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Current Version
Previous v0.84 Releases
v0.84 releases have focussed on adding further features, improving graphics and gameplay.
A number of improvements have also been made to existing missions.
|
v0.84l |
|
310 MB |
2025.02.08 | |
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Player Ships
- Dynamic adjustment to Braincom sprite scaling during Dai-X junction to accommodate 25% downscale of sprite.
- Dai-X fighter missiles reinstated as actual missiles, rather than homing lasers
- Dai-X fighter 'boosters', based on Blitzkrieg Dai-X
(Collect white boost power-up).
- Further improvements to Dai-X system
- Engine alpha channel for all player ships
- Wingblade mode change animations improved
- Fixed a few glitches with The Skull
Player Weapons
- Dai-X black hole ripper improved:
Shoulder turrets on launchers both work correctly.
Long-press fires 2 (Z) to fire black hole bomb, (if equipped).
Automatically selects pulse guns after firing via selected mode
- Special weapon overlay for X-Bomber weapons:
ADEN cannons, EM napalm, Gunboys
- Dai-X booster sprite and logic improved
- Booster docking and animation logic improved
- Guided weapon logic accommodates enemies with outlying hot spots.
- Minor delay applied to scalar mass driver (stage 2 and 3) reloading, automatic fire cycle added
- Gunboys' firing logic and animations improved
- Dai-X fighter special weapons toned down, upgrade power-ups made more effective
Enemies
- Hotspots fixed on enemy Astrowing fighter
- Improvements to order of operations when enemies destroyed
- Head added to L14 boss Death-X
Level-specific
- L7 - Boss weapon logic improved
- L9 - Improvements to sea environment
- L8 and 9 - Gradients to blend background changes
- L11 - background textures and underwater particles improved
- L15 - Countdown loops correctly after time limit reached
- L16 - Grey attack cruiser variant logic
System
- Guest enemy system: spawn rates and randomisation tweaked
- Darkness/opacity of shadows reduced
- Initial health boost for enemy missiles, to inhibit chain-destroy on launch.
- Warning/timer ring animation improved
- Weird glitch in guest enemy system fixed
- HUD indicates airstrike, F-01 and reserve player ship statuses.
- Secondary weapon ammo counter correct colour for 'original' Dai-X and fighters |
|
v0.84k |
|
302 MB |
2025.01.08 | |
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Player Ships
- Wingblade player ship improved in many areas
- X-Bomber Prototype turrets fire yellow tracers, rather than blue.
- X-Bomber neck lasers improved
Level-Specific
- L16 reactor progressed
Player Weapons
- Dai-X quantum blaster - unselected/beam mode re-worked
- Dai-X pulse gun shots travel faster.
- Dai-X arc sabre weapon:
creates damage particles on target enemies
consumes ammunition when no enemy present
Gameplay
- Improvements to Dai-X junction and control mapping systems
- Improvements to shield and damage indication systems
- Hit boxes reshaped on Dai-X fighters
- Bug fixed that occurs when a Dai-X fighter is destroyed
- Pulse guns selected by default when returning to X-Bomber from Dai-X
Graphics and General
- Enemy lightning weapon collision effect logic and appearance improved
- Alpha channel added to power-up sprites
- Pause button moved to pause/break key
Menus
- Main menu colour change option - (WIP)
- Flashing cursor added to high score menu, to make the name input field more apparent. |
|
v0.84j |
|
296 MB |
2024.08.27 | |
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X-Bomber Original Player Ship
(Closer in some ways to the one in the show)
- Pulse-fire neck lasers with additional sound effect, kindly provided by BladeZ
- Dai-X - Yellow x-tracer (ep19)
- Dai-X - Chest cannons revised
- Dai-X New mega missile detonation mode (spiral incendiary)
General
- Clickteam Fusion runtime updated from 293.10 to 295.10
- Player searchlights (for night mode etc.) implemented
- X-Bomber crew no longer chatter when playing as The Skull
- 'Points of interest' objects improved
Player Weapons
- New chest cannon mode for default Dai-X (high-velocity homing)
- Dai-X pulse gun reverted to v0.84e configuration (more accurate to show), as well as primary weapon cycling behaviour
- Braincom vulcan guns and cluster bombs revised
- Graphical bug fixed on Quantum Blaster special weapon charge particle effect
- Interesting positioning/graphical glitch fixed on ODIN/THOR boosters
Mission-specific
- L6-10 - Glitch with X-Bomber pulse gun muzzle flash colour fixed
- L6 - FG hologram effects further improved
- L15 - Battlecruiser shield overlay
- L16 - Reactor beam weapons fixed, core sprite added
Mission Briefings
- Solar system map generates faster
- Interesting glitch with map labelling fixed
- Adding further DVD screengrab images to mission briefings ...
Main Menu
- Ship selector in main menu displays images of player ships
- Main menu mini-map looks a bit more map-like |
|
v0.84i |
|
277 MB |
2023.10.14 | |
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Mission 6
- Player missiles and turrets now track cloaked enemies, once revealed by collecting 20 adaptive camoflage debris fragments.
- Asteroid with crashed attacker type astrofighter added 2-minute mark
Hover over it to investigate for points bonus.
Enemies
- Deathball improved
- Deathball 2 improved
- Tank turret pairing logic improved
- Dust clouds for larger ground vehicles
Mission Briefings
- Mission 16 briefing complete
- Mission 15 briefing almost complete
Level 16
- Omega laser activates during approach
- Dock area expanded with new background graphics, green heavy bombers and minelayers
Level 16 Boss
- Overall graphics improved
- Segment ordering improved substantially, especially regarding the shield ship as it docks and undocks
- Head animations and weapon cycles improved
Special Weapons
- Special weapons pod - Dai-X plasma grenade launcher improved
- RFSG - side shots now orange, rather than red
- Quantum blaster - retested |
|
v0.84h |
|
274 MB |
2022.10.08 | |
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Level 16
- Boss progressed with sprites improved
- Reactor shutdown sequence improved
- Escape sequence improved
Level 11
- Underwater light rays improved
Level 6
- Enemy sprites, including FG device improved
- FG holograms illuminated by player/ally weapons
Level 7
- Ending improved
- Skull non-player logic improved
Weapons
- Plasma cannon effects and collisions improved
- Scalar mass driver effects improved
- Converging laser torpedo graphics and sound improved, recoil effect re-added for phase 1
- Dai-X homing laser guidance logic improved
- Dai-X arc sabre texture improved
General
- Enemy beam weapon effects improved
- Laser torpedo muzzle glows
- Asteroid dust trails
- Illumination on various ships
- Dialog system improved with new character images
- Menu map finished
- Documentation improved |
|
v0.84g |
|
241 MB |
2022.05.20 | |
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Level 16
- Black cloud transition (space => fortress exterior) improved
- Fortress exterior defences complete: 12.29
5-tube missile launcher
Energy net launcher
Fighter launch tunnel
- Drone hall improved with moving drone magazines 2020.07.06
- High security area and reactor logic improved
- Improved multi-level background layering
- Fixed some graphical glitches relating to the fortress interior environment
Level 9
- Introductory, coastal phase improved
Level 0
Object placement randomised
General
- Bomber-X comic book Alliance carriers and fighters introduced as 'guest enemies'
- WingBlade weapons fixed/improved
Mission Briefings
- Mission environment display 2020.06.17
Engine
- Sync of ground objects with terrain further improved
- Fix applied to allow the game to run smoothly under new Fusion runtimes 2020.08.23 |
|
v0.84f |
|
262 MB |
2020.06.11 | |
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Level 16
- Interior environment graphics 2
- Reactor progressed
- Power transfer area progressed
Level 8
- lots of bolts tightened
New Special Weapon
- Dai-X #9; arc sabre 3
Updated Special Weapons
- X-Bomber #8; Gunboy 1
- firing cycle/animation improved
- Dai-X #2; lock-on lightning
- improved sprites
- smoother beam handover between lock-on and manual modes
- Dai-X #4; plasma grenade launchers
- graphics improved
Player ships
- Various improvements to Dai-X, including docking sequence
- Shield bubble displays properly on all player ships when player hit.
HUD
- Score display and performance counters restored, slight re-configuration
1. 2020.05.13
2. 2020.05.20
3. 2020.06.03 |
|
v0.84e |
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256 MB |
2020.05.02 | |
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Level 16 (final level) substantially progressed:
- Cargo block exchange graphics upgraded 1
- Drone storage hall
- Deathballs on rails
- Death-X Variable type boss sprites improved
- High security area 2
- Space environment and transition to fortress exterior improved 3
- Cruise missile vapour trail fixed, engine glow added
- Energy net behaviour and textures improved
- 'Eye' laser emplacement graphics improved
- Main reactor 90% finished 4
Level 15
- Battlecruiser damage indication improved 2
Engine
- Terrain and ground-object handling improved 2
- Object ordering
- Scorekeeping improved
- Messages subsystem - fixes and improvements 3
- Enemy weapons improved, including smart laser
- Music engine improved
Briefings
- GUI improved; colour matches HUD of selected player ship 2
- L16 briefing images added 3
Menu
- various fixes, including updater 2
1. 2020.04.08
2. 2020.04.15
3. 2020.04.22
4. 2020.04.29 |
|
v0.84d |
|
229 MB |
2017.10.10 | |
Download source code archive
Missions
- Handling of weapon system activation improved in training mission
General
- Briefing screen upgraded
- Astrofighter carriers release astrofighters during levels - partial
- Vapour and smoke trail performance improved
- Dust particle system version 4
- Automatic Dai-X junction (Hold shift).
- Quantum blaster mechanics improved
- Dialogue system improved for better readability
- In-game music handling skips unplayable files.
- fixed event ordering glitch, when friendly Astrofighters are destroyed
Weapons
- Quantum blaster (X-Bomber special weapon) graphics updated
- Enemy smart mine graphics improved
This version is a significantly larger download than previous versions due to the increased amount of music and external PNG briefing images.
These files will be slimmed down for the next version.
|
|
v0.84c |
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175 MB |
2016.11.09 | |
Download source code archive
Missions
- 1. Superfighter miniboss
- 6. Cloaked enemy effects improved
- 8. Volcanoes
- 10. Add large artefact enemies, improve sun background layering
- Levels 7 and 10; re-balanced; mini power-ups removed
Gameplay
- Player shields (press C) re-balanced and available on all player ships
Weapons
- Finish X-Bomber guided missiles
- Muzzle flash and impact effects phase 2; laser torpedoes etc.
- X-Bomber turrets and gunboys upgraded
- Rotator spreadgun rewritten with variable bullet speed
- Dai-X Fighter secondary weapons and ammo handling improved
- Several bullets merged and re-sprited
- Laser sabre upgraded - causes more damage after every beam reflection
- Lightning weapons improved
Audio
- Sound effects updated
- Music playback glitches fixed
- Soundtrack refreshed |
|
v0.84b |
|
140 MB |
2016.06.24 | |
Download source code archive
Player Weapons
- Wildfire missiles graphically improved with launch clouds and engine glow
- Wingblade and homing lasers functionally and graphically improved
- Change BrainCom and Legtrax special weapons
- Launch clouds, improved logic and graphics for plasma grenades
System
- Improved and unified player missile guidance and turret targetting system
- Main battle tank 'turret sharing' logic and movement
- Dialogue: shields and fighter megabombs
- Realtime rotation on more objects; 6MB shaved off project filesize
Graphics
- Mission 9 water texture improved - now more 'ocean' and less 'swimming pool'
- Check Shockwaves on all bosses
Gameplay
- Mission 4: Improve planet and explosion sequence
- Mission 16: Colour-scheme change on mid-level boss
User Interface
- Options menu streamlined
- Logic and graphical changes to main menu |
|
v0.84a |
|
148 MB |
2016.03.19 | |
Download source code archive
New Enemy - Alliance Ground Attack Drone (appears in Mission 06)
Weapons
- Changed Dai-X mega missiles to much cooler nukes
- Dai-X black hole missile special weapon improved
- Improved Dai-X Fighter special weapon logic; especially MainBody
- X-Bomber guided missile homing logic improved to engage multiple targets simultaneously
Gameplay
- Automatic power transfer improved to take account of the extra boost from 50% (gold) and 100% (purple) power-ups.
- Alliance astrofighter, carrier and transport spawning logic simplified and improved.
- Manual power transfer efficiency increased from 50 to 75%
- Spawning for various things (including enemy transports and power-ups) improved.
Mission Updates
- Mission 15 - Battlecruiser upgrade - Phase 2
- Mission 11 - Terrain speed altered
- Mission 08 - Stage 3 rebuilt
- Mission 00 - Training mission updated
Graphics
- Various missile sprites improved (alpha-blend, real-time rotation, scaling)
- Drop shadows v4 |
|
v0.84 |
|
147 MB |
2015.08.31 | |
Download source code archive
System
- Migration from Multimedia Fusion 2 to Clickteam Fusion 2.5 runtime
- 'Night mode' enabled and other consistency improvements in mission 11
- 'No instruments mode' available in options menu
Gameplay
- Dai-X special weapon; Quantum Buster rebalanced with new features and graphics
- Mission 11 underwater wingmen added
Graphics
- Bullet muzzle flashes and impact animations
- Dai-X Special Weapon 3; RFSG, and 4; plasma grenades improved
- Engine glow and afterburn for Booster Packs
- Underwater bubble particles and other mission 11 graphics improved
- Mission 9 - stage 1 graphics improved | v0.83
In these versions, all 17 missions were merged into a single, unified engine.
A number of new features were added, as well as many improvements to the player's weapons.
|
v0.83h |
|
145 MB |
2015.05.28 | |
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Note: Press and hold Select 1 (Shift, by default) to transform to Dai-X.
Select 2 is now Ctrl by default, rather than \,
System
- Joystick/gamepad button mapping
- Online and local high-score systems improved
- Skull missile reloading fixed
Gameplay
- Mission 15 battlecruiser improved
- DRAGOON weapon improved
- Neutralaser enemy weapon prototype
- Lack of power-up bunkers in mission 3 fixed
Graphical
- Power-up glow
- Boss 5 graphics improved
|
|
v0.83g |
|
143 MB |
2015.03.19 | |
Download source code archive
Guest Ally: Impala Star Cruiser (credit: Brad Smith)
Gameplay
- GunBoy special weapon improved - More than 8 can be deployed.
- WingMan movement logic improved
- ADEN Cannon now equally effective against all enemies
Graphics
- Lighting overlay improved and colour-coded full-screen glow displayed when collecting power-ups
- Shields, afterburners and plasma missiles improved
- Variable engine glow
System
- Background scrolling logic improved
- Player speed handicap added to allow engine-disabling enemy weapons
- Airstrike logic simplified and improved - Tap A to summon Airstrike. Hold A to summon F-Zero One.
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v0.83f |
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142 MB |
2014.09.13 | |
X-Bomber Special Weapon #9; Laser Sabre - Complete
- Beams reflect off targets more reliably
X-Bomber Special Weapons - Logic1 and graphics2 updates
- #3; Rotator Spread Gun1
- #4; Plasma Cannon
- #5; Scalar Mass Driver2
- #7; Converging Laser Torpedos1
Dai-X Special Weapons - Logic and graphics updates
- #2; WingBlade
- #3; Rapid-fire Spread Gun
- #4; Plasma Grenade
- #8; Quantum Blaster
Player Ships
- Issues with The Skull player ship fixed
- WingBlade afterburners added
- WingBlade shield/HUD logic improved
Enemies
- Added laser torpedoes and pulse guns to Attacker astrofighters
- Added dual and alternating fire cycles to enemy turrets
- Adjusted rotation logic on space mines
- Early-in-game Boss ships - health doubled
System
- Screengrab feature improved
- Mission 8 shutdown glitch fixed
- Fixed control mapping bug on options screen
- Update feature fixed
More
- X-Bomber turret logic improved
- Added more character dialogue
- Mission 08 volcanoes improved |
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v0.83e |
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129 MB |
2014.07.23 | |
Dai-X Weapons
- Split into primary and secondary categories, giving you more control over what to fire and when:
- Primary: Pulse guns, Lasers, Special (Fire: Z, Select: Shift)
- Secondary: Mega missiles, X-Tracer, Micro missiles (Fire: X, Select: Ctrl)
- Heads-up-display expanded accordingly
- Dai-X secondary weapons; esp. X-Tracer, improved
Gameplay
- Dai-X Fighter shields improved
- X-Bomber blocking shield added - Press C to activate.
- Asteroid spawn logic improved - increases randomisation of asteroid fields
- Energy swarm (in Missions 7 and 10) improved - makes both levels fairer
- Players' guided missile / homing laser logic updated
- EDF Astrofighter firing-points updated
Graphics
- Heat haze effect and linear shadows improved for Mission 10
- Muzzle flashes for Dai-X pulse gun improved, CIWS-fire alpha-blend randomised
System
- In-game Dialogue 2 - Cleverer crew with more helpful things to say
- Power transfer logic improved
- Rotator SpreadGun and Dai-X Fighter special weapon logic simplified
- Object-selection glitch on Hive Runner laser torpedo launcher fixed
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|
v0.83d |
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132 MB |
2014.06.29 | |
Overlay 2
- improves lightning effect
- Provides 'Night mode' feature, which activates 25% of the time on planetary missions.
High score screen improved and simplified
- Uploading high score names with spaces is now supported.
- Mouse selection for uploading high scores
More
- PPA's Mission 07 dialogue from earlier versions recovered
- LegTrax afterburner fixed
- Hotkey access (keys 1-7) added to menu |
|
v0.83c |
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129 MB |
2014.05.07 | |
Enemies
- Hive Runner Carrier and Striker Astrofighter - (designed by Brad Smith)
(Spawn probability is double the final, intended level so that players come across the Hive Runners more easily).
System
- Game creates screenshots of itself at random intervals, converts them into JPG format and displays these in the Mission Select Menu to give a preview of each mission.
- 'fix' to circumvent Apache server firewall for uploading scores to website
- A few small bugs fixed, including 'x^y' ammo-display glitch on ADEN cannon
Graphics
- Enemy Spread-bomb sprite and post-processing improved
- Environment clouds in a range of missions improved
- X-Bomber bullets improved
- Foliage added to Mission 08
Gameplay
- Restriction placed on use of Skull player ship's Azuris mode; allows only sparing use of Azuris in earlier missions |
|
v0.83b |
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124 MB |
2014.04.12 | |
Graphics
- Explosion animations greatly expanded and improved
- Space Environment System - Randomly creates and processes environment objects in space missions.
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|
v0.83a |
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108 MB |
2014.02.08 | |
Soft Shadows 2
- Variable altitude
- Ground objects cast shadows on terrain
- Unified group
Damage Indication 2
- Simplified with unified group
Graphics and User Interface
- Shield bubble and Enemy lightning weapon sprites improved
- Options Menu: Keyboard Mapping and layout improved
General
- Mission 08 Boss: Logic, object-management and graphics improved
- Enemy guided missiles merged and improved
- Mission 03 and 09: Minor improvements |
|
v0.83 |
|
113 MB |
2013.10.30 | |
Unity Engine - Unifies all 17 Mission modules into a single, reorganised, dynamic module
Dynamic Damage Indication with 50%, 75% (and 90% for bosses) steps 05.30
System
- Dai-X Fighter Shields: Flash green on impact, Shield bubble appears when invincible 03.07
- Preference-loading at mission start improved 03.07
- Power transfer and shield logic improved - applies to all ships 03.15
- Mission frame totally rebuilt at object/event-level in new MMF2 application 07.13
Weapons
- X-Bomber Specials: Positron Blaster (replaces Converging Laser Torpedoes in Chapter III) 01.23 and Laser Sabre prototype 01.13
- Dai-X Fighter Specials: Power levels and functions comprehensively revised 08.18
- Booster/THOR Special Weapons Powerup changed from Black to Lime 02.15
- Dai-X Fighters: Rear-firing weapons added 04.28 and LegTrax weapons improved
Graphics
- Full-screen damage glow
- New Shield bubbles 06.07
Gameplay
- Asteroid speed randomised 05.30
- Dai-X Junction and Fighter-switching improved and simplified 04.21
- Fixed bugs in Player Ship Power Management and Dai-X Fighter Weapons 03.19
- Dai-X Fighters: Afterburners added 03.07, Shields revised (filter damage and recharge over time) 05.10
General
- Missions 02, 03, 04, 07, 09 and 10 substantially improved, re: object consolidation and environment graphics
User Interface
- Options Menu extensively revised: Scrolling improved 04.16 and draggable volume controls 04.28
- Fixed glitch with resuming Mission after displaying High Scores Menu.
- Scores displayed by default in In-Game menu 04.16
- "Check for Updates" moved from the Options to Main Menu - (Click the version number at lower-right).
- Fixed keyboard-control glitch in Missions and Scores Menus.
Support
- Documentation comprehensively upgraded 06.07
- Updater downloads newer versions automatically. 09.26 | v0.81 and v0.82
In these versions, WingBlade and The Skull were made available as player ships, throughout the game.
A completely new menu system was introduced, along with a number of new features, as well as graphical and performance improvements.
|
v0.82a |
|
107 MB |
2013.01.02 | |
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- In-Game Menu Resume feature improved
- Graphics, including improved DeathBall flamethrower and electroshock
- LegTrax Special Weapon improved
- The Skull Player Ship asset-handling improved 12.14
- Alliance Fighter and Carrier logic improved so that they can attack Player from bottom of screen
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v0.82 |
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107 MB |
2012.12.06 | |
User Interface
- Completely new, modular Menu System; XBMS v2.0
- Embedded fonts improved 04.05
General
- Mountain engine rendering improved 03.10
- Difficulty levels revised from 5 to 3 11.21
- F-01/Lamia effect balanced; becomes more powerful as game progresses 03.10
- Mission 16 mid-way Boss Preview - Death-X - Variable Type 05.13 |
|
v0.81 |
|
117 MB |
2012.03.04 | |
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WingBlade and The Skull Player Ships 11.13 available in all levels via upgraded Mission Selector 11.01
- New WingBlade Weapons: Beam cannons, Deflector shield (Hold C), Rear-firing guns, Guided and plasma missiles 10.04
- Added in-flight and docking animations to WingBlade 11.13
F-01 System - Destroy 1,000 enemies and F-01 (Lamia) from the show will help you out if you hold "Airstrike" (default: A) for 1 second. 10.08
Music Indexing - Game scans for audio files in the "/mp3" folder and plays them in-game.01.17
Performance and Stability Optimisation
- Rebuilt all Mission and Briefing frames 12.26 � boosts performance and clears 'ghost' and other objects 12.14
- Improved smoke/vapour trail and dust performance 11.21
- Extensive object consolidation, Fixes for a few tricky problems
Graphics
- Dynamic soft-shadow engine 12.02
- Random, parallaxing mountain engine 02.07
- New craters
- Randomising Nebula object, used in Mission 14 10.08
- lots of updated sprites (w/ alpha-channels) and tweaks 08.30
- New Blender logo by Felice 10.04
- Added heat haze to M10 and waves to M09 water 06.29
- Plasma Bomb shots changed from yellow to green 11.13
Enemy and Hazards
- Unified Attack Cruiser with updated animations and dynamic damage indication 10.14, Improved DeathBall, Improved Asteroid logic 11.01
- Space Fortress laser battery 06.29
User Interface
- HUD Damage gauges stick to multiple enemies 12.02
- Training mission instructions reflect assigned keys, not defaults 07.05
- Embedded fonts improved and fully tested
- Mission Briefing graphics revised 01.17
'Player invincibility bug' linked to Fighter Special Weapon level fixed 11.13
Mission 16 Preview expanded With midway-boss preview 01.16 | Chapter 3 Development Phase
These are versions where missions 11-15 were added.
A lot of optimisation and internal re-organisation was done, along with a number of graphical improvements.
|
v0.8 |
|
93.8 MB |
2011.06.10 | |
Download source code archive
Mission 14: The Last Stand - Complete with Boss and Mission 16 Preview, including ...
- Death-X - Remote Weapons Type Boss 04.30
- Imperial fortress exterior defences 02.13
F-01 System Prototype - Mission 14-only 04.30
Aggressive Optimisation
- New Particle, Dust, Fire, Smoke/vapour trail systems 04.30
- Star Field unified to a single object 02.16
- Napalm damage effect supports enemies centred on action point
Napalm Cannon 02.15 and M10 Boss improved 02.16
Dai-X Special Weapon: DRAGOON Pack - logic improved 04.15
Laser and bullet re-spriting
- WingBlade wing machine guns, GunBoy homing lasers re-sprited
- Buster Cannon and Booster Pack adjusted and improved
- New weapons impact particles; especially for Booster/THOR. 04.15
- Smooth blending for beam-weapon segments
- Laser sights colour-coded to friend/foe (green/red) and improved 02.15
- Bullet collision animations improved
Updated Soundtrack, Sound-panning fixed.
Enemies and Assets Unified and Improved
- Cargo Train 03.20
- Alliance Astrofighters and Dynamic Carriers 03.02
- Power-Ups, Asteroids, Drones, many ground vehicles 04.30
- Craters, Clouds, Planetary Missions, Enemy weapons 04.06
Fixed
- Level Reset and Mission Complete glitches
- smoke glitch at window corner 02.16
- Ally missiles no longer seek enemies when none present
- Enemy-destruct event ordering 02.16
User Interface
- Gold Lucida Console replaces yellow Verdana 04.06
- New HUD/Instruments 04.05
- High Score Menu can upload previously-saved scores 03.02
- New Display Options: particle trail length, v-sync, full-screen toggle 03.21
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|
v0.79 |
|
49.7 MB |
2011.02.05 | |
Mission 14: The Last Stand Preview - Minus Boss
- 'Missile Train' and Defence Platforms 11.30
- Heavy Bomber and Attack Cruiser (Blue) 12.15
Special Weapons
- Dai-X: Buster Cannon 10.04
- X-Bomber Special Weapons 12.31 and Dai-X: 01.31 Boosters
- Improved Dai-X DRAGOON Pack logic 09.23
Engine:
- Consolidation of allied craft, enemy bullets, target markers 08.20 escape pods, laser sights 09.20
- Sound system reworked 11.25
- Improved enemies and allies, including Unified Alliance Astrofighter 10.13 and new AI
- X-Bomber Rear Lasers fire automatically when enemy detected behind ship 01.23
- Some Missions updated to work with new engine changes; especially Mission 00 10.04
- Airstrike system streamlined and integrated into engine 08.20
- Player mission and config data stored in unified database 08.20
Graphics:
- Smoke and radiation clouds improved with Photoshop, alpha channel+blend and randomisation 12.31
- Improved explosion debris 12.29
- New explosion animations and variable transparency 01.23
- GunBoy animations upgraded. 08.20
- Shockwaves added to large explosions, Special Weapon Powerup upgraded 09.20
- WingBlade Lightning sprites upgraded 09.23
HUD / User Interface:
- Notification object handles all "Game Paused", "Game Over" overlay messages
- Special Weapon Indicator and Ammo Counter colour-coded to Weapon 09.20
- User interface improvements, including menus and in-game notifications 08.20
Extensively 3rd-party tested under Win 7 x64 |
|
v0.76 |
|
46.1 MB |
2010.07.25 | |
Mission 13: Outpost and Mission 15: Battle Cruiser including ...
- Death-X - Space Type Boss
- 'Protect the base' Mission objective
- Time-limited 'full-screen' Boss with destructible individual shield generators
X-Bomber Special Weapon 8: GunBoys 03.14
Graphics
- New impact and fire particles, new effects on explosions, X-Impulse, shields and Dai-X Black Hole Weapon
- Weapons improved with muzzle flashes, smoother bullets etc. 05.02
Engine
- Dai-X (Combined / Fighter) and WingBlade bullets condensed into fewer objects
- Vapour trails and Plasma Cannon weapon made more efficient 03.11
- Special Weapon ammo-handling streamlined 03.14
- Performance issue with explosion shrapnel fixed 04.15
Options Menu
- Missile Trail Length (1 - 100) and Debris Particle Limit (0 - 10,000) options
- Code cleanup.
- Key Assigning accessible by mouse 07.24 |
|
v0.68 |
|
50.4 MB |
2010.02.27 | |
Mission 12: The Cloud
- Colour-randomising nebula environment 12.04
- New, non-Alliance enemies
- Multi-segment, multi-stage, transforming robot Boss 02.10
System:
- Dai-X system improved
- Lock-on boxes unified 02.10 plus lots of optimisations and fixes
General
- Player Ships repair and reload slowly when not in use. New read-out displays repair status and hides when repairs complete. - Press D to cycle; Auto | Show | Hide
- Typewriter effect and other touches added to Briefings |
|
v0.64 |
|
48.2 MB |
2010.01.01 | |
Mission 11: Icy Reception 12.04 including ...
- 2-phase (arctic and underwater) scrolling planetary environment
- Dynamically-generated ice canyon 09.05
- New enemies including Snow Crawler, GoalKeeper AstroFighter and HoverFly 09.08
- New underwater enemies and Death-X - Deep-submergence Type Boss 10.25
Graphics
- Improved graphics and logic for explosions and smoke trails
- Vapour trails improved with Photoshop, alpha-channel, fading and randomisation 12.05
- Dual-layer, scrolling space backdrops and denser, randomising starfield 12.21
- New backgrounds and upgraded Mission 03 environment 12.04
Engine
- Camera Shake
- Player and Ally collision code and Player collision masks unified
- New, more realistic Player shield logic
- New Dai-X Fighter AI movement uses fewer objects 12.03
- Background scrolling logic improved
- Background textures stored externally to reduce executable filesize 10.08
- Clickteam's Hardware Acceleration (Final)
- Mission 10 performance optimised 09.05
User Interface
- Improved Menu System with 2 performance/effects options
- Game prompts to save High Score on exit.
Weapons - New set of weapons for X-Bomber (features all weapons shown in Star Fleet) | Chapter 2 Development Phase
These are versions where missions 6-10 were added, along with the WingBlade player ship.
|
v0.6 |
|
38.6 MB |
2009.09.26 | |
Missions 09: Sanctuary and 10: Into the Fire
General
- WingBlade Player Ship available in Mission 09
- Online High Score filter-by-user improved 07.15
System
- Engine made much more stable with several major improvements
- Return to the Main Menu during play with CheckPoint / Auto-Save System and other revisions to Menu
- Explosion frag bug fixed, rebalanced as appropriate |
|
v0.52 |
|
31.4 MB |
2009.06.19 | |
Mission 08: EDF Vesuvia including ...
- Volcanic planetary environment
- New Alliance enemies, including DeathBall II 04.11 and 'AstroWing' separating AstroFighter
- Captured EDF vehicles, including Astrofighters, Destroyer 04.11, T901 'Rhino' MBT, Bradbury MLRS,
- Reprogrammed EDF 'Mammoth' Mobile Fortress / Land Battleship Boss
- Further enemies, including hovercraft, missile batteries and drop-pods
General
- Graphics, Engine, Weapons, Gameplay and Menus improved
- Updater and Online High Score systems rebuilt 06.06
- Latest Clickteam Hardware Acceleration Beta |
|
v0.48 |
|
14.3 MB |
2009.04.03 | |
Missions 06: Smoke and Mirrors and 07: Sargasso, including ...
- FG Device 11.27 and Ultra-heavy Bomber 01.21 Bosses
General
- 2-Player available in missions 01 - 07
- End-of-chapter cut-scene
- Weapons updated, including charge particle effect for Scalar Mass Driver
User Interface
- Dynamic Crew Chatter
- New startup screen
- Mission 5 briefing images added
- Online High Scores filterable by player 03.01
System
- Hardware Acceleration with Windowed and Full-Screen w/ FSAA modes - Click "Maximise" to access full screen
- ADEN Cannon fire collision detection improved
- General improvements and fixes
- Tested on Windows XP, Vista and 7 | Chapter 1 Development Phase
These are versions where missions 2-5 were added, along with the training mission.
A number of major improvements were made to the engine.
|
v0.4 |
|
12.3 MB |
2008.11.04 | |
Mission 05: Transport Fleet, including ...
- Prototype Co-operative 2-Player
- Checkpoint
- Death-X Combining Type Boss 10.01
- New Alliance Cargo Ships 01.20
Prototype Secret Mission with 'Original X-Bomber' set in Earth's solar system, follows Mission 05 03.15
System
- First version with MMF2's Beta DirectX 9 Hardware Acceleration with 'Semi-Full Screen' 09.17
- 360� fast bullets and smooth missile turns 09.17
- Stability fixes, File system re-organised, Gameplay improved 02.07 Rebalanced 01.20
- Fairer ship-ship collisions, Reduced Boss aggression (M1, 3 and 4) 12.16
- Extensive testing on a wide range of hardware and OSes, including Windows 7, by Mantice, Matt Darcy and LafOutLoud 11.16
New X-Bomber Special Weapons
- Scalar Mass Driver
- EM. Napalm
- Converging Laser Torpedo 12.16
New Dai-X Special Weapons
- Dragoon Pack
- Plasma Bombs 01.05
- Black Hole Bomb 06.09
|
|
v0.37 |
|
12.3 MB |
2007.10.28 | |
Performance lag, particularly affecting Mission 3, when run on single-core CPU systems, resolved 10.26
- Issue related to runtime differences between MMF1.5 and MMF2 relating to overlay object
- Thanks to Clickteam's Francois Lionet for finding the issue |
|
v0.36 |
|
11.9 MB |
2007.10.18 | |
This version was known as v0.4 beta at the time.
Notes
- Internal beta for v0.37 - no installer - contains config and save files for access to all levels
- Press [T] in most levels to skip to Boss
- Thanks to the testers; Nyxs, LafOutLoud and Peter (@ gibbering.net)
Mission 04: Minefield and Briefing 10.19
Runtime
- First version compiled under Multimedia Fusion 2
- Performance: Application fully-rebuilt from object and event level
- Mission 00 re-assembled, High Scores Menu rebuilt to remove corrupt string 10.09
- Hundreds of fixes, improvements and performance optimisations
User Interface
- No 'mouse grab' in Menus 05.24
- Menu systems updated 10.19
Audio
- Sound Effects Improvements
- 32-Channel Sound Mixing
- Internal Volume control
Support
- Online High Scores 05.24
- Documentation updated 10.09
Beam weapons collision effects fixed 10.19 |
|
v0.34 |
|
6.18 MB |
2007.03.14 | |
Mission 03: Simetra VI
- DeathBall and Attack Carrier enemies 10.24
- Rain, clouds, variable fog and lighting, scrolling terrain 12.08
New Modular Engine with several fixes 02.24
Collision Detection
- Hit-point system for Fighters and Dai-X
- Collision detection for individual bullets 12.08
- Collision logic comprehensively revised 11.21
Gameplay
- Dai-X Fighter weapons simplified
- Dai-X shield upgraded 11.21 and operable simultaneously with weapons 10.24
- Many weapons upgraded and balanced.
- Power-up functions revised
Graphics
- Smoother beam collisions
- New shield sprites etc.
- HUD updated
General
- Options and User Interface updated 12.08
- Fixed issues with Dai-X System and HUD, relating to display resolution change 09.20-29
- Sound improved 03.10
- Documentation updated 10.24 |
|
v0.31 |
|
5.20 MB |
2006.09.20 | |
Display Resolution change from 1024x768 to 800x600 08.29
- Briefing redesigned accordingly
Dai-X Weapons
- Vulcan guns added - Fill ammo gauge to use.
- Homing Laser guidance improved
General
- Improvements to engine, missions and UI
- Fixed all bugs reported in v0.3 08.12 |
|
v0.3 |
|
10.0 MB |
2006.08.02 | |
Mission 00: Training and Mission 02: Asteroid Field including:
- Crawler Tank Boss 02.13
- New Space Pirate and Alliance ships with new features and weapons
- New hazards
- Simetra Defence Directorate Airstrike 01.10
Special Weapons
- Plasma Cannons (X-Bomber)
- Homing Lasers (Dai-X) 01.10
Graphics
- Moving full-screen backgrounds and HUD hazard indicators for training mission 06.01
- Dai-X shield animated02.02
System
- Fix for option- and mission-saving 02.13
- All reported issues from v0.2 fixed 01.10
- Variable-handling issues fixed 01.30
- Sound issues fixed, including mixing issue relating to in-game menu 01.30
- Start-up audio plays only when MIDI enabled in Options.02.02
- Airstrike indicator locks to HUD position.
Gameplay
- Balancing 01.30
- Revisions to Dai-X Fighter Upgrade Weapon, Mega-Bomb and Hyper-jump systems 02.02 | Test Versions
These are early prototype versions designed to test the basic gameplay mechanics and features.
|
v0.2 Beta |
|
7.74 MB |
2005.12.06 | |
Gameplay
- Airstrike - Press A to activate. 01.08
- Hyperjump feature for Dai-X Fighters 01.18
Augmentative X-Impulse
- 3 X-Impulse Power-Ups combine into more powerful X-Impulse Blasts.
- 10x Power-Ups combine into Super X-Impulse blast.
- Press X to fire.01.05
System
- Fully-customisable controls
- Player data stored in one database, rather than separate .INI files
- Improvements to ship mouse control, engine and audio 04.13
- Engine optimisation
User Interface
- In-Game Menu v2 01.18
- Start-up self-test and Menu upgrades 02.01
- Opening Cutscene 01.30
- Options Menu redesigned 01.30 |
|
v0.1 Alpha |
|
6.64 MB |
2004.11.24 | |
Mission 01: Recon. Fleet with new enemies, including Alliance Recon cruiser and Attacker 09.27
Dai-X System (begun 2004.08) - Press Tab to access. 10.05
Weapons
- First 3 special weapons for X-Bomber (Press 1-3 to access) 07.07:
. ADEN cannons
. Homing missiles
. Rotator spreadgun
- New weapons 04.28:
. Heavy pulse guns
. Rear lasers
. Main lasers (Press Z and X together to access main laser mode)
- X-Bomber turrets: auto-aim improved with target-leading 11.08, mouse-aim added 07.07
Gameplay
- Enemy count doubled and enemy aggression and weapons power increased
- Ship-to-ship collisions with collision physics
- 10-second invincibility/afterburner Effects when shield/weapons gauges full 04.28
- Splash damage, debris and particles added to explosions 05.06
- Balancing:
. Shields 100 => 500
. Weapons 1000 => 2000
. Armour 50 => 200
- X-Bomber�s movement becomes sluggish and smoke is released from engines when Armour < 25% 05.06
- Boss weapons expanded with homing missiles 05.12
HUD
- Status messages and character dialogue
- Translucent status bars with percentages
- Distance and frame-rate indicators 04.28
Graphics
- Randomising 4-level star-field 04.28
- X-Bomber ship sprite updated 05.12
Menu System
- Remembers all preferences and mission reached in database
- Mouse control in all menus
- New intro, cut-scenes and briefing
- 3D starfield improved 04.28
- Menu appearance upgraded
- In-game menu with volume controls06.25
- High Score Menu improved 07.07
Controls
- Dedicated X-Impulse trigger; X
- All ship functions operable via 8-button joystick/game controller 04.28
- Mouse control for player movement and weapons firing 06.25
System
- Windows XP compatibility upgrade 07.07
- External file structure for MIDI files and sub-apps - fixes stutter on music change 09.12
Audio
- Music change 09.16
- Upgraded sound (rear and main lasers, enemy weapons) 05.12
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