   2D Artist Needed for Side Scroller
Project name:Anarchy RadioBrief description:I've been working on this game myself for the past several months.  I had an artist lined up but he realized he didn't have enough time to contribute on a continual basis.  Most of the coding work has already been completed and I'm now focusing on the finer details and level design.  This is a small fairly simple game that would be perfect for someone looking to get a bit of experience or something to put in their portfolio.Target aim:Basically just something to be used in portfolios and maybe be released as freeware.Compensation:None, as mentioned above this is a student project to be used as a portfolio piece.Technology:I'm using C++ with SDL.  Artist can use whatever art package they are comfortable with.  I've just been using gimp and ms pain so far.Talent needed:I need a dedicated artist who can begin producing 2d artwork of level tiles, characters, enemies and objects.  As I mentioned above a lot of the game code has already been written along with a custom level building tool so any art created can be immediately put to use in the game.  I'm looking for a darker sort of comic book like art style to compliment the theme and general tone of the game. Team structure:Just myself as programmer, though I have been contacted by a composer who is interested in making some music once the game gets closer to completion.Contacts:Justin_Wang123@yahoo.comEither email me or add me to msnPrevious Work by Team:A few small projectsAdditional Info:Story Overview:Set in the near future within a massive mega city in which the government exerts near total control over the submissive and largely indifferent population.  Somewhere within the city a mysterious pirate radio station calling itself Anarchy Radio begins to broadcast a message of social uprising and terrorism, calling upon the downtrodden and disillusioned youths of the city to rise up in revolution.  Instead of targeting the government specifically their goal is to bring down the entire working order of the city therefore forcing the population to 'wake up' and begin thinking for themselves again.  Missions then revolve around destroying  surveillance cameras, train tracks, media centers, banks and power plants.Game Play Overview:2D side scrolling shooter with a large emphasis placed on filling the screen with bullets, enemies and explosions.  Basically a down a dirty old school action game focused on total destruction.  A major element will be security rooms which are scattered throughout the levels in which the doors lock, turrets and traps activate and enemies begin spawning until the player can navigate through them and shut off (destroy) the alarm system.  Basically the goal of the level design will be to continually swarm the player from all sides with all manner of enemies then provide him with the tools to shoot / explode his way out.Concept Art:This was made by the previous artist Philip Wang (no relation) and captures the intended look of the game quite nicely I think.Screen Shots:Just some in game screen shots with bits of art snipped out of the concept art and some place holder stuff I drew myselfGame Play Video:This is actually from the game play demo that preceded me beginning this project but actually demonstrates the game play quite nicely.  The basic combat mechanics are basically the same, just ignore my crappy programmer art.Feedback:ANY   
  Hmmm need to figure out how to embed all that media.   ;  Nice work! I'm really interested in knowing what the technical limitations are for the art. Stuff like tile and sprite size, transparency, number of frames in the animations, color depth, all that.   ;  Well since I'm coding the engine myself there are not really any hard set limitations considering that I can alter code to accommodate something if it is really necessary.  That being said, at the moment the games resolution is 800x600 with the map tiles being 32x32.  There are 3 layers of map tiles stacked upon each other with the transparency enabled on the upper 2 layers.  It is actually possible to insert tiles that are larger then 32x32 and have them cover up tiles that are next to them so for example if you had a large background you wanted to insert, it could simple be placed as the upper right most tile and it would cover the rest of the tile spaces.There is also an object system which is currently being used for things like doors and traps but which could also be used to place images or animations so that they would not be restricted to the map tile grid.Enemies and objects that have collision enabled have their collision sizes determined by the image so that there is no coding required if you increase or decrease the size of an enemies image.  I have yet to add any support for animation so the number of frames would be something entirely up to the artist.At the moment the game runs at a steady 60fps even when there are 10+ enemies running about at once and I have yet to put any real work into making the code more efficient (believe me it can use a lot of work there).  Everything is also frame rate independent so that even if the frame rate were to dip at times everything should still run smoothly.   ;  I hope people wont mind if I give this a bump, I'm still looking for an artist to work with.   