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Messages - Christian Knudsen

Pages: 1 ... 185 186 [187] 188
Bugs / Re: "L" crashed
« on: September 14, 2007, 11:18:39 AM »
Quote from: "Apollo"
It crashed right away. The targeting rectangle had not been drawn.

Then it's probably got something to do with the characters on the base, just like the other bugs. The 'L' procedure draws the characters on the base before drawing the targeting rectangle.

These characters are really driving me nuts... :?

Bugs / Re: "L" crashed
« on: September 14, 2007, 10:07:21 AM »
I'll make the program check if the .SAV files exist before creating the Load Game menu. That should fix that problem.

When you had the 'L' crash, did it crash immediately when you hit 'L', or did it crash when you moved the cursor over a character?

Announcements / Privateer: Ascii Sector v0.1 released!
« on: September 13, 2007, 08:15:41 PM »
A few bugs remain in the game, but it's fairly stable and definitely playable, so I've decided to release the game.

Download it here:

Everything Else / Re: Shortcut Icons for Windows
« on: September 09, 2007, 12:21:53 AM »
Quote from: "Apollo"
The "Extra Stuff" image still points to movies.html.


Everything Else / Re: Shortcut Icons for Windows
« on: September 08, 2007, 11:57:19 PM »
I've changed the "Movies" page to an "Extra Stuff" page and placed these icons for download there.

Everything Else / Re: Shortcut Icons for Windows
« on: September 08, 2007, 05:04:05 PM »
Quote from: "Goliath"
Those are awesome! I think the public release should definately use a shortcut icon of some sort.

I think I'll just make a page with "player submitted" stuff. Then people can download the icons (and any other stuff that might be submitted in the future) they want to use.

Everything Else / Re: Shortcut Icons for Windows
« on: September 08, 2007, 03:07:50 PM »
These are very cool!

I'd just like to point out that Apollo/Björn also did the favicon for this website!

Everything Else / Re: Are you a real Privateer?
« on: September 06, 2007, 12:43:01 PM »
I chose "At least three times" since I've played it through at least three times, but I've played a lot more than just that... :D

General / Re: Sounds Awsome!
« on: July 30, 2007, 11:16:32 PM »

And without promising too much, I have a feeling that I'll have version 0.1 finished by october, if not sooner...

Development Discussion and Suggestions / Re: Update? Help offer
« on: June 12, 2007, 10:39:31 PM »
I'm very much still around. I'm currently working on the Mercenaries' Guild mission computer. I think I'll have some screenshots up in the next few days.

As to assistance; thank you for your offer, but at the moment I've got everything under control. :)

General / Re: Language?
« on: May 08, 2007, 12:37:39 AM »
I'm doing it in Pascal. I considered doing it in C++, but as I'm a lot more proficient in Pascal, I decided to go with what I know.

Everything Else / Re: More people?
« on: April 18, 2007, 10:28:00 AM »
You're certainly welcome to tell people about the game and this site -- then they can come and join if they want to. :)

Everything Else / Re: Profile
« on: April 17, 2007, 10:16:43 AM »
You need to have at least 50 posts under your belt before you're allowed to have an avatar. This is to prevent people who rarely use the boards from having an avatar, as each avatar takes up space on my server.

Development Discussion and Suggestions / Re: Random Sectors?
« on: April 17, 2007, 12:09:11 AM »
It's too late for that. :D

And even though it's an interesting idea, I don't feel that generating a random universe is right for this kind of game. I want the Ascii Sector to be a fairly established place, where there's a meaning and intent to the placement of the systems. A place you can get to know.

However, that doesn't mean the sector will be static and unchanged from episode to episode. If a few months or years pass (game time) between one episode and the next, I'll probably add a few changes here and there: some new buildings may have been built on some bases, or maybe entirely new bases have been constructed...

I want the sector to evolve just as the game itself does.

General / Re: AI missions
« on: April 16, 2007, 09:14:48 AM »
Hmmm, interesting idea. I haven't planned on adding something like this for the demo, but I'll probably add it for the complete game. It shouldn't be too hard to implement, as AI ships can already escort another ship. I don't think I'll do it via missions, though. I'll probably just have a few bounty hunters sitting around in the bar, and you can talk to them and hire them for a price.

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