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View Full Version : Spriter/etc needed for promising GBA RPG, Blood of Lions. Lots of information inside.


Sarinsoft
06-15-2004, 05:05 PM
Hello,
Well it's been awhile since we've needed anybody but here we are again. We currently need 2 artists for our GBA RPG, Blood of Lions. One of the artists will be a dedicated spriter, while the other would work with whatever best fit them, whether that be sprites or bgs or a combination of the two. We are not your average team that posts a new idea from month to month never creating anything... we are in this for the long haul. The game's engine and most components are already programmed, while the rest has been designed and will be implemented in the near future. Below you will see a long list of work that has been done, with examples provided, hopefully this will give an idea of our dedication. If interested, please email me at:
rob@sarinsoft.net

Currently, our core, dedicated team consists of:
Two programmers
Three artists
One writer
One composer

The following format is used for our background tiles:
Size: 16x16
Color Palette: GBA's 16x16 Color Palettes (a 256 palette broken into 16 smaller palettes consisting of 16 colors each, the first of which in each is the transparent color)
# Per Map: Around 768 split between layers however you desire.

For sprites:
Size: Humans are around 20x32 for standing frames, but the actual box size is 32x40 to allow for animation. Sprites can in reality be any size as long as it's divisible by 8 so it really depends on the individual sprite.
Color Palette: 16x16, ideally
Animation Frames: Limited only by the amount of rom space available, just throwing out some general numbers:
Walk: 4
Run: 6

Engine Demo (Chrono Trigger: Leene Square)
This demo of our engine features the Leene Square portion of the Super Nintendo classic, Chrono Trigger. The engine version in this demo is actually quite out of date. For instance, this engine features a dynamic tile system that the current engine does not use. In an actual game the data must be compressed and that system did not suit those needs, but was fine for a demo. Other changes were made as well that have improved upon this version a lot. A full list of engine features will probably be made available in time.

http://www.sarinsoft.net/rpg/ctdemo.zip

Docs

Story Overview Document: http://www.sarinsoft.net/docs/BOL.doc
Close Combat Battle Design Document: http://www.sarinsoft.net/docs/CloseCombatDesign.doc
Tentative Large Scale Battle System Document: http://www.sarinsoft.net/docs/LargeBattleSystem.rtf

Art

Early in-game screenshot:
http://www.sarinsoft.net/art/forest6.jpg

Maps (In-Game & Big):
http://www.sarinsoft.net/art/lionsmapex.gif
http://www.sarinsoft.net/art/map.jpg

Glaucus Sprites (will prob be redone with a new artist...):
http://www.sarinsoft.net/art/glaucussidewalk.gif
http://www.sarinsoft.net/art/running4.gif

Animal Sprites:
http://www.sarinsoft.net/art/birdravenowl.gif
http://www.sarinsoft.net/art/chicken.gif
http://www.sarinsoft.net/art/dove.gif
http://www.sarinsoft.net/art/horse.gif

Interface stuff:
http://www.sarinsoft.net/art/Textboxgreek01.gif
http://www.sarinsoft.net/art/menuinvent01.gif

Misc Stuff:
http://www.sarinsoft.net/art/deadtree.gif
http://www.sarinsoft.net/art/tree2.jpg

Music
The samples in these songs will probably be changed before the release of the game, they are mostly not the best quality and tentative.

http://www.sarinsoft.net/music/03LostBrother.xm
http://www.sarinsoft.net/music/04Plains1.xm
http://www.sarinsoft.net/music/14MegaEvilSarpedon.xm
http://www.sarinsoft.net/music/18GameOver.xm
http://www.sarinsoft.net/music/XXPlains2.xm

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