Another Stars!-inspired game: Cosmic Crises |
Mon, 09 July 2007 16:41 |
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ekolis | | | Messages: 51
Registered: May 2006 Location: Cincinnati, OH, USA |
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I know I've tried this before, but I figured this time I'll mention it here in case anyone else gets interested... I'm working on a new 4X game which, while not technically a Stars! clone, draws much of its inspiration from Stars!. (Other sources of inspiration include Master of Orion and Space Empires.) I'm writing it in Java, and the title is "Cosmic Crises".
To play what's implemented so far (there's not really much ) you can download the first 3 files from this website:
http://kolis.dyndns.org/cosmic/
The source code is also available, but that's not needed to run the game. Place the jar file somewhere convenient, and unzip the mods and media files to the same directory as you put the jar. You'll need the Java 6 runtime available at http://www.java.com to run the game, of course.
Comments or anything?
Mr. Flibble says...
Game over, boys!Report message to a moderator
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Re: Another Stars!-inspired game: Cosmic Crises |
Sun, 16 September 2007 13:21 |
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ekolis | | | Messages: 51
Registered: May 2006 Location: Cincinnati, OH, USA |
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Hmm, I dunno... I used to have PNG graphics but I figured it might be easier to have decent-looking (though not great-looking) graphics if I used vector graphics, so I switched over to SVG... What do you think about the SVG graphics versus raster ones? I thought the change would make it easier for me and other folks to add graphics that look decent, but I haven't really received much feedback about the game yet, so I don't really know... Inkscape (www.inkscape.org) is pretty easy to use, no special skills required... I could let the game support both vector and raster graphics, but then it wouldn't be as consistent-looking...
Oh, and thanks for your enthusiasm!
Mr. Flibble says...
Game over, boys!Report message to a moderator
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Re: Another Stars!-inspired game: Cosmic Crises |
Mon, 17 September 2007 21:12 |
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How much scaling would you absolutely need to do? It might be more elegant to reduce that instead. As far as ships from different angles, you could probably get away with mirror-imaging or rotating the original image to reduce the number of images you'd need... how many angles are we talking about? If it's a lot - ie, sprites simulating 3d - it might be a better option to use full-out 3d models instead.
[Updated on: Mon, 17 September 2007 21:15] Report message to a moderator
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