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Author Topic: UQM ported to Android  (Read 16369 times)
pelya
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Re: UQM ported to Android
« Reply #30 on: October 08, 2010, 04:12:06 pm »

The game developed for keyboard only is indeed awful on touchscreen device. There is one possibility for improvement - add mouse support in UQM melee, so your ship will rotate in the direction you're pointing the mouse (or touching screen). This however raises several questions:
1. Old-skool feeling - it will be lost! Also noone will want to play net games with you since you're having an advantage.
(click to show/hide)
2. The actual aiming algorithm. The obvious solution is to make ship rotate to point at your finger, and accelerate if you slide finger far enough from it. However the ship is often located near screen edge, so navigating to the nearest screen edge would be difficult. Another possibility is to make on-screen d-pad to act as a joystick, and use the virtual joystick tilt azimuth and force to steer the ship in absolute coordinates - I guess that will be better, and it's not that hard to add.
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mikelee
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Re: UQM ported to Android
« Reply #31 on: October 11, 2010, 04:55:32 pm »

Absolutely fantastic job with the port!  Thank you so much for doing this; it's great to be able relive SC2/UQM on a phone, of all places.

I think this may have been brought up on that SDL port thread you linked to, but I was wondering if it'd be possible to tweak it so that the "windowed" option in the settings (or a new option) fixes the aspect ratio of the game.  It looks great using up the full screen -- and maybe I'm just being OCD -- but the stretch does bother me quite a bit.
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Draxas
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Re: UQM ported to Android
« Reply #32 on: October 11, 2010, 05:43:56 pm »

Downloaded this onto the wife's Android yesterday, and I must say I'm impressed you got it to work. The virtual keypad makes playing it rather awkward, though, especially since I have to obscure part of the screen with my thumbs. I wonder if I can get it to work with the texting keypad, that might improve things a bit.
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pelya
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Re: UQM ported to Android
« Reply #33 on: October 11, 2010, 05:48:40 pm »

I think this may have been brought up on that SDL port thread you linked to, but I was wondering if it'd be possible to tweak it so that the "windowed" option in the settings (or a new option) fixes the aspect ratio of the game.  It looks great using up the full screen -- and maybe I'm just being OCD -- but the stretch does bother me quite a bit.

Added that in my buglist, expect the fix in a few weeks.

Downloaded this onto the wife's Android yesterday, and I must say I'm impressed you got it to work. The virtual keypad makes playing it rather awkward, though, especially since I have to obscure part of the screen with my thumbs. I wonder if I can get it to work with the texting keypad, that might improve things a bit.

You can disable on-screen keypad totally, just re-run "Change phone configuration" startup dialog, then re-map keys to what you like from UQM config.
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Re: UQM ported to Android
« Reply #34 on: October 11, 2010, 10:03:15 pm »

You can disable on-screen keypad totally, just re-run "Change phone configuration" startup dialog, then re-map keys to what you like from UQM config.
The Desire barely has enough keys to pull this off with a little creative remapping (e.g. Volume +/- to left/right, menu, search and tap screen to thrust and fire buttons). It would help if the Search key and clicking the optical "trackball" didn't both come out as "RightShift" and if the Back and Home keys could be remapped (Back is mapped to F10, apparently, so quit on F10 could be disabled by editing the key definition files; however, this makes it hard to quit UQM). That said, the controls are almost workable in combat this way.

I tried using the accelerometers for control, but the balancing act got really tricky. I don't see how the Arilou do it.
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pelya
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Re: UQM ported to Android
« Reply #35 on: October 12, 2010, 11:02:58 am »

I'm planning to add generic key config for phone-to-SDL keymapping, but it may take long time. So for now I'll split the trackball and Search, and also map Back to Escape and hack the game so it will act both as exit key and as Escape Device. And you cannot remap Home key on Android, it's used by OS.
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dczanik
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Re: UQM ported to Android
« Reply #36 on: October 12, 2010, 08:18:16 pm »

I just got an android phone and have loved playing Urquan masters on it. Now if you can only port 6014 for us Wink

Just wanted to say I love it so far.
I wish phones had better game controls. 
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- Damon
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pelya
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Re: UQM ported to Android
« Reply #37 on: October 13, 2010, 10:46:30 am »

If project6014 is based upon recent UQM version there's no big deal in porting it to Android. I've created diff file between my UQM working copy and sources from SVN, and there is quite little difference between the two. Just tell me when the project 6014 will be ready for release.
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DavidPartay
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Re: UQM ported to Android
« Reply #38 on: October 18, 2010, 04:10:56 am »

Heh:

Gameboy Advance emulator available for Android phones:  Check
ScummVM available for Android phones: Check
eBook readers available for Android phones:  Check
MUD software available for Android phones: Check
UQM available on Android phones: Check!
HTC Desire Z available from Vodafone yet, and my contract close enough to expiring for me to be able to upgrade:  Doh!

You have made my day Smiley
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Draxas
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Re: UQM ported to Android
« Reply #39 on: October 18, 2010, 06:33:48 am »

Been playing around with this a bit more. I've tried a few different control configs, but nothing is really clicking; I'm guessing the original Droid was not really designed with gaming in mind. I've also noticed a lengthy audio delay, there's at least a half-second between when an action happens onscreen and when the sound effect for it plays. Is this a common problem, or specific to this phone?
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DangerMouse
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Re: UQM ported to Android
« Reply #40 on: October 18, 2010, 07:37:26 am »

Bummer, but I can confirm that it works great on Droid X.
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pelya
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Re: UQM ported to Android
« Reply #41 on: October 26, 2010, 05:32:21 pm »

Hey. More help required from the community: I want to add translations as an optional downloads, but all translation packages are for UQM 0.6.0, they do not work with SVN version - they lack .RMP files, plus lot of directories were renamed since 0.6.0 ('blackur' -> 'kohrah' for example).
So, I need someone to create .RMP files as described here, or if that's too complicated at least to rename the directories in translations to match what it looks in SVN, so I can install translation pack without .RMP file just by overwriting some files.
You may use SVN snapshots to test your work on PC.
I've assembled all translations I could find here - it's a shame that I could not find Finnish translation - the site is down, please post it somewhere if you have it.
« Last Edit: October 29, 2010, 01:04:25 pm by pelya » Logged
pelya
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Re: UQM ported to Android
« Reply #42 on: October 27, 2010, 05:36:27 pm »

Hey. I've implemented another control scheme for UQM, the one I've described above - the ship follows absolute joystick orientation, please update and tell me if you like it.
Also if you wish my changes to be submitted into UQM SVN please add me to the developers list - username "pelya" on SF.net (then I'll also add configurable option for such control method).
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dczanik
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Re: UQM ported to Android
« Reply #43 on: November 06, 2010, 02:11:01 pm »

My Samsung Galaxy phone has a slide out keyboard. Is it possible to disable the touch screen controls or perhaps to be able to adjust the opacity of it?
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- Damon
Ur-Quan Masters HD Project leader/artist. Project 6014 Artist.  Like my art? Please check out some of my other artwork
pelya
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Re: UQM ported to Android
« Reply #44 on: November 06, 2010, 03:17:18 pm »

My Samsung Galaxy phone has a slide out keyboard. Is it possible to disable the touch screen controls or perhaps to be able to adjust the opacity of it?
Click "Change phone config" button at startup, when SDL logo is shown. Then DO NOT select "On-screen keyboard" option, and from the game click "Setup->Controls" and re-configure game controls to hardware buttons.
(click to show/hide)

BTW I've almost finished converting translations to 0.6.9 format, also I've recovered Finnish translation from Pandora port (only in-game dialogs will be translated, game menu and buttons will stay in English 'cause I'm too lazy). So expect an update this week.

Hey, did someone try new steering method with on-screen joystick in Melee? Any comments? Anyone?
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« Last Edit: November 08, 2010, 10:14:56 am by pelya » Logged
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