Does this looks like a good character to start off? http://imgur.com/a/bDGLH
Sorry, but I am going to disappoint,
First of, this sounds the type of project which will go on for a month or so and then it won't go any further. Sorry, but I was involved in quite a lot of projects like this, and 90% of the time this was the case.
You have no design document, no plan for the development, no mood boards, or some kind of prototype. I am not even sure I understand what aspect of the project you will be working on. Have you been involved in game development before? Did you finish any games so far?
The drawing you posted doesn't look very nice. It's a personal opinion, but seeing that that's the only thing I see from your game, I am not convinced I should be helping you.
Also, I have doubts whether anyone would want to work on a project with no payment at any point. Usually, most projects are held together because the lead dev promises a rev-share system. Still the game usually dies early in development, but a promise like that keeps a lot of people on the project longer. Here, not even that is promised.
Clickteam Fusion is not a good engine. It lacks documentation and features other stronger and easier engines do have. No-one works with it professionally. Unity is the entry-level tool you need for 2D game development.
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Clickteam Fusion is not a good engine. It lacks documentation and features other stronger and easier engines do have.
CF is pretty good and you can make awesome things with it, just like with Gamemaker. Both have good documentation (Gamemaker more than CF). They get a lot of hate for some reason, but there are great games made with them.
No-one works with it professionally.
Yeah, nobody
I agree with everything else you said, OP isn't getting anywhere with this thread
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The devs of CF are not exactly nice people, the way they do business is not good, in my opinion. They basically chop up the software and sell it in pieces. None of the games on the list are not indie games. It's better to work on an engine someone might rely on later. CF is good for creating one type of game, but what if someone wants to move on?
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Perhaps you misunderstood, so let me clarify. It's better the get to know an engine, that has the ability to create a wide variety of games not just 2D sprite-based ones. Because, probably a developer won't stick with one genre the rest of his/her life, so it is better to learn an environment that supports more features than one that doesn't.
This was the connection that perhaps flew over your head. Would you use an engine that has the ability to create professional games as well as smaller projects or an engine that only works in the indie circle?
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Is hard to explain to people why an engine is not convenient, I have used old versions of click fusion and construct classic before, and they "can" do most of the stuff people would need on an indie game, however, you pay the price of "frustrating workflow", and I'm not refering to difficulty of usage, in those engines is easy to feel the game is eating you up, I remember using construct event system ("wow, you don't need to write a single line of code!"...) which is esentially the same thing than CF, I liked it at first, but now I can't even consider a system like that to replace the freedom of writting code over those "steps" based systems, at least if you plan to do a big game, the more complex it gets, the more you will hate the interface, you will also get frustrated when you can't solve random bugs because "that is how the plugin works, I can't recompile it". That without mentioning is balls hard to integrate the team work, you can't mix someone else "events/code" with you, they can't use your already defined classes to avoid duplicated code and thigns like that. So that is why I stay with unity, excessive documentation and limitless workflow customization (plus no contrains of any kind, you can do pretty much any game you can think of). Now I'm not saying other engines are bad, not sure how far have these have gone now but I could not ask more from unity, is that simple.
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I collaborated on a number of indie projects over the years, and all but one of them completely failed in the end due to over-ambitious goals. The one that did succeed was expected to be done in under 3 months...it took over 2 years.
Basically, if your game can't be made playable and fun within the average length of a game jam, its chances of ever being completes are miniscule.
If you need art/audio for prototyping your concept you might find some decent placeholders over here: https://opengameart.org/
Also look at what people are doing over at tigsource, maybe even join some game jams: https://forums.tigsource.com/index.php
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The kind that needs to put food on the table and pay bills.....
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Wait, so you won't draw that photo of me and a friend for free??? Ugh, artists are so full of themselves. It's only a few lines, after all, no big deal, why should I pay for that???
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Co-workers, colleagues, partners. Any of these words can be used instead of the "teammates" one.
I don't know jack shit about game developing, yet I find this an extremely unappealing offer. It's seems that you are trying to requite people to do a job, yet there seems to be absolutely no planning involved on what the final result is supposed to be.
Anyway, wish you luck.
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I haven't done game development, but I've been involved, to varying degrees, with software development, and you're not even at the idea stage yet.
I strongly suggest you either work out the idea a lot more until you have some kind of vision that you can easily communicate to potential team-mates, or, alternatively, look for someone else who has a vision who you can help
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If there is any remote chance of selling the game in the future, you need to be really careful about how you operate with other people. Any work they may have contributed will need to be utterly removed if they do not agree to your terms when the game goes up for sale. It's also worth considering that while people may have individual skills, working as a team can be a bit more difficult, especially where coding may be concerned. Even things as simple as getting your artists to coordinate tilesets or general themes can be tricky depending on the individuals.
It's great that you want to gather people up to work on a collaborative project, but where there is no payment for services involved, they will need to be motivated towards seeing the project succeed. In this case, this would probably mean they get a substantial say in the direction of the project, at least as far as their contributions are concerned. If you are going to be the project leader (and therefore the final voice in greenlighting or nixing suggestions or ideas), you need to have more of a game outline prepared so that people can determine if it interests them or not. I mean, otherwise it would just be a case of "Sign up to work towards whatever I say", y'know? Without that voice, they're just building someone else's blueprint for nothing. Consider the common trope of people sending messages to artists asking for their requests to be drawn for free, under the illusion that because they have a skill and they make it look easy, it's no big deal. Unless someone is invested in your idea, unless they get a suitable slice of the pie (be it in project direction or in eventual sales) you are essentially asking audio/visual people to put meat on the skeleton of your game for free.
You may have better luck simply creating the game with placeholder content ('dev art'), and then once everything is in place you can decide if you want to sell it (and then commission someone for the work), or keep it free and ask again later. A completed prototype would be a great way to potentially draw people to your project, but an even better incentive would be to complete the game itself and then make a contest out of the request for amateur art/music, with entries resulting in invites to a small handful of private giveaways, graded for quality of submission? Provided of course the game remains free after completion, heh.
Passion is a great thing but remember you're only passionate about this because it is your project and subject to your whims, of course you're stoked about your own ideas. Other people won't default to that level of interest. Getting other people invested is the tricky part, and ensuring they're not being taken as charity is the real issue most fall at. If you're really just looking to get together with people and make a thing, you might have better luck searching for existing projects to join up to. Better yet, look for some suitable amateur game jams and build connections, eventually you'll meet some like-minded people and a group will form almost on its own.
Don't get disheartened if things don't pan out right now. It's all too easy to burn out when inspiration strikes and you try to run before you can walk. It sucks, but sometimes the best way forward is to force yourself to move slower, or scale down your ideas.
Good luck either way!
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I am good at finding bugs in games (if it happens to me). Must be my magnetic personality.
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work for free to make your dream become reality? sounds like fun.
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Don't use "for visibility" as a way to hire artists for free, most artists I know hate that. How much visibility can your small procject give them? Try to have a base idea first, what kind of game, a basic concept and style; different art styles are more suited for different kinds of games, and too many contrasting styles can be really hard to work with. Convince people that your project is worth their time and effort, don't just throw in some bare words and expect people to join you. Especially if you have any intention of selling the game, even only a little bit, as it would create a ton of other issues.
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I usually get 3-4 people asking me to do things 'for visibility' per week. I don't hate it but I do ignore it now - and I'm assuming anybody remotely competent would feel the same way.
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Is that a Rayman with limbs? As what Urobros said, be cool, the game development is a literal thing that takes so much time, energy and a lot of 'hidden' things to pull off.
Convict someone to make a game for you for free might be hard, but perhaps if you try to make a game for a community it might convict some more, who don't want their character and story made visible? just a thought, hah!
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Hahahaha nice joke. I sincerely hope nobody will join this project, for all the reasons mentioned above.
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Oh yeah, the good old "do some work for me for free and you'll get famous".
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FOR ANYONE WANTING TO APPLY : check previous work of OP
https://www.youtube.com/watch?v=kq8fcDBqrqw
I think this video will explain far more things about the project than OP's post.
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33 hrs on record Clickteam Fusion 2.5
Oh, i thought you use it more than that :)
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Hello,
I have some skills in Clickteam Fusion 2.5. I decided to make a free Platformer game for peoples :)
I need some Developers, Designers, Musicians and Artists. Who are ready to help free of charges. I can do the developing thing alone. I'm just not skilled on Making Music and Arts (Game Background, Characters Sprites...etc) But Developers are highly appreciated (**P.S. Please check what you must have to apply)
To Apply :) :
For Developers :
**For Art Designers (Drawings) :
For Musicians :
Why doing this and what I'm going to win? :
If you are interested, let me know in the comments. I'll add you on Steam to discuss
Crew Count : 2
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