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WANTED: Programmer (read this ;)

 
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koekebakker



Joined: 14 Feb 2006
Posts: 8

PostPosted: Tue Feb 14, 2006 6:06 am    Post subject: WANTED: Programmer (read this ;) Reply with quote

A few months ago I made some graphics, music, and an editor for a
sokoban game (Soko Rat). However, I think a PC is not the machine for
such spare-time games. In my opinion this game would be perfect for
the PSP because:

* The screen-resolution is perfect for this game
* Sokoban IS a chill-out game
* Mind games are better on a coutch than behind a desk.
* A PSP has no limits on 2D games due to it's damn fast hardware.

Is anyone able and willling to help me with this project?
My wishlist is small but clear.

* Smooth movement of charachters/items. (The rat is allready fully animated)
* Anti-aliased graphics implementation. (I'm responsible for that :)
* Only pixelized text (I'm responsible for that aslso :)
* A clean use of fading out algorytms for the music.
* An overall professional looking 2d game. (like those 90's amiga / super nintendo games)
* A level editor for exchanging levels. (This editor must be selectable from the main menu)
* An option to import graphics (accessable from the main game menu)

P.S. Sorry about not introducing myself properly on this forum,
but I don't have much time right now


Regards, Randy!


the editor for windows

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Last edited by koekebakker on Tue Feb 14, 2006 8:21 am; edited 8 times in total
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koekebakker



Joined: 14 Feb 2006
Posts: 8

PostPosted: Tue Feb 14, 2006 6:14 am    Post subject: Re: WANTED: Programmer (read this ;) Reply with quote

delete this post please :)
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0xAVGP



Joined: 05 Feb 2006
Posts: 11
Location: Burgwedel

PostPosted: Tue Feb 14, 2006 7:46 am    Post subject: Reply with quote

Well, I am interested!

GreetZ AVGP
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koekebakker



Joined: 14 Feb 2006
Posts: 8

PostPosted: Tue Feb 14, 2006 8:19 am    Post subject: Reply with quote

0xAVGP wrote:
Well, I am interested!

GreetZ AVGP


Hey! thanks. A first response after only a few hours. I'm pleased :)
I forgot to say that this is a total freeware project. Still interested? ;)

Can I have your e-mail for further communication AVGP? and some
personal info is also welcome. You can contact me at r.m.wintjes@gmail.com
(MSN) So we can talk about what is possible and about our skills.

Hopefully this project will get off the ground!
Thanks again AVGP

I also forgot to tell that I don't have any PSP programming experience...
Tonight I will dive into the hardware world of the PSP (palettes, image
size limits, audio limits, etc...)
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Last edited by koekebakker on Tue Feb 14, 2006 8:29 am; edited 1 time in total
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koekebakker



Joined: 14 Feb 2006
Posts: 8

PostPosted: Tue Feb 14, 2006 8:27 am    Post subject: Reply with quote

I took a look at your site and saw that you have some program skills.
And you are a sokoban fan :)
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Raphael



Joined: 17 Jan 2006
Posts: 646
Location: Germany

PostPosted: Tue Feb 14, 2006 9:16 pm    Post subject: Reply with quote

I'd gladly help out too, but I'm quite short on time, as I also work on the PMPMOD GUI version (so my specialty is getting graphics displayed and also everything that includes logics) and that's my first priority project ATM. However, if you have any questions or just are stuck with the coding, don't hesitate to come talk to me :)
However, I must admit that I don't know Sokoban yet, so I'm not familiar with the game engine. But that shouldn't be a problem once I take a look at it :)
Just contact me on ICQ or drop me a mail, I'll send you my adress with PM
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koekebakker



Joined: 14 Feb 2006
Posts: 8

PostPosted: Wed Feb 15, 2006 3:04 am    Post subject: Reply with quote

Mucho gracias for your offer Raphael!
Are you sure you don't know sokoban? It is almost as populair as pacman :)
I'll contact you ASAP.
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koekebakker



Joined: 14 Feb 2006
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PostPosted: Wed Feb 15, 2006 1:03 pm    Post subject: Reply with quote

Okay, I've done some clean main screen editing today. See below:
This is the prototype screen how the game should look like.

Download the image and place it in the PSP/PHOTO dir to view
it on the PSP. The colours are much brighter on the PSP than in (my) TFT
screen.

I'll get to you both tomorrow! I wish it was finished allready :)


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dr_watson



Joined: 28 Nov 2005
Posts: 42

PostPosted: Wed Feb 15, 2006 9:26 pm    Post subject: Reply with quote

Very nice graphics!

I'm busy with another project at the moment, otherwise I'd really like to join the party ;)
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Raphael



Joined: 17 Jan 2006
Posts: 646
Location: Germany

PostPosted: Wed Feb 15, 2006 10:06 pm    Post subject: Reply with quote

I downloaded a free Sokoban clone yesterday and played a bit around with it. Actually it's quite simplistic in design, yet demanding on logic to get all boxes to their locations :) So it won't be too hard to implement the game logic and with the graphics you made it will look awesome :)
I just don't have a clue about music stuff, so maybe I'll just take a little look into the SDK samples and try to figure out some basic knowledge.
Oh, and like I said in my PM, I'm out on holiday for a week starting tomorrow evening. So I'm no help this week.
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Warrick



Joined: 06 Dec 2005
Posts: 9

PostPosted: Thu Feb 16, 2006 12:05 am    Post subject: Reply with quote

Hi to all,
Your Graphics are awesome, there are a sokoban for psp with free source code and is very simple to adapt with your graphics. The game and source are on : http://psp-news.dcemu.co.uk/files/pspsokoban-0.9.tar.gz

I will be happy if you want to work with me,

Kind Regards,
Warrick.
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koekebakker



Joined: 14 Feb 2006
Posts: 8

PostPosted: Thu Feb 16, 2006 3:07 am    Post subject: Reply with quote

Warrick wrote:
Hi to all,
Your Graphics are awesome, there are a sokoban for psp with free source code and is very simple to adapt with your graphics. The game and source are on : http://psp-news.dcemu.co.uk/files/pspsokoban-0.9.tar.gz

I will be happy if you want to work with me,

Kind Regards,
Warrick.


Thanks Warrick, but I'm affraid that pspsokoban is'nt quite
compattible withmy graphicsset. My graphics are overlapping eachother.
Means that displaying graphics will need a more complicated approatch.
The order of displaying the moving rat and the static tiles are variable (I
think)
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Warrick



Joined: 06 Dec 2005
Posts: 9

PostPosted: Thu Feb 16, 2006 3:37 am    Post subject: Reply with quote

I know that you have a lot of more tiles but your level maps has the index of each tile, I only say that is "simple" pick or use pspsokoban and ADD support for png graphics for example, for use more tiles, add animation to our hero, add sound, add menu, add skin support if you want etc...

If you want to contac me you can at: warrick.pspcoder@googlemail.com

Rgds to all
Warrick
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koekebakker



Joined: 14 Feb 2006
Posts: 8

PostPosted: Thu Feb 16, 2006 9:29 am    Post subject: Reply with quote

You're right. I spoke too soon. But that's because I always begin
from scratch with anything I do :)

I sertainly note your mail adres in my contact list.
Before I start this project I have some time to find anything out.
You all are know how to deal with graphics/tiles so I have
some questions before I make time consuming mistakes.

* Are there pallete limits
I keep sokoban within 1024 colours so
that should'nt be any problem... I suppose


*Is there a video memory limit?
(I did something on GBA, but that was a
terrible machine to deal with videomem)


* Is it possible to use MP3's (or other compressed
wav formats) for music.
I hope I dont have to go 10 years back to
create .MOD files again.


*Is there a documented site/file about memory,
screenmodes and ther technical info about the PSP?
I have searched allready but did'nt find anything
good.


Regards!
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Raphael



Joined: 17 Jan 2006
Posts: 646
Location: Germany

PostPosted: Thu Feb 16, 2006 6:21 pm    Post subject: Reply with quote

Quote:
You're right. I spoke too soon. But that's because I always begin
from scratch with anything I do :)

Same here. Most of the time it's more time consuming to integrate new stuff into already finished code anyhow. However, having some 'working reference' isn't bad at all.

koekebakker wrote:

You all are know how to deal with graphics/tiles so I have
some questions before I make time consuming mistakes.

* Are there pallete limits
I keep sokoban within 1024 colours so
that should'nt be any problem... I suppose


There are 8bit (256 colors) and 4bit (16 colors) paletted texture formats, and I think the 8bit format should be enough for the tiles texture (there's also 16bit and 32bit palette formats supported, however, they're not as useable as wanted because there's still always only 256 active entries). If not I'd rather stick to 16bit textures than decreasing the number of colors though. It's not that the texture we need would be too big with 16bits. For display format I'd also stick to 16bit, unless we're going to do a lot of blending effects anywhere

Quote:

*Is there a video memory limit?
(I did something on GBA, but that was a
terrible machine to deal with videomem)


The video memory of the PSP is 2MB in size, so including a framebuffer and a backbuffer consisting of 512*272*2 bytes each, there'd be about 1,5MB left for the graphics, which should be more than enough for this game. Even if it wouldn't - the PSP is designed for heavy use of texture uploads from system ram without big performance drop.

Quote:

* Is it possible to use MP3's (or other compressed
wav formats) for music.
I hope I dont have to go 10 years back to
create .MOD files again.


The PSP has an inbuilt MP3 decoder, however, it isn't available for games due to licenses and also still there's no info available on how to use the inbuilt Media Engine codecs anyhow. So we'd need to adopt a freeware mp3 playling library and integrate it into the game. Most likely there's someone with more knowledge out there that can give more information on how easy that would be.

Quote:

*Is there a documented site/file about memory,
screenmodes and ther technical info about the PSP?
I have searched allready but did'nt find anything
good.


Well, I found one document a guy pulled together here on the forums once. He called it "Yet Another PSP Documentation" I think and up to then it was quite complete of the informations that were known about the PSP (use search function or just ask me and I'll send you the document).
Then there's also the PS2Dev wiki with technical information on the PSP hardware and also the header files/documentation for the GU in the SDK.
For a brief overview however it's enough to say, that the PSP supports following screenmodes: 4bit paletted, 8bit paletted, 16bit BGR/BGRA and 32bit BGR/BGRA. The PSP contains 32MB of system ram of which 24MB are available for the user, and 2MB of VRAM as I said above.
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0xAVGP



Joined: 05 Feb 2006
Posts: 11
Location: Burgwedel

PostPosted: Fri Feb 17, 2006 1:35 am    Post subject: Reply with quote

I'm still interested...lets talk over MSN - I added you recently....

So long...
GreetZ AVGP
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Warrick



Joined: 06 Dec 2005
Posts: 9

PostPosted: Thu Feb 23, 2006 8:34 am    Post subject: Reply with quote

Anybody has the 4 dot gif images posted previusly by koekebakker?, the rat walking to right, to left, to up and to down?

If anybody has can send me to Warrick.PspCoder@googlemail.com, or post here.

Kind Regards for all,
Warrick.
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