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Post by Farbs on May 30, 2014 1:35:33 GMT 10
Hi! Another week spent on pre-rendering tech, so again the build is a bit slim. I've snuck in some bugfixes and a new module, though I haven't yet found the module anywhere in the sector. I haven't explored much beyond a few Delta ships, so there are probably some out there. Can you let me know if you find 'em? Here are the changes for this week's build: * New Twin Booster MkII module * New sector seed. This one has quite the tricky start! * Bugfix for last week's audio looping bugfix * Mostly pre-rendering work this week, so not a lot in the build itself * Does anyone actually read these? * Blee bloo blah bloo blee * Fixed some module specification units Play here!
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Post by Ozzatron on May 30, 2014 2:46:24 GMT 10
I think you might have accidentally copy-pasted some HTML! ^^; Also, cool to see that you got the units fixed on Missile Launchers.
::edit:: Just noted you have 255 posts. $FF and all that.
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Post by Foohman on May 30, 2014 19:24:59 GMT 10
I absolutely cannot wait to see what you have in store for us! This looks amazing!
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arien
Bravo Rank
Posts: 18
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Post by arien on May 31, 2014 14:20:51 GMT 10
Really enjoying this build! Probably because I haven't died in a stupid way yet I was limping around up north until I found a golf base with scrap AND upgrade in the north east. And just east of there I destroyed a golf guardian only to be inundated by juliets! That was strange but I slipped away unscathed. Also, around the same fox/golf area up north my eyes caught sight of something different. GOLF TWIN BOOSTERS MKII!! Manna from heaven! OH how I love them so. Let me tell of the ways... My ship is super streamlined. All you really need is one MKII booster and those bad boys and you're set. I'm all about the boosters so I really appreciate this. SO needed. I hate having to manage with a dozen clunky uni boosters. Gimmie speed!
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Post by Ozzatron on May 31, 2014 14:34:43 GMT 10
Uniboosters are for maneuverability, not speed! They're the least powerful boosters on the whole. And Twin Booster Mk. II's are actually awesome. It's nice to see an "ultimate turning tool", as silly as that may sound given that the Transrotator already exists.
::edit:: Now that I've played through this one... I can say, I really like this sector! I haven't gotten to use any of the new Twin Booster Mk. II's in my design yet, but leveling up in this world was a lot more fun than it usually is for some reason. I think it was because Kirana and I were abusing a physics exploit together. Which leads me to...
BUG: Projectiles fired at point blank into your own modules will almost certainly not hit them. This is especially glitchy/problematic with Blurst shields, where sometimes the projectiles phase through with no effect, sometimes they "bump" around inside of the Blurst shield and nudge your ship around, and sometimes they actually get reflected and destroy the weapons that shot them. Furthermore, even if you're not trying to abuse this bug and fire through Blurst shields or other modules, you can observe the same issue by mounting Prismatic Laser Juliets next to Blurst shields, horizontally. It's a tad hard to explain, so let me get a rudimentary ASCII diagram. Here, the Prismatic Juliet is sitting on some girder next to a low-tier (only 2 units long) Blurst shield such that the tips of both are horizontally lined up.
_______ /'\ v |I| /|\ \./[===] What happens here? When you fire the Prismatic Juliet, the lasers spawn a little bit inside your ship because they're so long. One of the angle shots actually spawns inside the Blurst shield and gets reflected immediately, bouncing it around and making the Prismatic's fire pattern quite odd, with two lasers going off at one angle but out of phase.
::edit 2:: I've noticed that the enemies' quotes are still somewhat odd, with lines that don't make sense being played on death and whatnot.
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Post by Captain Michaela Nul'dolaer on Aug 6, 2014 15:22:50 GMT 10
I wonder if this is a bug in the programming? And how did you get Juilet parts in the first place?
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