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How would you prefer to develop SWRII?
C++, DirectX 22%  22%  [ 6 ]
C++, OpenGL 19%  19%  [ 5 ]
Visual Basic, DirectX 41%  41%  [ 11 ]
Visual Basic, OpenGL 7%  7%  [ 2 ]
Delphi, DirectX 11%  11%  [ 3 ]
Delphi, OpenGL 0%  0%  [ 0 ]
Total votes : 27
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 Post subject: Star Wars Rebellion 2 Game Development - The Real Thing
PostPosted: Sun Sep 26, 2004 3:18 am 
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Ok, lots of people have been here before, but I'm serious about this. I want something done... Now:!::!::!:
That's why I'm making this post.

Basically, I'm planning on starting and hosting the development of SWRII.
The language I use at the moment is Visual Basic. Now, I know a lot of people don't use visual basic, think it too simple to write proper programs with, etc. This is something i've thought about, however as a group, programmers could develop a series of DLL's, which means that we don't all have to use the same language.

I am hoping that this can be done in DirectX9, however if you want to use something different, eg DX8 or OpenGL, please post and i will take note of how many people would rather than not.

If you would like to be involved in the development of star wars rebellion 2, please post a response.

In a previous post a number of months ago, this idea was taken very far, but not started. (This post is located Here:http://www.swrebellion.com/postlite1546-rebellion+2.html) In these discussions, we as a group developed a Design Document, which is a description of the game, the tatics, what it would involve, etc. It is located here: http://warlords.swrebellion.com/junk/swr2.doc , and at my SWRII website: http://www.geocities.com/danielkerr88/

I am very interested in other comments that you may have, and / or anything that you may be able to contribute to the project. Thankyou in advance.

Vector
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PostPosted: Sun Sep 26, 2004 2:14 pm 
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In terms of implementation, Visual Basic and DirectX would be good. VB is easier get programmers into rather than VC++ or others. Its Windows and works quite well with DirectX. My own experience has been with DirectDraw (not the Direct3D stuff) and server/client models.

I do hope you have everything planned out before actually doing any code. Fleshing out the game design is the most important.

Good luck with this "Nth" attempt at Reb2

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PostPosted: Mon Sep 27, 2004 6:19 pm 
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thx man. Does anyone else have any input? no? come on..

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PostPosted: Mon Sep 27, 2004 11:16 pm 
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i would like to help out but i have no programming or graphic skills what so ever :? so i dont know how i could help out, i think alot tho that might come in handy :lol:

but in all seriousness i would like to help but the lack of any major skills would be my drawback.

Darth_Ramoth

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PostPosted: Tue Sep 28, 2004 6:10 am 
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You don't even have to produce anything, you could just be concept design, eg what are we going to do kind of thing. Everyone is welcome and all the help we can get is needed.

I've produced a forum for SWRII called "The Project" (Doesn't give any name, ie so i cant get the shit sued out of me... :? ) Anyways, if you wanna talk about it just go there

Um, seriously, it can't just be one person, can it?

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PostPosted: Thu Oct 07, 2004 9:56 am 
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SURE IT CAN BE ONLY ONE PERSON

But Seriously ,I'd Like to help but I'm not good at much,

Like my Photoshop 6 Skills, umm, Tiny Tiny Tiny little bit, I can't do very Much.

Gmax I SUCK.

Any Kind of programming Whatsoever, I SUCK AT, No C,C+,C++ or anything.

But I'd be Willing to do anything.

(the Only Thing I Know I'm good at is Legos, I built a AT-PT)

(My Brother has 3DS Max 6, and he is really good at moddling but I don't think I can Sway him to do anything)

(My Sister Has Photoshop CS, or was it CE, I Might be able to get her to do somthing)

If you need anything my E-mail is Luker@regandesigns.com
But I also Need you to tell me your E-mail, becuse I have Netscape 7.0 so I've got, Ah takes to long to Explain, Any way If you Need Me, I need your E-mail.

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PostPosted: Tue Jan 03, 2006 6:56 am 
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I'm in too. But with lack of english. I'll be tocuh.

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PostPosted: Tue Jan 03, 2006 10:27 am 
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TayTay, please look at the date of the last post. The thread has been inactive for over a year.

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PostPosted: Thu Dec 14, 2006 11:07 pm 
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:D Well, it is not dead yet. I learned VB and some stuff. Found a free 3D engine. Eight year veteran and I learned a few things, plus made some money to invest.

Make a basic windows driven interface like Rebellion for a start (3D battle will be a 'chart' battle for now).

It would be faster for me to write a new game than try to re-compile the disassembler code.

Oh, yeh, also to make some money...serious time requires serious money, but I would sell it quite cheap (no need to pirate game [spirit of Galactic Civilizations]). If you like it, you will buy it.

Plus the updates will require your own personal key code. After a while a patch would be released so it would be totally freeware.

I can hire experienced devs to do the final work. I am making and testing decent learning AI routines that will kick ass. Sytem level designer.

Of course, I cannot call it Star Wars or Lucas stuff... you guys can just add your 'Star Wars' TC Mod to it ;)

And this one for LucasArts being such a tight wad on the source code...they are not going to make any money off this one. :twisted:


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PostPosted: Sat Dec 16, 2006 9:45 pm 
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you've got a lot of confidence :lol:

gotta website?

I take it your new to dx game programming
feel free to shoot me some questions about anything really.
I'd be happy to share what I know

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PostPosted: Tue Dec 19, 2006 12:18 am 
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Yes. Thanks for the offer. I am a bit new, I just needed to update my skills. Alot of people are moving to the .NET framework, though alot of free stuff and ease is still with the old format for now (which is what I learned).

Although VB is easier to use...it would seem the game was written as a 'Windows Application'... C++.

I have not tried 3D or DirectX graphics. I wonder how much a person has to pay to M$ to use their DX libraries? Or maybe it is free. Sometimes I wish to use my own DLL so that the game will run on any OS. I am not going to go for the latest and greatest graphics. As in GalCiv...I wish to make a really decent AI to challenge a more mature audience...with the graphics coming in second. After all, there can always be a second edition with improvements if it is successful.

Of course the demo would be free to try... and I would welcome any help.

I can make the engine and I think I would have (maybe hire) a 3D programmer who already knows how to hook it in -so to speak. :)

I cannot see any reason why this project would fail. I have the time since I am retired and bored. Unless my health gets the better of me.


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PostPosted: Tue Dec 19, 2006 1:27 am 
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You can develop on DirectX for free. You just need the IDE like Visual Studio
It just takes a lot of time to develop, a lot of organization involved. We would support you here, but we need someone dedicated to lay the ground work. A lot of people can help fill in the content, if that's something you need developed. Images, models, etc.

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PostPosted: Tue Dec 19, 2006 3:48 am 
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That is good to know. I can use people's images and sounds...you know to get around Lucas Arts copyright stuff. I am not much into graphics art so 3D models, skins concepts, cards etc. would be welcomed.

There is alot already here on this website..a good source of data. It would be neat to have a fan made image or model to go into a custom made game.

Of course, for the true Star Wars experience, people can just add back in the SW TC Mod. The code will be user friendly for modding to make that easy to replace.

I am taking the GalCiv approach for design. Pirates will always be..but I believe many people will like to buy a polished 'supported' solid game with a nice printed manual to read and other goodies. Surely a bargain for a low development price. Less than the price of a pizza.

I would give due credit for those whose images are used in the final product. After eight years, it is about time we get our true Rebellion 2. The technology is plenty out there and many tools are free to use. It will have nice graphics as much as possible (better than the original of course). :D

I have, at my age, played alot of games. Most new ones are dumbed down too much. I had more hope for EAW, but I am done with it for now. I am having more fun writing a new game program. It will take alot of time, but I have alot of time to burn; I hope a few more years at least ;)

A very good AI (that was my specialty). I am not going to encrypt the files. I want it to be very mod friendly. Any piracy would be free advertisment for me...and anything I make can go into making an even newer version that is even better (beyond what I can afford right now). Plus the revenue can help keep these websites alive and in business.

EDIT: I guess to keep up with the times, I should use the new Visual Basic .NET to write this? It is new to me, but so many people tell me to make it for the future (compatibility). VB6 was easy and known.

What do you think is the best language for speed of developement? Does it need the power of C++ (slow and longer to write) or get by with old VB6, or the new VB.NET? :?:


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PostPosted: Tue Dec 19, 2006 11:33 am 
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I really haven't develed into .NET myself. From what I read, VB.NET is a significant shift from VB6. However, it does work well with other .NET languages like C#.

The new technology (at least for Windows) is certainly focused on the .NET platform. That is where I would go. You could use VC++ for higher performance, but it would be longer to write and implement.

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PostPosted: Wed Dec 20, 2006 2:25 pm 
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sorry it took so long to get back to you guys, I was bogged down with final exams.

Vector err Slocket (did you used to be vector?),

If your interested in learning a new ".net" language, I highly reccomend c#.
I'm using c# and directx9 for my star wars project, and I've been pretty happy with it. I've only been programming in c# for about a year now, and I think it was pretty easy to get a hang of. C# seems to be the way that Microsoft is headed, and if you plan on using direct x in the future I strongly urge you to learn c# of visual basic. I've got a strong suspicion that visual basic is going to start to dissapear. In fact I beleieve that the XNA framework (new directx framework that allows developers to write games for the xbox) is currently only available for c# programmers (i think?? dont quote me on that).

I've heard that managed languages like c# are slow compared to C++, but I haven't seen anything to cause concern. If you want, I will post some more screenshots from my game that show the frames per second. Currently Im getting around 200 frames per second with five star destroyers on screen firing countless numbers of lasers at eachother. My project uses the high level shader language, and the ship models are rendered with per-pixel lighting (shader model 2.0). If you wanted to drop some of the fancy lighting I'm sure it would do even better.

The key to getting into c# and dx9 programming is going on amazon and getting a couple books on the topic. I've got a library of 6 or so game programming books that ive been relying on. In fact recent I've been spending a lot of time with my AI book (but i guess you really dont need any help there, id love to talk ai with ya sometime).

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