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Messages - bubblecannon

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Builds & Ports / Re: iPad Port
« on: March 20, 2012, 06:29:15 am »
will do vol. I've mapped out a few feasibility ideas but if it's a path to failure I'd be keen to learn from others expertise.  Have a good link for the posts?

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Builds & Ports / Re: iPad Port
« on: March 20, 2012, 02:51:53 am »
Micro update - I've been progressing this as a bit of a side project.  I'll set up a proper git fork when it's in a reasonable state but essentially is a renderer conversion to use 3D with the entire back end driven by openxcom.  It may end up easier to replace the geoscape completely but I'm going to minimise battle scape changes at this point.

I'm doing a couple of graphics subjects this semester for my masters and using this as a fun side project to apply some of the study.  At this point most it is simple proof on concept seperate apps for each bit.  I've converted the geoscape into a simple 3D model with lighting as a proof of concept - works well.  I'm new to opengl lighting so I'm playing with an idea to make a 3d battlescape but there's heaps of corner cases to keep it true to the original so may turn into complete fail and return to 2D.

Using the real UFO graphics is a bit of a muck around to keep it legal and free.  Basically, it supports files through itunes so it works like this currently:
* use my java tool to reprocess your original ufo data into a data blob file
* copy that blob through itunes into the apps folder
* bammo the app can legally use the original artwork

Finally, this is something I'm keen on doing but is a hobby - family/work/study come first but I'm finding about 10 hrs/week free.  A lot more during semester breaks.  If apple let me release a tech demo I'll put one up soon demonstrating the globe.  (It's free, no ads, but manage expectations - literally a first step tech feasibility test - I'm new to opengl and ios)

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Offtopic / Re: shocking news: XCom: Enemy Unknown by Firaxis
« on: March 07, 2012, 08:58:09 am »
doesn't look like they've detracted much from the turn based strategy.  Really keen to see a proper 1 or 2 minute play through of a turn than all these snippets mashed together.  Some really nice bits though in their implementation (the wire frame wall concept).

I'm keen to see how it pans out.  Hopefully they've identified that if done well it could be a real cash cow for sequels, etc.  There's a very large number of amazing amount of less hard core xcom fans (as well as the hard core types).

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Offtopic / Re: shocking news: XCom: Enemy Unknown by Firaxis
« on: January 28, 2012, 03:32:46 pm »
Same. I will withhold judgement until its released but I'm not a fan of the UI. I'm hoping it's still in early alpha. If not hoping xenonauts hurries up

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Offtopic / Re: shocking news: XCom: Enemy Unknown by Firaxis
« on: January 19, 2012, 02:13:26 pm »
I'm a little surprised.  They announce 'X-COM' game that is completely different to the original - a million angry nerds cry out in despair.  So they decided to make ANOTHER X-COM game that will stay true to the original.  And then they start to change so much shit that it's very different to the original.  Cue angry nerds.

LOL.  Ah well, I'm happy to see how it pans out but I'm not holding my breath for a great sequel.  Hope I'm wrong about it though.

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Builds & Ports / iPad Port
« on: January 16, 2012, 05:54:16 am »
Bit of a brain fart, but I was wondering if anyone had ever done a feasibility analysis for a free (no ad crap) ipad xcom version?

Specifically:
* how we'd get around the art work / music legal limitations? (i.e. can we get the user to copy/download an art pack file into an app sandbox? distribute with stock open source imagery and allow a new skin?)
* memory / cpu intensity? still haven't had a look at just how much cpu xcom consumes - wouldn't have though too much (especially if we use OpenGL ES for a 3D sphere)
* save games / etc?
* UI modifications from mouse to multi-touch gesture?
* etc

I picked up a huge bit of sunburn on the weekend and so spent about a day on my ass unable to do much so just began doing a bit of reading - will post as I read more - but seems fairly doable.  I'm not sure if there would be a brick wall when it comes to publishing via app store but that other xcom clone got through.

(note, specifically ipad focused - imho iphone/touch doesn't have the viewable screen size - not resolution - to pull it off)

(I have to do some ios projects for work this year and this might tie in pretty well in little spare time.  Basically remain open source, look for others keen to do same thing as a learning project.  The renderer would have to change to make the most out of the ipad but hopefully retain the core engine.  Really just doing a time, space and feasibility estimation at this point)

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Work In Progress / Re: Battlescape in high resolution
« on: January 15, 2012, 04:19:15 am »
I was curious how battlescape will look in higher resolution ;)
Looks good daiky.  I'd love to see an option that allowed higher resolution scaling to allow more of the battle to be available on screen.  (Scrolling gets really painful fast).

Questions:
* how does performance scale with resolution? (ie. animation and scrolling performance)
* could it be tricky and support scaling to aspect ratio? (ie. for 4:3, you set say 800x600 and it works how based on aspect ratio a view dimension?  rather than just scaling to screen resolution) (if what I'm saying makes any sense)

But to be honest, this is where us armchair commentators could help out anyway - aspect ratio scaling would be a minor patch.

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Programming / Re: UFOExtender-esque or original?
« on: October 19, 2011, 12:24:54 am »
I'm working on a bunch of UI enhancements from UFOExtender only.  Anything that is a playstyle change I'm leaving to the rulesets that Super is working on.  It may even end that the rulesets do UI stuff too - not sure.

But most of the UI stuff is pretty easy to do, so if it turns out to be a non-event it's not much effort down the tubes (and is giving me an understanding of the codebase).

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Programming / UFOExtender-esque or original?
« on: October 16, 2011, 07:57:26 am »
I'm looking at working on a few changes to support some of the features in UFOExtender - however on reflection, I wondered if this was the project intent?  or is the intention to be 100% original?
(as you guys know, ignoring bug/tactics fixes, UFO extender also came with a bunch of just useful UI enchancements)

Happy to disregard doing this, but just wanted to ensure this wasn't against the philosophy of openxcom (I'm not interested in making a UFO extender esque fork)

cheers
bubble

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