Today I added a new Mecha Engineering interface. The technical info panel lists the following things: Mecha mass, form, and form bonuses Intrinsic mass and equipment mass, along with associated MV/TR penalties Walk and roll capacity; at 100% the mecha will move at maximum speed Skim and flight thrust values, for mecha capable of skimming …
Tag: gearhead1
Mar 19
Help Wanted
I don’t have as much time for programming as I used to. There are a couple of things I could use some help with, so if you have at least a passing familiarity with Pascal and GearHead then read on. Understanding the i18n version The Japanese GearHead fan community has made a lot of improvements …
Mar 18
Even More FieldHQ
Even more of the Field HQ is now working. You can select a mecha for a pilot and select a pilot for a mecha.The lancemate info display has a big empty space at the bottom; I should add biographies for all of the standard lancemates, and random biographies for all of the random lancemates. Random …
Mar 15
New GH1 FieldHQ
I’ve arranged the new Field HQ display, which now shows info about the team’s mecha in the right side panel. Unfortunately, I can’t find several of the original mecha portrait files, which is a problem because I’m resizing them to 160×160 instead of 100×150*. One of the problems with the 100×150 GH2 mecha pics is …
Mar 12
The Old Old Days
While backing up files today I found some pictures from GearHead’s past. The initial version of the isometric SDL interface was, as you can see, a mess. There was an earlier graphical version of the game that used an overhead view and a different FreePascal graphics unit for rendering (I think it was called GraphiX? …
Mar 11
New Backpack Display
Mar 10
Knowledge is Power
One of the big problems with GearHead1 is that the game just doesn’t provide all the information that the player needs. Even when information is provided, it’s not always in a useful form. As Powerglide says, knowing is half the battle. The next interface that I need to work on is the inventory/equipment menu. I’ll …
Mar 09
Character Generator Arranged
I’ve updated the character generator with DynamicRect objects that reposition themselves according to the size of the window. I also fixed some of the problems and inconsistencies in the character generation process. For instance, the “Select Job” menu now shows the skill bonuses and staring cash of each job. Please note that at this stage …