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Development Info Oxygen 0.0.6 released

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
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Location
Behind you.
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:
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:code</b>
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<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>
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<b>:sound</b>
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<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>
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<b>:AI</b>
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<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>
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Now that's an impressive list of changes!
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
Damn, this guy is really speedin' along with his project. Here's hope for a cool (and finished) indie space rpg game.
I'm watching this one with some hope.....
 

JC Anejo

Educated
Joined
Mar 12, 2003
Messages
31
Really hope this works out. Kinda gives me that feeling of one of my favorites from the way past AUTODUEL. I know one is cars and one is spaceships. But AUTODUEL was one of the first games I played that didn't really matter if you finished. Whether it was running supplies from town to town, fighting in the Arenas or just cruising for Outlaws, I never finished "the story" but played it many times.
 

Mad_Dog

Liturgist
Joined
Nov 29, 2002
Messages
109
It's certainly a nice engine... Once he ties it together with some systems, and planets, it'll be a lot of fun.
 

Saint_Proverbius

Administrator
Staff Member
Joined
Jun 16, 2002
Messages
11,769
Location
Behind you.
What he's got, which isn't that much right now, is pretty interesting. I tinkered around with it a bit last night, playing with a few hostile ships. It's got a fairly clean little control system.
 

Jed

Cipher
Joined
Nov 3, 2002
Messages
3,287
Location
Tech Bro Hell
I played Vega Strike until it mysteriously ceased to start up, but I haven't got around to checking this one out yet. I looked over the website, everything looks cool, but the anime thing disturbs me a bit...

J
 

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