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I'm happy you liked it, and thanks for your question. It took a while to answer because I had to check the code :)

The Anniversary edition is a port of the Pico8 version, which is, in turn, a port of the "TOS" version, so the improvements made for the TOS version are there: distances and torpedoes are calculated using trigonometric functions, and objects (stars and Klingons) are persistent, which means their positions and energy levels don't reset each time you leave the sector (as they do in the original Super Star Trek).

In the TOS version (and in the original version), Klingons move when the Enterprise moves. Somehow, I forgot to develop this in the Anniversary version, but I added it in version 1.13, so the two games are now aligned. However, this Anniversary version was playtested a lot, and it received some refinements in terms of difficulty level. In both versions, depending on the difficulty level, the number of starbases, the number of Klingons, and the maximum energy level for Klingon ships change. But, the math to calculate these variables is slightly different between the TOS/Pico8 and the Anniversary versions (the Anniversary version algorithm makes much more sense). Also, the algorithm that calculates the chances of damage, how damages are repaired, and how the difficulty level affects damages, is entirely different. The TOS version uses the original algorithm, which is very complex and honestly doesn't make much sense (for example, regardless of how much the system is damaged, it always takes 10 days to repair it). I simplified this in the Anniversary version, but this part should be refined even more. 

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Thank you so much for your reply. I have played many versions of Super Star Trek, but I like the 1978 version the best, and I think the 25th anniversary version based on it is the best Super Star Trek game.

The anniversary version is still the best, but in a slightly different aspect, I would like to make another fan-made version based on startrek-tos.lua in your github repo, where various gameplay mechanisms can be experimented and played. If this game is made, it would be a bit more technical than having fancy graphics and sounds like the anniversary version.

I have already converted startrek-tos.lua to C# basically, and I would like to apply the gameplay mechanics that you implemented slightly differently in the anniversary version to the C# version and create various variants.

If you share this information in your repo, I think I can apply it to my C# version. After confirming that the C# version works exactly the same as the "TOS" and "Anniversary" version, it can be released and shared on github.

What do you think?

(P.S.) Attached screenshot is the test screen of C# development version.

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Amazing, it was nice to read the captain's log again. I had forgotten about that. I remember I was trying to add a plot regarding the Klingon invasion. Yes, I can share the code on GitHub, and I think it's also time for me to update the TOS version with the improvements made on the Anniversary version. I can see you also wrote me on Discord, so we can continue there. Best!

Fantastic. Your achievement will go down in the history of computer gaming. Will continue the conversation on Discord. :)

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Source code release gave me the inspiration and motivation I needed to try my hand at doing something with GameMaker! Hope you don't mind. Porting the code over has been fun!

Fantastic! Great job! Did you start from the AGS code? Is the game playable?

yeah I started from your ags source and reworked a few things to fit with what gml expects. It’s not entirely playable as it’s my first gml project from scratch, but the majority of system functions are in. After the core game is complete I’m hoping to somehow make things more modular. Maybe add some custom scenario loader and/or a few extra enemy types.

You are pretty good, considering I released the source code only a few days ago. I'm very curious to see what the outcome will be. Let me know if you have doubts regarding the src code. Best

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No doubts so far, you've done a great job with code comments and clarity. Once I've got the remaining functions in place (have all but starbase refills, warp/impulse and combat) I'll upload it to github. Hopefully within a week!

I'm not familiar with ags, but the agsutils tools I used to unpack sprites and audio did not yield the galaxy map background. Perhaps it isn't a sprite in ags therefore not in the .spr file.