WYRDYSM GAMES

Home of Battleships Forever
It is currently Sat Nov 29, 2014 1:53 am

All times are UTC + 8 hours




Post new topic Reply to topic  [ 1155 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 77  Next
Author Message
 Post subject:
PostPosted: Tue Jul 10, 2007 11:33 pm 
Offline
Administrator
User avatar

Joined: Sun May 13, 2007 12:01 am
Posts: 943
Okay guys, new version is up, go get it!


Top
 Profile  
 
 Post subject:
PostPosted: Wed Jul 11, 2007 2:50 pm 
Offline
Commodore
Commodore
User avatar

Joined: Thu Jun 21, 2007 12:39 pm
Posts: 533
Although most of the changes (Moria X weapons load out, animated icons, main menu AI) have been positive, utill you get the kinks iorned out I think it's best we stick with BF version 0.66 and SM 1.6 for the moment...


Top
 Profile  
 
 Post subject:
PostPosted: Fri Jul 13, 2007 11:34 pm 
Offline
Administrator
User avatar

Joined: Sun May 13, 2007 12:01 am
Posts: 943
I'm working on adding more weapons to the mix right now, heres a sneak peek:

Weasel Gun: Fires a plasma bolt that swings from side to side, making it hard to intercept, furthermore, upon destruction, the bolt splits into three smaller ones.

Shock Beamer: A short-ranged laser that does more damage the longer you charge it. At maximum charge it will do 250% the damage of a normal Beamer per frame. At normal charge it will hurt the same as a normal Beamer.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 14, 2007 5:39 am 
Offline
Lieutenant Commander
Lieutenant Commander
User avatar

Joined: Wed May 16, 2007 1:12 pm
Posts: 68
Location: U.S.A.
How do you make the Maker autoload to the game and how do you fire the special laser that you mentioned?

_________________
Battleships Forever Ships
Sword of the Stars Mods


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 14, 2007 7:44 am 
Offline
Administrator
User avatar

Joined: Sun May 13, 2007 12:01 am
Posts: 943
In the Ship Maker press Ctrl-S, it will save the ship then ask you to point to the Battleships Forever .exe file. Then it will launch the game into sandbox mode with the cship created.

The Shock Beamer isn't in the game yet.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 14, 2007 12:03 pm 
Offline
Commodore
Commodore
User avatar

Joined: Thu Jun 21, 2007 12:39 pm
Posts: 533
I think he was asking how the shock beamer will be charged, now how you charge it currently (after all, it isn't in the game yet)...

You know, the shock beamer kind of sounds like the weapon the 'warp rays' from Starcraft II use. The weasel gun kind of sound like the MIRV missiles from Starfleet Battles/Starfleet Command...


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 14, 2007 1:47 pm 
Offline
Administrator
User avatar

Joined: Sun May 13, 2007 12:01 am
Posts: 943
Don't worry, while the Shock Beamer has probably been done before, I'm pretty sure there's nothing like the Weasel.

New Version Release
Get it here: http://www.yoyogames.com/games/launch/1425

Say hi to all the new ships!

The Peitho is an fast (for a Battleship anyways) and tough Battleship. It's section arrangement allows it to make the most of its Deflectors to function as a mobile bunker.

The Tmolus is the new long-range bombardment Destroyer equipped with a brand new experimental weapon: the Weasel Gun. This gun fires a large primary bolt of excited plasma that meanders its way towards the target at high speed, making it a very difficult projectile to intercept. On impact, the bolt splits into three small bolts that curl around the target, hitting vulnerable sections on the other side. The Weasel is designed to defeat Deflectors by impacting on the Deflected section and having the small bolts go around and hit the vulnerable sections behind.

The Oenone Delta is now armed with the Shock Beamer. This is a normal Beamer with extra capacitors tacked on. Fired at a normal rate, it does rather poorly. However, given time to charge, the Shock Beamer expends it's charge in a powerful burst that does incredible damage. Smaller enemy craft are vapourized outright.

Finally, the Enyo and Athena have been given new weapon loadouts. They now have Railguns. Railguns project a tight stream of ferrous liquid at the target doing high damage per shot. The nature of the weapon makes it extremely effective at destroying turrets, doing 500% damage to any weapons it hits. It is also non-interceptable (since it's a stream of liquid anyway).

As usual, some bugs have been fixed, some glitches tweaked.

Image
Enyo firing its Railguns

Image
Tmolus and the new Oenone Delta ripping a Pirate Battleship a new one.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 14, 2007 2:06 pm 
Offline
Rear Admiral
Rear Admiral
User avatar

Joined: Tue Jun 05, 2007 1:27 pm
Posts: 775
Location: Everett, WA
ooooohhh......... do we get these weapons in the creator yet??

_________________
[center][url]www.boba-fettuccini.com[/url][/center]


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 14, 2007 2:15 pm 
Offline
Administrator
User avatar

Joined: Sun May 13, 2007 12:01 am
Posts: 943
Eh, no haven't done the shipmaker integration yet.

I released this version because I need you guys to test it. I need a stable version to submit to an indie games showcase competition.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 14, 2007 4:48 pm 
Offline
Commodore
Commodore
User avatar

Joined: Sun Jun 24, 2007 6:03 am
Posts: 525
The railguns are awesome. I love the balancing of the ships, they all have thier uses and there are no overlaps now.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 14, 2007 6:00 pm 
Offline
Moderator
User avatar

Joined: Sun May 13, 2007 9:20 pm
Posts: 83
Location: United Kingdom
...I'm in awe...

_________________
Ubuntu. Linux for human beings.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 14, 2007 6:16 pm 
Offline
Commodore
Commodore
User avatar

Joined: Sun Jun 24, 2007 6:03 am
Posts: 525
Can we have scalable weapons and core in the editor please.


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 14, 2007 8:41 pm 
Offline
Commodore
Commodore
User avatar

Joined: Thu Jun 21, 2007 12:39 pm
Posts: 533
At least the Oenone delta does something useful now... :lol:


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 14, 2007 9:59 pm 
Offline
Administrator
User avatar

Joined: Sun May 13, 2007 12:01 am
Posts: 943
The plan is to allow you to modify some weapon attributes on an individual basis in the Ship Maker. This would allow you to make special weapons like the aft Beamer on the Oenone (which has enhanced turn rate).


Top
 Profile  
 
 Post subject:
PostPosted: Sat Jul 14, 2007 10:02 pm 
Offline
Commodore
Commodore
User avatar

Joined: Thu Jun 21, 2007 12:39 pm
Posts: 533
Or the enchanced turn rate on the Proteus' weapons, yes...


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 1155 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 77  Next

All times are UTC + 8 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group