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

#721 User is offline   Koji 

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Posted 23 March 2007 - 06:02 PM

Ken had a good thing going with SF.... then he decided to make it better and better and better and... well now it'll never come out...

HEED MY WORDS KEN, SIMPLIFY OR DIE. D:
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#722 User is offline   asiekierka 

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Posted 23 March 2007 - 07:36 PM

It should be Starflight MZX Forever.
or "If ever."
Huh.
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#723 User is offline   Risu2112 

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Posted 23 March 2007 - 10:36 PM

lets team up for chronoflight
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#724 User is offline   Frobozz 

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Posted 28 March 2007 - 08:52 AM

Or how about these combinations...

Koji + Logicow = Chronosaur
Ken + Logicow = Dinoflight

:(
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#725 User is offline   Dr Lancer-X 

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Posted 28 March 2007 - 11:04 AM

'Chronosaur' is an awesome name, but that pairing would never happen. Not even in slash fanfic.
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#726 User is offline   Koji 

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Posted 28 March 2007 - 03:55 PM

hrrrm.... could be an interesting idea though... I mean we all know I'm better at planning things than doing them... and logicow is good at making stuff FAST... why with our combined efforts... we might actually make a memorable game!! D:
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#727 User is offline   Risu2112 

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Posted 30 March 2007 - 09:32 PM

Excuse me, this thread only supports hybrid games that have my project in them, so unless your talking about chronoflight or starsaur take it outside.
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#728 User is offline   Risu2112 

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Posted 14 May 2007 - 04:44 AM

Rebalancing shields again, shield management will be much better and now have more to do about tactical choices than just button mashing. Basically you're not going to be able to transfer shields any more, just reinforce shield arcs that reduces incoming damage to this arc. It's of course much more complicated than that but it's a bit confusing to explain as I'm still thinking out the details ^^
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#729 User is offline   Risu2112 

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Posted 19 May 2007 - 07:14 AM

Tons more work done today, added in a lot of key elements to the combat engine, most of the painful stuff has already been done. Hope to have the engine finished off this weekend. Once I'm satisfied with the polish I will almost certainly re release it for you all to play around with! If you loved the old engine you're gonna go nuts for this one, if you didn't like the old one well then to hell with you, I think there was only one or two people like that any way. =p

The only downside to this progress wave is that there will be something of a trickle down effect to the other engines, I've standardized a lot of counters that now need to be corrected in other parts of the game, random encounters are going to be completely changed (for the better). And the displays on the H-space and star system boards needs to be fixed up to reflect the new changes. At this time I have no intention of extending the pixel perfect renovations to other aspects of the game, the benefit really just isn't there, and it would never work without radical changes to how it's set up right now any way.

Pretty sure this is the last significant revision of the engines that I'll be making

ha ha ha ha ha
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#730 User is offline   Kakita 

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Posted 05 June 2007 - 05:00 AM

Can I get of a copy of this? Sounds pretty cool to me.
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#731 User is offline   Risu2112 

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Posted 13 June 2007 - 03:24 AM

Kakita, on Jun 4 2007, 10:00 PM, said:

Can I get of a copy of this? Sounds pretty cool to me.

As soon as I have one ready!

Seriously though there will probably be another tech demo/beta to show off the new combat engine and receive any bug reports, You might expect to see that as soon as a week or two.
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#732 User is offline   Risu2112 

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Posted 16 June 2007 - 06:58 AM

Make sure to check out the demo that was just uploaded to the new game releases forum!
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#733 User is offline   Csonicgo 

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Posted 16 June 2007 - 08:16 PM

I did. It ain't workin' for me, either. Maybe it's my computer, I don't know. I win before I even move. nice, but, that isn't right.
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#734 User is offline   Risu2112 

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Posted 16 June 2007 - 08:47 PM

Make sure you are using mzx2.81c or higher. Other than that the only thing that could cause this is NOT having all of the support files for the demo, (for example the text files) redownload and make sure you have them.
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#735 User is offline   Padz 

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Posted 29 June 2007 - 01:28 PM

I've just played your combat demo and i am outstanded in the detail and fluidity of the ship! The way it all works together with shields, speed and weapons and energy is all just perfect. I am really impressed, if you ever release the full game it will probally be the best mzx game ever made.

Keep up the great work. Please!
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#736 User is offline   Risu2112 

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Posted 30 June 2007 - 05:36 PM

LeDgEnD, on Jun 29 2007, 06:28 AM, said:

I've just played your combat demo and i am outstanded in the detail and fluidity of the ship! The way it all works together with shields, speed and weapons and energy is all just perfect. I am really impressed, if you ever release the full game it will probally be the best mzx game ever made.

Keep up the great work. Please!

Glad you liked it. I'm still working on some rebalancing, nothing major though. Personal problems are going to add a slight delay on, roommates bailed out, moving to a new house, got dumped hard core etc.
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#737 User is offline   Risu2112 

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Posted 01 September 2007 - 12:19 AM

Starting tomorrow I won't be homeless any more!

Expecting quite a bit of progress coming up =D
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#738 User is offline   Elig 

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Posted 01 September 2007 - 04:39 PM

This is surely going to be as awesome as Demon Earth. I mean dear god, this game has been in development for like YEARS, and every demo has been awesome.
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#739 User is offline   Risu2112 

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Posted 01 September 2007 - 05:30 PM

Glad you liked it, constructive criticism is always welcome, I changed my mind about the balance changes, they are probably going to be very significant, mostly revolving around the players weapons, still not sure EXACTLY how I want to fix them, but the problem I'm having right now is that the cannon seems to be mostly worthless and doesn't scale well on the upgrades. Any suggestions would be welcome, the rebalance would probably significantly change all of the players weapons.
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#740 User is offline   asiekierka 

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Posted 01 September 2007 - 05:32 PM

could you just RELEASE IT?
Huh.
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#741 User is offline   Risu2112 

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Posted 01 September 2007 - 05:33 PM

asiekierka, on Sep 1 2007, 10:32 AM, said:

could you just RELEASE IT?

I did just release the demo.
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#742 User is offline   asiekierka 

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Posted 01 September 2007 - 05:34 PM

I mean, the full game! It's OVER 6 years!
Huh.
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#743 User is offline   Risu2112 

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Posted 01 September 2007 - 05:35 PM

The full game has almost no content, there wouldn't be much to do at all.
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#744 User is offline   steel_dragoon 

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Posted 03 September 2007 - 04:02 AM

Well now that the game engine is primarily done (am I right?) will you start working on adding content to the game?
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#745 User is offline   Lachesis 

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Posted 03 September 2007 - 09:07 PM

asiekierka, on Sep 1 2007, 10:34 AM, said:

I mean, the full game! It's OVER 6 years!

Ken: I look forward to new content! :D

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#746 User is offline   asiekierka 

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Posted 04 September 2007 - 05:02 AM

I'm planning to release a game 1 bit better than AiL. That bit is "title".

ASIE`RANDOMNESS!
Huh.
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#747 User is offline   Risu2112 

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Posted 04 September 2007 - 06:00 AM

steel_dragoon, on Sep 2 2007, 09:02 PM, said:

Well now that the game engine is primarily done (am I right?) will you start working on adding content to the game?

Thats the idea.. except the engines has been "mostly" done for years now.
Still hung up on balance issues at the moment, a couple of engines aren't quite finished, the planet surface board needs tileset support still which is quite a bit of work.

Basically the problem I'm having is I get huge diminishing returns on my time invested on each engine, 90% functionality takes a few days, 90-98% takes a few weeks and 98-100% takes a few months ;_;

EDIT: Also, I'm hoping to pass content development out to other people as much as possible. :3

This post has been edited by Risu2112: 04 September 2007 - 06:02 AM

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#748 User is offline   Risu2112 

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Posted 13 September 2007 - 06:41 PM

wooo! balance changes!

*weapon ranges were all reduced around 10%
*weapon firing rates were increased around 30%
*weapon "holding" energy costs were reduced by about 50%
*weapon charging energy costs were slightly increased to scale with the now shorter recharge times.
*Cannons now deal 1+(level of cannon) damage 4 times, roughly doubling the damage of the weapon, total ammo increased slightly. (ex: class 2 cannon deals 3 damage 4 times, class 5 cannon deals 6 damage 4 times) Previously cannons did 2 damage at all levels, and the number of shots was equal to the level of the cannon
*Missile damage was cut in half, but now all missile damage that penetrates shields is applied to ALL sectors of the ship greatly increasing the potential damage of the weapon, this means if your class 2 (10 damage) missile hits a 4 sectored enemy with full shields, you deal 10 damage to the shield arc you hit. If you hold off till you knock down the targets shield, the same missile would do 40 damage (10 to each sector) of the enemy ship.
*Missile speed increased from 10 to 12

Said changes have significantly increased the damage potential of the players ship, all the while providing you with some better tactical options in a fight.

Shields still need some changes, not 100% sure how I'll be handling that just yet.

Also sectors now flash rapidly after receiving damage making weapons fire all the more visually satisfying. Said change also makes it a lot more obvious that your weapons are being effective.

Wervyn is still attached to develop content for the game, so if you all want to see the finished product sooner put the pressure on him! haha :)
Seriously though, brainstorming sessions HAVE produced some pretty interesting angles to take the game in that I'm pretty excited about.

This post has been edited by Risu2112: 13 September 2007 - 06:48 PM

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#749 User is offline   Risu2112 

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Posted 19 October 2007 - 10:20 PM

I'm considering rather than porting the new robotic to the old space/system screens and disabling the pixel sensitive stuff, I might just be better off expanding on the combat screen and integrating system and space travel into it, retaining pixelperfectness as well as just making the game far more seamless. Some cosmetic compromises will have to be made for said port to be successful, (namely the physical size of stars and planets while in space would be greatly reduced) I'll be reviewing my options and determining if this is the best way to move forward or not. :)
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#750 User is offline   Elig 

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Posted 20 October 2007 - 08:29 AM

Risu2112, on Oct 19 2007, 10:20 PM, said:

I'm considering rather than porting the new robotic to the old space/system screens and disabling the pixel sensitive stuff, I might just be better off expanding on the combat screen and integrating system and space travel into it, retaining pixelperfectness as well as just making the game far more seamless. Some cosmetic compromises will have to be made for said port to be successful, (namely the physical size of stars and planets while in space would be greatly reduced) I'll be reviewing my options and determining if this is the best way to move forward or not. :)

I think it sounds like a good idea depending on how much work it would be.
<Lancy-Rexxy> Hey, Elig. Any GUI progress ?
<Mooseka> YES LANCER <b>TALK DIRTY TO ME</b>
<GMCBay> When creating a game, the first thing I do is design the box cover for the special edition collectors DVD. The second thing I do is begin thinking about what will be in the sequel.
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<Jotz> you guys have such a mindless disdain for a delicious mint julep! that you're making it not work by thinking that it won't.
<Jotz> Sorry, but I don't think this project is going to succeed like a delicious mint julep! did.
<xicloid> Isn't there anything like "return null"in C?
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