Author Topic: Star Trek 2 player v0.1 alpha  (Read 24786 times)

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Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #75 on: March 24, 2010, 01:17:39 am »
Thank you for that. I will use all of those optimizations with the exceptions of the splash screen credits (designed by...Blast Progs, Inc). There, the display strings are included because only a PART of the line must be covered. As such, I believe the closing quote in those Text statements must be closed to define the length of the space being cleared.

Offline Gale

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Re: Star Trek 2 player v0.1 alpha
« Reply #76 on: March 24, 2010, 05:23:42 pm »
just reminding you that i'm still willing to test the program for you once it's ready, as i have access to two calcs

and no, i'm pretty sure you don't need closing quotes. even with spaces, i've never used them and my programs work perfectly fine
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Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #77 on: March 24, 2010, 05:58:33 pm »
I know Gale. I haven't forgot. But, look at the progress stats at the very bottom of anyone of my posts to see how far I am.

Offline Gale

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Re: Star Trek 2 player v0.1 alpha
« Reply #78 on: March 24, 2010, 06:07:01 pm »
yeah, i can imagine how difficult this must be. coordinating linking would make me go crazy enough to start pulling hair out.

and i wasn't rushing you. i just saw earlier posts, so i didn't know if you forgot about me. i know how long these things can take. :P
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SirCmpwn

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Re: Star Trek 2 player v0.1 alpha
« Reply #79 on: March 24, 2010, 06:18:47 pm »
I believe the closing quote in those Text statements must be closed to define the length of the space being cleared.

You never, ever need closing quotes.  Trust me, I have used spaces to clear part of the screen, too, and it works without quotes.

_player1537

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Re: Star Trek 2 player v0.1 alpha
« Reply #80 on: March 24, 2010, 06:22:14 pm »
personally, I use closing quotes when using spaces to clear parts of the screen, it makes it a lot easier to know where the end of a text statement it.

Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #81 on: March 24, 2010, 06:22:24 pm »
ok. ill take your word for it.

Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #82 on: March 24, 2010, 07:55:18 pm »
Change in plans. I think I will release the SP version first, then learn asm for the MP version.

Offline Gale

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Re: Star Trek 2 player v0.1 alpha
« Reply #83 on: March 24, 2010, 08:28:46 pm »
okay nice! that way you could get more testers. good luck! ;D
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Offline trevmeister66

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Re: Star Trek 2 player v0.1 alpha
« Reply #84 on: March 24, 2010, 09:02:28 pm »
Sweet, now I get to play it :)
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Offline DJ Omnimaga

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Re: Star Trek 2 player v0.1 alpha
« Reply #85 on: March 24, 2010, 11:49:09 pm »
Aaah ok, personally, sometiems it's better to not set yourself too many goals. It's good to be ambitious, but not too much. If you realise something is near impossible at the moment, it's better to try somethign slightly different for now, then come back at it later. Plus, maybe by that time, someone will have made a nice routines for you, allowing you to also make the MP version in BASIC with libs, or maybe Axe in future Axe Parser versions

Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #86 on: March 28, 2010, 10:29:02 pm »
Work on both projects is currently on a standstill. In the first release, transporter ability will not be functional. So avoid using it, please. I may even code an error if it is used. Currently writing out AI routines for the enemy ship. For your knowledge, the AI will be programmed to continually hit first the sensors (so you can't see your enemy or lock onto him to fire), then will target your generators, then life support. Generators supply the ship with power and all systems fail without it. Life Support is the crucial system. Once life support is knocked out you lose the game. Similarly, if you knock out your enemy's life support, you win. Different systems are either in the front or back--targeting one half of the shit will only hit systems in that half. I'm not telling where everything is--it's up to you to figure that out as you play.

Offline DJ Omnimaga

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Re: Star Trek 2 player v0.1 alpha
« Reply #87 on: March 28, 2010, 11:04:53 pm »
Interesting, I kinda like how you ships got strong and weak points. In most calc shooters, it was very basic, as you just shot anywhere on the ship and it lost energy/shield. I hope you finish this :)