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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Topics - Psiyon

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Bug Reports & Support / Graphical Artifacting on Ships
« on: November 16, 2018, 02:00:57 PM »
I'm encountering some strange artifacting with some ships in the game. I've attached an image to clarify. (The hammerhead on the left is the normal sprite, scaled up for comparison. Take a look at the middle "neck" section.)

From what I can tell, it seems to only appear on ships that have d-mods associated with them. It will appear in the refit screen, as well as in combat. I'm not sure if this is intentional (it does make the ship looks a bit messed up if it has d-mods), but I thought I'd bring it up regardless because it has a similar appearance to what I'd consider rendering artifacts.

0.9 is awesome btw, excellent work.

(If these are rendering artifacts, my GPU is a GTX 980 with the latest 416.94 drivers, if that helps at all).

[attachment deleted by admin]

Discussions / Disunity - A 2D Space RTS
« on: April 23, 2016, 05:24:12 PM »
UPDATE: Live on Kickstarter!

Hey everyone: this is a sort of micro-announcement for my game Disunity. Things have progressed very well over the past year, so I'm starting to publicly push out some screenshots and other media.

I'm posting this here since Starsector was more or less the driving force that really got me into game development. As such, Disunity takes a lot of inspiration from Starsector--Alex & co are great role models and I learned a lot through my years of playing their game. Without Starsector, this game would not have existed in any sort of capacity.

So, what is Disunity? It's a single-player real-time strategy game firmly focused on starship combat. Players assume the role of supreme admiral, and conquer star systems with their fleets.

Description from my website:


    Lead your fleets in real-time combat across entire star systems.
    Master the art of fleet composition with detailed ship and weapon attributes.
    Subvert the minds of your enemies--everything you gain is appropriated from hostile forces.
    Collapse the Terran Union and conquer Earth in a nonlinear campaign.
    Create custom maps, ships and weapons with native mod support.

Why is Disunity different?

There are several concepts that set Disunity apart from other strategy games.

    Everything gained is taken from the enemy, replacing the traditional paradigm of resource gathering and unit construction.
    Rather than commanding individual ships, fleets are the basic unit. They derive their stats from the ships that compose them.
    Fleets move using Newtonian physics—there are no maximum speeds, only acceleration values.

When will it be released?

Disunity is currently in early alpha. While an exact release date cannot be given, if Disunity’s Kickstarter is successful, the game can be expected to be released as an Early Access title on Steam within a year.


If you want more info and want to be kept in the loop (Twitter tumblr or email), take a look at the website:

For now though, I'll post some screenshots:

I'm really hoping for the chance to work on this project full-time once I graduate from college (like 2 weeks from now), and as much as I dislike the idea of crowdfunding sometimes, it's unfortunately the only way to get this off the ground in any reasonable time frame. One way or another, the game will be finished--it's just I'd rather do that in the next couple years, rather than the next couple decades. So if you're interested, please consider supporting me when the full announcement/kickstarter/greenlight stuff goes live in a bit less than a month--it'd really mean a lot. I grew up on games like Homeworld, so the idea of bringing a new space RTS to the market is really exciting for me.

If anyone's got any questions, I'd love to answer them!

Modding / Free Backgrounds: The Revenge
« on: December 04, 2015, 07:56:09 PM »

So I (sorta) recently put out an expansion pack for one of my products on the Unity Asset Store. Thought I'd chop a few bits of the backgrounds up and offer them for free to the SS community, considering the recent 0.7 release.

There are a total of 10 2048x2048 PNG backgrounds. (I'd recommend keeping them PNG because JPG introduces god awful banding artifacts.)

Some previews:


Bug Reports & Support / Black Market Suspicion Bug
« on: November 23, 2015, 09:58:22 PM »
Awesome that you can offset your suspicion by selling on the open market. However, this only seems to work one way: If you sell on the black market first, and then the open market, your suspicion will properly be affected. If you do the opposite--selling on the open market first and then on the black market--your suspicion increases just like it would if you hadn't sold anything on the open market at all.

One test case for this was selling somewhere around 600+ supplies on the open market, and then selling a super small number (<10) of other items on the black market. Immediately, suspicion went to "minimal". Reversing the order of the sale would cause the suspicion to be at "none".

Discussions / I need your help, internet (WOO I WON)
« on: May 01, 2015, 06:25:42 PM »

I won! Thank you everyone, your support is amazing! :D

Original post:

Hey guys. Been a while since I've popped in here.

So, I don't know how many of you guys play or follow the game Galactic Civilizations III, but they recently had a faction design contest, and the faction I created was selected as one of the 8 finalists.

The "Ultimate Winner" as they call it, is chosen by popular vote, and gets to have their faction included in the main game (And also wins $1000, holla holla get $).

Anyway, I'd totally appreciate it if you guys took a look at the link above and threw some votes around for the factions you like. You don't need an account or need to own the game to vote. The faction that I created is called the "Orphica Enclave", and is in the bottom left. It's basically a super computer that steals galactic tourists and uses their brains to make it more powerful, so that's cool XD.

You can vote once per day if you want.

A big thanks for those who vote (even if it's not for me). Unfortunately this time I don't have anything to offer. While making ship sprites for dropbox referrals wasn't anything morally questionable, I'm not a politician, so I'm not going to buy your votes :P.

Modding / Free Backgrounds
« on: January 19, 2015, 04:39:47 PM »
I cut up some of the spacescapes from one of my commercial products and decided to release them for free to the Starsector modding community. I don't care what you do with them, just please do not use them outside of Starsector :)

A couple previews:

Those are just a few of them, there are a total of 25 2048x2048 JPG backgrounds included.

Download here

Bug Reports & Support / Loading Save File Issue
« on: October 20, 2014, 10:25:44 PM »
Seems like in the new version, after you've been playing for a while, it becomes impossible to load a save file--any save file. It'll load up until about 3/4s of the loading bar, then it'll slow way down, the game will lag extremely hard, and then after ~30 seconds or so it'll pop up and say the save can't be loaded because it's corrupted or something.

>Had been playing for about ~3 hours straight, so my guess is something related to memory.

>Saves loaded fine when I closed out of the game and loaded them in a new session.

Discussions / Past 8 Months (Video games inside)
« on: June 07, 2014, 10:15:28 PM »
Things have been exciting.


I've been trying to get into the world of game development for... well, pretty much all my semi-adult life. And I made it, at long last.

About eight months ago, my university’s development team was created. We split into two teams, and started work on two games, a 2D rouge-like, and a 3D obstacle dodger. I was on the 3D team. The rouge-like didn’t survive for very long, sadly. Anyway, we kept working on it pretty heavily over the two semesters, and I found myself climbing up the ranks until I was the lead programmer + audio guy.

We submitted the game to the E3 College Game Competition in April.

...And we placed in the top five, meaning we’re shipping out to Los Angeles on Monday to show the game off at E3.

So that’s the primary reason I’ve been pretty inactive around here and haven’t updated my mod in ages.

Without further delay, here’s Paper Dream!

Play it here:
You’ll need Unity’s web player.

Let me know what you think. It’s still in a bit of development, and feedback helps a lot. And if anyone is going to E3, feel free to stop by. We’ll be next to Square Enix at the College Game Competition kiosks.

And the soundtrack was, of course, done by yours truly, which brings us to…


I’ve been composing like mad over the months: The whole soundtrack for Paper Dream, several commissions for MesoTroniK, a game for a class (that was horrible and will never be seen), and some personal stuff.

I set up a Bandcamp page:

You can download the Paper Dream soundtrack there for free (but if you want to pay for it, then I’m not going to stop you).

I also just released my Citrine EP, which is a collection of some of my more recent work. $4 for six songs (But if you don’t want to pay you could just get Audacity and record your PC’s audio as you listen to the tracks on that page).

And if you use the promo code "e3" you can get it for $2, but only until June 16th.

I’ll hopefully be releasing my next LP there before the end of the summer.


After Paper Dream was “done”, the dev group split into smaller teams and started doing their own thing.

The game my team is making? It’s pretty awesome.

I don’t… think… I’m under an NDA, but I’m going to show you some stuff anyway.

Yes, that is a hex grid. Yes, those are default Unity GUI buttons. Don’t look at them please. Art team hasn’t quite finished with their redesign of everything yet.

It’s a simple turn-based strategy game. The twist? There aren’t any set unit types. You have the ability to craft all of your units as you play the game. The more enemies you kill, the more you can upgrade your units to aid your current tactical or strategic situation. The units visually reflect all of the upgrades. I told you it was awesome!

Game is slated to be finished and released later this year, and has been in development for about two months.


Lots of work was done, lots of work to do. But if anyone is like "You lazy piece of crap update Obsidian Void" then I will say this: it's not over. It might take years, but it will live on, though it won't be a mod for Starsector.

Discussions / A Dropbox Plea
« on: January 25, 2014, 02:37:26 PM »
Hey--I hate asking people for things like this. It feels like a stupid advertisement. But I don't really have much of a choice, because there's no way in hell I'm paying 100$ to upgrade to Dropbox Pro if I don't need it.

So at my university, my game development professors all use Dropbox as a distribution system for files that we all need. Builds for games are uploaded there, as are all art assets, sounds, etc. Needless to say, 2.5 gigs of space was eaten up pretty fast, on top of all my stuff I had in there originally.

If you want, here's how you can help me: If you haven't signed up for Dropbox (and actually want it), I'd be super appreciative if you could sign up using my referral link. We both get 500 MB of extra space for that. So that's cool. But my super appreciativeness goes further than that. If you help me out, and if you're a modder (Or even if you're not, the offer still stands if you want it), I'll make you a hardcore-kitbashed ship sprite to your specifications, provided the ship is destroyer-sized or smaller. Example of work:

Do keep in mind, I'll only make ships for the first five people. I'm still a university student, and I don't want to kill myself with extra work :P

Here's my referral link, and thank you immensely for the consideration:

Suggestions / (Modding) Editable Light Source
« on: September 22, 2013, 08:02:50 PM »
I sort of feel bad making this suggestion as it's something that probably only I will ever make use of, but I figure that if there's even a possibility of this addition being trivial, I'd may as well ask.

It would be really awesome if the location of the light source in the campaign map could be moved. As it stands, every system in the campaign is locked to having its light source at (0,0). Being able to change the location of the light would be excellent if somebody (gee, couldn't imagine who...) wanted to use a non-luminous object in the center of the map.

There, I asked.

Suggestions / Redo Some Weapon SFX
« on: September 14, 2013, 12:34:26 PM »
Disclaimer: Stian, for the most part, the new sounds are very good. However, with the weapons, I feel a lot of them come up short. This is, of course, only my opinion, so take it for what it's worth.

-Heavy Blaster: Too high-pitched. Really needs some more meat behind the shot.

-Assault Chaingun: Again, sounds too high-pitched, and doesn't seem to have any force behind it.

-Mauler: This sounds like something that belongs in an 8-bit arcade game. It doesn't even sound like a projectile is being fired. The sound for this one is so out of place that it actually discourages me from equipping the weapon to my ships.

-Mjolnir Cannon: Like the first few above, its pitch seems to high, and it doesn't feel like it's shooting a menacing projectile.

-Burst PD lasers (light and heavy): I strongly preferred the old sound over the new one. The old sounds felt like it was squeezing out a satisfyingly high-voltage beam, while the new ones are just an uninteresting click/snap sound.

-Needlers: They just sound like a little snap, and feel absolutely nonthreatening. To be fair, the previous sound was probably worse, in my opinion.

-Pulse lasers / IR Pulse Lasers: Really need some more "oomph" behind them. They sound completely nonthreatening and sort of cheesy, especially the normal pulse laser.

-Thumper: This one made me so sad. In the trailer, the Thumper had such a great new sound. Now it... I don't even know. It doesn't deserve the name "Thumper", that's for sure. Maybe "Pea-shooter".

-Autopulse Laser: Again, just seems like a generic snap/click sound. The old sound might have just been the generic energy weapon sound, but at least it had a good feeling of force when it shot out a huge volley.

-Plasma cannon: This one isn't that bad, but I think it could use some more strength in the lower frequencies.

I think that most of these sound would benefit from this approach: Assume that every projectile weapon is being propelled by an explosion.

And in real-life, they usually are. A bullet being fired from a gun is just being propelled by an explosion down the barrel. It's that feeling of pressure--that explosion of rapidly expanding gasses--that I think a lot of these sounds need.

Additionally, the sound of some of the gun's mechanical interior would be nice to hear--it gives the weapon some personality, rather than just a basic firing sound.

To get an idea of what I mean, take a listen to Far Cry 3's weapon sounds:

Now that I've criticized all those, let me tell you what I think of everything else:

The new explosion and impact sounds are absolutely amazing. It's unbelievably satisfying to cause damage to other ships now, and hearing those perfect "bangs" and creaks when a ship is destroyed is just great. If you can get some of the excellence of your explosion effects into your weapon sounds, it would be amazing.

I love the Hellbore, Gauss Cannon, and Hypervelocity Driver sounds. Really gives them a feeling of force when, for the latter two, you hear that loud "WHIP". Makes me think of a bullet screaming through the air. And the Hellbore's sound does the weapon's name justice: it sounds like a fiery projectile is being shot straight out of hell.

Most of the beams weapons have really nice loop sounds. I sort of miss the fire sounds for them though (IE, the laser goes PEW once you click, and then the beam sound loops). I'd like to see those return in some fashion in the future.

The missile sounds are pretty good as well. I really love the salamander heat-seekers.

Bug Reports & Support / Shift + Click Item Problem
« on: September 13, 2013, 05:39:47 PM »
This one is kind of strange: I can't shift + click to select one of an item if it is located on the right-hand side of the screen.

Here are some screenshots to illustrate what I mean, with the red dot being the location of my cursor.

As you can see, on the left, there's room for the whole bar to render properly. However, on the right side, it runs into the edge of the screen, pushing it back to the left which means that when I shift + click, my cursor won't go to the "1" position on the bar by default.

Of course, this is probably because I'm playing on a really small resolution. Doubt I would have noticed it if I were playing on my desktop.

Bug Reports & Support / 0.6a - Crash when selling last ship in fleet.
« on: September 13, 2013, 02:15:45 PM »
Pretty straightforward: Start a new game, go to the Hegemony's station, attempt to sell your only ship, game crashes.

Discussions / I found the best game ever
« on: August 22, 2013, 07:27:14 PM »

Any game that lets me eat a cereal called "Komrad Krunch" and lets me throw popcorn at people in a movie theater gets a straight 10/10 in my eyes.

Discussions / alex i made you a present
« on: August 19, 2013, 04:38:50 PM »
(...and i guess the rest of the dev team, too)

Consider this fansong an official apology for the Harlem Shake mod.

I didn't really have a lot of established material to go off of, since there's only one song, and it's pretty ambient instead of all up in your face. I was mostly trying to capture the feeling of both exploration and epic combat. Or maybe epic exploration. Something like that.

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