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

#121 User is offline   Risu2112 

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Posted 02 May 2002 - 04:54 AM

Well I thought about it, and I think I will use a root table & distance formula to express distance in SFmzx (spesificly in battles), Right now weapon ranges are sort of squarish, (I rounded them manualy a bit) but now thats bothering me. I'll give it a shot and see if it's doable.
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Oh also, I thought I'd tell you guys; I was the person that stole the toilet back in 96'. We hid it in the basement where it stayed for about 2 years. Until that day the basement exploded worse than a n00b's MZX robot. It's still undetermined whether the explosion had any thing to do with the fixture at all.
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#122 User is offline   Risu2112 

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Posted 02 May 2002 - 05:55 AM

Wow. Ok that was... Easy? huh well I'll be, never have one fall into place so well, and actualy it is using less space that it was!  :asthanos: Neat Range now makes a whole lot more sence.
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#123 User is offline   Risu2112 

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Posted 03 May 2002 - 01:09 AM

Alright I'm now solving balance issues back at starport, so progress is good; Redid a bunch of numbers to smooth things out. I will probably crank out the systems tonight. If I start, I'll have all 50 done before tommorow. :)


Geez no one read this any more or what? All this progress and no words of encouragement.  :asthanos:

Lol, just post a " :0 " and I'll be happy.
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#124 User is offline   Eagle1 

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Posted 03 May 2002 - 01:27 AM

:0

In all seriousness... sounds great!  I'm really hoping to see this one finished.
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#125 User is offline   Mr. Apol 

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Posted 03 May 2002 - 02:23 AM

Darn tootin'!  

Heh, I don't reply much, but I am keeping up with your journal Kenohki!  And, this sounds great, I think everyone is looking forward to it.  Keep up the good work!
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#126 User is offline   Risu2112 

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Posted 03 May 2002 - 05:20 AM

Whew, people are still reading it, always good to know that.

And now how about a little teaser?
Here are screen shots of Starport, System travel, Hyperspace, and a bunch of planet screens (all from the same planet)

Not pictured:
Combat (due for a little clean up)
Communications (haven't finished that yet)

Make sure to tell me what you think about them, and yes all the numbers & stuff actualy do things :).  enjoy!

Oh, and Josh, how do you like Starport? :asthanos:

Attached File(s)


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#127 User is offline   Thunderdog 

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Posted 03 May 2002 - 07:34 PM

KenOhki2112, on May 03 2002,02:20, said:

Whew, people are still reading it, always good to know that.

And now how about a little teaser?
Here are screen shots of Starport, System travel, Hyperspace, and a bunch of planet screens (all from the same planet)

Not pictured:
Combat (due for a little clean up)
Communications (haven't finished that yet)

Make sure to tell me what you think about them, and yes all the numbers & stuff actualy do things :). ?enjoy!

Oh, and Josh, how do you like Starport? :asthanos:

hmm... *pulls out hand-lotion while staring at shots*


now if you would excuse me please............
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#128 User is offline   Risu2112 

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Posted 03 May 2002 - 11:28 PM

Ok, bunch of people requested I change em to jpg's and post em here.


Here is the "Tittle screen" it will probably be improved:
Posted Image

A shot of the Trade center where you can cash in your minerals:
Posted Image

Trade Center again:
Posted Image

A shot of Hyperspace, ohh, look at all the numbers!
Posted Image

H-Space again:
Posted Image

The added Nebula, (Enter at own risk.):
Posted Image

Here is what the Star Systems look like, the planets now move in their orbits when you leave:
Posted Image

Your starting ship, doesn't even have engines, might want to consider fixing that :) :
Posted Image

Here you can see the upgrades to the ship are represented visualy:
Posted Image

Heres a shot of it decked out, (there will be a way to upgrade further as some sort of plot point)
Posted Image

This is what you see when you go to a planet, The list on the right shows you where you can land your ship. You can select any part on the map that is the same type as the one on the right with the green ship icons next to them. (i.e.so you can't land in water )
Posted Image

After picking the spot, the ship lands and you can roam around searching for minerals. (note the X,Y of the landing :asthanos: )
Posted Image

The minerals are those little gold things on the map, drive over them to pick them up.
Posted Image

As you can see the lander can get pretty far to collect objects on the ground. Take a look of the minimap and find it on the full screen map. Don't stray too far, bad weather can slow the lander down, making you more vunerable to Earthquakes and hotspots.
Posted Image


Well thats the basic idea, I'll put some up for combat when I finish cleaning it up. ?Tell me what you guys think about em'.
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#129 User is offline   asgromo 

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Post icon  Posted 04 May 2002 - 01:53 AM

:0
StarFlight MZX looks to be great. Expected release date?
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#130 User is offline   Risu2112 

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Posted 04 May 2002 - 02:35 AM

Again a little tough to say for sure, but it is very close. Should be out by summer. I plan on releasing the official demo about 2 months before the final release date. (Those two months will go it to testing; I'm not putting out a buggy game) If progress continues like this week, the demo will be out in a month or so, but probably more like 2.
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#131 User is offline   asgromo 

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Posted 04 May 2002 - 03:18 AM

Quote

Again a little tough to say for sure, but it is very close. Should be out by summer. I plan on releasing the official demo about 2 months before the final release date. (Those two months will go it to testing; I'm not putting out a buggy game) If progress continues like this week, the demo will be out in a month or so, but probably more like 2.


:asthanos: Two months of testing? You won't.
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#132 User is offline   asgromo 

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Posted 04 May 2002 - 03:19 AM

Err, you won't have a buggy game.
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#133 User is offline   Risu2112 

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Posted 04 May 2002 - 03:22 AM

Ok, balance change with the shields. They way they were working was after a 40 cycles both front & rear shields were increased by 1. I decided this makes shields too powerful in the beginning and too weak at the end (this is because the smaller capacitors fill up faster the large ones you buy later take too long to charge up). Any way, now they recharge at the rate of 0.001% per Cycle, this means 63 cycles for the first level (16 charge) capacitor and 25 cycles for the level 5 (charge 40) one (the others are all done in a similar fashion)
Well this solves the problem with shielding, and adds yet another counter! (there must be about 700-800 by now) :asthanos:

Edit: Nope only about 400-500  :tongue:
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#134 User is offline   asgromo 

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Posted 05 May 2002 - 05:21 PM

Reply!!! Don't stop now, I wan't more!!!
The game is looking great! Keep it up!  :asthanos:
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#135 User is offline   Xombie 

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Posted 06 May 2002 - 09:40 PM

In all honesty: :0

nonlinear plot? this sounds like the kind of game you keep playing over and over, and still don't find everything. cool.
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#136 User is offline   Risu2112 

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Posted 07 May 2002 - 06:09 AM

Xombie, on May 6 2002, 01:40 PM, said:

In all honesty: :0

nonlinear plot? this sounds like the kind of game you keep playing over and over, and still don't find everything. cool.

Yeah that's the idea, with 150 planets, I doubt the player will land on more than 50 of them, and of those possibly only 10-20 will be throughly explored. Hehe, don't worry though, I'll make several of the planets "Interesting"
Posted Image
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#137 User is offline   Xombie 

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Post icon  Posted 11 May 2002 - 03:54 AM

any progress reports? or has it gone into the testing phase. :asthanos: The cyclopian smiley greatly disaproves of your lack of updates.
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#138 User is offline   Kuddy 

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Posted 11 May 2002 - 04:04 AM

And the ninja waits patiently in the night for what will no doubt be the largest game in MegaZeux history...
:asthanos:
Posted Image
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#139 User is offline   Xombie 

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Post icon  Posted 11 May 2002 - 04:09 AM

*stabs the ninja with a SPOON*
How do you like that 'Mr. Patience'?
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#140 User is offline   weasel 

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Posted 11 May 2002 - 04:35 AM

Whoa, that looks like a really deep game! Of course, I would've ended up testing the water eventually...I'll probably dive in once it's released! (Excuse the water puns, it's 9:38PM and I have nothing better to do)
Blaugh!
Serious damage to important body parts pretty much ruins any plans you had for living. Bummer.
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#141 User is offline   Xombie 

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Post icon  Posted 11 May 2002 - 04:37 AM

I bet I have less stuff to do!
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#142 User is offline   Mr. Apol 

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Posted 13 May 2002 - 11:30 AM

Wow Kenohki, this looks kickass...can't wait for the release..sad thing is I'll be up in the mountains then.. :asthanos:

I hope that I'll have the drive to finish my game as much as you've had to finish yours, good work man!
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#143 User is offline   asgromo 

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Post icon  Posted 14 May 2002 - 01:27 AM

This does look amazing, but cut that crap, just keep updating!!
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#144 User is offline   Fungahhh 

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Posted 16 May 2002 - 01:55 AM

Looks awesome... I'll be sure to check it out once you finish it. Hopefully it doesn't take up too many boards, because after so many boards in an mzx file my computer starts taking a long time to load it up.
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#145 User is offline   Risu2112 

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Posted 16 May 2002 - 02:27 AM

Fungahhh, on May 15 2002, 05:55 PM, said:

Looks awesome... I'll be sure to check it out once you finish it. Hopefully it doesn't take up too many boards, because after so many boards in an mzx file my computer starts taking a long time to load it up.

Count on about 300 boards in 3 or 4 different worlds
150 planet boards
50 system boards
50 battle boards
50 everything else (cinema, starport, space etc...)

Sorry Posted Image
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#146 User is offline   Risu2112 

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Posted 16 May 2002 - 06:01 AM

Ok, Major breakthrough!
(Sorry I haven't updated in a while, I wanted to wait till I fixed this.)

The problem with the combat AI (where the enemy ship would on occasion break pattern and just roam away in a strait line) has been fixed. This problem has been plaguing me for almost 6 weeks. With it now corrected the AI functions perfectly, and is easily adjustable for more aggressive or less aggressive strategies. I also made it so that it almost never goes to the wall and sticks, it can see them now, and actively avoids them. Posted ImagePosted ImagePosted Image

I've also updated the primary display panel (look up at the screen shots, it's the one on the top, in the middle, with the picture of your ship in it) to make it FAR easier to read (many people have complained about this). I'll go ahead and stick it on the other screens too.

Now I'm gonna change the damage display for the enemy ship (save some Robot mem while I'm at it) and I have a small flicker that I'm gonna nail (like I have all the others).

I'll put shots of combat up as soon as tomorrow night. Posted Image
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#147 User is offline   Risu2112 

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Posted 17 May 2002 - 03:37 AM

Ok, I'll hold off just a bit for the screens, probably tomorrow night.

And once again, shield recharge rates have been altered. The recharge rate now reflects any damage as follows, The Recharge rate is multiplied by the maximum hit points of the shield capacitor, it is then divided by the current hit points of the capacitor. This means if the capacitor is undamaged the shields recharge as normal. If the capacitor is damaged, the recharge rate will be proportionately longer compaired to the amount of damage vs. the max HP of the capacitor. Of course if the said HP = 0, then the shields do not recharge.


The old method, (made in haste) was simply this, if the capacitor had more than 0 hit points, shields fuctioned normaly, if it was 0 then they did not recharge.
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#148 User is offline   Risu2112 

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Posted 18 May 2002 - 01:52 AM

Haha, you guys are gonna love this.

Since I went in and made the shielding more "correct" I decided, "gee, why not do the same with other systems? Say... weapons?" so I did that, a damaged weapon system now recharges proportionately slower based on it's damage. But that wasn't it, after that I had another thought..... "Know what would be neat? Dynamic critical hits for enemy ships like the ones your ship can receive (instead of *fake* critical hits like they currently have)" Any who, knowing the one thing missing from my game is complexity :asthanos: I decided to go ahead with this as well. This ups the # of counters for enemy ships by 64 per enemy ship Posted Image (I reset the same counters over & over so don't worry about me running out.)

Gimme another hour or two and this should all be done!

Oooh! Ooh! This is so fun! :)
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#149 User is offline   Risu2112 

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Posted 19 May 2002 - 12:08 PM

Ok, got all that neat stuff done, it looks very nice. Only prob is, since I've moved the random encounter battles to a different world, I have to add code in to update the starmap of your last position, (like it does on the P.E. screen) I'll deal with that tomorow though.

Oh and for some reason starport decided it now wants to make random deposits and withdrawals to your account :asthanos: I'll look into that.
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#150 User is offline   Risu2112 

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Posted 20 May 2002 - 12:20 AM

HA! And to think, I resisted the use of swap worlds for so long! I tell you that little command has saved me almost 10k robot mem per board, it's also made my job of debuging FAR easyer. That board doesn't work the second time? NO PROBLEM! Posted Image Just save your posistion with counters & swap that world!

Any way, I have the battles linked up correctly now, and I found out what happend to Starport, I'll go clean that up now Posted Image
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