BionicDance

BionicDance

Joined Member # 6396937
0 Posts 4 Replies 14,751 Reputation

Another thing that would be nice: an eye-dropper tool. Just so that we don't have to 100% replicate an already-placed, already designed part by hand; copy all of its offset and rotation stats aall set and ready for placement on, say, the opposite side of the ship. This would make symmetry tons easier.

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One thing that has been kind of getting in the way of my ship-crafting is that there seems to have been a few assumptions being made about the manner in which some parts will be used, as if their functions have already been assigned to them even before the players touch them. For example, there are a few vaguely saucer-shaped parts where the assumption seems to be that they will only be used in the same manner as the saucer section of a Star Trek ship and, as such, there

0 Replies 14,130 Views

Reading through this, especially the mercenary and what priority would be assigned to his NWD, was anybody else thinking, "The Slylandro got this part really, really wrong"...?

11 Replies 66,882 Views

I've done some level design and cut-scene scripting--professionally, I mean--so I grok what that's like. And I'm really looking forward to doing some fun stuff with the Adventure Studio. However, there is one sticking point: the aliens. We don't seem to have any way to create some which are visually new. We'd have to ask anyone playing our new universe to accept the Origins aliens as...something else (assuming we've not basically doing Origins fan fiction)

3 Replies 44,231 Views

Ever since I've heard about the Adventure Studio feature in Star Control Origins, I've been intrigued; I love the idea of making my own Star Control story. ...or, rather, Star Control style story. See, thing is, I've got some ideas in my head for stories...but if I'm limited to using the aliens that come with SCO, the most I can do is fan fiction; it might be asking too much of players to let me re-imagine the races in the game as completely differ

0 Replies 13,324 Views

[quote]In the game the ships are always shown top down. Wouldn't it be easier to view them from that view?[/quote] But they're not. Not completely. They bank when they turn. You can get a sense of their scale. That red ship, in battle, looks as tall as it does in the editor; you can get that sense of vertical size in battle because you can some perspective, especially when the ship banks on a turn. You don't see that in the top-down icon, and if you're lo

4 Replies 21,549 Views

[quote]Why would it be better?[/quote] Because I've honestly had serious difficulty recognizing from above a ship that I built in 3D. The top-down view just didn't resemble what I'm used to seeing, partly because it makes a ship flat when some vessels are rather tall, vertically. There are identifying details that simpyl aren't visible. [quote]It seems like it would be less recognizable?[/quote] Not to me; I get to see the whole ship--which we do

4 Replies 19,590 Views

[quote]We should probably create a new discussion with this[/quote] Fair point. Um...should we just take this and continue or start from scratch? We don't have the Adventure Studio to play with, yet, do most of my questions are complete shots in the dark; not even 100% certain how useful a thread dedicated to just that would be. [quote]I think the example he was giving is that you could make something in Spore Creature Creator and then capture it[/quote] Oh. Vi

728 Replies 1,802,739 Views

[quote]It should be possible to import 3d models like SCO uses[/quote] "Like SCO uses" comes with complications of its own. 3D models come in a lot of different flavors, so unless there is a converter or unless we can use a fairly easy, commonly-used generic format (like .obj for example), that shan't be much of a solution. I'm told that SCO's model were made in Maya, which I don't have...I'm a 3DS MAXer, myself. And I'm not rich; my copy of MAX is waaaayyyy out of date at this point.

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[quote]I can't speak for fans. But *I* wouldn't consider it canon. I would consider it fan fiction.[/quote] Okay...I see and accept your reasoning. It makes sense. Still grumpy about it, tho. [quote]I'm glad you're liking SCO. But the credit really goes to the fans and in particular, the founders group who have been all over us every step (in a good way).[/quote] And I wish I'd heard about this sooner so I could have been a Founder. Alas. :( <p

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[quote]That idea only existed on the premise that Paul and Fred were going to be apart of it.[/quote] Oh. Drat. Was that ever even a possibility that they were willing to entertain? [quote]Stardock trying to continue the SC2 story would be no more legitimate, IMO, than SC3 from Legend. [/quote] I bet it'd be taken that way by the fans if it was up to SC2 quality...or better. I mean, the main reason most people don't consider SC3 to be canon is because i

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Gosh, I'd love it if we could modify weapon stats. Speed, damage, energy used, rate of fire, range, etc. Goodness knows that I've been feeling a bit limited in what I want to put on my ships; having moddable weapons would be eight completely different flavors of awesome. I mean, I'm told we'll occasionally be getting new weapons from the team--and we still need weapons that fire in a specific direction and not just forward--but it'd b

19 Replies 65,929 Views

[quote]And there is nothing preventing them from continuing their story. Not being able to market it as a Star Control game unless they have a license to do so is not a legitimate obstacle.[/quote] Well, maybe my history is off, but I got the impression that, when Stardock first got their hands on the Star Control series, you guys wanted to do a sequel. Like, "Let's ignore SC3 and pick up where SC2 left off," or something like that. I got that idea from quo

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[quote who="Frogboy" reply="9" id="3718433"] Beta 3goes our just after the 4th of July holiday. I thought you had the chapter 1 beta. [/quote] I don't. I have Fleet Battles and nothing more. Been kinna waiting--nay, hoping--to have my shoulder tapped ever since the potential was out there, but...

14 Replies 32,817 Views

Yeah, well...that's not quite what I did. In one case, I was more testing hardware than software: they gave me an XBox360, a game, and told me to play all day; if something broke, tell a supervisor. But we weren't trying to break it; we were just playing to see whether the hardware could take it. Sometimes it was the same game all day, sometimes everybody rotated games once and hour. Sure, you might get a really un-fun, craptacular game for the all-day test, but even

14 Replies 32,817 Views

Okay, ran a small experiment and, yes, Red Tape caused that twice; not a definitive scientific sample, but, hey... Didn't see it happen with any other weapons, but didn't really try; the more I looked, the more I just saw raging death that would require a lot of testing. ;) The only other weapon I might want to try this on is the whatchacallit...Demotivating Bolt? That it? I can never remember the names of certain weapons. But anyway, its entire function is to make your ship s

14 Replies 32,817 Views