Starflight MZX its really good, for real, i mean it.
#601
Posted 25 December 2004 - 06:29 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
#603
Posted 21 January 2005 - 10:22 PM
#604
Posted 21 January 2005 - 10:42 PM
<@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
#607
Posted 26 February 2005 - 06:27 AM
<+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.
#608
Posted 02 March 2005 - 09:20 AM
#609
Posted 28 March 2005 - 08:58 PM
Well, actualy all I did was dig through my 50+ copys of the game trying to find the most current one, and then ran some tests to figure out what I was doing. That all took about 2 hours though so it counts.
Now that the initial release of WoW has finaly started to die down for me, and since I finaly got my DM mask epic mount and necropile set, I should begin to regularly work on the game again. Thanks for every one's patience. I should point out that while I am still prepared to finish this thing up my self, I would still be interested in making the project a co-op with some one else =). This game still doesn't have an actual story, just a whole lot of temporary peices of stories.
Edit: I should point out that my previous post indicating that I was starting up again because WoW was cooling off, was in fact a lie. sorry.
This post has been edited by KenOhki2112: 28 March 2005 - 09:00 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
#610
Posted 28 March 2005 - 11:53 PM
#611
Posted 29 March 2005 - 12:01 AM
#612
Posted 29 March 2005 - 12:02 AM
EDIT: even easier: mouse over the topic title. august 13 2001, in case you don't feel like doing it yourself
This post has been edited by Xombie: 29 March 2005 - 12:05 AM
#613
Posted 29 March 2005 - 12:10 AM
#614
Posted 29 March 2005 - 02:47 AM
However since then the game has faced revision after revision after revision, and very little of that early game still remain. I should however point out that the original world file was never deleted, while it has been copied and re copied I never completely started over, and the current version is a direct linear descendant of the original
As for how much time I have invested in this project, I feel it is no exaggeration to say it is measured in the thousands of hours, and has been for some 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
#615
Posted 29 March 2005 - 02:51 AM
#616
Posted 02 April 2005 - 08:31 PM
Finished that landing animation for the planet screen, I'm not sure if I discribed it before, but it's really simple. Basicly you see your ship fly over a few sectors and then land in the one you selected to land at. I had something similar a long time ago, however since they predated the sector blending it looked pretty bad. This however looks pretty good, almost good enough to make an animated .gif out of.
Once I convert the lander code to actualy work with the new engine, SFmzx will finaly, for the first time, be fully compatible with MZX2.8+
<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
#617
Posted 02 April 2005 - 10:39 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.
#618
Posted 07 April 2005 - 05:57 AM
Most of the issues are with regard to placing the players ship on the ground, and correctly removing it. I'm not entirely sure how this will be handled yet, I'm once again thankful for all this board space we get now as it will greatly simplfy the actual coding.
This post has been edited by KenOhki2112: 07 April 2005 - 06:26 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
#619
Posted 09 April 2005 - 11:26 PM
This is pretty much what it looks like to land your ship now, as you can all see, the new blended terrain zones look FAR better than the big fat squares they were before.
You may also note that the mineral generator is not functioning as intended, and I still haven't gotten around to fixing the minimap in the top right of the screen.
Enjoy
Edit: disregard the darker/lighter frames, this is the result of a malfunctioning weather system that hasn't quite been removed yet.
Attached image(s)
This post has been edited by KenOhki2112: 09 April 2005 - 11:34 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
#620
Posted 10 April 2005 - 01:26 AM
<+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.
#621
Posted 10 April 2005 - 02:10 AM
#622
Posted 11 April 2005 - 09:01 AM
each quake puts out 2 shockwaves, a thin black one and a thick white/grey one.
the black one moves twice as fast, as a small head start, and expands 50% further, but does no damage, it's something of a warning. Also note a few seconds before a quake starts, a small white wave comes out only a few characters, after it goes away the quake hits.
The second wave hits for damage.
Magnitude is determined by the techtonics rating of the planet 0-6 (0 is no quakes) all others follow the rule radius = random 12 through 12+6*techonicsrating. Tech rating also greatly affects the number of quakes, the planet below was set to 5, which is really high. not many planets will actualy be THIS active.
Note that your lander is not really fast and will rarely be able to escape one of the shockwaves unless it's pointed in the right direction and is already really close to where the waves disapear.
Attached image(s)
<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
#624
Posted 11 April 2005 - 02:33 PM
<3
This is fantastic! I love how much faster mzx is now at doing these kind of things. <3 Exo.
#625
Posted 15 April 2005 - 10:37 AM
Also I have some grinding to do for the mini map.. shouldn't be a problem.
As for the shockwaves, I'm not quite done with them, I am going to add in terrain resistances to them, varibles for each map that determine where quakes are more likely to happen, More activity in high elevations for example, this will be similar to how resource placement is controlled . A similar solution will be provided to hotspots, assuming I ever get them to work correctly, to contrast this. Lower elevation = more frequent hotspots. This is just a general rule of thumb by the way.
Weather effects are still up for grabs, At this point, bad weather just reduces the rate your lander recovers energy (energy is needed to move). So in effect it makes the lander slower, and more vulnerable to other planet hazards. I intend to at the least rework how this happens as the current system isn't that great. I've removed the pallet fade thing associated with weather because it was largely retarded, maybe I'll slap together some rain effects now or something.
The resource generator is not currently functional with the new engine, while only small changes are needed to make it mostly functional, I am at this time greatly concerned about how it will function near the boarders of the planet due to the continuous wrap around effect.
At this time landing on the planet is a one way trip, the exit code is in place, but the destination board is not. I am considering merging the boards, however this is not too likely as it may very well become a huge mess.
I sure hope all these changes will be worth it, I can't wait to be _Finished_ with the surface board.
<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
#626
Posted 26 June 2005 - 04:31 AM
A sample of the combat board with a quick fight you can try out. It's a bit complicated at first to play, but read through the notes and give it a try. Keep in mind I am anticipating some changes, and a few bug fixes.
The zip file contains a saved game, in order to play you must load the saved game.
Playing the world will just get you auto killed. The save game has an initialized state ready, the code for which is very large and confusing and spread out over many many robots, and was not included. the .MZX is there for reference incase you want to take a look at some of my most embarassing code.
PLEASE READ THE NOTES, YOU WILL NOT UNDERSTAND ANYTHING THAT IS GOING ON IF YOU DO NOT READ THE NOTES =D
ALSO: M AND P ARE INCORRECTLY LISTED ON THE DIRECTIONS. IT SHOULD READ
P = TOGGLE MISSILE LAUNCHER ON/OFF
M = FIRE MISSILE
DAMINT
ALSO
X turns on shields NOT S
Press X to toggle shield generators, reeaaaallyy sorry guys ;_;
Known Issues: (I'll edit as needed)
It's F4 = load, not F3 as stated in the notes ;_;
Display flickers, some times a display will rapidly flash on and off, this is almost certainly due to the timing on the robot going out of sync (40 commands per cycle at the moment), it's not too common so it's not a big deal, I will most likely be raising the commands on this board.
Sensor critical hits: I have completely revised the sensor critical hits, they are broken in this version, if some of your displays go solid red, or mostly red, sorry. The new fixed staticy version (which is not perminent as these are sometimes) has not been implimented on this board yet.
Also note, the center of the right displays shows the distance of the enemy ship, if you do not start next to him and he's off screen, go the directon the white ship icon is pointing, directly above this icon also displays the direction of the enemy as N/S/E/W/NE/NW/SE/SW
Old attachment removed.
<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
#627
Posted 26 June 2005 - 04:41 AM
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#628
Posted 26 June 2005 - 07:05 AM
Note that I replaced the enemy's NPG with a plasma beam yeouch. =o
Okay, new attachment, if you downloaded this one do it again.
Sensor Save roll doubled, and removed the double crit bug... Redownload now ^^
Old attachment removed.
<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
#629
Posted 26 June 2005 - 08:45 AM
If one of the mods would do me the favor of removing the old download links, as I can no longer edit those posts ^^
Don't want any one getting the wrong version..
Old attachment removed.
<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
#630
Posted 26 June 2005 - 10:55 AM
At this time I would like to call your attention to a version that I actualy tested.
Fixes:
Raised commands, cleaned up the mess that made, this should solve just about every visual flicker in the demo.
Mini shield display, disabled in the last version, now working correctly again
Linking boards, you get teleported off the board correctly now after the battle
Double crit solved for real this time
several other small details.
Again, if any one has any bugs please let me know so I can take a look at them, enjoy!
Old attachment removed - download from the link further down instead.
<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












