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  #171  
Old 08-17-2014, 07:18 PM
Bloodangel Bloodangel is offline
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Quote:
Originally Posted by VirtualBoyFreak View Post
Standing by, standing by. Any news?
Almost 4 weeks since they said this lol a very loooooong stand by
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  #172  
Old 08-18-2014, 06:57 AM
VirtualBoyFreak VirtualBoyFreak is offline
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Originally Posted by Bloodangel View Post
Almost 4 weeks since they said this lol a very loooooong stand by
Standby on cryo stasis this long can take us nearly to Jupiter in a spaceship...
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  #173  
Old 09-05-2014, 08:49 PM
undeadcow undeadcow is offline
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Just noticed that a "beta" of Tiny Trek is available on PC [seemingly not Mac] DRM free (promising Steam key if greenlit) from indiegamestand.com for $0.99 if anyone cares to try that early build.

https://indiegamestand.com/store/1082/tiny-trek/
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  #174  
Old 09-06-2014, 01:05 AM
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Kisguri Kisguri is offline
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Hello everyone, so a few notes....

The game has a must deliver date by dec 24th or I lose the name on iOS , I am going to attempt to get it clearly before then. Have been running into a lot of programming challenges which has slowed work significantly. Luckily Apple granted me the extension.

Indeed the beta is available on indiegamestand in hopes of further promoting it on Steam greenlight, it is currently ranked 10th

Oh and we have walking animations finally for away teams
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  #175  
Old 09-06-2014, 07:45 AM
JCho133 JCho133 is offline
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Hurray! Walking!

Good luck with your endeavor, and thanks for keeping us updated
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  #176  
Old 09-07-2014, 04:18 PM
VirtualBoyFreak VirtualBoyFreak is offline
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Quote:
Originally Posted by Kisguri View Post
Hello everyone, so a few notes....

The game has a must deliver date by dec 24th or I lose the name on iOS , I am going to attempt to get it clearly before then. Have been running into a lot of programming challenges which has slowed work significantly. Luckily Apple granted me the extension.

Indeed the beta is available on indiegamestand in hopes of further promoting it on Steam greenlight, it is currently ranked 10th

Oh and we have walking animations finally for away teams
Cool! Ho ho ho, Merry Christmas!!!
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  #177  
Old 09-15-2014, 05:46 PM
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Kisguri Kisguri is offline
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Latest Updated copied from TinyTrekVoyages.com...

We have a new build to share with you today. As far as work moving forward for my backers, I have to finish the interface issues mentioned below making Joypad, Keyboard/Mouse easily useable. I have all core functions of the game done. Once we nail down the final bits on interface we can then move on to filling in the rest of the episode content. I have a do or die hard date of December 24th. If I donít have it submitted to iOS by then I loose the name. SO it will be done before then.

This build has several refinements mostly centered around space combat. As this is a big part of basic gameplay I wanted to build more into it PLUS we have several bugs I hope you will find squashed now. Some of the improvements include seed based procedurally generated Nebula clouds. I personally found the black with stars background a bit boring, I hope this breaks that up a bit. If you return to the same sector in space and have a encounter you should get the same nebula. Also we have added some new HUD information for PC, including a speed indicator and a Enemy Target indicator.



If you target the engines and knock out all four engine modules you will disable the enemies ability to move. I plan on doing the same with bridge, but make it disable weapons. Need to get opinion on the game play impact. This is a big improvement that I hope will increase gameplay opportunities.

You can find the space battle engine improvements in the melee mode I added, Melee contains the combat improvements and the bug fixes, if they are working for everyone I will move it to the main game.



As I continue to make the PC version workable with both mouse/keyboard and Controller capable. I have decided that I need to rework the interface in some areas like Weapons creation, you will notice some small changes in the Beam weapons creator area. I removed the weapons type button and added to the last slider. so the idea is Roll and Continue will end up on buttons A and B of the controller and the sliders will be adjusted moving up/down on thumbpad for changing slider type and then left and right to add or subtract points. I would love more input in this regard.

Also they are numerous fixes in the main game, like walking animations etc, However I am still in the middle of coding Episode components, so you can get stuck easily.



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  #178  
Old Yesterday, 03:09 PM
VirtualBoyFreak VirtualBoyFreak is offline
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Sounds great! I'm happy to know that you'll be releasing the game before Christmas
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  #179  
Old Yesterday, 04:51 PM
JCho133 JCho133 is offline
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So, shall we say "let the race begin?"
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