dMZX Forums: Starflight MZX - dMZX Forums

Jump to content

  • (28 Pages)
  • +
  • « First
  • 26
  • 27
  • 28
  • You cannot start a new topic
  • You cannot reply to this topic

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

#811 User is offline   Risu2112 

  • I can't get the top off this bottle
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,864
  • Joined: 12-August 01
  • Gender:Male

Posted 19 November 2009 - 12:00 PM

This was showcased about a year ago, if you haven't already seen it (or even if you have) here is a revised version of the surface board with 4 planets to roam around. It's not very fun yet mostly because there is zero threat to the player.

I am very open minded to any ideas for hazards to introduce to the planets, please make suggestions with realistic implementation chances. Nothing here is set in stone. Actually on that end I'm open minded to ANY suggestions on the board that you think might make it more fun, keep in mind when you do end up playing the game you'll spend a good amount of time on this screen :confused:

And yes the landing/takeoff "animation" is dildos, it's a placeholder nothing more.

One feature I'd like to still add to this is a mineral overlay, something like.. hold down a button and white blinky half chars will cover the map at any location that has minerals at it (on the orbit screen, not while on the ground). That way you're not forced to remember where you haven't mined yet. Remember, minerals are persistent. Also note, I didn't set mzx speed on this one so you can try running it at different speeds, I think probably speed 3 works well on it so try changing it around.

SUGGESTIONS PLEASE! NEED INPUT ON THIS

Attached thumbnail(s)

  • Attached Image: screen0.png
  • Attached Image: screen2.png
  • Attached Image: screen3.png
  • Attached Image: screen4.png
  • Attached Image: screen5.png
  • Attached Image: screen6.png
  • Attached Image: screen7.png
  • Attached Image: screen8.png
  • Attached Image: screen10.png

Attached File(s)


This post has been edited by Risu2112: 19 November 2009 - 12:15 PM

Respond! Vibrate! Feed back! Resonate!
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
0

#812 User is offline   A-Guymzx 

  • Bouncin'
  • PipPipPip
  • Group: Members
  • Posts: 225
  • Joined: 19-June 09
  • Gender:Male
  • Location:The Netherlands

Posted 19 November 2009 - 12:40 PM

Maube you should make planetairy hazards, like overheating on lava planets or strong frost on ice planets.
0

#813 User is offline   Risu2112 

  • I can't get the top off this bottle
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,864
  • Joined: 12-August 01
  • Gender:Male

Posted 19 November 2009 - 12:47 PM

View PostA-Guymzx, on Nov 19 2009, 04:40 AM, said:

Maube you should make planetairy hazards, like overheating on lava planets or strong frost on ice planets.


This is because I was trolling the CR2-0 remake thread huh? :confused:
Respond! Vibrate! Feed back! Resonate!
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
0

#814 User is offline   A-Guymzx 

  • Bouncin'
  • PipPipPip
  • Group: Members
  • Posts: 225
  • Joined: 19-June 09
  • Gender:Male
  • Location:The Netherlands

Posted 19 November 2009 - 07:29 PM

Not at all. I just suggested about planetairy hazards because you asked for suggestions.
0

#815 User is offline   asiekierka 

  • ??
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,267
  • Joined: 06-April 06
  • Gender:Male
  • Location:Poland

Posted 19 November 2009 - 08:59 PM

View PostA-Guymzx, on Nov 19 2009, 08:29 PM, said:

Not at all. I just suggested about planetairy hazards because you asked for suggestions.

risu already proposed this on irc.
Huh.
0

#816 User is offline   Koji 

  • End
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 6,644
  • Joined: 15-November 01
  • Gender:Not Telling
  • Location:US, NC

Posted 20 November 2009 - 08:32 AM

Hey Risu, I had an idea, I'm thinking something along the lines of some sort of voxel "mode7" view of the planetary terrain, or something equally ridiculous to delay your release by another 3 years or so... let me know what you think :confused:
0

#817 User is offline   asiekierka 

  • ??
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,267
  • Joined: 06-April 06
  • Gender:Male
  • Location:Poland

Posted 20 November 2009 - 10:21 AM

View PostKoji, on Nov 20 2009, 09:32 AM, said:

Hey Risu, I had an idea, I'm thinking something along the lines of some sort of voxel "mode7" view of the planetary terrain, or something equally ridiculous to delay your release by another 3 years or so... let me know what you think :confused:

he said he's not going above 15 man years
he already has 8 man years gone
so i think it's a very good idea
Huh.
0

#818 User is offline   Koji 

  • End
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 6,644
  • Joined: 15-November 01
  • Gender:Not Telling
  • Location:US, NC

Posted 21 November 2009 - 07:15 AM

1.4 MB image file

Been a long time since I've felt it necessary to remove an image for being too large. Thanks for the opportunity, Koji!

This post has been edited by Wervyn: 21 November 2009 - 07:37 AM

0

#819 User is offline   Risu2112 

  • I can't get the top off this bottle
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,864
  • Joined: 12-August 01
  • Gender:Male

Posted 22 November 2009 - 08:28 AM

Weather class, quakes, lander armor, and lander energy are all implemented now. \o/
The giant board size was greatly reduced, and the map stored now in the vlayer due to the previously massive board size murdering performance.
Respond! Vibrate! Feed back! Resonate!
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
0

#820 User is offline   Koji 

  • End
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 6,644
  • Joined: 15-November 01
  • Gender:Not Telling
  • Location:US, NC

Posted 23 November 2009 - 12:34 AM

View PostKoji, on Nov 21 2009, 02:15 AM, said:

Been a long time since I've felt it necessary to remove an image for being too large. Thanks for the opportunity, Koji!


Yeah but I think it was just too fitting.
0

#821 User is offline   Risu2112 

  • I can't get the top off this bottle
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,864
  • Joined: 12-August 01
  • Gender:Male

Posted 26 November 2009 - 05:34 PM

It was a major undertaking, but planet objects are now working.
Respond! Vibrate! Feed back! Resonate!
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
0

#822 User is offline   Risu2112 

  • I can't get the top off this bottle
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,864
  • Joined: 12-August 01
  • Gender:Male

Posted 30 November 2009 - 01:35 AM

The upgrade screen is now fully functional. This is a major accomplishment that's been holding the game back. Next up is the starport/manifest screen (which included production). I'm hoping a lot of the work done on the upgrade screen will be able to transfer over and speed up that process. Once I get that screen working I'll be setting up the test universe again for the first time in a while to start setting up encounter policies & random battles. A very exciting milestone, the combat board has not been linked to the test universe in several years.
Respond! Vibrate! Feed back! Resonate!
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
0

#823 User is offline   Padz 

  • Advanced Member
  • PipPipPip
  • Group: Members
  • Posts: 393
  • Joined: 02-October 02
  • Gender:Male
  • Location:England IOW

Posted 15 December 2009 - 04:25 PM

I had never played any Starflight game before I saw this on the forums however many years ago, I eventually downloaded and played a few versions which I enjoyed immensely.

After playing your combat demo and surface boards I think this could very well be so much better than any of the the original Starflights I played.

Keep up the good work, I'm eagerly awaiting a playable release.
He who has not faced death can never understand life
0

#824 User is offline   Risu2112 

  • I can't get the top off this bottle
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,864
  • Joined: 12-August 01
  • Gender:Male

Posted 24 December 2009 - 07:33 AM

Still working on the increasingly ambiguous starport menu system, still not very satisfied with it.
Respond! Vibrate! Feed back! Resonate!
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
0

#825 User is offline   Seventh Shade 

  • willfully disreputable
  • PipPipPipPip
  • Group: Members
  • Posts: 917
  • Joined: 10-March 04
  • Gender:Male

Posted 25 December 2009 - 05:15 PM

These questions have probably been asked before but here goes:

Can you equip other weapons besides lasers, cannons, and missiles? For instance, if you trade with an alien race to get a new type of gun or find an alien artifact.

Are you going to make the game moddable in any way? I know you're doing ships configurations with text files. It would be cool if you or someone else could add expansions.

What about different armor or shield types that are more or less resistant to certain kinds of damage? Is there going to be anything like that? Or maybe some add on devices that do something similar.

Do you have ion cannons or something else that can temporarily disable parts of a ship (or the whole thing)?

Assorted ideas
1. Luxury items like exotic food, pets, devices, etc. These are very rare but have a high trade value.
2. Mass cannons that fire gravitons (or whatever half assed explanation you want to go for). They completely ignore shields and armor but don't do as much damage as other weapons.
3. Psychic phenomena. This is very much not a part of the games your basing it on, I just think using psychic powers to temporarily control and enemy ship or something would be cool. Also, literal ghosts ships that come from beyond to pillage the living.
4. Fighter bays. Launch a swarm of fighters that zip around and shoots lasers at enemy ships. They aren't very durable.
5. Alternately, you could hire wingmen. Although, I don't know if your engine could handle it or how many character tiles you have left.
6. Heavy forward guns. These are variations of other weapons except that they do much more damage but can only target ships in a 60 degree forward arc. Manueverability is a must.

This post has been edited by Seventh Shade: 25 December 2009 - 05:17 PM

0

#826 User is offline   ThDPro 

  • Brontosaurus-Sea-slug; Gooey and phallic
  • PipPipPipPip
  • Group: Members
  • Posts: 718
  • Joined: 03-December 06
  • Gender:Male
  • Location:Portland, OR

Posted 26 December 2009 - 02:19 AM

Just watching the demo video, (Which is great, looking forward to showing my grandchildren this game when it comes out,) I noticed a TINY TINY thing, and it could be entirely on purpose and just not matter in the slightest.
shields FOR: should be FORE:
It REALLY REALLY doesn't matter though, and like I said, I thought you may have done it on purpose to keep the 3 letter synergy on the shields part.
original soundtracks
Better Than Nothing - DOMINATION - Commander Keen: Heroes Lost - Welkin - A Confectioner's Recipe - random ThDPro music stuff
<Risu21121> if you're not going to make a good game, you might as well make a blatantly racist one.
<Kuddy> Testicles.
"Where are my folder?" - KKairos
0

#827 User is offline   Risu2112 

  • I can't get the top off this bottle
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,864
  • Joined: 12-August 01
  • Gender:Male

Posted 26 December 2009 - 02:55 AM

Quote

Can you equip other weapons besides lasers, cannons, and missiles? For instance, if you trade with an alien race to get a new type of gun or find an alien artifact.

The players default ship only has a laser, cannon and missile hard point for the planned scope of the game (possibly with end game opportunity to upgrade to a new special weapon class to replace the old hard point). However the code is highly modular and would easily support changing the weapon types to anything other than multiple missile systems (limitation of the pixel perfect engine because drawing the missiles uses a special char buffer, not the player/enemy beam weapon buffer).

More than 3 weapon systems for the player ship is not possible only because I don't have any room left on the screen to add more weapon status boxes, though if you watch the video in my sig you can see fewer weapons is not a problem.

Quote

Are you going to make the game moddable in any way? I know you're doing ships configurations with text files. It would be cool if you or someone else could add expansions.


Not intentionally, however many of the utilities I'll be using to make the game like the random map generator, would be made available. Simple modifications will none the less be fairly easy (changing weapon stats, enemy ship stats, adding/removing planets/stars, changing most of the playerships stats, cost of upgrades, mineral spawn characteristics, adding special locations to planets) Though I would hope people still try to complete the game unmodified, only doing this for fun afterwards :confused:

Quote

What about different armor or shield types that are more or less resistant to certain kinds of damage? Is there going to be anything like that? Or maybe some add on devices that do something similar.

Short answer is no because weapons only deal "damage" however certain game mechanics will drastically impact the effectiveness of certain weapons in certain situations, Shield systems, and shield threshold (the amount of damage the shields can absorb from a single strike) play a critical role in this. Just looking at the players weapon systems, The laser is a hard hitting weapon that does enough damage that similar classed shields can only absorb about half of the strike, this allows you to damage the target through it's shields to some degree. Conversely the cannon fires 3 small blasts, the total damage is higher than a similar class laser however since it comes in 3 short blasts most shields will be able to absorb all 3 hits. In this case, cannons are able to chew through shields faster than lasers, but don't actually hit the hull until the shields are down. Missiles have the most significant difference since all missile damage that penetrates the shields is applied to all sectors of the target ship, Missiles damage also is not subject to shield threshold, so the target's shields have to be down (or at least less than the damage value of the missile) for any damage to be applied to the hull. The basic idea here is, your missiles are on average 3-4 times more effective against the armor/hull of a target than their shields, so it's best to hold them back until you've knocked the targets shields down.

Tactically, what seems to be the best general strategy (and it varies greatly depending on the target ship) is to charge at it, unload your lasers and cannons into the targets forward shields hopefully dropping them, then get it to chase you and lob missiles into the hole you made.

Quote

Do you have ion cannons or something else that can temporarily disable parts of a ship (or the whole thing)?

The game does have a weapon called the ion cannon, however it does not have any special system damaging effects, it's basically just a longer range lighter damage laser. To be clear though, all weapons that deal damage to the hull of a ship make a roll on that sector of the ships critical hit table, so certain weapons like cannons that fire rapidly produce a lot of critical hits against the target ship. All critical hits are significant, not just ones that destroy a system. If you damage the targets weapon for example, it increases the firing delay between shots. Damage their shields and they regenerate more slowly, damage their engines and they lose speed.

Quote

1. Luxury items like exotic food, pets, devices, etc. These are very rare but have a high trade value.

Trade outside of what you do at starport is currently up in the air a bit. I'm not planning on having special trade goods at this point, however I am hoping to implement a large named artifact system similar to how SF had, where you find artifacts all the time, but most of them only have the purpose of being sold. This system might end up being similar to specialty trade goods to other races.

Quote

2. Mass cannons that fire gravitons (or whatever half assed explanation you want to go for). They completely ignore shields and armor but don't do as much damage as other weapons.

There is a weapon system either called the neutron pellet gun (NPG), or the neutron blaster (I've called it both, I'll pick one soon) which has all of it's damage penetrate standard shielding. A special endgame upgrade might circumvent that at some point.

Quote

3. Psychic phenomena. This is very much not a part of the games your basing it on, I just think using psychic powers to temporarily control and enemy ship or something would be cool. Also, literal ghosts ships that come from beyond to pillage the living.

I currently do not have anything like this, at first glance it doesn't seem like it would add much with how I have the game set up.

Quote

4. Fighter bays. Launch a swarm of fighters that zip around and shoots lasers at enemy ships. They aren't very durable.

The problem with adding non beam type weapons is again the character buffers and the lack of size. If I had a weapon like this, it would be mutually exclusive to having a missile launcher and just reuse those characters, behave like a missile, however instead of exploding on the ship just tagging it with a bunch of shots. It could work but I don't think it would add much diversity. (it would basically be a missile that is more effective against shields)

Quote

5. Alternately, you could hire wingmen. Although, I don't know if your engine could handle it or how many character tiles you have left.

While the idea doesn't really work for the game universe I have planned, the engine can support up to 4 ships (limited by free characters). With hard coding I could get it up to 6, but this would require a dedicated combat board for each encounter. With some adaptation I could set combat up into 2v2's or FFA's, if we ever got a netMZX that met the projects exact requirements (keyboard ID, server/client versions of the game) I imagine flying against other MZX'ers in custom ships would be pretty fun. It is however unlikely that even if we got a netmzx that it would be designed in away to make this possible.

Quote

6. Heavy forward guns. These are variations of other weapons except that they do much more damage but can only target ships in a 60 degree forward arc. Manueverability is a must.

Since arcs are already calculated to determine which shield is being hit, it would be simple to implement limiting firing arcs to any weapon type. I don't have any current plans to limit the player ship's firing arcs, though it is likely you will encounter some enemies with this type of limitation.

A lot of these are good ideas that maybe just don't fit the game it's self, I have been kicking around the idea of a future project with a slightly more modular combat engine where you can fly different ship types with very specific player controlled design elements, in that case many of this sort of thing would be options.
Respond! Vibrate! Feed back! Resonate!
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
0

#828 User is offline   Risu2112 

  • I can't get the top off this bottle
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,864
  • Joined: 12-August 01
  • Gender:Male

Posted 26 December 2009 - 02:59 AM

View PostThDPro, on Dec 25 2009, 06:19 PM, said:

Just watching the demo video, (Which is great, looking forward to showing my grandchildren this game when it comes out,) I noticed a TINY TINY thing, and it could be entirely on purpose and just not matter in the slightest.
shields FOR: should be FORE:
It REALLY REALLY doesn't matter though, and like I said, I thought you may have done it on purpose to keep the 3 letter synergy on the shields part.



This was unfortunately a limitation of the layout, I don't have a 4th character to add in there :confused:
I also really want to refine the range indicators, I'm thinking about having them flash the max range of the weapon instead of the distance till in range, that way the player watches the ACTUAL range indicator in the target window instead of the weapon windows.

so instead of "5..4..3...2...1.. fire!" you would see "Oh I need to be at 150 range to fire, range is 153,152,151,150 fire!"
The problem being once you're in range, players seemed to be getting surprised when their weapons suddenly popped out of range without warning.
Respond! Vibrate! Feed back! Resonate!
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
0

#829 User is offline   T-Bone 

  • Wastelander
  • PipPipPipPipPip
  • Group: Members
  • Posts: 2,487
  • Joined: 16-August 02
  • Gender:Male
  • Location:Canada

Posted 30 December 2009 - 06:03 AM

View PostCJA, on Oct 1 2009, 10:56 AM, said:

make sure you back it up


LOL Seriously... I 've lost years of work because I simply didn't follow that piece of advice.
Youtube - teabone3 - Twitter - teabone3 - Twitch - teabone3
0

#830 User is offline   Risu2112 

  • I can't get the top off this bottle
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,864
  • Joined: 12-August 01
  • Gender:Male

Posted 31 January 2010 - 07:37 PM

A couple of core game concepts are currently being reviewed. :confused:
Respond! Vibrate! Feed back! Resonate!
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
0

#831 User is offline   Kuddy 

  • nobody
  • Group: DigiStaff
  • Posts: 4,823
  • Joined: 26-January 01
  • Gender:Male
  • Location:Philadelphia
  • 3DS Friend Code:4227-0979-0064

Posted 08 August 2011 - 07:47 PM


0

#832 User is offline   Risu2112 

  • I can't get the top off this bottle
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,864
  • Joined: 12-August 01
  • Gender:Male

Posted 09 August 2011 - 06:11 AM

What. It's still there. I played through some of it last week.
Respond! Vibrate! Feed back! Resonate!
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
0

#833 User is offline   Risu2112 

  • I can't get the top off this bottle
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,864
  • Joined: 12-August 01
  • Gender:Male

Posted 13 October 2011 - 08:33 PM

*Shuffle Shuffle*
Respond! Vibrate! Feed back! Resonate!
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
0

#834 User is offline   Risu2112 

  • I can't get the top off this bottle
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,864
  • Joined: 12-August 01
  • Gender:Male

Posted 15 October 2011 - 12:05 AM

Starport menu system never quite got finished, but it's not in as bad of a state as I remember. I think I'll finish implementing it, then appraise the planet surface board. There are a few critical features there that haven't been implemented yet.

I have use for an artist and/or story writer if any one is looking for a project.
Respond! Vibrate! Feed back! Resonate!
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
0

#835 User is offline   KKairos 

  • not an actual chipmunk
  • PipPipPipPipPip
  • Group: Members
  • Posts: 2,245
  • Joined: 05-August 00
  • Gender:Male

Posted 15 October 2011 - 07:01 AM

I'm not ATM. But you should finish this even if you have to go sandbox with it.
darganflayer.net kaikairos.dev itch.io
0

#836 User is offline   Risu2112 

  • I can't get the top off this bottle
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,864
  • Joined: 12-August 01
  • Gender:Male

Posted 15 October 2011 - 04:48 PM

As it turns out, that new starport board has gone completely missing and would have to be rebuilt from scratch.
Several other critical and complicated changes to the surface board also went missing, however I was able to recover almost all of them by digging through emails sent to wervyn. Lucky me :(
Respond! Vibrate! Feed back! Resonate!
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
0

#837 User is offline   Risu2112 

  • I can't get the top off this bottle
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,864
  • Joined: 12-August 01
  • Gender:Male

Posted 25 January 2012 - 07:15 AM

For Posterity.

reuploaded with the sam files so you can actually hear the sound effects. I'll have to change the calls to .wav in the code later.

Attached File(s)


This post has been edited by Risu2112: 25 January 2012 - 07:18 AM

Respond! Vibrate! Feed back! Resonate!
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
0

Share this topic:


  • (28 Pages)
  • +
  • « First
  • 26
  • 27
  • 28
  • You cannot start a new topic
  • You cannot reply to this topic

33 User(s) are reading this topic
0 members, 33 guests, 0 anonymous users