"Conquer The Future" is a spiritual sci-fi expansion to the "Airships: Conquer The Skies" game title by David Stark. | Link
Manufactured using The Module Kit. | Link
Populated using PsyPsyche Designs. | Link
Goofed around with using The Free Kit. | Link
Conquer The Future aims to be a Total Conversion of Airships: Conquer The Skies; introducing new looks to the same modules and a plethora of fresh content.
#1 Production Gallery
2016 - 7.10 | Red Alert 2 Tesla Coil using C4D, AE, & PS.
2016 - 7.14 | Free Sat Comm Spritesheet BROKEN BUMP
2016 - 7.15 | Iron Curtain Sample
2016 - 7.19 | Depth Of Field/Blur Turret Error
2016 - 7.21 | Rocket Sample BROKEN BUMP
2016 - 7.23 | Dragons Breath & Iron Curtain Sample
2016 - 7.25 | C4D Low-Poly City Sample
2016 - 7.26 | City Sample Exports: MATCOLOR / RGBA
2016 - 8.4 | Publicly Announced Bump Map Breakthrough
2016 - 8.21 | "Where's The Coal?", a cinema classic. Now in color.
2016 - 9.9 | Projectile Samples Produced Royalty Free
2016 - 9.11 | Projectile Samples Produced Royalty Free
2016 - 11.6 | Early Live Action Pin-Up Samples
2016 - 12.25 | Arena Sample
2017 - 1.25 | Retro Castle Sample
2017 - 3.6 | Suspendium Cave Sample
#2 Conquer The Future Balance Chart (WIP)
16x16 = 1 Tile
#:# = Tile Ratio
Not all modules have been fully balanced and are currently undergoing implementation via scale and ability. Development is persistent & evolving.
16x32 Artificial Intelligence | Expensive & Explosive
32x16 Orbital Satellite Dish | Upward
32x32 Monster Brain | In a tube.
3:2 Planetary Satellite Dish | Upward
1:2 S.E.R.N.: Suspendium Expansive Resonator Network | Control the ground like RC. Downward, Buildings, Landships
2:1 Extended Bridge - A much larger variation of the Bridge providing slightly more brainpower than an AI; in cheap, reliable Pilots.
16x16, 32x32, 48x48 - Laser Cannon | Unmanned, forward-pointing
16x16, 32x32, 48x48 - Auto Cannon | Unmanned, forward-pointing
1:3 x2 - Pulse Cannon | forward-pointing & backward-pointing, Unmanned
3:1 x2 - Firebat | downward-pointing & upward-pointing, long pillar of flame
7:3 or 118x48 - Plasma Cannon | Forward, Upward, heavy plasma shells
5:3 - Tesla Coil | Forward & Backward
2:1 - Death Ray | Forward, deadly penetration damage
3:1 - Platform | Upward, powerful aa
3:1 - Hover Pad | Downward, Landship
1:2 - Lift Coil | Lift, Downward, Airship
16x32 - Private Security | Buildings, local empire security log in at this terminal.
3:2 and 1:1 - Suspendium Walkway | Suspendium tank strapped to a walkway. Totally safe.
3:1 and 4:1 - Shielded Corridor | The new SciFi strut.
Suspendium Bow - Sail | thin, long, explosive
Falcon Wing - Sail | Armored, standard
Dragon Wing - Sail | Armored, large
1:1 & 3:1 - Cargo Bay | Protected by force fields.
1:1 - Safe | Add to the empire wealth, or generally reduce the price of a Building, Airship, or Landship. Many versions of this exist, heavy.
1:1 - Space Plate Type A | Lightweight penetration protection. High HP.
1:1 - Space Plate Type B | Mediumweight explosives protection. High HP.
1:1 - Organics Plate Type A | Heavyweight ultraexpensive penetration & explosive protection.
3:1 - Dragon Missile - a cool missile. Mounts to the side of the Airship.
3:1 - Dagger Missile - another cool missile. Mounts to the side of the Airship.
The following modules are being modified:
Strut - Explosive, Minor Damage, Graphic Change
Berth - Expensive, more likely to Catch Fire.
Quarters - Less HP, Expensive, more likely to Catch Fire.
Note 9/29/16: I'm changing the entire workflow on Pilots, also known as Sailors. Right now I'm considering a Pre-Populated Required Sailors format using opportunity to bolster using Specific Troop Types, custom and existing.
ex. The Sail will have 3 Sailors when built, but the Coal Bay will be empty due to only having optionalCrew.
Many new types of Modules will have Guard Requirements. Sailors are less of an issue, but still in demand to various resource modules & weapons; new guard requirements to compensate. Guides the play heavily toward troop-based, could bring higher latency, but allows for much larger more expensive modules in smaller price ranges. It will redefine the 200 while keeping the old game intact - forcing blueprint experimentation.
#3 Important Public Development Notes
HOW TO CREATE 2D GAME ART FOR PIXEL GAMES; IN ZARKONNEN'S A:CTS ENGINE
This workflow can be done in Adobe After Effects CC's C4D Lite. Great for student game projects and professionals.
NOTE 1: Use a parallel camera, changed in the cameras settings. Keep a Backup Camera. Consider using the cameras built-in customizable grid to measure exacts on a per-object basis.
NOTE 2: Change the Render Dimensions from the Render Settings, not the camera itself. This way your working on a per-object basis in a single project; not a per-camera basis, which can result in many cameras some of which could potentially break. ie. Become moved, even a slight adjustment could result in a new & different 2D render.
NOTE 3: Rotate Content so that X is upwards. C4D runs on a left handed system, and if you rotate the model & camera so that X is upwards, instead of Y, the bump renders appropriately.
NOTE 4: Scale results seem most "fine tuned" by rounding by 5; from 0,0,0. ex. 5cm, 10cm, 10.5cm, 10.55cm. Often best the middle point of the scale/axis is the middle point of the entire object/model - this results in cleaner bumps and shadows, varying desired outcome.
NOTE 5: In the render settings, under Multipass apply the RGBA Color - this will render exact colors (after ray effects; reflections, shadows, etc). When you enable a multipass, remember to set a save location for the multipass images.
NOTE 6: While exporting for A:CTS and planning to use the bump engine: Use Cel Render with only Color enabled - this will remove ray-mapping; lights, shadows, reflections, etc. Keep in mind this limits all Geometries to a single color/material - if a geometry has multiple Materials or Textures with multiple colors, Cel will balance the colors as part of the export effect. ie. For instance, while auto-generating mountains use 1 color in the final render, and don't rely on some fancy Material provided in the many free online tutorials/templates.
NOTE 7: While exporting for A:CTS and planning to use the bump engine: Use MultiPass Material Bump - this will render a Parallel Bump Map.
NOTE 8: If the object renders with a pixelated gap, render 1 Pixel below or above the target. ie. Instead of 32x32; render 31x31 or 33x33 to compensate the gap - or as appropriate varying the desired effects of the render. Remember to document your scales on a per-object basis, otherwise precision could be lost.
Note 9: The multipass renderer, especially using Cel, has limitations on various types of special objects in C4D; before deciding on a workflow always do a test render. Special kinds of textures will interfere with an official A:CTS render (with bump), but standard and RGBA Color render performs fine and not all engines rely on a bump. Alpha, ie "see-through", is an issue that can be quickly addressed in post - although workflow varies on a per-game per-outcome basis.
NOTE 10: While Coloring Models for A:CTS (for Cel Render), you can simply split models apart and set the split to a different color. Model splitting, turning objects into polygon groups, and animation are not a part of this note kit.
Don't forget to turn off your anti-aliasing, although this varies on desired result.
#4 Published Notes not yet Ported to The Module Kit
Zarkonnen lists his colors as BGR, not RGB.
Sample PSD Color Reference Guide 2.0
Contains R, G, B / Hex for every color - this includes Triad & Parallel colors in the layers name.
JPG Export of the PSD:
Here's a video where I show off. | bts-showing-off.mp4
Employs the Color Reference Guide, shows a successful color export, proves the successful bump map.
in bath robe
...you're still here? Well in that case I may as well #5 exclusively update you...
2/6/2019: Ported the imagery to the new site layout, removed some content to compensate for real estate. Took a while, but I'll be around. New content to come!
2016.9.7 | name of the world
2016.11.26 | Fonts
2016.12.29 | missions_info.json
2017.1.17 | Trooper Bughunt
2017.1.21 | The com Folder
2017.1.28 | David Stark Marioke
2017.3.21 | Add Missions to Monster Nests
2017.3.29 | Robbing Banks
2014.4.22 | Reg code
2016.3.5 | useful graphics
2016.9.7 | Ocean Battle Grounds
2016.12.24 | Drones, Anti-Suspendium and Docks
2017.1.4 | Ramming airships
2017.1.13 | Gripes
2017.1.22 | Bumping Textures
2017.2.7 | Vertical Ramming Is Too Overpowered!
2017.2.18 | uniforms be affected by your flag
2017.2.18 | Multiplayer Suggestions
2017.3.14 | Multiplayer money cap
2017.3.19 | Focus button (Suggestion)
Ninjacave - Newdawn - Slick - Graphics
Ninjacave - Slick - Forums
Java Code Examples
GitHubGist - Zarkonnen - bump.glsl
Dreamweaver - Find and Replace using Wildcards
Official Airships: Conquer the Skies Wiki
A:CTS tv tropes
incision games youtube
Doctor Psyringe Facebook
Air Lord, Engineering Corps
Real Estate? (Zarkonnen your forum text is broken.)
So it is. I wonder if it's the horizontal dividers that are messing things up. Let's try it out with our very own HR.
Nope! Well, I'll see that I can figure it out eventually.