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Bread Collector

Looking for People to Join Dev Team

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Posted (edited)

Hello guys.

I am a programmer and artist looking to form a team to develop games. I am looking for programmers, animators and composers who are interested in working together to make games in order to gain experience and grow their skills. I plan for us to start off on small 1 month projects in order to to get used to the process of development and hopefully move on to bigger projects if we choose to do so. 

I spend a lot of time learning new things but I always forget the importance of doing. So I am looking for people who want to learn and get better through the experience of working with an actual team.

If you are a:

  • programmer
  • animator
  • composer

and want to give it a try, please leave a comment below or reach me through my discord channel : https://discord.gg/GTdceFD .

Edited by Bread Collector

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If the project is small enough (my time is limited), I might be interested in taking part as a composer. I have years of experience but never worked on an actual project. So this could turn out to be a great opportunity to do so.

Is there a concept already or do you plan to develop an idea with your team? If a concept is present, loosing a view words would certainly help getting people interested.

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Hi there,I started recently with Unity, just trying to do some things on my own so I do not have much experience but I would like to join a team and get the experience through practice! 

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Posted (edited)

Hey, I'm open to any ideas @ptietz and I would love to have you in. I'm not going for anything ambitious as of now so I wouldn't mind having you on, as long as we keep constant updates on what is getting done, and what needs to be done.

@Squall22 hey man, as long as you're willing, we can make something happen. 


Both of you should join the discord link so I can get to know you all better and get things rolling. 

Edited by Bread Collector

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@ptietz sure. Pm me your email address. 

At this point, if you are considering this opportunity, we need 1 more programmer and  animator. All other roles have been filled. 

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Am I late? I frequently tinker with Unity, but I'm a rookie. Has been 3-4 months since I've started tinkering with Unity. Just trying to do some things on my own. But I would like to join the team and gain experience with practice.

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I am an experienced Unity programmer with knowledge of shaders and the like. I currently don't have access to discord, but ill pm you my steam.

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What kind of languages/engines are you planning on working with? I am proficient in Java and have experience in c# but I have never really touched Unity or GMS. I am reasonably interested depending on the project being looked into

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      if (scoreObject) { orxCHAR formattedScore[5]; orxString_Print(formattedScore, "%d", score); orxObject_SetTextString(scoreObject, formattedScore); }  
      First, the block will only execute if there is a valid scoreObject.
      If so, then create a 5 character string. Then print into the string with the score value, effectively converting an int into a string.
      Finally set the score text to the scoreObject using the orxObject_SetTextString function.
      Compile and Run.
      Move the ufo around and collect the pickups to increase the score 150 points at a time.
        Winning the game
      1200 is the maximum amount of points that can be awarded, and that will mean we've won the game.
      If we do win, we want a text label to appear above the ufo, saying “You win!”.
      Like the score object, we need to define a YouWinObject:
      [YouWinObject] Graphic = YouWinTextGraphic Position = (0, -60, 0.0) Scale = 2.0 Smoothing = false  
      Just like the camera, the YouWinObject is going to be parented to the ufo too. This will give the appearance that the YouWinObject is part of the ufo.
      The Scale is set to x2.
      The Position is set offset up in the y axis so that it appears above the ufo.
      Next, the actual YouWinTextGraphic:
      [YouWinTextGraphic] Text = YouWinText Pivot = center  
      And the text to render into the YouWinTextGraphic:
      [YouWinText] String = You Win!  
      We'll test it by creating an instance of the YouWinObject, putting it into a variable, and then parent it to the ufo in the Init() function:
      orxObject_CreateFromConfig("PickupObjects"); scoreObject = orxObject_CreateFromConfig("ScoreObject"); ufoYouWinTextObject = orxObject_CreateFromConfig("YouWinObject"); orxObject_SetParent(ufoYouWinTextObject, ufo);  
      Then the variable:
      #include "orx.h" orxOBJECT *ufo; orxCAMERA *camera; orxOBJECT *ufoYouWinTextObject; orxOBJECT *scoreObject; int score = 0;  
      Compile and Run.
      The “You win” text should appear above the ufo. Not bad, but the text is rotating with the ufo much like the camera was before.

      We can ignore the rotation from the parent on this object too:
      [YouWinObject] Graphic = YouWinTextGraphic Position = (0, -60, 0.0) Scale = 2.0 Smoothing = false IgnoreFromParent = rotation  
      Re-run. Interesting. It certainly isn't rotating with the ufo, but its position is still being taken from the ufo's rotation.

      We need to ignore this as well:
      [YouWinObject] Graphic = YouWinTextGraphic Position = (0, -60, 0.0) Scale = 2.0 Smoothing = false IgnoreFromParent = position.rotation rotation  
      Good that's working right.

      We want the “You Win!” to appear once all pickups are collected.
      The YouWinObject object on created on the screen when the game starts. But we don't want it to appear yet. Only when we win. Therefore, we need to disable the object immediately after it is created using the orxObject_Enable function:
      ufoYouWinTextObject = orxObject_CreateFromConfig("YouWinObject"); orxObject_SetParent(ufoYouWinTextObject, ufo); orxObject_Enable(ufoYouWinTextObject, orxFALSE);  
      Finally, all that is left to do is add a small check in the PhysicsEventHandler function to test the current score after each pickup collision:
      if (orxString_SearchString(recipientName, "PickupObject") != orxNULL) { orxObject_SetLifeTime(pstRecipientObject, 0); orxObject_AddSound(pstSenderObject, "PickupSound"); score += 150; } if (orxString_SearchString(senderName, "PickupObject") != orxNULL) { orxObject_SetLifeTime(pstSenderObject, 0); orxObject_AddSound(pstRecipientObject, "PickupSound"); score += 150; } if (orxObject_IsEnabled(ufoYouWinTextObject) == orxFALSE && score == 1200) { orxObject_Enable(ufoYouWinTextObject, orxTRUE); }  
      We are checking two things: that the ufoYouWinTextObject is not yet enabled using the orxObject_IsEnabled function, and if the score is 1200.
      If both conditions are met, enable the ufoYouWinTextObject.
      Compile and run.
      Move the ufo around and collect all the pickups. When all are picked up and 1200 is reached, the “You Win!” text should appear above the ufo signifying that the game is over and we have won.

      And that brings us to the end! We have created a simple and complete game with some configuration and minimal code.
      I hope you enjoyed working through making the ufo game using the Orx Portable Game Engine. Of course, there are many little extras you can add to give your game that little extra polish. So, for just a bit more eye candy, there a couple more sections that you can follow along with if you wish.
      There are many ways to do shadows. One method is to use shaders… though this method is a little beyond this simple guide.
      Another method, when making your graphics, would be to add an alpha shadow underneath. This is a good method if your object does not need to rotate or flip.
      The method I will show you in this chapter is to have a separate shadow object as a child of an object. And in order to remain independent of rotations, the children will ignore rotations from the parent.
      First a shadow graphic for the ufo, and one for the pickups:
      Save these both into the data/texture folder.
      Then create config for the ufo shadow:
      [UfoShadowGraphic] Texture = ufo-shadow.png Alpha = 0.3 Pivot = center  
      The only interesting part is the Alpha property. 0.1 would be almost completely see-through (or transparent), and 1.0 is not see-through at all, which is the regular default value for a graphic. 0.3 is fairly see-through.
      [UfoShadowObject] Graphic = UfoShadowGraphic Position = (20, 20, 0.05)  
      Set the Position a bit to the right, and downwards.
      Next, add the UfoShadowObject as a child of the UfoObject:
      [UfoObject] Graphic = UfoGraphic Position = (0,0, -0.1) Body = UfoBody AngularVelocity = 200 UseParentSpace = position SoundList = AppearSound ChildList = UfoShadowObject  
      Run the project.
      The shadow child is sitting properly behind the ufo but it rotates around the ufo, until it ends up at the bottom left which is not correct.

      We'll need to ignore the rotation from the parent:
      [UfoShadowObject] Graphic = UfoShadowGraphic Position = (20, 20, 0.05) IgnoreFromParent = position.rotation rotation  
      Not only do we need to ignore the rotation of ufo, we also need to ignore the rotation position of the ufo.
      Re-run and the shadow sits nice and stable to the bottom right of the ufo.

      Now to do the same with the pickup shadow:
      [PickupShadowGraphic] Texture = pickup-shadow.png Alpha = 0.3 Pivot = center [PickupShadowObject] Graphic = PickupShadowGraphic Position = (20, 20, 0.05) IgnoreFromParent = position.rotation  
      The only difference between this object and the ufo shadow, is that we want the pickup shadow to take the rotation value from the parent. But we do not want to take the position rotation.
      That way, the pickup shadow will remain in the bottom right of the pickup, but will rotate nicely in place.
      Now attach as a child to the pickup object:
      [PickupObject] Graphic = PickupGraphic FXList = RotateFX Body = PickupBody ChildList = PickupShadowObject  
      Re-run, and the shadows should all be working correctly.

      And that really is it this time. I hope you made it this far and that you enjoyed this series of articles on the Orx Portable Game Engine.
      If you like what you see and would like to try out a few more things with Orx, head over our learning wiki where you can follow more beginner guides, tutorials and examples.
      You can always get the latest news on Orx at the official website.
      If you need any help, you can get in touch with the community on gitter, or at the forum. They're a friendly helpful bunch over there, always ready to welcome newcomers and assist with any questions.
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