Tags: Oxygen
<A href="http://projectoxygen.sourceforge.net/">Oxygen</a> has been updated and <A href="https://sourceforge.net/project/showfiles.php?group_id=72873">version 0.0.6</a> has been released.
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</blockquote>31/3/03 - version 0.0.6 is out, have fun riding the hornet, and press F3 when you get bored cruising in space ...</blockquote>
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Now for the changes:
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<div align="center"><A href="http://projectoxygen.sourceforge.net"><img src="http://www.rpgcodex.com/images/screenshots/oxygen/hornet.jpg" height="200" width="266"><br><font size="-2"><i>The new G45c Hornet ship</i></font></a></div>
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<ul><b>Changes:
<br>
:code</b>
<br>
<li>all the data objects are now in one big DATA container, which is being called instead of all the data externals.</li><li>created a proper font/pixel load function for the gui.</li><li>the game now runs 95% FPS independent, which means the framespersecond can be changed to control the smoothness of gameplay.</li><li>found a cause for a problem where in debugging, the whole game glitched when the ship was accelerating near the opposite direction of the velocity</li><li>this was the biggest cause for slowdowns on higher FPS.</li>
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<b>:interface</b>
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<li>created the energy bar.</li><li>created the armor/shield bars.</li>
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<b>:space</b>
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<li>fixed a bug caused by projectile collision, and wrote a smaller Home() function for missile in the process.</li>
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<b>:ships</b>
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<li>in case the damage is greater than the shields left, it damages the armor as well.</li><li>create shields for ships, made a way to perfectly fit them to the manta/hornet (using the same sprite), added shieldpoints to ships (which regenerated by a certain amount every full second, and consume energy in the process), and found a correct way to calculate the angle chosen for the shield's frames.</li><li>created a light fighter, the hornet.</li><li>the ship's weapon hotspots are now based on x/y and should work accurately.</li><li>created an animation for the stablizers (dexhaust).</li><li>allowed ships to slow down to zero using the down-arrow key.</li><li>added a pointer to a fired projectile linked to the launcher ship, and made sure the projectile can't hurt that ship.</li>
<br>
<b>:sound</b>
<br>
<li>the game preloads all sounds to memory, stores them in an appropiate/easy-to-use container, and frees them on progam exit.</li><li>in case no music is found, music is properly disabled (even if enabled in the cfg) and all music related buffers are freed.</li><li>frees a music buffer when the program terminates.</li><li>added music support, and used a library to decode mp3's for music.</li>
<br>
<b>:AI</b>
<br>
<li>created an AI class, and a container.</li><li>created a basic aggressive ai</li><li>following the player up to a certain distance, and shooting when it is facing the player.</li><li>a lot of effort was put into an obstacle (asteroids) avoidance procedure, which is still in too early stages to be implemented.</li></ul>
<br>
<br>
Now that's an impressive list of changes!
<A href="http://projectoxygen.sourceforge.net/">Oxygen</a> has been updated and <A href="https://sourceforge.net/project/showfiles.php?group_id=72873">version 0.0.6</a> has been released.
<br>
<br>
</blockquote>31/3/03 - version 0.0.6 is out, have fun riding the hornet, and press F3 when you get bored cruising in space ...</blockquote>
<br>
<br>
Now for the changes:
<br>
<br>
<div align="center"><A href="http://projectoxygen.sourceforge.net"><img src="http://www.rpgcodex.com/images/screenshots/oxygen/hornet.jpg" height="200" width="266"><br><font size="-2"><i>The new G45c Hornet ship</i></font></a></div>
<br>
<br>
<ul><b>Changes:
<br>
:code</b>
<br>
<li>all the data objects are now in one big DATA container, which is being called instead of all the data externals.</li><li>created a proper font/pixel load function for the gui.</li><li>the game now runs 95% FPS independent, which means the framespersecond can be changed to control the smoothness of gameplay.</li><li>found a cause for a problem where in debugging, the whole game glitched when the ship was accelerating near the opposite direction of the velocity</li><li>this was the biggest cause for slowdowns on higher FPS.</li>
<br>
<b>:interface</b>
<br>
<li>created the energy bar.</li><li>created the armor/shield bars.</li>
<br>
<b>:space</b>
<br>
<li>fixed a bug caused by projectile collision, and wrote a smaller Home() function for missile in the process.</li>
<br>
<b>:ships</b>
<br>
<li>in case the damage is greater than the shields left, it damages the armor as well.</li><li>create shields for ships, made a way to perfectly fit them to the manta/hornet (using the same sprite), added shieldpoints to ships (which regenerated by a certain amount every full second, and consume energy in the process), and found a correct way to calculate the angle chosen for the shield's frames.</li><li>created a light fighter, the hornet.</li><li>the ship's weapon hotspots are now based on x/y and should work accurately.</li><li>created an animation for the stablizers (dexhaust).</li><li>allowed ships to slow down to zero using the down-arrow key.</li><li>added a pointer to a fired projectile linked to the launcher ship, and made sure the projectile can't hurt that ship.</li>
<br>
<b>:sound</b>
<br>
<li>the game preloads all sounds to memory, stores them in an appropiate/easy-to-use container, and frees them on progam exit.</li><li>in case no music is found, music is properly disabled (even if enabled in the cfg) and all music related buffers are freed.</li><li>frees a music buffer when the program terminates.</li><li>added music support, and used a library to decode mp3's for music.</li>
<br>
<b>:AI</b>
<br>
<li>created an AI class, and a container.</li><li>created a basic aggressive ai</li><li>following the player up to a certain distance, and shooting when it is facing the player.</li><li>a lot of effort was put into an obstacle (asteroids) avoidance procedure, which is still in too early stages to be implemented.</li></ul>
<br>
<br>
Now that's an impressive list of changes!