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[Release] Mobile Assault 1.3

This is a discussion on [Release] Mobile Assault 1.3 within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Hi, everyone. Justin and I (the Codetactics team) have just released version 1.3 of Mobile Assault. The changelist is as ...

  
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    Default [Release] Mobile Assault 1.3

    Hi, everyone. Justin and I (the Codetactics team) have just released version 1.3 of Mobile Assault.

    The changelist is as follows:

    Features
    * 3 new missions
    * 6 new desert building structures
    * A new spy base structure

    Improvements
    * Updated mission ending system
    * Separate objectives into primary, Secondary and Bonus categories
    * In-game Message Log is scrollable and better spaced
    * In-game messages are left aligned
    * Better explosions and bullet-to-ground particle effects
    * New icon

    Fixes
    * Alternating (left, right wing) missile fire is now in sync

    Under The Hood
    * Improved mission scripting
    * Browser based mission editor (internal use only for the moment)

    Download: http://download.codetactics.com/rele...lt_1.3_psp.zip

    Everyone loves screenshots, so here are a few.





    If anyone is wondering why such the long wait and such a limited changelist, the reason is that we've been putting a lot of effort into making a browser based mission editor. Basically the process of porting our old c++ scripted missions into the editor, and then fixing all the quirks took a really long time, but we're satisfied that the final design will stand up for quite a few releases.

    Ultimately we're really keen for users to make and submit their own missions. First though, we really ought to make some tutorial videos to give a good overview of how the editor works.

    By all means, let fly with the feedback.

    Cheers

    Glenn

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    man!! an absolutely frocken awesome homebrew game made even awesome..er..er

    thanks a bunch guys!! this is better than alot of official PSP games out there..

    i have some ideas if you would consider them

    any chance you could consider implementing the option to use a ground-based vehicle (tank, humvee, etc) into the game?? its ok if not, im having too much fun to care.. i was just imagining playing this with some element of "role-reversal" ynow.. meaning id be driving a tank or maybe some sort of mobile flak-cannon, and taking on ground AND air vehicles..

    also i was thinking about what it would be like if there were more technical mission parameters.. things like needing to capture an enemy stronghold, or deliver reinforcements for a depleted peacekeeper patrol, deploying some sort of ground force (troopers, commandos, spies, etc) to assault enemy ground-based human/vehicle units.. perhaps done by landing the chopper "at the red smoke (or similar) navpoint" etc and continuing on foot or in a vehicle..

    i have many ideas, but i do understand that it goes way beyond just wanting something and then simply getting it.. i know these things take time to code and implement, and i say again, im having so much fun already i wouldnt care if NOTHING more was added.. but it would be so much greater if there was more to do in this game..

    many thanks to you guys.. now im off to download this new version and check out the mission editor

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    any chance you could consider implementing the option to use a ground-based vehicle (tank, humvee, etc) into the game?? its ok if not, im having too much fun to care.. i was just imagining playing this with some element of "role-reversal" ynow.. meaning id be driving a tank or maybe some sort of mobile flak-cannon, and taking on ground AND air vehicles..
    This would be very cool, although it raises issues like controls and the like. At the moment we're trying to take one aspect of the game play and run with it. For now it's and good 'close air support' styled game with an arcade flare.

    also i was thinking about what it would be like if there were more technical mission parameters.. things like needing to capture an enemy stronghold, or deliver reinforcements for a depleted peacekeeper patrol, deploying some sort of ground force (troopers, commandos, spies, etc) to assault enemy ground-based human/vehicle units.. perhaps done by landing the chopper "at the red smoke (or similar) navpoint" etc and continuing on foot or in a vehicle..
    You're right on the money with this one and is exactly what we're trying to head toward. We're coding up some MD2 model loading so that we can get some infantry units which would, along with chinooks, add so much to game play.

    i have many ideas, but i do understand that it goes way beyond just wanting something and then simply getting it.. i know these things take time to code and implement, and i say again, im having so much fun already i wouldnt care if NOTHING more was added.. but it would be so much greater if there was more to do in this game..
    Yes, there's been a few late nights trying to do this release. It's been 3 months since 1.2 which is way too long.

    many thanks to you guys.. now im off to download this new version and check out the mission editor
    Unfortunately the mission editor isn't available to users yet because we don't currently have a way to load in mission files. What we have at the moment is hardcoded, so we're going to work on this now.

    Thanks for the comments

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    Default Great Job

    I dont usually play this game cuz im not tooo good at it but i can tell u that this is easily one of the best if not the best homebrew games around. keep up the good work guys

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    cheers for the replies GlennNZ.. like i said, its no problem if nothing more is done.. i love it just the way it is

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    Ah nice a new update.
    Thanks man.
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    This homebrew is clearly one of the most polished ones out there, good job.

    However, when there are several things going on at once, such as allied tanks shooting at enemy forces, the FPS drops to like 1 frame per second. This alone made a lot of missions very hard to finish. Anyone else get this problem?
    Suggestion, maybe like more/upgradable weapons such as spread shotgun fire, explosive minigun, etc, and maybe like huge boss fights with giant mech things.
    EDIT: I have a PSP-1000 w/ 5.00M33, 5 years old
    Last edited by ruhtraeel; 08-30-2010 at 10:17 AM.

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    However, when there are several things going on at once, such as allied tanks shooting at enemy forces, the FPS drops to like 1 frame per second. This alone made a lot of missions very hard to finish. Anyone else get this problem?
    We know about this and have been meaning to have a better go at fixing it, besides just trying to limit the number of units.

    Suggestion, maybe like more/upgradable weapons such as spread shotgun fire, explosive minigun, etc, and maybe like huge boss fights with giant mech things.
    It would be good if the bullet fire was more spread initially and that they are upgraded to be more accurate. In regards to bosses, we're trying to keep it somewhat within the realms of reality. Perhaps one day we'll have a sci-fi mod.

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    top notch is all i can say i ve tried the new version and everytime improves more , how many of you are in this team?

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    Quote Originally Posted by incpdo View Post
    top notch is all i can say i ve tried the new version and everytime improves more , how many of you are in this team?
    There is 2 of us :) Glad you think its getting better, at least we're not going backwards :P


 

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