it looks good. Btw does any1 else think those statues almost look like golden versions of the gargoyle in Demons Crest before you hit him? (If any1 even remembers that game.)
3 months? 3 months is barely enough time to make a game with art as good as this. It took our studio with 7 members 3 weeks to paint the sprites for one character animation and a month to paint a base not including the surrounding terrain. For one person to do all of this, it would take them 3 mouths to just paint. Quite frankly it makes sense why it only took 3 months because the art is taken directly from Chrono trigger. He didn't paint anything and that's why he needs to find an artist.
Wow really cool man. Recently I decided to the exact same thing, learn how to program so I could make a game. I'm going to use the XNA too for this.
Seeing your videos are really motivating for me, it's been only three months and you are already doing that. I though I'd take forever just to get to something like a battle engine being done.
Hey, do you mind telling me what tutorials did you use?
I think that you should look to Grandia 1 for some insperations... the interactions with the world and the animation of the sprites are a great deal better than Chrono's. If you're feeling like it a flow based battle system is more interesting to the player tacticly.
Ok here's what my experience is. Artists capable of making game graphics believe their art work is worth around $20 an hour. They also believe in getting paid for samples and concept time. Now you could try to get student artists that take less, but most people doing XNA are generally making $15 an hour or less at their day jobs, so unless you hire foreign labor there is no way to get an artist. Now you may suggest a volunteer or partner.
you want to make dedicated members who would do anything for the studio without compensation when you are first starting out. you do this through making friends who are interested in game design and give them a reason to really get involved. reasons could be, it will look tremendously good on resume, split profit evenly, and show them you know how to run a studio (gain trust and reassurance of their success). That's how we got our members including 4 extremely talented artists.
Well you asked why people can't find a "damn artist" and I gave you a reason. Especially for people who don't have a lot of previous experience. The whole split profit great for resume thing comes under my volunteer category. More than likely they will burn out or life will catch up with them, especially doing an RPG like this. People interested in game design typically wants to be the guy designing the game and not regulated into a specific task. Even the guy behind Braid had to hire out.
I don't remember what i asked this was a while ago, but with a small enough team, you can find more members through friendship and they wont require pay. the smaller a group is the more intimate it is the larger it gets the less intimate it is, well in sociology terms. I would assume that if your starting out, you don't want to start out with members who require pay you want members who are intimate and dedicated. In case anything does go wrong, you wont lose all your members.
Just looked through some of your comment links, so you make games in XNA for XBLI as well? Don't suppose you could tell me a title of one of yours? I'd like to check one out. If you were part of the team behind JUMP! or PIXEL I'm greatly impressed, though I should mention that PIXEL has crashed 3 times on me LOL.
In any case, this particular project we are commenting on is rather interesting considering it's one guy and the time frame he's working under. Kind of impressive, huh?
Doing our current game we started out as 2 people and doing the sprites our self, that could only get us so far since none of us are "real" artists. So we considered them space saver graphics. Then we got a local artist, he was with us until he became financially unstable and needed to get paid for the various artwork instead of being an equal partner. We paid him and eventually he became bored with the project. Eventually we resorted to hiring out, it has been cheap with better/quicker results.
Sorry if my previous posts had a few too many spelling / grammar errors, it's 2:36am here in Washington State. BTW you talk about working on games and you are 20 years old. I'm assuming you don't make them for profit, which is fine. I use to make free games when I was in High School - Jr. College on the side as well, but after you leave school or get into your mid 20's you'll notice that the availability of artists interested in partnering up or volunteering dries up pretty quick.
Ah yes, that is a problem, I agree with you completely, I guess most people who start working with XNA and developing a studio are graduated. That's why we started early so we can get a good start before graduation. It's easier to find members in a college community but its hard to find time to work.
Now Volunteers drop out like flies. This may sound ok, just find another one kind of thing, but NO. Not if you are trying to get a consistent style, it's extremely difficult to find artists who can match the style of another or make something complimentary... Unless you found a bunch of anime people in which case the simplistic unrealistic design lends itself to easy copying, but then you'd be buried along with all the other weeaboo constructed crap. Sorry side tracked there for a moment.
The problem with foreign labor is that A) you still need money, though not as much as you'd find on the American market... I've been quoted as much as $50 a FRAME for sprite animation. On average you are looking at $12.50 a frame in the US market. In Jakarta you can get it as cheap as $1 a frame, but it may not be the quality you are looking for. China costs around $60 a tile set. I could go on if you'd like. B) The language barrier is extremely hard to communicate through.
It's also important to note that depending on where you are from their prices will shift accordingly, or to qoute one company, "To Chinese companies we quote to Chinese prices, to American companies we sell at reduced American prices" translation, they blow up the cost because you are an American. And finally C) People in your own country will hate you. They will claim you are exploiting people and vilify you when you just want to make a game and these people sent you their requested payment.
Yeah as soon as its ready for release, I would absolutely love to get some people to play it... The problem with it right now is the engine isn't done, so the game would be fun for... oh... 3 minutes tops :) I also don't want to release it with any copyrighted material (meaning the chrono trigger music / sprites)
Glad to see there is some interest though, since its a project that I took on to learn how to program ;D
gj looks great
moshmartyr 2 months ago
This is lol,
ForsakenStride 1 year ago
lol hp -17 :P
L2DragonHunter 1 year ago
keep up the good work mate. I always find it hard to finish projects that I start but this looks really good. Peace and fucking belive!
Mrfroth 1 year ago
it looks good. Btw does any1 else think those statues almost look like golden versions of the gargoyle in Demons Crest before you hit him? (If any1 even remembers that game.)
RaNd0m221 2 years ago
3 months? 3 months is barely enough time to make a game with art as good as this. It took our studio with 7 members 3 weeks to paint the sprites for one character animation and a month to paint a base not including the surrounding terrain. For one person to do all of this, it would take them 3 mouths to just paint. Quite frankly it makes sense why it only took 3 months because the art is taken directly from Chrono trigger. He didn't paint anything and that's why he needs to find an artist.
vulkein 2 years ago
Wow really cool man. Recently I decided to the exact same thing, learn how to program so I could make a game. I'm going to use the XNA too for this.
Seeing your videos are really motivating for me, it's been only three months and you are already doing that. I though I'd take forever just to get to something like a battle engine being done.
Hey, do you mind telling me what tutorials did you use?
Vicaris 2 years ago
I think that you should look to Grandia 1 for some insperations... the interactions with the world and the animation of the sprites are a great deal better than Chrono's. If you're feeling like it a flow based battle system is more interesting to the player tacticly.
Cueil 2 years ago
pretty good for a self teached game programer one complant can you try to add music?
gamemasterredlink 2 years ago
looks good man, keep it up!
bigdirtyphil 2 years ago
VERY NICE!!!
if yu need some inspiration on such rpg games, play golden sun 1 and 2, and Sword of mana :D
they WILL give inspiration.
i started to learn myself programming a few days ago, but its not working... :-(
how did you started?
arturconfituur 2 years ago
Three Cronos...I'd like to triple tech with those (even if they have different names)
ccricers 2 years ago
Why cant anyone find a damn artist. Nice programming but your going to need more than that.
vulkein 2 years ago
Ok here's what my experience is. Artists capable of making game graphics believe their art work is worth around $20 an hour. They also believe in getting paid for samples and concept time. Now you could try to get student artists that take less, but most people doing XNA are generally making $15 an hour or less at their day jobs, so unless you hire foreign labor there is no way to get an artist. Now you may suggest a volunteer or partner.
RunandGunPictures 1 year ago
you want to make dedicated members who would do anything for the studio without compensation when you are first starting out. you do this through making friends who are interested in game design and give them a reason to really get involved. reasons could be, it will look tremendously good on resume, split profit evenly, and show them you know how to run a studio (gain trust and reassurance of their success). That's how we got our members including 4 extremely talented artists.
vulkein 1 year ago
Well you asked why people can't find a "damn artist" and I gave you a reason. Especially for people who don't have a lot of previous experience. The whole split profit great for resume thing comes under my volunteer category. More than likely they will burn out or life will catch up with them, especially doing an RPG like this. People interested in game design typically wants to be the guy designing the game and not regulated into a specific task. Even the guy behind Braid had to hire out.
RunandGunPictures 1 year ago
I don't remember what i asked this was a while ago, but with a small enough team, you can find more members through friendship and they wont require pay. the smaller a group is the more intimate it is the larger it gets the less intimate it is, well in sociology terms. I would assume that if your starting out, you don't want to start out with members who require pay you want members who are intimate and dedicated. In case anything does go wrong, you wont lose all your members.
vulkein 1 year ago
Just looked through some of your comment links, so you make games in XNA for XBLI as well? Don't suppose you could tell me a title of one of yours? I'd like to check one out. If you were part of the team behind JUMP! or PIXEL I'm greatly impressed, though I should mention that PIXEL has crashed 3 times on me LOL.
In any case, this particular project we are commenting on is rather interesting considering it's one guy and the time frame he's working under. Kind of impressive, huh?
RunandGunPictures 1 year ago
Doing our current game we started out as 2 people and doing the sprites our self, that could only get us so far since none of us are "real" artists. So we considered them space saver graphics. Then we got a local artist, he was with us until he became financially unstable and needed to get paid for the various artwork instead of being an equal partner. We paid him and eventually he became bored with the project. Eventually we resorted to hiring out, it has been cheap with better/quicker results.
RunandGunPictures 1 year ago
Sorry if my previous posts had a few too many spelling / grammar errors, it's 2:36am here in Washington State. BTW you talk about working on games and you are 20 years old. I'm assuming you don't make them for profit, which is fine. I use to make free games when I was in High School - Jr. College on the side as well, but after you leave school or get into your mid 20's you'll notice that the availability of artists interested in partnering up or volunteering dries up pretty quick.
RunandGunPictures 1 year ago
Ah yes, that is a problem, I agree with you completely, I guess most people who start working with XNA and developing a studio are graduated. That's why we started early so we can get a good start before graduation. It's easier to find members in a college community but its hard to find time to work.
vulkein 1 year ago
Now Volunteers drop out like flies. This may sound ok, just find another one kind of thing, but NO. Not if you are trying to get a consistent style, it's extremely difficult to find artists who can match the style of another or make something complimentary... Unless you found a bunch of anime people in which case the simplistic unrealistic design lends itself to easy copying, but then you'd be buried along with all the other weeaboo constructed crap. Sorry side tracked there for a moment.
RunandGunPictures 1 year ago
The problem with foreign labor is that A) you still need money, though not as much as you'd find on the American market... I've been quoted as much as $50 a FRAME for sprite animation. On average you are looking at $12.50 a frame in the US market. In Jakarta you can get it as cheap as $1 a frame, but it may not be the quality you are looking for. China costs around $60 a tile set. I could go on if you'd like. B) The language barrier is extremely hard to communicate through.
RunandGunPictures 1 year ago
It's also important to note that depending on where you are from their prices will shift accordingly, or to qoute one company, "To Chinese companies we quote to Chinese prices, to American companies we sell at reduced American prices" translation, they blow up the cost because you are an American. And finally C) People in your own country will hate you. They will claim you are exploiting people and vilify you when you just want to make a game and these people sent you their requested payment.
RunandGunPictures 1 year ago
it looks exactly like final fantasy chronicals
for ps1 which is the first one.
nice though
drivebybruising 3 years ago
Wow thats really good man, keep at it !
Illyum 3 years ago
Is that cronho from cronho trigger?
god3gunz 3 years ago
Good job, keep up the great work!
Tienshinhan 3 years ago
Yeah as soon as its ready for release, I would absolutely love to get some people to play it... The problem with it right now is the engine isn't done, so the game would be fun for... oh... 3 minutes tops :) I also don't want to release it with any copyrighted material (meaning the chrono trigger music / sprites)
Glad to see there is some interest though, since its a project that I took on to learn how to program ;D
zettik 3 years ago
I'll play it definatley but first you make it more flashy and brighter. If you need any help i can i'm brilliant at it espicially G.U.I
tigerseyecreations 2 years ago
you know this really looks awesome!!!
But ever thought bout releasing the demo's to the public cause really i can't wait to play this.
But what about releasing a demo already so i can already start spending time on this game :P
All i gotta say is WOW!!!!!!!!!!!!!!!!!!!!!!
barrybadboy 3 years ago