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Work in Progress / StarScape One

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Serial Velocity
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Posted: 13th Sep 2008 22:43
Ive reuploaded and downloaded it and its works so heres an updated link: http://www.filedropper.com/starscapeonedemo

Serial Velocity
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Posted: 13th Sep 2008 22:49 Edited at: 14th Sep 2008 16:28
<ignore>

Serial Velocity
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Posted: 13th Sep 2008 22:54 Edited at: 14th Sep 2008 16:29
<ignore again>

Serial Velocity
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Posted: 13th Sep 2008 23:04 Edited at: 3rd Nov 2008 13:40
Download is on the first post

<edit> Sorry for the Quadrouple Post

Deathead
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Posted: 13th Sep 2008 23:32
Just played it and I must say it was good. Though I would like it to be less complicated controls, as it was hard to manuever. But when I went into the planet and saw it change, I was like.. Wow.. It blew me away. Its really polish.


"Your greatest teacher is your harshest critic"-Butterfingers
Serial Velocity
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Posted: 13th Sep 2008 23:36 Edited at: 13th Sep 2008 23:37
Hey thanks glad you tried it out

What sort of controls would be easier to use? Ill add those controls in the next demo.

Deathead
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Posted: 13th Sep 2008 23:41
I think it should be mouse camera control and arrow key movement.


"Your greatest teacher is your harshest critic"-Butterfingers
Serial Velocity
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Posted: 13th Sep 2008 23:57
Do you mean you move the camera around the ship with your mouse movement and control the angle of the ship with the arrowkeys?

Serial Velocity
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Posted: 14th Sep 2008 00:00 Edited at: 20th Apr 2009 00:36
Also, if anyone tries out the demo. Please post your framerates and system spec. so I can get a glimpse of the minimum spec. of SSO. Thanks

Benji
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Posted: 14th Sep 2008 00:36
Great looking game!

My signature is empty.
DarkBasic Pro Guy
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Posted: 14th Sep 2008 00:59 Edited at: 14th Sep 2008 01:19
May I suggest next time you possibly test your game *after* making an executable to make sure nothing went wrong in the compilation?

I haven't gotten to play it, for some reason it's downloading at a tiny 11KB/s where my normal speed is 150+KB/s

EDIT: Now I played it, it does look fairly nice and it has a potential. I just wish there were more planets, etc.

Btw, notice that edit button under your avatar and other info? at the bottom left corner of your post? That's what prevents quadruple posts.

Serial Velocity
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Posted: 14th Sep 2008 16:06 Edited at: 12th May 2009 14:50
Quote: "May I suggest next time you possibly test your game *after* making an executable to make sure nothing went wrong in the compilation?
"


Yeah sorry I thought I did test it though

Dont worry about more planets, im working on it

Robert The Robot
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Posted: 14th Sep 2008 16:09 Edited at: 14th Sep 2008 16:13
Wow, this is impressive!

The stellar nebulae you've put in the background look stunning, the planet looks great (I especially like the fact that you've got the night side pointing away from the sun!) and the planetary descent was fantastic! (I came in once on the night side, just rolling round into daylight, and I got the sun gleaming over the horzion like in "2001". It's a pity I didn't hit print screen.)

I also loved the Saturn style rings, and the soft blend from low-res to high-res ground textures was superb - how on earth (no pun intended ) did you manage it?.

The frame rate varies a great deal for me, I'm averaging 59 frames a second when in space, but as the planet comes more and more into view it falls to around 30 - possibly something to do with how you generated the planet shadow?

On a couple of really pedantic notes, though, (and I'm not sure if anyone but physicists would even care) the spaceship is ignoring Newton's Laws and the physics of space. Once you're moving at a set speed in space, you will keep moving at that speed forever because there's no friction to slow you down. So when you engage the afterburner you'll just keep speeding up (at least until you get above I think about 0.1c when relativity comes into play). Also, given that the engines seem to be permanently on (lovely thruster glow, by the way) you should be experiencing a constant acceleration - which means you'd wind up moving towards the planet without having to press any buttons at all.

I'm not saying you ought to change the spaceship physics, but I thought I'd mention it in case you were interested (I know I'm being incredibly picky, and it doesn't really matter anyway).

Apart from that I think this is absolutely fantastic, and I can't wait to play the next demo!

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."
Serial Velocity
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Posted: 14th Sep 2008 16:26 Edited at: 14th Sep 2008 19:22
Quote: "the soft blend from low-res to high-res ground textures was superb - how on earth (no pun intended ) did you manage it?."


Well when the player got a certain distance to the planet, an extra sphere with a detail texture repeating 50 times slowly fades into view

Quote: "but as the planet comes more and more into view it falls to around 30 - possibly something to do with how you generated the planet shadow?"


i think this is because the planet texture is quite hi-res (4096x2048) except in the next demo i will include an option to lower this to 2k or 1k. The planet shadow is part of the texture.

About the physics, i am going to make it so when the spaceship goes to a certain speed the engines stop and if the ship turns they turn on to get it moving into the idrection its facing, im currently working on that system and should be ready by the next demo, and you can turn off your engines by hitting space and you will drift in the same direction until you hit space again, but as this feature is not finished yet, when your engines turn back on, it immediately goes in the direction its facing, which wont happen in the next demo

Mr Tank
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Posted: 14th Sep 2008 17:16 Edited at: 14th Sep 2008 17:21
I couldn't get the ship to move. Rotated OK. Except <> felt like they were the "wrong way" around to me. The planet looked pretty and i wanted to get closer and have a look. Maybe tab keys on different computers are a different scancode/ keystate. i found secret controls n,m,c !

The stars in the background kind of "shimmer" when rotating, presumably because you are using a high resolution texture without mipmapping, and perhaps my display is a lower resolution to what you have intended. It's impressive you got such a clear skybox/sphere. I found even for pretty high resolutions, they tend to be a bit blurry- are you using multiple or repeated textures or something?

Anyway pretty promising but will benefit from more work. I got about 33fps. The "press enter to leave a comment on the forum" thing totally rocks BTW.

Serial Velocity
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Posted: 14th Sep 2008 17:24 Edited at: 18th May 2009 18:25
@Mr Tank

I think you downloaded the wrong version, did you click on the link in one of my comments? Try downloading the one at the top of the page and it should work.

Quote: "The stars in the background kind of "shimmer" when rotating"


Yes it did this to me ,the resolution of the game is the desktop size (for me 1280x900) and i dont have a clue how to fix it, i think it might be mipmapping as you said or maybe anti analising would fix it, but i dont think thats possible in DBPro at the moment.

Quote: "i found secret controls n,m,c!"


There was j and k aswell. j, k, n and m are debug controls to move the boost effect to the correct position and c was an experimental screenshot system which I've now removed. It saved the screenshot as "screenshot1.jpg"

EDIT 19/04/09
- Ive managed to fix this "shimmering" by blurring the pixel which makes the brightest stars very slightly when the game generates the starfield (Its proceedural). It seems to have greatly reduced the shimmering.

Serial Velocity
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Posted: 16th Sep 2008 17:58
I thought i should give you all a quick update of whats going on:

Ive just finished the inertia effect, so the spaceship will adjust to the direction it is facing instead of flying straight ahead all the time.

Next im going to be working on easier controls and ship maneuverability
then after im going to make it so you can explore a whole solar system.

Robert The Robot
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Posted: 16th Sep 2008 21:07
Oooh, goodie!
(By the way, great new sig!!)

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."
paint color
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Posted: 16th Sep 2008 22:02
have you ever considered getting it copyrighted and selling it? its amazing and i only played the demo. you have lots of potential with this thing, not to mention great graphics.
DarkBasic Pro Guy
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Posted: 16th Sep 2008 23:19
@paint color, The only thing he probably has made is the demo and there's only one planet in that demo. There isn't any gameplay yet (as far as I can see) but it does indeed look potentially good

tha_rami
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Posted: 17th Sep 2008 11:40
Hmm, indeed - potential is there. Very much like Evochron, still - so I'd like to see where you steer away from Evochron's concept as I don't think Starscape One can beat Evochron Renegades yet.

This is interesting stuff though! Are you aiming for a lone-wolf style, or a empire building game? Strategic elements?


A mod has been erased by your signature because it was larger than 600x120
Serial Velocity
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Posted: 17th Sep 2008 17:35 Edited at: 24th Apr 2009 21:19
Quote: "The only thing he probably has made is the demo and there's only one planet in that demo."


Actually I have about 20 planets . Only 3 are in the demo though, their picked randomly if you didnt notice

Quote: "but it does indeed look potentially good"


Thanks

Quote: "This is interesting stuff though! Are you aiming for a lone-wolf style, or a empire building game? Strategic elements?"


Well i am thinking of a sortof empire building game between three factions, and in the campaign you lead the humans to victory, there are three endings, one for the victory of each faction and there will also be a storyline.

Quote: "I don't think Starscape One can beat Evochron Renegades yet."


I have to agree with that, Evochron Renegades is much better than Starscape One at the moment, but the demo is only a tech demo really

Phosphoer
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Posted: 17th Sep 2008 20:45
Filedropper sucks...15kb/s, and I usually get 1500kbs ><

Game is really well done, I definitely agree with the inertia comment, that will improve it lots.

Also are you planning on having some kind of space dust to fly by your screen when you move? That would help it seem like you are actually moving when not using the afterburner.

Serial Velocity
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Posted: 17th Sep 2008 22:02 Edited at: 18th Sep 2008 18:24
Quote: "Also are you planning on having some kind of space dust to fly by your screen "


Yes i am

Quote: "Filedropper sucks...15kb/s, and I usually get 1500kbs ><"


Yeah i know, when i try to attach it to the forum it comes up at 63304 instead of starscape_demo1.zip

KISTech
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Posted: 19th Sep 2008 01:07
You've got some great art work in there. The flight system needs some work though. I spent the last few months working out the kinks in my flight system, and it's finally coming together. Still, my graphics don't look as good as yours, but it's given me some more inspiration..

Serial Velocity
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Posted: 19th Sep 2008 17:43 Edited at: 19th Sep 2008 17:43
@KIStech Thanks, Ive enhanced the flight system with drifting in space ready for the next demo, if you want help with your graphics i will be happy to help (but dont ask too much please lol)

@Everyone else Ive started work on a team based AI system, in the next demo, there will be 10 ships 4 guys on the blue team (and you) 5 guys on the red team and 1 neutral guy that attacks everyone. The inertia system is completely finished.

KISTech
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Posted: 19th Sep 2008 18:33
I would love some simple ship models. I SUCK at modeling for some reason. It's just not my thing I guess. Not patient enough for it or something.

I've had a couple of artists flake on me. I guess they decided my project wasn't worth their time or something. It's not like I'm asking for a fully detailed Enterprise C or something..

Virtual Games
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Posted: 19th Sep 2008 18:35 Edited at: 20th Sep 2008 19:36
<ignore>

New Name: AV Games
Projects: StarScape One
Serial Velocity
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Posted: 19th Sep 2008 18:35 Edited at: 31st Jul 2009 02:08
Well I suck at modelling too but I'm learning, at the moment I use DoGA L3 (Google it), it's really easy to use but its not for commercial unless you ask permission

PS: Ignore the post above me, thats actually my old account I use for ordering things off TGC. I was logged on to it randomly and I didnt realise when I posted.

KISTech
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Posted: 19th Sep 2008 18:49
So far I've got quite a collection of programs. TrueSpace7.6, GameSpace1.6, MilkShape3D, 3DWorldStudio, FragMotion, and Blender.

I seem to do the best with GameSpace.

What I'm after are 4 very simple ships so I can get this beta working and out. They are all the same basic design, just capable of holding more cargo pods as they get bigger. For scale, the cargo pods are the size of semi trailers. (50 x 20 x 10. 10,000 cu ft.) The ships would be able to carry 1, 2, 4, or 8 respectively.

How are you at texturing? Maybe between the two of us we have enough modeling talent to pull it off..

Deathead
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Posted: 19th Sep 2008 18:55
I would love to make models for this.


"Your greatest teacher is your harshest critic"-Butterfingers
Serial Velocity
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Posted: 19th Sep 2008 19:18
Quote: "How are you at texturing?"


Im actually worse at texturing than modelling but im learning and im getting better

Quote: "I would love to make models for this."


Thanks for the offer Deathead but i wanted to make the models myself, but if you know any good texturing tutorials let me know

KISTech
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Posted: 19th Sep 2008 20:06
@Deathead, were you referring to models for my game or his?

Serial Velocity
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Posted: 21st Sep 2008 13:48
Some new screenies of new planets for the next demo are on the first post

draknir_
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Posted: 21st Sep 2008 15:34
The demo crashes with: object number illegal at line 115

I was firing a lot of lasers, thats probably why. It looks fantastic, but is saturn the only planet in the demo? I couldnt find any others realistic I suppose, but some HUD indicators would go a long way.
Serial Velocity
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Posted: 21st Sep 2008 18:42
@draknir_ It sometimes did this to me and it should be fixed in the next demo. Saturn is not even in the demo, but rings sililar to saturns are, in the next demo you will be able to explore the whole solar system and im going to add some hud indicators when i can make it look any decent

Deathead
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Posted: 21st Sep 2008 21:31
Quote: "@Deathead, were you referring to models for my game or his?"

Well, I am open to jobs, but I am referring to this game. And I already am awaiting acception to help out with that RTS game being made by Alfa X.


"Your greatest teacher is your harshest critic"-Butterfingers
Robert The Robot
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Posted: 22nd Sep 2008 13:03
Wow,I like the screenshots! You've done a lovely job on Saturn! (always liked that planet...)

Quote: "I was firing a lot of lasers, thats probably why. "

Lasers?? Does this mean there's a new demo out and I've missed it?

"I wish I was a spaceman, the fastest guy alive. I'd fly you round the universe, in Fireball XL5..."
Serial Velocity
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Posted: 22nd Sep 2008 17:32
Quote: "Lasers?? Does this mean there's a new demo out and I've missed it?"


He meant the glowing bullets

Quote: "You've done a lovely job on Saturn!"


Thanks

Serial Velocity
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Posted: 28th Sep 2008 18:53 Edited at: 28th Sep 2008 18:54
I havent posted for a while so heres an update to whats going on

The next demo, which is going to be called the Battle Demo will be similar to the Exploration Demo but Computer controlled ships are introduced which are very aggressive and will kill any spaceship they see (including you) so you will need to be ready and destroy whatever you see. All of the feature requests (improved control, inertia effects, hud) will be added.

Here is a list of changes from the last demo:

Computer Controlled Ships (Which are very aggressive )
Improved Controls which are easier to use (Arrow Keys, Joystick, Mouse)
Mouselook mode, where you can rotate the camera around your ship
Improved Atmosphere Effect
Options to change setting to improve FPS

draknir_
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Posted: 29th Sep 2008 00:36
sounds good
WickedVixen
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Posted: 29th Sep 2008 03:13
I was trying to download the Starscape One demo and was unable to. FileDropper claims the page is not found: Error 404.

No idea where else to find it. I'm working on something like this, and this is truly inspiring. Please, place this on MegaUpload and you'll be better off-- FileDropper is the WORST file transfer rates, even after you pay the $10/month subscription fees.

I use MegaUpload and I've never had an issue-- except when I dropped the filename incorrectly (switched two digits in the filename and no one could load it)...

I hope you consider MegaUpload... Thanks.

[/url]
Serial Velocity
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Posted: 29th Sep 2008 17:49 Edited at: 29th Sep 2008 19:39
Quote: "I was trying to download the Starscape One demo and was unable to."


This is probably because nobody has downloaded it for 30 days, Alot of people are saying that FileDropper is bad so i am going to reupload it somewhere else


Quote: "I hope you consider MegaUpload"


I will have a look at MegaUpload and if i like it i will reupload the demo there


Quote: "I'm working on something like this, and this is truly inspiring."


Thanks When is a WIP gunna come?


Quote: "sounds good "


Thanks

EDIT: Signed up at MegaUpload and im now in the process of uploading again, the link at the main post will be updated shortly

EDIT2: The link is updated

Serial Velocity
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Posted: 14th Oct 2008 18:25 Edited at: 17th Oct 2008 18:13
Havent had an update in a while so here is one

I have been busy working on the planets atmosphere effect and a random terrain which was flat in the demo. A demo showing off these new features is coming soon.

2 screenshots showing off the improved atmosphere and terrain have been added to the top post.

Timidon
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Posted: 21st Oct 2008 02:51
I am curious on how to make the "Thrust" flare you got. For the thruster effect. Good Work keep on coding. Maybe start another thread or via email conversation.

There are many answers but just one question" ~ Jerilith the Mad
Serial Velocity
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Posted: 21st Oct 2008 18:04 Edited at: 21st Oct 2008 18:06
The thrust flare is made using two plains positioned on the engines, textured with the thrust texture i made in photoshop

Quote: "Maybe start another thread"


Why will i need to do that?

Quote: "Good Work keep on coding"


Thanks, ive got a new demo coming quite soon, ive improved the graphics slightly and ive added basic combat. I just need to do some final polishing then i will release it.

Zak
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Posted: 23rd Oct 2008 10:07
Hey, great stuff! I like it, and the FX are mind blowing.

I dunno if anyone pointed it out, but is it me or in the demo, am I traveling faster than the shots I fired? Shooting in position works but when Im moving and shooting the bullets dont move (slow) so Im guessing the velocity in which the bullets are moving are slower than the ship, so if the ship is travelling at a certain speed the bullets should actually move in the speed the ship is traveling + the velocity of the fire.

So I end up catching up and chasing my bullets.
Serial Velocity
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Posted: 23rd Oct 2008 18:36
Thanks

Your right, the bullets are quite slow (only moving 1 unit per frame) but what you suggested would be a better idea.

Serial Velocity
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Posted: 3rd Nov 2008 13:50 Edited at: 3rd Nov 2008 15:36
Update time

Ive thought that my planet terrain was not very good so ive had a go at different ways of doing it and i think the best way of making detailed terrain is using the sphere for the planet and when you get closer it subdivides the triangles to make them more detailed, i found that the Infinity Game Engine and dark coders Final Exodus: Online (Awesome game by the way but the thread is locked ) uses this method except i havent got a clue how to get started, can somebody give me a direction on this?

Ive also posted a new screenshot of the progress of the planet engine here

Alucard94
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Posted: 3rd Nov 2008 16:07
Very cool!


Alucard94, the member of the future of the past.

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