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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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Messages - Psiyon

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That's totally fair, I appreciate the additional clarity on that. Not sure what idea that might have sparked, but here's hoping it's successful :)

I'm always happy whenever a mod comes along that lets me spend less time in hyperspace. This is fantastic.

As other people have said though, it is pretty tedious when it comes to fine-tuning. Out of curiosity--would it be possible to aim the jump just by using your fleet's currently set destination? With point A as the player's fleet and point B as their destination, I'd imagine it couldn't be too difficult to run the numbers to try to drop the fleet out of warp as close as possible to where the player is trying to go.

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]

In my experience, getting a bunch of cheap carriers (drovers & moras mainly), loading them up with a good mix of bombers and a few interceptors, and then giving a single "engage" order on the battlestation that your whole fleet is assigned to makes pretty quick work of it. Make sure you load up your carriers with as many missiles as possible, mainly sabots. Giving an engage order will make all your carriers close to weapons range, and the battlestation just can't handle the pressure of ~10 drovers worth of sabots. This takes down their shields, and lets your bombers start doing some serious damage to the modules. After a few modules go down, it's basically a snowball effect from there and the rest of the fight is no longer a challenge. Officers with carrier-related skills are a plus, and might even be necessary to a certain degree.

Note: this is likely only possible with the largest battle size setting. If you can't field enough carriers at once, my guess is that things won't go very well for your fleet.

Blog Posts / Re: Ship Recovery
« on: January 23, 2017, 02:55:49 PM »
@ Psiyon:
[overlay rendering stuff]
Derp somehow missed that.
Alex: Solid reasons, that stuff definitely takes a lot of tweaking to get right. Didn't know how performance intensive it was, though--that's a pretty good reason to not do it.

Blog Posts / Re: Ship Recovery
« on: January 23, 2017, 02:03:51 PM »
Another reason why I have wanted the the hand crafted D hulls to be seperate from the generated ones: Modder burn out. The reason why I say this is because several modders are now lamenting the fact that they will basically HAVE to make D skins for ALL of their ships because vanilla has some hand built D skins. And knowing how perfectionistic some of these guys get, I know that it will just lead to more and more stress for them

... but vanilla mostly doesn't have custom D skins for everything. And for started-normal-but-became-(D)-from-being-recovered ships, all of them are currently using the basic default sprite.

So right now actually the hand-made D hulls are separate from the generated ones, in the way you're thinking. Unless I'm missing something?
If I might offer a potential idea: Why not utilize a overlay to signify that a ship is a (D) variant? Something like the standard battle-damage overlay, but probably a lot more subtle. Seems like the (D) variants in general seem a bit desaturated, and have some basic wear and tear on them--at least in my mind, it doesn't seem too crazy to accomplish those visuals with an overlay on the ship sprite. Added benefit: (D) variants can be randomized a bit so they don't all share the same sprite (and will no longer lack visuals indicating degradation), and the intensity of the overlay could be ramped up based on how many (D) mods it has--could allow some interesting moments in combat where players can quickly take out hostiles that are clearly degraded.

Doing stuff like that is never going to produce as pretty results as hand-painting everything of course, but this would be the first way that I'd try to solve this problem.

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 18, 2017, 08:28:38 PM »
Yay sketches, continuing the redesigns.


Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 07, 2017, 07:29:15 PM »
No context:


Nothing is final and repaints should be considered WIP.

Edit: Forgot one

Old versions are always rightmost.


Discussions / Re: Disunity - A 2D Space RTS
« on: June 07, 2016, 07:04:36 AM »

And it's live on Kickstarter!

A big thanks again to everyone and your support, it really does mean a lot to me. Regardless of how this turns out: thank you all :D

Discussions / Re: Disunity - A 2D Space RTS
« on: June 05, 2016, 02:30:58 PM »
Thanks again everyone for the kind words and support!

Disunity is now on Steam Greenlight:

Additionally, the Kickstarter will be launching on June 7th, which is this coming Tuesday. You can keep up to date with things on Twitter, Facebook, or the website's forums, the links you'll need are on the Greenlight page :)

Thank you all for your support so far, you're the best!

Discussions / Re: Disunity - A 2D Space RTS
« on: May 24, 2016, 10:05:23 PM »
Thanks guys, I appreciate the interest!

@Alex I'd like nothing more than to see a big scary beam shooting up planets in Starsector XD

Discussions / Re: Disunity - A 2D Space RTS
« on: May 24, 2016, 05:52:09 PM »
Hey everyone: I could really use your help, and it will only take a few minutes of your time. (Please don't share this link too freely, I'd like to keep things somewhat under-wraps for the time being since it contains the announcement trailer, among other things. Thanks!)

Disunity will be going live on Kickstarter fairly soon. I'd be extremely appreciative if you could look over the project's current draft and provide some feedback through the form here:

I want this to be as successful as possible, but that's not going to happen if my eyes are the only ones looking at the Kickstarter pitch.

Currently, I feel as if the Kickstarter page is in fairly decent shape. There are definitely some bits of polishing I feel it needs, but I want to get other opinions before I start finalizing anything, or churning out new content for it.

Thanks in advance to everyone who lends a hand, again, I can't thank you enough.

Discussions / Re: Disunity - A 2D Space RTS
« on: April 28, 2016, 07:04:43 PM »
Thanks guys!

Love that you're tackling the "no maximum speed" design challenge; the way it looks like you've got it set up seems super promising in that regard. And it seems like a nice differentiator to get people interested.
Indeed--so far it's been working quite nicely in testing. It's really different having fleets move like this compared to having speed limits. Newtonian movement introduces a lot of quirks but I think that in this RTS setting it makes planning your movements a lot more interesting. One thing I've really liked about it is that it lets ships with low acceleration values catch up to ships with higher ones--meaning large ships can quickly swoop in and deal a ton of damage to a group of faster ships that just started to run away. It kind of inadvertently solves the issue of ships kiting others in certain situations.

Probably premature comment: have you considered making the switch from "icon" to "ship sprite" view slightly more gradual? Like, a 0.2 second crossfade, or thereabouts. In the videos, it's a bit jarring. Obviously early footage etc... and everything else looks really good.
Yeah it's a bit harsh right now, definitely want a nice smooth fade for it in the future. Thanks for the comment though :)

Discussions / Re: Disunity - A 2D Space RTS
« on: April 24, 2016, 06:11:49 PM »
Thanks :D

The very first dive into practical game development can be tons of fun and is always an excellent learning experience, win, lose or draw :)
Technically this is my fourth game project. The first project I was a part of landed my school as a finalist in E3's college game competition in 2014, believe it or not. The other projects were related to school as well, but I learned enough from each one to get myself to the point where I didn't feel totally lost and confused when I began Disunity :) But yeah, so far Disunity has been a blast to work on. I've been fortunate enough to have a lot of feedback from fellow students and a lot of help from my professors along the way, so I've been slowly molding this thing into something I truly think is pretty awesome. No matter how things go, I'm totally glad I took the year to hammer this thing out--like you said, it's a lot of fun.

Edit: Some tweets with some gameplay footage:

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!

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