The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
September 25, 2022, 06:20:29 am
Home Help Search Login Register
News: Paul & Fred have reached a settlement with Stardock!

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  UQM 64
« previous next »
Pages: [1] Print
Author Topic: UQM 64  (Read 1155 times)
Kwayne
*Many bubbles*
***
Offline Offline

Gender: Male
Posts: 189



View Profile
UQM 64
« on: January 15, 2014, 04:26:24 pm »

Ever since I made an SC2 demake comm screen, I've been thinking about turning UQM graphics to look like they're made for C64 specs. Basically it doesn't seem like a big challenge, but there are some features in UQM that needs to be altered in order to make a convincing mod. This requires some insight in coding UQM which I don't have, and I'm looking for the help of whoever can assist me in this project. (If making it is even possible)

What I need is:

- a 40px border around a 320x200 res screen
- planet lander screen: planet surface generation reduced to use only 2 colors, rotating planet image replaced by static image
- shifting some UI elements to align with a grid of 8x8 character tiles
- re-cutting dialogues to make them fit into a section of the comm screen separate from the captain image. (c64 can't handle overlay text)
- turning smooth screen transitions off in combat and navigation
« Last Edit: January 15, 2014, 08:28:59 pm by Kwayne » Logged

Check dA for some of my non-art ... http://kwayne64.deviantart.com/
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!