anoddspace
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资源说明:Actionscript 3 Real-time strategy / top down space game
README - 2009/07/07

2009: An Odd Space - v0.20.3

This project is very much alpha software. Most of the variables are configurable
in the external XML files located in 'xmlData'.

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Licensing:
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All actionscript and mxml code was written by me and is released for use under a MIT license 
(http://www.opensource.org/licenses/mit-license.php).

All pictures and models in the 'media' folder made by me are released under a Creative Commons
attribution license (http://creativecommons.org/licenses/by-nc-nd/2.5/).

The 'Sun Night' Flex theme is released under a creative commons attribution license 
(http://creativecommons.org/licenses/by/2.5/) by Erick Ghaumez - http://www.scalenine.com

The song, 'Sodium Sonet', is used with permission from Timothy Lamb - http://trash80.net under
a creative commons license (http://creativecommons.org/licenses/by-nc-nd/2.5/).

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Building:
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Untar the full package, and pass 'anoddspace.mxml' to mxmlc (the Flex compiler). Since this
project now uses flex components, it won't be possible to build with the Flash IDE. You can
get a copy of the Flex SDK from the link below.

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Tools used:
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* Adobe Flex 3 SDK - (http://opensource.adobe.com/wiki/display/flexsdk/)
* GIMP - textures and scaling / importing blender renders to .png (http://www.gimp.org/)
* blender - 3D modeling and rendering (http://www.blender.org/)
* audacity - editing and encoding audio files (http://audacity.sourceforge.net/)
* espeak - TTS engine (http://espeak.sourceforge.net/)
* abox - audio synthesizer (http://www.andyware.com/index.html)

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Controls:
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Control the player ship with the arrow keys. You can target objects with the mouse
or the 't' key. Target closest 'enemy' with the 'e' key. Use space to activate modules.

In the level editor, you can use the arrow keys or the radar overlay to pan around the map. 'r'
is a shortcut to rotate the selected object.

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Contact:
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The most current files will be available on the project page: http://anoddspace.sourceforge.net/

To contact me directly, use d+-+jenkins+-+35@gm+-+ail.com (minus '+-+'s)

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Release Notes:
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*0.20

Rewrote most of the Game UI using flex components. Started work on drag-selecting multiple stuff
at one time. Still need to figure out how to handle the selected objects (grouping and display, etc)

Originally wrote out some .mxml files for the UI, but ran into a bug(?) using the popupmanager class
where the framerate would go unlocked (+60fps). Now I'm just extending the flex components as 
actionscript classes. Might look at shifting the movement stuff to a regular timer instead of 
listening for the enter_frame event.

*0.19

Now officially using flex components. Rewrote the preloader.as & preloaderUI.as classes with Flex
UI components at 'app/appRoot.as'.

Added 'app/baseClasses/droneLoader.as' which is loaded by the 'realMover.as' class. Includes methods
for launching and recalling drones from ships.

Next todo is updating the 'gameUI' class with controls for the current ship's drones, and adding an
overview of all controlled objects (ala Sins of a Solar Empire).

*v0.18

Began work on the 'drone' class to replace the lightFighter class. The drone now loads one module
based on the 'droneSpec' element of the parent hanger in the mapData XML file. Still to do is adding
more actions for the drone based on their module-type (ie. mining, repair) and updating the hanger
class for use by the realMover class.

*v0.17

Updates to the level editor allowing the specification of 'factions' for most objects. Added
a 'player start' object that determine's the player's start position and faction. Starting ship
type is still based on the profile data in 'xmlData/playerData/testPlayer.xml'

Updated preloader that allows the selection of maps listed in 'xmlData/mapData/mapList.xml'

New ship type, lightFreighter added, along with some updates to 'ai/artificialIgnorance.as' that
allow mining ships to dock with the frieghter while set to the 'harvest asteroids' action. The frieghter
will, in turn look for another dock target once its cargo is full.

*v0.16

Big update to the level editor. You can now edit object details including ship modules, and asteroid
mineral amounts. You can save edited objects as presets for quick replication.

There's no error checking on the ship modules, but the current available modules are 'miningLaserSM', 
and 'laserSM'.

Oh, and this is the first release built with the Adobe Flex SDK. The 'port' from the Flash IDE 
consisted of the following:

----------------------------
[SWF(width=800,height=600)]
stage.frameRate = 35;
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*v0.15

Level editor is mostly finished. Abstracted the userInput to work with the editor, so you can use
the arrow keys to pan the map around as well as dragging the little box on the radar.

Changed gameloader.as to parse the new format of the saved map xml data. Seems to be working pretty
well.

Still todo:
- editor
	- flesh out the 'edit details' functions
	- ^ add function to change the parallax image
- gameloader / preloader
	- function to select different maps, probably need a 'map list' config file
	- intro / benchmark
- baseClasses
	- correctly parse the new xmlData from the map editor.
	
	
*v0.14

Started work on the level editor. You can save the map data to the clipboard, but the delete
object needs to be finished. Pretty fun to play with so far.


*v0.13

Pretty big update. Refactored the 'realMover.as' class, and organized the code a bit. Now
using package namespaces to keep the source a little cleaner.

Updated the targeting, so now individual modules can have different targets. Can now target
the closest 'enemy'. Right now implemented with a faction string. Still more work to do there.

Dummy ship now has a 'go postal' action that makes it attack anything hostile in sensor range.
If it's not within the AI's 'orbit range' (a hack for now), it will set and move to a point
that is within range.

I guess the next big todo will be the preloader/performance benchmark


*v0.12

Added some actions to the 'realMover.as' class. The dummy ship in the demo can now follow
you around accurately, and it can auto mine and sell minerals at the station. 

Introduced a bug where you can sell while not docked at the station

Next big todo is targeting and auto-attacking


*v0.11

The playable map is pretty limited. There are a few fighter hangers that you can shoot
at. You can mine some asteroids, and sell them at the station. And you can tell the
'dummy' ship to follow you around (wildly - this will be worked on for the next release).

This first sourceforge release is build 0.11

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