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delaney

*A:M User*
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  • Name
    Delaney Gillilan

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    Windows

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  1. To KenH: With the attitude that the developer has I don't want to even deal with even a "fan art" version of the model. If you want it, have fun but including it on a CD of a commercial product brings headaches even if the copyright is mine alone. To xade: My website is http://www.gsddevelopment.com. Not much there but there is a chess game for the GameBoyAdvance that was done in less than 6 weeks.
  2. Well looks like I'm not gonna get involved with the project. The agreement he wanted me to sign was horrible and meant all media rights would be his with no promise of hard payment values. So... I have a decent model if anyone wants its Just let me know and I'll post it on my site.
  3. To Zaryin: tscott is a fellow developer i work with. i've only been involved for about 72hours with it so don't even have a sn on the forum. There is a huge push now to ramp up work on the game. In fact I won't be showing much more related to the game till the website is updated. But be happy that its really heating up on the development side. Looks like since I completed the test so fast he might just "give in" to using A:M as the pipline; which makes me very happy. Just have to delve into the A:M SDK and start hacking out an exporter; for now I'm using X files. To xade: that's what rotoscopes are for
  4. That's the great part, I'm an artist first but make my living doing programming. If your interested in doing something wicked cool, worry about detailed design docs and let me worry about the code.
  5. Which part are you interested in? A:M->GBA palleted sprites? Coding for the ARM7? The hell that its sound to GBA? We basically searched for resource straight from google. The official NOA documentation is a big no no but there are some good groups out there that have basically reverse engineered the whole platform and opened it up to amateurs. First stop will probably be the HAM SDK which include an gcc arm compiler and some neato tools. I must warn you though, you either need to be a C++ coder or working VERY closely with one, this stuff isn't cake. There is no file system, which means all images/sounds/scripts must be converted to headers to be compiled directly into the flash. I love developing for it though, in fact the only reason we stopped in the first place is my buddy Guy took a job at Backbone Entertainment in Emeryville to do GBA programming (hence he can't do it outside of work). So if you are interested in doing a project, let me know! delaney@gsddevelopment.com. P.S. Love your work man! I'm a big pinup fan.
  6. I did this earlier in the summer but never thought to post it. It's a concept chess game that introduces the idea of fog of war. In this version you use a single GBA to play a mutiplayer game (sorry, no AI). http://www.gsddevelopment.com/chessplusplus_final.gba To run it you have to have a GBA emulator... http://www.gsddevelopment.com/VisualBoyAdvance.exe From "gee, let's do a GBA game" and knowing nothing about the hardware to completion took six weeks with only 2 guys working on the whole thing. I did all the art, design and voice acting (yes, even the women).
  7. \ No, not at all. Was an AD using A:M everyday since version 7 (was the original editor of the Hash Training Tape Series) but quit doing animation awhile ago to focus on programming. I just started this character to learn all the new features. Also if you are interested I made a GBA concept game using A:M for all the gfx, just go to My Webpage to dl the game and emulator. (From concept to completion: 6 weeks nights/weekends).
  8. \ No, not at all. Was an AD using A:M everyday since version 7 (was the original editor of the Hash Training Tape Series) but quit doing animation awhile ago to focus on programming. I just started this character to learn all the new features. Also if you are interested I made a GBA concept game using A:M for all the gfx, just go to My Webpage to dl the game and emulator. (From concept to completion: 6 weeks nights/weekends).
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