The Ranma Project

Request, Submission, or Review of Fanart. Again "fukufic" content preferred but not necessary

The Ranma Project

Postby VexTheWarlord » Mon Jul 10, 2006 10:36 pm

Look I've really got no other way to describe this but. Me and several other people are trying to put together a Team to attempt an Anime Fan Game. Starting with Ranma 1/2 but will Eventually Extend to more and more Animes. We need Modellers, Skinners, Texture Artists, Concept Artists whatever. If you aspire to be one we can acquire the proper programs to aid you. We also need Coders and the above applies we will be able to find a way to teach you the fine art of coding.
If I approached this wrong I really dont care someone recommended asking here.
If you are Interested please post here. http://www.fanfiction.net/fr/698953/1726/438452/1/
The Website is not currently up at this time.
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Postby Sunshine Temple » Mon Jul 10, 2006 11:18 pm

This is kinda the wrong place.
Though maybe you can atract some fanart guys.
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Postby mondu_the_fat » Tue Jul 11, 2006 1:36 am

Let me share my experiences with making fighting games with other people (being a formely active member of the mugen community, SRK, and a 3d artist).
Its a crock of shit. Sorry, but that's the short of it.
The long of it:
The graphics people will always, always get the short end of the stick. The mugen community, for example, steals (erm, "pays homage to"/"rips") 99.99% of the graphics from other games. Ask any of them how important graphics are to the overall project? They'd say 60% to 40%. Sorry, no. I also program in mugen, plus I do my own graphics. 60% my fat ass. I can code several moves in less than a day, to perfectly duplicating the frames and cancel properties of an established game... it takes me three months to do the graphics for said moves. Even a corporation like CAPCOM would rather make new code for their games and re-use their old sprites, despite knowing that they will be criticised for using decade-old graphics,
(Mugen, in fact, was why I got hooked on Poser -- I wanted to make a fighting game of my own, with original graphics).
And yet in a project such as this, the programmers/team leaders will demand equal credit for the game. This may work for professional companies where artists get paid for their work. This is not so for a fan project. Unless _everyone_ in the team can do both graphics and programming (and thus know their _exact_ amount of _real_ contribution to the project), I fail to why any artist with any inkling of what would be required of them would want to work on it.
BTW, in the link you provided, Hiryo posted links to tokyoteleport. No, the author of that site did not make those models. Those models were made by MayaX (http://www.3digitalcrafts.net/studiomaya/ ). Also, these models _cannot_ be used in a 3d game. While Animedoll (the model used) is consider low-mesh, its still too high-meshed for use in a real-time engine. What you'll need is are lower mesh models. Google up "Metasequioa" or "Hexasuper", which are software Japanese artists use for creating low-mesh anime models. You might turn up an artist willing to contribute. There are other low-mesh game modellers, but I've lost my links to them. You can also try sites like CGtalk. The people there will have better opinions that my rather biased, mugen-tainted one.
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Postby Nekomata-sensei » Tue Jul 11, 2006 4:18 am

mondu_the_fat: Actually, it depends on how new the computer systems and their graphics cards are. Most of the new ATI chips can handle rendering in real time scenes and models that the average core processor would take hours to render without the help of a good graphics card. The problem is that most programmers/artists don't have the expertise to adapt their game's graphics engine to take advantage of the high-mesh modeling capabilities, and most people likely to get involved in such a project or want a copy of it, don't have those newer computers. The high amounts of RAM also needed for high end games also holds things back.
Still, I've seen some amazing stuff recently that was rendered on the fly, none of it I can think of is actually out yet though, I've just seen it through recorded demonstrations of upcoming games or demo programs that come with graphics cards. The only reason I know about this sort of stuff is my father works at a 3D graphics company and I know some people who are studying programming and are gamers and have been to various conventions, plus I live near Silicon Valley.
Do not underestimate the power of computers! :twisted:
Anyway, I am slightly interested in a project like this. Unfortunately, while I possess the programs to make some pretty impressive 3D graphics, I don't have the skills to use them, I only have limited drawing and photoshop skills. My avatar is about the extent of my anime style creating skills, if I'm trying to do something without spending ridiculous amounts of time on it. (and patience isn't a virtue I have a lot of)
On the other hand, I _do_ have skills using photoshop, I have a scanner and a graphics tablet, and I can draw with some degree of proficiency, although I'm a bit out of practice, since I've been focusing more on writing. If some minor editing or consulting is needed, I wouldn't mind getting involved, at least once I'm sure the project is really on it's way. Perhaps at beta testing stages. I've gotten involved in one too many things that never panned out where I was the only one who did any real work for someone else's idea to throw myself into this.
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Postby mondu_the_fat » Tue Jul 11, 2006 5:02 am

Fan-made games use programs and hardware that are available today, preferably free.
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Postby crystlshake » Tue Jul 11, 2006 6:07 am

I've gotten involved in one too many things that never panned out where I was the only one who did any real work for someone else's idea to throw myself into this.

Therin lies the crux of the problem too. Its probably a lot easier to have an idea and tell people about it but you have to be contributing on the ground floor of the project as well to reasure the rest of the crew that their contributions are being put to good use.
Maybe Im missing something, but skimming thrue the linked page didnt caugh up anything more than ideas. I didnt see anything as far as actual work or plotting in effect. My roommate has done game desighn (Sony) and one of the points he's made one Ive talked to him is that many people over simlify game ideas. You have to be specific to give the coder an solid idea of what they have to do to implement it (providing code samples is even better).
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Postby Scratx-chan » Tue Jul 11, 2006 9:11 am

I'm not eager to jump on the bandwagon for two reasons...
1- I'm basically a coder and what you'll be needing the most is artist-people to get the art assets going;
2- I'm not willing to waste time coding for a game whose fate is likely to be the same as a previous effort to make a Ranma 1/2 game... that of being blocked by lawyers. I'm game for an original IP, but if we'd be using an existing IP without authorization... nah.
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Postby VexTheWarlord » Tue Jul 11, 2006 4:14 pm

At least there's some interest.
I'm an art guy myself and I've been working with a friend to make the damn website we'd be using.
Ranma 1/2 game... that of being blocked by lawyers.

Wait... what? The last Ranma game was what 10 15 years ago or something? Besides if we arent making money off of this doesnt it... Well with a Disclaimer it couldnt be copyright infringement hmmm. Also one of my Coding friends gave me a somewhat... optimistic estimate for the game engine. This is making be doubt both that estimate and your claim to code several attacks a day.
original IP

No idea what your saying. None. Asked a friend and a brother. What does IP mean in that context.
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Postby lwf58 » Tue Jul 11, 2006 4:22 pm

"Intellectual Property" -- another word for copyrighted work.
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Postby Sunshine Temple » Tue Jul 11, 2006 4:37 pm

I should have locked this topic at the start.
As it was just a fishing expidition on the part of Vex.
eh, locked
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