Looking for a Programmer To Code for Mad Dog McCree Clone
Posted: Mon Sep 15, 2014 12:21 am
by GlutkoIndustries
Oh hello again, Ren'Py community. Can any one of you kindly help program for a Mad Dog McCree clone I am working on? There isn't a story yet, but I'd prefer to build a story around the mechanics, rather than the other way around. That's how Nintendo develops games any. Anyways, please reply & thank you for your time.
Regards, Glutko Industries Inc.
Re: Looking for a Programmer To Code for Mad Dog McCree Clon
Posted: Tue Sep 16, 2014 3:19 am
by Taleweaver
I usually only work with the basic Ren'Py functionality, but I know what the engine was designed for, and it's not FMV shooters. Considering the large number of Flash FPS games, you may have better odds finding a Flash coder capable of doing what you need. Flash supports full motion video too (flv files).
Re: Looking for a Programmer To Code for Mad Dog McCree Clon
Posted: Tue Sep 16, 2014 8:17 pm
by GlutkoIndustries
Taleweaver wrote:I usually only work with the basic Ren'Py functionality, but I know what the engine was designed for, and it's not FMV shooters. Considering the large number of Flash FPS games, you may have better odds finding a Flash coder capable of doing what you need. Flash supports full motion video too (flv files).
Can't the versatile Python coding system of Ren'Py compensate for that fact? Someone else in the forums said it was possible to do so.
Asceai wrote: It looks entirely possible. The only thing I'd be worried about is accurate timing / synchronisation with the video. Ren'Py doesn't let you pull out stuff like how long the video has been played for, so all you can do is start the video, record the time and hope that nothing upsets this. The error should never accumulate enough to be a serious problem though, so I'd say it's very plausible.
Re: Looking for a Programmer To Code for Mad Dog McCree Clon
Posted: Wed Sep 17, 2014 12:46 am
by Suika
You mentioned building the story around the mechanics; what do you have in mind mechanics-wise outside of those found in Mad Dog McCree? Also, what are you thinking with regard to differentiating this game from the original? What features will change, which will stay the same, and how close to the original will it be? Are you looking for collaboration as well, or just help with the coding aspect?
Please pardon the rapid-fire questions x)
To add to the engine discussion:
GlutkoIndustries wrote:
Can't the versatile Python coding system of Ren'Py compensate for that fact? Someone else in the forums said it was possible to do so.
While it is possible to create something along the lines of what was shown in the playthrough in Ren'Py, I'm with Taleweaver in thinking that there may be better options (particularly flash). Using flash as the primary language will cut your development & debugging time considerably, considering it supports video playback natively, and has more support for game programming than does python. With all that said, using python + Ren'Py is still a viable option, but it might be worth a bit of discussion.
Re: Looking for a Programmer To Code for Mad Dog McCree Clon
Posted: Wed Sep 17, 2014 2:17 am
by Taleweaver
GlutkoIndustries wrote:
Asceai wrote: It looks entirely possible. The only thing I'd be worried about is accurate timing / synchronisation with the video. Ren'Py doesn't let you pull out stuff like how long the video has been played for, so all you can do is start the video, record the time and hope that nothing upsets this. The error should never accumulate enough to be a serious problem though, so I'd say it's very plausible.
"Possible" doesn't imply "a good idea". It's certainly possible to swim through the British Channel, but if all I want to do is get from France to England, I'm better off taking the ferry.
Ren'Py was designed with VNs in mind, and most of its functionality and ease of use comes into play when making VNs (and maybe a certain type of RPG) with it.
Re: Looking for a Programmer To Code for Mad Dog McCree Clon
Posted: Wed Sep 17, 2014 6:25 pm
by GlutkoIndustries
Suika wrote:You mentioned building the story around the mechanics; what do you have in mind mechanics-wise outside of those found in Mad Dog McCree? Also, what are you thinking with regard to differentiating this game from the original? What features will change, which will stay the same, and how close to the original will it be? Are you looking for collaboration as well, or just help with the coding aspect?
Please pardon the rapid-fire questions x)
To add to the engine discussion:
GlutkoIndustries wrote:
Can't the versatile Python coding system of Ren'Py compensate for that fact? Someone else in the forums said it was possible to do so.
While it is possible to create something along the lines of what was shown in the playthrough in Ren'Py, I'm with Taleweaver in thinking that there may be better options (particularly flash). Using flash as the primary language will cut your development & debugging time considerably, considering it supports video playback natively, and has more support for game programming than does python. With all that said, using python + Ren'Py is still a viable option, but it might be worth a bit of discussion.
Regarding flash, there are way too many on rails shooters on sites like Kongregate & Newgrounds to compete with. We'd mot likely get lost in the shuffle in no time, IMHO. With that out of the way, let's get rapid answering. XD
First off, the random standoffs will be completely gone. Second, there will be multiple weapons to select from, much like Time Crisis 3 & up. Third, I plan to include multiple hitboxes for each non-boss enemy depending on which part of the body you manage to shoot in time, which weapon you are currently wielding, how many times you shoot said enemy with said weapon, & whether or not the body part of the enemy you shot is vital, meaning you need to aim & shoot a vital area to score a quick kill. Forth, it will be EXTREMELY gory. Fifth, there will be Mid & Stage bosses in each area you select, so the stages will be longer. The Bosses will work more like the bosses of traditional 3D polygonal light gun shooters that take massive damage & lose that health quicker via finding weak points, or shooting all the circles that pop up before he/she kills you. Speaking of killing the player character, there will be death animations depending on who kills the player & how. It will be a parody of a Mad Dog McCree styled game with(most likely) an anime artstyle, similar to Gal Gun. I could certainly use collaborative aid, especially in the programming department. I'd like to welcome everyone who tries to attempts this to Glutko Industries Inc. Thank you for your time & patience.
Re: Looking for a Programmer To Code for Mad Dog McCree Clon