Magnetic Transports: Images

Version 1.0: The new launch dialog, with arrows instead of directions.

Version 1.0: The new launch dialog, with arrows instead of directions.

Version 1.0: The new tabbed options dialog, along with tooltip text.

Version 1.0: The new tabbed options dialog, along with tooltip text.

Version 0.7: The new launch dialog which allows the user to launch transports in eight directions. Instead of the old dialog which just launched all transports east. This can be compared to the old one which can also be found in this image section (prototype 4).

Version 0.7: The new launch dialog which allows the user to launch transports in eight directions. Instead of the old dialog which just launched all transports east. This can be compared to the old one which can also be found in this image section (prototype 4).

Version 0.7: The configuration dialog now contains all user definable values. Each label also has some tooltip text explaining what the option does.

Version 0.7: The configuration dialog now contains all user definable values. Each label also has some tooltip text explaining what the option does.

Version 0.6: The colors of the map sector power grid overlay has been changed, it is now green and red instead of gray. The greener the sector appears the stronger it is, the reverse is true for red.

Version 0.6: The colors of the map sector power grid overlay has been changed, it is now green and red instead of gray. The greener the sector appears the stronger it is, the reverse is true for red.

Version 0.6: The new button tray is displayed in the top left corner. It currently only holds two things: the two types of magnets that can be build. The tray has a basic on mouse over effect and left clicking one of the buttons in the tray will turn the cursor into a crosshair. A magnet will start building If the crosshair is left clicked on the play field, if the user clicks on the button again or right clicks on the field then the cursor is returned to normal without placing a magnet.

Version 0.6: The new button tray is displayed in the top left corner. It currently only holds two things: the two types of magnets that can be build. The tray has a basic on mouse over effect and left clicking one of the buttons in the tray will turn the cursor into a crosshair. A magnet will start building If the crosshair is left clicked on the play field, if the user clicks on the button again or right clicks on the field then the cursor is returned to normal without placing a magnet.

Version 0.6: The newly created game menu. It is very basic at the moment and has a simple on mouse over effect shown here (the cursor is over new game). A background and other graphical changes, along with more options, will probably be added in the next few versions.

Version 0.6: The newly created game menu. It is very basic at the moment and has a simple on mouse over effect shown here (the cursor is over new game). A background and other graphical changes, along with more options, will probably be added in the next few versions.

Prototype 5: a partial view of a generated game field.

Prototype 5: a partial view of a generated game field.

Prototype 4: The grid pattern displayed is an transparent overlay that is brought up by pressing the tab key. The overlay displays the power generated by different map sectors, the brighter the more powerful the sector is and the more acceleration force it will provide for transports.

Prototype 4: The grid pattern displayed is an transparent overlay that is brought up by pressing the tab key. The overlay displays the power generated by different map sectors, the brighter the more powerful the sector is and the more acceleration force it will provide for transports.

Prototype 4 again. The two transports have crashed into the attracting magnet. The crashed transports will lie there for the remaining game, they are still active repelling magnets, even when crashed. The landing pad dialog from which one can launch transports is also displayed.

Prototype 4 again. The two transports have crashed into the attracting magnet. The crashed transports will lie there for the remaining game, they are still active repelling magnets, even when crashed. The landing pad dialog from which one can launch transports is also displayed.

A screenshot of prototype 4. Someone has placed an attracting magnet near a mountain, that can't be good, especially not when the magnet is at maximum power. Two transports are attracted to their doom.

A screenshot of prototype 4. Someone has placed an attracting magnet near a mountain, that can't be good, especially not when the magnet is at maximum power. Two transports are attracted to their doom.

Prototype 3 in action. The screenshot displays five pillars on the top, showing the four stages of the pillar build process along with the (animated) sprites for positive and negative magnets. The dialog in the middle is opened by double clicking on a magnet, it is used to set the magnet's strength. The two metal pads are transport destinations.

Prototype 3 in action. The screenshot displays five pillars on the top, showing the four stages of the pillar build process along with the (animated) sprites for positive and negative magnets. The dialog in the middle is opened by double clicking on a magnet, it is used to set the magnet's strength. The two metal pads are transport destinations.

An image of prototype 2 running. It displays two transports and three stationary magnets affecting each other. The transports are repelled by the magnets and each other.

An image of prototype 2 running. It displays two transports and three stationary magnets affecting each other. The transports are repelled by the magnets and each other.

An image of prototype 1 running. It only displays a glider gliding through the play field, as that is the only thing prototype 1 can do.

An image of prototype 1 running. It only displays a glider gliding through the play field, as that is the only thing prototype 1 can do.

The current class diagram.

The current class diagram.