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emabolo

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A member registered Jan 17, 2018 · View creator page →

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Thanks so much! I'm glad you liked it. You are right, reaching this level of polish was probably the most challenging part. The sandbox/random events idea would be incredibly cool. The main problem I see is that the game currently functions as a resource management strategy game, requiring you to optimise resource consumption (energy) before time expires. At the highest difficulty level, it is pretty challenging because you have to reduce warp "jumps" as much as possible and plan the starbases' docking carefully. Without a time limit, the game would change; it could probably become a tactical/turn-based strategy game with more complex combat mechanics. Very interesting idea to explore.

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

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

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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!

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. 

Thank you! This is the way I died the first time I tried the original text-based game, so I suppose the goal of recreating the experience was successful :)

Thanks for reading it. The fact that somebody wants to read more is definitely a motivation to continue writing it. Let's see if I can publish a new chapter soon ;)

Wow, impressive demo! Have you thought about creating a simple game?

Thanks Dave! I'm really glad you liked it. I hope you found the difficulty level right. Let me know if you create something!

Thanks a lot for posting this. It is amazing to see people playing my game on all sort of devices. I spent a lot of time making it playable with mouse, keyboard, touch, and so on, so I'm happy to see that it was worth it :) I don't know if there is an optimal control scheme; in the end, it's not an action game. I would probably use the B button (A button on a XBOX controller) for Enter/activate, A for TAB, the d-pad for cursors, and either X or Y for Esc. With cursors/enter/tab/esc, you can do everything. You can hide the mouse cursor if you map the H key with a button. You can also map additional keyboard shortcuts if you want (e.g. L for long-range sensor scan can be very useful). Have fun and let me know what you think about the difficulty level!

Thanks a lot! I'm also proud of the navigation change; selecting the sector is much easier. In the original game, I used to be blocked by stars, which was annoying (besides not making any sense) LOL

I'm glad you liked it. I have this idea about adding a story behind the Klingon invasion, adding some adventure elements to the strategy game. But I just need to find the time and inspiration :)

Hi there! I'm afraid I don't have a Steam Deck, but I can copy and paste what they told me on Reddit here.
--------
To Install on Steam Deck:
Go to Desktop mode, download the windows .zip, extract it to a folder of your choosing, add the .exe to Steam as None Steam Game, select the current Proton (7.06) or Proton-GE as the compatibility layer, and that is it already. Game starts fine!
--------

Let me know if you can do it. If you use Discord, there is a server I created some time ago: https://discord.gg/MtzRd732MQ
There have not been many discussions lately, but the members might be able to help you if you post a message.

Hi Astra, sorry for the delay. This is the list of keyboard shortcuts:

L  : Long range sensors
T : Torpedoes
S : Shields
P : Phasers
W : Warp Speed Navigation
I : Impulse Speed Navigation
D : Damage Report
C : Communications / Docking procedures
R : Science / Status Report
M : Galactic Map
F5 : Save
F7 : Load
F9 : Restart
H : Hide mouse cursor TAB or Left/Right Cursors : Cycle between commands
Up / Down cursors: select level of energy/shields
Enter : confirm
Esc : cancel

I think it's all :)

I added the cartridge in the download section of this page. Enjoy! :)

Thanks a lot! Yes, there are a lot of remakes out there. I know EGATrek, but I have never heard about Visual Trek. I'll have a look for sure. I have a half idea about making a list of the most popular remakes and making a table with all the features they added. I'll let you know if I'm able to do it :)

Great! Much better now :)

Fantastic job! Just played. The small additions, like the colors on the LRS, are a nice touch. This makes me think I should go back to the C64 BASIC sometimes :)

I have one doubt. I wanted to type 3.57 as a course for the torpedo, but the game limited me to one decimal. I didn't realize I only typed 3.5, so I missed the Klingon. Are you sure it's good to limit it to one decimal?

Thanks a lot! I appreciate that, especially from someone who knows the original code well. Where do I find your conversions? Are they written in BASIC?

Thanks a lot! I'm glad you liked it. I hope this doesn't mean this version is too easy ;)

In case you haven't seen the update, I added the torpedoes sound and the different feedbacks in the latest version :)

Great job! I will try it tonight!

Wow, this is amazing. Unfortunately, I don't have an Android phone, so I can't try it, but I think this can be useful for many players.  Keys to move in the Galaxy map view, plus sliders for shields and phasers, are on the top of my list now. The next release will have them. Hopefully, at that point, you don't need the additional apps.
The option to remove the pointer is easy; I can do that.

Thanks a lot for this detailed report. I hope you can join the discord server.

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Yes, sorry about that. I didn't know these links can expire. This is a valid link: https://discord.gg/2dRncccJ5A

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oh no, sorry about that. Please try this one: https://discord.gg/2dRncccJ5A

OMG, Mr. Leedom! This is a great honor for me. I'm so happy you found my conversion and liked it. Have you also read my article about the porting of your BASIC version? http://emabolo.com/article/i-rewrote-the-1978-text-only-super-star-trek-game
You can also find an interview with David Ahl in my blog. If you wish to contact me, my email is emabolo at gmail. Thanks a lot (for the game and your comment)!!!

Ahah nice! It makes sense, considering you had to port a BASIC program. Looking forward to the new version

Well done! Very accurate port! Probably it would be useful to have some icons to issue the commands, instead of using the menu. What is the engine you used? How did you develop it?

Nice! Yours looks like a very faithful port. I'm going to try it tonight!

I can send you the data folder so you can include it in the Linux version. I will publish a new version with some fixes around the end of the week. If you want, join the discord server, it's easier to communicate :)

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I spent several hours debugging, but I could not find the problem. Have you tried the Windows (or Mac) version?  Maybe it's a bug in the web engine. If you want, join the discord server so we can communicate faster: https://discord.gg/2dRncccJ5A Thanks!

Ok, this is a good starting point, maybe the bug is when you restart a game. Thanks!

Thank you Itizso!

I will! Also, I will probably ask you to update it when I release v1.06 on Win/Mac :)

This is amazing! I will publish it on itch asap. Thanks a lot!!

This is really strange. Just for curiosity, did you start from a saved game? I wonder if it's a problem of the save states. Unfortunately it's not possible to export the saved games from the web local storage, so I'll have to review the code to check how this could be possible (or at least add some double checks)

Thanks!! Actually I don't know why I didn't add the photon torpedoes sound. I must do it asap.
The original game says: "torpedo missed" when it reaches the sector border without hitting a klingon, and "star at x,y absorbed torpedo" when you hit a star. I need to double check the code to see if it's correctly implemented in this version. Thanks for spotting this.

Damn, you are right about Uhura; I forgot to add the correct number :)

Regarding the story elements, if you have read one of my old blog posts, it was exactly what I wanted to do once I finished porting the text-only version. Ultimately, I decided to work on the GUI, first with the PICO8 version, then with this AGS edition, but it's still the next logical step. I'm not interested in adding cloaking devices, death rays, etc.

25th anniversary and Judgement Rites are on GOG, and I strongly suggest you play them. I prefer the point-and-click part more than the flight-sim part. But in any case, they are wonderful games.


Yes, considering the "success" that this little game is having, I'm definitely thinking about a mobile version with a GUI similar to the PICO8 one to raise shields and so on. I just need to find the time :) Thanks for playing it!

Argh, no, there are no hidden Klingons. You must have found a bug I never encountered in the thousands of games I played. Do you remember something unusual that you did or happened? Which difficulty level?