The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
October 04, 2024, 03:44:36 am
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Project UQM - Online
« previous next »
Pages: [1] Print
Author Topic: Project UQM - Online  (Read 2565 times)
chiguireitor
Zebranky food
*
Offline Offline

Posts: 10



View Profile
Project UQM - Online
« on: June 13, 2011, 03:42:50 am »

Hi all, just around to tease my current part-time project with UQM. This is still a very alpha version, but would like you all to take a look and tell me what you think.

http://uqmonline.appspot.com/

Controls are the arrow keys (not the numeric keypad), fire with left-ctrl key and special with left-shift (only on the orz for now).

There are lots of things that still need to be implemented and corrected, but you can take a peek there and give any feedback in this forum post.

Needs a HTML5 enabled Browser with OGG support (Firefox and Chrome, don't know about Safati and Opera).

Enjoy
« Last Edit: June 13, 2011, 05:13:56 am by chiguireitor » Logged
onpon4
Enlightened
*****
Offline Offline

Gender: Male
Posts: 709


Sharing is good.


View Profile WWW
Re: Project UQM - Online
« Reply #1 on: June 13, 2011, 05:16:59 am »

Firing the Chmmr laser causes the display to freeze on Firefox 4 (game still runs; you can hear the sounds playing).

Also, Mycon can't shoot anything. Is it just something you didn't get to doing?

Other than that, it's good so far.

I personally like that the ship sprites are being rotated, rather than relying on separate images for each rotation, though I don't know how many people here would agree. Lots of people here (me not being one of them) consider the 16-angle limitation to be a part of the strategy or something. And others think that the use of separate images makes it look nicer because shading can be used properly. Or maybe I'm wrong and everyone likes the idea of getting rid of the 16-angle limitation. I dunno.

You might want to consider adding inertia to turning. It would help the larger ships feel more tublike.
Logged

chiguireitor
Zebranky food
*
Offline Offline

Posts: 10



View Profile
Re: Project UQM - Online
« Reply #2 on: June 13, 2011, 12:42:14 pm »

Thanks for the feedback onpon4.

Indeed, the Chmmr and the Mycon are broken for now. The freezing on FF is because the game can't find the sprites (because the Chmmr doesn't have firing sprite).

The strategy about the rotation is something i like from SC2 too, but this isn't intended to be a replacement to UQM (which is itself a great game) but instead to be an evolutionary step.

If there's enough complaining of ppl about the 16 step rotation, i can introduce it easily.

About the inertia, it is something that is there on the code, but have't done it because SC2/UQM doesn't have it (in that respect i was keeping it faithful).

There's still a lot of fine tuning to be done on the base engine. Updates will be coming eventually and i'll keep you all posted Smiley
Logged
chiguireitor
Zebranky food
*
Offline Offline

Posts: 10



View Profile
Re: Project UQM - Online
« Reply #3 on: June 13, 2011, 12:46:55 pm »

Btw, the reason for those initial ships i picked was because they have a set of the most complex combination of special abilities: Urquan fighters; Chmmr sattelites and gravitational pulling; Orz turret and fighters; and the Mycon plasma (which can kill the Mycon too).

The other ships seem to be very easy (at least from what i have seen).
Logged
onpon4
Enlightened
*****
Offline Offline

Gender: Male
Posts: 709


Sharing is good.


View Profile WWW
Re: Project UQM - Online
« Reply #4 on: June 13, 2011, 02:56:50 pm »

About the inertia, it is something that is there on the code, but have't done it because SC2/UQM doesn't have it (in that respect i was keeping it faithful).

The only reason I brought it up is the limit of 16 angles is also a way ships can feel more tublike. Now that the angles aren't limited, it seems a bit unnatural.
Logged

Alvarin
Enlightened
*****
Offline Offline

Gender: Male
Posts: 798



View Profile
Re: Project UQM - Online
« Reply #5 on: June 13, 2011, 04:35:32 pm »

I have tried plenty of combinations, but none of them worked - the sound was OK, during Ur-Quan mirror shots were heard, but on no combination the picture moved at all. On AI 'Quan and player Orz there were artifacts on the unmoving screen and it was only time asteroids were present. No planet was seen.
I am using Firefox 3.6.17 on Ubuntu 4.10
Logged
onpon4
Enlightened
*****
Offline Offline

Gender: Male
Posts: 709


Sharing is good.


View Profile WWW
Re: Project UQM - Online
« Reply #6 on: June 13, 2011, 04:55:57 pm »

Yup, it seems to not work at all on Firefox 3. Image never changes, though sounds are still heard, and shots seem to come several seconds late. At least, that's what happened with Ur-Quan vs. Mycon.
Logged

meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Project UQM - Online
« Reply #7 on: June 13, 2011, 06:38:53 pm »

Not quite playable yet, but a good start. I applaud the use of HTML5.

(P.S. It's not working at all on Opera 11.11)
Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
chiguireitor
Zebranky food
*
Offline Offline

Posts: 10



View Profile
Re: Project UQM - Online
« Reply #8 on: June 13, 2011, 06:59:52 pm »

Alvarin and onpon4, my bad for not telling first that FF3 wouldn't work... it needs full canvas and audio tags support to work, that means that FF4 or Chorme should be used (IE9 supports those, but doesn't support OGG)

meep-epp: Yeah HTML5 is great for game development, still needs some basic things (like full screen mode, joysticks and mouse capture) but my current full-time project is another game totally made on HTML5 and WebGL... so yeah, we're pretty much HTML5 evangelists lol Cheesy
« Last Edit: June 13, 2011, 07:01:46 pm by chiguireitor » Logged
Dabir
*Smell* controller
****
Offline Offline

Posts: 291



View Profile
Re: Project UQM - Online
« Reply #9 on: June 13, 2011, 09:19:57 pm »

I think the planet's gravity may be a bit too strong, I just tried a match of Ur-Quan vs Mycon and the Mycon couldn't escape the planet's gravity. Died without me ever hitting it.

Also every time I do anything with it an error message pops up, with Abort, Retry, Ignore. Funny thing is, it's blank. I'm using Chrome, the latest version I think.
Logged
Vee-R
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 176



View Profile
Re: Project UQM - Online
« Reply #10 on: June 13, 2011, 10:30:04 pm »

Still using FF3 so can't test this - although I do get music, and a nice-looking playing field with two Mycons (all 100% static).

Serious question from an amateur who's only ever dabbled with Flash:  what makes HTML5 (in particular) so good for web games?  Isn't most of the nitty-gritty actually done in Javascript?  How steep is the learning curve if one is already familiar with ActionScript?  Do evangelize. Wink
Logged

"Space cannot be measured. It cannot be angered, it cannot be placated. It cannot be summed up. Space is there.
"Space is not large and it is not small. It does not live and it does not die. It does not offer truth and neither does it lie.
"Space is a remorseless, senseless, impersonal fact."
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Project UQM - Online
« Reply #11 on: June 14, 2011, 01:41:40 am »

Actually, Flash is still superior to HTML 5 + JavaScript for games in almost every aspect. It works on more platforms, has more features, and has a better development environment (for making games and animations at least).

But HTML 5 is an open standard, and you can expect it to run (in the future) on platforms for which there is no Flash Player available.
Also, the integration with the browser and web pages is better.
Some additional advantages which are more important outside of your typical flash game are that deep linking is easier, search engines have an easier time finding your content, and blind people may actually stand a chance of being able to use your site. (Compare to for instance www.toysforbob.com.)

In short, HTML 5 is the future, but it may take a while for all browsers to support the most important features, and it may need some more work before it can do everything which Flash can do.

When people say that HTML 5 is good for creating games, they are comparing it to HTML 4.1. HTML 5 has features such as canvas (for directly drawing on the page), audio support (output and microphone), video support (output and camera), standard key events, drag and drop, offline storage, and server-sent events, all of which HTML 4.1 did not have. But Flash already has most (if not all) of these.

ActionScript is actually an EcmaScript dialect like JavaScript. The most important differences are that ActionScript has static typing (a big plus), packages (also nice), and  classes (meh). It shouldn't be that much of a transition from one to the other.
The libraries are another matter; they are very different.
Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
chiguireitor
Zebranky food
*
Offline Offline

Posts: 10



View Profile
Re: Project UQM - Online
« Reply #12 on: June 14, 2011, 02:31:00 am »

Another important feature of html5 (specifically the canvas tag) is that you get a hardware accelerated engine at 0 cost. Also, javascript compilers are bound to be faster than actionscript because that's were the big players are battling it out... I don't know much about actionscript, but the fully functional nature of javascript is a very important feature that makes it oh-so-powerful... besides the duck-typing mechanism gives you infinite polymorphism (which is probably the best feature).

Html5 is just a compound statement to reference all these new technologies that are available on modern browsers which makes it such a great foundation for games.

Also, coding and testing javascript is extremely easy nowadays (which wasn't true yesteryear before all these new browsers).

My suggestion: dive into it, worst case you will be returning to flash lol.
Logged
meep-eep
Forum Admin
Enlightened
*****
Offline Offline

Posts: 2847



View Profile
Re: Project UQM - Online
« Reply #13 on: June 14, 2011, 08:30:54 pm »

I split off the dynamic vs. typed languages discussion into a separate thread to keep this one on topic.
You can find it here.
Logged

“When Juffo-Wup is complete
when at last there is no Void, no Non
when the Creators return
then we can finally rest.”
Osbor
Zebranky food
*
Offline Offline

Posts: 2



View Profile
Re: Project UQM - Online
« Reply #14 on: July 24, 2011, 02:59:13 am »

please tell me this is still being developed, and it will have online matchmaking of some kind.
a certain internet community would KILL for something like this, since online mode in super melee is worse than using friend codes
Logged
Pages: [1] Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!