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.