Worlds Collide

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BlitzMAX GCCollect Test

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Blog Archive

  • ▼  2015 (4)
    • ▼  November (1)
      • Good Morning,  It's been awhile since I've poste...
    • ►  July (1)
    • ►  April (1)
    • ►  February (1)
  • ►  2014 (5)
    • ►  November (1)
    • ►  September (1)
    • ►  July (1)
    • ►  April (1)
    • ►  March (1)
  • ►  2013 (14)
    • ►  December (1)
    • ►  October (1)
    • ►  September (1)
    • ►  August (3)
    • ►  July (1)
    • ►  June (2)
    • ►  May (1)
    • ►  April (1)
    • ►  February (2)
    • ►  January (1)

Change Log

8 April 2015 – EMPIRE – AI – Fixed a crashed caused from AI trying to ascertain strength of the planet that hasn’t been colonized

8 April 2015 – PLANET – SECTORS – Expanded debug information to track new sector constructions better make sure they all work as expected

7 April 2015 – SHIP – EFFECTS – Update so jump flashes and sounds won’t be seen and heard from ships that you cannot currently see

7 April 2015 – SHIP – PATHFINDING – fixed a few crashes from unique pathfinding functions under certain circumstances

7 April 2015 – GALAXY – SKYBOX – fixed skybox loading so it will now save and load the skybox correct for each game, was just getting a random skybox every time loading the same game

6 April 2015 – GUI – BUDGET – Added summary of budget expenses and details include ship repair costs, research costs, etc

6 April 2015 – SHIP – GUI – Added a GUI detail for predicted repair amount and cost for repair that shows on the main ship overview if on a grid with repair options

6 April 2015 – EMPIRE – GUI – Empire Name item includes a ‘click to talk’ option and tooltip that will show your current standing with them as well

6 April 2015 – DIPLOMACY – AGREEMENTS – Added a share sensor intel agreement now, all corps will include this agreement with parent empire on game start

3 April 2015 – GUI – MAIN – worked out pre-multipling alpha which should really help with scalable GUI items and clarity of text and overlapping textures, can make some good GUI performance increases using this more

25 March 2015 – GENERAL - LOAD GAME – Fixed crashed caused by damage data been saved as pixel specific and yet trying to multiply again by array size on load

25 March 2015 – GENERAL – Catchup change log, still be working on the game a lot just haven’t been updating this changelog lately, todays updates below is just a summary from memory probably missed heaps of what I did still.

Jan - March 2015 – SHIP DESIGN – Fixed crash caused during module selection\position (memory leak)

Jan - March – 2015 – SHIP – RENDERER – Updated shader for damaged ships so edges of penetration hits will glow

Jan - March 2015 – PLANET – RENDERER – Add City light density channel so with low\no population no lights will be rendered and this will increase to the full light map based on population and a texture channel for variation.

Jan - March 2015 – PLANET – RENDERER – Removed overexposure from planet lighting so planets close to a sun don’t glow as much (probably still not final)

Jan - March 2015 – PLANET – Added 2 new planet surfaces, blue frozen and dry with volcanos, updated shader to render lava glow.

Jan - March 2015 – SHIP – COMBAT – Optimized collision check to only check bullet path once and just time it for when collision will happen, can and dynamic checking later if I add manoeuvring

Jan - March 2015 – SHIP – COMBAT – Fixed Planetary invasion so weapons will not miss when attacking a planet

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