Tim Seidel’s Mysterious Real Time Strategy Game Update

Tim “Mighty Max” Seidel may not have a name yet for his Real Time Strategy (RTS) game for the Nintendo DS, but he sure made a lot ofrts progress since the game’s inception on April 16, 2006. Updates have been made almost every day and at that rate, we can probably expect the complete game (and official name) to be released very soon.

To check out the game, you’ll need a FAT-device. The .NDS only start when the files are extracted either (a) to the CF/SD-cards root or (b) to the folder /ustrat.

Controls:
– [SELECT] Switch to map and build-mode
– [START] Pause switch
– [L]+Touchscreen in playing mode – Drag the viewport around
– Touchscreen in playing mode – Select and command units
– Touchscreen in map mode – move viewport on the map or build new units

Download: [TimSeidel’s Unnamed RTS Project]

Read full article after the jump!

Tim “Mighty Max” Seidel may not have a name yet for his Real Time Strategy (RTS) game for the Nintendo DS, but he sure made a lot ofrts progress since the game’s inception on April 16, 2006. Updates have been made almost every day and at that rate, we can probably expect the complete game (and official name) to be released very soon.

To check out the game, you’ll need a FAT-device. The .NDS only start when the files are extracted either (a) to the CF/SD-cards root or (b) to the folder /ustrat.

Controls:
– [SELECT] Switch to map and build-mode
– [START] Pause switch
– [L]+Touchscreen in playing mode – Drag the viewport around
– Touchscreen in playing mode – Select and command units
– Touchscreen in map mode – move viewport on the map or build new units

Here are some of the things Tim has done for the past few days:

  •  fixed a tree sorting bug introduced with the 20.05.06 version
  •  modified guilayer->Close() to actually remove the layer from the gui (mem save)
  •  fixed GE_TIMER not passing GUI on event
  •  fixed: wrong stack & link register shown on crashdbg
  •  speeded unit enumerating functions and reduced stackload
  • added first gui implementation for menus
  • ip settings are no longer hardcoded
  • ip settings are now loaded from & saved to “net.conf”
  • fixed darkenscanline did randomly (wrong flag-check) not modify the first pixel
  • new map option VIEWPORT=(x,y) to set the starting viewport
  • added internal volume control for soundstreams (for upcoming options menu)
  • added internal volume modifier for all effects (max effect volume)
  • added custom gametimers (in preparation for time caused events)
  • new map option MAPNAME= to name a map (will be shown in multiplayer or saves)
  • started to work on the hosting list
  • fixed all compile warnings (no more compiling spam)
  • fixed a long searched error in the sorted tree. (possible invalid return of GetBrother())
  • added more test functions to multiplayer test. (atm IP & Such are hardcoded according to my test environment)
  • fixed timing issues with streamed sound/increased the rinbuffer size
  • added more failure checks to streaming, new control functions (Stop,IsPlaying)
  • fixed a mode wrong wifi mode while scanning for APs
  • if the game finishes, the current sound stream is stopped (it endlessly looped the last cache before)
  • The multiplayer test should now be able to associate to any not wep-protected AP
  • each building unit can now only invest in one build at a given time.
  • if a routing fails after the way was blocked just infront of the unit, the unit ai waits 1sec till retry
  • sound streaming added. Any 11025Hz 16bit PCM mono WAV file named sfx/stream.wav will be played once on gamestart

Download: [TimSeidel’s RTS Game]

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