Starflight MZX its really good, for real, i mean it.
#121
Posted 02 May 2002 - 04:54 AM
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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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<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
#122
Posted 02 May 2002 - 05:55 AM
<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
#123
Posted 03 May 2002 - 01:09 AM
Geez no one read this any more or what? All this progress and no words of encouragement.
Lol, just post a " :0 " and I'll be happy.
<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
#124
Posted 03 May 2002 - 01:27 AM
In all seriousness... sounds great! I'm really hoping to see this one finished.
#125
Posted 03 May 2002 - 02:23 AM
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!
#126
Posted 03 May 2002 - 05:20 AM
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
Oh, and Josh, how do you like Starport?
Attached File(s)
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post-7-03256-SFmzxScreenShots.zip (0bytes)
Number of downloads: 50
<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
#127
Posted 03 May 2002 - 07:34 PM
KenOhki2112, on May 03 2002,02:20, said:
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
Oh, and Josh, how do you like Starport?
hmm... *pulls out hand-lotion while staring at shots*
now if you would excuse me please............
#128
Posted 03 May 2002 - 11:28 PM
Here is the "Tittle screen" it will probably be improved:
A shot of the Trade center where you can cash in your minerals:
Trade Center again:
A shot of Hyperspace, ohh, look at all the numbers!
H-Space again:
The added Nebula, (Enter at own risk.):
Here is what the Star Systems look like, the planets now move in their orbits when you leave:
Your starting ship, doesn't even have engines, might want to consider fixing that
Here you can see the upgrades to the ship are represented visualy:
Heres a shot of it decked out, (there will be a way to upgrade further as some sort of plot point)
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 )
After picking the spot, the ship lands and you can roam around searching for minerals. (note the X,Y of the landing
The minerals are those little gold things on the map, drive over them to pick them up.
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.
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'.
<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
#130
Posted 04 May 2002 - 02:35 AM
<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
#131
Posted 04 May 2002 - 03:18 AM
Quote
#133
Posted 04 May 2002 - 03:22 AM
Well this solves the problem with shielding, and adds yet another counter! (there must be about 700-800 by now)
Edit: Nope only about 400-500 :tongue:
<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
#134
Posted 05 May 2002 - 05:21 PM
The game is looking great! Keep it up!
#135
Posted 06 May 2002 - 09:40 PM
nonlinear plot? this sounds like the kind of game you keep playing over and over, and still don't find everything. cool.
#136
Posted 07 May 2002 - 06:09 AM
Xombie, on May 6 2002, 01:40 PM, said:
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"
<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
#137
Posted 11 May 2002 - 03:54 AM
#138
Posted 11 May 2002 - 04:04 AM
#139
Posted 11 May 2002 - 04:09 AM
How do you like that 'Mr. Patience'?
#140
Posted 11 May 2002 - 04:35 AM
Serious damage to important body parts pretty much ruins any plans you had for living. Bummer.
#142
Posted 13 May 2002 - 11:30 AM
I hope that I'll have the drive to finish my game as much as you've had to finish yours, good work man!
#144
Posted 16 May 2002 - 01:55 AM
#145
Posted 16 May 2002 - 02:27 AM
Fungahhh, on May 15 2002, 05:55 PM, said:
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
<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
#146
Posted 16 May 2002 - 06:01 AM
(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.



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.
<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
#147
Posted 17 May 2002 - 03:37 AM
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.
<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
#148
Posted 18 May 2002 - 01:52 AM
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
(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!
<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
#149
Posted 19 May 2002 - 12:08 PM
Oh and for some reason starport decided it now wants to make random deposits and withdrawals to your account
<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
#150
Posted 20 May 2002 - 12:20 AM
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
<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

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