Space Prisoner 1.4

Space Prisoner 1.4
Work on Space Prisoner has ceased.
However, I will continue to update the high score list as scores come in.

Saturday, February 28, 2009

The WolfGang from Germany has leaped into 3rd place with a great score of over half a million!

Wednesday, February 25, 2009

Another new score by Manoj Chawla... he's climbing up the list!

Thursday, February 19, 2009

The million point threshold has been broken!
Cyril Q from Switzerland has the new worldwide high score with 1,124,010 points. Congratulations Cyril, you are the new Space Prisoner champion!

Saturday, February 14, 2009

New worldwide high score of 732,135 by deaddodo.
All I can say is... WOW! I think that one might hold up for a while.
Space Prisoner 1.4 released!  There's lots of great improvements this time around:

- Major performance improvements! Explosions and other graphics-intensive operations now render smoothly, even on slower Macs without dedicated graphics cards.

- NEW roll controls! Now you can roll the ship around its longitudinal (nose-to-tail) axis. Maneuvering in zero-g just got even more fun!

- NEW camera views! Now you have 7 different camera view options instead of just 4. Useful backward-looking, right side and left-side views let you scout around your ship and see what's around you.

- NEW "True Newtonian" physics model option! Pressing "N" during game play will let you experience true, frictionless outer space maneuvering - it's realistic but also pretty wild! You might just get a bit dizzy. :) Press "N" again to restore the normal, "artificial mild-friction" environment.

- NEW higher-contrast application icon

- Updates to the splash screens

Friday, February 13, 2009

New high score of 470,005 from Romain in France. He got to Level 12. Tr├Ęs bon!

Wednesday, February 11, 2009

New high score of 246,525 from Brian. Nice!

Also due to a suggestion from Brian: For Space Prisoner version 1.4 (to be released soon), I've added the ability to roll your spaceship about the longitudinal (nose-to-tail) axis.

For now, I have set the new roll controls to be "Q" and "W"... (at least, until I get user-configurable controls going, which is kind of a lot of work)... these new key assignments are negotiable... any suggestions?

By the way: it's simple to prove that every possible three-dimensional orientation can be achieved using just 2 out of the 3 degrees of freedom (roll, pitch, and yaw). Up until now the game had only two to work with (pitch and yaw), but adding the third certainly provides more interesting maneuvering options.

Monday, February 09, 2009

Thanks to a bug report from Doug Walters, I've managed to track down a bug which caused slowdowns during explosion sequences on machines without dedicated graphics cards.

As a result, the next version of Space Prisoner (1.4) will have significant performance gains for all machines. This gain will only be noticeable if you have the slower, shared graphics memory scheme that is present on most MacBooks. It's only the very latest MacBooks (introduced a couple of months ago) which finally have dedicated graphics cards built-in. (The MacBook Pro always had them).

I'll be releasing Space Prisoner 1.4 soon, after I've finished a few more refinements and some more playtesting.

Thursday, February 05, 2009

Released Version 1.3. Here are the changes from version 1.2 to 1.3:

- Lowered the minimum score for generating a high score code. Now, if you score 10,000 points or more, Space Prisoner will generate a "SpreenCode". Email this code, along with your name and score, to and I will post your score on the project blog!

- Added ability to erase the high score. To erase the current high score, hit "H" several times rapidly while on the splash screen.

- Updated Info screen, added credits

- Lowered the max rate of fire for wall guns (shots would sometimes hit each other)

- Improved wall gun appearance

- Increased strength of sentinel ships (sentinel ships are the smarter, faster ships that show up in the later levels... they were also supposed to be stronger, but they weren't! This has been corrected.)