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#1 LurchBrick

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Posted 12 June 2011 - 04:17 AM

G'day everyone,

Space Crusade is a board game created by Milton Bradley and Games Workshop back in the 80s. Players take control of up to 3 space marine squads against the alien denizens of a space hulk. Each marine squad has a selectable range of weapons and equipment to help them in their mission.

Category: Tactical turn based top down game
File Size: approximately 30 Mb
GM Version: Studio
Vista Compatible: Yes
Changes Screen Resolution: No
Download Link: https://www.mediafir...hiarvai92h1zo9t

Tags: BETA TACTICAL TURN BASED TOP DOWN COMBAT SCI FI BOARD GAME

And here is a screenshot:

 

scpic.jpg

During a mission, the game is fairly simple to play, left click a marine to use him. Left click an alien to shoot it, right click an alien to attack in hand to hand combat.

 

The game comes with 15 pre-made missions and includes a mission editor to create your own.
Please read the Instructions for detailed information on how to play the game.

If you find any bugs scattered here and there, please post them so I can fix them and make this a better game.

EDIT: New update 03 Feb 15 - Tarantula now available.

Cheers

LB


Edited by LurchBrick, 02 March 2015 - 04:07 AM.

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#2 Metzger

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Posted 12 June 2011 - 01:48 PM

Nice to see you working on this aswell :)
Maybe do a Talisman remake someday :D

Wont test yet dont have the time and looks like it's still rather unfinished.
Will try later thou.
Thanks for starting to make this old game too :)
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#3 turgon

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Posted 14 June 2011 - 03:41 AM

LurchBrick, you have done a nice job of pulling off an interesting concept. The gameplay was the best part (note that I have never played the boardgame); I enjoyed the interesting events that happen every turn.

Here are some suggestions to work on:
- Gameplay is fun, but too slow. Try programming all the AIs to move at once (an efficient and effective way of doing this is by having the AI calculate their moves, place a pip on the square they will move to, and then have them all use the mp_grid functions, avoiding movement pips as well as walls. PM me if you would like more details on this).
- Sound effects and music would add to the atmosphere and engage the player more
- Setting the game up was a little tedious (too much like setting up a board game). Perhaps leave the detailed settings to be changed if a player wishes to, but have a default set-up choice so that the player can just start playing if it is his first time.
- Also, the HUD is a little tedious. Add things like healthbars/ health circles around the units so that players can tell at a glance what status their units are at, without having to hover the mouse over them.
- You could make it expandable for even more players if you make colorizable sprites of the different squads and do a little programming. This could be a fun feature.

I look forward to seeing what you can turn this into. You have a good start!
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#4 borut

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Posted 14 June 2011 - 06:20 AM

The game looks very nice and smooth! Keep up good work!
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#5 LurchBrick

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Posted 14 June 2011 - 10:11 AM

One of the issues with turn based games can be their tendency to play slow. I have some ideas of how to speed things up but I'll PM you for info about the AI pathfinding tips.

More sound effects and music will definitely be added. Finding the best bit of music for a scene is where the trouble is. :)

Currently, the game is designed to play like the board game, hence the setup. You will find though that any order and equipment choices you make for a marine squad will be saved. The next time you go to use that squad, all your previous choices will already be selected.

The marine commander is the only marine that has more than 1 Health. I'll look at adding some kind of health bar to him.

Future updates will include the option for additional squads as well as a mission editor for creating your own missions.

I'm glad you are enjoying the game so far. There will be plenty of updates coming so keep an eye out.
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#6 sub

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Posted 14 June 2011 - 04:22 PM

add game option: FAST MOVES

when checked, move unit directly to destination square (skip the pathing)
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#7 LurchBrick

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Posted 14 June 2011 - 09:18 PM

A "Fast moves" option has been added and will be in the next update.
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#8 novaz

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Posted 17 June 2011 - 09:31 PM

fantastic game :) maybe you can add the "points" of the players, because
you don't know if you have more points than the Alien player, and you
don't know if you win the game. Also how much "alien event" cards there
are in the deck, so you know how much time you have for the mission
(if the cards finish the marines lose the game).
Also the game crashes many times, sometimes the "end tourn" button
doesnt work. Anyway the work is very good :)
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#9 LurchBrick

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Posted 18 June 2011 - 12:51 AM

Thanks for the suggestions.

Could you give me some more details on what you mean by the game crashing? Did the game stop and go back to the Windows desktop? Were there any error messages, etc?
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#10 novaz

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Posted 18 June 2011 - 09:43 AM

hi, there are game maker messages:
ERROR in
action number 1
of Mouse Event for Left Released
for object endturnobj:

In script createalieneventcard:
In script outofammo:
Error in code at line 27:

weapontype = marineid.weapon;

sometimes the end tourn button is not on the screen. The game doesnt crash
to windows. If i click "ignore" when there is the error message the game
doesnt work.
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#11 LurchBrick

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Posted 18 June 2011 - 10:15 AM

Thanks for the bug update. It will be fixed in the next update.

Some other features that are coming:

New boards - The boards will become the same as the original board game, i.e. no one square walls and doors.

The Imperial Fist commander will get a Combi weapon button to change the modes of his weapon.

Marines will be able to open doors automatically when they walk through them.

More sound effects for dying and melee combat.

An options menu will be added. You will be able to change some rules of the game as well as have the option to reroll some weapon damage.
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#12 Bezique

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Posted 18 June 2011 - 11:04 AM

On my phone looking at this right now. I'm excited to see one of my childhood favourite's brought back to life. I'll be sure to download it and play it when i get the chance. I'll post you some feedback when after i do.
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#13 LurchBrick

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Posted 31 July 2011 - 02:43 PM

A new update is out.

Lots of bug fixes and a move to more closely match the boardgame.

Manually rerolling dice didn't make it into this update but it is a future addition.

There are now Marine squad buttons that must be pressed before you use that squad.

The Assault cannon now has a Fire button before it can be shot. Once this button is pressed, you cannot take it back. So no changing your mind and going for a melee attack instead.

An Imperial Fist commander with a Comb weapon card now has a button to choose which firing mode you want.

Added an option to speed up the alien movement phase.
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#14 novaz

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Posted 03 August 2011 - 12:36 PM

very good work :) the new version is very good.
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#15 LurchBrick

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Posted 08 June 2014 - 10:31 AM

After almost 3 years, I've gone back and finished off this game.

 

One of the main new features is the introduction of a mission editor. This required me to rewrite practically 70% of the code.

 

Please download, read the instructions and enjoy.

 

Download link is in the first post.


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#16 psychomonster

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Posted 08 June 2014 - 01:43 PM

Wow I like this kind of games. Played Space Hulk for years with friends... Like it... 


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#17 Carnivac

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Posted 08 June 2014 - 07:08 PM

Nice!  Not my kind of game these days (I lack the patience) but I enjoyed the board game and the home computer version by Gremlin Graphics that I had on my CPC (also had the Hero Quest game too) back when I was a kid.  One particularly neat feature of the computer game (of both Space Crusade aaand Hero Quest) was that even on the 8-bit cassette versions the view could be switched from top down to isometric and back at any time.  The top down view showed more of the layout but the isometric view had the more satisfying looking sprites.   These pics from the 16-bit Amiga version.

http://www.lemonamig...ails.php?id=980


Edited by Carnivac, 09 June 2014 - 09:21 AM.

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#18 LurchBrick

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Posted 08 June 2014 - 10:28 PM

There was a phase where this game became isometric. The isometric boards had been done as well as the space marines, however the artist who was drawing the sprites was unable to finish off the rest of the game assets that were needed and thus I had to go back to top down view only.


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#19 cybearg

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Posted 08 June 2014 - 11:24 PM

Do you have permission from Milton Bradley to create a digital version of Space Crusade or is this plagiarism?


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Current Status: [LAUNCHED]


#20 LurchBrick

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Posted 09 June 2014 - 04:16 AM

I did not ask for permission as Space Crusade was owned by Milton Bradley and then taken over by Hasbro. The current patent held by Hasbro for Space Crusade is classed as abandoned. But if I get a cease and desist letter, I'll be sure to action it.


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#21 Craig Davidson

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Posted 09 June 2014 - 05:39 AM

I wonder, is this game an open source game, with the ability to use code for other projects, and vice versa. Because I am working on a similar project like this, based around a similar design, like Advanced Hero Quest but with a sci-fi slant. If I am able to use mods to the basic engine, we could end up making a good engine. Who knows? It could be a good idea with the Mission Dreadnought and Eldar Attack expansions. If done with a "stone-soup" kind of strategy, it could just work.


Edited by Craig Davidson, 09 June 2014 - 05:52 AM.

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#22 Carnivac

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Posted 09 June 2014 - 09:23 AM

I did not ask for permission as Space Crusade was owned by Milton Bradley and then taken over by Hasbro. The current patent held by Hasbro for Space Crusade is classed as abandoned. But if I get a cease and desist letter, I'll be sure to action it.

 

 

Interesting point.  Don't Games Workshop own any of the rights since the original board game was based on their Warhammer 40k property?   They can be quite active in shutting down things they feel infringe on their trademarks. 


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#23 LurchBrick

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Posted 09 June 2014 - 10:03 AM

I've seen the GW rights issue debated quite heatedly over the years in regards to a number of their games they collaborated with other companies, specifically MB (now owned by Hasbro), on. A prime example is HeroQuest which is clearly based on their Warhammer IP yet the term HeroQuest is now owned by the Glorantha RPG company - Moon Design publications.

 

At heart, this is simply a fan made attempt at bringing an out of print, 25 year old game back for others to enjoy. I've learned a lot from making it and hope to use that knowledge to produce HTML games based on original IPs.

 

Thanks for showing interest.


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#24 Carnivac

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Posted 09 June 2014 - 12:46 PM

Ah well as long as you're aware of any potential issues.  I have a fondness for Space Crusade and Hero Quest because while I quite liked the models of Games Workshop I never actually enjoyed playing the real Warhammer games as such and found the more simplified and 'mainstream' Space Crusade and Hero Quest to be much more accessible and fun (as was it's intention... and it helps that the Dreadnoughts resembled ED-209 from RoboCop :P ).

 

Good luck with the game. :)


Edited by Carnivac, 09 June 2014 - 12:46 PM.

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#25 LurchBrick

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Posted 09 June 2014 - 01:30 PM

Thanks. I do appreciate a good controversial debate every now and then but this isn't probably the place for it. :)


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#26 LurchBrick

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Posted 09 June 2014 - 02:00 PM

As always, a few bugs sneak in when you're not looking. Latest version is "SpaceCrusade1_2".


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#27 LurchBrick

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Posted 11 June 2014 - 03:35 PM

A new update is ready for download (link in first post - v1_3).

This update fixes a number of bugs as well as adding 2 new buttons that display your current objectives.


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#28 edgartonian

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Posted 11 June 2014 - 04:49 PM

This is actually amazing. Only played it briefly can't wait to get home and have a test at it. Great concept too.well done.
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#29 LurchBrick

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Posted 13 June 2014 - 03:30 PM

After some playtesting by the kind folk here and elsewhere, more bugs have been squashed. Please download the latest version, 1_4.


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#30 LurchBrick

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Posted 05 January 2015 - 11:30 AM

G'day all,

 

I've spent the Christmas holidays putting together an update.

 

New features include new aliens, new weapons, new objectives and plenty of bug fixes. Please see the link in the first post for the download.


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#31 turgon

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Posted 07 January 2015 - 12:24 AM

Very cool game, as I said before.

 

Might I suggest a graphics update as well? That will help you to appeal to a wider audience. And actually here is a link to graphics that I think would work perfectly for this game: LINK. The graphics are licensed to you to use however you like after you buy them (I've bought all of his sets myself haha - great quality for such a low price).

 

I think it would really bring your game to the next level.

 

oryx_16bit_scifi_preview.png?format=1000


Edited by turgon, 07 January 2015 - 12:27 AM.

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#32 Carnivac

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Posted 07 January 2015 - 12:40 PM

I have to disagree.  Please don't cutesify Space Crusade.   You'll end up turning off most of the fans of the original game such as myself.


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#33 turgon

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Posted 07 January 2015 - 03:44 PM

Good point Carnivac - different audiences have different tastes.

 

As Carnivac points out, my suggestion only applies if you want new people to try the game who haven't played the original before.


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#34 novaz

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Posted 08 January 2015 - 08:39 PM

hi, the update is great, thanks for the work lurchbrick. I was playing the first mission

but the game crashed after a melee attack. Unfortunately is not possible to save during the

mission, maybe is possible to add the autosave? (autosave when you change board maybe).

 

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Mouse Event for Right Pressed
for object alien:

Unable to find any instance for object index '101008'
at gml_Script_canmeleeattackalien
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_canmeleeattackalien (line 0)
gml_Object_alien_Mouse_5
 


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#35 LurchBrick

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Posted 09 January 2015 - 04:04 AM

G'day Novaz,

 

Can you tell me some more details about when this error occurred? Which alien were you attacking? Which marine was attacking and what weapon were they using? Were you using Melta bombs? Did you attack standing next to the alien or from some distance away?


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#36 novaz

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Posted 09 January 2015 - 09:02 AM

hi lurchbrick, i think it was orc or gretchin. We were on the third board of the first mission, we had killed 20-25 aliens

including the android, we didnt find the dreadnought. I was using force field for the commander, bionic arm, targetter and

blind grenades. I think i hadnt the melta bombs.The attack was melee from a marine i think, not the commander (he had only

1 HP left). The game run perfectly bug free until the crash, the event alien cards and equipment cards worked correctly.

It was a very random crash.


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#37 LurchBrick

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Posted 09 January 2015 - 09:12 AM

This bug report only appears in GM version 1.4 and higher. It is caused by referencing a variable in an instance that doesn't exist. Hopefully I can track down which part of the code is referencing this missing instance.


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#38 LurchBrick

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Posted 11 January 2015 - 05:39 AM

I couldn't replicate this bug however I've uploaded a new version that will supply some more specific information if this bug occurs again. Please download it from the first post.

 

1 change made in this update is that the "Control" key is no longer used. Instead there is a "Show all targets" button that allows you to target everything in the game.


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#39 LurchBrick

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Posted 12 January 2015 - 12:54 PM

New update fixes the melee bug reported by Novaz. See first post for download link.


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#40 novaz

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Posted 13 January 2015 - 12:20 AM

hi lurchbrick, thanks i completed the first mission, very great work. I used all the 3 marines squad,

it was great to see all the points awarded at the end of the mission, everything worked perfectly.

The manual is very complete also. I will add a new message when i play the next missions ^^


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#41 novaz

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Posted 16 January 2015 - 01:01 PM

new bug report, it happened in the third mission when i used the card to fire two times the marine with

heavy weapon. When i clicked in the little window that opens to select the heavy weapon:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Mouse Event for Left Released
for object optionsbutton:

Push :: Execution Error - Variable Get 100970.name(100016, -2147483648)
at gml_Object_optionsbutton_Mouse_7
############################################################################################
 


Edited by novaz, 16 January 2015 - 01:01 PM.

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#42 LurchBrick

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Posted 16 January 2015 - 02:17 PM

Thanks Novaz. That bug will be fixed in the next update.


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#43 LurchBrick

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Posted 19 January 2015 - 02:02 PM

Another update to fix the following 4 bugs:

Game crashing after destroying dreadnaught in dreadnaught factory
Game crashing when using assault cannon
Dread factory not producing all 4 types of Dreadnaughts

Heavy weapon order not working correctly

See 1st post for download link.


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#44 LurchBrick

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Posted 26 January 2015 - 08:07 AM

Finally, Mission Dreadnaught is complete. The Tarantula can now be selected as one of your squad's weapons. Enjoy!

See the 1st post for the link.


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#45 LurchBrick

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Posted 03 February 2015 - 10:44 AM

New update is out. Fixes the following bugs:

Tarantula can now target and destroy bulkheads.
Tarantula can now change facing after opening a door.
Blind grenades no longer crash game.
Heavy weapon order works correctly for all heavy weapons.
Bolt pistol and Power axe weapon selection screen now shows attack diagrams for shooting and melee.
Bolter limits have been corrected.

See the 1st post for the download to version 1.5.6.


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#46 LurchBrick

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Posted 15 February 2015 - 12:24 PM

Hello all. A new update is out. See first post for download link. See below for bugs fixed.

You can now press "S" to take a screenshot of the game screen.

Scoreboard - Genestealers now appear at the end of the list. Dreadnaughts from the basic game have the Mk VII added.

The text input box was causing the Windows cursor issues. Normal Windows cursors will no longer appear over the game cursor.

Dreads no longer appear on a doorway next to a reinforcement points. Attacking a partially built Dread will no longer cause it to move.

Lascannon now works correctly with Move it order.

Tarantula - Doors can now be opened when a manned tarantula is next to it as well as when a tarantula gunner is next to it. Tarantula gunners are no longer able to stand on the same square as each other. Tarantula and Out of ammo bug fixed. Bulkheads can now only be targetted when inside the tarantula's firing arc. Missile launcher marine killing a Tarantula gunner will no longer destroy tarantula. Genestealers no longer appear on top of a tarantula. The game would occasionally freeze when taking a tarantula on a mission, this no longer occurs. Tarantulas no longer deploy off the edge of a docking claw or over a door/wall. Tarantulas now only move 6 squares. Tarantulas now can only rotate in places they should, e.g. they cannot rotate when next to a wall. Tarantulas no longer reveal blips when walking next to doors and walls. Tarantula can no longer target itself.

Tarantulas and Lascannons will now always wound/kill a Dread when rolling 5 or more on red dice.

Heavy weapon order no longer freezes game if no heavy weapon marines available.

Assault cannon marine can now move after rolling high red die values.

A warning will now appear if you have not used a marine during your turn when you place the mouse over the End Turn button.

Auto Defence no longer causes game to crash after killing the last marine on the vessel.

Heavy Weapon order bug has been fixed and these event cards will now create any new order buttons in the first available slot after any existing buttons.

Mission selection text, and gui buttons, now appear in the correct spot irregardless of the location you are within the screen.

The vertical dreadnaught factory door was difficult to right click. This door can now be selected normally.

Multiple targets are no longer created on bulkheads.

You can no longer have 2 heavy or extra heavy weapons selected of the same type.

Aliens no longer make walking sounds unless they are actually moving.


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#47 LurchBrick

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Posted 02 March 2015 - 06:12 AM

New update fixes more issues as seen below (download in 1st post):

 

When Dreadnaughts attack, their combat dice will now be displayed on the screen separately so that you can see the weapon die results.
New Open all/Close all options added for Master controls.
Within the mission editor, the board popup menu will now give you 3 more options for dealing with doors on that board - Open all doors, Close all doors and Remove all doors.
Aliens can now move through unmanned tarantulas.
Whenever you select extra marines, you will now be able to select 5 Bolters.
Bioscanner now inspects blips rather than reveal them.
Reinforcements no longer appear on tarantulas.
Doors can now only be opened by marines from the same chapter during that chapter's turn. E.g. If an IF marine is the only marine next to a door and it is the BA chapter's turn, the player cannot open the door next to the IF marine.
Opening a door is now classed as a squad starting their turn.
Disabling Dread factory - If you have more than 2 factories and 2 marines from the same chapter are in the same dread factory, only that factory is disabled.


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