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Title: StarBord: The First Front
Description: Download Demo 1! Want to help?


Mgamerz - June 6, 2007 12:57 AM (GMT)
StarBord: The First Front
This is my... Well, its my second game I've commited to, but it will be my first game I plan to complete.
When replying please say what you are talking about-what version ARM or Core, and what version.
All posts made here are not always true-Look at the last post for most recent information.


StarBord First Front Gist:
Before reading this, ARM means All Range mode from StarFox

These are money dogs. Anywhere money is to be found by blasting things with a ships gun's, they are there. While flying by Earth, they intercept a message calling them with a bunch of static, wanting them to help them. General Eller, Part of StarBord Mercenary Team, brings up the subject of MONEY for rescue. They're money smelling sense blinds them to help the unknown victim, unbeknownst that they could be the victims themselves!. Defeat hordes of enemies as you keep an eye on you StarFox 64 shield gauge!

Currently:
Working on Program Wars! (So... Very little on this game)


Updates in Beta 5.0-5.2(ARM Betas)
*Took out debug stuff, except instance counter
*Added Team Battle Ratio, and Player Ratio(Deaths to Kills)
*Made enemies go after random instance of allies.
*1 error can't be fixed, perez wont know what target is, just press and hold I when error screen comes up

*Updates in 5.5
*New enemies, Somewhat of a joke(1945 B&W(Black and white from now on)enemy ships from the tutorial
*Updated Enemies sprites, and still getting smarter
*...512 RAM Requirement, or until I can get someone with a really high RAM(Like 2GB) to check it for me...
*Updated the level, and also have added a battle over the sea, with shadows, different death cycles, and 1945 ships(don't want to say Nazis as it might offend someone...), who aid and attack you, depending on a random choice.
*New General Eller Sprite
*Added BGM.DLL and BASS.dll, so its a big bigger(like 6 MB..., will distribute MIDI Version too.)
*Fixed the error in the single step event of eller, allies and perezs' targeting engine
*Made enemies stay in arena better-Now changes target if gone, but seems to shoot at you if you die, your instance_ID doesn't seem to change...
*A little bug I cannot figure out, with the boosting system.
*Debug Features removed

Updates in ARM 6.0
*Bullets alternate from both guns
*Sea Battle has more small features, and less onscreen stuff
*Space has 4 different random backgrounds
*Targeting Bugs are fixed
*Fixed the death on Normal enemy ships on the sea level
*Other small things I cannot remember as this was completed nearly a month ago

**DA DA DAAAA!!!!**
GAME PLAY CHANGE AS OF 10/31/2006:
In All Range Mode(ARM), you only lose a life if all of your team is offline at the same Time. Your teammates as well as you respawn after about 120 seconds.

:GM122:Screenies:GM122:


*top and bottom piks are from the All range mode beta, and the middle is the title screen of the core. ARM piks are not the real game, but the test bed you can train with.
This pik kinda sucks as it was scaled and stuff...
user posted image

user posted image

user posted image

Videos/Trailers
Teaser, before core completed
Boss Battle 1, Partial
StarBord New Interface Clip-48MB at YouTube
Video 4 At Youtube. 50 MB, 3.8 Minutes.

LATEST BETA LINK
I'd appreciate it if you posted a review after playing the game.
Please also report any bugs not listed from this


DOWNLOAD THIS FILE FOR THE LATEST BETA-IT IS THE HOSTING PAGE
StarBord Beta Versions



Files below are older files, and the expansion pak.


StarBord Expansion Pak
Download StarBord the First Front Beta 7.5 Low Fi-6.6 MB and lower grade sound, and some missing music(like the signature sound)-This is the latest core with a way better insight on the story, it has the alternative opening cinema(it has 2 openings in the second room, they are chosen at random)

StarBord betas 7.1 w/fonts and Readme

Low Grade ARM beta 6.2-4.6MB, addresses the message box issue from 6.1,uses MIDI instead of Ogg,13 MIn@56k
Both Files below are ~ 9MB, 25 min@56kbs


StarBord ARM Beta 6.1
.
The following message applies only to the ARM beta 6.1.
Also, the ARM beta might have bugs with the message.dll(not included,thats why probs are), but I do not know why-If it has problems after unzipping on your computer, please report and I will check it. I will continue to fix the ARM beta until February 2007.



All Range Mode Beta 5.5-10.11.06

StarBord Beta7.0

All Range Mode Beta5-Smartest Enemys
^Link
Starbord Beta 6 Core
StarBord Updates-For those who got the core
StarBord Beta 6 Complete PackageContains Core and Updates
All Range Mode Test Bed
[512 MB of RAM for Test bed recommended, the boost makes 180 instances(they're just fading pixels, im working on turning them into particals.))
Update: Beta4 and I think 2 have particals instead of instances.

Beta 2, With Particals instead of Instances, and new enemies.
Beta4, has a new FUN enemy, more allies, and is really fun, as everything everywhere, are bullets. AI for Allies is kinda dumb still, they won't stay in the room.

All Range Mode Beta4
All Range Mode Beta4.2

NOTE to the 5.x Beta... I forgot to put in the video file, for the little logo I have. Just Press Ignore, everything else works. There may be a few errors with the allies and eller, maybe perez, so if one pops up let me know and just press ignore, it lasts for only a step.

Stats:
StarBord Beta 2.0-6.0
Levels: 2
Size: 8.4 MB, Zip Format
Files: Game Over, Boss Battle, StarBord.Exe, Logo.wmv
I prefer to not try and kill other peoples computers by putting a high frame rate to kill older computers, so its 30 fps. That's half your monitor speed, at flashes at least.

StarBord Beta 7.0
Size-8.97MB\
Levels: 3, but incomplete Level 3
Files:
Bass.dll
bgm.dll
BossB.ogg
Some others, but busy right now...

All Range Mode Beta4.x:
Levels:1
Length: Unlimited, enemies are re-created after you defeat all on screen ones
Features: Enemy Scope, Radar, Loads of bullets and soon to be allies(Not StarBord Mercenary Team), and all on screen controls, with U Turn Speed, Instance count with the bar showing warning levels, boost now with particals...
Size: 1.1 MB, Zip with MIDI.

All Range Mode Beta 5.x:
Levels:1
Recommended RAM and Processor:
1.6 Gigahertz or higher Processor
512 MB of RAM

5.5:
1.6Ghz
512 MB of RAM(60% of 768 on mine)
Size:7.7 MB... Sorry, couldn't handle Music.

6.0
1.6Ghz
Size 9.3 MB
256 MB of Ram MINIMUM
Levels:2
Probably final beta unless multiple bugs.

SCREEN RESOLUTION-READ THIS TOO
640x480, Windowed mode (Makes it easier to see)
Changes Resolution to 1024x768 (17inch)
In future Betas, Full screen will be it(When move to Full Screen)

All Range Mode:
Goes Full screen, no resolution change. Will change. Used on a 1027x769 display.
Update to be added:
Handed to you system(How bad or good you did depending on your enemys killed and damage.[ :GM084: ] Done!
Last Beta Complete. Releasing soon. StarBord Beta 7(Core of the game, the "Vert Part is included).

The little praise I get...

QUOTE
By Avataraventilator
That game is fun, but make the green boomerang things fo a little faster, it was kind of annoying waiting for them to get to the enemy, other than that it was smooth and fun, with great graphics.

8/10


QUOTE
By dragon09
Ok this game wasnt bad but there is some problems with it.The intro was going way too slow


QUOTE
By DJMotion
Smooth playing!!!, really enjoyed it. 9/10. don't have any complains about it.


QUOTE
By Bendodge
Look pretty good, but I do think the flying "S"es need changed


QUOTE
By King Ellesar(Non GMC Member)
Pretty good..i didn't like the key locations though...maybe you could use variables for people to set there own?

*Advice Taken. I will create a button that hides the stuff at the top, and when reclick it makes it go back. This is a test bed, + later version have less on it.



I'd appreciate it if you posted a review after playing the game. :GM6:
Remeber, anything you seem to dislike(that is feasible) mention it! Critism is appreciated(Not flaming), and please mention bugs and stuff. It benefits everybody.

Nemomon - June 6, 2007 09:14 AM (GMT)
I think, this game is very good.

DarkElpizo - June 6, 2007 03:49 PM (GMT)
always loved these kind of games,mos i'll be looking forward to it

Mgamerz - June 6, 2007 09:00 PM (GMT)
I wouldn't recommend downloading it right now, as I kinda sucks, but I'm right now improving on what is done so I don't have to do it later. The latest one doesn't have everything ready, as I still left a bunch of beta testing things in.
Such as:
(I think in the latest beta link)
You can't get past the opening room, or something like that(LOL!!!)
Transitions RLY Suck.
No Tutorial.

Hey if someone would help me... You have to be somewhat quick(I'm also asking Game Maker community, and there is over 50k people there) for the warning sirens on your health from StarFOX 64. You can rip these with a ROM of it and Project 64. You need expert mode... but I'm not that good, even though I'm king.Credits for whoever gets me them(all 3 for warnings)

Putuk - June 9, 2007 06:53 AM (GMT)
QUOTE (DarkElpizo @ Jun 6 2007, 05:49 PM)
always loved these kind of games,mos i'll be looking forward to it

meh,... I donīt really like these kind of games...

1234swordy - June 14, 2007 03:25 PM (GMT)
hey you should use the newer virsion of game makers called game makers 7



Mgamerz - June 18, 2007 03:54 AM (GMT)
I don't feel like upgrading now, I don't have the money to get a new key... (whistles, key is a friends friend's key)
He registered, and now it checks the key so I have to actually buy one, and I don't support Yo Yo games, but I'm going to have too... But not until September.

Mgamerz - June 18, 2007 06:26 PM (GMT)
Currently the ARM Beta's I have posted (I think 6.1 Low Grade is the latest, and the last(I think)).
Use that for the test bed I made. I made it a bit more than that to see if I could merge it... but I didn't. I just reprogrammed it. Test Bed (ARM Betas) are recommended for download. After the warning screen, i think you press left or right or up and down to change it... I haven't played that beta in a while.

Hey, I'll show you the complexatity of the smooth ARM interface. Here's the drawing code under the drawing event of the object
obj_Ghealthbar (It draws the healthbars, warning bars, and other cool stuff that will appear on all levels of ARM)

CODE
draw_set_alpha(1)

if instance_number(obj_ARM_zephyr)>0 then
{
draw_sprite_stretched(spr_Ghealthbar,-1,view_xview[0]+10,view_yview[0]+460,obj_ARM_zephyr.hp,18)
}
//-----------------------------------------------------------------------------------------------
if room==ARMLevel3
{
//-----------------------------------------------------------------------------------------------
if instance_number(obj_ARM_eller)>0 then
{
draw_sprite_stretched(spr_Ehealthbar,-1,view_xview[0]+120,view_yview[0]+460,obj_ARM_eller.hp,18)
}
//-----------------------------------------------------------------------------------------------
if instance_number(obj_ARM_perez)>0 then
{
draw_sprite_stretched(spr_Phealthbar,-1,view_xview[0]+230,view_yview[0]+460,obj_ARM_perez.hp,18)
}
//-----------------------------------------------------------------------------------------------
if instance_number(obj_ARM_james)>0 then
{
draw_sprite_stretched(spr_Jhealthbar,-1,view_xview[0]+340,view_yview[0]+460,obj_ARM_james.hp,18)
}

}
// ////---------------------------------------------------------
// ////------------------------Draw Outlines of Healthbars-----------------------
draw_sprite(spr_Hbar_outline,-1,view_xview[0]+60,view_yview[0]+470)
if room==ARMLevel3
{
draw_sprite(spr_Hbar_outline,-1,view_xview[0]+170,view_yview[0]+470)
draw_sprite(spr_Hbar_outline,-1,view_xview[0]+280,view_yview[0]+470)
draw_sprite(spr_Hbar_outline,-1,view_xview[0]+390,view_yview[0]+470)
}
//--------------------Draw Names and Show Percentage of Rebuild, Online Status------------------------
draw_set_font(Name_Tag)
draw_set_halign(fa_center)

if instance_number(obj_ARM_zephyr)>0==true then
{
draw_set_color(c_maroon)
draw_text(view_xview[0]+60,view_yview[0]+440,"Zephyr")
if obj_ARM_zephyr.disqualified==false then
{
draw_set_font(On_or_Off)
draw_text(view_xview[0]+60,view_yview[0]+458,"Online")
}
}
if room==ARMLevel3
{
{
draw_set_font(Name_Tag)
if instance_number(obj_ARM_eller)>0==true then
{
draw_set_color(c_purple)
draw_text(view_xview[0]+170,view_yview[0]+440,"G. Eller")
draw_set_font(On_or_Off)
draw_text(view_xview[0]+170,view_yview[0]+458,"Online")
}
draw_set_font(Name_Tag)
if instance_number(obj_ARM_perez)>0==true then
{
draw_set_color(color)
draw_text(view_xview[0]+280,view_yview[0]+440,"Perez")
draw_set_font(On_or_Off)
draw_text(view_xview[0]+280,view_yview[0]+458,"Online")
}
draw_set_font(Name_Tag)
if instance_number(obj_ARM_james)>0==true then
{
draw_set_color(c_green)
draw_text(view_xview[0]+390,view_yview[0]+440,"James")
draw_set_font(On_or_Off)
draw_text(view_xview[0]+390,view_yview[0]+458,"Online")
}
}

//-------------------------Draw Percentages and offlines-------------------------------

if room==rm_BA_Dodge then
   if obj_ARM_zephyr.disqualified==true then
       {
       draw_set_font(Name_Tag)
       draw_set_color(c_maroon)
       draw_text(view_xview[0]+60,view_yview[0]+458,"Disqualified")
       }

draw_set_font(Name_Tag)
if (instance_number(obj_ARM_zephyr)==0)==true then
{
draw_set_color(c_maroon)
draw_text(view_xview[0]+60,view_yview[0]+440,"Zephyr "+string(Zrebuild)+"%")
if room==ARMLevel3
{
draw_set_font(On_or_Off)
draw_text(view_xview[0]+60,view_yview[0]+458,"Offline")
}
}




if room==ARMLevel3
{
draw_set_font(Name_Tag)
if (instance_number(obj_ARM_eller)==0)==true then
{
draw_set_color(c_purple)
draw_text(view_xview[0]+170,view_yview[0]+440,"G. Eller "+string(Erebuild)+"%")
draw_set_font(On_or_Off)
draw_text(view_xview[0]+170,view_yview[0]+458,"Offline")
}
draw_set_font(Name_Tag)
if (instance_number(obj_ARM_perez)==0)==true then
{
draw_set_color(color)
draw_text(view_xview[0]+280,view_yview[0]+440,"Perez "+string(Prebuild)+"%")
draw_set_font(On_or_Off)
draw_text(view_xview[0]+280,view_yview[0]+458,"Offline")
}
draw_set_font(Name_Tag)
if (instance_number(obj_ARM_james)==0)==true then
{
draw_set_color(c_green)
draw_text(view_xview[0]+390,view_yview[0]+440,"James "+string(Jrebuild)+"%")
draw_set_font(On_or_Off)
draw_text(view_xview[0]+390,view_yview[0]+458,"Offline")
}


//----------------------------Draw Warning Level-------------
draw_set_color(c_red)
draw_rectangle(view_xview[0]+20,view_yview[0]+250,view_xview[0]+22,view_yview[0]+450,false)
draw_set_color(c_silver)
draw_set_alpha(1)
draw_rectangle(view_xview[0]+20,view_yview[0]+450-(average*2),view_xview[0]+22,view_yview[0]+450,false)
draw_set_font(Name_Tag)
draw_set_halign(fa_center)
draw_text_transformed(view_xview[0]+20,view_yview[0]+350,"Warning Level",1.2,1.2,90)

}
//-----------------------Draw Bomb Level----------------------
if instance_number(obj_ARM_zephyr)>0 then
draw_text(view_xview[0]+510,view_yview[0]+460,'Bomb x  '+string(obj_ARM_zephyr.Bammo))
else
draw_text(view_xview[0]+510,view_yview[0]+460,'Bomb x  0')

if room==ARMLevel3
{
//---------------------Draw Archiving---------------------
draw_set_halign(fa_left)
draw_text(view_xview[0]+530,view_yview[0]+240,"Adding: " + archive_data[random(floor(26))])
//---------------------Draw Data Panel------------------
draw_set_color(c_black)
draw_rectangle(view_xview[0]+view_wview[0]-101,view_yview[0]+view_hview[0]-206,view_xview[0]+
view_wview[0],view_yview[0]+view_hview[0]-101,false)
draw_sprite(spr_Routline,-1,view_xview[0]+view_wview[0]-101,view_yview[0]+view_hview[0]-206)

if (((instance_number(obj_ARM_james)==0) or (instance_number(obj_ARM_perez)==0) or (instance_number(obj_ARM_zephyr)==0) or (instance_number(obj_ARM_eller)==0))==true) then
{
draw_set_color(c_silver)
draw_text(view_xview[0]+5,view_yview[0]+10,"Shield Sharing Enabled")
}
}
}
//----------------Draw Booster Levels
draw_set_color(c_yellow)
if instance_number(obj_ARM_zephyr)>0 then
draw_rectangle(view_xview[0]+8,view_yview[0]+457,view_xview[0]+obj_ARM_zephyr.boostfuel+8,view_yview[0]+459,false)


Sure, It looks (and is) complex, but it isn't very confusing once you put them in one by one, all in order.

Mgamerz - June 19, 2007 05:06 PM (GMT)
Here's the new code I put into Perez's AI for his boost system(All will have it, he's the beta object).
CODE
event_inherited()
//start
//target list, keep updated
//start
//target list, keep updated
if instance_number(target)==0
{
event_perform(ev_other,ev_user0)
exit
}
if instance_number(target)==1
{
motion_add(point_direction(x,y,target.x,target.y),speed/15)
}
if point_distance(x,y,target.x,target.y)>100
&& point_distance(x,y,target.x,target.y)<700 && speed!=5 then
{
speed=5
boosting=false
}
xxr=lengthdir_x(10,direction-30)
yyr=lengthdir_y(10,direction-30)
xxl=lengthdir_x(10,direction+30)
yyl=lengthdir_y(10,direction+30)
image_angle=direction
if instance_number(target)==1
if gun_ready=true then
   {
       if point_distance(x,y,target.x,target.y)<300
       {
            if (point_direction(x,y,target.x,target.y)>=image_angle-20) and (point_direction(x,y,target.x,target.y)<=image_angle+20) then
            {
            instance_create(x+xxr,y+yyr,obj_Pbullet)
            instance_create(x+xxl,y+yyl,obj_Pbullet)
            gun_ready=false
            alarm[0]=7
           }
       }
   }


//Perez Stats
//Min Speed=3
//Max Speed=8
//Dual Guns at front, non-alternating
//Normal Speed=5
//-----------------------Boost AI-----------------------
if point_distance(x,y,target.x,target.y)>500 then
if boostfuel>5 then
if (point_direction(x,y,target.x,target.y)>=image_angle-40) and (point_direction(x,y,target.x,target.y)<=image_angle+40) then
   {
   boosting=true
   braking=false
   boostfuel-=3
   }    
   if (boosting=true && speed<8)
   {
   speed+=.3
   }  
//-----------------------Braking AI--------------------
if point_distance(x,y,target.x,target.y)<100
   {
   boosting=false
   braking=true
   }
   if (braking=true && speed>3)
   {
   speed-=.2
   }
//--------------Calculate Boost Fuel------------------
if boosting=false then
   if boostfuel<104 then
       {
       boostfuel+=1
       }
//---Double Check Boost & Brake Limiters--------------
if (speed>8 && boosting=true)
{
speed=8
}
if (speed<3 && braking=true)
{speed=3}
//----------No Boost/Brake Return to normal speed-----
if (boosting=false && braking=false && speed<5)
{
speed+=.1
}
if (boosting=false && braking=false && speed>5)
{
speed-=.1
}

I haven't even tested it yet! Look at all those IFs!

Mgamerz - June 20, 2007 10:41 PM (GMT)
New Version Available. You Can always download the latest version
HERE:
http://yoyogames.com/games/show/4362
Sweet, It's even got pictures.

Griega Master - June 21, 2007 05:30 PM (GMT)
Quite an interesting project you got going that I diddn't even notice up untill now. I think it will be fun :D

Mgamerz - June 21, 2007 07:04 PM (GMT)
Yeah, I hope so. The Latest beta, I accidentally included the wrong file!

Griega Master - June 22, 2007 03:22 AM (GMT)
The Game had a lot of errors mostly image ones.

Mgamerz - June 22, 2007 05:10 AM (GMT)
Yeah, I was patching some holes in the game, and when you use the function
draw_set_alpha(.5)
it sets the translucency of drawing, and for some reason it carries to other objects, so I have to go into every drawing thing and declare the alpha.
That version was an incomplete. The next one is 8.0, which has ALOT of bug fixes. then demo1, which I hope to have no bugs. The one you played was mainly a space saver.(Saves me a space on yoyogames)

Also why me recommended not to download until demo1 is out.
Beta8 will mainly be a bug report, if there is any by the time I'm done searching it.
I spent all day adding the last big features in the game, mainly now all I have to do is make a pause menu, then clean up the little stuff like adding transitions to every room.
I've added so much now.

Griega Master - June 25, 2007 11:26 PM (GMT)
Do you need any help with the game?

Mgamerz - June 26, 2007 04:51 AM (GMT)
Do you know GML?
I could use some, just not now... I could use you when locating resources(Sprites, Sounds... etc)
Anyways, I'm nearly done with beta 8, I'll have it finished in about 15 minutes. I'll post it tomorrow, It's late right now.

Griega Master - June 26, 2007 04:39 PM (GMT)
Fine I'll locate some sprites,sounds for you.

Mgamerz - June 26, 2007 05:36 PM (GMT)
When I need them.
http://www.yoyogames.com/games/show/4362
Thats the new beta! YAY! Menu+better AI-Bugs+Fun+Updated Credits
YAY!!!

Griega Master - June 30, 2007 03:47 AM (GMT)
The funny thing is that I already hacked your game :D
Guess who has 999 lives :p

Mgamerz - July 1, 2007 01:26 AM (GMT)
Hehe... Guess what? That violates the EULA of GameMaker! I could sue you for however much I want! Plus, GM6(the one I use) has a few security holes in it. GM 7 patches em. I'm going to upgrade at the end of july. What good would 999 lives do you? I bet you can't get the other variables. ...CRAP!!!I FORGOT TO PUT IN THE FONT FILES!!!!! IT LOOKS HORRIBLE WITHOUT THEM!!!

Griega Master - July 1, 2007 02:04 AM (GMT)
ok... ????
Anyway I do you want this topic pinned? In addition to that do you want a button on the site like on TUS to show your games progress.
PS Guess who made enemy shots heal him ;)

Falzer - July 1, 2007 02:56 AM (GMT)
Griega, you just had to see if you could hack his game, didn't you? XD

I haven't played your game since my computer is a little... messed at the moment. But i've seen screenshots and they look pretty good.

I also would like to ask that any future screenshots be put into links; just to be nice to the members with a slower internet connection.

Mgamerz - July 1, 2007 04:28 AM (GMT)
Ok, I'll do that.
Griega Master, that would be nice.
Also, I'd appreciate it if you didn't hack my game.
If you are actually hacking it, show me.
(I think you hacking it means I'm just too good for others to be able to beat it :LOL: )
I don't know what version you people have been playing, as I forgot to update this topics latest beta link with the new Beta 8.0 + Expansion Pak.
Also, GM, I don't think you hacked it because It's an EXE, not a .gba file, and its alot harder. But if you are, enjoy it while it lasts because when I get GM7, you'll find out that games are now encrypted.

Mgamerz - August 23, 2007 07:44 PM (GMT)
Ok... Everyone's been waiting for this.
STARBORD DEMO 1 IS NOW UPLOADING
It has some considerable bug fixes, All of them are graphical, to the game. I've also patched up a few bugs that get in the way of the game. Check the first page for the page link to the game. If only this topic could have like HTML in, I could have a direct download.
Edit: I bet Griega Master couldn't show us a picture of 'his hacking' because I know for a fact that he didn't, because the way the healthbar works is alot different than conventional methods :D

Nemomon - August 23, 2007 08:01 PM (GMT)
So, this demo, that i tested once, right?

Mgamerz - August 23, 2007 08:04 PM (GMT)
No, the page might be the same, but the demo is updated. Make sure you remember the game name, as it has the version in it. Ignore the built-in version number on the page. Make sure you read the See Me.rtf file first.

Nemomon - August 23, 2007 08:14 PM (GMT)
Would you tell me, what i must download? There is too much links...

Mgamerz - August 23, 2007 08:22 PM (GMT)
http://www.yoyogames.com/games/show/4362
Click download game, then unzip to it's own folder, and open the See Me.rtf file first. It tells you some important stuff about how the game will run.
Me needs one things... If you do it for me you will get credit in future verions:
I need someone with a REALLY good computer to record some footage of it and upload it to a file hosting service so I can put some stuff on it. My computer records slowly and kinda suckss... 1.8 GHZ and it's got lots of crap on it. WITH A ON SCREEN RECORDER.

Mgamerz - August 25, 2007 01:09 AM (GMT)
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Check that out. That's coming out in Version 8.2, the Final version of Demo 1. Also coming out in 8.2 is pieces of ships when they blow up, floating away. I know how to make them look really cool falling away.

Master Django - October 7, 2007 12:48 PM (GMT)
First time I look into this topic. Thatīs nice. You can do things like that with GameMaker?

Nemomon - October 7, 2007 02:50 PM (GMT)
Try don't revive thread and this question is good for PM asking.

Master Django - October 7, 2007 02:58 PM (GMT)
A pinned topic should be an active topic. So I hope that anyone post more infos in here, the topicīll get closed or not pinned anymore.

Nemomon - October 7, 2007 03:10 PM (GMT)
Okay, i don't know, that thread is pinned (very strange, why this thread is pinned IMO, but only IMO...).

Mgamerz - October 7, 2007 05:21 PM (GMT)
Greiga master. 6.1 is takin most of my time, but i'll be back on this soon.

Mgamerz - January 26, 2008 12:42 AM (GMT)
I've restarted working on this! WOOTZORZ

Mgamerz - March 23, 2008 01:28 AM (GMT)
Finally got around to working on this game again. Working on the history scene right now, running into alot of loopholes in my code.
Okay, lemmeh see here:
Coming in Beta 8.1 [Demo 1.1]
-System Analysis at startup [Faster intro credits and warnings of possible system incompatabilities]
Test of BAD computer [just code reworked]
user posted image
A failed return will be red or yellow, and will prompt you to continue. All Greens like below will automatically continue, taking only 4 seconds to complete the analysis.
user posted image
-Hopefull a pause menu... It'll be a crappy beta holder one while I think up how I'll really do it
-History Room! I've already integrated it, and it's perfect. Gives alot of detail about WHY you go after the Vulcan.
-Easier Stage 1 Boss
-Harder Stage 2 Boss
-Few stupid text fixes[If you have windows XP it should at least run<- no sh1t sherlock!]
-Minor menu updates
user posted image

WILL UPDATE AS WORKED ON

1234swordy - April 22, 2008 10:02 PM (GMT)
Is there any way we can help you make this game better?

Mgamerz - April 23, 2008 07:24 PM (GMT)
Not really, lately I've been weighted down with problems around here and this knee hyperextension is really killing off what I can do, and i'm lazy :p

1234swordy - April 24, 2008 11:53 PM (GMT)
Can you gave me the code For it So I can make the A.I better ?




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