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alkaloidbtx

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Everything posted by alkaloidbtx

  1. Thanks
  2. Thanks, but knew most of this already (except for the subspace specific stuff). The thing I am most intrested in is, ships are just squares in subspace? Are they 32x32 pixels?
  3. I am writing a subspace clone in javascript/canvas. I am at the point that I can fly around any .lvl file. I implemented collisions by just using rectangles. Every tile is a rectangle and the player is a rectangle, but it doesn't feel the same as in continuum. Someone knows how continuum does collision detection?
  4. Are you going to release the biller compiled or release the source as well? I would be interested in compiling and using it on my linux machine. Source probably, the basic version is done. No squad etc yet. Atm I am working on a project for my university course so it will take a while before I can continue my work.
  5. It's not complex, but don't confuse complex with hard. It's a large project, and completing a large project as a hobby is a monumental undertaking. I'd wager than more than 50% of the developers in this game (and the actual number is probably closer to 90%) have given it a shot at one point or another. Yet no one has actually finished one (unless you count PriitK). Well I have time , the only problem is keeping the motivation... Anyway, was PriitK a developer for VIE? If not how did he wrote the client because I can't remember VIE releasing documentation about their software.
  6. Ty for the response . Started writing the tcp protocol since its better documented. User login/registration is working atm. Its strange no1 rewrote the client in all those years. It doesn't seem that hard.
  7. When writing a biller, should I support udp or tcp? Iirc subgame only supports udp and asss supports tcp. Does asss supports udp? For the people who are intrested, I am going to write it in go and another implementation in haskell. Btw what happened to subspace? Almost no1 plays it anymore :s. I remember having like 600 people in trench and 200 in dsb...
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