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Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Delnar_Ersike on February 07, 2007, 12:42:00 pm

Title: Space Trader
Post by: Delnar_Ersike on February 07, 2007, 12:42:00 pm
Alright, lately, I have been working on a trader-like game that takes place in space. It's my first xLib game that I haven't tossed out the window after I was done with about 5%. It is also, I swear, the game with the most "real(5" in the world! %)rolleyes2.gif
So anyway, it is going to be like other trading games on the computer: there will be some planets you can fly between that have random prices every single time you visit them. You make money by being lucky twice: when you buy the goods at a low price and sell them at a higher price than you bought them. The good that you can earn the most money with will be "illegal", meaning, whenever you fly in between planets, you may encounter police that will confiscate your cargo if they find out you are carrying "illegal" cargo. You will also be able to encounter pirates and other traders. Pirates will always attack you unless you have a super good reputation. Traders will only attack you if they have the same or a better ship than you and if you attack first. Police will only attack you if you try to run away, you attack them, or your reputation is super bad.
There will be something of a story, but I haven't thought much about that yet.
Battles will take place in a unique way. Each laser you have on your ship will do the same amount of damage, but will start out at different locations on the "cooldown cycle". This way, if you have only one or two lasers, your ship will barely do any damage to the enemy, while if you have a lot of lasers, your ship will fire like a machine gun. Did I mention that you will be able to attack police and other traders and earn yourself the reputation "Destroyer of Fleets"? :devilol:s026.gif
There will be 5 types of ships: Scout, Fighter, Frigate, Corvette, and Battlecruiser. I have sprite for all of them, but the Battlecruiser sprite sucks, so I will need a new one. Each ship will have different cargo capacities, hull strengths, and maximum amount of lasers.

I am currently trying to put together the trading system of buying and selling stuff

I would post screenshots if I knew how the heck to use TiLem :banghead:banghead.gif ...
Title: Space Trader
Post by: graywolf on February 07, 2007, 01:38:00 pm
Sounds nice. I hope you post screens when you figure out hwo to use TILem.
Title: Space Trader
Post by: trevmeister66 on February 07, 2007, 02:08:00 pm
lol good luck with tilem ;)wink.gif

yeah this sounds really good. I can't wait to play so i can become "Destroyer of fleets"!!! Also, i don't know if it was here or not (maybe maxcoderz or UTI), but i saw your sprites and they looked really good.
QUOTE
It is also, I swear, the game with the most "real(5" in the world!
Title: Space Trader
Post by: CureDesu on February 07, 2007, 04:02:00 pm
If you have an 83+ Rom, use PindurTI as an emulator.  And if you don't know how to use Tilem, ask me.  I've used it a lot.
Title: Space Trader
Post by: Delnar_Ersike on February 07, 2007, 04:24:00 pm
QuoteBegin-CureDesu+7 Feb, 2007, 22:02-->
QUOTE (CureDesu @ 7 Feb, 2007, 22:02)
If you have an 83+ Rom, use PindurTI as an emulator.  And if you don't know how to use Tilem, ask me.  I've used it a lot.  

 I would've used PindurTI from the first place, but no, PindurTI supports only normal TI-83+'s, not silver editions.
So I have to stick with TiLem, but I couldn't even figure out how to install it because of the weird readme! GTK+ is way over my head.
So all I can do now is work with the Flash Debugger, but even there I haven't figured out how put multiple programs on at once :flame:tresfache.gif .
Title: Space Trader
Post by: Liazon on February 07, 2007, 04:26:00 pm
http://www.ticalc.org/archives/files/fileinfo/290/29024.html is really great for taking still and animated screenshots of emulators.

You'll probably have to read the readme cuz the settings are a bit hard to explain and you have to basically set the window and the portion of the emulator window to capture.  Tifreak uses calccapture to take screen shots of almost any kinda program, since CalcCapture seems like it was designed to simply to store portions of screens/window in .gif form.  So you can use it on any emulator, and any program (you can even take screens of yourself programming if you really wanted to).  The only hard part is just configuring the settings for that program.

Like I said before, like the sprites, and the gameplay sounds promising :)smile.gif

edit:

generally speaking, if you can get GIMP to install correctly on your comp, then you can get TilEm and TiEmu to also install correctly.

http://gimp-win.sourceforge.net/stable.html

Try here and see if that package of GTK+ works with http://sourceforge.net/project/downloading.php?group_id=26861&use_mirror=umn&filename=tilem-0.972-win32-bin.zip&65385599
Title: Space Trader
Post by: CureDesu on February 07, 2007, 04:28:00 pm
http://gimp-win.sourceforge.net/stable.html

Download the GTK+2 Runtime Environment depending on which version of Windows you have.

Install it, then run Tilem.  Easy enough.  

If you really want it, I'm sure I could *cough* assist *cough* you with acquiring a 83+ ROM (through PM boi!).
Title: Space Trader
Post by: Floodkiller on February 08, 2007, 05:15:00 am
Sounds like a more advanced version of http://www.ticalc.org/archives/files/fileinfo/191/19107.html, but I would still play it like crazy (I love trading games :Dbiggrin.gif). GL :)smile.gif!
Title: Space Trader
Post by: elfprince13 on February 08, 2007, 07:51:00 am
check your PMs
Title: Space Trader
Post by: Delnar_Ersike on February 08, 2007, 12:59:00 pm
Hehe, thanks. I don't speak French but I think I understand the website XDsmiley.gif.

As for the battle system, it is not going to be like the game Anarchy. If any of you have played Tradewinds (any version: I, II, or Legends), you can probably get the idea of how the battle system is going to work. I'll probably add some other stuff to it, but my expectations for my game will be that basic system
Title: Space Trader
Post by: trevmeister66 on February 08, 2007, 01:46:00 pm
so when is a demo going to be ready? :Ptongue.gif
Title: Space Trader
Post by: Delnar_Ersike on February 08, 2007, 03:20:00 pm
QuoteBegin-trevmeister66+8 Feb, 2007, 19:46-->
QUOTE (trevmeister66 @ 8 Feb, 2007, 19:46)
so when is a demo going to be ready? :Ptongue.gif

 Demo? DEMO?! Dude, I have barely gone past finally getting the main menu to work along with the high scores system and the creation of a new character when you are asking for a DEMO?! o.oblink.gif

Well, if you are asking for a demo, it will probably be when I want people to catch bugs, suggest new stuff, look over the code, and actually KNOW how the game engine works. So that will be...IMO, quite a long time.
Title: Space Trader
Post by: trevmeister66 on February 08, 2007, 03:30:00 pm
lol, sorry for asking.
Title: Space Trader
Post by: Delnar_Ersike on February 09, 2007, 12:37:00 pm
It's alright...everybody wants a demo of a project they like, so I know that the more people ask for a demo, the more popular my project is XDsmiley.gif .
Title: Space Trader
Post by: graywolf on February 09, 2007, 03:50:00 pm
Demo, demo, demo!!!  :Ptongue.gif
Title: Space Trader
Post by: Delnar_Ersike on February 10, 2007, 11:27:00 am
Redid Battlecruiser sprite from original. Here are all the spaceship sprites, which are in this order from left to right:
Scout, Fighter, Frigate, Corvette, Battlecruiser
Title: Space Trader
Post by: graywolf on February 10, 2007, 11:39:00 am
The battlecruiser looks better! :)smile.gif
Title: Space Trader
Post by: Liazon on February 10, 2007, 04:01:00 pm
wow, much cooler!!!
Title: Space Trader
Post by: bfr on February 10, 2007, 04:15:00 pm
Wow - nice sprites.    :thumbup:google.gif
Title: Space Trader
Post by: Fallen Ghost on February 11, 2007, 01:35:00 am
Very nice sprites. The battlecruiser looks a bit like in SC, but why not?
Title: Space Trader
Post by: Delnar_Ersike on February 11, 2007, 06:14:00 am
QuoteBegin-Fallen Ghost+11 Feb, 2007, 7:35-->
QUOTE (Fallen Ghost @ 11 Feb, 2007, 7:35)
Very nice sprites. The battlecruiser looks a bit like in SC, but why not?  

 Thanks everyone. Yes, the Battlecruiser is modeled after the SC equivalent. I had to do that because my previous modeling of the Battlecruiser looked like a fat Star Destroyer :paf:tripaf.gif .

In case you are all wondering, the Fighter was modeled after an X-Wing, the Frigate after Star Trek's Federation ship, the Corvette after the Rebel Blockade Runner, and the Scout was just me pure imagination :Dbiggrin.gif .
Title: Space Trader
Post by: CureDesu on February 11, 2007, 10:52:00 am
*Holy Grail* "Get on wit it!!"

C'mon, let's see an engine, eh?   :Dbiggrin.gif
Title: Space Trader
Post by: trevmeister66 on February 11, 2007, 11:49:00 am
yeah, what cure said!!!
Title: Space Trader
Post by: Delnar_Ersike on February 11, 2007, 12:00:00 pm
Guys, engine is going to be completed when:
1. I figure out how to use TiLem
2. I have decided how big the main list should be
3. I have decided what the five types of merchandise would be called
4. I do not have three huge school projects to complete by the end of the week
5. I decide how many systems there will be and what to call them
6. I have thoroughly memorized the features of xLib

The progress of each:
1. Just finished today
2. So far it is 16, but it is growing!
3. So far I have four: food, ore, robots, and the most pricey (and "illegal") narcotics; I am still wondering what the fifth should be
4. Finished one, two to go
5. Decided on some: Coruscant (of course :Ptongue.gif ), Nar Shadaa (another obvious one :Dbiggrin.gif ), Kuo-Tora (from the weird half-snakes' name in AD&D), and Aiur (I wonder where that one came from XDsmiley.gif )
6. Still need to memorize the keypresses of F1 to F5
Title: Space Trader
Post by: trevmeister66 on February 11, 2007, 12:02:00 pm
Hmm... well, no offence, but you don't need to 'finish' any of those except for maybe 1 (which is already done) and 4, which is the most important. Otherwise you could make the engine and add to it as you go along.
Title: Space Trader
Post by: Delnar_Ersike on February 16, 2007, 04:55:00 am
OK guys, a lot of stuff have happened.
I am finished with all three projects and have the next week off (Mid-Year Recess :Dbiggrin.gif ).
I am currently working on the trading engine. After that, I will work on planet recognition and then...flying between planets!
I have finally figured out how to use TiLem, though I was very disappointed. Not only did it not show contrast functions (and I use contrast functions A LOT), but it ran waaay slower than my real 83+ SE. All I can show you is the title screen. Since it is black and white, and also not the best title screen possible, I trust you pixel artists out there can make something better *looks at Spellshaper*
Title: Space Trader
Post by: trevmeister66 on February 16, 2007, 10:42:00 am
lol yeah, emulators aren't the best thing to use for that kind of game, but what can you do? <_<dry.gif

Congrats on finishing the prokects. Good to see this coming along :)smile.gif
Title: Space Trader
Post by: Halifax on February 16, 2007, 11:36:00 am
@Delnar You could use this sweet bg graphic spellshaper made me one time that I never used. You would have to make the writing though. I will see if I can find the bg

EDIT: Nevermind I can't find it maybe Spellshaper has it on his computer. It was like this sweet 4lvl grayscale space vortex.
Title: Space Trader
Post by: graywolf on February 16, 2007, 12:14:00 pm
Great to see some progress! :)smile.gif Hope you find your perfect title screen even though the one you have isn't too bad (especially if your gameplay is as good as it will be).  :)smile.gif
Title: Space Trader
Post by: Delnar_Ersike on February 18, 2007, 03:37:00 pm
 :w00t:woot.gif done with the trading engine! Also integrated the ability to see your profit in the sell menu based on the average of previously bought stuff at different prices!
Also found out how to use PTI, so prepare for real(5 ownage screenshots...
Next up...is not the planet recognition engine. Unfortunately, I have found a serious bug when switching between the in-game menu and the trading screen, so I'm going to try to fix that -.-blah.gif .
But, as I mentioned before, I have learned how to use PTI and will promise to soon post a screenie of the intro (with plenty of "real(5" stuff you can  :gah:fou.gif at)!
Title: Space Trader
Post by: trevmeister66 on February 18, 2007, 03:54:00 pm
haha sweet, can't wait! I know i'm ready for some real(5 on real(5 action (that was not meant to be dirty ;)wink.gif)
Title: Space Trader
Post by: bfr on February 18, 2007, 04:53:00 pm
Great!  I hope you get that bug fixed.  :)smile.gif
Title: Space Trader
Post by: graywolf on February 18, 2007, 06:06:00 pm
Sounds good!  %)rolleyes2.gif
Title: Space Trader
Post by: Delnar_Ersike on February 19, 2007, 06:34:00 am
Bad news everybody: I can't get PTI to acknowledge my files. It always says "Transmission Error" whenever I try to load my files onto it, so the real(5's have to wait. :banghead:banghead.gif
Title: Space Trader
Post by: CureDesu on February 19, 2007, 07:25:00 am
QuoteBegin-Delnar_Ersike+19 Feb, 2007, 12:34-->
QUOTE (Delnar_Ersike @ 19 Feb, 2007, 12:34)
Bad news everybody: I can't get PTI to acknowledge my files. It always says "Transmission Error" whenever I try to load my files onto it, so the real(5's have to wait. :banghead:banghead.gif

 Is the virtual calculator on when you drag and drop your files? Honestly, I've never seen someone have so much trouble with probably the easiest emulator to use yet.
Title: Space Trader
Post by: Delnar_Ersike on February 19, 2007, 05:22:00 pm
QuoteBegin-CureDesu+19 Feb, 2007, 13:25-->
QUOTE (CureDesu @ 19 Feb, 2007, 13:25)
QuoteBegin-Delnar_Ersike+19 Feb, 2007, 12:34-->
QUOTE (Delnar_Ersike @ 19 Feb, 2007, 12:34)
Bad news everybody: I can't get PTI to acknowledge my files. It always says "Transmission Error" whenever I try to load my files onto it, so the real(5's have to wait. :banghead:banghead.gif

Is the virtual calculator on when you drag and drop your files? Honestly, I've never seen someone have so much trouble with probably the easiest emulator to use yet.  

 Yes, it is on. The error says "This file type is not supported by this model" when I am sending .8xp files to an emulated 83+ :Oo:fou2.gif

BTW, when I was trying to test something involving my previous bug, I forgot to set two variables: Theta for contrast and Z for calculator speed. This usually makes the screen blank out so I have to remove a battery and put it back to turn the calc on again. Normally, it wouldn't be a problem because I found out a way to use both Omnicalc's and xLib's functions, which allowed me to use Omnicalc's RAM recovery. But this time, for some weird reason, the RAM recovery didn't work and I lost both the trading engine and the in-game menu engine :grr:mad.gif , though everything else was in the archive.
However, I have taken advantage of this RAM clear and am planning to make a completely different engine for trading and other stuff. Before: selecting texts in the different menus; Planning for after: the F1-F5 menu changing until "dead-end" is met.
Title: Space Trader
Post by: dinhotheone on February 20, 2007, 12:48:00 pm
that blows.

but anyway, i was just fooling around with pti to see what error you were getting...i think if you clickk the little spark plug thingy (3rd from left) you will be able to send .8xp files. it worked for me

also, way to stay positive after the ram clear. that sorta thing crushes me when i forget to group my WIP
Title: Space Trader
Post by: bfr on February 20, 2007, 12:51:00 pm
:(sad.gif

Like dinhotheone said, it's good that you're staying positive.  :)smile.gif
Title: Space Trader
Post by: Delnar_Ersike on February 20, 2007, 01:18:00 pm
QUOTE
but anyway, i was just fooling around with pti to see what error you were getting...i think if you clickk the little spark plug thingy (3rd from left) you will be able to send .8xp files. it worked for me


I still get the transmission error :???:confus.gif

QuoteBegin
-->
QUOTE
Next up...is not the planet recognition engine. Unfortunately, I have found a serious bug when switching between the in-game menu and the trading screen, so I'm going to try to fix that -.-blah.gif .


I found out the error I was talking about before the RAM clear happened. To avoid such errors again, I will also change the menu-switching engine.

I got most of the menu sprites done, now for the programs...
Title: Space Trader
Post by: trevmeister66 on February 20, 2007, 05:47:00 pm
ouch, RAM clear  :rage:rage.gif
Good to see you got it fixed :)smile.gif
Title: Space Trader
Post by: graywolf on February 20, 2007, 06:12:00 pm
I'm glad you can make an even better system, but that RAM problem sucks!  :banghead:banghead.gif It's happened to me like 5 times while I've been programming.
Title: Space Trader
Post by: Delnar_Ersike on February 22, 2007, 08:17:00 am
Menu switching engine is complete. I am now working on the menus themselves. Because the menu switching engine uses no real(5's, I could post a moving screenie of it if I knew how to make a moving screenie in TiLem...
I am still having problems with PTI...

EDIT: I got PTI to work!!! :bounce:bounce.gif:bounce:bounce.gif:bounce:bounce.gif:bounce:bounce.gif
Here is a moving screenie of the menu switching system:
Title: Space Trader
Post by: Delnar_Ersike on February 22, 2007, 09:23:00 am
I don't mean to double post, but this forum does not let me attach multiple files :(sad.gif . Anyway, I got a moving screenie of the main menu and some other stuff. YES, it does look so much better on a real calc, but this is all I can show you guys. If you are wondering why I am using ASCII for the main menu, it is just there so I could test my stuff. I will redo the main menu, the trait selection, and the point allocation once I have most of the game done. Also, the arrows are supposed to slide, not jump, to the next selection: it's just that I had to use the low-quality screenshot taker for the file to be small enough.
Title: Space Trader
Post by: dinhotheone on February 22, 2007, 10:33:00 am
this looks really cool, i always enjoy trading games
btw i answered you mem leak question if you read this before you check that.
Title: Space Trader
Post by: trevmeister66 on February 22, 2007, 10:55:00 am
yeah, those looking very nice!!
i especially like the first one you had posted.
Title: Space Trader
Post by: graywolf on February 22, 2007, 12:19:00 pm
I love the menu system!  :thumbup:google.gif  The fades are also elegant.
Title: Space Trader
Post by: Delnar_Ersike on February 25, 2007, 06:12:00 pm
Trading engine is almost done, though sadly I won't be able to post any screenshots yet. :(sad.gif The reason is that, to save a lot of space, the menus only will exit properly if all of them are done/have a space filled in for their value.
Title: Space Trader
Post by: tifreak on February 26, 2007, 05:41:00 am
Try getting TilEm from ticalc.org, though you will need the GTK package to run it. I have been using it, seems to be pretty good, and I do not get the errors that PTI spits out.

Your project is looking pretty good. :)smile.gif I will see about setting you up with a forum later on...
Title: Space Trader
Post by: b-flat on February 26, 2007, 09:59:00 am
Wow, this is the first time I found out about your project, but I can't wait to play it  :)smile.gif

Also, on a side note, noice  :supersayan:superguerrier.gif:chainsaw:chainsaw.gif:instagib:Instagib.gif:chaingun:mitraillette.gif:wizard:Wizard.gif
Title: Space Trader
Post by: Delnar_Ersike on February 26, 2007, 03:27:00 pm
QuoteBegin-tifreak8x+26 Feb, 2007, 11:41-->
QUOTE (tifreak8x @ 26 Feb, 2007, 11:41)
Try getting TilEm from ticalc.org, though you will need the GTK package to run it. I have been using it, seems to be pretty good, and I do not get the errors that PTI spits out.

Your project is looking pretty good. :)smile.gif I will see about setting you up with a forum later on...  

 Actually, I started with TiLem, but got disappointed because it was so slow and could not support contrast functions (which I use A LOT). So then I moved to PTI, and after a lot of weird stuff, stuck with it.
Title: Space Trader
Post by: Delnar_Ersike on April 15, 2007, 01:08:00 pm
Yay, double post!

Well, as most of you can guess, I got bitten by the lazy bug (*Delnar_Ersike
Title: Space Trader
Post by: Delnar_Ersike on July 25, 2007, 10:20:00 pm
This... project... can't... die...!

Well, yesterday I whipped out the programs I made and optimized about 2000 bytes off them. However, I have had this weird case where the calculator cannot recognize a loop if put right after a DelVar, like so:
c1-->
CODE
ec1:DelVar ARepeat A=21c2
ec2

I have decided to change some stuff in Space Trader on the long run. For example, instead of flying from system to system via spritemap, flying will take place similar to movement between towns in Tradewinds. However, unlike in Tradewinds, you will not only encounter Pirates on your way to solar systems, but fellow traders and even police, too (kind of like the old Space Trader on the Palm OS)!

I have also added the reputation library, which contains reputations for values -20. The higher your reputation, the less evil you are. You start out at a reputation of 10, as "Unknown". Through your in-game actions (quests, pirate hunting, how well you oblige to police, how you behave towards fellow traders, etc.) you reputation will rise and fall. The harder it was to earn your reputation was (whether good or bad), the harder it will be to lose it (get a better reputation if you are evil, get a worse reputation if you are good). Reputations 0 and 20 are the "secret" states, in which the only way to gain those reputations is through quests. If you guys want, I can state all the reputations in the game (except the "secret" ones), or you can figure them out yourself if the game is released (they keyword here is "if").

EDIT: Triple post for the win! %)rolleyes2.gif
Title: Space Trader
Post by: DJ Omnimaga on July 26, 2007, 01:08:00 am
I didnt knew this topic existed o.oblink.gif I think one day I should go scan the forums for all topics made between feb and july in case i missed something else x.x

I saw the screenshoits on page 2 and 3 and I like it so far. I hope you finish this :)smile.gif
Title: Space Trader
Post by: trevmeister66 on July 26, 2007, 04:07:00 am
Sweet. Im glad to see this is still alive and somewhat kicking :)smile.gif
Title: Space Trader
Post by: Delnar_Ersike on July 26, 2007, 04:23:00 am
Nobody has answered my question yet: Should I tell all the reputations to you all in a post (except for the "secret" ones) or do you guys want to figure it them out yourselves if the game comes out?

More progress news: I think I recycled all the things I wrote down on paper for this game, so I'll have to extract what I can from the game code and rewrite the data. I am in the process of redoing some of the sprite pictures. Once I am done with that, I will take a break from the planet menu and start on the battle engine.

EDIT: I actually checked how much space I optimized (I didn't check before. I know, lazy me :paf:tripaf.gif ) and it turned out I hadn't optimized off 2kB: I had optimized off 3.5kB!
Title: Space Trader
Post by: trevmeister66 on July 26, 2007, 06:59:00 am
Nice optimizing! It doesn't matter to me if you tell us about the reputations. Its up to you if you want to or not.
Title: Space Trader
Post by: DJ Omnimaga on July 26, 2007, 12:12:00 pm
if it wont spoil too much fun, go ahead :)smile.gif
Title: Space Trader
Post by: Delnar_Ersike on July 26, 2007, 09:46:00 pm
I fixed a very annoying bug concerning the trade menu. I *might* post some screenshots depicting it if I can finally find out the values I wanted for each space for the lists depicting planet information...

I optimized another kilobyte out of my programs by completely removing lowercase from the text.

Alright, here are the reputations (not including the "secret" ones). If you think some reputations should be moved up or down, please post which ones and why. From 19-1 (good to bad), the reputations are:
  • Fleet Guardian
  • Judicator
  • Warden
  • Lawful
  • Hero
  • Popular
  • Praised
  • Trusted
  • Civilian
  • Unknown
  • Doubted
  • Untrustworthy
  • Pirate
  • Criminal
  • Villain
  • Psycho
  • Scourge
  • Harbinger
  • Fleet Destroyer
Your reputation influences how the police behave towards you, how much money it takes to bribe the police, how other traders behave towards you, how pirates behave towards you, how much items cost (for example, a cloaking device costs less if you are evil, while an improved shield generator costs less if you are good), and what quests you can complete.

I have currently started the encounter engine (aka the battle engine). It's going to be harder than you think, as I have to program the behaviors of traders, police, and pirates depending on your ship type and reputation.
Title: Space Trader
Post by: DJ Omnimaga on July 27, 2007, 02:26:00 am
does your rep increase from the first one to the last one? Or can it skip to another reputation skipping 3 or 4 levels? Or is it more like classes?
Title: Space Trader
Post by: trevmeister66 on July 27, 2007, 03:20:00 am
Those are pretty good. Only i think i would move hero up. It just sounds like it should be above lawful.  
Title: Space Trader
Post by: Delnar_Ersike on July 27, 2007, 08:54:00 am
@trevmeister: yes I was thinking of the same thing, too

@DJ: You start out as "Unknown" and your reputation either rises or falls depending on your actions. If you like one specific reputation, you can make sure you stay there by balancing out the good and bad stuff you do. However, some actions produce greater change than others: for example, shooting at a trader would lower your reputation somewhat while killing the trader might lower your reputation class by one or two places.

In other news, I got the main encounter GUI menu in a picture on the calc, so I might get to some actual coding tomorrow. However, I don't think I'll have a lot of time, as my family is going to go to Budapest early in the morning and probably won't come back until mid-late afternoon. Of course, there are always those spare 15 minutes on tram rides...
Title: Space Trader
Post by: DJ Omnimaga on July 27, 2007, 12:58:00 pm
wow basically it's like the friendship system in star ocean 2, but with reputation levels?


Are you in budapest atm? Maybe you could meet CoBB from MaxCoderz if you're lucky! :Dbiggrin.gif
Title: Space Trader
Post by: Delnar_Ersike on July 27, 2007, 07:40:00 pm
Hehe, well, Csepel Island isn't exactly going to be one of the places my family will visit. Plus, I am in Solymar, not Budapest, though only 1km away from the city border.

I do not know what Star Ocean 2 is, but I do know that the reputation is a variable that will change according your to your previous actions and will influence your future actions.
Title: Space Trader
Post by: DJ Omnimaga on July 28, 2007, 02:52:00 am
http://en.wikipedia.org/wiki/Star_Ocean_(video_game)
http://en.wikipedia.org/wiki/Star_Ocean:_The_Second_Story
http://en.wikipedia.org/wiki/Star_Ocean:_Till_the_End_of_Time
Title: Space Trader
Post by: Delnar_Ersike on July 31, 2007, 03:12:00 am
My two brothers and I went to visit one of my mother's friend's brother's family today, and I had a nice long conversation with my mother's friend's brother about computer programming. Good thing I brought my calculator with me, as I was not only able to finish the encounter's graphical representation engine of the enemy there, but I also found out my mother's friend's brother used to program computers in z80 assembly and still knows a lot about programming in the language. %)rolleyes2.gif

Anyways, here is some eyecandy on what I programmed today:
user posted imageuser posted imageuser posted image
From left to right: a Trader Corvette, a Pirate Fighter (Don't worry about the weird lines towards the middle of the screen, it's something I need to fix in a program that I haven't finished yet), and a Police Scout.

Besides what you saw above, I further optimized my programs, as well as added a saved game backup feature as a byproduct of my optimization (I was mainly concerned with the workings of the engine itself this time, not with the actual code).
Title: Space Trader
Post by: trevmeister66 on July 31, 2007, 04:39:00 am
Nice, those look really good.  I really like the border, but what  are you going to do with the empty space on the bottom?
Title: Space Trader
Post by: Delnar_Ersike on July 31, 2007, 07:39:00 am
The space between the two icon indicators will be the battle log (how many lasers hit the target, if the enemy is escaping, etc.). The tiny bar above the icons will be the HP bar, in which a pixel is removed for every 4% HP lost. The blank space at the very bottom of the screen is reserved for a menu pretty similar to the one in the planet info, only this time the little bars will be displayed as separate sprites (in the planet info, the entire bar menu  was one sprite). It is kind of hard to explain, but you'll understand soon enough.

BTW, I had another optimization spree and optimized a ton of space, though lowercase letters are completely missing from all my programs as a result of my lust to optimize. To make this post more useful, here is some info on the stats and items that will be used in Space Trader:

In Space Trader, there are four main stats: Piloting, Gunnery, Navigation, and Engineering. Piloting is responsible for the chances of getting an encounter when it is possible and how hard it is for your enemy to flee the battle. Gunnery is responsible for how easy it is for your lasers to hit your opponent and for how much damage each laser does. Navigation determines how fast traveling is between systems (therefore how many chances there are for encounters) and how easy it is for you to flee a battle. Engineering affects how much damage your enemy does to you and the cost of repairing your ship.
Certain items you buy for your ship will increase your stats. For example, an Auto-Piloting Device will increase your Navigation, while a Gamma Sensor will increase both your Gunnery and Piloting. However, some items will also decrease other skills, like a DuraSteel Frame: though it increases Engineering by quite a bit, it also makes the ship less maneuverable, thereby decreasing Piloting. Not all items increase stats: a targeting system will only affect laser accuracy (not damage), while a moldable exoskeleton will only affect repair costs. Though many items only affect a part or none of one of the skills, some will provide very special benefits instead: for example, the repair drone provides in-battle regeneration while the tractor beam ensures nobody will run away from the Master of Disaster.
I am also in consideration on adding a complicated laser cooldown counter for each laser. If I do, then the following effects will be added for each stat: Piloting will affect how easy it is to destroy an enemy's laser, Gunnery will affect how fast your lasers reload, Navigation will affect how hard it is to destroy one of your lasers, and Engineering will affect how much lasers cost.

I also redid the reputations: Lawful has slipped down between popular and praised, while Harbinger has been replaced with Public Enemy N1 (I need a number symbol for the calculator).
Title: Space Trader
Post by: Liazon on July 31, 2007, 10:07:00 am
nice graphics!
Title: Space Trader
Post by: bfr on July 31, 2007, 10:41:00 am
Cool graphics.  

Yea for optimization sprees.  :)smile.gif
Title: Space Trader
Post by: DJ Omnimaga on July 31, 2007, 12:19:00 pm
i like the ships so far!
Title: Space Trader
Post by: Delnar_Ersike on July 31, 2007, 10:01:00 pm
After some long reconsideration, I have decided to combine Piloting with Navigation and replace Navigation with a new skill, "Merchant". The new skill will determine how much it costs to buy stuff and for how much money you can sell stuff for, as well as how much money is needed to bribe a police officer. At maximum Merchant, you will be able to buy stuff for the exact same amount as you sell them. The existing skills will be revamped as well. They now affect the following:
  • Piloting: Affects the chances for you to escape, the chances for your opponent to escape, and the chances for your opponent to miss with his weapons.
  • Gunnery: Affects the chances for you to hit with your weapons, the attack speed of your weapons, and the chances for your weapons to bypass enemy shielding.
  • Merchant: Affects the prices of goods on planets, the amount of credits needed to bribe a police officer, and the chances of your opponent surrendering instead of fleeing.
  • Engineering: Affects how much damage your opponent does, how much damage you do, and the chances for your opponent to bypass your shielding.

Items have been reconsidered as well. I have decided to drastically reduce the amount of items available. However, each item will do something special. Each ship class will have a certain amount of item slots: Battlecruisers have 5, Corvettes have 4, Frigates have 3, Fighters have 2, and Scouts have 1. Items also take up cargo space based on how many item spaces they take up (5 cargo per item space). Here is the item list, somewhat finalized:
  • Targeting System: Boosts Gunnery. Also enables you to destroy enemies' lasers by chance.
  • Navigation System: Boosts Piloting. Also enables you to travel to
    some systems you weren't able to before.
  • Repair Drones: Boosts Engineering. Also gives hull regeneration in fights.
  • Persuasion Implant: Boosts Merchant. Also enables some enemies to surrender to you (thereby giving you all of the goods they are carrying) instead of fleeing.
  • Escape Pod: If you lose a battle, you will end up on a random planet with a scout rather than having to restart the game (or having to restart your career from the last time you quit via the [ON] trick, though I only added that feature in case your calc crashed while you were playing . :rainbowdevil:rainbowdevil.gif ).
  • Cloaking Device: Severely reduces chances to get an encounter. If you get one, then there still is a chance that you will be go undetected. The chance is based off of your engineering versus your opponent's engineering (your warp signature hiding skill vs your opponent's warp signature detecting skill). Even if you are detected, you are still harder to hit and it is easier for your to flee the battle. This is the most costly device, and it takes up two item spaces instead of one.
I have also added shield generators as a replacement for the number of items removed and to be more sincere to the original Space Trader on the Palm OS. You can only have one shield generator at a time.
  • Shield Generator: Gives your ship shielding in battle. Shields always regenerate during battles and completely regenerate at the start of a new battle, but they are expensive and the shields are only equal to 1/4 of your maximum hull strength.
  • Reflective Shield Generator: Gives your ship reflective shielding in battle. Reflective Shielding is the exact same as Normal Shielding, only that 50% of laser damage dealt to the shield is also dealt back onto the enemy.
  • Military Shield Generator: Gives your ship military shielding in battle. Military Shielding is the exact same as Normal Shielding, only that it is equal to 1/2 of your maximum hull strength rather than 1/4.
Finally, I have added special lasers. Each laser has its ups and downs, and is graded on a scale of 1 to 5 (1 is the worst, 5 is the best) in the following categories: Damage (D), Weapon Speed (WS), and Accuracy (A)
  • Beam Laser: The default laser. D: 2, WS: 2, A: 2
  • Military Laser: This laser is an upgrade to the Beam Laser. D: 3, WS: 3, A: 3
  • Pulse Laser: This laser deals damage in fast, low-powered pulses. D: 1, WS: 4, A: 5
  • Uzi Laser: This laser deals damage in powerful and fast random bursts. D: 4, WS: 5, A: 1
  • Warp Laser: This laser deals damage by charging up and then blasting an extremely powerful burst of plasma. D:5, WS: 1, A: 4
  • Homing Torpedo: This missile weapon homes in on its target and is the only weapon that will always bypass shielding. However, being a projectile weapon, it cannot amass the power of a laser and every missile needs to be readied before launch. D: 1, WS: 2, A: 5
Systems have been reconsidered as well, with an added system type. Agricultural systems will have cheaper food, Industrial systems will have a surplus of ore, Hi-Tech systems will usually offer robots at a fair price, and Pharmatical planets will usually have a few gangsters selling stolen drugs at a negotiable price.



If you guys want to try the original Space Trader on the Palm OS, you can get it http://www.cs.unimaas.nl/p.spronck/picoverse/spacetrader/STFrames.html. I think they also just released a version for the Pocket PC, as well as for Windows.
Because Space Trader for the Palm OS was written in C and you can get the source for free at the same site as the game, someone with basic TIGCC knowledge might be able to replicate it exactly for 68k calcs *wink**wink*...
Title: Space Trader
Post by: DJ Omnimaga on August 01, 2007, 01:59:00 am
Wow cool, this will be a quite complete space game for TIs, I'm sure to try out when it comes out! I will also try the windows version

This sounds pretty RPG-ish, I wonder if it could make it to the old Omnimaga RPG archives? :)smile.gif
Title: Space Trader
Post by: necro on August 01, 2007, 09:11:00 am
very neat!
Title: Space Trader
Post by: Liazon on August 01, 2007, 01:40:00 pm
you put a lot of thought into this.  it sounds good!
Title: Space Trader
Post by: Delnar_Ersike on August 01, 2007, 09:11:00 pm
I'll be going on a 2-3 day trip in a town with no internet access (Sopron) and I will be bringing my calc with me, so I might have the pirate battle engine done by the time I return. Police might be a little hard, and trader will be the hardest (because you will have the feature to trade stuff with them, which might be useful if you can gain more profit from selling your stuff to him rather than selling it on the system).

Also, if tr1p adds the sound feature to xLib while the game is in progress, I will release two versions of the game: a normal one and a version with sound (maybe even music if I can fit it in. %)rolleyes2.gif )
Title: Space Trader
Post by: Halifax on August 02, 2007, 12:11:00 am
Wow those graphics do look good and it does look like this is well planned. I am loving this game! Keep up the good work Delnar!
Title: Space Trader
Post by: DJ Omnimaga on August 02, 2007, 02:02:00 am
that would be even better! Keep it up and i hope you enjoy your trip
Title: Space Trader
Post by: Delnar_Ersike on August 04, 2007, 08:41:00 am
I'm back! The trip was great, my only problem is the apartment we were staying in was a bit too small.
Contrary to my expectations, our schedule was very tight, so I barely had the time to slip a few lines of code here and there.

Anyways, here is the progress news:
Other than more optimizing (I just realized how bad of a programmer I was about 3 months ago %)rolleyes2.gif ), I got the routine implemented which calculates buying and selling prices compared to your merchant skill (It is: Planet Price*Merchant Skill/10 for selling stuff, Planet Price*(2-Merchant Skill/10) for buying).

Realizing attack speed would be nigh impossible with the engine I have planned, I have removed it from the game, resulting in again some major changes in my planned work. Skills will now do the following:
  • Piloting: Affects the chances for you to escape, the chances for your opponent to escape, and the chances for your opponent to miss with his weapons. Useful for all playing types.
  • Gunnery: Affects the chances for you to hit with your weapons. Useful for Pirates and Bounty Hunters.
  • Merchant: Affects the prices of goods on planets and the amount of credits needed to bribe a police officer. Useful for Merchants and Smugglers.
  • Engineering: Affects how much damage your opponent does, how much damage you do. Useful for all playing types.
Besides those effects, each skill will boost its respective item's effectiveness.

With the removal of attack speed, weapons have been reorganized. D is for Damage, A is for Accuracy, all values are on a scale of 1-3 (from worst to best):
  • Pulse Laser: The default laser. D:1, A:2
  • Beam Laser: An upgrade to the pulse laser. D:2, A:2
  • Uzi Laser: A powerful, though somewhat inaccurate laser. D:3, A:1
  • Homing Missile: A missile which homes in on its target. Unlike before, the Homing Missile does not bypass shielding. D:1, A:3
  • Military Laser: A powerful upgrade to the Beam Laser. D:3, A:2
  • Assault Laser: A pinpoint accurate laser. D:2, A:3
There is also one more powerful weapon which will be described more in the item section.

Items have had the most overhaul of all. Each item (except the Escape Pod, Cloaking Device, and Navigation System) will have a special ability usable only in combat and only on special occasions. The items and their effects are:
  • Targeting System: Boosts Gunnery. When activated, there is a chance that one of the enemies' lasers will be destroyed.
  • Navigation System: Boosts Piloting. Also enables you to travel to some systems you weren't able to before.
  • Repair Drones: Boosts Engineering. When enabled, you lose some shielding but your hull gets healed by a small amount.
  • Multi-channel Radio: Boosts Merchant. When enabled, there is a chance that the enemy will stop fleeing and surrender instead.
  • Escape Pod: If you lose a battle, you will end up on a random system with a scout rather than having to restart the game.
  • Cloaking Device: Severely reduces chances to get an encounter. If you get one, then there still is a chance that you will be go undetected. The chance is based off of your engineering versus your opponent's engineering (your warp signature hiding skill vs your opponent's warp signature detecting skill). Even if you are detected, you are still harder to hit and it is easier for your to flee the battle. This is the most costly device, and it takes up two item spaces instead of one.
  • The "Secret" Weapon: There is a weapon that can only be gained by completing a side quest. The quest gives you the choice between two weapons, a "good" one and an "evil" one. Both take up two item spaces, take 5 turns to recharge, are the only weapons that are able to bypass shielding, and are extremely effective against highly shielded foes but are worse than pulse lasers against foes with no shielding. Hint: the "good" weapon focuses on replenishing, while the "evil" weapon focuses on destruction. Oh, and this weapon is a tribute to the strongest weapon in the original Space Trader for the Palm OS (which was also only accessible via quest).
As you can see, item choices will be even harder now that the secret weapon has been added to the arsenal. Because of this, I have decided to add one more item space for each ship, with Battlecruisers having 6 spaces, Corvettes having 5, Frigates having 4, Fighters having 3, and Scouts having 2.
Title: Space Trader
Post by: Xphoenix on August 04, 2007, 09:21:00 am
This game looks amazing...

Nice sprites, graphics, and sounds like there will be excellent gameplay when it is released. Great job!
Title: Space Trader
Post by: Delnar_Ersike on August 08, 2007, 05:58:00 am
OK, being the lazy bum I am at some times, progress for this project is somewhat stalled at the moment because of some specific reasons *cough*Elder Scrolls Oblivion*cough*.

But I still do some programming while my little brother is using my laptop. Today, I decided to redo my splash screen because, iirc, there was a lot of negative feedback.

The old:
user posted image

The new:
user posted image

I can even try doing a grayscale one if I get around to finally learning assembly.

So what are your opinions?
Title: Space Trader
Post by: JonimusPrime on August 08, 2007, 06:56:00 am
It looks nice but I don't see what was so bad about the original. but the second one is better. I should maybe look into xLib because my new idea for my next game would be a lot easyer and faster using it.
Title: Space Trader
Post by: Xphoenix on August 08, 2007, 07:17:00 am
Cool. *Xphoenix likes new title screen.

It's like the original one now.
Title: Space Trader
Post by: DJ Omnimaga on August 08, 2007, 11:26:00 am
I prefer second one, and its very nice btw

I would try to make the text slightly bigger though
Title: Space Trader
Post by: Halifax on August 08, 2007, 06:07:00 pm
The 2nd one is definetly better!!!! Your spriting skills are amazing. You did that all by hand with no image manipulation software?
Title: Space Trader
Post by: Delnar_Ersike on August 08, 2007, 10:44:00 pm
@DJ: This really is the biggest I can get it with it looking good.

@Halifax: Well, I kind of used GIMP with a pre-existing picture, though I did hand-copy the picture to my calc. Here is the original picture I started from, taken from the original Palm OS version of Space Trader:
user posted image
I removed the texts, resized the image, resized the canvas, edited the ship (it looked horrible in 64x64), added in a few more stars, and added in the Space Trader Logo. The reason I said I could try doing it in grayscale is because the original's greyscale version of the splash screen is much prettier IMO:
user posted image
Now if I can finally learn how to create icons in DCS...

Yesterday night I got some optimizations done by optimizing really stupid formulas I left in (for example, C+(L4(1)>3)-(L4(1)=5) was optimized to C+(L4(1)=4)) and by replacing some double conditionals with a single conditional that uses abs(. The optimizations removed about 1.5kB so far, and I still haven't finished yet.
Title: Space Trader
Post by: Liazon on August 09, 2007, 02:37:00 am
definitely go w/ the gs one.  it looks much better though the b/w one is not bad, it's just the ship doesn't look as nice as the planets
Title: Space Trader
Post by: DJ Omnimaga on August 09, 2007, 02:55:00 am
true, and he would need to learn asm to make it grayscale, unless he used my gs tutorial or Zeromus'
Title: Space Trader
Post by: Delnar_Ersike on August 11, 2007, 08:15:00 am
Optimized even more from my programs today. Also, because my internet connection was behaving weirdly, I started playing the Windows version of the original Space Trader. All I have to say about it is its pretty true to its cousin on the Palm Pilot, only it has some extra added features (some I might be considering adding in) such as customizing your ship even further on really hi-tech planets and a weapon that is kind of weak but has a chance to disable its targets instead of killing them. All I have to say about it is its pretty addicting even with the very simple user interface and a size of about 1.4 MB. %)rolleyes2.gif
Title: Space Trader
Post by: DJ Omnimaga on August 11, 2007, 11:09:00 am
cool, I should try to find the windows version one day, because the site you posted a few days ago only have the non windows one
Title: Space Trader
Post by: Delnar_Ersike on August 11, 2007, 09:46:00 pm
Well, if you scroll down to the middle of the download page, you will get a link to the Windows version.
Title: Space Trader
Post by: DJ Omnimaga on August 12, 2007, 06:18:00 pm
lol i didnt even saw it x.x thanks
Title: Space Trader
Post by: pugboy on August 30, 2007, 07:54:00 am
Funny how I had no clue this was being made... I started this EXACT same project (somehow) without seeing any Space Trader like games... Drat, I thought it was going to be a first :)smile.gif. Anyway, good luck with the project! See mine at http://www.unitedti.org/index.php?showtopic=7083
Title: Space Trader
Post by: Xphoenix on August 30, 2007, 09:39:00 am
But the Windows one doesn't have the cheats of the Palm one %)rolleyes2.gif
Title: Space Trader
Post by: pugboy on August 30, 2007, 12:51:00 pm
THERE ARE CHEATS!?!?! Wow, I need to look those up... It is also odd that I implemented cheats (the secret...) and had no clue about them in the Palm game...
Title: Space Trader
Post by: Delnar_Ersike on August 30, 2007, 03:25:00 pm
Hmmm, cool pugboy. However, my version of Space Trader is more like Tradewinds in Space with a couple of twists than the original Space Trader for the Palm OS. I'll have to try it out sometime...
Title: Space Trader
Post by: DJ Omnimaga on August 30, 2007, 05:41:00 pm
any progress btw? %)rolleyes2.gif
Title: Space Trader
Post by: Delnar_Ersike on August 31, 2007, 03:48:00 am
QuoteBegin-DJ Omnimaga+30 Aug, 2007, 21:41-->
QUOTE (DJ Omnimaga @ 30 Aug, 2007, 21:41)
any progress btw? %)rolleyes2.gif

 I think you got the answer to that question on IRC: :oops:embarassed.gif

Short answer: No.

Long answer: the only areas where progress has been is some optimizing of snippets of code and writing down a couple of stuff on paper.

Agenda: Because of the stuff I am planning, I have to reorganize the pictures in which the ships are displayed. After that, I'll modify the code as well and then continue on with the encounter engine (I purposefully didn't say battle engine). So far, I'm about 5% done with the pirate encounter engine.
Title: Space Trader
Post by: DJ Omnimaga on August 31, 2007, 08:55:00 am
well my bro got a car accident ysterday so i didnt got home for very long, thus i may have missed your line sayin this on irc sry :Ptongue.gif
Title: Space Trader
Post by: DJ Omnimaga on September 20, 2007, 05:16:00 pm
I hope it is still under works x.x
Title: Space Trader
Post by: Delnar_Ersike on September 21, 2007, 03:58:00 am
Well, I have added a couple of extra ship sprites to the already existing 5, but these ships will only appear as enemies. They are:
  • Alien Mosquito (equivalent to Scout)
  • Alien Hornet (equivalent to Fighter)
  • Alien Raptor (equivalent to Battlecruiser, though it only has 15 guns)
  • The Dragonfly (if you've ever played the original Space Trader, you'll know why this ship is so special)
  • The Obliviator (my invention, it's kind of like a Corvette with as many guns as a Frigate, but uses drone ships)
  • Bottle of Captain Chuck's Nutritional Whiskey (this is no joke, you'll actually find a couple of these during your travel if you are lucky. People who have played the original Space Trader know that it's risky to drink one, as you either gain a skill point in a random skill or lose a skill point in a random skill)

I have also made a couple of minor optimizations as well (about 150 Bytes).

Progress Speed of this Project as of now: Snail
Title: Space Trader
Post by: DJ Omnimaga on September 21, 2007, 11:27:00 am
ahh nice stuff :)smile.gif, at least I'm glad this isn't dead
Title: Space Trader
Post by: Liazon on September 21, 2007, 02:23:00 pm
are you going to show us the sprites?

and like DJ_Omnimaga said, snail > dead
Title: Space Trader
Post by: Delnar_Ersike on September 21, 2007, 04:24:00 pm
I might be able to, but it's going to be very hard. You see, I don't think I told you guys, but the fan for my laptop fried a week ago, and because of a couple of technical difficulties concerning my dad being abroad until October, it is now 5 people (my 2 brothers, my mother, my grandmother, and I) to 2 computers. My older brother has his own computer, but he doesn't let anyone other than him use it, so technically it is 4 people to one computer.

What is even worse is that this computer is a Mac laptop with a faulty RAM stick, so this basically means the computer freezes every 5 minutes unless you are running from the battery, which can only last so long before you need to charge it. Nobody in my family except my dad and I know anything about RAM sticks, and since my dad is abroad, guess who's fault it will be if the new stick of RAM we ordered isn't working? :banghead:banghead.gif

Back on topic, I probably will post a couple of sprites, but none are final. I just edited The Obliviator 3 hours ago so now it looks completely different. I might even chose to remove The Obliviator altogether, as I can only imagine how hard it will be to code drone ships...
Title: Space Trader
Post by: DJ Omnimaga on September 21, 2007, 04:40:00 pm
oh thats why you didn't posted as much recently x.x, I'm sorry to hear about your laptop (wow, there goes another laptop again *points to rivereye*), I hope you can get it recovered soon
Title: Space Trader
Post by: Delnar_Ersike on September 21, 2007, 04:49:00 pm
QuoteBegin-DJ Omnimaga+21 Sep, 2007, 20:4-->
QUOTE (DJ Omnimaga @ 21 Sep, 2007, 20:40)
oh thats why you didn't posted as much recently x.x, I'm sorry to hear about your laptop (wow, there goes another laptop again *points to rivereye*), I hope you can get it recovered soon  

 No recovery here because of the following reasons:
  • The fan is soldered to the motherboard, so replacing the fan will require a motherboard replacing, which costs as much as a new laptop of same/higher quality.
  • Not only is the laptop 9 years old, but it is also unsupported by the manufacturer (Dell) now and officially discontinued.
  • My dad voided the warranty a long time ago by doing some hacking concerning Mac OS X being able to run on computers with Intel processors (my dad is a Mac OS developer).
  • The laptop's other hardware has been acting strangely as well (For example, my USB ports corrupted the data they sent to the devices 50% of the time) and some parts are very outdated (like the Intel 945GMA chipset). To put it together: I needed an upgrade anyway.
  • I've been looking at a specific laptop model for quite some time, even before my laptop started acting up. And since holiday season is approaching, and the laptop is pretty cheap anyways (we are talking $750 for a laptop with the quality of a $1100 one), I guess my parents will be more convinced to get a new laptop instead of just giving another 9-year-old hand-me-down.
Title: Space Trader
Post by: DJ Omnimaga on September 21, 2007, 05:56:00 pm
oh it's 9 years old? o.oblink.gif, well i would suggest getting a new one then and screw the old one, like, go over spengo home and kill him with it

j/k about spengo thing
Title: Space Trader
Post by: Ranman on September 22, 2007, 02:11:00 am
This game looks amazing!

It looks like a lot of thought has been put into this project. The graphics are very cool and laid out well.

Keep up the great work! :king:king2.gif