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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: general_klefenz's project recruitment on: January 29, 2009, 02:29:32 am
ERROR in
action number 4
of Create Event
for object obj_button_ship:

Error in code at line 4:
           case 1: sprite_index = spr_ico_guardian; break;

at position 33: Unknown variable spr_ico_guardian


(and that's only the first error in a long stream of similar errors)

A quick glance at your GMK file shows me that indeed the graphic resource does not exist (or is improperly named). If you look at the code in the create event for obj_button_ship, any line in the switch/case statement where the resource name doesn't change to the color purple means the graphic resource isn't present or is missnamed.

Oh and thanx for putting it in .zip format and finding a better host!

some files missed, it's fixed now

http://www.rocketsoft.gm-school.uni.cc/uploads/star%20control%20meele-.zip
2  The Ur-Quan Masters Re-Release / Starbase Café / Re: why don't we make it ourselves? on: January 29, 2009, 02:26:23 am
well whatever
3  The Ur-Quan Masters Re-Release / Starbase Café / Re: general_klefenz's project recruitment on: January 28, 2009, 05:30:05 pm
yes, I used drag and drop, but not in the AI scripts
4  The Ur-Quan Masters Re-Release / Starbase Café / Re: general_klefenz's project recruitment on: January 28, 2009, 03:44:43 am
what drad and drop?
AI don't use drag and drop

this is the cruiser AI:

{
    //AI script for earthling cruiser
    //sergio klefenz 12/12/08
    //pursue enemy until in range,
    //then stop pursue and shoot
   
    script_execute(scr_tracking,obj_control.ply1,turn*power(0.9,limpets));
    //check if need to shoot PDL
   
    //check for potential targets
    if instance_number(obj_destructible_parent) > 1
    {
        //temporary movement to avoid self-targeting
        x += 1024;
        //define the identity of the nearest target
        sdtgt = instance_nearest(x,y,obj_destructible_parent);
        //check target distance
        if point_distance(x,y,sdtgt.x,sdtgt.y) < 128
        {
            //try to shoot PDL
            script_execute(scr_PDL,id);
        }
        //restore position
        x -= 1024;
    }
    //PDL code end


    //check if pointing target
    if abs(direction-tgtdir) < 10
    {
        //if target if far close up
        if point_distance(x,y,tgtx,tgty) > 1024
        {
            vecx += cos(direction*pi/180)*acc*power(0.9,limpets);
            vecy += sin(direction*pi/180)*acc*power(0.9,limpets);
            //activate propulsor
            prop = 1;
        }
        //try to fire a misil
        else
        {
            //deactivate the propulsor
            prop = 0;
            //check energy
            if energy >= 9
            {
                //check cooldown
                if shoota = 1
                {
                    //fire a misil and set the cooldown
                    global.multi = instance_create(x+lengthdir_x(96,direction),y+lengthdir_y(96,direction),obj_mx);
                    global.multi.tgt = obj_control.ply1
                    global.multi. direction = direction;
                    if alarm[2] > 3 {alarm[2] += 4;}
                    shootb = 0;
                    shoota = 0;
                    alarm[0] = 15;
                    energy -= 9;
                }
            }
        }
    }
    //limit speed
    script_execute(scr_speed_limitation);


maybe you didn't see into the scripts folder
5  The Ur-Quan Masters Re-Release / Starbase Café / Re: general_klefenz's project recruitment on: January 28, 2009, 01:31:42 am
rar file.. why not just use the much more common zip?

so be it, i'll use ZIP, also change server to RSU upload:

http://www.rocketsoft.gm-school.uni.cc/uploads/star%20control%20meele.zip
thats the source code
6  The Ur-Quan Masters Re-Release / Starbase Café / general_klefenz's project recruitment on: January 27, 2009, 05:34:18 pm
here i expect people to join as programmers to this project

if you can handle Game Maker (if you can handle any language you can with GM) write an AI script or write it in other language and i'll translate it.
 here is my project , i haven't updated it since last time, it features earthling cruiser and vux intruder:

http://www.megaupload.com/?d=93B192TR
http://www.megaupload.com/?d=P1A17F0R
7  The Ur-Quan Masters Re-Release / Starbase Café / Re: why don't we make it ourselves? on: January 20, 2009, 04:25:30 am
actually it has elements of both of them
8  The Ur-Quan Masters Re-Release / Starbase Café / Re: why don't we make it ourselves? on: January 17, 2009, 10:26:17 pm
All right, i'm gonna make a strategy game like SC1. The battle engine is ready, now is time for the AI.
I´ve alredy posted a file with the GM source, so if you can code in that language (similar to basic) code the AIs.
There are 25 AI, and I just coded 2, the Earthling and the Vux.
The sprites are ready, I'm going to code a strategy star cluster.
9  The Ur-Quan Masters Re-Release / Starbase Café / Re: why don't we make it ourselves? on: January 13, 2009, 06:31:57 pm
well, since it looks like it's really imposible to make a sequel storyline without upsetting i'll follow xenoclone's advise and make a strategy game similar to SC1 and no plot, just freeplay war.
10  The Ur-Quan Masters Re-Release / Starbase Café / Re: why don't we make it ourselves? on: January 10, 2009, 05:27:10 pm
i don't know what is SC redux.
and the ur quan alies? IMO the worst idea ever. they are the bad guys. and then who or what would be the new enemy? something that destroyed thousands of galaxies through the universe and will be stopped in this particular one? that is the sort of enemy that is made without creativity, we have a good foe already.
and why should the ur quan ally? they hate everything thats not ur quan, AFS destroyed their  main battleship, and they are immune to reason. no matter if something is going to destroy the antire galaxy they wont ally.
11  The Ur-Quan Masters Re-Release / Starbase Café / Re: why don't we make it ourselves? on: January 10, 2009, 08:02:48 am
ahh, coding is hard.
weeks have passed and i only coded half a guadian
but i'll go on.
here are some storyline ideas i made up:
-the androsynth, there will be an isolated outpost far from their homeworld, earthlings don't fly in guardians.
-the keel-verezy would be a race of pure energy beings that live in stars photosphere.
-after the lost of the sa-matra the ur-quan realized that they  should had never thrusted in alien technology, and that they still have a LOT of dreadnoughts and marauders to fight back the alliance.
-the spathi will be de-shielded by the ur-quan and recruited once again
-all other thralls except the yehat and androsynth will be recruited again
-the druuge will be recruited as well (they say that they are fighting under contract for the ur-quan)
-the player start in contact with the other species, but then they all get blocked by hierarchy  fleet, they divide the alliance so they can`t fight together. then you must break the blockages and free your allies. since you can't  kill such number of ship that surrounds them you have to find creative ways of doing it, like supernovas, or throwing a fleet pof something nasty to them (worse than illwrath)
-then when you get all your allies back you must coordinate a final all-or-nothing assault against he ur-quan!
12  The Ur-Quan Masters Re-Release / Starbase Café / Re: why don't we make it ourselves? on: December 16, 2008, 03:16:06 am
well, if you say RSU upload is better i take your word, also with the zip thing

oh, one thing i forgot to say, if you're gonna try the game remember that the only ships currently working are the cruiser and the intruder, the others sit there and do nothing
13  The Ur-Quan Masters Re-Release / Starbase Café / Re: why don't we make it ourselves? on: December 16, 2008, 01:44:07 am
well, i still have work to do, but here is an update of what am i doing

http://www.megaupload.com/?d=93B192TR
http://www.megaupload.com/?d=P1A17F0R

the second link is the source code
14  The Ur-Quan Masters Re-Release / Starbase Café / Re: why don't we make it ourselves? on: December 14, 2008, 04:24:59 am
Game Maker is event driven, you drag and drop actions in the events.
And yes, it does have a scripting language, similar to C.
I already made the limpets work, now it's time for AI.
15  The Ur-Quan Masters Re-Release / Starbase Café / Re: why don't we make it ourselves? on: December 13, 2008, 05:01:35 pm
so, each limpet slows more and more the ship, i used to think only the first limpet did something and the others just, nothing, or should it be that way now?
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