Starflight MZX its really good, for real, i mean it.
#631
Posted 26 June 2005 - 12:55 PM
<pyro1588> "welcome to australia, can i help you find what you're looking for?"
<Tox> pyro1588, I'm giving you the most reproachful of glares right now.
--------
Go show those nutty Koreans what us crazy Europeans are made of pirate.gif pirate.gif pirate.gif - Saike
<exophase> The old Commodore strategy of, "Go friggin' bankrupt!"
<wervyn> Go away! I'm writing the same engine I always do!
#633
Posted 28 June 2005 - 02:37 AM
The maps are now wrap around, how ever some tweaking is still needed..
Still to be done,
Revision weather effects.
correct wraparound issues
Fix the resource generator to work with the new engine.
Re link the board for exiting
Did any one play the demo? I've gotten almost no feedback.. It wasn't THAT bad was 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
#634
Posted 28 June 2005 - 03:06 AM
<@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
#635
Posted 28 June 2005 - 03:51 AM
Insidious, on Jun 27 2005, 08:06 PM, said:
http://www.digitalmz...?showtopic=9104
I did post it in NGR ;_;
<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
#637
Posted 28 June 2005 - 08:13 AM
Otherwise, very very good. very.
This post has been edited by Zagooky: 28 June 2005 - 08:14 AM
#638
Posted 03 July 2005 - 10:52 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
#639
Posted 10 August 2005 - 12:29 AM
Releasing that demo has done wonders to the combat board, perhaps another demo might be realeased soon that explores most if not all aspects of the game (however none of the actual content only test content). I'm going to have to assemble a beta-test team soon enough.
<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
#640
Posted 11 August 2005 - 02:07 PM
#641
Posted 11 August 2005 - 03:36 PM
SpellWeavre, on Aug 11 2005, 07:07 AM, said:
Charge your shields and all of your weapons before you start the fight.
Once the fight starts, try to stay in laser range and keep pounding him with the laser, The hard part is with all of your systems on you have to keep your speed low, (2-4) you need to anticipate where the enemy is going to move so you don't turn the wrong way.
<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
#642
Posted 14 September 2005 - 12:47 PM
At this time I do not think there will be an option to unload your lander in the ship and redeploy without launching off of the planet and re landing (and thus paying the fuel cost again). I initialy wanted this, however I don't think it will be a practical choice balance wise.
Remember, there is now only one surface board now which not only will generate ALL of the planet maps previously intended to be spread out over 150+ boards, but also generates maps of a MUCH higher quality.
I'm changing my focus now to the h-space board, since it works under the same method as the old surface boards, I have a large amount upgrades to apply to it. At this time I do not think an entire rewrite will be necissary. The scale of space is going to be greatly increased, as a general rule of thumb I'm going to aproximatly double the distance between stars primarily to increase fuel consumption and make that more of a limiting factor in exploration. More updates to come.
<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
#643
Posted 14 September 2005 - 10:11 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.
#644
Posted 14 September 2005 - 10:16 PM
Revvy, on Sep 14 2005, 05:11 PM, said:
;D

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#645
Posted 15 September 2005 - 09:36 AM
Once that is taken care of, All I need are some cinematics, an intro, a STORY, and a big ass wad of content! Before that though the test universe is going to have to weather the most through beta testing I and probably some of you can provide.
For the first time in literaly years I actualy feel like this thing is comming together rather than falling apart ^^
EDIT: Oh yeah the starmap board, since most of the MZX limitations that were bothering it were removed I should have that working for the first time.. ever tonight ^^
This post has been edited by KenOhki2112: 15 September 2005 - 09:51 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
#646
Posted 15 September 2005 - 02:52 PM
The starmap contains the locations of all of the stars in hyper space, you can freely scroll around the map, if you center on a star you have visted, it shows the star type and planet types of that system. There have been a few linking issues with the test universe so far, nothing game breaking.. For some reason a few boards when you select the leave option it brings you back to the same board, selecting leave again corrects the issue. I have not run into any snags creating content so far <3
<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
#647
Posted 17 September 2005 - 04:04 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
#648
Posted 17 September 2005 - 09:42 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
#649
Posted 17 September 2005 - 11:55 PM
No.
Talking programs are crap... it'd only be crappier in mzx, I once wanted to make one... it really isn't even worth the effort.
#650
Posted 18 September 2005 - 12:09 PM
Koji, on Sep 17 2005, 04:55 PM, said:
No.
Talking programs are crap... it'd only be crappier in mzx, I once wanted to make one... it really isn't even worth the effort.
er what? My vision of the communication screen is very similar to starcontrol 2's, large graphic of the alien with some animations for talking, blinking or what ever. The player will be presented a few options of things to say, which will produce a responce, and more options. I have already programed the board to automaticly format every thing said by the aliens and the player, I actualy DRAW the tree with custom floors and a robot reads the ground to determine what the next thing said will be, much like a train driving on a track, with each player responce representing multiple swich tracks.
I can litterly produce a convorsation tree with out opening a single robot. ^^
I'm not sure what you mean by a talking program.. And as for the spathi, they don't even have a talking animation, they just have that eye moving around. The biggest problem I'm having is that I'm a poor artist and can't draw a cool alien on the screen
<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
#651
Posted 18 September 2005 - 06:58 PM
EDIT: As in THIS
except the animated version.Nevermind koji, I'm completely frustrated with your complete lack of cognescence.
KenOhKi2112: And yeah, the spathi dont really animate when they talk.... but the creepy eye thing is cool and you should reproduce that at least.
This post has been edited by Insidious: 18 September 2005 - 07:06 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
#652
Posted 19 September 2005 - 03:33 AM
I missread your post, you COULD have just said "Nah not a talking program I said graphics."
You could have even been a little ass holeish and said like "No dude read the post again, I said GRAPHICS.."
But nah, you had to underline explode it, on top of all that insult me and just completely be a dick about it.. personally I'm fed up of your little pissy bitch fits. And that's all I have to say about that, have a nice day.
This post has been edited by Koji: 19 September 2005 - 03:34 AM
#653
Posted 12 October 2005 - 09:56 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
#654
Posted 12 October 2005 - 11:05 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#656
Posted 13 October 2005 - 10:03 AM
Currently the game has two tables for ship stats which always need to by synced, when the ship is randomly spawned in hyperspace it determines what race or faction the ship belongs too, then picks a ship from that race's ship options, then sets the movement speed of the ship and sends the ship to pursue you. If it catches you it then generates all of the combat stats for the ship (200 counters or something per ship) this is done after the ship catches you and not when it is initially generated because more than one ship can be chasing you at a time.
Solution:
Determine faction, spawn the ship with a random intercept speed, determine ship type after an encounter is triggered.
Explanation: Hyperspace propulsion =! Conventional thrusters used in combat, a big fat slow ship may very well be quite fast in H-space because it's a different system (easy to buy just ignore the fact that on your ship it's the same). Furthermore, why should a ship always intercept at Max speed, maybe it doesn't care too much about you so it goes slow.
Effect on Code: I no longer will have to manually input the speed values for each ship for H-space, as such it will no longer matter if they are inconsistent.
Effect on balance: With the old system certain slow ships would be almost always avoided and only the fastest ones would ever meet the player. Why bother coding 50 enemies if only 5 of them ever get used?
Also: I've finished planing out the new damage display stuff so hopefully it will be far easier to add new ships.
EDIT: turns out the enemy spawn code was only temp code that is not refrencing the starmap at all to determine what types of ships to spawn.. gonna have to write that in now :<
This post has been edited by KenOhki2112: 13 October 2005 - 10:40 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
#657
Posted 13 October 2005 - 11:51 AM
<@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
#658
Posted 13 October 2005 - 03:01 PM
#659
Posted 15 October 2005 - 06:55 PM
Working on some starmap features, influence areas to be specific, I want to make them revealable by exploration.
I need to come up with something of a reputation system, not really sure how complex it will be at this time, probably something simple. The communications board is has not been re integrated into the game yet, I'll probably work on that right now.
The new damage display has been thoroughly tested and seems to work quite well, it will greatly speed up creating content for that 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
#660
Posted 20 October 2005 - 01:06 PM
The actual com engine is pretty sweet if I do say so my self, the code follows a logic map that is literly drawn onto the board, so I never have to alter any code to add content, very user friendly and flexible. Coming up with content for this board will still be quite difficult however as I'm not the best writer, and won't be satisfied untill I have a killer epic story. I need some alien graphics though I really really suck at making them :<
Oh yeah, and the revealing influence area map was largely sucessful yay!
This post has been edited by KenOhki2112: 20 October 2005 - 01:08 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

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