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Thread: Scorched Earth for PSP

                  
   
  1. #21
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    RomShark later in the week is perfectly fine with me... as i'm sure DCE users would love to add this to their PSP collection of emulators. I know personally that this game actually helped me get some of the skills I needed to become a real life bartender in a casino. Let me know how things are going when possible.

  2. #22
    DCEmu Newbie AlexB123's Avatar
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    This game rocks! Great job bud and keep up the good work!

  3. #23
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    Just a note: It may be a while before the next update. I'm going to try some stuff that might require rewriting the majority of the program. Rest assured that I haven't abandoned it.

  4. #24
    Won Hung Lo wraggster's Avatar
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    thanks for the update, we look forward to hearing from you soon

  5. #25
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    Quote Originally Posted by Romshark
    Just a note: It may be a while before the next update. I'm going to try some stuff that might require rewriting the majority of the program. Rest assured that I haven't abandoned it.
    you arnt aloud to abandon it. I wont let you.

  6. #26
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    Talking

    Here's a small update. It's not really an "official" release, so I'm calling it 1.4a (or alpha). I'm trying out talking tanks here, plus I'm using a method of landscaping that is more "Scorch-Like" (which I modified from a Qbasic program called Bomb by David Duvenaud. Find it under Action Games at QBasic.com ). A few other things were tweaked and changed, but they probably won't te obvious.
    Since this isn't a real release, there's no source code. Just an eboot file. The source code is a mess right now anyway from the coding changes. Next I'm going to work on a menu system and hopefully more weapons. We'll see how that goes.
    Also, I'd rather have the talking loaded from an external file, so others can add their own dialogue. Can anyone point me in the direction of a demo that loads external files into a text reader or something? I also need to know if it can understand End-Of-Line and End-Of-File, so that I can load one random line of text. Maybe even use it to save settings and some form of game save?

  7. #27
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    Quote Originally Posted by Romshark
    Here's a small update. It's not really an "official" release, so I'm calling it 1.4a (or alpha). I'm trying out talking tanks here, plus I'm using a method of landscaping that is more "Scorch-Like" (which I modified from a Qbasic program called Bomb by David Duvenaud. Find it under Action Games at QBasic.com ). A few other things were tweaked and changed, but they probably won't te obvious.
    Since this isn't a real release, there's no source code. Just an eboot file. The source code is a mess right now anyway from the coding changes. Next I'm going to work on a menu system and hopefully more weapons. We'll see how that goes.
    Also, I'd rather have the talking loaded from an external file, so others can add their own dialogue. Can anyone point me in the direction of a demo that loads external files into a text reader or something? I also need to know if it can understand End-Of-Line and End-Of-File, so that I can load one random line of text. Maybe even use it to save settings and some form of game save?
    good to see your still in this! keep it up

  8. #28
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    Quick update:
    Worked on program last two nights. Attempting to work bugs out of Death's Head unit (which means we'd get that and MIRVs.) Other major changes. Hope to have a release by the end of the weekend.

  9. #29
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    goody goody gum drops!

  10. #30
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    Lightbulb

    The name is now Scorched PSP. It sounds nice, I think.

    Well, here's (checks notes) version .9! Wait, the last one should have been .4a, not 1.4a...

    Anyway, major changes here! First off, there's a customized eboot icon and background, thanks to Ryuu of the PSPUpdates forums. Great job!

    Also, I've added a cool menu. There's still more things on there that aren't implenmented yet than are, but it gives room for expansion. So sorry, the network play isn't in there. With the menu, you can change the ground, sky, gravity, player numbers, falling dirt, which landscape engine to use, landscape steepness (only for the new landscape engine). That's about it so far.

    In the game itself, we've now got up to 6 players. Blue and White tanks were added. I tweaked the shooting part to go faster, and I have ideas that might optimize it even more. Oh, and I tossed in Deaths Heads weapons, just in case someone actually wanted to use them . Although their use slows down that whole round of bullets, even after the heads have all exploded.

    Using a better font file, so ther's now lowercase and uppercase letters. The Hello-World team strikes again! File from the RIN source.

    Next, I hope to have a scoring system of some type set up, as well as more weapons (dirt-based), and some more menu items working.

    No source this time. In the game, use the d-pad to aim and adjust power (hold the L-trigger to go faster.) X to shoot, square and circle to cycle weapons, triangle to clear the screen of smoke traces. Use X to continue during tank dialoge (talking before firing or when dead). triange cancels shots, since sometimes it gets stuck (I'm still looking into that...) Select returns to the home menu.

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