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April 16, 2021, 06:04:34 AM

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TIGSource ForumsCommunityDevLogsStartron (The procedurally generated ASCII space sandbox) ▲
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Author Topic: Startron (The procedurally generated ASCII space sandbox) ▲  (Read 11209 times)
Alain
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« Reply #240 on: April 03, 2021, 07:32:40 AM »


Sorry for tempting you: If you decide to do it, I'll buy the 3½" floppy version. Consider this an order placed!
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Rogod
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« Reply #241 on: April 04, 2021, 12:39:16 AM »

I think everybody will have to wait on that one Gentleman

Plenty of other things I want to get in first (e.g. I'm more likely to figure out music on Linux before Startron on DOS)

I'll consider it as a for-fun project later on in this already-for-fun project Grin
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Alain
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« Reply #242 on: April 05, 2021, 03:27:44 AM »

I think everybody will have to wait on that one Gentleman

Plenty of other things I want to get in first (e.g. I'm more likely to figure out music on Linux before Startron on DOS)

I'll consider it as a for-fun project later on in this already-for-fun project Grin

I totally understand, but will keep my hopes up Smiley
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Rogod
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« Reply #243 on: April 05, 2021, 08:41:05 AM »

Update v0.72
Don't be too proud of this technological terror you've constructed Gomez


  • Redesigned the main menu and added a little section for acknowledgements Beer!

  • Added a transition between views and locations in game

  • Corrupted the database in pirate ports

  • Added 5 superstructures (from left to right):
    • Verse portal
    • Particle accelerator
    • Terraformer
    • Energy funnel (currently doesn't do anything yet - this'll be expanded on in future updates)
    • Ship factory

  • Hid the blueprints for these in the pirate port database Wink

  • Added lithrogen canisters to the wares for sale in Captain T's shop

  • Balanced some pricing regarding lithrogen & juice

  • Converted space stations in nebulæ with no neighbours to pirate ports (because having them just on black holes & worm holes would sometimes mean they were rare enough that you would never find one in your cosmos)

  • Fixed some missing prompts on the UI

More importantly, as promised, I recorded a long-play video as well as a short demonstration for v0.72:









« Last Edit: April 06, 2021, 02:37:09 PM by Rogod » Logged

JobLeonard
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« Reply #244 on: April 06, 2021, 12:13:27 AM »

You can try passing the recorded file through FFMPEG first, it should allow you to re-encode the audio without changing the video, so there is no quality loss:

https://trac.ffmpeg.org/wiki/AudioVolume

https://ffmpeg.org/ffmpeg-filters.html#loudnorm
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vdapps
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« Reply #245 on: April 06, 2021, 07:51:51 AM »

Super cool update. Gentleman

Regarding silent audio, yep, you have to check audio before uploading to YouTube, no post-corrections when uploaded are possible. Only delete video and upload new one with higher volume.

I have YouTube channel (I'm not updating it now) and one of my best videos (by narration and edit), I uploaded with quite silent audio (I not checked my audio levels in LightWorks properly and when editing I didn't notice). I was sad as creator, I noticed very late, didn't want to delete and reupload so I left it like it is.
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Rogod
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« Reply #246 on: April 06, 2021, 02:37:25 PM »

Fixed the videos :3
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JobLeonard
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« Reply #247 on: April 07, 2021, 01:35:09 AM »

I forgot to comment last time (I already watched them with the volume way up). Nice summary, the whole game already appears really polished in motion compared to the last video you made, especially for an ASCII style game

I kinda wonder if it would be possible to "zoom in"/"zoom out" of the planet when transitioning to and from the planetary, instead of the current approach. You know, "just" increase/decrease the circle radius of either rendering mode, and switch halfway or something. I bet that would make the whole thing a bit more immersive stil
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Rogod
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« Reply #248 on: April 07, 2021, 02:06:27 AM »

Oo that's something I hadn't actually thought of.

In theory yea, it's possible - and for system↔cosmos too

I will have to investigate Grin!
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JobLeonard
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« Reply #249 on: April 07, 2021, 03:20:15 AM »

Ok so I just checked out the new uploads and I'm afraid there's another technical hitch: you accidentally created a left-channel only stereo output for (presumabely) a mono input! Since I'm almost-deaf on the left that makes it impossible to listen to with headphones now (unless I put them on the wrong way around Cheesy)

Not the biggest of deals but something to make sure you fix for next time I think Wink
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Rogod
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« Reply #250 on: April 07, 2021, 03:49:44 AM »

I didn't even realise that was possible lol

I just recorded it on a headset mic with OBS into a .mkv then put it through a video editor to up the volume Screamy
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Rogod
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« Reply #251 on: April 11, 2021, 02:40:51 PM »

Update v0.73
Got her all fixed up for ya Gomez


  • Shifted the system name from top right to top left on the cosmos overview (consistent with the system overview now)

  • Highlighted the R key on the flashing transmission prompt at the top of the screen

  • Added a prompt for when you try to collect from a body with no yards

  • Provided a readout of some basic cosmos stats when generating a new cosmos on the main menu

  • Ensured homeworlds are more populated (sometimes they'd generate with 0 visible cities which looked dumb - not game-breaking, just silly)

  • Made build mode flash the building you have selected so you can more easily see what you're doing when creating colonies

  • Made hailing pirates from the bridge actually work (I acknowledge there is still a bunch more to implement on the bridge - I'll get to it Grin)

  • Squished down the menus in the corners of the UI so less screenspace is taken up with text, leaving more room for the game (it was starting to look kinda ugly with all the blank lines between options)

  • Fixed the "What you say" part of the intro sequence not displaying its image

  • Fixed some poor grammar/layout in the credits

  • Fixed the background shop interaction while typing in the Captain's log

  • Fixed destroying buildings not giving any resources at all (this will be upgraded to a proper loot table later so they give you back more of the valuable resources spent building them - ensures mistakes are less devastating)

  • Fixed cobwebs & dust showing in readyroom even when collectibles are present

  • Fixed the camera sometimes losing the player when zooming into a new body (it just made for an ugly onscreen shuffle as it sought you)

  • Fixed the rare artifact heading on the bar TV only showing for collecting the pirate flag (now works for all other collectibles)

Just some of the low-hanging fruit I found on a recent playthrough - more features and bigger improvements to come Smiley


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