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Old 05-03-2012, 09:43 PM
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Default Lunar Gravitar v0.7.0L Updated

The 1024x768 version is uploaded.

-New font, just the upper case is done. It looks much better than the vector font I was using.
-No unique planets on system 3 other than the link planet. These planets can be visited, but share some variables with there counterparts, dump you to the systems their counterparts are in, and the viewports are not tweaked. It's best to just not visit them.

The game play and behavior is getting there. Systems one and two are very playable.

-The I cheat is really just for testing areas quickly, but B for bullet proof does not take all the fun out. L will give you unlimited lives. F will give unlimited fuel.

Fuel and Invincibility have hot keys F, and I

S during play will cycle through the systems.

The screen shots are new.

Lunar Gravitar wip - Pinball Nirvana Forums Lunar Gravitar wip - Pinball Nirvana Forums

Last edited by Shockman; 05-04-2012 at 02:47 AM.
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  #92  
Old 05-05-2012, 05:09 PM
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WIP report (no update)

-Further refinement of the font, making the height closer. Forget what I said about double striking for vector overlap, it's just too much work to lay out and I failed to realize that the numbers would not work that way.

-The rammers are working right. They are persistent, but won't drop too low. They will be hanging around for you to come out.

-The lander game has two working levels with progressively harder landing sites and gravity. This is the same whether playing the lander game only or as bonus games in the main game.

-Disabled the remaining three worlds that are not built yet . The planets are built and appear in the system map though.

-Fixed elements that appear in sections they shouldn't, link the door or fuel pods.

- Other stuff
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  #93  
Old 05-07-2012, 10:54 PM
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Here is a variation of the frog planet, on easy mode.
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Old 05-07-2012, 11:42 PM
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These are all the planets that are in.

As you can see there are consistency issues with line thickness, proportion, and aspect ratio.

System one, level one is working perfectly, System two, level one needs just a couple of issues with spawn points, exit points, etc., and System 3, level one needs a bit more of the behavior plugged in.

I went with the original style of guns and threw out the turrets. Each level is modeled after the arcade version. This will give a solid base if I want to create a level designer to change up the landscapes or to redraw them for a sequel.

I expect to have a true beta release in about 3 days time, perhaps with all 4 levels, as all the elements are now in.

Each screenshot here shows all the worlds in each system.
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Old 05-08-2012, 07:34 PM
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Beta 1 is finished and testing is going well. Will be released late tonight.

It has all 4 levels. That means first run through all systems have regular gravity (pull towards surface) second time through is reverse gravity. Third regular gravity and invisible landscapes, and 4th time through is reverse gravity with invisible landscapes.

The ship now has a shield along with the tractor.

There is no lander mission in the third system. I will make an original mission with a dynamic gravity point. Perhaps a wandering or intermittently shifting black hole.

Many other improvements too.

It is unlike the arcade version in that,

- the ship is more sluggish, but smoother and easier to control.
- you need to visit the link planet to link. if all the missions are complete you will link to the next system. If not, you can run through the link planet and activate the reactor.
- the aliens and rammers are there, but will not force you into the close up battles. This was my least favorite part of this game, and it will never be in this version.
- the zooms do not grow but instead switch instantly. Not much I could do. These sprites are too massive to animate that way.
- other than the link, the planet armament do not increase in number per level. I will change this later.
- the tractor orientates it's self to the ship, not the ground. You need to rotate away from items you tractor. I might change this if I can get it to know what the closest ground is.
- differences in scoring, fuel consumption and bonuses.
- sounds
- presention
- other things
- gravity is more constant. I am going to work on that though.

Next I am going to see if I can create a level editor for this. If not I will slowly replace the missions in a new build with all original missions. Debugging this is first though.

Last edited by Shockman; 05-08-2012 at 07:46 PM.
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