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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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Author Topic: UQM Recreation  (Read 86479 times)
JonoPorter
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Re: UQM Recreation
« Reply #30 on: December 12, 2005, 08:36:41 am »

I fixed a few things wrong in the contact/resting state of my collision response.
Afterwards it worked so well I decided to try something new.

Put a bunch of Ur-Quan around a really large gravity well.


I'm thinking how this can become part of the game.

I had fun trying to launch the Ur-Quan into orbit periodically. I never could quite make them break escape velocity.
« Last Edit: December 12, 2005, 08:50:49 am by BioSlayer » Logged

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Re: UQM Recreation
« Reply #31 on: December 12, 2005, 06:39:17 pm »

That's one funny screenshot.

Good luck with your project!

--Eino
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Another Day Another Feature.
« Reply #32 on: December 14, 2005, 03:42:42 am »

Good luck with your project!
thanks.

I just made it so an event can be raised when an object touches a ray, making this screenshot possible.

I call it "Shields Weakening!"

If I just confused you let me put it in layman’s terms: The Missiles now explode when they hit the shields (Those lines coming out of the Ur-Quan Dreadnought) instead of just bouncing off.

Are you guys being annoyed by me constantly putting up images of my project? I can stop if you want me to.
« Last Edit: December 14, 2005, 03:48:10 am by BioSlayer » Logged

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Re: UQM Recreation
« Reply #33 on: December 14, 2005, 04:11:24 am »

Are you guys being annoyed by me constantly putting up images of my project? I can stop if you want me to.
I'm not. Please continue. This is your thread, if anyone doesn't like your pictures, he/she should go look somewhere else.

I for one like these pictures.

Why are you going with lines for a shield btw? That would look worse and worse the bigger the shield.

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Re: UQM Recreation
« Reply #34 on: December 14, 2005, 04:59:04 am »

"This is your thread, if anyone doesn't like your pictures, he/she should go look somewhere else."

But they won't know that they don't like them until they've already seen them! Shocked


"I just made it so an event can be raised when an object touches a ray, making this screenshot possible."

Nice! Will you soon be adding a HP system to the shield rays, so that they recede as they take damage?
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Re: UQM Recreation
« Reply #35 on: December 14, 2005, 06:10:02 am »

Why are you going with lines for a shield btw? That would look worse and worse the bigger the shield.
Oh I don’t plan to use the lines as shields (not initially). It’s just that it is easier to make them point in every direction and test their collision logic then to write code to point them at another object and test both.

Also it’s a good way to see how many I can use before the system starts to slow down. The small shield has 209 rays in it and the larger “ugly one” has 125 rays in it. I can easily increase that number by a power of 10 and it still is able to run without seizing up (too badly).


Nice! Will you soon be adding a HP system to the shield rays, so that they recede as they take damage?
The thought had crossed my mind. And to appease meep-eep I could make it so it’s not a bunch of rays, but a bunch of triangles (when drawn) with 2 of the edges of each triangle being a ray, and the third being the line between the ends of the rays. So it would look like a giant solid donut. MMmmmm donuts.

But I probably won’t be doing this any time soon. I have a lot more important things to work on like finishing my first design of the generic interfaces for everything that happens in hyper melee. This includes how damage is handled, how weapons affect ships, how weapons affect other weapons. It’s not easy to design a system of generic interfaces to handle everything that happens in Hyper Melee. I’m also trying to design it to be very easy to change and add things to boot!
« Last Edit: December 14, 2005, 06:15:38 am by BioSlayer » Logged

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Re: UQM Recreation
« Reply #36 on: December 14, 2005, 09:24:24 am »

I enjoy seeing this stuff too. It's especially interesting since I'm a geek and have a similar project. Fun to see how other people approach things.
I've been toying around with the thought of making pressure object types that gradually push everything they collide with rather than bouncing it. Maybe this is a good way to do shields, Orion rocket propulsion and explosions that behave like explosions? Perhaps many pressure objects will be able to navigate(fill) a maze...

In DIRT the rocket is propelled by tossing away its mass. Even bleeding will propel the player (and the player can bleed a lot).
« Last Edit: December 14, 2005, 09:34:55 am by Arne » Logged
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Re: UQM Recreation
« Reply #37 on: December 15, 2005, 06:46:47 pm »

I've been toying around with the thought of making pressure object types that gradually push everything they collide with rather than bouncing it. Maybe this is a good way to do shields, Orion rocket propulsion and explosions that behave like explosions? Perhaps many pressure objects will be able to navigate(fill) a maze...

If you find actual equations for this pressure wave I would like to have them as well. Right now I use something I call an impulse wave for explosions.

In DIRT the rocket is propelled by tossing away its mass. Even bleeding will propel the player (and the player can bleed a lot).
I looked at the credits and Arne is in as the art director is that you? If so that is pretty cool.
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Re: UQM Recreation
« Reply #38 on: December 15, 2005, 09:37:51 pm »

If you find actual equations for this pressure wave I would like to have them as well. Right now I use something I call an impulse wave for explosions.

I looked at the credits and Arne is in as the art director is that you? If so that is pretty cool.

Heheh, I'm an artist, not a coder, what I had in mind was simple nonsolid objects that repel stuff ,including their kin, within a certain radius. Place several in little cluster and they'll start repelling each other, automatically giving the impression of an expanding explosion with little puffs. They could expand as they dillute/lose pressure. It would be like an explosion of mini explosions.

Hydralic pressure is just way above me I'm afraid. I made some very basic pressurized stuff for my Boulder Dash variant though, but it was tile and turn based.

Yeah I'm doing a bit of art for DIRT. The coder just got the allegro code port working (sort of) so there might be some progress in regards to actual gameplay soon.


Are you planning to have multiple gravity wells? I was toying with the idea of making a Lunar Lander game where you shuttle stuff between 2 asteroids (a binary system). Your engine would probably be good at this. The physics would allow all sorts of interesting stuff like geostationary orbits (if there's rotations and no 'space friction').
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The Kohr-ah Cleansers
« Reply #39 on: December 17, 2005, 07:33:46 am »

Are you planning to have multiple gravity wells? I was toying with the idea of making a Lunar Lander game where you shuttle stuff between 2 asteroids (a binary system). Your engine would probably be good at this. The physics would allow all sorts of interesting stuff like geostationary orbits (if there's rotations and no 'space friction').
My engine can already do all this.

Well I’m finally done with finals and I now plan to put real effort into this project. Since no one has suggested a name I’ve decided to call it “The Kohr-ah Cleansers.”  

I’ve already written a new Broad phase collision detector called sweep and prune with the help of Magnus, a new member to my project.
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Re: UQM Recreation
« Reply #40 on: December 17, 2005, 10:32:39 pm »

My engine can already do all this.

Well I’m finally done with finals and I now plan to put real effort into this project. Since no one has suggested a name I’ve decided to call it “The Kohr-ah Cleansers.”

Cool. I just got the gravity part working. My bodies merge when colliding too, so I can do little solarsystem creation simulations (pic). I think the Asteroid Lander concept could be interesting.

“The Kohr-ah Cleansers.” - As a paraphrase on UrQ Masters? 'Cleansers' doesn't sound very agressive and title-ish to me, although I'm not speaking english natively. Hmm, I think that wording might also suggest that it's the Kohr-Ah that's getting cleansed (by the Chmmr?), sort of similar to 'The Ghost-Busters'. How about using an object from the game like that Melnorme MetaChron, or the Ultron, or some planet? You could always try reading through the dialog txt files and look for catchy words or sentences. Hmm how about 'Snakes on a Dreadnaught!'


I’ve already written a new Broad phase collision detector called sweep and prune with the help of Magnus, a new member to my project.

Did you see this thing called N? You probablydid. The website got some nice tutorials. Found it when trying to figure out what Broad phase collision detection was. Is this it? I have no clue what I'm doing so I'm probably reinventing the wheel a lot. Sorry for posting my own shit in your thread, I just get excited when there's geeky stuff going on.
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Re: UQM Recreation
« Reply #41 on: December 17, 2005, 11:50:46 pm »

D.I.R.T. rules... Too bad my system is way too crappy to be able to run it remotely nice, though. Sad
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Re: UQM Recreation
« Reply #42 on: December 18, 2005, 05:03:57 am »


“The Kohr-ah Cleansers.” - As a paraphrase on UrQ Masters? 'Cleansers' doesn't sound very agressive and title-ish to me, although I'm not speaking english natively.
How bout The Kohr-ah’s War Crimes?

But the other names I thought up were:
The Earthling Losers.
The Spathi Cowards.
The Umgah Jokers.
The Chmmr Cross Breeders
The Yehat Traitors
The Syreen Babes.
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Re: UQM Recreation
« Reply #43 on: December 18, 2005, 08:17:27 am »

How about:

The Korh-Ah Doctrine

Or

The Korh-Ah: Cleansers of Filth
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Free Star
« Reply #44 on: December 18, 2005, 06:20:47 pm »

How about "Free Star."

Free Star sounds a little like Star Control, it makes sense because you are the new alliance of Free Stars, and you're making a freeware game (unless I misunderstand.)
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