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Subject: Halo fan games, legal question

new trailer: http://www.youtube.com/watch?v=0v-cvtIzoBM&feature=channe l_video_title

  • 05.13.2011 4:57 PM PDT

no comments :(

also

im pleased to tell every one that the biggest issue of them all with this game has been resolved, LAG, a new battle engine has been made (not in the vid), which has been optimised to its potential, i can usually get 57 - 60 frames with 9 venators taking on 4 ccs cruisers and covenant corvette, and mines a laptop. :)

  • 05.16.2011 12:06 AM PDT
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Halo 2 isn't dead jorge...... its just missing in action.
MnF Elite Force <>Brigadier<>

Brown coat 'till the day I die.
Sheningans!
Wake me...when you need me.


Posted by: wargeneral11
new trailer: http://www.youtube.com/watch?v=0v-cvtIzoBM&feature=channe l_video_title

Love it. Quotes are great. Lol'd at the last one.

  • 05.16.2011 10:35 AM PDT

XD, there is still a few things for me to work on, at the moment i have a really bad flu, been bed ridden for about 2 days now, its one of the worst ive had, and trust me no sickness really keeps me down, this one does..... im gonna lie down again, i feel drowsy again

  • 05.17.2011 2:34 AM PDT

Received my Recon 7/7/2009 for First Game in Bungie vs The World.

Three pages of posts and I saw no mention of the Microsoft Game Content Usage Rules

Basically as long as you make all of your own stuff and credit Microsoft by saying you created your content under the Game Conent Useage rules somewhere in your game you should be fine (there's an exact quote in the link that you're supposed to use). I'm pretty sure this is half the reason why there was no problem with the Master Chief mod on the PS3 version of Unreal Tournament 3. Read through the rules and all of your questions about usage should be answered.

  • 05.17.2011 12:40 PM PDT

sweet, since most of the stuff ive used are just images from 3ds and sketch up :)

  • 05.18.2011 5:50 PM PDT

"The object of war is not die for your counrty but to make the other bastard die for his."

Not gonna lie man...I love the game!

Biggest issue for me is that there are no other planets to get resources from. Really bugs me when you can't get anymore resources cause they rushed the mine.

#1 issue...tone stuff down. The game essentially happens in about 30 seconds; if you don't spam pelicans and then 5 economic things and upgrade you're done...you pretty much have that window or you lose.

On the hard difficulties...sure go for that; on easy? Nope, I had to quit and restart 3 times to get to a win, but now that I know how to do it...I can pretty much do it every time.

Which brings us to playability...
Tone the transparency down on the buttons so that you can see them; tone the mini-map transparency down, as it stands, white dots on the screen could also be white dots from the stars in the background which is annoying...

I haven't messed with it much more than that; these are easy fixes and I will continue to play, but those -should- be fixed quickly. If that's done then well...I'd gladly sit here and test balancing issues all day long :p

Definitely saving the thread; you got Facebook or something? I would definitely be interested in voicing if you need some. Even more than that I understand coding (Java and C and C++), so if you need help or ideas (especially relating to feasibility of coding it, etc) I'd be willing to help. Even if you don't want that kind've help that's fine; if you need some testing I'd definitely do that for you.

Anyways, thread saved! Let me know what build is up-to-date and send me a link or pm (especially if you're looking at the fb option cause you'd need mah name etc.)

Other than that, wow nice work it looks great!



Oh just remembered; you need some win screens and loss screens (idk on the loss screen; I quit before that right now since the game moves so fast) Oh and the UNSC shipyard can be difficult to click on; as well as ships in general being difficult to click on. I would increase the area for the click box for the ship.

Looking forward to progress and it sounds like you want to get into the ground battles; which is good, I would fix the play-ability issues for space combat (transparency being the biggest thing) and then I can sit down and test it for awhile.

(Got any debug commands or a debug console for it?)

Edit: Clarity

[Edited on 05.18.2011 11:24 PM PDT]

  • 05.18.2011 11:04 PM PDT

YAY, an in-depth response, lets get started *rubs hands* :)

Mining:
with the new update the mining facility brings in more money, and its a 1 button does all on the mining facility, so its just one button :)


The rushes:
I know, they rush you fast, the first alpha was released early, because people couldnt wait, but hey its playable lol, i will see what i can do, basically they send a scouting force in to demoralise you, but im gonna remove that from easy and normal difficulties.


The buttons:
Really ? :/. I personally disagree, i can see them fine on my laptop, but then again my brightness is always at the maximum, i will probably make them less transparent dont worry, same goes with the mini map, i agree with you on that one, however, ive got some serious issues with the mini map at the moment with the new zooming feature, but ill fix them *sigh* 1.0.0.1 is gonna be a huge update :) :D.


I havnt got any plans for moving this onto facebook at the moment, but ill think about it :)

VOICE ACTING, ..... YAY..... in such short supply of volunteers at the moment, ive only got one at the moment lol, 2 now i guess :)

well the game is being made in GM 8, so i dont know if you know that language, but i will need to make an updater for the game, so ill ask for your help with that when the time comes, i know alot about C# and vb however.


win and lose screens were implemented but were disabled at the last minute before the release as it bugged the main menu out.


the clicking on buildings and ships are easier now also, the shipyards have also been scaled down ALOT, and the LAG issues have been pretty much resolved, i had a pretty epic fight with 5 acclamators, 7 venators, 4 marthons and 1 UNSC suppercarrier VS like 7 CCS cruisers, 4 covie corvettes, 5 providence destroyers and a covenant assault carrier with a stable frame rate of about 40 on a laptop :)


ground combat is on pause, untill i compleatly fix EVERYTHING with space battles :).


there will be a debug console in the game, there is also a cheat window if you press insert, not saying what the cheat is because, every one will cheat lol, but you will get alot of cash when you enter it lol.

another thing if you press home on the keyboard, it will tell you how much money the enemy has :), sneaky lol, developer tool, i forgot to take out :D.

  • 05.19.2011 3:25 AM PDT

"The object of war is not die for your counrty but to make the other bastard die for his."

Sounds Good!


Some general questions here:

What is your basis for the game?
-Resource Collection
-Macro or Micro
-Ship to Ship combat
-Macro or Micro scale

From my initial games; definitely combat focused.
So my next question; the battles seem to be pretty big and essentially Macro scale; large capital ships with fighter support. Mainly capital ship construction with micro fighter and bomber support micromanagement in the battles.

-Can we target which ships we want to attack? I can select my ships and then right-click on an enemy and they move towards it, and they generally seem to attack that ship. So could there be get a cursor color change for attacking?
-This would generally bring a bit more management to battles; which personally I feel the game should have, because it's primary focus is the actual battles, so knowing what your ships can do and setting there attacks is integral to that.

-Resource management:
-Battle focused game; but I do feel that there should be other places to gather resources, and some way to collect it so that you aren't penned into that corner.
-Which brings me to the difficult part...balancing price and resource collection. If we are collecting resources even FASTER now then I've got some worries. Because as it stands, I wait and the first ship I build is a super-carrier. Now I need to up the difficulty, so I'll play some more tonight and change up tactics and give some other things a try.
-Next, There should be a population or energy count which helps to limit the ships being built...again all personal opinions, but getting some other resource collection/personnel management adds depth to the game.

Transparency
-You are correct; I have my monitor sitting up high right now, I stood up and the buttons on the side of the screen are much more readable. Maybe add a contrasting color around there border to help differentiate them, but other than that, you are right they are pretty good.
-Mini-map; sounds good and agreed.

Lag
-Glad we can support more ships! I love big fights and square offs!

Rush
-In reality, the rush is not that bad; the issue is that if you lose the mine; you can't do anything, there is no recourse at all. So in reality, maybe slow the rush down and normal, and remove from easy, but in reality I do enjoy it, just right now the mine is the holy grail essentially.


Selection
-When you have ships selected it would help to know how many you have selected. So like in that lower middle section; have a screen that shows the ships that are selected and there health.
-It appears that the ctrl + numbers assignments work, my biggest thing would be when double tapping the number you jump to where those ships are (the majority; if even counts alternate between the groups starting with the one closest to your base or some such idea--this is saying the group assigned to 1 is split and not all viewable)

Resolution
-What are your plans for the supported resolutions, as it stands I'm running a 1920 x 1200 monitor (and driving another as a spare) But essentially there's some room there that could be filled out.


I went and downloaded the free version of GM8 and I'll take a look at it and see what the code looks like, but in reality it doesn't look like it's that hard to learn. Btw, I've got a nice error log here if you wanna see it at some point.

-Main errors essentially look like you're creating unknown variables (out-of-scope?) or writing outside of your queue/array. My guess is that your running this off of linked-lists (hence the queue issues) and not an array, but the error mentions it so I figured I'd right it. That said however, if your queue is setup correctly you should be creating space in the queue as needed.
Then a fair amount of draw_text issues; then some orbital resource issues; my guess here is that for some reason the variables can't be accessed anymore, rather than going out-of-bounds, but again would have to look at the code to make a better educated guess.
Then some collision and angle errors.

Still lots of fun though! There's something else but I can't remember it right now...I'll edit it in at some point...

Edit: Button Size! I'd increase those buttons along the side for your context based actions (whatever unit is selected...); not by much but enough that you can comfortably use them; they are pretty good...but idk it would just make it easier...

[Edited on 05.19.2011 3:51 PM PDT]

  • 05.19.2011 3:49 PM PDT

Looks great, any ship customization or ground battles?

  • 05.19.2011 4:25 PM PDT

yea deffinatly combat, thats what most of these games are about. :)


at the moment, ships just target the closest ship in range or the closest to the ships turret obj, which the ship may have several

im gonna make it so that you can build suppy centers near asteroids which i will add more asteroid mining facilities :)

there is a unit pop, of 80 :) larger ships use up different pop.


selection, i understand what you mean, this could be a challenge but ill see what i can do

the double tapping of the control numbers though, could be a REAL challenge however :/

resolution, at the moment, the game is only compatible with the stock resolution, its because of the hud set up.


thanks :)


  • 05.20.2011 12:29 AM PDT

Don't worry, you're still your mom's favorite Bnet member.

I think this may fit better in the Community Forum.

  • 05.20.2011 6:38 AM PDT

probably, but i dont know how it would be moved :/

  • 05.20.2011 5:46 PM PDT

for the curious the game is still under away and ive worked on it every day of the week pretty much and its looking awesome the lag issues have been corrected and you need a pretty large scale battle to bring the framerate down :)

  • 06.08.2011 4:52 PM PDT

"The object of war is not die for your counrty but to make the other bastard die for his."

Sounds good; still looking for an update and the new release... ;)

  • 06.08.2011 11:42 PM PDT

a new release will be comming soon, the lag is pretty much a thing of the past, im playing this on a 2.5 year old laptop, and with 30 of my units taking on 45 enemies and the frame rate stayed above 50 the whole time :)


this is a HUGE update and pretty much added another 25 mb of code and resources to the game, if i made an update list, it would be massive

  • 06.09.2011 3:25 AM PDT

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No matter what scars you bear; Whatever uniform you wear; You can fight like a Krogan, run like a leopard; But you'll never be better than Commander Shepard!

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My god, this looks epic!
The trailer kind of looks like it was done with the EaW map creator, which is all the more awesome.
In fact, the whole thing reminds me of Empire at War space battles, just with Halo in there.
Seriously, I'd love to play this sometime, if you ever get a link going out.

Also: Subscribed.

  • 06.09.2011 4:55 AM PDT

Sweet :), the new update will be comming out in hopefully a week or two

  • 06.09.2011 2:48 PM PDT

"The object of war is not die for your counrty but to make the other bastard die for his."

Sounds good; can't wait, hopefully some of the things we talked about earlier find there way in there and fixed ;) Haven't messed with the Game Creator much, just been kinda playing and tinkering with the game right now...

  • 06.09.2011 4:57 PM PDT

the game discussion has moved over to here :) see you over there :)

http://www.bungie.net/Forums/posts.aspx?postID=62829049&v iewreplies=true&postRepeater1-p=2#end

  • 07.12.2011 2:53 PM PDT

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