Here's a further update on X-Bomber the Game ...
L16 - Space environment and transition to fortress exterior improved
- Cruise missile vapour trail fixed and engine glow added
- Energy net behaviour and textures improved
- 'Eye' laser emplacement graphics improved
- Work on main reactor started
Engine - fixed chatter glitches
Briefing - GUI improved
Well, that's the end of another working week, and that means that it is nearly time for Star Fleet Saturday ...
Here's a fabulous illustration of Dai-X (who appears to have undergone a pleasing makeover).
This is the work of two artists: Riccardo Pieruccini, who produced the lineart, and Daniele Rudoni; the colourist.
I think I first found this on instagram but I see that Riccardo has his own facebook entry about the artwork:
X-Bomber Update Wednesday ...
- Level 16 - High security area
- Level 15 - Battlecruiser damage indication improved
- Messages subsystem - fixes and improvements
- Updater - fixes and improvements
- Game engine terrain and ground-object handling improved
- Mission briefing - improved
- Scorekeeping improved
I started work on the "high-security area" of X-Bomber's last level, where the mission-critical VIP is imprisoned.
This is what the huge mid-level boss is guarding.
This will be a more complex and even better-defended version of the Alliance base that you encounter in levels 3 and 11.
I went back to the *Giant Sketchbook of X-Bomber the Game* to see if I'd drawn a layout for this version, but apparently I hadn't.
So, I mapped it out with a sharpie on some graphing paper.
This version will have twice as much everything; shield generators, turrets, beam cannons and missile launchers.
For the *Easter Weekend Star Fleet Saturday*, following on from ... *Good Friday*, we at least need something pretty decent ...
Now, Masami Watanabe was not messing about when he created this double-page illustration for the February 1981 edition of Televi-Kun magazine.
This was uploaded by twitter user; sousai_h ...
Can't believe I'd never seen this image until the other week.
It may amaze many, including myself, but I am back to working on X-Bomber the Game.
As you can see, this time, I let the X-Bomber ship do most of the playtesting.
The last 3 evenings, I have been working on 3 new sections of the last level; the Space Fortress:
- Cargo block exchange (graphics upgraded, pictured)
- Drone storage hall
- 'Deathballs on rails'
The logic for the attack drone launchers was a bit of a challenge until I found a way to cheat it.
I also did a bit of work on the L16 main boss sprite, enemy weapons sprites and raked out and streamlined the logic for object ordering, plus a few other little things.
The plan here is to put an update up every Wednesday and I want to see if I can provide a new release by the end of the month.
The Dai-X is getting back to action. 😃
Here are some screenies from the last of the three episodes from Thunderbirds 1965; The Stately Homes Robberies.
I thought the auto-bomb was a nice throwback to Trapped in the Sky and it was good to see Thunderbird 4 in action again.
Here are some 'highlights' from disc 4 of Thunder in Paradise.
In these episodes, the boat gets used to:
- blow up most of the Cuban coastline,
- protect some marine wildlife
- and capture a hilarious South American drug dealer
It's time for Star Fleet Saturday!
A lot of the cool indexing sites that I was using to hunt for Star Fleet material have recently disappeared or closed down.
I was hoping that they'd come back but they haven't. 🙁
Anyway, in the words of John Travolta: "When all else fails ... fresh tactics!"
Here's a really cool (and recent) bit of artwork by twitter user: opera_box5, featuring Lamia, Shiro and an even-better-than-the-original version of Captain Carter.