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AppGameKit Showcase / [WIP]Star flight: Star Rogue progress...

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EdzUp
15
Years of Service
User Offline
Joined: 8th Sep 2002
Location: Citadel Cyberspace
Posted: 16th Jun 2018 21:13 Edited at: 16th Jun 2018 21:13
Well another productive day for me which is nice , today I have:

ADDED: Packer.agc - this now allows me to pack up and encrypt ALL game data so that when I finally release demos of the game (which are getting ever closer) my media wont be splashed everywhere. I cant believe how easy AppGameKit makes the whole process its so painless that its almost transparent and as a gaming thing there is NO lag to loading a image from a png or loading the upf file generated by the packer. All space dust and nebulae textures are already upf (Ultim Pack File) the Packing system has been coded on every version of Ultim from C++ to AppGameKit and it cross language compatible

ADDED: SpawnChance.agc - this allows me to control what appears in each sector from the standard boulders or asteroids to bounty hunters and pirates.

FIXED: Asteroid field system when jumping - yes there was a bug in it as Aradis does NOT have asteroids it resulted in the asteroids just hanging about in the local sector.

FIXED: Sun size when jumping to new sector - the sun used to vanish if you were on the outskirts of the star system now they are always visible.

More soon...
-EdzUp
EdzUp
15
Years of Service
User Offline
Joined: 8th Sep 2002
Location: Citadel Cyberspace
Posted: 17th Jun 2018 11:34
Today I have had another productive coding session (I do like it when im in the zone as I get loads done ):

ADDED: UltimLoad/SaveMesh and Sound - now we can load all the different types of things from my encrypted upf files

FIXED: Asteroid rotation - now they rotate which makes the field not look so static.

STARTED: Modelling the space station segments so they can be added to the local sector I want them to look perfect this time rather than the hodge podge of meshes scraped together back in 1999

More soon...
-EdzUp
EdzUp
15
Years of Service
User Offline
Joined: 8th Sep 2002
Location: Citadel Cyberspace
Posted: 6th Jul 2018 10:57
It seems the packing system whilst perfect on desktop isn't liked very much on android so over the last week I have been looking for a way around this. As it goes the ideas I have come up with is simply packing up the data but leaving the meshes etc unpacked. Or plugging and writing a packing thing that works different.

On the game front I have made some progress on loading all the ships into the game this data is parsed into yet another data file and loaded on startup. This approach means I can make sure it's all a go before launching the game for it to crash and burn later

Once complete I can code the AI routines to make ships fly around
-EdzUp
EdzUp
15
Years of Service
User Offline
Joined: 8th Sep 2002
Location: Citadel Cyberspace
Posted: 10th Jul 2018 07:32
Now the NPC item loader is done which is just a fancy name for a function that parses all the data for the NPCs, I am turning my sights to the selector. Once complete I can add ships and other things to the game and they will automatically appear in it without adjusting a single line of code. To cater for this each system will have races which can appear in that system so it only spawns the correct ones, this not only makes areas of space race territories but also means I can put war zones in there where two or more races converge.

I still have to do the data parser but that will be next after the selector, once tested on android and a little bit of tidying up I can release my first alpha demo.
-EdzUp

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