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Topic Summary

Posted by: Christian Knudsen
« on: February 14, 2016, 12:00:07 PM »

Thanks! Glad you like it. :)
Posted by: Red Soul
« on: February 13, 2016, 08:30:19 PM »

Thank you CK for putting forth a new version of your wonderful game.
I love the quality of life additions and fixes you made, especially the addition of a capital planet and the jump fuel warning (I know it will save me a lot of time, since I'm so forgetful).

No problems switching between full screen and windowed here (Win 7 x64).
Thanks and please keep up the good work!
Posted by: GLI
« on: February 11, 2016, 03:27:12 PM »

We have official release version:
http://www.asciisector.net/

Iiihaaa...! ;D
Posted by: Iltsuger
« on: January 25, 2016, 07:14:06 PM »

Oops, only just noticed this :)
Posted by: Christian Knudsen
« on: January 25, 2016, 01:35:09 PM »

Right. I'm not going to change the code, though, since I'd rather not mess with something I coded that long ago. I'll just have to trust that I did it like I did back then for a reason. ;D
Posted by: GLI
« on: January 24, 2016, 11:31:15 PM »

Had to check the code... Yes, part of the reinitialization code removes characters on your ship. I don't remember exactly why I did this (it's quite a few years ago that I coded that!), but it was probably to avoid being stuck with a mission character on board your ship that you couldn't get rid of or something along those lines.

For "Taxi" missions it could be problematic to get rid of passenger when mission was removed during "re-initialization".

Captives (for Bounty Missions and others) are different story because we can sell them. Right?
Posted by: Christian Knudsen
« on: January 24, 2016, 10:58:38 PM »

Had to check the code... Yes, part of the reinitialization code removes characters on your ship. I don't remember exactly why I did this (it's quite a few years ago that I coded that!), but it was probably to avoid being stuck with a mission character on board your ship that you couldn't get rid of or something along those lines.
Posted by: GLI
« on: January 24, 2016, 10:30:01 PM »

Yeah, when missions are reinitialized (this happens when a new base has been added to the game), all current missions are wiped.

I was pretty sure I've got captives in old save but I wasn't able to find them until I've run old version of the game. It occurs that re-initialization in 0.7.2 removed all captives from my ship. Is it normal or just a bug?
(save on Mega)
Posted by: GLI
« on: January 24, 2016, 04:12:24 PM »

OK! So far, so good. Now we're wait for replies of Linux and MacOSX users... ;)
Posted by: Christian Knudsen
« on: January 23, 2016, 11:23:26 PM »

OP has been updated with a new version of 0.7.2!
Posted by: Christian Knudsen
« on: January 23, 2016, 08:27:08 PM »

Sooo... NPC cuffed during fight will be marked as "reason to talk", right? When uncuffed they will no longer talk "please, don't kill me", right? Oh boy! I will miss those rides on pirate bases... ;)

Yeah, you will automatically interact with captives when walking into them. NPCs that are fleeing you, you will automatically switch positions with.
Posted by: GLI
« on: January 23, 2016, 08:23:18 PM »

Having you automatically switch positions with NPCs that you have no business with anyway, but still talk automatically to characters you do have a reason to talk to is more intuitive and user-friendly.

Sooo... NPC cuffed during fight will be marked as "reason to talk", right? When uncuffed they will no longer talk "please, don't kill me", right? Oh boy! I will miss those rides on pirate bases... ;)
Posted by: Christian Knudsen
« on: January 23, 2016, 08:09:14 PM »

I hope it will be "simply reverted" - hold "S" to talk/interact.

It won't. A lot of people will be confused about how to talk to people if you have to hold down a button to do so. Having you automatically switch positions with NPCs that you have no business with anyway, but still talk automatically to characters you do have a reason to talk to is more intuitive and user-friendly.
Posted by: GLI
« on: January 23, 2016, 01:38:33 PM »

The way the automatically switching positions with NPCs was supposed to work was that you only do it automatically with NPCs that don't have any dialogue and will just brush you off, so it wouldn't automatically make you switch positions with mission character and fixers and such. But I messed that up. I've tracked down the issue, though, and it shouldn't be too hard to fix.

Don't forget about "Help" screen. Information there is for old behavior when player must hold "S" to switch positions with NPCs. I hope it will be "simply reverted" - hold "S" to talk/interact.
Posted by: Christian Knudsen
« on: January 23, 2016, 11:16:24 AM »

The movie player will only show the first 90 .asc files. But in the loop where it reads the files, I have it check that the file counter number is < 91 ... and then I immediately increase it by 1! And then it of course crashes when trying to read file number 91. Sometimes I want to slap my past self.

The way the automatically switching positions with NPCs was supposed to work was that you only do it automatically with NPCs that don't have any dialogue and will just brush you off, so it wouldn't automatically make you switch positions with mission character and fixers and such. But I messed that up. I've tracked down the issue, though, and it shouldn't be too hard to fix.

Yeah, when missions are reinitialized (this happens when a new base has been added to the game), all current missions are wiped.