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The version you have is made for Löve 0.8.
You can get the newest version from github (this is work in progress, but it's working with Löve 0.9) or wait a little longer until I officially make a new release.
Note that everything should work on the new Github version, but it can't connect to the online server yet, since that's still running the current version.
Great work there, especially for just 7 days of work! I'm really looking forward to Linux builds.
I don't like the rain yet. For one thing, the droplets look way too large, and also they look out of place in this desert setting.
Maybe add a few bushes and small bits of grass here and there, then it'll look much better.
Keep it up!
I'm not an expert, but I've done a fair bit of development on Linux. So if you need any help, feel free to ask.
Until then, good luck with development! I'll track it.
I love the interface! Why would you want to change it? :D
Anyway, great looking effects. I'm really astonished by how well it performs.
I've been looking into making something similar - your tests have built my confidence that my project will work out :)
Only thing wrong with this game is the OS it's running on :(
I'd love to play a Linux version. You list "custom built" as your engine. Any reason (dependencies?) why you're not making it cross-platform?
Awesome work. I love how easy the workflow seems to be. The editor looks very polished. Well done!
I love the export-to-image version!
Same here. Awesome post, thanks for sharing!
I'm thinking about generating something similar in 2D...
Sorry, I never realised that you posted here!
I'm pretty late, but I'd be glad if you added the game to the AUR! I don't have experience with the packaging myself, but I've added a license some time ago, which should be unrestrictive enough.
Clicking the images for "Outlast" and "Tales of Maj'Eyal" gets me to different games. Intended?
Clicking the links below the images works, though. Looks like "broken", or missleading links...
Congrats to all the winners!
Hi, welcome to indieDB :)
I'm glad you like it - thanks for the comment!
They probably want new people to register, so that's why they don't allow names. Or they're afraid a guest might pose as another user. But if the comment is drawn in another colour or something, and clearly marked as "Guest", I think you're right - it has annoyed me before that I can't really know who the "Guests" were.
Edit: Ah, never mind, you meant claiming them, instead of adding a name. I think both would be good, though...
It's so.... beautiful! :)
Perfect Art! Well done. Tracking.
To your last point: You say that you could make the planets bigger but don't want to change the visual style. Why not try this:
- The planet's size remains the same, but the projectiles become "smart". Each projectile has a small radius around it, and if there's a planet close enough, it will fire an additional engine and move towards that planet.
This way you could hit planets without precisely hitting them. The whole thing could be explained by saying that the projectiles have a gravitational-pull-sensor in them, and when the gravitational pull gets large enough, the projectile moves towards that pull.
By displaying the radius you could make it quite plausible for players. And you can easily adjust that radius for different guns, or leave it away entirely for the really strong guns.
Aren't those the unity animations?
They look very familiar... but looks very nice!
Anyways, really nice atmosphere you've got there. I like all the particles flying around :)
I love the water effect. Very nice, the smooth water is a beautiful contrast to the pixel art above...
Beautiful. Looking forward to the skinned version!
The gif is a little fast, but it's nice to see the modules. Keep it up!
Great game idea. I love the idea, the graphics and the boars. :)
Love those maps. They look very, very nice... well done! They look like it won't be boring to sail around :)
Feedback after a short match on the new Demo:
1) YAY FOR LINUX SUPPORT!
Works very smoothly. Infact, this new demo seems to play much better than the older ones, I now actually stand a chance against the bots!!
2) Slow-Mo takes getting used to, but the charging up of the boost effect is a very nice change.
3) Menu isn't that good any more, I think it was better before. Look at this screen: Somepic.someserver.de
There are 4 different fonts in a (very small) menu, and they're overlapping each other. Additionally, the background's moving and the menu is transparent and over the other text. It felt much smoother/calmer before, I liked that more. My suggestion:
- For all the menus, try to stick to 2 fonts only (bold an non-bold)
- Either capitalize everything, or don't. Don't do both.
- Make the Menu background less transparent
- Remove the text in the background, or don't let it go behind the menu
- Make sure the text (here, "Orange wins!") is always a minimum of 10 pixels from all sides of the menu (Padding)
4) I disliked the screen-color tint when one kar won. It felt disko-ish. The idea is nice, but needs work... maybe zoom in on the winner instead?
Overall, this is still a fantastic game. Well done, keep it up, hope you make the October deadline! :)
Yay for Linux support!!
I noticed that in the ship-designer, the camera cannot move below the ship. That feels weird, I think the maximum angle should be the same in both directions, up and down...
Other than that, plays nicely so far!
Great ideas. I was thinking "hm... this will be hard to balance", until I read the last point "Protected planets". I love that idea... having to go to dangerous places for the most valuable resources... nice! Tracking!
How are the massive-multiplayer concepts coming along? From what I've seen I don't doubt that you will be able to code it... but as indies, it's always very difficult to test something like this.
I'd love to read a post about how you plan to support so many players (zones? or limited amount of players per universe?)
It might be easier to make the server like minecraft's server - allow up to 256 (or so) players per server and let people host their own servers... this might scale better than one massive server that everyone plays on...
Since it's a large ship:
- Keep an asteroid from entering a planet's atmosphere and destroying the population on the planet. Would require careful planning and precise cooperation between navigating officer and tractor beam operator or weapons operator.
- Pull/transport large parts of a station into place, which is being built.
- Transport important diplomats. "Collect" and protect all of the diplomats from different worlds to let them negotiate a peace-treaty on your ship (the neutral ground).
P.S. I adore the idea of this being multiplayer. Rock on!
Great-looking game. Keep it up!
You should consider adding it to space-sim-central:
There's lots of people there who like the genre.
Quite a read!
You've got a lot planned there, but I am sure it will be worth it in the end!
I'm looking forward to seeing the results of this in Hope.
Looking very nice! I love the Ambient-Occlusion look in the first images...
Vielen Dank! :)
Vielen Dank für das Feedback!
Habe den Wiki-Artikel geschrieben: Trainsportedgame.no-ip.org ... hoffe, dass das erlärt, was du gebraucht hast.
Vielleicht komme ich auch mal dazu, noch ein Video zu machen, mal sehen.
It does look very nice, well done! I love when the griffin takes off... that's a nice feeling!
But I think the flying animation looks somewhat stiff and repetitive. Try to make the back part of the body wins more from left to right... ?
Looking amazing. Everything about the video, it's just great. I especially like the combination of the movement and the water effect, that looks awesome.
Looking very solid, I like the GUI at the beginning as well. Nice work!
And I really like the fact that it's a hotseat game...