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TIGSource ForumsCommunityDevLogsAscii Sector (real-time space roguelike)
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Author Topic: Ascii Sector (real-time space roguelike)  (Read 28858 times)
Cymon
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« Reply #60 on: April 11, 2009, 05:54:05 AM »

Thanks for keeping us up to date. You keep on posting here, but no one is giving any feedback. Are you just a sucker for punishment or are you getting some fan service on another board? Either way I decided I should throw you a bone.
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« Reply #61 on: April 11, 2009, 06:45:44 AM »

Thanks for throwing me a bone! Smiley

Nah, I'm not really expecting that much feedback here anymore, but I can see that a bunch of people from here download the game, so I figure I might as well continue posting updates here. I have my own website (www.asciisector.net) with a forum where I get a lot of player feedback, so that's alright.
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« Reply #62 on: May 13, 2009, 08:32:28 AM »

v0.5.2 released!


www.asciisector.net/download


- Fixed bug that would lock the door to your hotel room if you walked on and off your ship.
- Various code changes in my continued effort to squash crashes due to SDL music playback.
- Added anti-cheat measures.
- Added a margin of "nothingness" around the walkable area on a base so that something at the edge of the area won't be hidden beneath the boxes with various information at the edge of the screen.
- When on a base, you can now move the viewable area outside the view of your character, both while looking around and when aiming.
- If you're critically wounded, you now also lose health while flying in space, so you can bleed to death while flying your ship.
- If you have a repair droid, it will gradually clean up any blood on your ship from, uhm, "accidents".
- Confeds and militia now detect corpses on your ship, fine you and attack.
- All commodity events will now have a news item posted in your Quine5000 when they end.
- Ships will now send an apologetic message if they hit or destroy a friendly ship.
- When in Combat Mode, the game will now show you how much time you've used, as well as how much time an action takes.
- Added Brilliance and Ultimate drugs to manipulate time usage when in Combat Mode (can currently only be acquired by stunning or killing a character that is carrying Brilliance or Ultimate).
- Added quicksave (F8).
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« Reply #63 on: May 27, 2009, 08:32:19 AM »

v0.5.3.2 released!


www.asciisector.net/download


- Another attempt at getting rid of the SDL music crashing bug.
- Fixed bug with rear turret on the Nexus.
- Fixed bug when leaving the rear turret on the Drayman.
- Changed F1 to switch all turrets on/off instead of the current turret.
- Doubled the price of the Turret Energy Capacitor.
- You can no longer stun a mission character without failing the mission.
- Ramming a ship will now have the same effect on it's attitude and on your criminal record as shooting it.
- You will now automatically exit autopilot with a "PROXIMITY WARNING" if you get too close to another ship (to avoid collisions during autopilot).
- Ship messages will now be displayed even if there's another message.
- You can no longer set your game resolution higher than your current screen resolution, as that would crash the game.
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« Reply #64 on: January 17, 2010, 07:02:53 AM »

Well, I haven't posted updates on my game here in awhile, so here's a new update:

www.asciisector.net/download

- Fixed bug with passenger list carrying over if you exit a game and immediately start a new game.
- Fixed bug that allowed you to switch positions with hostile characters when on board a ship.
- Fixed bug that allowed NPCs to shoot at an adjacent enemy in a smoke cloud.
- Fixed bug with selling hidden compartments on Bellamy.
- Fixed bug with guild missions to Bellamy.
- Fixed bug with NPCs running away from you on a base if you have a hostile character on board your ship.
- Fixed bug that caused stuff on your ship to be moved around if you scooped up an ejected pilot while walking about your ship.
- Fixed bug that allowed shooting through the outer walls of a space station.
- Fixed bug that allowed you to aim through two diagonal impassable tiles.
- Fixed bug with cargo boxes not being removed from your cargo hold if you complete a "deliver to ship" mission while walking around on your ship.
- Fixed bug with tiles that had a cargo box in them not being walkable after you transfer or jetisson the cargo.
- Fixed bug with secondary objective not marked as completed after completing a "convoy" mission.
- Fixed bug with entering your ship from below by holding down the left and up arrow keys.
- Fixed bugs with missile lock status.
- Fixed various bugs with items on the ground that occured when there were more than 255 items in play.
- Fixed bug that made it impossible to send orders to your wingman.
- Fixed bug when buying large amounts of cargo for deliver cargo missions.
- Fixed bug with being unable to transfer a captive to a Dralthi.
- Fixed bug that caused the Turret AI to be a bit too "shy" when there are multiple hostiles in its line of fire.
- Fixed bug with smoke and explosion from grenades passing through walls of docking tube.
- You can now switch positions with NPCs in Combate Mode just like you can when not in Combat Mode (also, NPCs can now switch positions with each other as well).
- Added the Lucky Lady casino ship at Nav 2 in the Adavene system.

The biggest change in this update is the new casino on board a ship in space. You can play Blackjack, Roulette, Videopoker and Slots at the casino.
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« Reply #65 on: January 17, 2010, 01:21:51 PM »

Huh, I've been playing this game for a few weeks now since someone mentioned it on IRC. Had no idea there was a thread here. Thanks for the update..I probably would have missed it had you not posted here. The casino sounds awesome  Beer!
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« Reply #66 on: January 17, 2010, 01:47:06 PM »

Very nice! Might be time for me to get back into the game.  Coffee
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« Reply #67 on: January 17, 2010, 01:55:33 PM »

Well, when I posted my recent update it told me that it had been more than 120 days since the last post, so I can understand you missing this thread!

And cheers in beer and coffee! Beer! Coffee
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« Reply #68 on: January 17, 2010, 02:08:53 PM »

Somehow this reminds me of the old "Sundog - Frozen Legacy". Which are good memories Smiley

Now I need some free time to try this out Grin
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« Reply #69 on: January 19, 2010, 10:00:19 PM »

Wow, this is super nostlagic!  I don't know if I've ever played a color ASCII game before (only games like Rogue and Castle where everything was black and white).
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« Reply #70 on: January 20, 2010, 04:27:22 AM »

Wasn't Rogue in color, or was that just later remakes/ports?
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« Reply #71 on: January 20, 2010, 06:16:41 AM »

The original Rogue was made in 1980. I think color displays weren't even around at that time.
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« Reply #72 on: January 20, 2010, 06:19:16 AM »

Yeah, you're right. I just checked Wikipedia -- it's the IBM PC port that was in color.
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« Reply #73 on: November 01, 2010, 02:12:01 AM »

Time to brings this thread back from life support...

Ascii Sector v0.7 has been released:

www.asciisector.net/download/

- Fixed bug that caused Gun Boosters and Gun Coolers on the rear turret of capital sized ship to not be removed when sold.
- Fixed bug with locking of missiles when flying a capital sized ship.
- Fixed the player's inventory weight carrying over from the previous game when starting a new game.
- Fixed bug with moving stuff from backpack to locker.
- Fixed non-visible parts of walls sometimes being drawn.
- Fixed bug with jump distance from Loye to Baranda.
- Fixed bug with a ship sometimes jumping outside of the jump point if it was attacked while charging for the jump (and also ships landing far away from the base/planet, if they were attacked while landing).
- Fixed bug that would allow you to transfer 90 units of cargo to a pirate ship when it should only be able to hold 60.
- Fixed bug with walking diagonally into the cargo terminal by using left + down and the player not being repositioned correctly when exiting the cargo terminal afterwards, leaving a "ghost" of the player on the original tile.
- Fixed bug with scrolling through missions on the nav computer using Home and End when you have a quest mission.
- Fixed some cases of 'reverse' scrolling with the mouse wheel.
- Fixed combat mode not auto-engaging if you knock a gun away.
- Fixed Confed and Militia ships scanning you for contraband even though they're hostile towards you.
- Fixed NPCs spawning inside hotel rooms (again!).
- Fixed bug that allowed NPC ships to fire Dumbfire missiles in quick succession.
- Fixed issue with weapon selection if the weapon in your right hand is a Kilrathi Gun or Rifle.
- Fixed issue with not being engaged to my girlfriend. I now am.
- Wingmen shouldn't get involved in dogfights with friendly ships because of accidental fire as often anymore.
- Improved friendly fire checks so that only weapons fire from a hostile ship will impact a target. This applies to the player's AI controlled turrets as well.
- Added persistent fleets that can move around, change control of systems, engage enemy fleets, head back for repairs and rebuilds, and so on (currently only the Confeds and Pirates have fleets, but the Retros and Kilrathi will also get fleets in future versions).
- Randomly generated ships are now based on the factions controlling the various systems as well as some other factors. The control of systems is displayed on the system maps in the Quine and nav computer.
- Swapped the faction colors of Militia and Retros: Retros are now purple and Militia are white. This is in preparation for Retros having fleets and taking control of systems and white not being a good color for showing system control on the maps.
- Changed game name from "Privateer: Ascii Sector" to just "Ascii Sector".
- New icons and logo.


Oh, and can a mod move this thread to the DevLogs forum? Beg
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« Reply #74 on: November 01, 2010, 12:52:58 PM »

Aaaand a quick bugfix:

www.asciisector.net/download/

- Fixed bug with "invisible" ships (ships that were no longer active but would still block weapons fire and other ships).
- Fixed "division by zero" crash when trying to determine whether or not a fleet should attack a new fleet that has just started construction (and therefor has an offensive strength of zero).
- Updated the manual with the new name and logo.
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Aquin
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« Reply #75 on: November 01, 2010, 12:59:41 PM »

Also you should update for putzes like me who only JUST noticed this thread.  Who, Me?

With all the chaos on these boards, it's easy to lose a few.  Especially for a casual guy like myself.  You're right though, this should be moved to the Devlogs threads.  I'm not entirely sure how to get Melly's attention, although you could try PMing 'im.
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« Reply #76 on: November 01, 2010, 01:26:45 PM »

PM sent. Now we play the waiting game...












...The waiting game sucks. Let's play Hungry Hungry Hippos!
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deathtotheweird
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« Reply #77 on: November 01, 2010, 01:41:44 PM »

mmm Hippos.


Oh and the best way to get a thread moved is just report your post. I already did so another moderator might see the report and move it.

Anyways cool to see this still being updated even though you're working on something else.  Hand Thumbs Up Left
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« Reply #78 on: November 02, 2010, 10:24:48 AM »

Oh. My Word. I just stumbled across this game today.  Kiss
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Christian Knudsen
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« Reply #79 on: November 02, 2010, 02:17:12 PM »

A bug has been reported that results in pedestrians spawning all over your ship when you land at a base after having boarded a ship in space. I'm currently trying to figure out what's causing this...
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