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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: YouTube: Ur-Quan Masters Let's Play
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on: December 21, 2008, 09:21:07 am
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Hi everyone! I was surfing on YouTube and I found a loyal fan who decided to make a series of "Let's Play" videos, where he plays a game and provides good commentary as he plays. He decided to start with Star Control II: The Ur-Quan Masters. As of this writing, he has made 9 videos, with one of them being super melee. If you have a YouTube account, give a 5-star rating and provide some nice comments to show support. http://www.youtube.com/user/redpowervanBattlefrank also made a series of Let's Play videos: http://www.youtube.com/user/Battlefrank8Sigh... I haven't played Star Control ever since win 95... And now I finally got a video capture device too. else I might do the various Sa-Matra attacks I love re-playing. or I might even attack and destroy the 144 urquan ship fleet surrounding the samatra with my flagship and a fleet of spathi ships(either spathi fighting or via crew replenishment).
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: HELP~~!
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on: August 25, 2007, 08:12:13 am
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I'am going take the Sun's Device to Procyon II planet for the Chenjesu. But when I go to the planet, there got a lot of Ilwrath fleet, what should I going to do right now ?  Make them go away. hint: send them elsewhere. ...just figure out the "how".
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: [[CGI for UQM]] - Please send model files. // Submit your animation idea.
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on: August 23, 2007, 12:27:22 am
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Wow! Thanks!  Hopefully I can return to doing more work on my SC2 fan film in the near future. I think I have been working on SC characters ever since I was apalled by how bad the SC3 puppets looked. btw: here's an early speech motion test of a Yehat: http://www.youtube.com/watch?v=TJPEyJuw4vMAs for canonal stuff, I tend to deferr to the sprite itself, in addition to what does in the game with its written description. Hopefully my embellishments are plausible extrapolations on the existing designs or descriptions of the designs in the manual or in-game. Beautiful. I love it. I thought the model for the shofixti was too flat, but, the animation was great. Actually, you are a fantasitc animator. Seeing your character work I'm really impressed. Doing a dramatic fly by is one thing, but what you do with characters is beautiful. And for the record, I don't have any issue with the spathi. It's beautifully animated. However Kwamp said it first that the design was non-canocial. Personally, I always liked the non-symetry to the ingame graphic for the Spathi ship. Kwamp's seems a bit SC3ish. And I agree that the Ur-Quan is a bit like the original Battlestar, right down to the launching fighters.
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: Any way to make UQM battles run *slower*? (SC1 speed)
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on: August 22, 2007, 11:27:05 pm
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The PC version of SC2 didn't have any ship information screens. The 3DO version had video segments instead (which we can't use, due to copyright issues). Copyright shouldn't be a problem for the SC1 images, but SC2 contains some new ships for which no ship information screens exist. But Amiga_Nut is working on new ship spins (see elsewhere on this board), on which we will overlay ship statistics. They're just not there yet. Also, "most entertaining parts"?
I can make screens like the sc1 ones but I dont know if my schedule can fit uqm's schedule. If they do go for it, it'd be 320x200 too?
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: [[CGI for UQM]] - Please send model files. // Submit your animation idea.
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on: August 21, 2007, 07:49:52 am
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Thanks! Glad you enjoyed them! As for the difficulty of making them, I intend to someday eventually make a cartoon with own story/characters and making fan art is a good way to practice and learn 3D animation to gain more experience without working in a shop. It also has the advantage of being stuff I can show others while I continue development of personal projects or working under secrecy on other peoples projects. As for game play, I think it should be 3D EVEN if it's strictly top down view. There are a lot cool effects possible with 3d games. Also, the ships can do all kinds of cool stuff that is harder to do in 2D than 3D, like eject 3d debris, billowing smoke trails, engine thrusters, manuvuering jets etc. As for what else I am doing with Star Control related stuff, here are some more old animations( Sorry... been idle for last few years): http://www.youtube.com/watch?v=wecC2GWkulohttp://www.youtube.com/watch?v=cEvxl8lJRD4 I don't know what Guesst's issue was with the Spathi (the spinchter releasing the missles?), but I thought all those videos rocked. Maybe I'm just not "in the know" as far as how easy it is to produce renderings like these, but it's pretty awesome to see the ships in 3D like this.
I'm not sure if this was ever addressed or not, but were PRR3 or FF consulted on the ship designs for SC3? With the '3/4' view it may be possible to discern the shape of ships better than the media from SC2 alone, if they were accurate converted within the artists original intention.
Can't wait to see what else you guys come up with!
-Kwamp
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The Ur-Quan Masters Re-Release / General UQM Discussion / Re: [[CGI for UQM]] - Please send model files. // Submit your animation idea.
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on: August 19, 2007, 09:41:40 pm
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Your Chmmr is the most true to the game graphic version of the Chmmr that i've seen, although I always thought the blue in middle was one crystal with a bridge over the middle. But in truth I kinda like the smooth ivory whiteness to it. When you get to a final animation for it, tho, you don't need to have all it's zap sats fire at once. Stager them a bit.
Your samatra is... interesting. I like it when it's glowing, but in the light is just seems too... plastic. Not sure what I was expecting, but that wasn't it.
Your Ur-Quan, however, was dead on. I don't think I would have put that much bumpyness to the ship if I had done it, but looking at it I really like it. The only thing I'd say is film it so that you get some sense of the shere size and ominous presence that the Ur-Quan would like you to feel. I'm thinking something like Galvatron in the Transformers movie from 1987.
I'm going to ignore that spathi.
Thanks! and thanks for the feedback! chmmr: Good point about the simultaneous firing of the sats; i'll have to try out the various combos to see what i like. And best of all we got youtube now... no more bandwith concerns as far as these short test animations are concerned. Now I wont restrict myself to stuff under 10 seconds long, but then again tests tend to be short regardless. Sa-matra: Yup! plasticy... Going to change that very likely. I am aiming to make the ship look bigger than I had previously planned and that requires working on the visual cues for scale and shiney plastic is probably not in the mix. Urquan: I thought the dreadnaught was analogous to the battlestar galactica(original one) with some trek thrown in, it had to be bumpy. So I made the runes be the bumpy parts. But the version you see in the video is the older one. The newer is REALLY covered in "stuff". I still haven't determined if it's going to work out better that way. Spathi: I based mine to look kinda like a jumping jack, which i assumed the design is based on originally. Some of ships i build are based on what I interpret from how they look from the sprites themselves. The Urquan Dreadnaught is an amalgam of all the urquan sprites; thats why it looks like all 2or3 versions. The Kohr-Ah I will be building will be based on the drawing i made based on what the sprite looked like to me and not the one in the manual.
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