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roguesynapse

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  1. I am definitely in sir- I think 98Pacecar might have been speaking on my behalf- The Chiller was six hundred though shipping . . . Doc doc@roguesynapse.com
  2. Just a heads up, the newest version of STARFIGHTER is available for download. New features include: 7-6 1-0 Fixed lighting glitch on Logo Demo 7-6 1-1 Fixed Music Single play (have to reload each time) 7-6 1-1 Made Attract sounds less frequent/added timer 7-6 1-2 Added toggle for soundefx during attract 7-6 1-3 Adding mousefire and mame weapon toggle 7-6 1-4 Death Blossom occasional malfunction 7-6 1-5 Pts 1-7 Integrating Variable Resolutions 7-6 1-6 Finished variable res/Intro shows in attract occasionally 7-6 1-7 New Centauri logo 7-6 1-8 Joystick incorporation 7-6 1-9 Fixed missile glitch in Death Blossom 7-6 2-0 Variable Turret Speeds 7-6 2-1 Variable Turret Speeds- Diagnostic mode variable 7-6 2-1 DOWNLOAD VERSION 5-1-6 There is limited joystick support but there are several freeware keymappers listed in the readme that should allow mapping to any peripheral. Also look for a fixed "Bishop of Battle" teaser and a teaser for "The War of the Worlds" arcade redeux (should be up in the next few days). As always, www.roguesynapse.com for the downloads. Doc
  3. I have gotten a lot of emails and tracked threads about the controls. I originally designed it for a MAME interface so really intended a keyboard input scheme for iPac. I have gotten a ton of requests for joystick support and have integrated that already. The compiler still does not allow the versatility I would like for the joystick (right now, a joystick mouse combo seems best- I cannot map the reticle to the JS hat). I was wondering if anyone knew of a shareware program that would keymap a joystick. I have downloaded "Total Game Control" and will see if that does the trick. Any other programs people know of to accomplish this? Doc
  4. Cool to see the interest here. I have definitely gotten emails abou the controls being awkward but have not gotten the graphics complaints. The screen caps above are from the proto for the game engine. I actually had help from a modeller on the Gunstar and the rendering differences are due to darkbasic. That being said, the other models are mostly mine and are as close as I could get. Dark Basic does some odd things with models so even optimizing may cause smoothing. All that being said, considered it was a mandatory render in 800x600, I thought the models didn't turn out half bad. Here are some representative shots from the download (i.e. not the code development/prototype above). I have updated all the code to allow higher display resolutions and it looks pretty good in 1600x1200x16. I am most certainly a hack modeller. This is a freeware project for anyone who has ever wanted to own this cabinet. Any contributions in terms of better models would be welcome. The Gunstar is a perfect match to the film (just open it in any renderer). The reason it doesn't match the flick is the absence of specular highlights/metallics in the Dark Basic compiler. That being said, everything else I cobbled together so have at. I absolutely welcome any help in terms of making this better. I have already received optimized models, cabinet blueprints, and even a spanish dialog pack from people who liked the game and wanted to improve upon it. Any modellers out there, I would love a better Scout ship and Ko-Dan fighter. You might try substituting them for the ones in the models folder to see what the compiler will do with 'em. Any contributors get credited with their work. To the peanut gallery: bellyaching is easy, meanigful contribution is hard. Also, "talented musicians", WTF? The MIDI is a direct write of the Safan score and everything else is directly taken from the movie or the score I am still updating the code (analog controls, Death Blossom tweaks, attract mode fixes, etc) so please feel free to email me at doc@roguesynapse.com with any help. Doc
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