nuke
Zebranky food
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Posts: 36
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It's written in C# using XNA 4. It can compile for both PC and Xbox 360. If it is going to run on Mac or Linux, then it's going to need to be ported to C++ and OpenGL.
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nuke
Zebranky food
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Posts: 36
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I've shared my resources with Damon and it looks like we can do a combined effort.... Here's a recent screenshot of his Starbase over the star trek star base that I was previously using. Everybody's responses have been amazing and I am looking forward to more.
Update: I have finished the non-functional particle systems/effect (smoke trails), now on to working the networking protocols.
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nuke
Zebranky food
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Posts: 36
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I had to look at Mono, it looks promising. as for the rest of the native Microsoft functions, it doesn't look like there would be much difficulty porting it over to Linux.
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danzibr
*Many bubbles*
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Posts: 109
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Just popping in to say your stuff looks great.
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nuke
Zebranky food
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Posts: 36
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The zapsats can be nerfed :p
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nuke
Zebranky food
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Posts: 36
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Just posting an update, I have begun work on the networking protocols for a 2 ship beta melee release. I will post a link when its complete.
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uqaccount
Zebranky food
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This looks INCREDIBLE! I can't wait to try it.
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nuke
Zebranky food
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Posts: 36
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Sorry it's taking so long guys. I wanted to get some eye candy particle effects for the various weapons systems going before I put out a melee demo.
I have an issue with the particles drawing and blanking out the screen in purple (something to do with clearing the graphics device before drawing). Once I have that corrected for, you will be able to play with Both Ur Quan, Chmmr Avatar, and Earthling Cruiser. All of their weapons systems have been coded and are complete.
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bosster hymen
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how difficult is it to code an arcade style netplay (like street fighter 4 on psn), with people in line and able to watch the matches?
and then, how difficult would it be to have something like subspace continuum using sc2 ships?
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