Author Topic: Battleships Forever  (Read 16154 times)

th15

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Battleships Forever
« Reply #30 on: August 26, 2007, 06:42:58 AM »
I've tried my best but because of the new features such as custom weapons, depth for sections and the improved interface the two file types are simply too different. However, you can download the old version of shipmaker (1.9) and convert your .sbl file into a .shp file. The .shp files will never become obsolete because of the way they work.

You can get it here: http://www.yoyogames.com/games/show/2397

Alpha 1

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« Reply #31 on: August 26, 2007, 12:04:00 PM »
Damn you work fast, but good game.:nervous: :D

th15

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« Reply #32 on: August 29, 2007, 04:32:04 PM »
New Version Released
Get it here: http://www.wyrdysm.com/games.php

Major graphics overhaul for this version. Oenone has been reverted to the old design with the wing tips. The Cronus has also been reworked. There's lots of other little changes in the graphics which add tons of polish to the game.

One of the most important new features are the objective arrows. These will point out on your screen and minimap exactly where you objectives are.

Another noticeable change are the new planets, done using Lunar Cell by Flaming Pear. You can see them in the very first mission.

I've been having some website bandwidth troubles lately, you might have noticed the site was down for about a day. My host has been kind enough to extend my bandwidth limit for this month so the site is back up. Also, the game is now mirrored on http://www.VictoryGames.com.pl. Thanks to Mateusz 'Eugen' Bartkowski for the hosting space!

Changelog:
Quote

Battleships Forever v0.74
-Added code to make bullets spawn exactly outside the barrel of a turret instead of on top of the turret
-Fixed a bug that caused the number of Meteors on a map to double
-Added a force fire option, with turrets selected, hold X and right click on any point to order all turrets to fire at that location. Note that you have to issue a stop command or give a new target for the turrets to stop
-Fixed a bug that caused Flak Gun shots to explode at the same range.
-Fixed a bug that occured when pressing the C key with turrets selected
-Minor cosmetic improvements to Flak Gun and Railgun
-Fixed the centering of the Railgun bullet
-Fixed the N key selecting turrets that are on intercept mode
-Optimized some textures that were needlessly large, deleted uneeded ones
-Fixed some of the menu buttons being slightly the wrong size and colour
-Tweaked the way resources are handled, should shorten loadtimes and reduce memory usage
-Fixed MegaTachyon not importing properly
-Added Gosling Launcher, this is an Alien module that fires a single bolt that successively splits into more bolts eventually resulting in a massive torrent of devastation. It's like peer-to-peer carnage.
-Gravbeams now interact differently with Demeters. It will now exert a crushing force on the Demeter, causing it to expire earlier and slow down gradually
-Fixed some minor depth issues with certain modules.
-Added some juicy physics. Ship explosions now push things around in a far more realistic manner. Tweaked the way ships move around a little too. The end result is that exploding ships produce a concussive shockwave and smaller ships are really thrown around when their sections explode.
-Added support for custom AI settings on player owned ships
-Fixed a bug that occured when shift-clicking components
-Fxied Reinforce powerup triggering on Defence Platforms and Nanomatrix Platforms
-Tmolus HP reduced slightly
-Alien Raider HP reduced
-Edited the message portraits so some characters have a little bit of rank insignia showing
-Blaster shrapnel speed increased and dispersion radius tweaked. Shrapnel no longer flies directly forward. This makes the shrapnel far more likely to hit other ships rather than hitting the same ship as the primary shot.
-Oenone and Oenone Delta faster, more agile
-Increased arcs of Blasters on Hestia Alpha
-Reduced Deflector HP
-Made it slightly harder to issue a move+faceto command, this is to prevent you accidentally overwriting your face to ship target.
-Fixed bug with Teller that stopped you from selecting anything else if you canceled a launch
-Increased turret turn rates across the board
-Reverted to the old Oenone
-Increased Beamer HP slightly
-Oenone Delta gets a Flak Gun
-Added some ship ambient noise
-Added a new particle type to enhance explosions
-Improved Interceptor weapon's range finding so that they stop trying to shoot at things just outside their range
-Tweaked damage and fire reload on Plasma Charge
-Tachyons now bounce off Deflected sections, it's really cool how they bounce around now
-Tweaked Sun rendering so that it isn't so bright
-Fixed some edge blending issues with the terrain asteroids
-Meteors split up more often
-Improved the Planet graphics and some message portraits
-Tweaked the size and depth of asteroids so that bigger, brighter ones are closer to the camera and smaller, darker ones are further away
-Adding objective pointer and warning arrows, these point out your current objectives and other points of interest
-Made Rat Hole mission easier
-HP of Nagaya's first flagship reduced by 100
-Fixed a bug in Titan mission

Ship Maker v2.3
-Fixed QuadBlasters looking a little skewed when placed
-Section depth and HP settings now only drawn if the section is moused over or selected
-Improved parenting arrow drawing so it isn't obscured by sections with custom depth
-Fixed a bug that caused ships made in the Alien ship colour to appear as the normal enemy colour
-Fixed depth bug where ships created had incorrect depth in-game

StarSlayer

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« Reply #33 on: August 29, 2007, 05:23:00 PM »
This isn't going to make my warships from .73 obsolete is it?  I've just started getting the hang of the shipbuilder and i wouldn't want to build my Warspite carriers and Undine destroyers again from scratch ;)
"Exodus from Genesis"
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th15

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« Reply #34 on: August 29, 2007, 05:29:08 PM »
No it doesn't don't worry :)

th15

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« Reply #35 on: September 03, 2007, 02:45:11 PM »
New Version Released!
Get it here: http://www.wyrdysm.com/games.php

Finally added the Oenone Delta's Dieterling Device. This allows the ship to teleport short distances but it's inaccurate and has a tendency of turning the ship around. Therefore it's not very effective to jump toward an enemy and fire but its helps when you're trying to flank the enemy or need to get away quickly.

Ships behave more intelligently now, you can now control ship's AI settings by pressing the L key. This allows you to set your ships to automatically flank enemy ships or fire broadsides. Also, Deflector modules will anticipate when they are about to be hit and activate when in range of an enemy rather than when they get hit. Deflector modules now have a shorter duration but a much faster recharge rate. They are also more responsive in how they react to enemy fire, adjusting their protected section more quickly.

I spiced up the damage component animation a little bit by adding little smoke trails and sparks that appear on heavily damaged sections. Fixed some bugs in the missions and made some of them easier at the same time.

Alpha 1

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« Reply #36 on: September 03, 2007, 05:01:25 PM »
:yes:
Yay another release.

King666

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« Reply #37 on: September 03, 2007, 09:54:51 PM »
th15, may I make a request?

In the next release (which will probably be in the next few days, judging by how fast you work) could you possibly add a list of the weapons and a description of what they do (i.e. beam, projectile, etc.)? You could put this in the help file, or make it a feature of the shipmaker, or both if that's possible. You could add a description of the weapon into the right click menu of shipmaker (i.e. click on the weapon and see a description in addition to the options such as select, delete, etc.) or the entire list could open in a new window, or the list could be added to the shipmaker help menu. Or you could ignore my silly ideas and come up with one of your own. Anything you could do would be greatly appreciated.

Thanks!

darth_victor

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« Reply #38 on: September 06, 2007, 12:33:08 PM »
Curse it all - it won't run in WINE, and my Windows hard drive is... I don't know where it is.  

What language is it developed in?  It appears to be Delphi.  Anyway, it looks like a lot of fun, I look forward to playing it sometime.

th15

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« Reply #39 on: September 06, 2007, 05:13:23 PM »
King: I'll get around to writing a proper manual when the game is closer to completion, no point writing it now as I'd have to rewrite it everytime I change something.

Darth: It's written in Game Maker Language, which was built on Delphi. It's notoriously windows-specific.

New Version Released!
Get it here: http://www.wyrdysm.com/games.php

Lots of cool stuff in this version. A few new weapons an a whole new game mode. Leviathan is a game mode where you are challenged to destroy an enormous Alien battle platform within a time limit. Points are awarded for damage done and bonus points awarded for destroying the station early.

The Tmolus finally gets a module in the form of the Frosch Gun. This fires a charged ball lightning that disables electronics on the target.

On top of the new content, there's a whole bunch of balance tweaks and graphical fine-tuning. Damage sections have lightning effects on them too.

The Shipmaker has all of the new weapons (and the ones that were missing before) and has been improved too.

karajorma

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« Reply #40 on: September 06, 2007, 05:16:44 PM »
Quote from: darth_victor;79430
Curse it all - it won't run in WINE, and my Windows hard drive is... I don't know where it is.  

What language is it developed in?  It appears to be Delphi.  Anyway, it looks like a lot of fun, I look forward to playing it sometime.

Gonna try to stick the Liberator in there when you can run it?

takashi

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« Reply #41 on: September 06, 2007, 05:18:29 PM »
will my warships from previous versions work on this one? i have a perseus and want too keep it...

takashi

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« Reply #42 on: September 06, 2007, 05:34:19 PM »
edit: i get this error on startup:
___________________________________________
FATAL ERROR in
action number 1
of  Step Event
for object FroschAI:

COMPILATION ERROR in code action
Error in code at line 1:
   event_perform(Frosch,ev_step,ev_step_normal)

at position 44: Wrong number of arguments to function or script.

th15

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« Reply #43 on: September 06, 2007, 07:20:13 PM »
Ships written in 2.2 and above should work.

As for that error, I uploaded the wrong file. Download the file again from the same place and you'll get 0.76a.

takashi

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« Reply #44 on: September 06, 2007, 09:50:08 PM »
downloaded it...got this error in a battle between a perseus+ both types of nagayas and another perseus


___________________________________________
ERROR in
action number 1
of Destroy Event
for object AegisDeflector:

Error in code at line 2:
   c_target.l_deflected = -4;

at position 2: Cannot assign to the variable

download the perseus from the custom ship database. maybe if you can recreate it you can fix it ;)