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

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Virtual Nomad
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Posted: 7th May 2022 17:11
the link isn't working. didn't you put this in beta/hidden somehow?
EdzUp
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Posted: 7th May 2022 17:52
Should be up within the hour, weirdly it got switched to unpublished. I have changed it back again and it should be up as soon ASAP
-EdzUp
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EdzUp
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Posted: 26th May 2022 19:09 Edited at: 27th May 2022 20:17
New release (v0.1.6b alpha) this one is a Windows release (Android coming soon...).

Please read the readme 1st.txt for more info

Head to http://www.edzup.co.uk/images/Star_Rogue.zip for download

New adjustments:
Fixed: Selecting a system then docking and pressing the FTL button no longer jumps you to the location selected.
Fixed: Space bar throwback to Freelancer controls system has not been retired
-EdzUp
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EdzUp
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Posted: 26th Jun 2022 08:32
Well we have been adding animations to the docking sections of the game which make it better (we dont teleport to the station or to space now). I still have to do the planetside animations but its looking much better.

After that is done i can finally add in the shipyard as we have planned it out now
-EdzUp
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EdzUp
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Posted: 29th Jun 2022 15:08
New release (v0.1.6d alpha) this one is a Windows release (Android coming soon...).

Please read the readme 1st.txt for more info

Head to http://www.edzup.co.uk/images/Star_Rogue.zip for download also available from Googleplay.

This one fixes some bugs in the game and introduces placeholder animations instead of teleporting the player around
-EdzUp
Patreon: https://www.patreon.com/EdzUp
Buy me a coffee:https://www.buymeacoffee.com/EdzUp
EdzUp
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Posted: 26th Aug 2022 11:30 Edited at: 26th Aug 2022 17:28
New version (0.1.6e) released to Google Play, this one has the following fixes and adjustments:
1) FIXED: comms system for messages you cannot do yet, this would result in a crash.

2) FIXED: astronomical data to use new system that will make it more easy to adjust.

3) ADDED: Cargo check and cabin check to game now you will have to have the passenger cabins and cargo space free to accept missions of that type.

4) ADDED: Shipyard system to game, the button is now active and everything is being developed for this system to go live in the next patch.
-ADDED: Icons to shipyard system to make it easier on small screens and touch interfaces.
-ADDED: Description to shipyard items
-ADDED: Check to make sure player ship is space worthy before launch.
-ADDED: Engine class so you cannot fit massive engines to small sized ships.

5) Complete rewrite of shipyard system so it now uses the tech level of the star system and planet you are docked at, the reason for this is backwater planets wont be able to sell you top grade weapons where high tech and high security planets will .

6) Complete rewrite of the FTL target selector system, the new system is much more easier to navigate and use. Instructions added to FTL POI selector.

7) Adjusted some of the UPF system to accommodate more files to make sure it loads properly on mobile targets.

8) Added seizure warning to the game loading system.

Windows version released on www.edzup.co.uk
-EdzUp
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EdzUp
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Posted: 28th Sep 2022 13:14 Edited at: 28th Sep 2022 15:18
New version released:
v0.1.7 fixes and changes:
1) Player weapon firing times have been changed, the weapons have adjusted damage values and this will enable everyone to damage and kill NPC targets etc, be careful as police has beam lasers as standard.

2) Weapon mounts are also in with ammo counts etc this will mean that once the view system is fully in the game we can actually use weapons on the other views, complete with ammo counts etc. These are not full implemented yet as we need the missile racks be added.

3) NPC's now use the Equipment list of items for the weapons they fire this will mean they are under the same limitations as the player and do not have any special abilities when in the game.

4) Pulse laser firing timer adjusted from 30 to 15 so it now fires twice a second, Beam laser firing times put down from 1 to 0 this means the laser will fire very fast.

5) Launch check for player, this stops the player launching without solar panels or an engine suitable to move the ship. You cannot launch without a ship capable of flying around.

6) Battery charge level changed to reflect new solar panel system so you wont charge as quickly as you used to, be warned the charging is lower than it used to be as the system is now based on the Solar panels capabilities and is subject to change.

7) NEW model for Escape pod added with texture, this removes the old Elite model due to copyright issues.

8) Mount system so we can display what weapons are fitted to the currently selected ship, there is also a mount selector for choosing which mount the weapon should be fitted to. This will be in 0.1.7a when you purchase weapons you will be asked to select what mount you want to fit it to.

9) Fixed player deaths - now you can only die once in the cut scene then it returns to the station, there was a bug in there that meant getting shot during the death scene would cause it to restart.

10) Removed docking section from death sequence now your placed in the station, you cannot dock when your dead

11) Fixed galaxy map section of the point of interest selector.

12) Fixed a gitch with the point of interest system where the system wouldnt allow the player to select anything from the button bar.

13) Fixed back button on POI button bar so it now closes the POI system correctly

14) Changed Game news system to use the image system we have moved to this will allow us to display much more interesting game news than a wall of text.

15) Fixed issue with ship speed calculation, this has now been fixed and takes the ships hull into consideration when working out top speed. This means the heavier your ship is (Ship and equipment) the slower it will go. It does not take cargo into consideration for speed
-EdzUp
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SFSW
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Posted: 28th Sep 2022 15:37
Nice! I'll try to set some time aside to play the latest.
EdzUp
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Posted: 29th Sep 2022 19:31
@SFSW: thanks enjoy the game
-EdzUp
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SFSW
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Posted: 1st Oct 2022 21:38 Edited at: 1st Oct 2022 21:39
So far so good overall. You've done a great job updating the UI (really like the icons) and overall 'feel' of the game.

One thing surfaced that is probably related to the latest AGK/S update. Previously, the game would be rendered in the main field of the screen and all icons/readouts were clearly visible and accessible. With this version however, the field of render now goes out beyond and around the camera protrusion as well as all the way out to the rounded corners of my phone's screen. This probably wouldn't be a problem, except that some of the indicators and the setting button are now partially cropped by the screen corners. This makes access and visibility a bit more difficult as the game is unable to display the entire range of readouts/buttons in those areas of the screen that are cropped. I can still tap the lower left corner of the setting button, but it's more difficult and the upper right portion of it is cropped out of view. If this new full-full screen render approach is now required by AGK/S, I suspect those readouts and buttons would just need to be moved in slightly away from the corners and no indicator/button displayed on or around where a camera insert might be on the side of a phone's screen.

I'll need to consider such conditions for my projects as well.
EdzUp
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Posted: 2nd Oct 2022 04:34
Thanks for testing the game, i do have a plan to have a customisable GUI system (just dont have time at present to get it in there). This should help with the size and positioning of gadgets on screen
-EdzUp
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EdzUp
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Posted: 6th Dec 2022 08:37
Well i have a system in place that has allowed me to have 659 star systems for the players to explore, this will for the area of space for the Terran confederation. These systems are in and the tech is in place to generate upto four billion possible variations of these systems (like sf2000 back in 2000).

I have also fixed loads of bugs and glitches in the intervening weeks since i last posted and added some new stuff. I want to change the jumpgate system and add projectiles (mines and missiles) before releasing a new version

More soon....
-EdzUp
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EdzUp
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Posted: 2nd Jan 2023 18:23


Shows some of the progress coming in the upcoming new build (0.1.7b) and the new procedurally generated galaxy
-EdzUp
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EdzUp
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Posted: 9th Mar 2023 21:57
New windows build up ( http://www.edzup.co.uk/images/Star_Rogue.zip ), once I fix some small glitches with the GUI system I will upload the android version as well.

New adjustments are as follows:
1) Controls changed to:
WSAD when docked to walk around the station
Mouse (Left click and drag to turn), Right click to fire weapons
J - Jumpdrive
A, Z - Accelerate and Decelerate
H - Hyperspace, this only works if you have enough energy for the jump
F - FTL Hyper jump when destination selected
T - Target something in from of the player ship
U - Target Nearest Hostile
Esc - Quit
F1-F5 select top button on button bar (you can also click on them)

Star Flight: Star Rogue v0.1.7b fixes:
1) Purchasing weapons now shows mount screen so you can fit a weapon to a particular mount

2) Added Ammo count to weapons list so fitting weapons will give you max ammo to use

3) Completely new GUI system which replaces all the GUI elements in the game making sure they are all under the same system now. This new system allows for position and scaling of gadgets so is much more flexible for all device types.

4) DEPRICATED - the entire old BBS system in favour of the new Star Rogue BBS system that has been rewritten to take into account of the new GUI stuff and requirements for the game.

5) DEPRICATED - old GUI system in favour of new one, the entire system has now been rewritten so we can make the gadget placement options sections so people can choose their gadget placement for inflight and on foot sections of the game .

6) Credits moved to separate data that is encrypted and compressed, no more visible strings in the data files.

7) Started fleshing out the options menu, we now have "In flight", "On foot", "Audio", "Graphics", and "Gameplay" menus that will be fleshed out with the relevant options in the game. The In Flight and On Foot sections are for gadget placement for touch interfaces.

8) Moved all menu graphics to the menus 'Ultim Pack File' this keeps the menus in a tidy package for use in the game and doesnt put half the files in other sections of the game that are used by the main game media.

9) ADDED: VDU screen systems so we can have adverts and information in the game stations to make it more varied as time goes on, there will also be other items that will also be placed in the stations to break up the simple placement of the game.
FIXED: issue when launching, now the VDU screens get removed from the systemso they dont appear around the player in space.

10) ADDED: Star system generator written in BlitzMax (using MaxGUI) this now generates the systems used by the game loader so we can now have an unlimited number of different variations.

11) ADDED: Merkuse, Bilrande, Zerikan, Birmingham, Leeds and Cardiff systems expanding the game so there are now fifteen systems in the game already. For the Terran area alone there are plans for about 665 star systems, there will be more depending on the other races zones as well.

12) FIXED: System generator to use game name generation system so we can generate stuff more effectively...

13) Ported the system genrator to Python as well so I can design systems on my Raspberry Pi 4 as well as my mobile phone

14) CHANGED: TargetInformation button is now changed to Player Views button, one theview system is in the game we will be able to use all weapons fitted to the players ship.

15) ADDED: Basic shadows to on foot section of stations, the shadow system are coded internally and doesnt use AGK's shadow system due to a lighting issue with full lit objects.

16) CHANGED: Pay to reflect the distance from the players system to the target system,the final version of this will check the number of jumps required to get to the final system from where the player is.

17) FIXED: Issue with shadows not being removed when leaving stations.

18) ADDED: Merge data to generator system so we can actually add special data to the systems as required this will allow me to add special pre designed assets and events to the game for things like stories and other in game stuff.

19) FIXED: Glitch in galaxy generator where it would not generate any suns of a different colour as primary this was due to the system not noticing a character in the file.

20) ADDED: Galaxy scaling system so the galaxy isnt as large as it was originally

21) CHANGED: Entire galaxy map system, now the entire galaxy is generated as required this allows us to use a galaxy image for the galaxy and this shows how the galaxy density is depending on the image. The game can use multiple different galaxy images this will in future allow us to open up other galaxies as required.

22) ADDED: Icons for player information so the player knows at a glance what each group means when flying around.

23) ADDED: Hyper energy to the game, this 'rechargable' energy does recharge over time. After hyperspacing the battery will charge from the solar panels at a rate that is dependent on how much the main battery is charging.

24) FIXED: Galaxy generator so now it cannot keep placing items at the same locations so we dont end up with planets inside planets etc.

25) ADDED: Player jumping so we can jump to uninhabited systems all is required now is the mobile button then we can release a new version of the game to the masses.

TODO: Fix glitch in Android GUI system so it displays correctly, then I can release a new build .

Please note: Be very careful where you jump to some systems have stuff orbiting a black hole, as black holes do not generate light they cannot charge your batteries of the ship.
-EdzUp
Patreon: https://www.patreon.com/EdzUp
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EdzUp
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Posted: 20th Mar 2023 15:39 Edited at: 27th Mar 2023 13:25
In v0.1.7c I have made a few more adjustments this should make it load faster and finally will have the touch controls that are required for Android versions .

I still have to make the galaxy map scroll much easier as its a bit jumpy at present which needs work.

EDIT: Updated version has fixed background star field so it doesnt overwrite the objects in the game and fixes the hyperdrive so it updates the game properly when jumping into a new occupied star system.
-EdzUp
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EdzUp
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Posted: 27th Mar 2023 18:07


Latest vid
-EdzUp
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SFSW
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Posted: 28th Mar 2023 03:04
Very nice!
EdzUp
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Posted: 28th Mar 2023 09:08
Thanks its getting there but still a long way to go, the windows version is at http://www.edzup.co.uk/images/Star_Rogue.zip and the android version is on google play for everyone to dive into.

Im looking into sorting the scrolling of the galaxy map, system map and how the procedural star systems are laid out
-EdzUp
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EdzUp
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Posted: 3rd Apr 2023 15:43
ADDED: Minefields, these minefields are exceptionally dangerous and are now separate from all other fields like nebulae and asteroid fields. As a huge upshot of this it means you can now have mines in asteroid fields and nebulas making them all the more dangerous. At present all mines cause 50.0 points of damage to the player ship this means for the smaller ships its a instant death so be careful when in minefields. For testing purposes there is a military station added to Aradis called Oberon station that is within a mine field and cannot be docked at its primarily there just for testing .
-EdzUp
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EdzUp
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Posted: 5th Apr 2023 09:33 Edited at: 5th Apr 2023 09:33


Minefield test 1
-EdzUp
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EdzUp
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Posted: 18th Apr 2023 14:22


Finally redesigned the crates in the game as you can see they are also added to the space station on foot section.
-EdzUp
Patreon: https://www.patreon.com/EdzUp
Buy me a coffee:https://www.buymeacoffee.com/EdzUp

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SFSW
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Posted: 19th Apr 2023 17:33
Nice! The UI changes are looking good also.
EdzUp
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Posted: 22nd Apr 2023 17:42
Thanks
-EdzUp
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Posted: 8th Jun 2023 05:51
A little progress has been made i have fixed a few more niggles and things thwt didnt sit right, i have also modelled the "Mule" small transporter which is in the game but o have to find it to take a picture (its a bit camera shy at present). This transport is the next step to adding the escort mechanic and completing the escort missions for the game.

Once those are done i will release a new update to the game abd finally start work on the saving and loading systems
-EdzUp
Patreon: https://www.patreon.com/EdzUp
EdzUp
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Posted: 17th Jun 2023 21:37


A early shot of the "Mule" transport that is now in the game, I still have many more ships to add but RL stuff at present is taking up a lot of my time :/

I have also uploaded a new version to google that has the mule in as well
-EdzUp
Patreon: https://www.patreon.com/EdzUp
SFSW
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Posted: 18th Jun 2023 01:45
Looking good!
EdzUp
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Posted: 24th Jun 2023 09:00
Thanks SFSW.

New features that are in the next build:
1) Birthday messages - on a selected birthday date there will be a message in the ISN news feed in every inhabited system. This galaxy wide message lasts all day.

2) AI evasion - no longer will NPCs just fly in a straight line whilst being shot. They will try to evade the attacks.

3) NPC target selection is more random they no longer will go for the biggest kill but any kill, if this is the player then there ya go.

4) Fixed an issue with afterburner audio not playing, this has now been fixed.

More soon.....
-EdzUp
Patreon: https://www.patreon.com/EdzUp
EdzUp
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Posted: 3rd Jul 2023 08:38 Edited at: 3rd Jul 2023 08:40
New version out (v0.1.7.fa alpha), this one fixes:
1) FIXED: Procedural star system generation order has been updated this will allow us to create the star system viewer.

2) ADDED: "The Mule" Small transporter to the game to allow me to move to getting escort missions into the game
properly once they are in we can properly have more other detailed missions etc.

3) FIXED: Afterburner audio sample was not playing properly in the game this has not been fixed so it plays correctly.

4) FIXED: Bounty being awarded for the killing pirates, it was using the old system now its uses the new Player.Credits
system that was changed a few iterations ago.

5) FIXED: NPC's killing NPC's there is still things that are required in this area but its getting more of a war out
there.

6) FIXED: Minefields dont go with you when you jump, they wasnt cleared when you jumped to a new area after exploring
a minefield. This bug has now been fixed .

7) ADDED: Birthday greet messages on certain times of the year.

8) ADDED: Information.upf - this contains the script system for the main menu information so we can learn about the
Star Rogue background. This will feature heavily on the main menu and the information system in the game.

9) FIXED: an issue with the galaxy map not loading one of the systems correctly this has now
been rectified and another new system has been added.

Its up on GooglePlay (android) and available at http://www.edzup.co.uk/images/Star_Rogue.zip (Windows).

This is also the first version compiled with AppGameKit Studio and it will definitely not be the last
-EdzUp
Patreon: https://www.patreon.com/EdzUp
EdzUp
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Posted: 31st Aug 2023 21:44
Over the last few weeks I have been recoding a section of the game the new changes will replace the Point Of Interest list which was only a temporary system, the new system will show you the entire system and allow you to click on things in the system and get information on the items in each system. Dont worry the game will not show things you havent discovered yet so there are always things in the game for you to find when exploring (either by buying information from characters in the game or by locating them yourselves by flying into the sector) .

Once I complete the entire system I will upload some more pictures and a video of the new system, there are some small changes I need to complete before I will be happy that its complete .

More soon...
-EdzUp
Patreon: https://www.patreon.com/EdzUp
SFSW
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Posted: 1st Sep 2023 04:39
Cool, I look forward to checking it out.
EdzUp
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Posted: 3rd Sep 2023 20:52


There is still some more to do but the general idea is that it allows people to see what everything in the system is, as they discover more that will also appear in the system map
-EdzUp
Patreon: https://www.patreon.com/EdzUp
EdzUp
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Posted: 29th Sep 2023 19:58 Edited at: 30th Sep 2023 08:16
Still working on it, after a bout of illness I am back in the saddle and eager to get the planet map working and finalised so I can move onto getting other sections of the game completed

I still have the code down for missiles as well that will be added to the game as well as soon as the shipyard is complete and we have reloading of the missile racks .

Coding in AGK2/Studio feels right and I hope TGC doesnt can the languages in favour of game makers as this will not be good for the old coders in the forum. If that happens I will return once again to my C++/OpenGL roots and continue coding.
-EdzUp
Patreon: https://www.patreon.com/EdzUp
EdzUp
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Posted: 1st Nov 2023 12:38
Fleet mechanics are coming together now the main aim for this is to move the player ship information to the fleet area so the player flies one of their ships this change will allow me to make it so you can see your fleet in the game as you move around. Currently you can see your entire fleet that you have, im currently adding in the purchase and selling of ships. After this I will be adding in the ship module purchasing, selling and adding them to ships this will allow players to setup their ships as they require. After this I am adding the save/load mechanics and then move onto everything else like the fleet missions and assassination missions .
-EdzUp
Patreon: https://www.patreon.com/EdzUp
EdzUp
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Posted: 17th Dec 2023 18:57


As you can see the crew screen has been changed

Currently we are changing all of the player screens, the ship loadout system and the fleet mechanics. This is taking longer than expected by the results are allowing us to make a more polished system so we can move to other sections of the game, new additions to the mix are new requesters so we dont have to keep reinventing the wheel as it where we can just give the requester a series of things we need and then it will generate the requester with that relevant information allowing us to proceed with other parts of the game.

One side effect of mass testing is we have worked out that Classic seems to deal with UVs differently than Studio, Classic allows you to adjust the UV position of the mesh allowing for texture effects but studio has a issue here where the texture gets stretched and it looks nothing like it was intended.
-EdzUp
Patreon: https://www.patreon.com/EdzUp
EdzUp
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Posted: 17th Dec 2023 19:15 Edited at: 17th Dec 2023 19:16

This texture


This is how it looks in Classic


This is how the exact same code looks in Studio

There is no adjustments at all of the code, all I am doing is exiting Classic, Loading into Studio and compiling. On Classic its exactly the same code base with no changes whatsoever all the code does is use SetObjectUVOffset to change the offset to a random position in the Broken texture depending on the frame given.
-EdzUp
Patreon: https://www.patreon.com/EdzUp

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SFSW
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Posted: 22nd Dec 2023 04:01
Looking good! The issue you referred to with the texture appears to be a bounding/wrapping problem. Try placing these two lines before you load that texture (or any texture with UV wrapping or scaling):

SetDefaultWrapU(1)
SetDefaultWrapV(1)

If it still doesn't work, there were some changes in Studio to correct a few alignment flaws from Classic that may be impacting what you're trying to do. If you post the code you are using to try and segment that texture, it may be possible to determine more. Should be an easy fix though.
EdzUp
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Posted: 22nd Dec 2023 19:56
@SFSW: I have managed to fix it with help from everyone on this forum

Im currently adding the player screens so once they are ready I will expand the fleet system so that section is complete and it will allow me to finally work on other sections of the game
-EdzUp
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EdzUp
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Location: UK
Posted: 5th Jan 2024 14:51
The only two screens I have to do now is the mission screen and the ship information screen, once these are done the player screen system will be completed. After that I can finish the fleet system then I can release another build, the ETA for all this is unknown but it's taking longer than expected
-EdzUp
Patreon: https://www.patreon.com/EdzUp
EdzUp
21
Years of Service
User Offline
Joined: 8th Sep 2002
Location: UK
Posted: 8th Jan 2024 14:50

This is the pilot rating, currently for all the races planned for the game. These will also change for ALL the races as these are the default and some of the races will be always extremely hostile to all races.


This is the current ship flown by the player this is from the players fleet rather than the old system that used to be one ship per player. This new system will allow the player to hire crew to fly the ships they own thus creating their own fleet that can trade, hunt etc.
-EdzUp
Patreon: https://www.patreon.com/EdzUp
EdzUp
21
Years of Service
User Offline
Joined: 8th Sep 2002
Location: UK
Posted: 5th Mar 2024 14:08


Latest pic of the new repair system, this one will allow you to fix everything or single components on your ship. This is also the current ship you are flying in your fleet. I will be adding the new shipyard system over the next week or so then after "finally" adding saving and loading I can upload another new version....

Ignore the rather ludicrous credit amount this is for testing purposes (honest) and will be removed in the next release
-EdzUp
Patreon: https://www.patreon.com/EdzUp

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