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Main - Gaming - Battleships Forever! [Screenshot] [56K] New thread | New reply


nutman217
Posted on 12-21-08 07:57 AM (rev. 5 of 12-21-08 08:23 AM) Link | Quote | ID: 97269


Buster Beetle
Goddamn citrus!
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Battleships Forever is like one of those 'craft' games (Warcraft, Starcraft, etc), except, you cannot make additional permanent ships while playing. It includes an editor so you can fuck around with it ALOT.

Medium-sized image

Here's an installer

They have a community over there, too!

Edit:And now for a creation that I made.

Someone add a [screenshot] tag to my title, please.

____________________
RAEG

NightKev
Posted on 12-22-08 03:48 AM Link | Quote | ID: 97312


Cape Luigi
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Something to note, this game requires some pretty good specs.

Recommended System Requirements
Win98 or later Win2k/WinXP
128mb 256MB Graphics Card or better
512mb 1GB of RAM or better
Intel Pentium 2ghz 2.4GHz and equivalent or better

Minimum System Requirements (No surfaces mode)
Win98 or later
64mb Graphics Card
256mb of RAM
Intel Pentium 1.5ghz and equivalent

As you get more and bigger ships into the action, the system requirements go up really, really fast, especially the graphics requirements.

I played the game with a setup of:
512MB Graphics Card
WinXP
1.5GB RAM
2.8GHz Pentium 4 CPU

and got between 8-10 (lots and lots of action) and 25-30 (6-8 medium-small/medium sized ships) FPS with maximum graphics settings.

It's definitely a fun game, though making custom ships can get complicated at times.

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iSkye
Posted on 01-04-09 05:22 AM Link | Quote | ID: 98197

Newcomer
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I tried this game before-It definitely got me hooked on for a while. The graphics and quality of game play made it a great time waster. I especially liked the sandbox feature. It wasted my days away.

The problem with it is that after a week or two, I started to get the hand of ship making, and created ships far too powerful. The game began to ease down on the fun meter.

Though it truly is a fun game, and can keep you up for a month, that's all it's going to last you. My opinion only.

Burg Hammer Achtzehn
Posted on 01-27-09 05:47 AM Link | Quote | ID: 99567


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0.90 was released, adding:

-Custom sprites: You can now use custom sprites to make ships
-Rotating/transforming sections: Ships can change right before your eyes!
-Section effects: You can fake glow and outline effects on sections instead of painstakingly layering sections
-Gun Turrets: Link multiple guns together or build rotating turrets out of sections
-Direct Control: Take control of ships with your mouse and keyboard
-New Weapons and modules
-And more

This is an awesome update; the previous versions pale in comparison.



NightKev
Posted on 01-29-09 07:38 AM Link | Quote | ID: 99728


Cape Luigi
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Holy shit... this is just awesome beyond words... ... I bet now you need an even BETTER cpu/gpu to play it !! Curse my lack of money...

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nutman217
Posted on 01-30-09 02:48 AM Link | Quote | ID: 99795


Buster Beetle
Goddamn citrus!
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F...

Fuck.

Now I don't even want to play anymore. It makes Fraxy look so much less awesome.

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RAEG

NightKev
Posted on 01-31-09 02:27 AM Link | Quote | ID: 99845


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Fraxy and BF are only somewhat similar, they play a lot differently. Calm down, nutman.

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Burg Hammer Achtzehn
Posted on 01-31-09 03:16 AM (rev. 4 of 02-12-09 02:32 AM) Link | Quote | ID: 99851


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Indeed, both games have their merits; they're both good games.


0.90a released; a nice load of fixes.
Posted by th15
v0.90a
-Fixed green crap around the HUD in surfaced mode.
-Optimized surface blurring algorithm slightly.
-Surfaces no longer die when switching to fullscreen or pressing ctrl-alt-del
-Fixed: 'Divide by 0' and 'Unexpected symbol' errors with ships that have commands in their descriptions
-Fixed: 'Unknown variable l_section or array index out of bounds' error with depthed weapons/modules
-Fixed: Incorrect parenting / parenting errors with depthed weapons
-Fixed: 'Unknown variable tr_ontype' errors
-Fixed: Rotating sections that are parented to a section with Rotate trigger mode do not rotate until the trigger has been fired.
-Fixed: Movsection parameters not saved when section move is not set to enabled
-Fixed: Movsections moving the same way regardless of ship facing in-game
-Fixed: Error when weapon link parent is destroyed
-Fixed: Error when weapon link parent is destroyed and its link children are left with their angle out of arc range (they will instantly return to their default angle now)
-Fixed: Error when Plasma Missile, Repeating Artillery or TacNuke Cannon are linked to another weapon and try to fire while their link parent has no actual parent
-Fixed: Incorrect reading of trigger parameters from .shp, which caused all kinds of trigger mishaps
-Fixed: Key trigger actions not working and generating errors in-game
-Fixed: 'Rotation reached CW border' on action not working
-Fixed: Impeder Deployers on custom ships spawned as enemy cause errors
-Fixed: Mirrored weapons do not retain their color in-game
-Fixed: Angle of Thruster and ThrusterEx mirrors incorrectly
-Fixed: Incorrect size reported in ShipMaker when there are hidden sections
-Fixed: 'Set off trigger 1' when right clicked on a section doesn't work
-Fixed: Incorrect default stats for Nanomatrix
-Fixed: Tooltip for 'Spawn enemy ship' button messes up when the button is used to spawn a ship
-Fixed: Torpedo Damage
-Fixed: Twin AC Scattering/Damage
-Fixed: P-Cannon Scattering/Damage
-Fixed: Particle Rifle Name
- If a section is moving but not rotating, or rotating but not moving, the section is considered as triggered off for move+rotate trigger mode (on action will trigger the missing mode). If its both moving AND rotating, its considered as triggered on.
- Rotation reached CW/CCW border trigger actions now change to their counterparts when section/weapon is mirrored.
- Changed lower limit for CW/CCw Rot frames to 1
- Moved Tesla parameters to Edit tab.
- Added an 'Import Section Sprite' option
- Added fields for particle cannon/autocannon shot spread
- Added X/Y scale fields for sections, weapons and modules

February 11th
0.90b released; more fixes and some minor additions.
Posted by th15
v90b
-Tesla now works in non-surfaced mode
Fixed: 'Unknown variable tr_ontype' errors with key triggers
Fixed: Transparency does not carry on when mirroring/cloning
Fixed: Custom weapon names returning to defaults when ship is loaded into Shipmaker.
Fixed: Mirroring doesn't unhide hidden sections
Fixed: 'Error in function real()' errors when opening an sb4 with Ship Deployer modules.
Fixed: When mirroring, while sidebar tab is set to ed/ed2/eff, core gets selected but current tab doesn't change/update to reflect change in selection
Fixed: Moving sections do not move ingame
Fixed: Custom bullet sprite not working for some of the new weapons
Fixed: Burst edit field for Torpedo and ShockBeamer listed twice
Fixed: Q and W buttons change depth of sections in preview mode
Fixed: Editing numeric fields while a doodad is selected changes the color of that doodad
Fixed: Link delay, On frames and Off frames parameters do not carry on when mirroring/cloning
Fixed: Certain trigger off actions not working
Fixed: Weapon trigger on actions not working
Fixed: Weapons that haven been put into offline cannot be brought back online
Fixed: 'Unknown variable tr_ppdim1...' and 'Unknown variable id' errors when sections/weapons that have link children and/or link parent are destroyed
Fixed: Trigger on action 1 and Trigger off action 1 get overwritten with their respective action 2's when opening an sb4
Fixed: 'Unknown variable image_angle'
Fixed: Edit tab for HVRocketLauncher displays a Burst edit field.
Fixed: Incorrect damage on AI controlled Sabot Cannon
- Corrected default deviation and range for Demeter Pod
- Disabled depthing on Aegis Module
- ShipDeployer path field summons open file dialog now
- Added toggle for making weapons start offline
- Added setting for sandbox surface size in bfconfig.ini, called 'Sbsurfsize'. The default is 2048, if you have performance problems in sandbox, try lowering it to 1024, for example.

James Freeman
Posted on 03-02-09 02:56 AM Link | Quote | ID: 102024


Octoballoon
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Neat stuff. So far, I've built some interesting ships, but this has to be my best so far (and I'm still working on it)...

Meet... the IAS Dreadnought Doombringer!



Why so many guns?

Simple! More dakka!

(Dakka - (n) the sound of automatic weapons firing. Rule number one about Dakka: You can never have enough (or 'enuff') of it, no exceptions.)

You can beat that thing... in theory. And it may get even MORE guns!

____________________
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"Welcome to NERV; God's in his Heaven because He's scared of our superior firepower." - Dr. Yui Ikari, Neon Genisis Evangelion: Nobody Dies (Chapter 5)

Main - Gaming - Battleships Forever! [Screenshot] [56K] New thread | New reply

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