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Post by Joe Staff on Feb 8, 2013 19:30:46 GMT -5
How's this going? As a step toward my own hobby of game making (on Android) I too and making a 'rendition' of HardWar (2D top-down view) I had intentions of making a 3D one but I'm too limited with models and stuff (At least I can draw 2D ships)
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Post by duncan on Feb 11, 2013 2:12:08 GMT -5
for android - does that mean you're coding it in Java? just curious.
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Post by Joe Staff on Feb 11, 2013 14:46:57 GMT -5
I am coding it in Java
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Post by Pilot on Feb 11, 2013 21:00:34 GMT -5
For top down 2D you can add a transparency layer, of the ship, over the ship and offset it a little bit to give it a slight 3D, it will make a 3d model like the Nintendo DS. (I completely wanted to type Gameboy before DS ^^;)
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Post by Denacity on Mar 8, 2013 6:55:17 GMT -5
Any project updates? You should start a kick starter for donations, I want to see this happen.
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Post by rotary on Apr 4, 2013 13:19:23 GMT -5
Sorry for the lack of updates, although there were no actual updates to give for the program was on pause for a while.. Work combined with study and including some private flavours gave me ample time to spend on side-projects. My study will be finished soon (as within a month) which will give me a bit more time.
I did not yet check on the last updates regarding CryEngine, as soon as I have more news I will let you guys know. Just for info; I have been flirting around with the UDK some months ago due to frustration regarding CE, so maybe I'll dig deeper in that. CE's built-in charms do not seem to work very well in combination customization like letting the world move around the player..
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Post by kaerar on Jul 25, 2013 13:00:02 GMT -5
Well something of interest for you to consider. Check out Unigine. It's not free, but it's the best blank slate engine going. Can support everything from RTS to FPS to Space Sim to anything. BTW getting the world to move around the player is very tedious and in CE not worth the effort. It can already support maps out to 64km x 64km natively so the accuracy of world moving around player is unnecessary. The original world of Hardwar is less than 5km x 5km from recollection ![;)](//storage.proboards.com/forum/images/smiley/wink.png) I'm working on a project in it at the moment. After that project completes I'd be very interested in getting a sideline going for Hardwar in some way. I loved the open nature of the game, but the limited modding scope and partial linearity put me off playing it as much as I would have otherwise. A remake/sequel/prequel would be an awesome way to correct some of the minor annoyances ![:D](//storage.proboards.com/forum/images/smiley/grin.png)
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Post by rotary on Aug 17, 2013 7:09:24 GMT -5
From measurements 1 crater was already around 4k if I remember correctly. Estimations; travel at certain speed from point to point on the map (where distance of points in units was known in the editor), which I converted to distance in meters -> the world should be around 22*18km-ish (I don't remember it exactly). Point is that 16k maps still have the problem. 4k would not give that much hassle, 8k slight. I can fumble around with the scaling and speeds to make the experience similar, maybe bomb a few craters, but it somehow hurts ![:-/](//storage.proboards.com/forum/images/smiley/undecided.png) Scaling will most probably reintroduce the problem. It is still something I am looking into. I had some slightly successful tests today to get a bit rid of the problems, but I really have to investigate further on the above options.. The accuracy problems are only/mostly visible with close-range objects (within few meters, like equipment, dashboards, etc), but it does mean 3d cockpits are a no-go.. And since I want the world to be walkable it is kinda nasty. I want to be able to crash and run, just to request a taxi (if you're smart enough to buy a rescue-beacon or so) or have a long loong walk home.. I'll not start about the creatures or pirates roaming the lands looking for healthy slaves for their Private Oubliette... Unigine seems to be more of a SDK for business-scale projects as it seems. I've seen some pretty impressive stuff from it, but they do not really have general public licenses, and it's last of all, not free.. Maybe you could enlighten me on it though ![:)](//storage.proboards.com/forum/images/smiley/smiley.png)
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Post by Denacity on Aug 17, 2013 13:19:46 GMT -5
Have you tried Unity? Quintet is Unity based and the Dev is easily able to build versions for PC, Mac, Linux, Android and iOS and everyone gets to play together. There is even a web player for the game as well. The game I'm talking about is at www.quintet.us
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Post by rotary on Aug 17, 2013 16:39:07 GMT -5
Well, might as well learn C#, it's not that different from other languages after all. >Presses the project reset button< Thanks for the tip though ![:)](//storage.proboards.com/forum/images/smiley/smiley.png) I thought it was advised to me before, but the different coding language and the (by then) uncertainty of actual improvement of the engine made me choose for CE3. Now I bet that very experienced developers using CE3 would probably found a work-around, I don't really have that much experience with CE3. I will check out Unity further, for what I see there, seems almost exactly what I want: A bare engine giving you the posibilities, but not the features that in the end appear to work against you..
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Post by Denacity on Aug 17, 2013 20:30:45 GMT -5
If you want to chat with Carmine, the Dev behind Quintet, let me know, I can probably set something up.
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Post by ouch on Aug 19, 2013 20:20:47 GMT -5
Oh god, Please don't use Unity... Unity is awful... Every game made with it is held back by all it's technical shortcomings. I'm getting sick of seeing devs getting sucked into it's ease of use and pre-made tools, only to see their dreams get crushed later on once they realize the engine can't do what they wanted.
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Post by Denacity on Aug 20, 2013 20:36:04 GMT -5
How complicated of an engine do we need to replicate a 15 year old game?
I'd rather someone make an attempt in an easy to use environment and get somewhere than have someone have to work hard using something else and stop because they are tired of doing all the work.
I like the multiplatform aspect of unity, Quintet is pretty cool that desktop and mobile players can join in together in games.
Hardwar would make an interesting mobile game...
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Post by rotary on Aug 22, 2013 14:00:19 GMT -5
It's not like you guys are making my life any easier are you... ![;)](//storage.proboards.com/forum/images/smiley/wink.png) Point with difficulty to reproduce 15 year old game: low. But I want more.. More immersion, more compatibility, more possibilities, more mod-ability, more graphical conformity.. Since Titan had a severe blow, there is space for creativity, but I would simply miss the world if it was just dumped. I'm currently brainstorming how to put this into something (I have several Idea's already). Point is, once I finish it in CE3, it will simply not allow for big worlds. It's largest properly tested world-size is 4x4km; barely the size of one crater... >cry<
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Post by rotary on Aug 28, 2013 15:25:37 GMT -5
I think I will stick to CE3.. It's better to improve my skills than to go for an easy remake that doesn't add a lot of value in the end.. I've tested several scenarios and there is one last thing to test for me to see if I can overcome the problems I met. I have one final idea and will try if that works. If not, I'm screwed, if yes, semi-bright future ahead...
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