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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: StarControl: Behind Enemy lines  (Read 30256 times)
Son_of_Antares
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Re: StarControl: Behind Enemy lines
« Reply #180 on: July 20, 2009, 11:38:48 am »

Well what's there to say except for that I can't wait to see the sequel Smiley
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Angelfish
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Re: StarControl: Behind Enemy lines
« Reply #181 on: July 20, 2009, 12:57:57 pm »

I certainly would find this easier to follow for me, as an outsider, if the players would make it more clear which character they are controlling in each post Smiley. Perhaps it's an idea to do this like most RP boards do, namely creating separate accounts for each character and GM.
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Lukipela
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Re: StarControl: Behind Enemy lines
« Reply #182 on: July 20, 2009, 01:00:26 pm »

Well, the players mostly use their player names "Wawa does something" or "Sukuzu does this" and the names and corresponding character can be found on the map. I'll take this into account though, maybe it could be streamlined somehow.
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Lukipela
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Re: StarControl: Behind Enemy lines
« Reply #183 on: August 20, 2009, 10:27:48 pm »

This is still puttering forward, albeit slowly. Now that the PNF has launched it might move a bit more quickly. The corner graphics are stand ins, I'm working on getting some newer stuff. This is for the first reimagined first map (or a surprise, we'll see). the second level will have different graphics, this is just to show you progress is being made.

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Dabir
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Re: StarControl: Behind Enemy lines
« Reply #184 on: August 20, 2009, 11:35:31 pm »

Is that bad connection at the door my fault or did the shrinking screw it up?
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Lukipela
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Re: StarControl: Behind Enemy lines
« Reply #185 on: August 21, 2009, 08:13:57 pm »

I put the door on the concrete, much as I made the corners. See why I need your help?
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Lukipela
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Re: StarControl: Behind Enemy lines
« Reply #186 on: September 20, 2009, 05:23:12 pm »

Hey guys. Here's an image of how the new interface would look.



I've also started a project thread on the SCDB to gather as much comments as I can. Unless this place completely dies mission two will probably still be played here though. This place has been pretty quiet fro some time, but I'm betting there's still enough life here for another level. I'm mostly done with the graphic interface, and only waiting for some graphics stuff from Dabir now. If there is any other graphics artist out there who wants to help Dabir out, especially with object art and some interface stuff, give me a holler. Anyways, let me know what you think of the current setup. The walls around the Shofixti are the newer type and the one I'm going to go with. I might add the grid back though.
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meep-eep
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Re: StarControl: Behind Enemy lines
« Reply #187 on: September 20, 2009, 06:38:08 pm »

Very nice. I do think that the grid should be brought back, as it can be hard to count the number of squares now.

Are those Shofixti vector drawings?
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“When Juffo-Wup is complete
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Dabir
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Re: StarControl: Behind Enemy lines
« Reply #188 on: September 20, 2009, 07:55:54 pm »

No, I took the original sized sprite, doubled it, smoothed it out, doubled it again and repeated. You can see the first doubling there on the right.
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Son_of_Antares
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Re: StarControl: Behind Enemy lines
« Reply #189 on: September 21, 2009, 12:57:50 am »

OMG I was cloned! But if this is me and you are him then who am I?! Ahhh, Sukuzu swarm warms my heart Smiley

This "beta" looks darn good. Well done Luki&Dabir. I just hope you won't overdo it so we could get the nxt mission on the role ASAP...
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Lukipela
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Re: StarControl: Behind Enemy lines
« Reply #190 on: September 27, 2009, 04:16:08 pm »

Very nice. I do think that the grid should be brought back, as it can be hard to count the number of squares now.

I agree. Here's a shot with fog of war in the original room and unexplored parts blacked out. Ignore the Syreen, I botched the cutting job there.

Quote
This "beta" looks darn good. Well done Luki&Dabir. I just hope you won't overdo it so we could get the nxt mission on the role ASAP...

Once I have the gfx for the next level and get around to updating the combat rules sheet we'll be good to go. However, I wonder if we should skip the moving system except for during combat and just let you role-play a bit freer during the non.combat phases. Opinions would be appreciated.

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Angelfish
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Re: StarControl: Behind Enemy lines
« Reply #191 on: September 27, 2009, 04:32:28 pm »

Neverwinter Nights also has fixed movements inside combat, and non-fixed movements outside of combat, if I remember correctly.  The transitions into and from combat were quite seemless.
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Draxas
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Re: StarControl: Behind Enemy lines
« Reply #192 on: September 27, 2009, 06:21:53 pm »

I think tracking movement outside of combat is important in case of things like ambushes or players splitting up to scout ahead, or other similar situations, since the players can't always predict when a battle might start.
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Son_of_Antares
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Re: StarControl: Behind Enemy lines
« Reply #193 on: September 28, 2009, 12:27:05 am »

Draxas has a good point there, but we could go with role playing and just go with the rule that the 1st "surprise" round goes to the attacker.

Are we gonna get to see any of the other alliance races in M2? Yehat and  Chenjesu preferably? Smiley

EDIT: I just noticed - Suuzu is wearing shades! Cheesy Cool
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Re: StarControl: Behind Enemy lines
« Reply #194 on: September 28, 2009, 01:03:14 am »

It doesn't need to be tracked per sé. Characters could just say 'I want to go there' and then Lukipela will throw some dice to determine if there are random encounters, based on the size and dangerousness of the area the player is traversing.
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