So it took me nearly a year, but I've finally released a new version of PiArmada! Sorry it took me so long, guys, I know I told some people it'd be done before now. Still, I think you'll find it worth the wait! .08 was effectively .07 with the flight engine hacked onto it. This is a much cleaner implementation, with quite a number of new features. From the readme:
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Python upgrade: PiArmada is now compiled with Python 2.4. Py2exe, Pygame, PyWin32, and Psyco have been updated to match.
Root menu: The game now drops you into a menu instead of straight into the game. Similarly, exiting the game takes you to the menu. Only the "Strategic Game" and "Exit" options do anything for now, the others are just placeholders.
New combat system: The strategic combat system has been totally rewritten to be much more modular and stable. I think this fixes all outstanding bugs in the system, and just generally makes me happy. Victory or defeat shows a screen displaying who lost. This includes a totally rewritten strategic AI, thanks to Spirit.
Greatly enhanced flight engine: Thanks largely to the hard work of Spirit and HellcatV, the flight engine has been greatly enhanced! Everything looks much better, and weapon effects are quite impressive. Missions also start with ships lined up nicely and fleets facing each other.
Configuration file: Certain game variables are now stored in settings.xml. The startup resolution and sector map file are stored, as are the songs played at different points in the game, the sound server port, and whether the game loads in full screen or not. Hopefully, the ability to load in windowed mode should fix some of the crashing problems that have been reported to me.
Modular empires: A lot of the hard-coded stuff with relation to ships and empires has been removed. In theory, it should now be much easier to modify individual empires images and ship statistics. The next version should allow the player to play as the Kilrathi, or any other empire someone cares to insert.
Improved appearance: There are a couple new planet images. Chris Martin provided new "ALL" and arrow button images. Also, button text is now centered on the button, which makes things so much prettier.
Save/Load: I found a way to hack PGU widgets into the GUI. The save/load buttons on the options screen now work! Hopefully, the next version will have upgraded interfaces that will allow for more than five kinds of fighter and more than six kinds of buildable ship.
More keyboard shortcuts: The move, pre-move, resource, docking, summary, and catalog screens now have keyboard shortcuts. The currently selected interface is highlighted in red.
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As always, any questions, comments, and bug reports are welcome. And I'm always looking for help developing the project further! Basically, anything you've got to say, I want to hear it. Enjoy!
---------------------------------------------------------
Python upgrade: PiArmada is now compiled with Python 2.4. Py2exe, Pygame, PyWin32, and Psyco have been updated to match.
Root menu: The game now drops you into a menu instead of straight into the game. Similarly, exiting the game takes you to the menu. Only the "Strategic Game" and "Exit" options do anything for now, the others are just placeholders.
New combat system: The strategic combat system has been totally rewritten to be much more modular and stable. I think this fixes all outstanding bugs in the system, and just generally makes me happy. Victory or defeat shows a screen displaying who lost. This includes a totally rewritten strategic AI, thanks to Spirit.
Greatly enhanced flight engine: Thanks largely to the hard work of Spirit and HellcatV, the flight engine has been greatly enhanced! Everything looks much better, and weapon effects are quite impressive. Missions also start with ships lined up nicely and fleets facing each other.
Configuration file: Certain game variables are now stored in settings.xml. The startup resolution and sector map file are stored, as are the songs played at different points in the game, the sound server port, and whether the game loads in full screen or not. Hopefully, the ability to load in windowed mode should fix some of the crashing problems that have been reported to me.
Modular empires: A lot of the hard-coded stuff with relation to ships and empires has been removed. In theory, it should now be much easier to modify individual empires images and ship statistics. The next version should allow the player to play as the Kilrathi, or any other empire someone cares to insert.
Improved appearance: There are a couple new planet images. Chris Martin provided new "ALL" and arrow button images. Also, button text is now centered on the button, which makes things so much prettier.
Save/Load: I found a way to hack PGU widgets into the GUI. The save/load buttons on the options screen now work! Hopefully, the next version will have upgraded interfaces that will allow for more than five kinds of fighter and more than six kinds of buildable ship.
More keyboard shortcuts: The move, pre-move, resource, docking, summary, and catalog screens now have keyboard shortcuts. The currently selected interface is highlighted in red.
---------------------------------------------------------
As always, any questions, comments, and bug reports are welcome. And I'm always looking for help developing the project further! Basically, anything you've got to say, I want to hear it. Enjoy!