Amount of visits at this part of Mahonroy Productions

October 10, 2005

RPG Automatic is now available, check out the link for it on the left.

September 12, 2005

It has been a while since I have updated the website, I kind of abandoned it for a while, but it is now up and good to go again!

I have been working on a program called "RPG Automatic" and it is almost complete, click the link to the left for more information.

February 18, 2004

Natio Demo Available!

You can now download a playable demo of Natio. Instead of sending a CD, you will now be sent an e-mail containing a Key file, along with an unlock code. All you do is place the key file in the game directory, and in game click on the "Unlock Natio!" button and type in your curresponding unlock code to unlock the full version of Natio.

November 30, 2004

New Screenshots

Natio Progress: I re-made most of the graphics and added the rest of the detail to the cars, check out the new screenshots in the Natio page!

October 31, 2004

Happy Holloween!

Natio Progress: Completely finished up the game, fixed all of the bugs, and made an install wizard for it. Also got all of the cases and cd labels made. If you click on the "Natio" button will bring up the game's page and you can buy a copy if you like for 10 bucks.

October 25, 2004

Natio Progress: Beta testing is about done, been making changes to the game and polishing everything up. Even though this is a hobbie I was going to try and sell the game for around 10 bucks to see if I can make a little bit of money from it. Hey, its about the same price as a movie ticket and popcorn, but trust me this is a lot funner than seeing a movie! Plus you get to keep it lol. Stay posted...

October 5, 2004

Its been a while since I'v updated, been busy with school, programming stuff, etc. But a game that I have been working on for a while called Natio is just about done, going to have people beta test it shortly so I am make the proper adjustments. I added a Natio page on the left on the nav bar.

June 13, 2004

Lucrum progress: You can now land on planets and walk around outside of your spaceship. Also incorporated in all of the different kinds of planets and textures.

May 31, 2004

Lucrum progress: Been a while since I updated the news, but there has been a LOT of progress done to Lucrum. Completely finished the radar system, and added in new features, set up boundaries, zoom, pan, objects displayed perfectly, etc. Also added in the cargo and inventory systems into the GUI. I also implemented being able to dock with space stations, I am now setting up the menu system for them. I am almost ready to post some ingame screen shots.

May 14, 2004

Lucrum progress: The radar system is now functional and works like a dream. Also, coded in the universe generating code, but still working out some of the bugs in it.

May 8, 2004

Lucrum progress: Added in the control thruster effects. Also added two visual bars on the ships hull integrity and force field energy which shows a percent damage/energy loss as well as the actual numbers for the given fields.

May 5, 2004

Lucrum progress: I added in the visual controls that show your ships hull integrity as well as the force field energy levels. I also changed a couple of the other controlls a little so they look better.

May 1, 2004

Lucrum progress: Created most of the radar system, and also the GUI that interacts with different visual controls as well as the radar system, works really good! You can also click different switches on the radar system which shows the normal suns, planets, astroid belts, etc. but you can also switch it to show you a gravitational field of the entire area you can explore to avoid getting too close to planets/suns/other objects that will not allow you to have enough escape velocity to get away from them because of how dence certain objects are. The fields are proportional to your ships thruster power in determining how close you can get to objects without being able to escape the gravitational force. You can also switch the radar system to show you how far you can travel with the amount of fuel you have, having a full tank of fuel, and how far you can travel if you are planing on getting back (e.g. 50% distance, so half of your fuel is used to get there, half to get back).

April 29, 2004

Lucrum progress: After testing the velocity speedometer I found that it was off a little bit from a seperate distortion problem but I now completely fixed it. The movement for the ships is completely done and am now moving on to other areas!

April 26, 2004

Lucrum progress: Completely fixed the distortion bug, everything works 100% smoother than it did before. Also since this way works soo much better I was able to increase the size a tiny bit, now takes 70 minuets to fly across the map! lol.

April 25, 2004

Lucrum progress: Discovered a bug that is caused from the need of highly accurate decimals being truncated because the numbers are soo small. Bug is almost fixed however and is nearly in the range of being accurate again, because of the new way I designed this, I might even be able to make the universe 35-40 times bigger instead of 20. We'll see...

April 22, 2004

Finally updated the site after a while, re-made the side bar, and added in the Lucrum page.

Lucrum progress: Implemented in universe background and space dust. Correctly time corrected velocity vectors, thrust output, maximum thrust, friction, etc. for different frame rates that people will experience for different powered computers. Added in global anti-aliasing (looks very good!). Also made the scale so the universe is 20 times wider than it used to, takes 20 minuets to fly across the whole map.

March 12, 2004

So far I have built about half of the website. I still need to setup the roll over effects on the buttons and add content to each catagory. Hopefully should be done sometime within the next couple of days.

March 11, 2004

Started designing the Mahonroy Productions website, design is pretty much complete so I am going to start building it tomarrow.