This post has been edited by KenOhki2112: 22 December 2002 - 10:50 AM
Starflight MZX its really good, for real, i mean it.
#332
Posted 22 December 2002 - 10:50 AM
For once in the game's development, things finaly feel like they are coming together..
On 12-28-02, beta testing begins. as soon as I have a clean bill of heath, we might be looking at that offical demo.
This post has been edited by KenOhki2112: 22 December 2002 - 10:50 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
#333
Posted 23 December 2002 - 05:11 AM
#334
Posted 24 December 2002 - 03:27 AM
Well... maybe topped by KenOhKi himself. Personally, if I had had an HD crash, I would have given up on my games.
Keep it up, KenOhKi.
<@Tixus> Anyway, I set the year to 1988 for some reason.
<@Tixus> And set the microwave to run for a minute and 28 seconds.
<@Tixus> But it failed to send me back in time, and I was disappointed.
<Insidious> Tixus accidentally microwaved the 80s
<Insidious> that is my takeaway from this
#335
Posted 31 December 2002 - 09:32 PM
<img src="http://ross.box43.net/sig.php/sig.png" border="0" class="linked-sig-image" />
#336
Posted 31 December 2002 - 10:57 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
#337
Posted 02 January 2003 - 09:49 AM
FIXED LIST
- miss color in starport upgrade screen
- buy/sell messages are now correctly displayed
- The fuel counter now updates correctly durring transaction
- there is no longer a conflict when both thrusting and turning
- character fixes for weapon display
- acceleration speed has been re-balanced
- the "low energy" messages are now correctly displayed and look significantly better
- engine shutdown/power up (when you run out of energy) re-adjusted
- weapon charge speeds in system have been corrected
- entry thrust settings for entering systems corrected
- GFX problem in lower left corner of systems corrected
- entry angles when aproching a star in hyper space now reflect what side of the system you will arive in
- exiting a system now puts you on the apropriate side of the star after leaving
- planets can now be aproched from the bottom middle (bug fix)
- fuel cost imposed for shutdown/power up cycle of engines after failure
I have a few more things I want to finish up tonight, but as you can see the day has been most productive.
<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
#338
Posted 02 January 2003 - 12:25 PM
- Fixed "extra" ship character at start up
- Fixed mini map icon showing through load screen
- fixed a color issue with the engines energy consumption
- Fixed 4 minor GFX problems
- Fixed starting thrust limit (for loading)
- applyed new energy warning messages to H-space board
I am running out of things to fix!
<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
#339
Posted 02 January 2003 - 04:57 PM
^___________________________________________^
#340
Posted 02 January 2003 - 08:32 PM
#341
Posted 02 January 2003 - 09:11 PM
Steel_Dragoon2000, on Jan 2 2003, 12:32 PM, said:
game lenght is a little tough to predict at the moment, I imagine if some one knew exactly what they were doing, the game might be finnished in a few hours.. I expect the average play through to take quite a while though.
<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
#342
Posted 02 January 2003 - 10:20 PM
KenOhki2112, on Jan 2 2003, 07:25 AM, said:
Oh no!
... ... I mean, oh yes!
<img src="http://ross.box43.net/sig.php/sig.png" border="0" class="linked-sig-image" />
#345
Posted 07 January 2003 - 11:49 AM
- corrected shield function in nebula
- corrected scanner to reflect sensor damage
- fixed battle --> H-space return code
- fixed communication --> H-space return code
- Fixed the physical H-space ending border
- Fixed engine trail fade problem
- Fixed a bug preventing weapons from being turned off in combat
- fixed a flicker in the shield display code.
weeeeeeee..
<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
#346
Posted 07 January 2003 - 02:50 PM
But I'll still play this.
#347
Posted 08 January 2003 - 12:21 AM
#348
Posted 08 January 2003 - 04:08 PM
<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that
<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
#349
Posted 08 January 2003 - 09:44 PM
#350
Posted 09 January 2003 - 12:24 AM
Or not. I cant wait until this game is finished. <Offtopic> Are you using any .GDMs? </Offtopic>
Or at least I can't wait until a demo comes out.
#351
Posted 09 January 2003 - 11:49 AM
- Energy warnings in combat
- fixed a problem where you could fire your laser at nothing in H-space
- adjusted acceleration rates in combat (ship accelerates faster)
- fixed a bug that could cause an enemy to shoot at you after it died, but before you exit the board
- fixed the target destroyed message so you can actualy read it now
- fixed the "OFF" display on a weapon that is turned off
- fixed a bug that would automaticly turn your shields on when entering combat
- fixed a graphical error on the weapon charging indicator
- fixed an additional graphical error with the cannon's charge indicatior
- fixed the way the combat border is made to free up board space
- eleminated the thrust/turn conflict in combat
And don't worry Apage, I now have a strict back up policy and am saving it on several different computers.
PROPOSED BALANCE CHANGE:
higher level cannons are too powerful, and overshadow the harder hitting laser systems, the following correction has been proposed:
Charge time, the cannons will now take 25% longer to charge than lasers (currently they are the same time, waaay back cannons charged 25% FASTER than lasers)
Damage tables (current):
Class (1) 2 damage 1 shot
Class (2) 2 damage 2 shots
Class (3) 2 damage 3 shots
Class (4) 3 damage 3 shots
Class (5) 3 damage 4 shots
Damage tables: altered
Class (1) 2 damage 1 shot
Class (2) 2 damage 2 shots
Class (3) 2 damage 3 shots
Class (4) 2 damage 4 shots
Class (5) 2 damage 5 shots
With this change you can see only the class 4 and 5 cannons suffered a minor damage reduction
AMMO:
currently all cannons have 64 max ammo, and each firing takes 1 ammo (regardless of # of shots fired)
ammo can be purchased in 4 packs for 1 credit each
Proposed change: each cannon will have different max ammo values, and each shot will consume ammo equal to the amount of shots fired
Class (1) 24 ammo (24 shots total)
Class (2) 48 ammo (24 shots total)
Class (3) 72 ammo (24 shots total)
Class (4) 96 ammo (24 shots total)
Class (5) 120 ammo (24 shots total)
Each cannon will have a maximum ammo value proportional to the firing rate of the others, so that althoug the ammo values are getting larger, so is the number of times fired, and all cannons can fire 24 times before they need to be reloaded either at starport, or using more expensive reserve ammo (cannot be done in combat)
Also, the total capacity has been greatly lowered, where each cannon could shot 64 times, they now only shoot 24.
This change makes it so that larger cannons are more expensive to opperate because they consume more ammo.
That's all for now.
This post has been edited by KenOhki2112: 09 January 2003 - 11:52 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
#353
Posted 10 January 2003 - 11:01 AM
Any way, I sat down and gave a solid playthrough of the game and compiled a list of all the little things (and a few big things) that need to be adressed.
I went through all of H-space, system travel, and starport.. Collectivly the list is 32 items, most are tiny insignificant fixes, where as a few of them will require some reasonable coding (On a side note, the component sale bug was evidently NOT fixed, AGAIN >.< )
As you can well see, my attitude with this game has changed from "ADD MORE STUFF" to "get this damn thing finnished already"
After this list is finished, and the similar lists from combat at PE, Beta testing will begin.
This post has been edited by KenOhki2112: 10 January 2003 - 11:02 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
#354
Posted 17 January 2003 - 09:41 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
#356
Posted 21 January 2003 - 10:36 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
#357
Posted 21 January 2003 - 12:31 PM
- Fixed a bug that drained your battery when visiting starport
- Fixed a refresh error with the cannon charge indicator (for real this time)
- fixed a problem with the default MZX messages
- Fixed a bug that allowed your ship to move (very slowly) when out of fuel/energy
- changed a message in the repair screen that was displayed incorrectly
- Applyed all changes to new boards (every thing is caught up)
- FIXED THE COMPONENT SELL BUG
The big one on that list is of course the component sell bug. That thing has plauged starport for almost a year now, I've tryed unsuccesfully to prevent the conflict with it and the mineral menus SEVERAL times.. So any way I got fed up, and ripped the entire upgrade section off of that board and into a new one. Can't conflict if they are on seprate boards
<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
#358
Posted 28 January 2003 - 10:54 PM
#359
Posted 30 January 2003 - 01:56 AM
#360
Posted 30 January 2003 - 08:26 PM

Help












