I seem to recall the quality and availability of parts might have been influenced by how badly shot up the robot was before it shut down.
I might have been imagining it.
Cas
I seem to recall the quality and availability of parts might have been influenced by how badly shot up the robot was before it shut down.
I might have been imagining it.
Cas
Iām not sure if i like the idea of dropping items like weapons or armor, but i think that dropping some energy would be a nice addition.
Anyway, the game has sound now! Iām currently using Javaās build in sound support only together with the Java1.5 workaround for the Mixer.
Iāve added support for OpenAL, i.e. you can now choose between JavaSound and OpenAL with OpenAL being default (if present).
Works like a charm!
Still not entirely sure of how to play the gameā¦ - and no - I didnāt play the original gameā¦
[quote]Still not entirely sure of how to play the gameā¦
[/quote]
Itās actually quite easy. Clean the decks by either killing the enemy robots (fire at them or bump into them) and/or by capturing them (hold down right mouse button for ātransfer modeā and bump into them), so that youāll get their abilities (for the good and for the bad). In the current version, the transfer will always be successfullā¦in the final version, there will be a subgame for the transfer like there was in the orginal game. Also still missing: elevators between the decks, consoles for accessing data etcā¦
Edit: In addition to the original game, there is a green arrow that points into the direction of the closest enemy.
The transfer subgame from the classic game has been added as well as elevators between the decks. The gameplay is a bit faster now and some improvements have been applied to the AI (AI still sucks in some situations).
To play the transfer subgame, hold down the right mouse button and bump into another droid. You then have to select the side to play on with the CRSR-keys (space/fire to confirm) and the subgame starts. Place your capsules (CRSR up/down+fire/space) so that more fields in the center are colored in your color than in the opponentās color. After 10 seconds, you canāt place any more capsules and the game will be resolved. If you win, youāll get control over the enemy droid. If you lose, youāll lose your currently controlled droid or (if there is none), youāll be destroyed (as usual, press āNā to be revived in that case).
neat!! I still canāt get very farā¦ but Iām getting better When I cleared out levels, the map didnāt look any different. Should they be changed to red or something to mark that Iāve cleared them?
Is there no hardware renderer for mac? I was able to use the software renderer, but only with a 24 bit depth. I could never move either, though the keys seemed to work for level, camera, etc.
I only tried in windowed mode as well.
Dr. A>
[quote]Is there no hardware renderer for mac?
[/quote]
I was to lazy to add LWJGL for Mac to the jnlpā¦
Iāll do so in the futureā¦i promiseā¦
About the movementā¦i donāt know. Is something different on Mac regarding the cursor-keys?
Edit: Were you able to rotate the view using the mouse?
It has a name now (āParadroidzā) as well as a menu screen (but āoptionsā is not working yet). The playerās droid now has some inertia, which makes the movement more realistic.
Iāve included support for OSX in the jnlp, but i canāt test it myself, soā¦