I don't know if anyone is still here. But if there are still interested people with C# or similar skills.
I think the OpenRA engine maybe worth a look
http://www.openra.net/
It is completely open source and actively being developed
https://github.com/OpenRA/OpenRA/issues/
It will this year remake more complicated Isometric C&C Tiberian Sun game too
https://www.youtube.com/watch?v=yrt_m-xwbok
This could perhaps be used as a base for a Sudden Strike open source remake maybe?
Open Strike - Nachrichten
- Last Soldier
- Feldwebel
- Beiträge: 346
- Registriert: 20.07.2007, 20:05
Re: Open Strike - Nachrichten
Such or other engine is basically useless, as the cornerstone is enough to use the library like SDL or so.SMIFFGIG hat geschrieben:This could perhaps be used as a base for a Sudden Strike open source remake maybe?
Unfortunately, there are no shortcuts. Sudden Strike remake = create an entire game from scratch.
Of course, already has passed some time and a lot of things can be simplified and programmed differently but regarding game mechanics it's very difficult.
I also think that it is necessary to go much deeper (for optimalization) in code than C# allows, so C/C++ is the only rational option.
Footage from the frontline on Youtube!
Re: Open Strike - Nachrichten
Totally agree, I can help with SDL2 and C development. Unfortunately, I have no experience in game development, but have some experience in assembler, C, C++ (basics), python, lua and a little bit in SDL2 libraryLast Soldier hat geschrieben: ↑23.01.2016, 04:29Such or other engine is basically useless, as the cornerstone is enough to use the library like SDL or so.SMIFFGIG hat geschrieben:This could perhaps be used as a base for a Sudden Strike open source remake maybe?
Unfortunately, there are no shortcuts. Sudden Strike remake = create an entire game from scratch.
Of course, already has passed some time and a lot of things can be simplified and programmed differently but regarding game mechanics it's very difficult.
I also think that it is necessary to go much deeper (for optimalization) in code than C# allows, so C/C++ is the only rational option.
![Smile :)](./images/smilies/icon_smile.gif)
- Last Soldier
- Feldwebel
- Beiträge: 346
- Registriert: 20.07.2007, 20:05
Re: Open Strike - Nachrichten
There is no Open Strike project, it's just chatting people on the forum ![Smile :)](./images/smilies/icon_smile.gif)
But check your PM.
![Smile :)](./images/smilies/icon_smile.gif)
But check your PM.
Footage from the frontline on Youtube!
Re: Open Strike - Nachrichten
I have checked my PM, but found nothing ![Smile :)](./images/smilies/icon_smile.gif)
![Smile :)](./images/smilies/icon_smile.gif)
Greetings
Hi, everyone.
I'm working for some time (realy long =) ) on ss2 port, some key features:
* ss2 resources and maps conversion for easy mods migration
* smooth (mean fps) perfomance and low system requirements (must work on cheap old office desktops)
* no frameworks or engines usage (easy-to-install, unzip and play, and the second reason - i'm doing it for educational and fun purposes, so write everything from scratch)
* language - C# (because i like it, and it's faster to develop) for most of the code, c++ for perfomance critical drawing parts
For today i have:
* All objects and basic map converters (from map sources, it was easier)
* Pretty fast and smooth display system, which support different backends (software - old school per pixel drawing, which allows to get low memory usage, and hardware - 2d using 3d methods, its fast in blending operations but uses a lot of memory), tested on weak desktops and it worked fine )
* Basic input system
* Basic bui system
* Basics of logics (for now there is one type of units in the game - soldier, and it can move across the map, avoiding obstacles) - without unit managment (controlled soldier is hardcoded)
So, current build (for windows, ALT F4 to exit) in attach, also a screenshot.
If somebody is still in this theme, we can try to cooperate )
I'm working for some time (realy long =) ) on ss2 port, some key features:
* ss2 resources and maps conversion for easy mods migration
* smooth (mean fps) perfomance and low system requirements (must work on cheap old office desktops)
* no frameworks or engines usage (easy-to-install, unzip and play, and the second reason - i'm doing it for educational and fun purposes, so write everything from scratch)
* language - C# (because i like it, and it's faster to develop) for most of the code, c++ for perfomance critical drawing parts
For today i have:
* All objects and basic map converters (from map sources, it was easier)
* Pretty fast and smooth display system, which support different backends (software - old school per pixel drawing, which allows to get low memory usage, and hardware - 2d using 3d methods, its fast in blending operations but uses a lot of memory), tested on weak desktops and it worked fine )
* Basic input system
* Basic bui system
* Basics of logics (for now there is one type of units in the game - soldier, and it can move across the map, avoiding obstacles) - without unit managment (controlled soldier is hardcoded)
So, current build (for windows, ALT F4 to exit) in attach, also a screenshot.
If somebody is still in this theme, we can try to cooperate )
- Dateianhänge
-
- gamescreen.png (3.02 MiB) 14915 mal betrachtet
-
- Current.zip
- (76.91 MiB) 1026-mal heruntergeladen
- Last Soldier
- Feldwebel
- Beiträge: 346
- Registriert: 20.07.2007, 20:05
Re: Open Strike - Nachrichten
Great job, C#/C++ is good choice.
Footage from the frontline on Youtube!
Re: Greetings
Hi igor,igor hat geschrieben: ↑11.03.2018, 15:28 Hi, everyone.
I'm working for some time (realy long =) ) on ss2 port, some key features:
* ss2 resources and maps conversion for easy mods migration
* smooth (mean fps) perfomance and low system requirements (must work on cheap old office desktops)
* no frameworks or engines usage (easy-to-install, unzip and play, and the second reason - i'm doing it for educational and fun purposes, so write everything from scratch)
* language - C# (because i like it, and it's faster to develop) for most of the code, c++ for perfomance critical drawing parts
For today i have:
* All objects and basic map converters (from map sources, it was easier)
* Pretty fast and smooth display system, which support different backends (software - old school per pixel drawing, which allows to get low memory usage, and hardware - 2d using 3d methods, its fast in blending operations but uses a lot of memory), tested on weak desktops and it worked fine )
* Basic input system
* Basic bui system
* Basics of logics (for now there is one type of units in the game - soldier, and it can move across the map, avoiding obstacles) - without unit managment (controlled soldier is hardcoded)
So, current build (for windows, ALT F4 to exit) in attach, also a screenshot.
If somebody is still in this theme, we can try to cooperate )
Thanks for your sharing and this is a very impressive work. Even though many years passed by after this message, I want to talk with you to see if you are still interested in working on open strike. Please let me know if we can cooperate to move it forward to a playable game.
My email: sunxfancy@gmail.com