Starflight MZX its really good, for real, i mean it.
#241
Posted 04 September 2002 - 06:25 PM
#242
Posted 05 September 2002 - 03:54 AM
EDIT: yeah I was right, these boards are STILL cutting off the first post on a new page, any hope that this might be corrected?
<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
#243
Posted 05 September 2002 - 04:04 AM
I'll apply the changes to the battle screen, then I've got a list of a few minor bugs to clean up.
<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
#244
Posted 06 September 2002 - 02:17 AM
Any who, they make the board look a lot better, however I don't have enough board space to put a buffer for the circles, and manualy adding them would take huge amounts of Robot mem. I'm still working on spot fixing, that will be the best way to do it. I hope it works too because they really do make the board look better.
Still trying to fix the aforementioned bugs. There mostly taken care of at the moment.
<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
#245
Posted 12 September 2002 - 08:58 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
#246
Posted 12 September 2002 - 06:05 PM
<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
#247
Posted 16 September 2002 - 08:44 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
#248
Posted 16 September 2002 - 09:40 AM
Lets see, left on the to-do list
1) Apply updated refresh code to the combat engine.
2) Add planet lander upgrade screen.
3) Make the manifest & Star map accessible from Hyperspace and in system
4) Re-make the field repair screen (the old one was based off of work done 18 months ago, it doesn't work any more).
5) Make star port look pretty.
6) Punch Jason Rice in the face for crashing into my car twice.
There are probably a few others that I can't name off the top of my head. I'd figure them out but I'm damned tired right 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
#250
Posted 16 September 2002 - 07:27 PM
#251
Posted 16 September 2002 - 07:32 PM
<Beige> In Finland, they defecate on each other's sleeping areas.
<Beige> It's a cultural sign of respect.
#252
Posted 16 September 2002 - 08:40 PM
When I get back from work I'll try and animate it.
<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
#254
Posted 17 September 2002 - 06:48 AM
I'm working with the later of the two now. Hopefully they will be corrected tonight.
Also one more thing to add to the to-do list, The motion detected thingy for hyperspace (whille it is really neat) is buggy as hell at the moment. I'll have to straighten that out.
<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
#255
Posted 17 September 2002 - 08:36 AM
Thats it for tonight though, I'll get more done tomorrow.
<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
#256
Posted 17 September 2002 - 09:01 AM
#257
Posted 17 September 2002 - 07:39 PM
I'll probably work on the field repair stuff 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
#258
Posted 18 September 2002 - 12:46 AM
<img src="http://ross.box43.net/sig.php/sig.png" border="0" class="linked-sig-image" />
#259
Posted 18 September 2002 - 09:03 AM
___________________________________________-
Fuel efficiency:
................WAS.............IS NOW
CLASS [1] 1000............1500
CLASS [2] 1500............1600
CLASS [3] 2000............1800
CLASS [4] 2500............2100
CLASS [5] 3000............2500
(# Of energy points converted from single unit of fuel)
_____________________________________________
Shield recharge rate
......................WAS..........................IS NOW
CLASS [1] 60=> 18 (1080).............127 =>16 (2032)
CLASS [2] 60=> 26 (1560)..............92 =>22 (2024)
CLASS [3] 60=> 36 (2160)..............72 =>28 (2016)
CLASS [4] 60=> 48 (3880)..............59 =>34 (2006)
CLASS [5] 60=> 62 (3720)..............50 =>40 (2000)
[Wait time for 1 shield point] => [# of shield points] (total wait time for full charge)
* All shields recharge rates are modified by their total system HP and current system HP. (if the generator has been damaged lets say 2/8 hp, then the shields recharge at 25% of their normal rate.)
____________________________________________-
Motion detector (hyper space)
WAS:
10% chance per wait cycle of detecting enemy ship at less than 40 distance
IS NOW:
((20-distance) /2)% chance per wait cycle.
Examples: you have a 2% chance to detect a ship at 18 distance per wait cycle
You have a 9% chance to detect a ship at 2 distance per wait cycle
The new method makes ship detection impossible after 20 distance.
_____________________________________________________-
Cost of upgrades have been adjusted (most were slightly lowered)
Wait time for ship acceleration has been decreased (ship accelerates faster)
In hyperspace lowering shields yields 10% of the standard energy return (shields charge 10 times as fast in Hspace as combat, this means a player in Hspace could turn on shields charge them up rapidly, then turn them off and gain more energy than was spent to operate the shields. Can you say" perpetual motion"?)
It now takes about 50% longer for your escape thrusters to charge and warp you out of combat
Landing on planets now requires a token amount of fuel (about 400 energy points or 0.27 units of fuel from class 1 engines. only 0.16 units of fuel from class 5 engines) Different planets require different amounts of fuel ranging from 100 energy units to 2000 energy units.
____________________________________________-
I'll probably put some more up later.
<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
#260
Posted 18 September 2002 - 10:15 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
#261
Posted 19 September 2002 - 01:38 AM
ZoMbIe GuY, on Sep 17 2002, 09:01 AM, said:
If that's true; I'm the 201st!
#262
Posted 19 September 2002 - 06:26 AM
Here are the proposed numbers for the Lander upgrades
PL engine upgrade: Increases Lander energy from 60 to 90, also negates two levels of weather when computing recharge rate of its batteries. Cost~ 500
PL Hull upgrade: Increases the Hull points of the Lander from 18 to 36. Cost ~450
PL Cargo upgrade: Increases the maximum storage of your Lander from 15 to 30. Cost~350
Here are the proposed numbers for field repairs (values of minerals appear in parentheses)
Armor repair = 1 unit of aluminums (3) for 1 point of armor [normal repair costs 1 credit per point]
Hull repair = 1 unit of Titanium (6) for 1 hull point [normal repair costs 2 credits per point]
Engine repair = 1 unit of aluminum (3) & 1 unit of cobalt (2) for 1 engine point [normal repair costs 2 credits per point]
Weapon repair (laser and cannon) = 1 unit of aluminum (3)& 1 unit titanium (6) for 1 point of repair. [Normal cost is 3 credits per point]
Electronics (shields. computer, sensors) 1 unit of aluminum (3) 1 unit of platinum (5) 1 unit of silver (4) for one point. [Normal repair cost is 4 credits per point]
As you can see, field repairs are far more expensive than standard repairs; this is to discourage full field repairs. With high costs, it's only useful to jury-rig systems together (i.e. repair 1 point to a destroyed laser and you can get some use out of it)
Too bad I still have to make both of those screens
<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
#263
Posted 19 September 2002 - 06:19 PM
#264
Posted 19 September 2002 - 08:13 PM
The end, on Sep 19 2002, 10:19 AM, said:
Right now, unless any one can convince me otherwise, there will be a closed beta testing phase. 1 Tester (An IRL friend with some MZX experience) To date I've argued to keep the beta away from DMZX, just release the demo and full games to ya.
And any way, I'm pretty confidant the only problems testing will procure are spelling errors: D
<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
#265
Posted 19 September 2002 - 09:16 PM
KenOhki2112, on Sep 19 2002, 04:13 PM, said:
You should have more people test than one of your RL friends... since he is your friend, his opinion and bug reports will probably have a bias, though your game will definitely be awesome by the looks of it. Try having a MZXer whom you don't know all that well do some beta testing, too.
#267
Posted 23 September 2002 - 07:25 PM
Now it's rare and doesn't affect gameplay, but my friend also told me on occasion it forces the lander to jump to the end of the new sector and load a third one.
If I can recreate that I'll have to fix it, could be problems if the lander warps outside the map and can't get back
<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
#268
Posted 26 September 2002 - 09:52 AM
Deal with it, that ain't bad at all.
<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
#269
Posted 27 September 2002 - 08:58 AM
Also: is there a way to set VDMS to run with MZX with out right clicking on the .exe and selecting it? I've got a quick launch for mzx3.1 and I'd hate it if I had to open up the Megazeux directory each time.
<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
#270
Posted 28 September 2002 - 07:18 AM
I discovered a real nasty flaw with hot spots on planets, I fixed it, however at the cost of some of the engines stability. As it turns out the screen is now FAR too unstable for me to wish away. This will cause delay as I will now have to break up the robot that draws the ground of the planets into mulitple robots.
Not sure how far this will set me back, probably looking at another 2 weeks to correct it.
On the plus side, if I manage to pull this off, the planet exploration aspect of the game will be vastly smoother.
<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

Help











