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Author Topic: A star control 1 remake that may actually get finished  (Read 41336 times)
Dragon
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Re: A star control 1 remake that may actually get finished
« Reply #45 on: January 19, 2009, 06:09:43 pm »

Whoops, sorry - I forgot about the Mmrnmhrm Y-wing.  I found an old picture of it from when I was asking for suggestions on colouring over at remakes, so here it is:



The only change is that I've removed the detail from the wings so it's still pretty similar but with dark pink wing recesses.

And whilst I was digging through old piccys I found a final version of the starmap planets so here it is also Grin



The little planets in the corner are the starmap versions whilst the big ones are for the event animations and melee game.
« Last Edit: January 19, 2009, 07:43:37 pm by Dragon » Logged
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Re: A star control 1 remake that may actually get finished
« Reply #46 on: January 19, 2009, 09:26:26 pm »

Wow  Shocked
Keep up the good work - this is like a dream come true, I actually asked a looooong time ago if anything like this is ever going to be made.
Now, your ship models are great, just look, well, differently. However, that is not a bad thing, actually quite the contrary, just expect a lot of people saying how you should have done this or that differently (for example, I would make, if I knew how Cheesy, Chenjesu a bit bluer and other Alliance ships more colorful, but you really shouldn't listen to me, Really, this isn't a joke, I suck at design)
On the other hand, planets look absolutely gorgeous no matter what way you put it. Just, please, please, PLEASE don't give up on the project. Please.
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Re: A star control 1 remake that may actually get finished
« Reply #47 on: January 30, 2009, 01:06:22 am »

I tried going to this link to check it out, and it's giving me the 404 error.  Has it been moved?
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Dragon
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Re: A star control 1 remake that may actually get finished
« Reply #48 on: January 30, 2009, 04:20:06 pm »

I tried going to this link to check it out, and it's giving me the 404 error.  Has it been moved?
Unfortunately it hasn't been moved so much as gone'd.  The forum it was on was hacked and it hasn't - yet - been restored as an archive.  I'll update the link when it is.  All that is really missing are the tech demos which were just for checking compatibility.

At the moment I'm deep in code land so there isn't anything pretty to show - I'm still badgering away at it though.
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Re: A star control 1 remake that may actually get finished
« Reply #49 on: February 10, 2009, 01:43:21 am »

Wow, you are making some really great models.  I'm also a hobbiest trying to put together a star control fan game... my models are not half as cool though.  Man I'd love to get a hold of some nice models like that for my fan game.

I can't wait to try yours!  You've got some mad art skillz.
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Dragon
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Re: A star control 1 remake that may actually get finished
« Reply #50 on: May 13, 2009, 09:47:52 pm »

Alright I've managed a fairly major milestone, only there's a bit of a gotcha.  You have to really, really like C++ before you'll appreciate it.  So to keep it short I'll just mention that I can successfully preprocess the entire set of windows headers.  That's 46 000 lines of code per translation unit (a translation unit is a .cpp file).  Feeding the preprocessed source back to a compiler gives *no* errors so I can be fairly certain I haven't missed anything.

If you're asking WTF this has to do with Star Control I can explain.  I need the structures (classes and structs) and various function pointers (and calling conventions) so that I can call C++ methods directly from Smalltalk.  To do this I need to parse at least some of my own source files - which is easy'ish - but I decided I'd go big and just parse the whole damn lot.  And now if you're still wondering what this has to do with Star Control I can explain again.  I'm still using Smalltalk as the gameplay language except again I decided to go big and write my own implementation (I may have mentioned my reasons in a previous post - I forget).  I'm basically using Star Control Redux to drive the languages development which is why this is taking a little longer than at first anticipated.

For the really, really C++ guys (anyone?) here's the include tree for one of my .cpp source files, open the spoiler to see it 'cause it's kinda long.  Just read down to where you see windows.h and then give up.

(click to show/hide)

And for those who haven't seen it here's the title screen (pretty pictures are much more interesting than code).  Also all the stats screens on flickr as a slideshow.


« Last Edit: May 13, 2009, 09:50:50 pm by Dragon » Logged
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Re: A star control 1 remake that may actually get finished
« Reply #51 on: May 13, 2009, 11:02:41 pm »

Dude, Smalltalk? Wow.

I remember Smalltalk from college, but I didn't see much interesting it, except for the old 1 := 2 insanity. Then again, the prof teaching that class also loved wikis, which I thought weren't going to go anywhere either.
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Death 999
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Re: A star control 1 remake that may actually get finished
« Reply #52 on: May 14, 2009, 06:45:50 pm »

Quote
I'm basically using Star Control Redux to drive the languages development which is why this is taking a little longer than at first anticipated.

That'd do it. I don't remember anything about why you're doing this. Why are you doing this?
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Lukipela
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Re: A star control 1 remake that may actually get finished
« Reply #53 on: May 14, 2009, 09:14:30 pm »

That'd do it. I don't remember anything about why you're doing this. Why are you doing this?

Because he is an awesome person. Smiley
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Dragon
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Re: A star control 1 remake that may actually get finished
« Reply #54 on: May 14, 2009, 09:59:59 pm »

Because he is an awesome person. Smiley
Yeah, I can roll with that  Grin

Seriously though, um...  well... er... because.... Hey!  Look at that flying cycad!  Kcheersbyyeeee...






The only reason I have is that it seemed like a good idea at the time.
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nightshadow
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Re: A star control 1 remake that may actually get finished
« Reply #55 on: May 22, 2009, 01:01:03 am »

This is a beautiful project to say the least...

Keep up your great work!

I don't come here often, but when I do, I always get surprised by the tenacity of the Star Control universe fans... thanks man!
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Re: A star control 1 remake that may actually get finished
« Reply #56 on: May 22, 2009, 02:11:49 am »

Will the ships have 16 angles to them or more?
I know that as a remake they should only have 16, but I've always found it annoying that small ships could hide between the firing angles of the bigger ships.
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Re: A star control 1 remake that may actually get finished
« Reply #57 on: May 22, 2009, 03:23:54 am »

Will the ships have 16 angles to them or more?
I know that as a remake they should only have 16, but I've always found it annoying that small ships could hide between the firing angles of the bigger ships.

That kind of bothers me too. I think it would make more sense to rotate the image of the ship sprite based on its direction than to have 16 separate images for each direction. One of the games that I'm working on, Comet Fighter, uses this method, and it looks just fine (I have not found a single graphics artist that has been able to make rotations look any better than just rotating the ship). The only advantage I see to SC2's method is that you can have shading, which really isn't that important in space games anyway (it's REALLY dark in space...). Of course though, I have no idea how much more difficult it is to rotate an image in C than it is in Game Maker.
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Re: A star control 1 remake that may actually get finished
« Reply #58 on: May 22, 2009, 07:25:32 am »

You can rotate one image and still only have 16 angles.
But I really hope there will be more.

But I'm not biased, I'm used to TW.
64 angles there.
Also when an enemy Ilwrath cloaks the camera focus on you so you don't know there it's coming from.
I'd really like to see those two things in a game that have a net version of the SC1 full game.
That's kinda my wish list - an enhanched version of SC1's full game.
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Dragon
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Re: A star control 1 remake that may actually get finished
« Reply #59 on: May 22, 2009, 02:56:29 pm »

Thanks Nightshadow.

Just thought I'd mention that there are no prerendered images so I have no real angle restrictions.  Everything is 3D so the ships can bank into corners and rotate arbitrarily.  I could also add self shadowing if I were feeling brave (but I'm not).

The idea is this remake will include the stategic game from SC1 but I wasn't planning adding anything new so it's only the graphics and sound which will be enhanced.  Regarding the stategic game: guesst has done a bit of digging for the original star generation algorithm but with no joy so I'll probably just have to make it up.

As an aside, C provides no method for rotating images (or even drawing them) itself.  One has to either write those methods oneself or use an existing library.  I'm using DirectX, well, directly but many people have written wrappers to make it easier to use for 2D games.   Googling something like "rasterize sprite" should turn up some info on how it's done.

As a further aside, Direct2D (not 3D) is a hopeless and unusable pile of shit that must go and die quitely in a corner if it hasn't done so already.  Do not like.
« Last Edit: May 22, 2009, 02:59:28 pm by Dragon » Logged
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