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Space Trader How rich can YOU get in ten years?

#1 User is offline   Aussie Evil 

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Posted 30 October 2011 - 06:20 PM

Attached Image: screen0.png

This is a space economy game where you, an enterprising young entrepreneur, zip around space, making deals to see how rich you can get in the timespan of ten years. It's based off of Gazillionaire and Solar Wars.

I'll add more to this thread as I continue building.
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#2 User is offline   Spectere 

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Posted 30 October 2011 - 08:20 PM

Ooh, I loved playing the Palm OS title (which was also, not surprisingly, inspired by Solar Wars). Interest: piqued.
:)
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Posted 31 October 2011 - 02:21 AM

Hahaha, Gazillionaire. Good (actually, awful) game, that one. This is a genre i stopped being able to enjoy around the age of 13, but i think seeing it in MegaZeux done well would be hugely fun.
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#4 User is offline   Dr Lancer-X 

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Posted 31 October 2011 - 02:55 AM

I was quite a fan of Gazillionaire and Zapitalism, but yeah, they are rather shallow and get old quickly. Given that especially the latter is quite obviously inspired by Capitalism, it really is very weak by comparison.
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#5 User is offline   Risu2112 

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Posted 31 October 2011 - 04:25 AM

Could be interesting, any clever plans on developing it to deal with the potential high 'grinding' factor of a game like this?
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#6 User is offline   Aussie Evil 

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Posted 31 October 2011 - 04:56 AM

Lots and lots of random events.
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#7 User is offline   Spectere 

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Posted 31 October 2011 - 05:07 AM

Like tribbles? I love having my food eaten.

And narcotics? I love killing tribbles (and blasting the space fuzz).
:)
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#8 User is offline   Aussie Evil 

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Posted 31 October 2011 - 04:24 PM

View PostSpectere, on 30 October 2011 - 10:07 PM, said:

Like tribbles? I love having my food eaten.

And narcotics? I love killing tribbles (and blasting the space fuzz).


Ooh, the thought of events dependent on what you're carrying is a good idea. Thank you for inspiring me.
In other news, I'm seeking for names for the ships you can buy. Any suggestions?

This post has been edited by Aussie Evil: 31 October 2011 - 04:27 PM

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#9 User is offline   Spectere 

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Posted 31 October 2011 - 10:50 PM

I can't take credit for that, I'm afraid. That's a feature from the Palm/iOS version of the game. :( It's a reference to the Star Trek episode, "Trouble With Tribbles," and amused me greatly.

Hmm...ship names. I'm not sure what stats you're going to use, exactly, but I'll give a brief description of what I have in mind (not in any particular order, mind you).

  • The Liberator (alternate name: Deliverance) - Top-of-the-line pirate killer. Large ship, small cargo bay, medium range, decent armor, three weapon mounts, two accessory slots, up to two additional crew members.
  • Mosquito - Basic, fast transport/passenger ship. Small ship, tiny cargo bay, very long range, weak armor, one weapon mount, one accessory slot, no additional crew members. I can picture this ship being one step weaker than the starting ship.
  • Mammoth - Large transport ship. Huge ship, gigantic cargo bay, medium range, strong armor, no weapon mounts, two accessory slots, up to one additional crew member.
  • Stinger - Medium fighter. Medium sized ship, small cargo bay, long range, medium armor, three weapon mounts, one accessory slot, up to one additional crew member.
  • Bandit - Small fighter/pirate ship. Small ship, small cargo bay, medium range, medium armor, two weapon mounts, one accessory slot, no additional crew members.
  • Cruiser - Small fighter/transport ship. Small ship, small cargo bay, medium range, medium armor, two weapon mounts, no accessory slots, no additional crew members.


That's all I can think of for no. My apologies if I accidentally ripped any names from the other Space Trader-type games.

To clarify a few things, accessory slots would be used to hold things like cargo expanders, shields, radar systems, etc. Crew members would help your pilot's base stats (i.e. if your pilot has a 4 fighting skill and you hire a pilot with a 9 fighting skill, the higher value would be chosen in hit calculations).
:)
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#10 User is offline   Aussie Evil 

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Posted 02 November 2011 - 07:40 PM

In the interest of transparency and to keep you salivating like St. Bernards, I've decided to give you another screenshot:
Attached Image: screen2.png
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#11 User is offline   Spectere 

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Posted 02 November 2011 - 11:51 PM

Yay, looks like I'm an official ship namer! :(

Also: insert obligatory "ILL BETA TEST" comment here. This project intrigues me!
:)
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#12 User is offline   Aussie Evil 

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Posted 03 November 2011 - 03:20 AM

More news!

Every planet will have a special screen associated with it. Planet DMZX's will be the Galaxy Police HQ:
Attached Image: screen3.png

Here is the list of planet names:
  • Glax
  • Torg
  • Bree
  • DMZX
  • Tarf
  • Mori
  • Beos
  • Blug
  • Quax

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#13 User is offline   Aussie Evil 

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Posted 03 November 2011 - 07:42 PM

Another screenshot!

Attached Image: screen4.png
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#14 User is offline   Aussie Evil 

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Posted 04 November 2011 - 05:48 AM

Here's what I've done so far. Call it a pre10-alpha release. There is NO GAMEPLAY WHATSOEVER yet, this is just the "getting things together" stage.

Attached File  trader.zip (3.73MB)
Number of downloads: 59
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#15 User is offline   Spectere 

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Posted 04 November 2011 - 11:54 PM

One little typo on the SEEKRET BUY/SELL/SUPPLIES SCREEN: batterys should be batteries. I know you don't have much room to work with (and that's probably why it's like that) but it bugs me. :(
:)
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#16 User is offline   Aussie Evil 

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Posted 08 November 2011 - 07:33 AM

Here's another screenshot, this time with the new font and palette Guy supplied me with:

Attached Image: screen6.png
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#17 User is offline   ThDPro 

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Posted 10 November 2011 - 04:38 AM

For what it's worth, I think this looks awesome.
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#18 User is offline   Aussie Evil 

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Posted 12 November 2011 - 11:05 PM

Attached File  trader.zip (4.54MB)
Number of downloads: 55

Here's another in-progress zip.

This post has been edited by Aussie Evil: 12 November 2011 - 11:06 PM

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#19 User is offline   NoahSoft 

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Posted 13 November 2011 - 11:49 PM

It's coming along nicely! Hoping you finish this one!

:(
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#20 User is offline   Aussie Evil 

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Posted 16 November 2011 - 11:51 PM

More screenshots!

Attached Image: screen8.pngAttached Image: screen9.pngAttached Image: screen10.png
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#21 User is offline   Aussie Evil 

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Posted 23 November 2011 - 09:14 PM

Another development zip!

Attached File  trader.zip (5.81MB)
Number of downloads: 44

Also, I need help with hiring and handling ship crews.

This post has been edited by Aussie Evil: 23 November 2011 - 09:24 PM

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#22 User is offline   Aussie Evil 

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Posted 25 November 2011 - 11:48 PM

OK guys, I need your help. Travelling is buggy as hell. It works fine the first time but afterwards it just breaks.

Attached File  trader.zip (5.99MB)
Number of downloads: 51
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#23 User is offline   asgromo 

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Posted 26 November 2011 - 11:32 PM

I haven't figured this out, but i have to go now. Just pointing out:
set "tt" to "(&travel&*&ABS(&loopcount&-&where&)&)"

in ! on the travel board. That loopcount is, i'm pretty sure, always going to equal zero. On purpose?
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#24 User is offline   Old-Sckool 

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Posted 27 November 2011 - 05:33 PM

Ewww... ampersands.
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#25 User is offline   Lachesis 

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Posted 27 November 2011 - 05:52 PM

View PostOld-Sckool, on 27 November 2011 - 10:33 AM, said:

Ewww... ampersands.


GOLLY, people who program MegaZeux DIFFERENTLY from how I program MegaZeux! This is truly a TRAVESTY! You should be ashamed for not writing your proprietary MegaZeux scripting language code in the exact manner that I do, and for not making half a hundred pixel precise engines in lieu of an actual game! SHEESH!

(Nytar also used ampersands instead of single quotes IIRC... I guess that really RUINS Demon Earth in retrospect!!!)
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#26 User is offline   Dr Lancer-X 

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Posted 27 November 2011 - 09:19 PM

View PostLachesis, on 28 November 2011 - 03:52 AM, said:

(Nytar also used ampersands instead of single quotes IIRC... I guess that really RUINS Demon Earth in retrospect!!!)


To be fair, the reason Nytar uses ampersands instead of single quotes in Demon Earth is because Demon Earth DOES NOT USE EXPRESSIONS.
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#27 User is offline   Lachesis 

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Posted 27 November 2011 - 11:21 PM

In his "Shroud Engine", he used expressions with ampersands instead of single quotes. I kinda extrapolated from that without doing any research whatsoever :(

It's not really like he's the only one, and the end effect for anybody reading the code is that one unnecessary space consuming char is replaced with a different unnecessary space consuming char that takes longer to type and is less readable but makes the code slightly more consistent overall
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#28 User is offline   Aussie Evil 

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Posted 19 January 2012 - 12:51 AM

Did some work today on random events.
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#29 User is offline   Aussie Evil 

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Posted 19 January 2012 - 08:47 AM

Decided to try a new UI style. What do you think?

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#30 User is offline   T-Bone 

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Posted 20 January 2012 - 08:25 PM

Nice
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