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<feed xml:lang="en" xmlns="http://www.w3.org/2005/Atom"><title>Recent posts to news</title><link href="https://sourceforge.net/p/anoddspace/news/" rel="alternate"/><link href="https://sourceforge.net/p/anoddspace/news/feed.atom" rel="self"/><id>https://sourceforge.net/p/anoddspace/news/</id><updated>2009-07-17T01:26:07Z</updated><subtitle>Recent posts to news</subtitle><entry><title>New News</title><link href="https://sourceforge.net/p/anoddspace/news/2009/07/new-news/" rel="alternate"/><published>2009-07-17T01:26:07Z</published><updated>2009-07-17T01:26:07Z</updated><author><name>Doug Jenkins</name><uri>https://sourceforge.net/u/djenkins35/</uri></author><id>https://sourceforge.netc237f9f6a29c0377961cbbde01b2a2026306d36e</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Somehow, this project is on the first page in the RTS games category, and I've seen alot of traffic, comparatively, when looking at the new piwik statistics.&lt;/p&gt;
&lt;p&gt;I just wanted to take this chance to apologize to anyone that's downloaded my code. &lt;/p&gt;
&lt;p&gt;Just kidding, I don't think it's that bad. The game isn't in a very playable state at the moment though, which is why I'm making this post. I've recently set up a git repository, and am committing the newest changes there as soon as possible. So, while I'd definitely welcome some suggestions on the code, art style, or gameplay, I think I'm still at least a month away from a playable (read: entertaining) state.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>New Release v0.20</title><link href="https://sourceforge.net/p/anoddspace/news/2009/06/new-release-v020/" rel="alternate"/><published>2009-06-23T22:27:56Z</published><updated>2009-06-23T22:27:56Z</updated><author><name>Doug Jenkins</name><uri>https://sourceforge.net/u/djenkins35/</uri></author><id>https://sourceforge.netbcf179ca41a0e1c264c7523cec77b77561d8a64e</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;*0.20&lt;/p&gt;
&lt;p&gt;Rewrote most of the Game UI using flex components. Started work on drag-selecting multiple stuff&lt;br /&gt;
at one time. Still need to figure out how to handle the selected objects (grouping and display, etc)&lt;/p&gt;
&lt;p&gt;Originally wrote out some .mxml files for the UI, but ran into a bug(?) using the popupmanager class&lt;br /&gt;
where the framerate would go unlocked (+60fps). Now I'm just using the flex extending the flex&lt;br /&gt;
components as actionscript classes. Might look at shifting the movement stuff to a regular timer &lt;br /&gt;
instead of listening for the enter_frame event.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>New Release v0.17</title><link href="https://sourceforge.net/p/anoddspace/news/2009/05/new-release-v017/" rel="alternate"/><published>2009-05-11T22:20:42Z</published><updated>2009-05-11T22:20:42Z</updated><author><name>Doug Jenkins</name><uri>https://sourceforge.net/u/djenkins35/</uri></author><id>https://sourceforge.net90811fe2f0bedc030140ece6d29193c91d111195</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;*v0.17&lt;/p&gt;
&lt;p&gt;Updates to the level editor allowing the specification of 'factions' for most objects. Added&lt;br /&gt;
a 'player start' object that determine's the player's start position and faction. Starting ship&lt;br /&gt;
type is still based on the profile data in 'xmlData/playerData/testPlayer.xml'&lt;/p&gt;
&lt;p&gt;Updated preloader that allows the selection of maps listed in 'xmlData/mapData/mapList.xml'&lt;/p&gt;
&lt;p&gt;New ship type, lightFreighter added, along with some updates to 'ai/artificialIgnorance.as' that&lt;br /&gt;
allow mining ships to dock with the frieghter while set to the 'harvest asteroids' action. The frieghter&lt;br /&gt;
will, in turn look for another dock target once its cargo is full.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>New Release v0.15</title><link href="https://sourceforge.net/p/anoddspace/news/2009/05/new-release-v015/" rel="alternate"/><published>2009-05-01T05:50:19Z</published><updated>2009-05-01T05:50:19Z</updated><author><name>Doug Jenkins</name><uri>https://sourceforge.net/u/djenkins35/</uri></author><id>https://sourceforge.neta48643c3a0967a07ff15741112fd23a219ea9ffd</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;*v0.15&lt;/p&gt;
&lt;p&gt;Level editor is mostly finished. Abstracted the userInput to work with the editor, so you can use&lt;br /&gt;
the arrow keys to pan the map around as well as dragging the little box on the radar.&lt;/p&gt;
&lt;p&gt;Changed gameloader.as to parse the new format of the saved map xml data. Seems to be working pretty&lt;br /&gt;
well.&lt;/p&gt;
&lt;p&gt;Still todo:&lt;br /&gt;
- editor&lt;br /&gt;
- flesh out the 'edit details' functions&lt;br /&gt;
- ^ add function to change the parallax image&lt;br /&gt;
- gameloader / preloader&lt;br /&gt;
- function to select different maps, probably need a 'map list' config file&lt;br /&gt;
- baseClasses&lt;br /&gt;
- correctly parse the new xmlData from the map editor.&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>New Release v0.13</title><link href="https://sourceforge.net/p/anoddspace/news/2009/04/new-release-v013/" rel="alternate"/><published>2009-04-27T04:06:24Z</published><updated>2009-04-27T04:06:24Z</updated><author><name>Doug Jenkins</name><uri>https://sourceforge.net/u/djenkins35/</uri></author><id>https://sourceforge.net98ae132f4cb92646ddede64cd2f18f84b561415d</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;The latest demo can be found on the project web page &lt;a href="http://anoddspace.sourceforge.net/"&gt;http://anoddspace.sourceforge.net/&lt;/a&gt; &lt;/p&gt;
&lt;p&gt;*v0.13&lt;/p&gt;
&lt;p&gt;Pretty big update. Refactored the 'realMover.as' class, and organized the code a bit. Now&lt;br /&gt;
using package namespaces to keep the source a little cleaner.&lt;/p&gt;
&lt;p&gt;Updated the targeting, so now individual modules can have different targets. Can now target&lt;br /&gt;
the closest 'enemy'. Right now implemented with a faction string. Still more work to do there.&lt;/p&gt;
&lt;p&gt;Dummy ship now has a 'go postal' action that makes it attack anything hostile in sensor range.&lt;br /&gt;
If it's not within the AI's 'orbit range' (a hack for now), it will set and move to a point&lt;br /&gt;
that is within range.&lt;/p&gt;
&lt;p&gt;I guess the next big todo will be the preloader/performance benchmark&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>New Release v0.12</title><link href="https://sourceforge.net/p/anoddspace/news/2009/04/new-release-v012/" rel="alternate"/><published>2009-04-24T09:52:34Z</published><updated>2009-04-24T09:52:34Z</updated><author><name>Doug Jenkins</name><uri>https://sourceforge.net/u/djenkins35/</uri></author><id>https://sourceforge.netaa729e2e77ba652eeb6844161ce7459fa033166b</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;The latest demo can be found on the project web page &lt;a href="http://anoddspace.sourceforge.net/"&gt;http://anoddspace.sourceforge.net/&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;*v0.12&lt;/p&gt;
&lt;p&gt;Added some actions to the 'realMover.as' class. The dummy ship in the demo can now follow&lt;br /&gt;
you around accurately, and it can auto mine and sell minerals at the station. &lt;/p&gt;
&lt;p&gt;Introduced a bug where you can sell while not docked at the station&lt;/p&gt;
&lt;p&gt;Next big todo is targeting and auto-attacking&lt;/p&gt;&lt;/div&gt;</summary></entry><entry><title>Project Created</title><link href="https://sourceforge.net/p/anoddspace/news/2009/04/project-created/" rel="alternate"/><published>2009-04-21T07:52:09Z</published><updated>2009-04-21T07:52:09Z</updated><author><name>Doug Jenkins</name><uri>https://sourceforge.net/u/djenkins35/</uri></author><id>https://sourceforge.net3333ce7dd1633351cef7c1ae3cf075b8d3e04855</id><summary type="html">&lt;div class="markdown_content"&gt;&lt;p&gt;Hello sourceforge! Thanks for hosting my project. I've uploaded the current (working) alpha version along with 2 screenshots. &lt;/p&gt;&lt;/div&gt;</summary></entry></feed>