WYRDYSM GAMES

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PostPosted: Sun Dec 29, 2013 4:53 pm 
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This the first decent version of the game. This is still a prototype and implements a simple survival mode.

The Game
You are the Captain of humanity's first starship. Unfortunately the galaxy is a very hostile place and you come under attack immediately. Command your ship to defeat as many hostile aliens as you can before they overwhelm you.

When you die, you are taken to the tech lab where you can use Tech Points upgrade the next ship that Earth sends out to the stars. Tech Points are earned by destroying enemy ships, the larger the ship, the more tech you get!

You can also edit your ship in the shipyard to swap out weapons. Click on the turret in the shipyard to select it then click on the type of turret you'd like to replace it with in the menu below.

Controls
- Ship tries to face the mouse cursor
- WASD moves the ship around. W will move toward the cursor, S will move away. A/D keys will strafe to the left/right.
- Pressing the CTRL key will toggle whether or not the ship turns to face the mouse.
- Move the mouse to look around.
- Zoom in/out with the mouse wheel
- Left click on enemy ships to target them. Your gun turrets will always try to fire at your target if possible.
- C will stop your ship

Advanced Controls
- F5 will jump away from the current star. This is not available for the first 30 seconds of an encounter
- F1-F4 keys will activate Commands. These have to be unlocked in the tech lab.
- The number keys (1-4) are used to activate modules. Only advanced ships have them.


Attachments:
SpaceRoguelike-Default-1.0.0.13b.zip [12.95 MiB]
Downloaded 626 times

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PostPosted: Sun Dec 29, 2013 6:00 pm 
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Oh wow, this seems great!
But using shp and sb4 files means we can use our own ship?
However this is a great game! I don't know how to say about this

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PostPosted: Sun Dec 29, 2013 6:11 pm 
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I wonder if you can implement a fleet of allies there?

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PostPosted: Sun Dec 29, 2013 10:54 pm 
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You forgot to list it but C stops the ship.

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PostPosted: Mon Dec 30, 2013 6:54 am 
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Some bug fixes and tweaks. Added some submitted ships. Download link above.

v1.0.0.4
- Reduced enemy spawn rate later on
- reduced enemy spawn rate across the board
- Enemies that spawn early on are easier
- Fixed ships going off the right of the world
- Fixed target description going off the edge of the screen
- Fixed core sprites all defaulting to terran core
- Tweaked some ugprade costs
- Fixed a bug where secondary targets would be saved and reverted to
- added scaling on explosions for more boom.
- added stormcloud cruiser and condor raider by Doogie12
- added krone by Cryosleep

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PostPosted: Mon Dec 30, 2013 5:48 pm 
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th15, what are the upcoming features for this game?

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PostPosted: Mon Dec 30, 2013 6:24 pm 
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Well this is a fun little game. Though don't seem to be able to get past wave 1; I'm usually quite quickly mobbed by half a dozen ships at once.
Ristyo: He's posted a dev log that suggests more features.

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PostPosted: Mon Dec 30, 2013 6:29 pm 
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New version:
You can now change the weapons loadout of your ship in the shipyard. Since we only have two turret types now this is kinda useless for now.

v1.0.0.5
- Interceptor bullets no longer travel infinitely.
- Fixed Gunnery not working
- Fixed Deflectors not working after first time
- Description no longer disappears when target section is destroyed
- Fixed angled sections not having correct connectivity information
- Deflectors last for 8 seconds when activated now (from 3s)
- Fixed weapon arcs only showing for a frame when you press V
- Shipyard added!

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PostPosted: Tue Dec 31, 2013 2:08 am 
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Every time I try to open a ship in game I get this error. This happens with any ship I try to load.
Spoiler: show
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Key Press Event for F10 Key
for object ctr_game:

DoSet :: Invalid comparison type
at gml_Script_ship_create_from_JSON
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_ship_create_from_JSON (line 0)
gml_Object_ctr_game_KeyPress_121

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PostPosted: Tue Dec 31, 2013 2:20 am 
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that is the exact same thing that happened to me, there should be a place for reporting bugs

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PostPosted: Tue Dec 31, 2013 3:08 am 
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Oh yea I broke that oops.

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PostPosted: Tue Dec 31, 2013 1:35 pm 
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I'm currently working on adding torpedoes, point beams and maybe spinal lasers to the game. Along with AI to make use of these things, I'm planning to have these elements give the game an ebb and flow in battle so that there are periods where you are on the defensive and maneuvering defensively while other times you are turning to maximize firepower. Torpedoes and spinal lasers will be very powerful, so you will have to get out of their way or block them. Point beams are going to have really short range so that they only protect the section they're on plus a little bit more. That way you have parts of your ship that aren't covered by point beams.

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PostPosted: Tue Dec 31, 2013 6:52 pm 
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New version
This version adds Torpedo Racks as a module on most player ships. When activated, they fire a stream of slow-moving torpedoes straight forward. They do massive amounts of damage though: each torpedo will most likely kill any section it hits. Watch out, some enemies have torpedoes too. This along with better enemy AI should make the game more fluid and a lot more fun.

v1.0.0.6
- removed the wave counter
- F10 works again
- Ships are no longer free
- Added plasma torpedo
- Added hit & run and hit & fade ai. Frigate use hit & fade. Added torpedo boat that uses hit & run
- Added Point Beam
- Added Torpedo Rack module on most player ships.
- Tweaked player ship designs with new stuff

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PostPosted: Wed Jan 01, 2014 3:50 pm 
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New Version

Added weapon variants so that you actually have decent choices to make in the shipyard. You need to unlock weapon variants by purchasing Turret tech in the tech lab first. Added some beamers for you to use too (they're really rough at the moment). Enemies get a cool spinal laser though, better get out of the way when you see one lock onto your ship.

v1.0.0.7
- Added Blaster variants
- Added pulse variants
- Torpedoes move faster and have longer range
- Gave Particle Guns some deviation
- Added flanking AI
- Stats no longer affect interceptors and modules (i.e. you can't increase the range of point beams)
- Fixed bullet lifetimes not being adjusted after stats change firing range or bullet speed
- Added Beamer, Multi Beamer, Heavy Beamer
- Added Spinal Beamer and a Beam Destroyer enemy that mounts it

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PostPosted: Wed Jan 01, 2014 4:07 pm 
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Spoiler: show
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event1
for object ctr_enemy_controller_flanking:

Push :: Execution Error - Variable Get -1.tar(100280, -1)
at gml_Object_ctr_enemy_controller_flanking_Step_1
############################################################################################


Welp. This usually happens some time after torpedo boats show up.

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