^_^
ok . . . completely different from the last one . . .
this one doesn't have huge, screen filling ships, nor the huge amounts of weaponry present in the last one . . . it does however allow you to put in much larger numbers of ships without the lag ^_^
and a much nicer interface . . . select the team, then the ships you want on that team . . .
or if you don't feel up to it, wait a minute without selecting anything, and it'll provide you with a nice demo! ^_^
hold space for a second or two to restart and return to the menu.
UPDATE:
explosions now have gradient rather than one color
turrets target individually
all ships(except the carrier) now called by same function (this reduced the number of lines of code somewhat . . . previous version had about 700, this has abou 550 . . . about half as much as the original)
added two new ships, Heavy Cruiser, and the Dreadnought (VERY tough)
increased fighter weapon power, and intelligence
08/17/05
fixed various bugs
added ship descriptions
yes, I'm well ahead of schedual on that update!
07/20/05
lengthened time before demo starts
tweaked explosions . . .
added random element to weapon damage
for those interested, I have a different version which, due to the manner scripted, quickly became problematic . . .
located here: [link]
you should add a make a ship option that will get this game 10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000 more visits
This is good I'd like to make my own version but with my own ships. Can you also make like torpedoes that shoot out from the ships that either hit or miss?
Having the statistics on there and size of ships makes a huge difference to the feel of the game. Sadly, mousing-over the ships to see what each does without actually clicking ships will still start the demo. Mouse-overs should be equivalent of a mouse click as far as the demo timer is considered. (I did notice that sometimes, it would act like it was going to play, then go right back to the menu. I'm fairly sure my mouse was sitting on a ship at those times.)
Since I'm on the topic of how a game feels, if two ships of the same type are left for the end-battle, then the one with the most hit points is a 50 to 1 favorite. To get rid of this, have the damage dealt by the ships variable. Sad side is this takes away from the speed of the game, to some degree.
Completely off topic, but are you predicting your updates? (The 8th month is August)
thought the mouseover did that . . . *scratches head* mmmm . . . maybe that got lost (for some reason, Flash has been giving me shit . . . quiting on me and such >_<
check on that . . .
variable damage . . . might do . . . there is a change that they'll miss, already built into the program (although it has nothing to do with the graphic), equal to the distance of the ship devided by twice the maximum range of the weapon, in other words 50% at range, decreasing as they get closer . . .
8??ah! I feel stupid
mmm, yup, put the timeout on the rollover . . . but it's probably a bit short(8s if I'm remembering the frame rate right ) . . . I'll lengthen both it and the general to help prevent the demo from starting when not wanted . . .
Can you also make like torpedoes that shoot out from the ships that either hit or miss?
Since I'm on the topic of how a game feels, if two ships of the same type are left for the end-battle, then the one with the most hit points is a 50 to 1 favorite. To get rid of this, have the damage dealt by the ships variable. Sad side is this takes away from the speed of the game, to some degree.
Completely off topic, but are you predicting your updates? (The 8th month is August)
check on that . . .
variable damage . . . might do . . . there is a change that they'll miss, already built into the program (although it has nothing to do with the graphic), equal to the distance of the ship devided by twice the maximum range of the weapon, in other words 50% at range, decreasing as they get closer . . .
8??ah!
mmm, yup, put the timeout on the rollover . . . but it's probably a bit short(8s if I'm remembering the frame rate right