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News: Paul Reiche and Fred Ford want to continue the story they started when they created Star Control II — The Ur-Quan Masters. «Happy days and jubilation!» «But wait!» «There is something wrong here... something which makes my sheath retract and my talons ooze.» «Please, Captain, we need your help!»

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Author Topic: UQM Recreation  (Read 68087 times)
JonoPorter
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UQM Recreation
« on: December 01, 2005, 09:52:19 am »

I have decided to create a clone or sequel to UQM Using my Physics 2D Engine for the physics. I would like to use SDL via SDL.NET for the Graphics and IO so it can also compile on Linux. I first plan to make a newer version of Hyper Melee then proceed to making the single player from there.

To show that this is not the idle talk of an over ambitions programmer I offer you these 2 screenshots as proof of my intentions.

This earthling cruisers and missiles are both controlled by a primitive AI, and the missiles explode on contact.

And this one:

You can get more at this thread.

I won’t be really starting the project until my finals are over, but I could use some help it and can’t hurt to start getting a list of C# programmers who are interested.

If you want to learn C# but don’t want to spend the money to get visual studio 2005 just to have an IDE don’t worry Microsoft is giving away free versions of it. Unbelievable huh?



EDIT:

For Downloads of the source and binaries of this game go to:
http://sourceforge.net/projects/sc2-remake/

Wiki:
http://sc2-remake.sourceforge.net/wiki/

Forum:
http://sc2-remake.sourceforge.net/forum/

« Last Edit: February 23, 2006, 01:58:04 am by BioSlayer » Logged

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My Remake of UQM.
My 2D physics engine
Both are written in C#.
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Re: UQM Recreation
« Reply #1 on: December 02, 2005, 12:05:10 am »

C# & linux?  Mono's not that advanced yet.  Is your code easily portable to C/C++?
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Re: UQM Recreation
« Reply #2 on: December 02, 2005, 12:55:15 am »

C# & linux? Mono's not that advanced yet.
Very soon, it will be.

I’ve been keeping loose tabs on the mono project and from what I have seen the release to come will have all the features needed for my game.

Also its advance enough for SDL.Net right now.

Is your code easily portable to C/C++?
No I rely heavily on the garbage collector.

I’m not planning to have this written overnight. It has taken a long time to get my physics engine to the point it currently is at. There are still 2 things I want to add to that before I really start this project.

Also I need to start learning SDL.Net or have some one learn it for me to handle the IO and Graphics part of the game.
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There are none so blind as those who will not see. — Jonathan Swift

My Remake of UQM.
My 2D physics engine
Both are written in C#.
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Re: UQM Recreation
« Reply #3 on: December 04, 2005, 07:35:46 pm »

Hmm... I can't help myself from looking at the empty half of the glass and ponder what would happen if all the ambition programmers will help TWL, which is fairly advanced, instead of starting their own projects and eventually leaving them unfinished.

Maybe it'll be wiser for all to work on one project, so when the inevitable happens and a programmer leave the project before it is finished there will be others to replace him...

Nevertheless, good luck.
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Re: UQM Recreation
« Reply #4 on: December 04, 2005, 09:31:25 pm »

aren't there people working on TW ?
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Re: UQM Recreation
« Reply #5 on: December 05, 2005, 02:00:45 am »

Hmm... I can't help myself from looking at the empty half of the glass and ponder what would happen if all the ambition programmers will help TWL, which is fairly advanced, instead of starting their own projects and eventually leaving them unfinished.
A Valid point, but there are a few counter points I would like to make.
1)    How I plan to write mine is almost the complete opposite of time warp.
1A)    I use geometry for collision detection not pixel checking.
1B)    I have collision with friction and changes in angular velocity. Timewarp does not do this.
1C)    I plan to have the ships 3D rendered instead of Timewarps 2D sprites.
1D)    I have mine written in C# while Timewarp uses C++.
2)    Because timewarp is so far along mostly what is left is debugging, and no programmer that I know of enjoys that.
3)    There is a certain feeling when you start a project from scratch, and I enjoy it.
4)    I dont plan to leave mine unfinished.
EDIT: 5)    Also the fact that it is written in C# will make it so more of the programmers who have time for this kind of things (collage students) more inclined to pick up the project. Since C# and Java are the languages of choice now (at least in my collage).

aren't there people working on TW ?
Yes.
« Last Edit: December 05, 2005, 06:41:08 am by BioSlayer » Logged

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My Remake of UQM.
My 2D physics engine
Both are written in C#.
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Re: UQM Recreation
« Reply #6 on: December 05, 2005, 05:16:32 am »

"Hmm... I can't help myself from looking at the empty half of the glass and ponder what would happen if all the ambition programmers will help TWL, which is fairly advanced, instead of starting their own projects and eventually leaving them unfinished."

This is a very good observation for freeware as a whole. For every 3 projects out there, 2 might go dormant for a long while or perhaps die, but if you took the assets of the two failed projects and combined them, you'd probably have another successful one.

The only thing is those two projects might have completely different goals that can't be met in a single game.


"1C) I plan to have the ships 3D rendered instead of Timewarps 2D sprites."

I think Timewarp uses sprites rendered from 3D models as well.
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Re: UQM Recreation
« Reply #7 on: December 05, 2005, 07:56:02 am »

Frankly, there's good sense in not throwing more labor into the black hole of TImewarp.  It's a little like saying, "I don't see why shipwrights don't get out here and try to dredge up and patch the Titanic, rather than launching new boats."   No matter how fine a ship the Titanic may have been, it's well sunk and dead now, and all the labor in the world won't change that.

Timewarp was coded haphazardly, it's code is shambolic, and at most you can hope to be another foot soldier ground up in Stalingrad.  On his own project, BioSlayer may well fail (who knows?  he shows a clarity of vision that puts TW to shame), but if he fails, at least he failed doing something exciting, and if he succeeds, the credit is that of a creator, not a maintainer or advancer of bloatware.

It's like wondering why coders don't join the nine-year-old Starflight III, rather than making Weird Worlds, or pour their energy into Freecraft rather than making Wesnoth.

Shrug.
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Re: UQM Recreation
« Reply #8 on: December 05, 2005, 08:51:52 am »

"1C) I plan to have the ships 3D rendered instead of Timewarps 2D sprites."

I think Timewarp uses sprites rendered from 3D models as well.

Yeah, however in BioSlayers game the ships will be 3D, not just sprites (even if they were rendered from 3D models in the first place). They will be able to move in 2 dimentions only, though.
Remember Aftermath?
It's gonna be something like that.
(If I understand everuthing correctly, that is)
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Re: UQM Recreation
« Reply #9 on: December 05, 2005, 01:04:44 pm »

Hey! I never abandon my projects, I just put them on ice... but I got a very large freezer. The size of it implies I'll finish all my projects simultainiously when I'm 100.
Of course I suck donkeyballs at coding, but my SC project just took a tiny step forward with this primitive benchmark test 350 ships.


Bioslayer's physics engine is looking promising and I feel a certain envy. I don't even know how to make a quad tree but hopefully it'll come to me... maybe I'll get to decorate one for x-mas... every time I place a decoration in the tree there's little subdivisions happening... uh time to sleep I think. I hear the toothfairy drops a quadtree under your pillow if you're nice...
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Re: UQM Recreation
« Reply #10 on: December 05, 2005, 06:28:17 pm »

"It's like wondering why coders don't join the nine-year-old Starflight III."

8 years old, I'll have you know (it has really just been the last 4 or 5 years, before that it was mostly an amateur project.) Besides, SF3 has already made strides to break out of the exclusive allegro library thing, and follow a newer, more organized coding structure.


"Yeah, however in BioSlayers game the ships will be 3D, not just sprites (even if they were rendered from 3D models in the first place)."

Oh, I thought he meant rendered ahead of time, not in game. In that case, what file format will you be using for your models, Bioslayer?


"Of course I suck donkeyballs at coding, but my SC project just took a tiny step forward with this primitive benchmark test 350 ships."

Cool, who's ships are those yellowish ones? Mrnmhrm, maybe?
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Re: UQM Recreation
« Reply #11 on: December 05, 2005, 11:27:06 pm »

it has really just been the last 4 or 5 years, before that it was mostly an amateur project

Versus now, when it's a professional operation?  Roll Eyes
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Enough talk, let's see what you got. . .
« Reply #12 on: December 06, 2005, 01:05:09 am »

"Versus now, when it's a professional operation?"

Hey, what do you think professionals do in their spare time? Besides, it should really be about what you output, not what your career is. But what I meant was, the first few years of the project were probably more like throwing ideas around and experimenting with different coding approaches.

Not that this is any excuse to you, it seems you know a lot about how to go it alone and do a project right. Could we see a link to your website with your successful freeware game(s) for us to download?
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Re: UQM Recreation
« Reply #13 on: December 06, 2005, 02:25:37 am »

DS> It's the small personal fighter ships by the 'Space Amazons' (working title). They're the sisters of the Androsyn (read sex androids).


Professional can mean either "skilled" or "person who works with". Not sure what the proper terminology is for people's projects. I can think of these types, maybe somewhat blended with each other:
    One guy having a 'crazy k00l' idea without having any skills. Extremely common.

    The same guy, except his initiative skill is high, so he starts pulling unstructured teams together. Eventually the project pours out into the sand due to the lack of organization and faded intrest from team members. Rather common.

    Something inbetween here.

    More or less professional people getting together. Some of these projects actually emerge into a beautiful little butterfly.

    The one man army, like the Cave Story guy. Rare.
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Re: UQM Recreation
« Reply #14 on: December 06, 2005, 06:22:01 am »

"The one man army, like the Cave Story guy. Rare."

Aftermath, Black Sky, and now UQM Remake. It doesn't seem to be that rare anymore.
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