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

#481 User is offline   Risu2112 

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Posted 30 December 2003 - 10:18 AM

I have made the said changes to the critical hit system, the missile launcher on your ship is now a destructable system just like every other one, the computer has been removed (it didn't really do much). All that is left to do on the critical hit system is to rework the damaged sensor effects because I'm really not pleased with how they look now.

I still have more story elements to add to the game, and at the current rate it's taking a long time.

No further bugs have been reported though and I find that again very encouraging

Asgromo: Yes.
KKairos: Also yes.
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#482 User is offline   Risu2112 

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Posted 31 December 2003 - 11:37 AM

LOTS of work done today, I completely rewrote the sensor system for your ship, and gave it a damaged effect that actualy makes sence. I've only got it applyed to one of the boards, porting it to the systems will be easy, but moving it to the battle screens is gonna be tough, I will first need to free up some more robot memory by craming things into the already bloated global robot. It looks REALLY nice though, lets hope I can fit it on to all of the boards.

I also fixed a pile of small graphics problems such as flickering displays, and stray overlay parts. Tomorrow all I have to do to finish cleaning it up, is fix the shield generator so you don't have to (sometimes) press twice to turn it off.
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#483 User is offline   Frobozz 

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Posted 31 December 2003 - 07:05 PM

KenOhki2112, on Dec 31 2003, 06:37 AM, said:

I will first need to free up some more robot memory by craming things into the already bloated global robot.

One word. Subroutines.

Oh and two other words. Remove comments.
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#484 User is offline   Risu2112 

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Posted 31 December 2003 - 10:06 PM

Frobozz, on Dec 31 2003, 12:05 PM, said:

KenOhki2112, on Dec 31 2003, 06:37 AM, said:

I will first need to free up some more robot memory by craming things into the already bloated global robot.

One word. Subroutines.

Oh and two other words. Remove comments.

#1 No.

#2 There are no comments.
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#485 User is offline   Revvy 

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Posted 31 December 2003 - 11:12 PM

#1: Why not?

#2: Remove blank lines.
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#486 User is offline   Risu2112 

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Posted 31 December 2003 - 11:19 PM

Revvy, on Dec 31 2003, 04:12 PM, said:

#1: Why not?

#2: Remove blank lines.

Because at this point the game would not benifit enough from using them that would make it worth the time to fix it. When I went through the numbers with frobozz, converting to subroutines, aside from taking many hours of work, and probably causing all sorts of errors, I found that the amount of robot memory saved was miniscule, shrinking a 100 line block of code into 96 lines just doesn't seem worth it. Now if I were starting a new game I probably would, but it's not broken right now so I'm not going to fix it.

Also I have removed excess empty lines, I've gone through entire robots changing all of the labels and counters as well to reduce size, every time I need more space I just shrink another robot.
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#487 User is offline   KKairos 

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Posted 04 January 2004 - 12:15 AM

Ohki, your game is gonna need a PS2 to run at this rate. Why not just port it and save yourself the time? :laugh:

Seriously though, if everything ever gets all crammed in, I'll be playin Starflight MZX.
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#488 User is offline   Micah 

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Posted 04 January 2004 - 04:41 AM

Same here.
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#489 User is offline   Frobozz 

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Posted 04 January 2004 - 05:13 AM

KenOhki2112, on Dec 31 2003, 06:19 PM, said:

Also I have removed excess empty lines, I've gone through entire robots changing all of the labels and counters as well to reduce size, every time I need more space I just shrink another robot.

I personally do not see why Janson wrote MegaZeux to store the actual name of the label rather than simply store them as numbers. Not only would numbers have saved memory, but they would have been faster as well.

At anyrate, good luck in getting more robot memory. :laugh:
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#490 User is offline   Xeirxes 

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Posted 14 January 2004 - 06:15 AM

Any updates?
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#491 User is offline   asgromo 

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Posted 18 January 2004 - 11:45 PM

Good point, Xerxes- updates would be very cool.

No rush, of course.
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#492 User is offline   weasel 

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Posted 19 January 2004 - 12:23 AM

asgromo, on Jan 18 2004, 04:45 PM, said:

No rush, of course.

I'm sure he means that in as little of a musical sense as possible...though I will remove your Rush listening privileges if you don't hurry up =P
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#493 User is offline   Risu2112 

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Posted 19 January 2004 - 04:49 AM

WildWeasel, on Jan 18 2004, 05:23 PM, said:

asgromo, on Jan 18 2004, 04:45 PM, said:

No rush, of course.

I'm sure he means that in as little of a musical sense as possible...though I will remove your Rush listening privileges if you don't hurry up =P

You'll do no such thing.

More to come... oohh mysterious..
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#494 User is offline   Risu2112 

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Posted 21 January 2004 - 09:05 AM

The new sensor code is finished and applyed to the H-space screen, The good news is it makes FAR more sence, looks a lot better, and to boot the effect is a little lighter. instead of screens going staticy directly preportional to the HP/Max HP of the system. Now the effect applys to screens at half the current rate except for a situation where the sensor system has 0 hp, where all the screens go blank.

The down side is the code takes about 2.2 K of robotmem, currently making it not fit into the combat screen, assuming I can free up the remaining space (I've already cleared out 1.8K) I will apply the effect to all boards.
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#495 User is offline   Xeirxes 

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Posted 27 January 2004 - 04:27 PM

This game will be awesome. Not that it hasn't been said before...
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#496 User is offline   asgromo 

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Posted 01 February 2004 - 09:29 PM

asgromo's friendly tip of the day: Remember to backup your stuff. Megazeux files are a delicacy for hard drive failures.

Anyway... How much does this game resemble the original Starflight, KenOhki?
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#497 User is offline   Risu2112 

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Posted 18 February 2004 - 07:11 AM

2.1K free... 0.2 more and I'm gonna make the long conversion of the sensor stuff.
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#498 User is offline   Kuddy 

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Posted 25 February 2004 - 04:44 PM

So how's it coming along, Ken? Great? Good.
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#499 User is offline   Risu2112 

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Posted 07 March 2004 - 09:33 PM

HIATUS!
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#500 User is offline   Xeirxes 

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Posted 08 March 2004 - 12:16 AM

:laugh:
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#501 User is offline   Dr Lancer-X 

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Posted 08 March 2004 - 12:18 AM

C'mon, like you didn't expect this..
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#502 User is offline   Risu2112 

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Posted 14 March 2004 - 02:13 AM

Hiatus over, resuming work now, well as soon as I remember what I was doing.
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#503 User is offline   Revvy 

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Posted 14 March 2004 - 05:46 AM

Yay.
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#504 User is offline   Risu2112 

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Posted 14 March 2004 - 06:46 AM

Is this the begining of a nifty 3Dish animated spinning planet? Or another idea that will simply wash out under the downpour of feasability.

http://kenohki2112.h...ns/SFplanet.gif
http://kenohki2112.h...Fplanettest.jpg

YOU BE THE JUDGE
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#505 User is offline   asgromo 

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Posted 14 March 2004 - 06:56 AM

That idea is a perfect example of what one files under IMPOSSIBIBBLE
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#506 User is offline   Risu2112 

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Posted 14 March 2004 - 08:01 AM

asgromo, on Mar 13 2004, 11:56 PM, said:

That idea is a perfect example of what one files under IMPOSSIBIBBLE

Actualy I have it working fine right now, the perspective is a little skewered, as you can see by the screen shots.

The sphere is generated from a compressed ground map (shown as the small rectangle on the second shot which is about a 4th of half of the main map). The compressed map and sphere are generated/animated automaticly by robots. All I have to do is place the robots on each board and every thing is done for me.

Only took about 6 of the remaining 20 K of robot mem, so it was easly affordable.
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#507 User is offline   Micah 

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Posted 14 March 2004 - 09:26 AM

You can try it; if you get it working, props to you.
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#508 User is offline   Risu2112 

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Posted 15 March 2004 - 05:33 AM

That's what it looks like, sorry bout the pcx's don't feel like converting them. I've decided to start using mzm's. That's some seriously good news for you 56k'ers, this alone will take at least 3 megs off of the download. =\

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#509 User is offline   Risu2112 

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Posted 15 March 2004 - 06:49 PM

Posted Image

Thanks beige!

EDIT: Ignore all the displays on the right, this was a test board and those are the wrong displays. The acutal game will use the ship displays at this point because obviously you are still in the ship. ^_^

This post has been edited by KenOhki2112: 15 March 2004 - 06:54 PM

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#510 User is offline   asgromo 

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Posted 15 March 2004 - 09:39 PM

Very nifty, KenOhki, and you're correct- it's definately worth the robot mem.
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