segunda-feira, 17 de março de 2008

pixel art


Another masterpiece for our website...

quinta-feira, 13 de março de 2008

pixel art


My first try in pixel art... :)

quarta-feira, 12 de março de 2008

The official website is half way. You can visit it temporarily in this link -----> HERE.

Self Selling

We've been having problems with motivation.
The fact is that stuff are running kinda slow, and specially at a time when they can't (or should not).
However, for the mental purpose of motivating the troops, i've decided to post a bit of everyone's work out here.
This will become a routine from now on, and every once in a while (frequently i hope) i'll post what everyone's doing, and how the work is going.

So starting with the char design, I will present you 3 characters today. 2 of the main characters and one enemy.
[CHARACTERS]
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Julle Cocoa:
An elitist daddy's girl, who fights to get back at the people who took her father fortune.
PDF Character Description
Character Design and Concept by:
Eva Pereira

This was not an easy character to decide. We wanted an elitist on the main playable group, but the reason why she would fight, and her personality, were indeed an issue. We tried very hard to avoid any female character, fighting on a revolution, and that would sound as any stereotyped female activist (no offense meant, we just wanted to avoid this mental picture) like a raging feminist. However this girl will probably still smoke cigars, and with some hope... she will gain a less "angelic" look, and more terrain.

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Carlos Carneiro:
A hot head young activist, educated to fight for his rights and freedom.
PDF Character Description
Character Design and Concept by:
Telmo Rocha

This was an easy character, but totally under developed. The fact was that i had it in my mind for quite some time, for a type of project like this. However i was never able to get some time to properly draw and develop the character. He is pretty much myself, in personality, and look. IMMA HAWT.

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And finaly our first and most awsome enemy. A punk (not on the actual Punk scene, but on the actual Clint Eastwood "do you punk?")
This character are low life punks, that the "power to be" are able to convince to fight against the revolutionaries, by the price of some money.
Concept by:
Joana Rodrigues
Character Design by:
Filipa Sousa

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[SCRIPT]
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You people probably don't know, but we have decided to review the entire script. Not that we don't want or will not use the previous one, but we wanted to give it another try to see what come's out of it.
However, this time, the person who is writing is Takashi. He is an old friend of mine, and the one whith who i share most experiences, impressions, and knowledge about video games.
He's been having some difficulties on working for the script (ask him why, i'm lazy to write), but here is a small sample of what he has written.

DOWNLOAD HERE

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[GRAPHICS]
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There's been also some development for the graphics.
Working with us we have also a student from our college, a guy who i call Rafa, but i haven't properly memorized his name yet.
He wants to work related with this project's presence on the Intertubes (net), but also (and more important for him now as he declared) working with our logo.
He's done some studies and sketches, and last night he gave me this 2 pictures.


I will let them talk for them selfs, because no explanation needed for the symbolic of our game. We enjoyed this studies very much, and we're giving full support to the development of his ideas.

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I've also been making some mental studies on how the game should look in the end, ON SCREEN.
I want to get all the measures right, and i don't want anything to look with stupid proportion in the end. The image above is the result of that small study.

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And for now this is everything, i certaintly hope to end the "characters" coding this week. We're planing on the next 2 weeks to be fully working under the game's graphics.
We'll work it hard and painfully. This will be a sweat shop.
For everyone, stay cool, and lets get stuff done.

segunda-feira, 10 de março de 2008

I am developing part of Proletarian Rage's soundtrack. in TFM Musik Traker (mega drive).

At the moment I have some examples and 2 almost complete musics (but i'm am never satisfied, so they can be changed at any moment). Dança Trovadoresca is completed but it just needs a little touch on the instruments..

here they are:



Japanese Divide

[edit][Deci: Music links updated to the UCP server... might get luckier with this]

terça-feira, 4 de março de 2008

[PR Development] v0.2.3

Hi everyone... just here to leave you with another small demo.

[WARNING] This Demo has a BUG. It crashes after picking up some apples.
The windows Binary
and
The DLLs

The rules have changed. Unzip the binarie zip, and unzip the DLL directly inside the folder the previous zip created. If you get a folder instead of a bunch of files, get them from the folder and paste them on the .exe file.

If you downloaded the previous demo, you just need to change the old files from the new ones on the Binary zip.


So yeah, now i'm doing the AI. Its being kinda hard but oke.
Z - to jump
A - to Attack/pick up stuff
S - to throw a weapon
X - to drop a weapon

quarta-feira, 20 de fevereiro de 2008

[PR Development] v0.2.2

Hi everyone.

Lols, so we were out of town for quite some time. We haven't been posting but let not this absence fool you. The Proletarian Rage Development hasn't stopped for one single day.

As far as I can tell, I did some major structure modifications to the code since the last time I posted. Basicly I'm trying to achieve a point were we can put any kind of movement we've seen on the brawler (beat'em up) kind of game, with just a minor modifications on a TXT file (this putting it very plain).

So, i have some candy for yah.

First of all, you can download the Windows Binary and the resource files in here.
However you will also have to download the DLLs in here, so you download this zip, extract it and a "DLLs" folder will be unziped, and inside you have a bunch of files with a .dll extension, that you have to move to the same folder of the .exe file of the previous download. I've decided to separate these 2 so that i wont have to put the DLLs on the Binaries showoff every time i post them.
You can also download the Source Files in here. There's a makefile for the PSPSDK in there, so don't use it unless you intent to compile for PSP. You can also compile for Windows, Linus and theoretically Mac OSX, as long as you have a C++ compiler, and the SDL, SDL_image, SDL_mixer and all the dependency libraries around.
For running, you also need the runtime of all these libraries. That's what the DLLs are for windows, in case you don't know.

So, what else is new?
I have a team of brave freshmen from my college, that offered their voluntary effort to help with this game's cause. They will be doing art for the game, and i'll be showing them around the game's corners as far as i can do my best.
Thanks everyone. I'll put your names in here as soon as i remember them all...... sorry.

Also, takashi will be helping us with the script. I asked him if he wanted to give a more "literary" sense into it (a sense i trust most in him), and he accepted. So now i will be annoying him for doing that.
Thanks Takashi.

And for finish, Joana has been doing some great job with the music and the TFM Maker (tracker). But that, i'll let her talk about it, and say its own judgements.

For everyone, stay cool, and follow your heart (i always wanted to say this again).

sexta-feira, 14 de dezembro de 2007

Open for servisse.
























There we go, we are now open.
This project started by being a simple project developed by two students. However, both of us really want our ideas to be fulfilled. That is why are now trying to recruit people to help us with the production of Proletarian Rage. Most of the people will be doing graphics, help with ideas and characters, also with some of the coding if possible, and making the project's web page. People that would like with skills with coloring illustrations would also be a bonus.

To be honest, i just wanted to do this for quite some time. I start to see people here and there that want to do games, and with some kind of talent waiting to be further developed. But most of the times people don't want to gather and do a bigger productions, and i understand very well why. I have my own ideas as well, and being ordered around is always something that we don't like. But still... This is an opportunity to show otherwise. That people can gather, can create something bigger, that are able to work together to show their skills.

Just the thought of watching these people with the same origins (video game interest) to gather, and actually make one, is a sight to makes us cry ;___; (i cry... NOT).

Anyway, if you want to participate, and you're around Porto, you can show up at Universidade Católica, Pólo da Foz, around 15:00 (3pm), at the room Auditório A4 (you can ask on the reception where it is).
Otherwise, if you cant go and you want to participate, or ask for some kind of information about the project or anything else, you can email us at:
red_water (at) live (dot) com

Everyone stay cool, and lets move this revolution.

sexta-feira, 30 de novembro de 2007

Characters and Script

Script
In the sequence of our process of work, I started writing the script and It's almost concluded. Here I leave the Intro and the background of the story.

First Character
The First Character of our three heroes is defined, as well as his background, characteristics and main ability... He's Ruíz Cammaron and he's Cuban!

Enemies
Here are the enemies of PROLETARIAN RAGE. This document may be edited, in order to include some more details over their characteristics and physical issues.

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By the way, I found some references related with 'Political Art', as a mean to intervene and to criticize politics through art. Important to mention and to include on our final dossier.
Art-works reference

Code Update

Due to some people's request (hi Takashi), they've been expressing the wantness of watching the development of my code under a closer look, I'll try to post UPDATES of Proletarian Rage Development Code, the most frequently possible.

So. Today this is what we have:
Proletarian Rage 0.0.8
( KEYS: Directional, Z and A )
This file comes with the Source and Header files, as well as a Dev-C++ project file (for easy compilation). Don't forget that I'm using the SDL, SDL_image and SDL_mixer libraries, so they must be "there" if you want to recompile the project. Also, there is a makefile for the PSPSDK users, the pictures and sounds I'm using to test the code, and finally a already compiled windows Binary File for the windows users (linux and osx will have to wait).

For the ones that don't know already, this game will be greatly inspired by Streets Of Rage 3.
Why you ask? Well, the control of the main character are rather intuitive (even if unrealistic... but realism was never the subject here). The control the player has over the characters actions is on our opinion incredible.

On the stage i am, I'm trying to reproduce the jump which is still incomplete. The stage it is right now, would resemble the jump of a Final Fight or even a Sengoku 3 (if we take into account that Sengoku 3 has double-tapping run).
What seems to happen on Streets Of Rage is an aerial acceleration variable. Which is controlled on the most weird ways possible. This would be easy using float point variables, however, I'm trying to restrain myself into integers, for the speed sake. One way that I've fount right now would be... using a counter to that would limit the increase or decrease of the aerial acceleration rate... who knows.

Anyway, I'm extending myself a bit too much, so I'll leave this thoughts to myself, and keep doing zie code. Stay well everyone and cya.

quinta-feira, 29 de novembro de 2007

New Texts update

In order to complete our research over the political views, there is another text, Letf-wing vs Right-wing. It explains and describes the beliefs, objectives and procedures..

domingo, 25 de novembro de 2007

Early Documentation

And yet, here we go for another post.

Our project now has _DOCUMENTATION_. Like, wow, I hardly even comment my code and I'm all in favour of "if the code is hard to write it should be hard to understand".

Now for real. I've followed the advice of Prof. Luís Teixeira, and used Doxygen to make the documentation of my Project. After this small and very efficient application finished it's work, i got a so called documentation in html. I was impressed. it helped me having a "look" over my code, and its much more simple than it looks like from inside.

Anyway, it still needs comments, or something else. But we have time for everything (horse sh...), and something in that direction will eventually be made.

For now, i leave you all with the Proletarian Rage early Documentation . Enjoy and have fun.


ps: The "Class Hierarchy" is the most interesting section.

quarta-feira, 21 de novembro de 2007

First Post:

Here is our First Post.
As the first that it is, we think it deserves to include all the material that we have produced so far. So here we go:

-------- Lame Update --------

First of all, we would like to introduce you our test character for the development of the game:

TestChar

“It’s” name is testChar. He will be out faithful comrade for the rest of the game engine development.

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-------- Research --------

Now we will present the sketches that Joana has been producing. This are the base of our investigation for this project. These will put our mind in the right place, about the _heavy_ themes this game includes:

Students against Sarkozy

This is one of the texts we consider more interesting. It reports the situation about the student’s protests happening in France over the last weeks. This text lets us know what the political situation _now_ is. Not only had the protestant’s defended the same kind of politics we are trying to study. But the most interesting is that what happened during the protests, and their reasons, are very similar to what will happen within the game.

The Communist World

This text gives an overlook on the communist principles. This text is very light, and it has no purpose to go much within the subject. Let us say this would be more like an introduction to the subject.

USSR

We try to report the events that lead to the Russian revolution that implemented the USSR. This is an analytic text that serves the purpose of instructing us how these kinds of revolutions _might_ happen. Even more, to gives us a vision of how this kind of events don’t have a head, neither a hero. Instead, it’s a complicated set of circumstances that lead into a situation.

NewTexts

I don’t have much to say about these, unless that these are the most important texts of our research. They are still unorganized. Reason why they will be posted separately, and with a decent description, in future posts.

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-------- Code --------

On our project we are using the PSPSDK to compile C++ code into the PSP. We use the SDL, SDL_image and SDL_mixer libraries to provide the video, input and sound services to our project.

Even if its not our intention to make another version beyond the PSP one, we are implementing the code in Windows, and then we port it to the PSP. To actually make the code and test it fast, we are using Dev-C++ IDE for windows. This provides us a fast way to code in C++, with a decent debug support. Also, it provides a Unix environment compilation (thru GCC compiler), which is similar to the PSP-CGG compiler that we use for the PSP.

Our game Architecture is based on the theory of “Object Oriented Game Design” made by Britt L. Hannah in 2004. No big implementations were reported so far, and the comments about this theory diverge. After a search in forums and blogs, the opinions fo from “compleatly useless to actually implement a game” to “its very fun to use, and allows fast introductions of new features to the game”.

Till now, we have been able to implement a number of action, states, and forms (graphics), but still without the Entity Space. Also, the Entity code is not yet stable, and is constantly changing every new update. On the other hand, the services seem to be working perfectly, and no major changes have been made so far (with the exception of some minor changes on the sprite class)

We now dispose the Source Code, and a small Windoes Sample of our work.

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Well, this is all for now, i don’t really know how to say good bye either in emails or blogs (or anything else, help is welcome to teach me how to properly say good bye), so cya all. Till next post.