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News: Paul & Fred have reached a settlement with Stardock!

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1  The Ur-Quan Masters Re-Release / Starbase Café / Re: OpenMelee on: May 08, 2009, 07:49:19 pm
It's really really retro, even retroer than SC2 itself. Closer to some of the more limited SC1 editions.

True, although the demo is a prototype.  Changing the models is fairly trivial; here's a version with the Tw-Light, Ur-Quan bitmap:

That said, it all comes down to the gameplay.

Well said.  Considering I'm not a graphic arts type person, I'll stick to developing the game engine.  If there are any graphic artists who would like to contribute I'll gladly accept the contribution. 

2  The Ur-Quan Masters Re-Release / Starbase Café / Re: OpenMelee on: May 08, 2009, 12:45:00 pm
Ok, I would appreciate some input from you seasoned Star Control fans.

I'm considering using the bitmaps from the Graphics Enhancement thread as ship sprites rather than using vector graphics.  There are advantages and disadvantages of both rendering methods, but would like to solicit opinions from folks who might be interested in playing the game.

I do like the retro vector feel, as it's somewhat of  a fresh change from classic SC, although the ship models are very different from the originals.  Flash is very useful in that you can create all sorts of neat effects with vectors, so even if I use the bitmap models I can still create nice eye candy....

Your input is appreciated.
3  The Ur-Quan Masters Re-Release / Starbase Café / Re: OpenMelee on: May 02, 2009, 08:57:35 pm
Edit: Also started up a topic about it here, in case it garners some more attention.

Great, thanks!

I also just added parallax; looks a little better now:
4  The Ur-Quan Masters Re-Release / Starbase Café / Re: OpenMelee on: May 01, 2009, 05:21:14 pm
The controls don't seem to do anything for me. The Ur-Quan hunts me down and eventually kills me Sad

You need to click in the window to capture the screen.
5  The Ur-Quan Masters Re-Release / Starbase Café / Re: OpenMelee on: May 01, 2009, 03:59:40 pm
The 3d aspect seemed a little confusing sometimes and it was a little unclear where I was moving sometimes.

Thanks.  I think vector graphics may be the way to go, particularly with Flash. You can add as much detail as you want without the overhead of  loading sprite images. The physics engine also uses vector math, so manipulating ship models is fairly seamless between the physics and rendering layers.

I'm still fairly new to Flash,  so there are improvements to be made to the rendering pipeline.  As you mentioned, I still need to implement parallax scrolling with the background nebula and probably tweak the game camera.

6  The Ur-Quan Masters Re-Release / Starbase Café / OpenMelee on: May 01, 2009, 01:51:42 pm
Ok, I've started yet another SC clone, and dubbed the project OpenMelee.  It's written in haXe and targeted at Flash.  Keep in mind that this is only a prototype, but it shows the potential.  The ultimate goal will be to integrate multiplayer support and game hosting.

Make sure you have Flash player 10 installed, and navigate to the link posted below. The controls are:

w = thrust
a = rotate left
d = rotate right
. = fire
/ = special

To release a marine, press fire+special
To rotate the canon, press special + 'a' or 'd'

As I mentioned, it's only a prototype, so there's lots of room for improvement.  Fortunately it's also open source, so community contributions are welcome!
7  The Ur-Quan Masters Re-Release / Starbase Café / Re: SuperMelee Clone (Beta II In-Progress) on: November 26, 2008, 08:03:00 pm
When are you going to make a playable release? Any plants to open source the project?

Overall I think you've created an excellent melee clone (I've tried the previous betas a few times) although I don't quite understand Japanese Anime theme... It would also be very neat if you added a tactical star map similar to SC1.

8  The Ur-Quan Masters Re-Release / General UQM Discussion / 3D Models on: March 25, 2007, 10:15:44 pm

I found neat Star Control 3D models at:

Unfortunately most of the are in .max format, which is an Autodesk 3ds Max propriety file format, and very expensive to purchase. Does anyone have the means to convert them into .3ds, .obj, or any other open file format? I would like to view them in Blender or MilkShape.

Any help would be greatly appreciated.


9  The Ur-Quan Masters Re-Release / Technical Issues / Re: SDL_image on Suse 10.2 x86_64 help!!! on: February 10, 2007, 10:08:22 pm
Do you have SDL_image-devel installed? IIRC, it's not on the downloadable CDs/DVD, so you'll have to install it from a FTP repository instead.

Great, it worked! Thanks a lot for the tip...

Now all I need to do is add the Suse repository to my Smart channels.
10  The Ur-Quan Masters Re-Release / Technical Issues / SDL_image on Suse 10.2 x86_64 help!!! on: February 10, 2007, 04:18:41 pm

I'm running Suse 10.2, x86_64. I have all the required libraries installed, but the "./ uqm" cannot find my SDL_image libraries, which are actually located in /usr/lib64. The build file can find the regular SDL libraries which are located in the same place....

Any help or suggestions would be greatly appreciated.

11  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Dreadnought to be re-named "Turdboat" on: January 26, 2007, 08:37:54 pm
[Kind of the point behind the fragility (the asteroids and expiring both) of the fighter pods is that they're slaves not necessarily fighting of their own free will.  I think between SC1 and SC2 probably the ability to kite them into the planet was removed because of the big advantage it offered (though it makes as much sense as them driving into the asteroids).  But as a fighting slave that's not doing it of his own free will, wouldn't you think the temptation to just drive into an asteroid would be great enough to end an existence of having these strange tentacled aliens beating you around day in and day out and forcing you to do things you don't want to do?

You have a good point.... Maybe ship upgrades for the Ur-Quan should be limited to turning velocity....

12  The Ur-Quan Masters Re-Release / Starbase Café / Re: I'm Creating a SuperMelee Clone on: January 26, 2007, 08:25:42 pm
But, quite frankly, most free projects suffer from things like multi-OS compatibility, instability on certain computers, memory leaks, etc... things that are covered by a professional engine like T2D. Plus, with hardware acceleration support, built-in particle effects, cross platform compatibility, etc... anything made on T2D I'd waiger would be higher quality than a free download.

Have you taken a look at the Allegro library? It's open source, supports multiple platforms, openGL, DirectX, and is very good quality.

I'm not sure how much money you are going to make on a $10 2D game..... You will probably have more success if you make it open source and allow other people to help you with development... i.e. network support, mods, etc...

13  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Ur-Quan Dreadnought to be re-named "Turdboat" on: January 25, 2007, 11:54:25 am
Ladies and gentleman, the Ur-Quan Dreadnought is useless in player vs player. When compared to the Chmmr and Kohr-Ah, many more ships are easily capable of taking it down.

I agree completley. The Ur-Quan needs an engine upgrade and fighters that have the sustainability of an Orz marine. I'm sure it could be easily fixed in the code by adjusting a few variables....

BTW, why not create a SuperMelee spinoff from UQM that allows players (or designers) the ability to create new ships?

14  The Ur-Quan Masters Re-Release / Starbase Café / Re: TimeWarp & TW-Light on: January 20, 2007, 05:17:36 pm
I'm still occasionally editing little files here and there so that the latest TW will compile on my newer linux systems, and I'll submit to CVS/SVN when I'm done, but as yB said, RL is a 6!tc4.  That, and a strong desire to spread myself too thin doing anything I'm slightly interested in.

That would be great if you could get it to compile under the new g++.... I tire of having to boot back into Windows in order to play!

15  The Ur-Quan Masters Re-Release / Starbase Café / Re: TimeWarp & TW-Light on: January 20, 2007, 05:14:32 pm
Thanks for the nice comments.  The games do feature nice melee, smooth graphics and a nice variety of ships.  I'd like to take credit for the projects, but really I'm just standing on the shoulders of giants that wrote the game: The_Fly, KBoom, Orz, Tau, Geoman, Culture20, Yurand, and many, many others over a period of about eight n' a half years.  Their contributions made the game what it is. 

Thanks for getting back to me with so much information. I agree that small incremental steps could take TW-Light a long way if the goals are realistic. As I mentioned before, I think the game should simply focus on melee and ship design. The game engine and graphics are already very good. Bug fixes, network improvements, cross-platform functionality, and maybe an improvement of the physics engine are all that are necessary to make it very playable.

The gaming climate is changing: 2D games are going out of fashion in certain places like store-bought, AAA console games, but rising in popularity in places like cell phone and XBox Live with games like Wik: Fable of Souls, and Geometry Wars.  Part of the challenge is that if Toys for Bob does make a real Star Control game, one would expect it to be better than Timewarp or TW-Light.  This puts the developers of these projects in a difficult position, as the projects may become redundant.... What is its niche, its target audience?  What problem does this software solve?

The  top-down 2D aspect of Star Control is the game's strength. I don't think it would be the same  if they tried to modernize it with 3D or a make it into a FPS or simulator. The reason I enjoy Melee is much is that I can sit down and bang out a quick game in 5 minutes of arcade style action and not get sucked into a virtual world where I burn countless hours.

The mission of TimeWarp should be to provide Star Control fans with a playable, network capable, and updated version of the original Super Melee. I also think it would be a fun project to work on as an amateur  programmer and game developer. IF (and this is a big IF)  TFB ever releases a new SC game I don't think the TW project needs to die. #1 it's still a fun game, #2 it would be fun to work on, and #3 maybe the project could serve as an "Open StarControl" for the real Star Control game. Just like OpenOffice or OpenSuse, etc....

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