It detects outside connections to the shell computer, and lets you forkbomb them remotely if you don't want them there. It's mostly useful in multiplayer, but can be handy in a few other very select places where other hackers are involved.
At this point it's looking very likely it'll be big enough for a commercial release. I might open source it a bit after that though. As of right now it has mod support though - you can write your own missions and computers and networks etc for it.
Hmm, that's really weird. You're probably talking about the .Net framework.
Can you try downloading the standalone version from IndieDB ad reinstalling from that?
Working on it :)
Thanks for letting me know - I'll look into it for future versions, but I'm pretty sure I know what it is - your computer's name probably has characters in it that Hacknet cant render (nonstandard English ones) - the game's trying to show your name but cant. I can fix it so if this happens in future versions it'll be fine, but unfortunately I'm not planning another release for a long time.
If possible, you could play it on a computer or account where the PC name and the logged in user name use only plain English characters.
Don't worry, your computer will be fine. Anything the game actually connects to is controlled by me, you wont get any trouble.
scp should work - did you remember to type the name of the file to download it in the command?
"scp entropy_induction_test" should do it.
Yeah, i'm still working on it - there's going to be a lot to do I hope.
Thanks! That's a great compliment. I hadn't actually played Digital until after I'd already finished Hacknet. A friend suggested that I check it out for research into new stuff to add to the game, and I thought it was a really interesting and well made VN.
For everyone interested, i'm working on Hacknet Complete now - lots of cool stuff is going on behind the scenes (Though unfortunately, I don't think i'll be putting out a new update until the game is done, which will still be a long time). I cant wait myself to see how it turns out.
Thanks! Glad you liked the game! Thanks for the offer to help, but I think i've got it covered myself for now, but i'll let you know if I decided to open source it. The current build has set it up so people can add their own missions and computers into the game, which could be neat to see.
Thanks! I wrote it from scratch using the XNA framework in C#.
I might do a linux release of the final game once it gets finished if I have time and there's enough people that want it. I'd love to release the full game on steam if I can, but we'll have to see how it turns out. I'll make a steam Greenlight page for the game when it's closer to completion and see what sort of response it gets.
Thanks! Glad you liked it. I think my plans for it probably fall under your "real ambitous" field, but I just want what's best for the game, and I want to make it all it can be before calling it finished. It'll get done someday though - and hopefully it'll be better for it.
Hmm, are you sure you have the right email? Try replying to any other random email.
Try opening a shell on a node you already own - "exe shell"
Sounds like you need to read the tutorial more closely!
Make sure you are typign the program name correctly - did you download it correctly too?
If you type "exe" and enter just that, it'll give you a list of programs you can use - use Tab to autocomplete their names to make sure you get the case right.
Any suggestions on how I could make it better?
Thanks for the offer! I think i'm set for development on it at the moment, but I'll let you know if something comes up.
A new version has been released!
For those that don't want to wait for authorization, you can download it here:
Thanks, I'm glad you like it.
Glad it works for you! The ports re-close, and there are quite a few other things that happen too. This was added pretty hastily, but it was to communicate more of an idea that I want to persue more than saying "This is the execution of that idea, it's done". Saving and loading represents a passing of time - the game essentially acts as if a day or more has passed between reloads. Sysadmins will locate open ports and close them, Factions will obtain new contracts, some servers will be reset, shells will be shut down etc etc.
I'd like to expand that sort of thing to be based on the physical time (I'll probably get the exact time from the world time server too, that'd be neat) when i can.
Hmmm, thanks for the info, but it doesnt really tell me much other than "Graphics Error". There's an awful lot that could be happening there, and I've never seen that bug myself, so it's going to be hard to reproduce, but I'll see if i can track it down.
All of those should be fixed in the latest version :)
I submitted it to desura, but they rejected it based on it's short length
The server I was using for it got taken down for "Email Spam" - I'm looking into it now.
Thanks for checking it out. The loading issue is a culture variance issue (your culture must use commas instead of dots for decimal places, right?) that i just found out about.
Here's a culture independent version:
Hope that works for you! Your old save will still break, but new ones should work.
Thanks for the suggestion - Uplink was one of the major inspirations for the game. I was considering a list, but ended up going with a map, mostly because it looked better, and relationships between nodes were more obvious. I'll consider adding a list mode in a future version if i can find a good way to do it.
This should be fixed in the latest version!
Hm, that's interesting. Can you try again and let me know at what point exactly it happens? (I.E: Mousing over a node in the netmap - that could be a problem).