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StellarCombat Pre-Alpha


StellarCombat Pre-Alpha

Postby Pam » Jan 25, 2004 @ 3:11pm

Here's a little game I've been working on, based on PocketHAL. It's still pre-alpha, but enough of the gameplay is there to give it a test.

You can get it here for both MIPS and ARM:

StellarCombat is based on the old GravityWars game, which was based on the familiar artillery combat games. Choose the angle and power of your shot, and then fire! Simple!

Try it out, and let me know what you think.

Screenshots:
Image
Image

Tested on Casio E-125 and iPaq 3675

Thanks,

Pam
All the easy problems have been solved.
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Postby ppcStudios » Jan 26, 2004 @ 2:53pm

G.R. Moore
President/CEO
Pocket PC Studios
www.ppcstudios.com

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Postby Pam » Jan 26, 2004 @ 5:08pm

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Postby Kuhout » Jan 26, 2004 @ 5:14pm

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Postby clach04 » Jan 28, 2004 @ 3:10am

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Postby Pam » Jan 28, 2004 @ 2:41pm

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Postby fast_rx » Jan 28, 2004 @ 9:43pm

How about a way to clear out the old traces - but that may upset the other player... It just gets really cluttered after a while (yes, it takes me a long time to get a hit).

You could use something similar to the code you used in the plasma globe thing you made a while back (that was you, right?). Where before each missile is launched, it blurs the others a little.

Popups windows lock up the program (ie. reminders, etc). Have to reset to fix it.

When you cross 360 degrees, it's not quite right. Actually, it should be 0 - 359... and when you add 10 to 355, it should go to 5.

And finally, can you clear the buffer before you show it for the first time? This may be something with PHAL, but I see an image from the last game I played briefly... And make the splash screens skippable.
Last edited by fast_rx on Jan 28, 2004 @ 10:02pm, edited 1 time in total.
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Postby Pam » Jan 28, 2004 @ 9:53pm

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