Author Topic: Arne's SC project  (Read 18617 times)

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Offline MrMarch

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Re: Arne's SC project
« Reply #75 on: July 05, 2005, 06:05:50 pm »
I must say, this is top quality work.  Not only are your interpretations of the Star Control universe inspired and impressive, but you are actually improving upon the concepts in the first two games.  Your character designs and ship drawings add an incredible amount of depth to the original designs, yet at the same time each new creation stays true to the very nature of each race and it's technology.

The reinvisioned Syreen Penetrator, Supox Blade, Mycon Podship, Mmrnmhrm X-Form, and Kohr-Ah Marauder are actually better than the original designs IMO.  The Penetrator in particular is very funny looking, no doubt just the phallic style that you were hoping to achieve :)

The interpretations of the species Utwig, Mycon, and Spathi are first rate.  The Utwig in particular is being given a much needed workover by your talents.  They were one race I always felt suffered from a lack of development.  Of all the races from Star Control II, I can see the Orz benefiting most from your style of artwork.  They always possessed an aura of mystery and danger that I think the original artwork failed to promote.  I also like the direction you're going with the rough sketches of the Orz armored battlesuits.

By far my favorite creation of yours is the Precursor race.  You've taken the silly sounding concept of "hairy giants" and legitimized it with a very striking picture of the actual being.  This new artwork of yours really grants the Precursors an imposing visage, befitting the prowess and might of this oldest of speices.  I am also fond of the "Derelict" ship.  It reminds me very much of the old 1970's era of science fiction artwork; like fine art you'd see of the covers of many a science fiction novel from that era.

I guess it might just be that your personal style of art merges so well with the original palette and flavor of the classic Star Control games. 

About the only criticism I can even think of is the early concept work on some of the ship designs.  In particular, the Ur-Quan Kzer-Za Dreanaught, the Orz Nemesis, and Crabs vessels are...over designed.  I like detail as much as the next person, especially in drawn art and animation (which makes up a large part of the classic Star Control games).  However, I think some of the original ship designs look good as "single-piece" or "smooth" designs, which don't necessarily benefit from the addition of numerous protrustions, blisters, and grooves which is indicative of much of your work seen elsewhere on the site.

I'm bookmarking your website and eagerly awaiting updates.  I can't wait to see more.
« Last Edit: July 05, 2005, 06:11:05 pm by MrMarch »
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Offline Arne

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Re: Arne's SC project
« Reply #76 on: December 06, 2005, 12:47:16 am »
It's aliiiiive! Thanks for the kind words ^ I feel poopy for not replying earlier but I had nothing new to post.

Crummy little test. Scaled ships to 15%, sharpened, made alpha mask (binary). Program just draws them at random spots with different rotations, filter scales them down to 0.9 in this case. I can have a lot of objects on screen, maybe 250-500 total counting ships, shots, explosions.

A kind friend bought me the full version of BlitzMax



Random stuff, 350 ships.
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Offline fluffy_banana

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Re: Arne's SC project
« Reply #77 on: December 06, 2005, 07:23:47 pm »
Glad to see your project's still progressing. Your concept art has developed nicely.

Quote
A kind friend bought me the full version of BlitzMax

Neat-o. I've used a variation of BlitzBasic, myself. Although, as far as simplified game programming languages* go, I personally prefer DarkBasic.

If you ever want a little bug-testing help, or any other bit of meagre bit of advice or artwork I can provide, all you need to do is ask.


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Offline Arne

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Re: Arne's SC project
« Reply #78 on: December 10, 2005, 07:32:23 am »
Here's an open dir.

http://web.telia.com/~u48508900/spacegame/

I got proximity checking down pretty good. I got mutliple linked lists for the objects, one for drifting ones (updating constantly), one for static ones (not doing a lot of checks), then an array with linked lists to help getting rid of uneccesary distance checks. I should be able to have many thousands of objects with this system, and all can collide with each other, and live and prosper in the same 'game layer'. Since I use friction (space 'ether') most objects will slow down and move to the static list, that'll save a lot of CPU.
I have also tried to learn types (classed), inheritance, polymorhism etc. It's very useful and makes code management much easier.

Now I gotta solve the trig. stuff for the actual collision effects. It's a bit above me I'm afraid, but so was the stuff I just did so who knows. Small steps...
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Offline GeomanNL

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Re: Arne's SC project
« Reply #79 on: August 13, 2006, 01:42:44 am »
How's this going nowadays ?

Offline Arne

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Re: Arne's SC project
« Reply #80 on: August 18, 2006, 01:01:24 pm »
I work on it every now and then, but not more than a week or so this year. I have many other balls in the air. Atm. I'm actually earning some money (concept art freelance). Secret.
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Offline GeomanNL

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Re: Arne's SC project
« Reply #81 on: August 18, 2006, 02:14:56 pm »
And I thought I was lacking focus ...
I liked the drawing tutorial on your site btw.
What kind of equipment do you use, if I may ask ?
« Last Edit: August 18, 2006, 02:44:53 pm by GeomanNL »