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Starflight MZX its really good, for real, i mean it.

#661 User is offline   Risu2112 

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Posted 22 November 2005 - 02:13 PM

This is hard.
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#662 User is offline   asgromo 

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Posted 22 November 2005 - 05:00 PM

lozzlebot more details plzkthx
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#663 User is offline   Lachesis 

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Posted 22 November 2005 - 05:24 PM

I demand that the rofflecopter appears at least once in this game.
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

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#664 User is offline   Risu2112 

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Posted 30 November 2005 - 11:57 AM

Starmap now working as intended, as you can see by these shots the map starts out black with stars visible, the explored areas turn red, and alien area's of influence are show as different colors, keep in mind the map scrolls around this is only a tiny part of the over all huge starmap.

http://kenohki2112.h...reens/SFmap.zip

Expect more progess soon
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#665 User is offline   Koji 

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Posted 30 November 2005 - 05:37 PM

Awesome. <3
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#666 User is offline   weasel 

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Posted 30 November 2005 - 05:53 PM

KenOhki2112, on Nov 22 2005, 06:13 AM, said:

This is hard.

Wow, real descriptive =P

Nice work though.
Blaugh!
Serious damage to important body parts pretty much ruins any plans you had for living. Bummer.
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#667 User is offline   GetDizzy 

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Posted 20 December 2005 - 04:13 PM

Its been almost a month. Wheres "more progress soon"? :(
- Your Jumpy Neighborhood Admin

<@Tixus> Anyway, I set the year to 1988 for some reason.
<@Tixus> And set the microwave to run for a minute and 28 seconds.
<@Tixus> But it failed to send me back in time, and I was disappointed.
<Insidious> Tixus accidentally microwaved the 80s
<Insidious> that is my takeaway from this
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#668 User is offline   Risu2112 

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Posted 22 December 2005 - 12:00 AM

Basicly I'm just poking around adding small bits of content to the game, like more enemy ships that aren't assigned to races (as I do not have ANY races yet) and planets.

Pretty much I'm just stalling because I'm still completely uncertain what direction to take this game as far as story/character development goes.
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#669 User is offline   Revvy 

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Posted 22 December 2005 - 01:16 AM

Add gratuitous sex scenes
<+AFK> Bringing whisky to my mother is like irrigating a lake.

<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that

<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
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#670 User is offline   Risu2112 

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Posted 22 December 2005 - 10:34 AM

I'd like to point out that I AM still interested in picking up some one else to help me with this project, Primaraly story/character development and/or implementation. Please inquire here or IRC or something =\
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#671 User is offline   Risu2112 

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Posted 28 December 2005 - 12:01 PM

Massive planet standardization utility board added and almost fully implemented.

The purpose of this editing tool is to make sure that all planets created conform to the rules of their planet types. In addition each sector on a planet is scanned and counted to determine the mineral density of each planet. While there is a minor cost to this in planet variety.. since there will be 15 classes of planets I doubt any real problems. Keep in mind once finished this will GREATLY speed up the construction of planets as the planet legends and and every aspect of minerals will be done for me.

Further more, planet tempreture (this effects the frequency of hotspots) are now determined by the orbit number of the planet, and the type of star said planet orbits. Previously this was something I would have to look up each time to make sure it fit.
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#672 User is offline   Risu2112 

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Posted 30 December 2005 - 02:57 PM

!#$^&#%*#@#$%^!@$#^*%@$^*@%^#(I^!U%#^I$&O%IU$Y%!@#$^&^!#$&%@*#^&#%^@!%!&*@


EDIT: $%&#%^&*#$^#&^*$#%$&*#!!!!!!!!!!!!!!!!!

This post has been edited by KenOhki2112: 30 December 2005 - 03:04 PM

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9-21-2009, SFMZX game play video: HERE
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#673 User is offline   asgromo 

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Posted 30 December 2005 - 03:08 PM

KenOhki's computer exploded. All's going as planned... mwa ha ha
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#674 User is offline   Risu2112 

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Posted 16 January 2006 - 11:05 AM

I like how I say an idea has been almost fully implemented, then 4 weeks later that I'm not quite half done with said idea.

Minerals are now placed and able to be picked up and have their changes stored (this took many many hours), Mineral generation coming next and should be quick, the rest of the standardization will still take some time.

EDIT: Also I'm having nasty preformance issues with earthquakes, causing huge slow down on my system. I'm not sure why the problem became so bad all of a sudden, I'll be looking into it.

This post has been edited by KenOhki2112: 16 January 2006 - 11:06 AM

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#675 User is offline   Koji 

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Posted 16 January 2006 - 09:23 PM

Look for repeating loops without waits :<
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#676 User is offline   Lachesis 

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Posted 16 January 2006 - 11:44 PM

I always found that loops worked a hell of a lot quicker without the waits :(
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
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#677 User is offline   Risu2112 

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Posted 17 January 2006 - 02:30 AM

Koji, on Jan 16 2006, 02:23 PM, said:

Look for repeating loops without waits :<

Yeah that was my first check, Generaly speaking I pad my code down with slightly more wait 1's than they probably need.

Logicow informed me that my recent large increase of board size might be to blame. I'll probably just have to lower the max radius of the earthquakes.
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#678 User is offline   Micah 

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Posted 17 January 2006 - 02:02 PM

Kuroneko, on Jan 16 2006, 05:44 PM, said:

I always found that loops worked a hell of a lot quicker without the waits :(

That would be true if mzx didn't get all bogged down with them.
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#679 User is offline   Risu2112 

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Posted 03 April 2006 - 08:21 PM

Forgot what the problem was, or if I've already fixed it or not. I probably didn't, testing now.
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#680 User is offline   asgromo 

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Posted 03 April 2006 - 08:31 PM

Oh, good, DMZX was sorely lacking in a vaporware project to crowd around

No, I'm kidding. This reminds me to try that combat demo again, as I can't even remember how it looked. =D
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#681 User is offline   Risu2112 

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Posted 05 April 2006 - 03:01 AM

Okay I figured out what I was working on, I'm now trying to fix it from a fresh angle. In retrospect I really shouldn't have had different tilesets for planet types (origionaly coded in due to board space limitations). I just have to figure out what will be more difficult, changing the code to have one universal tileset, or setting up the 15 different ones already in use. Probably the later. I've said it before and I'll say it again, a second person really would hit the spot. :D
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#682 User is offline   asgromo 

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Posted 05 April 2006 - 03:36 AM

KenOhki2112, on Apr 4 2006, 10:01 PM, said:

Okay I figured out what I was working on, I'm now trying to fix it from a fresh angle. In retrospect I really shouldn't have had different tilesets for planet types (origionaly coded in due to board space limitations). I just have to figure out what will be more difficult, changing the code to have one universal tileset, or setting up the 15 different ones already in use. Probably the later. I've said it before and I'll say it again, a second person really would hit the spot. :D

... I could work on those tilesets for you- I can draw, but I doubt I could be lot of help past that. I'm a terrible programmer. =P
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#683 User is offline   Risu2112 

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Posted 07 April 2006 - 09:03 AM

I'm seriously a few seconds away from just scrapping the planet board and cutting it from the game. It's just pissing me off too much, the code has become so twisted and bizzare in addition to not understanding how any thing works, I'm no longer even remotley certain what parts are working and which ones aren't. I'm gonna go get a little bit drunk and try to figure it out one last time, because sober thinking CLEARLY is not working here.
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#684 User is offline   Risu2112 

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Posted 08 April 2006 - 09:35 AM

Funny story, as it turns out I DID actualy finish the mineral generator almost 2 months ago and plum forgot. Reactivating it was quite simple, join me now for a moment of silence to mourn the loss of 2 of my days trying to fix something that never was broken.
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#685 User is offline   Risu2112 

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Posted 11 April 2006 - 07:37 AM

Big progress over the last 3 days, finalizing tile set stuff right now.. last week I would have said I was months away from doing that =D.
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#686 User is offline   Risu2112 

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Posted 16 April 2006 - 08:09 AM

Tilesets are now complete enough that I can start getting all the boards linked up, some things like the random detailing of tilesets is not yet specified, I'll be adding those in later on. Thats about it for the surface board, other than weather effects probably being revisited.

EDIT: fixing linking was very easy, now on to the next task.... um.... hmm...is there a next task? Unless I'm forgetting something, all thats left is small bug fixes and content. ^^

This post has been edited by KenOhki2112: 16 April 2006 - 08:52 AM

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#687 User is offline   Koji 

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Posted 16 April 2006 - 10:19 AM

Game soon? :D
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#688 User is offline   Mr. Apol 

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Posted 17 April 2006 - 03:12 PM

Koji, on Apr 16 2006, 04:19 AM, said:

Game soon? :D

fuck koji don't rush the man, give him a couple more years!

this shit needs to be FINE TUNED

next up in 2034: marionette sunrise
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#689 User is offline   Risu2112 

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Posted 21 April 2006 - 10:56 AM

Looking into a semi randomized universe at the moment, looks easy to set up right now =D
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#690 User is offline   Koji 

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Posted 22 April 2006 - 03:26 AM

Apol: heh, yes I understand that all to well, Chronostodian in 2040!
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