Posts Tagged ‘pc’

Soldner-X arrived

Sunday, May 24th, 2009

The slightly cheap but rather cheerful copy of Soldner-X i ordered turned up a couple of days ago but this morning was the first time i’ve actually found to sit down and slap the CD in the drive; once i’ve had a proper chance to see how it feels i’ll write it up and i’ve had literally one go where i activated my online highscore code and then had my arse royally handed to me! But generally speaking i like a challenge and once i’ve had some proper playing time and got around to at least reading some of the manual (and possibly the tactical guide) and got some bloody practise in i’ll write it up more thoroughly.

i might have to put a few other “reviews” up on this ‘ere blog as well, after all i’m playing quite a few games right now as “research” for the Blast Engine!

Today Oi ‘Ave Mostly…

Saturday, May 16th, 2009

…been wroiting a tile editor. Well okay, i’ve just been working at it for the last four or so hours but despite being a hideous botch internally it somehow compiles in SuperStrict and can edit, load and save tile data! Now all i need are some actual tile graphics…

Possibly wonky decision

Friday, May 15th, 2009

i’ve been thinking quite a bit about how the Blast Engine works. At the moment, attack patterns are literally a single “move”, meaning that they contain X and Y positions, angle and speed of movement to initialise things, then speed of rotation, speed of movement and destination speed along with an optional timer that keeps those extra values from taking effect immediately.

That timer (and to a degree the speed destination) are key players; the Vinculum engine supports multiple move commands (up to thirty two, although there’s nothing using more than half that) but Blast Engine can already replicate almost everything Vinc does with it’s single delayed command. And that “almost” is what has been bugging me…

Thing is, i’ve been giving this quite a bit of thought and apart from memory considerations (which shouldn’t be an issue if the tests i did earlier are anything to go by) there’s nothing stopping a similar logic being applied to the firing system!