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"Computer Space" Sim / Clone Not available On This Site Anymore
DaredevilDave:
If I have time I will upload a new version tonight. I figured out how I'm going to do customizable controls. Probably won't have that finished.
Side note:
It's funny how the simplest game can take so long to build. At first glance it seems easy - 3 ships, 2 missiles, the end. Practically zero AI.
The devil's in the details. How to make the menus, designing menu graphics and buttons, arrows, and making sure they work. How do I decide which saucer should fire? How to make the game end, and work in Free Play mode, or with and without bloom effects.
Making the attract video haha - damn when I did come up with all this free time?
What if the ship explodes as the timer runs out? What if what if....anyone here who has ever programmed knows what I mean. Hell anyone who's ever built anything "gets it" :) It always looks easy on paper!
It's all simple, sort of, but put it all together and man - it's a job! What's cool is that after making many games I can now anticipate things and build accordingly.
Anyways, not complaining! I love this stuff! It just makes me laugh sometimes. "Oh I'll have this done in 3 days!" Pffft.
Here is a Youtube link to the higher res Snap Video (30 seconds) if anyone cares.
Videos download links are in one of the posts above (lazy).
DaredevilDave:
Computer Space version 0.92 is ready!
The game play is complete! If I get my hands on a real machine, or if someone tells me something is wrong then I may alter it. But as far as I can tell, it is done!
All changes and non-changes are according to how the real game plays. I'm willing to be wrong so if anyone knows better please let me know.
- saucers change direction every 3 seconds now, which is a lot more often, and matches the real game.
- player ship does not reappear in a random spot when shot. Its momentum continues. No fix.
- saucers don't change course when they are shot and disappear, unless they were already going to at that time. They don't hyperspace to a random spot ever. No fix.
- saucer firing rate is constant regardless of player death, saucer deaths, or anything else. No fix.
- custom Controls: the menu is built but you cannot set custom controls with it yet.
- I added the sound of a quarter dropping into the machine when you hit the credit button. I will probably remove it. However there is no indication the coin went in other than that.
To Do
- (edit to add, in Fred Sanford's voice) "Hide the mouse cursor ya dummy!" (aw come on, Pop!)
- finish custom controls
- maybe enable bloom and glow in the "Bezel View" when I get around to it ;)
- I'll do a Mac/OSX version next round.
- that's about it unless bugs are found.
Downloads:
Windows 32/64 bit
Windows 32/64 bit version 0.92
Linux
Linux version 0.92
or go here (marquee and wheel art are here as well)
http://www.mdigitalmedia.com/computerspace/
Like I said the game play is, as far as I can tell, complete. I am going to have a very cold, very good ale and mini-celebrate.
Edit to add:
I want this to be compatible with as many MAME front ends as possible. I would think that any FE that can run an EXE will be fine with this game.
If I missed anything, please let me know. I want the game to act like a MAME game - Tab menus, same default buttons and functions. I just want to be sure I didn't miss anything.
Thanks to everyone for the help and encouragement! I hope you like the game. If you don't let me know and we'll see what we can do heh.
DaredevilDave:
So I'm playing the so-called "finished game play" game on the big screen and I see a mouse cursor in the center of the playfield. How did I miss that all this time?
:cheers: :laugh2: :dizzy:
^^ ya that's probably it.
By the way, joysticks will be supported in the controls setup menu.
DaredevilDave:
deleted
Thenasty:
now it's broken :( can't insert coin or start a game (been waiting for this version with custom control)
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