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

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76  The Ur-Quan Masters Re-Release / Starbase Café / Re: A come back, and a question. on: July 15, 2010, 08:29:44 pm
I use C++ for Labyrinthica, and also wonder.
I am likely to write a Silverlight client for Wonder, so it will be possible to run on a web browser. It also means Mac will be able to run the client, because Mac support Silverlight.
So it's mainly C++.
I didn't use a scripting language to do all the logic and AI in labyrinthica, which might have been a mistake.
77  The Ur-Quan Masters Re-Release / Starbase Café / Re: A come back, and a question. on: July 15, 2010, 05:36:18 am
Well, you will be able to create custom worlds in Wonder. So basically you could create a SC themed RPG.
The battles would still be RPG like, unlike the battles in SC. But all the art work and settings could be in space.
One of the reasons I chose this type of game is because I wanted to restrain the scope of the game. I have a full time job, so I don't have much time to work on it.
78  The Ur-Quan Masters Re-Release / Starbase Café / Re: A come back, and a question. on: July 14, 2010, 05:23:06 pm
Ok, sorry for causing a bit of a comoshion about this.
My commercial game "Labyrinthica: The quest of Lima" youtube is at:

The website URL is at:

The other new game I am working on is called Wonder. I leaning torward making it a free game, or at least some part of the game to be free.
It is going to be an RPG game with single and multiplayer modes. You will be able to create worlds with a tool, much like RPGMaker. On one hand it won't be as dynamic as RPGMaker, but it will have a very specific good and simple gameplay to it.
The youtube for this game is at:

If you have any questions, I will be happy to answer them.
And I am always happy to hear what people think(there is also a demo for Labyritnihca at the website)
79  The Ur-Quan Masters Re-Release / Starbase Café / Re: A come back, and a question. on: July 14, 2010, 04:36:50 am
Ah well, then I guess that's a no. Tongue
80  The Ur-Quan Masters Re-Release / Starbase Café / A come back, and a question. on: July 13, 2010, 05:09:10 am
Hello All,

I have visited this place a really long time ago. I even played SC2 with somone online, he beat my mycon ship pretty easily.

I have completed an indie game called "Labyrinthica: The quest of Lima", it's a commercial fantasy action game(no space ships involved) and I wonder if you would like to see it. I am also working on a new game called "Wonder" which might be free, though I am not sure about it.

Please tell me if I can post here about my games, and if not that's fine.
81  The Ur-Quan Masters Re-Release / Starbase Café / Re: My game prototype on: August 15, 2007, 07:29:25 pm
I have uploaded a new version that suppose to fix some direct input problems and also updated the gameplay a bit.
82  The Ur-Quan Masters Re-Release / Starbase Café / Re: My game prototype on: August 14, 2007, 10:14:40 am
Ah, no. I don't have a joystick. That must be it. Will that updated file allow me to bypass this problem?
There are still a few propblems with this version although it worked well for some of the people.
So might want to wait until the next update or you can try and see if it works for you now.
83  The Ur-Quan Masters Re-Release / Starbase Café / Re: My game prototype on: August 13, 2007, 04:26:38 pm
"Input device instance not found"

All that I got was that error message. Seems like it doesn't support my keyboard and/or my mouse.
Do you have a joystick?
It seems I inquired for a joystick and demanded to report an error if it wasn't found.
So this is supposed to be the error you got.
Also, the software should have created some files, such as InputDevice0.txt and memory.dmp.
When an error occurs there is a button which can send the error to my email with the memory.dmp file.
You don't need to send me now the memory.dmp, but you should next time(If you wish so. I should have noted about this).
Thank you very much for your time.
Here is the updated file(in savefile):
84  The Ur-Quan Masters Re-Release / Starbase Café / My game prototype on: August 13, 2007, 02:01:59 pm
Edit: Fixed a few problem, one of them was a problem with the input device. This problem would produce the error message "A Null directX interface was accessed".
It is possible that direct input does not recognize properly the keyboard or mouse, and then it will run the game but you will be unable to control the character.
Also I made the left swing easier to hit with.

Edit: There was a slight problem that the game looked for a joystick, and if you didnt have one it would report an error.  So I updated the download.
Also, if you get an error please press the button that ends email, it will send me the error with memory.dmp file which helps locate where the error occuerd in the code. You can send the memory.dmp manually to oferstu a yahoo dot com.

I have abandoned my last project which was a space ships game, due to the fact that after I played the AI I figured the game play isnt fun enough.
So now I am planning to make a new game.
It isnt a space game, but rather a medieval fighting game.
I have created a prototype to test the game play, it is has mock up graphics, and mock up gameplay and it is nothing much.
But still I tested small gameplay element with it and I wanted you to tell me what you think and give me your professional opinion,
if you don't mind to spend a little time.
The game will feature medieval battles, so the prototype tests some sword fighting.
The AI is pretty stupid, but it does the work for now. I might improove the prototype AI to further test it.
You move with the keyboard, ASDW to move.
When the enemy is close you can kick him with spacebar.
The mouse aims your sword, a left swing is done with left mouse button and a right swing is done with right mouse button.
You also defend with your sword by aiming it against the opponents sword.
The prototype requires DirectX9 from feburary 2006 or later(other wise it will tell you a dll is missing).
It might also be slow on some older video cards due to the normal mapping. If it is too slow I will turn off the normal mapping.
The download will be available for a week (according to you send it):

I have added a screenshot:

Thank you very much.
85  The Ur-Quan Masters Re-Release / Starbase Café / Re: Ship design revealed on: July 28, 2007, 09:39:33 pm
Back on topic,
Sure, post your design, I would be glad to see them.
I have to announce that my game concept has failed. I have created an AI for the enemy ship and played against it, and I saw that my game just isnt fun enough.
What I was doing was taking start control 2 into the 3RD dimension and it didnt translate well.
I was doing that by putting the two spaceships inside an invisible 3D cube, and if a ship pass from one side of the cube, it will appear on the other (seamleslly of course).
You can even see your own space ship far away from the backwards.
But this conecpt failed because it was simply not fun enough, not fun like plain ol 2D star control.
What do you think?
86  The Ur-Quan Masters Re-Release / Starbase Café / Re: Your age? on: July 27, 2007, 07:15:23 pm
I am 27 this month, damn I am getting old.
87  The Ur-Quan Masters Re-Release / Starbase Café / Re: A stupid question on: July 23, 2007, 09:47:58 am
Ok, I have new on at least half of the thread.
In some forums when you enter them, even if you dont read the new thread the new dissappear after a while or somehow.
88  The Ur-Quan Masters Re-Release / Starbase Café / A stupid question on: July 22, 2007, 10:06:18 pm
How do you see if there are new posts in a thread?
I can see there is a new post in a certain forum by this "torqueze diamond", but I cant tell which threads have new posts.

Waiting to be enlightend.
89  The Ur-Quan Masters Re-Release / Starbase Café / Re: Your Nickname's Origin? on: July 22, 2007, 09:11:38 pm
Sargon is the name of a babylon king as far as I remember.
90  The Ur-Quan Masters Re-Release / General UQM Discussion / Re: What videos? CGI For UQM on: July 20, 2007, 12:11:28 pm
The buble look sweet, is that voxels or something like that?
But I think you have a dillema here. Should you make it look good, and do the bubbles slow, or should you make the bubbles fired like in the actuall game?
What do you think?
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