This looks really good! btw, I dont expect you to make the other frames. I apologize if I implied that. It only takes me a few minutes to apply the masks and create what I need.
djcityscapes
I can't wait to see them! By popular demand the next version will display a tutorial when a player selects "new game". Apparently this game is much harder than I thought.
Yes, the shadow helps make it stand out better. And the new asteroid looks excellent! Do you want to play this version now or should I try to find a stock image of a black-hole and get the energy resource zones completed?
That Mining Station is awesome! For multiple reasons: 1. I love the perspective, 2. It works with the current special effect and 3. I can replace it right-away since it doesn't completely clash with the other art. I agree the asteroids don't look right. Their placement is random, within bounds but I can adjust the bounds. Can you make a generic asteroid that fits? If you give me a basically round one, I can code it so that width and height are random and it would always look different
Fangorodrim.zip (v1.56) The Kazi looks a lot better now: Also, Mining Stations must be built on asteroids in this version. Only about half the sectors get asteroids. What did you have in mind for Power Plants? Only built on nebula or something like that?
That's something that happens in the Alien Nest sector. Otherwise, there should be no color change in the rest of the sectors. I did that on a whim long time ago, I'll turn it off in v1.56. Edit: I did find another place where it changed the kazi color everywhere. I'll disable that also.
The latest version has the new kazi graphic (excellent!) and the Ghost alien fades in and out. Plus some other minor changes: Fangorodrim.zip (v1.55)
Thanks louist! I give burningpet all the credit because players haven't complained about the graphics for a long time. The next version will give you Defiant automatically on the small map (great idea!).
I just tested the Mako and strafing seems to work. I can fire all guns, strafe in an arc at the same time. I changed the strafe keys from CTRL to Q/E a few versions ago.
I'll do some more testing in easy mode and see if I can reproduce your observation. However, you should never see the frenlees on the small map, just not enough sectors to make it work. As far as difficulty, sometimes I lose the mission in sector 4, especially when 2 Juggernauts show up. That's why I always save the game right before a battle like that. The next time, maybe only 1 Juggernaut shows up and all Frenlees survive. Btw, the EMP works great in sector 4! Your fleet can track
Fangorodrim.zip (v1.54) -You can now complete the Frenlees mission in sector 4. -Ghost alien (aka Wraith) found in sectors 6 and 9. With all of these complicated changes, it takes me longer and longer to playtest each version. Several days in fact as I have to test each ship type, before & after save/load, at different phases of the process (e.g. Frenlees mission). I'm not complaining, I
[quote who="Burningpet" reply="109" id="2657501"]uhhhh the repair ship! this is really wasent what i had in mind, but its good non the less, even better. i thought the repair ship will cruise along with you and slowly repair the ships next to it, like at 2 health per second, but this way its really nice to leave something back "home". will it be possible to make it constantly patrol the buildings and get to hide at sight of an enemy?[/quote] It almost does this now sin
We have some new features: 1. Repair ships 2. Neutral alien encounter (Captain Neutronus!). Watch for him 4 minutes after the game starts. 3. A reason to explore the edges of the sectors Fangorodrim.zip (v1.52) Todo: Ghost Alien Trade Ships Resource zones
Great idea! Nothing like awesome art to bring an idea to life. How would you prioritize these goals: 1. resource zones 2. neutral alien 3. repair ship? I haven't seen the reordering of the formation. Try to reproduce it and pay attention if it comes after loading, warping, or some event like that.
Fangorodrim.zip (v1.49) I implemented your change requests. The dreadnaut has a lot of weapons, but the Mako's strafing ability is still extremely powerful. You can fly circles around the aliens and never get touched. Anyway, I hope the aliens aren't too fast now. The tank ship (aka "Defiant") is unlocked when you find the laser. This will be tied to the neutral alien in a later version, but I wanted you t
Good idea, Aseir. Thanks! @burningpet: yeah, I forgot about the emp icon. I like the idea for a cooldown bar for it also.
Fangorodrim.zip (v1.48) 1. The FE has a minor bug where after you use it, all future ships purchased try to hide under the mothership. One trip to the FE corrects that behavior. When all the slots are filled you can stack ships in order to move them around. 2. The EMP is a lot of fun! I don't think its overpowered. 3. The sectors are 30% bigger. I hesitate to make them too big becau
I think 800x600 will be good. In png format, try to keep them in the 600 - 800k range. I currently use 17 different backgrounds.
1. the background of each sector.
1. I can have the sectors expanded by another 3rd in about 5 minutes. I'm worried about how the star fields are getting stretched out, but we'll see how it looks in the next version. 2. So you don't want to be able to just build 7 powerplants and 7 miners in each sector? Some sectors will have both zones, some will have 1 or the other and some will have none? Technically, this should not be difficult, just trying to understand your concept. However, I can see how this correlates with
[quote who="Burningpet" reply="92" id="2651816"]will it be possible to make the sectors large enough so you could explore in the zoomed out mode?[/quote] Are you suggesting the sectors be even bigger so you can't see it all while playing zoomed out? [quote] i think that maybe limit the buildings by forcing the resource buildings to be built only on specific zones. [/quote] What do you mean by zones? Zones in the gravity well or zones out in space?<
Oooo, I love it! v1.47 is ready to play around in: 1. Sectors are significantly larger. 2. right-click is now a zoom toggle. Its really cool to play in full screen and zoomed out. 3. Logistics controls how many of each building type allowed 4. Planet types affect resource rate. If you place a powerplant on the gas giant the energy rate = 0.8. If you build a mining station on the moon-like planet, metal rate = 0.8. and there are various degrees in between. <
I refer to the interface as the hud: menus, resource indicators, minimap. The formation editor will be part of the hud. In order to increase the sector size, I have to attach the camera to the player and then keep the hud elements in position relative to the player. (not as easy as it sounds)
For the past couple of days I've been working on improving the font. Also, another big change is the option to switch to full screen mode. This may improve performance on some machines. Fangorodrim.zip (v1.45) Before I start adding new game components I want to get the HUD working so that we can have bigger sectors. This may take another few days.
Pretty cool!