hello,
I am looking for snes programmers that would be interested in developing a game.
if successfully finished, the game will be manufactured and published.
just need the team,
it does not have to be developed from scratched but use the structure of other games like parallel worlds 9if legally possible)
pm for details!
Good luck, but I think you'll have a hard time finding the right people if you don't have anything to offer. And no serious developer will work for anyone who doesn't have any credentials.
who said I dont't have anything to offer.
I clearly stated... "PM me for details"
pichichi010 wrote:
who said I dont't have anything to offer.
This casts some doubt:
pichichi010 wrote:
it does not have to be developed from scratched but use the structure of other games like parallel worlds 9if legally possible)
I'm not trying to rain on anybody's parade, but this sort of topic pops up from time to time (maybe more commonly on other forums), and nothing ever comes of it. Most people who can do something productive shy away from working on ambitious projects started by strangers when nothing is shown up front. If you want people to even so much as respond, post links to past projects, a detailed outline or plan for your project, or at the very least some proposals.
When you say use the structure of another game you are talking either a ROM hack or you don't understand programming cause you can't just borrow pieces of a game engine like that. If you could just borrow things there would be alot more homebrew games that are "like X game, BUT [insert difference here]".
shawnleblanc wrote:
Good luck, but I think you'll have a hard time finding the right people if you don't have anything to offer. And no serious developer will work for anyone who doesn't have any credentials.
What an honorable mentality.... (hironical)
You definitely doesn't have the same definition of "serious" as I have.
Back on topic I'd say build a team to make a game is not a bad idea, considering most people who wants to make games all by themselves more often than not get stuck and stop making any progress on their incomplete games.
I think another factor for this is that assembly language is simply long, complex to deal with and unsuited for big projects.
Is there a way to make CC65 compile C code for the 65816 ?
Also it'd be good to know what genre of game you are talking about... because from your original post it could be basically anything.
It's legally possible to re-use concepts behind games of course, as long as you don't steal the code itself.
Bregalad wrote:
I think another factor for this is that assembly language is simply long, complex to deal with and unsuited for big projects.
Is there a way to make CC65 compile C code for the 65816 ?
http://www.portabledev.com/wiki/ , not cc65 but based on snes-sdk
There is some SNES aimed devkit for C out there. I forget who it was but someone was making a clone of Kung Fu Master in C on SNES. So you could make a game in C on SNES I imagine. Probably not well suited for anything too demanding since the CPU isn't terribly fast and who knows how optimized the C code would be, ofcourse you might be able to figure out how to write your C code optimally enough for it not to be an issue.
MottZilla wrote:
There is some SNES aimed devkit for C out there. I forget who it was but someone was making a clone of Kung Fu Master in C on SNES. So you could make a game in C on SNES I imagine. Probably not well suited for anything too demanding since the CPU isn't terribly fast and who knows how optimized the C code would be, ofcourse you might be able to figure out how to write your C code optimally enough for it not to be an issue.
Lint is who you are talking about, since I was talking with him and Memblers about Lint's CA65 port of Memblers NSF player for SNES.
Although he said to me that he will post it on his blog, appears he is too busy since 2008 (Collage, Getting a job, etc.)
Even then, The C compiler he uses is WDC's C compiler with Eclipse. A bit expensive though
Quote:
and who knows how optimized the C code would be
I do, and the answer is "not a whole lot". I ended up writing my own assembly level peephole optimizer since I've used tcc-816 (snes-sdk) quite a lot and the code generated by the compiler simply wasn't good enough IMO.
Of course, the proper approach would be to fix the compiler, but that would be a bigger project.
ok, guys
yes I know nothing about programming, that is why im looking for a team.
All i can offer to this project is, Digital design, marketing, public relations, story boards, character design, anything that has to do with the creative aspects..
This game how I picture it and how I would love it to be
- Long, I love when I buy a game and I dont finish it right away
- The main idea of the games is kind of act raiser + megaman + Breath of fire
- platformer (action)
- Bit of RPG battles and experience Level Up
- RPG map when walking from mission to mission
- Some puzzle (like zelda) on some "missions"
If the game is successfully done (far future) I will try my best to push it into other games market (wii store, Xbox marketplace, May be even android )
and of course manufacture the game for SNES
TL;DR: Artist and producer looking for programmers. This sounds like it'd be the ideal way to circumvent
the complexity problem.
tepples wrote:
TL;DR:
OMG I finally remembered to find out what that meant. Hilarious!
what a great supporters on this forum, can't believe it,
seriously, jeez
pichichi010 wrote:
what a great supporters on this forum, can't believe it,
seriously, jeez
I think the central question is still unanswered. Do you have examples of the assets ["anything that has to do with the creative aspects"] you can bring to the team?
pichichi010 wrote:
what a great supporters on this forum, can't believe it,
seriously, jeez
Actually, we support, encourage and welcome all kinds of homebrew development. We like seeing projects being built. It's just that you're not very realistic with your current expectations. In short, you should learn to walk before running.
I talked to the Super Fighter team and they only over see i guess demos to see if they had potential;
I asked them, If I make an animation video of what the game should look like, would that work?
Their answer: NO
would that work here?
I would be glad to see mock-up screenshots and videos in order to get an idea of what you have in mind. I think a lot of others here would agree with me.
And what I meant earlier by TL;DR is that I was trying to summarize what you had written.
ohh ok no worries,
Ok thanks!
I will work on this, ill try to make a 2 minute video of the game play and with one of the characters.
it will take a little while.. tho
How did liscensed developers get finished with games so fast? Did the "Official SNES Development Kit" come with some huge-a$$ code library?
They programmed 8 hours a day for a job and got paid well to do so and had all the documents/help they wanted?
psycopathicteen wrote:
How did liscensed developers get finished with games so fast?
For one thing, it was the full-time job of at least a dozen people, eight hours a day (or more in crunch time), generally working under a competent manager who had previously overseen the completion of a game of comparable scale. For another, once they had an engine, they could reuse it. Wisdom Tree's Spiritual Warfare, for example, was forked from the Crystal Mines engine (used for Exodus and Joshua), and Mega Man 2 was an expansion of the first Mega Man. (In fact, the ruins of some MM1 stages are in unused portions of the ROM, I've read.)
Sorry for bringing up animation again, but in a development team, who decides how many frames of animation every character uses? The programmers or the graphics artists?
Well I support your effort. But the #1 thing I will tell you is if you need a programmer, you can probably find one willing to work with you if you show them significant artwork and game design content. So even without a programmer if you can get artistic support for whatever you are hoping to make and start designing it, that will help a lot. Don't be discouraged by not having a programmer right away.
psycopathicteen wrote:
Sorry for bringing up animation again, but in a development team, who decides how many frames of animation every character uses? The programmers or the graphics artists?
I'd say it depends on a few factors...I wouldn't worry about it too much yet and just concentrate on a mock up. Then the programmer can weigh in on what's feasible and what isnt.
I know that 65xxx processors aren't very well suited for C language because of how the stack works - however, today most companies program microcontrollers exclusively in C, and the output code is often just as good as if it were written in assembly, maybe slightly less performing, but it takes like 5 times less effort to write it and to find errors in it - increasing greatly the chances for a completed project. (this is my "professional" life getting involved with this forum...)
In fact I think the reason so much of us fails to release complete homebrew games is because of the false rumor that games had to be done in assembly on the NES. OK assembly is fun, you can write very optimised routines, which is good when interfacing with
@pichi010 : Don't worry about not knowing much about programing - you shouldn't listen those moaners and be discouraged. Instead you should show what you know to do.
For me it's often the opposite - I know how to program games but I lack some artistic inspiration. Also I have begun many games and never finished any...
Quote:
I know that 65xxx processors aren't very well suited for C language because of how the stack works
Stack access is not such a large problem. I'd say the bigger problems are:
Lack of registers.
Register width.
Few addressing modes.
With that being said, it would certainly be possible to generate good 65xx code from C. It's just that the efforts to develop good compilers/optimizers tend to go into platforms that are used on a large scale, like x86 or ARM.
Bregalad wrote:
@pichi010 : Don't worry about not knowing much about programing - you shouldn't listen those moaners and be discouraged. Instead you should show what you know to do.
Hey Thanks! finally someone that supports the cause! lol... @Bregalad, we should talk about the project. well first I'll get that sample of my vision to you all and from there I can see if programmers pop up for the project
Are you still working on your 2 minute video? It's been quite a while?
stopped since I got a guy that will help me out.
He is working in a pretty good project right now, after done, he is going to take a look at my project.
after that, we'll talk
Thanks for the interest though.