Is there no mac os build now?
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I haven't even touched the DOTS physics. It definitely sounds like more trouble than it's worth right now. I put a project on the back burner so that hopefully things are more settled and I don't end up having to update it more times than I have to =\
Anyway, I'm off to play with some ants ;-)
I've used DOTS a couple of times based on tutorials on YouTube (CodeMonkey for example), do you have anyone on YT or anywhere else that you'd recommend for up to date tutorials on DOTS?
This game is amazing. The simple act of moving the ants is sooo satisfying and I feel like the core idea has real legs. Well done =)
With the amount of objects you've got running around, I'm guessing this is using the DOTS framework?
A lot of fun. If I can make one minor suggestion, maybe the rocket pickups could be a little bigger? With the controls being quite floaty (as they should be for bumper cars) a bit more lenience on what counts as a successful 'pick up' would be handy. =)
An absolutely fantastic experience. One (very) minor issue: if the mouse is moved quickly the view tries to rotate in the opposite direction to catch up. Otherwise, excellent experience and will definitely play again.
I wondered why I kept getting fired for false arrests when arresting people with guns, nunchucks and knives until I realised that my Dock was blocking the arrest criteria for the day. The moral of this story, don't run in wondowed mode at full resolution. Having fixed that, this was a fun little game. The music really sells the experience. Combined with the art style and the premise (arresting people with a skill tester =D ), the whole thing comes together as a lovely absurdist jaunt. Nice work. =)
Sure. I was thinking of a space sim/space combat game where the player could select the next star system to go to and that would begin the Neon Skylines area. The closer/further the player wants to travel in 'real' space, the longer they spend in hyperspace. The exit of hyperspace could be 'X' distance from where the player begins in a certain direction (so travel northwest and 20 degrees 'up' for 400 metres) and the player has a count down (or up if they start going the wrong way) until they exit where they want to be. It could simply be a randomly located marker/portal and the player follows an arrow that only shows the direction the exit is in, not the lefts and rights of how to get there. Maybe a penalty for hitting the wall or simply boot them back their starting system? Or even boot them out to some random star system, but that's a huge undertaking.
Very addictive. Might make a good 'between level' level. Maybe a hyperspace navigation? Player has to travel a certain amount of distance in a particular direction to exit at the desired star system? Anyways, very good. =)
b.UG is a fast paced, UNrealistic shooter. Use your jet pack to dodge in mid-air or slam to the ground fast to get out of the way of enemy
Survival mode is an endless mode where the goal is simply to defeat as many targets as possible and survive as long as possible
Rush mode pits you against 8 progressively harder tanks. Beating them all unlocks a new challenge mode, where all the targets must be defeated without dying, using a special weapon - The Auger.
High scores are uploaded whenever you die in Survival mode or The Auger challenge and at the end of each level in Rush mode.
This was a hobby project I set myself to produce a complete game (rather than the 'proof of concept'/demos I'd been making).
All feedback is, of course, very welcome. =)
Simple and intuitive. I'm going to twiddle around with this some more and will definitely be keen to see what's in future updates.
How many generations is a good time to wait? Does the length of each generation effect the results?
Keep it up, this is great. =)
Interesting game. Very much in the vein of the bit-trip series. I just wish the obstacles were visible in game rather than just the map. Otherwise, pretty cool. Are you going to expand it at all?
Love the art style (even after reducing all the settings so it would run on my poor old computer). The one (minor) gripe is about the object hunting. While the sepia tone aesthetic is really effective, peering into every square centimetre of the level did get a bit tedious. I know it's kind of the point to get people to look more closely, but maybe give us something else to find. Something more to do with presentation than a required puzzle piece. Outside of that, really good start guys.
Great game and looking forward to playing more of it when I get time. This is definitely a noob question, but I wanted to try Exodemon before donating; how do I make a donation now that I've downloaded it?