The Plan

Builds have been updated again:

New video! No talking, just thought I’d make a new one to accompany the screenshots.

New stuff this week includes:

  • a bunch of game optimizing
  • GLOW effects
  • game takes less than a minute to load on Xbox
    • when I set it to a “release” build, it takes a lot longer to load, so I’m just using the “debug” build

What was the best thing about Killer Instinct? Some might say the super long combos, but for me it was the glow effects! It’s something I wanted to implement for a long time and I finally got around to it. :)

GLOW!

GLOOWW!!!!

Oh, so the current plan right now is to get XBOX Live multiplayer functioning. I’ve gotta hurry on that so it can be finished before the Dream Build Play contest(aka free XNA memberships) is over! If I can do that, I think it can be news worthy enough to get noticed on game sites and attract some players… Fingers crossed! And please, if you’re interested in playing this game on XBOX Live in the future, sign up for that free XNA membership today before it ends! (Sept 23rd?)

Continued Improvments

EDIT: New builds are here

More updates! These updates make the game funner. Game is now 25% more fun than before!

  • Widescreen capable! (screen resolution must be set to a non 4:3 ratio)
  • Arcade Teamplay!
    • Just currently assigns the AI to teams, and your homing weapons will not track teammates.
  • Changed the targeting buttons-
    • LB switches to auto targeting, RB cycles through the players
  • Screen calibrating option
  • Disabled Survival Mode
    • It was causing trouble, and is going to be replaced eventually anyway
  • Sprites should not get smaller than 1 pixel when zoomed out
    • You can see small objects better!
  • Much Improved Arcade & Challenge cameras
  • Super Melee camera more like the original camera
  • Pausing game actually works!
  • D-pad old school control
  • Nice loading screens!
    • To my surprise adding a background thread that displays loading progress is not that hard!

There were also some race tweaks:

  • Umgah backwards zip adjusted
  • Vux drops now working, and you can also choose who to spawn beside!
  • Mmrnmhrm missiles tracking fixed
  • Spathi BUTT missles tracking fixed
  • Syreen can make its own crew abandon ship!
    • This was a bug at first, but it seemed like an interesting idea for team situations (ie: a medic class)
    • As a safety, you can only target yourself if you have at least one teammate

A nice week of progress, I sortof wish I waited until these week to submit my link to Ziggyware, instead of last week :P Then they could’ve seen the new loading screens! Remember to thank VileRancour for his nice SC2 ship renderings! Hmm.. Now that I think of it, having one for each race captain would be cool too..

Oh yeah! Hold on! I was totally going to post a new build! Check back tomorrow :)

One Year Anniversary Build

Well it is still a tiny bit early, but this Thursday, August 28, 2008 marks one whole year of blog updates! :D  Time to celebrate with a new release!

If you want to try the Arcade Mode, the new builds are now here: UQM_XNA_Melee.rar

and here (Xbox): UQM_XNA_Melee-Xbox360.ccgame

Just a note: if you play on the Xbox, the game takes a while to load.  Theres alot of getData’s being performed on textures at the beginning and the Xbox is really slow at it.   :|  Also remember you can play XNA games on your Xbox by getting a free Creators Club account! (deal only lasts one more month)

Source Code available here (GPL license):  aug2608-uqm-xna-code.rar

loading.jpg

The beautiful Xbox loading screen that awaits you

This week on UQM:XNA

Here we go, another list of stuff I did:

  • Captain Names
  • Credits Screen!
  • Mmrnmhrm transforming exploit
  • Ilwrath auto-turn when firing out of cloak
  • Supox thrust works properly in new rotation mode
  • Optimized speed!!

So the best addition this week is that the game no longer runs like crap when there are a bunch of Orz marines flying on the screen, or lasers being fired. However the new rotation mode is kindof slow on my old ass PC.. That one is going to be a pain to optimize. But on Xbox or a PC thats not 5 years old, I think you’re ok!

A new build is coming very soon! This week sometime, or tomorrow maybe! Stay tuned.

Just a reminder that the Dream Build Play contest deadline is approaching (Sept 23rd) and that if you want to sign up for the free Creators Club trial membership (run this game + others on your Xbox!) you should probably do it before they stop giving them away. :)

Heres a sweet TFB intro!  Pixar-ific!

Fixing Up

Took the time this week to clean up some lingering bugs:

AI Tweaks

  • AI Melnorme AI complete
  • Kohr-Ah AI fixed
  • Chenjesu AI fixed
  • Human AI fixed
  • AI can manuever better in New mode

Bugfixes

  • Utwig shield (wasn’t recharging)
  • Supox thrust  (still a tiny bit bugged)
  • Some projectiles getting stopped by a single zapsat laser

Miscellaneous Arcade Mode tweaks

  • Camera tweaks + UI fixes
  • Post game stats functional (Kills, deaths, damage, total shots, and shots connected)
  • Some minor optimizing, but a big melee battle still runs slow on the xbox :|

There’s still lots of things left to do!

NEW VIDEO

HOLY COW

Did I mention it’s my first time commentating?

Also: Check out Anthony Suarez’s new blog, Star Controller. He has been updating it often with Star Control related triva, musings and videos!

Stuffs

Good progress being made on the arcade mode-  Hooray for long weekends!

So like I said, I’m getting stuff done:  The selection screen is functional and allows you to add players/bots and alter their rosters.  Also the new melee stat-bar is working and looks pretty good.

I created a new SourceForge project. I dont how to use it very well, but I think I’ve at least got it so you can download my very latest files if you want.

I’ll plug the Giant Bomb Star Control 2 info page, visit and add stuff if you feel like it.  Theres a Captain Fwiffo page!  The whole site is a fun place to browse and look up your favorite games(the more obscure the better).  Theres also SC2 mentioned in their latest video, “How to build a Bomb 10″(occurs at  6:22, its super short :P).

I recommend the Hamburger forum photoshop thread.

Who wants code?

I made a project at SourceForge and it’s waiting to get approved.  So in the meantime, here it is!!!

http://cid-e4f1227696c43a98.skydrive.live.com/self.aspx/Public/sc2code-jul3108.rar

New Build(s)!

And now onto the normal progress post- Well despite the previous post, not a bad week :)

Most of my project time has been spend on creating the new screen for 4 player melee. I’ve trying to make it look like classic arcade game, so I am going to call it Arcade mode :) I’m hoping to have this mode implemented in a couple weeks. Today, I spent some additional time debugging the AI and now the Arilou is acting normal, and Orz is aiming the turret correctly. Finally, some AI progress!

Last week I said I wanted to post a new build, well here it is!

The usual Windows build:

http://cid-e4f1227696c43a98.skydrive.live.com/self.aspx/Public/UQM|_XNA|_Melee.rar

Annnnd.. for the FIRST time, I’m pleased to present a playable Xbox build!!

http://cid-e4f1227696c43a98.skydrive.live.com/self.aspx/Public/UQM|_XNA|_Melee-Xbox360.ccgame

  • Some notes: It takes a long time for the game to load on the Xbox for some reason(a full 80 seconds of black screen). Slylandro doesn’t function properly with the new rotation style mode (its too late to fix it, I gotta sleep).
  • If you dont have a Creators Club account, see my post about getting a free trial account.

Also I finished my little flash game project last week and released it on MochiAds. It’s been wreaking a little havoc on my productivity since then I can’t go an hour without checking my stats. :p

Anyway, heres the latest UI mockup- I wanted very much to add the sweet SC1 portraits, but could not work them in, without making it too full. However, I am still looking for other places to put them.

<->

Phew! Well, thats it for this update, let me know what you think :)

*Sigh*

So, a new XNA announcement came out last week that wasn’t very good news for this project :(

Anyway, now its called XboxLIVE Community Games (or XCG) and surprise you can make money of your XNA games!

However… thats the only choice you have!  FREE games will not be supported and that disappoints me personally as a gamer(who loves free content) and developer(who wants to distribute free content).

I’m not going to rant about it too much but the chances of seeing this project on the Xbox platform just got slimmer.  The reason being is because UQM: XNA is licensed under by the creative commons license where it explicitly states that the game must not be sold as a commercial product.

From the beginning I pretty much assumed it would always remain pretty much restricted to PC- but it kinda looked like for a while there that seeing a wide release on Xbox would become a reality!  So thats why I’m bummed at the moment.  : P

I’m going to continue on as usual in the meantime, while I think of other options.  If I am looking at strictly a PC release, I am probably not going to keep developing on XNA.  Anyway, I am still hoping XCG will support free games in the future.  Fingers crossed!

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