Posted by Data in Cortex Command - August 27th, 2006

Download Build 6!We’re really cranking them out now, folks!

New in this build:

  • Improved menuGamepad support! Try plugging in any gamepad (or joystick, but that’s kinda silly) and play Cortex Command the way it is intended! Custimizable controls are forthcoming.
  • Buy GUI improvements: Now the selected craft has a separate field which is required to fill before you can press the BUY button. This eliminates the bizarro possibility of ordering multiple rockets which pop out from a… rocket.
    Also separated out the Tools and Weapons.
  • Recycling: Now, when you fly off the top of the screen with a rocket, the game will tally up its total value. This includes all its cargo, namely the gold it’s carrying, as well as any passengers (and their inventory), as well as the craft’s own value. The ship’s value will proportionally count for less if it is damaged.
  • Lots of other small bugfixes and improvements.

Also, stay tuned for some exciting announcements in the music department!More on that tomorrow.

You can follow any responses to this entry through the RSS 2.0 feed.
Both comments and pings are currently closed.

6 Responses to “Delivery Improvements and Gamepad Support”

  1. Ikkonoishi - # August 27th, 2006 at 9:51 pm

    How does the game determine what category the weapons go in? I know there is an IsWeapon = 0 for the Tools, but how do you put them in the other categories?

    Played a round. The craft choosing is very smooth. It would be nice if the Craft was above the list of things it carried, but thats nothing major. My Lander works great. 🙂 It would be nice to be able to play with the angle the rockets thrust in, but I suppose I can do that by mucking around with EmissionAngle entries in the thruster definitions, but it is annoying fighting the auto thruster angle presets.

  2. Lorne - # August 28th, 2006 at 12:32 am


  3. gnat - # August 28th, 2006 at 11:08 am

    The gamepad controls work perfectly for cortex command!

    I like the new recycling system quite a bit too 🙂

  4. Data - # August 28th, 2006 at 2:47 pm

    Ikko: it’s based on the type of the objects… I had to do a hack to separate out the non-weapon HDFirearm’s from the actual wepaon ones, since they were of the same type, but I wanted them in different categories.

    For ships/craft theres only a kindof hacked type of ‘ARocket’ from when i prototyped the rocket. As you have figured out, it’s still got tons of hardcoded crap and it just poorly designed in general. I’m going to create an intermediate parent class called ACraft, and perhaps make Rocket a child of it. There’s going to be other types of craft as well, but if they make it into the IGF submission remains to be seen.

  5. Leigh - # May 9th, 2007 at 3:32 pm

    Keep up the great work!

  6. Leezv - # January 4th, 2008 at 6:43 pm

    coach fake handbag [url=]coach fake handbag[/url]