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- Ice Cold
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LV mentioned multiple gravity points, and geti had some concepts of a small planet, so I don't think I'm alone in thinking this
This is kind of a big deal, let's sort it out. If we have a platformer like destiny said, i don't think it will be very unique
EDIT: also, I have some stuff to show:
http://psychonova.110mb.com/radical.swf
(obviously, a lot of stuff needs to be tweaked)
(click on the screen and use arrow keys)
the control method is as suggested: the camera flips towards gravity to allow easier control.
Because of this, the camera goes insane between planets (there's another one to the southeast of where you start)
also, it's difficult to see what's happening. The planets are actually spinning but you probably can't notice it. Also, slings around planets used to be really fun before I added the new camera, but now it's just disorienting
This is mainly to show the camera, please don't comment on the rest which obviously needs work. Do you guys still want this?
This is kind of a big deal, let's sort it out. If we have a platformer like destiny said, i don't think it will be very unique
EDIT: also, I have some stuff to show:
http://psychonova.110mb.com/radical.swf
(obviously, a lot of stuff needs to be tweaked)
(click on the screen and use arrow keys)
the control method is as suggested: the camera flips towards gravity to allow easier control.
Because of this, the camera goes insane between planets (there's another one to the southeast of where you start)
also, it's difficult to see what's happening. The planets are actually spinning but you probably can't notice it. Also, slings around planets used to be really fun before I added the new camera, but now it's just disorienting
This is mainly to show the camera, please don't comment on the rest which obviously needs work. Do you guys still want this?
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