Hi there! If you want to enhance your experience with NOE, try it using a DXInput compatible XBox 360 controller which it's really designed for, the keyboard controls are only a fallback.
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Hi there, sorry to read that.
Can I help you anyhow, please provide some more details, which batch file did you start?
Please check that the resolution chosen is supported by your machine, try the windowed batch file starters first. Also, the graphics card needs to be Direct X9c compatible but I assume the problem is the resolution chosen.
Prerequisites are mono or .NET runtime, OpenAL.
"Assault On Metaluna 6" - Game
my entry is a Zaxxon-style 2D isometric scrolling shooter using C#/Monogame, Photoshop/GraphicsGale for the Art, Tiled for the levels and various standard itch.io SFX and music tools.
After Day 1 & 2, the basic game structure is up and the various game screens and the preliminary content is setup.
With Day 3, UI and menu navigation was added to all screens. Also, some enemy structures and aircraft have been drawn and animated partially implemented.
Day 4, about 3 hours worth, was just used to create the map item system used by everything on the map (enemies, structures, effects, projectiles).
Day 5 brought a lot of bugfixing the terrain collision, which sadly, didn't work by the end of the time.
Day 6 came with the player shooting and various types of explosions needed depending on what gets hit in the levels. Also, some code refactoring was done to make implementing the enemies and their shooting easier.
On Day 7, the player/terrain collision and enemy structure and ground force destruction was implemented. The scoring for that was also done. The framework for 15 levels and the move from level to level was coded with the game being lost when all lives are gone.
With Day 8 the ground enemy shooting and Game Pad control was implemented though the number of levels was reduced to 5 from the inital 15 to give me more time to design them and account for the lack of enemy variety which would have needlessly stretched the gameplay but doesn't bring anything new to justify doing so. Sadly, due to lack of time, there won't be any air enemies or bosses in.
Day 9 is for final adjustments, the SFX (no music though) as well as the packaging and submission. Apart from the SFX there are no new features planned for the last day.
I'll am tracking my development progress for the game here as well as providing a game page
http://www.micahkoleoso.de/?page_id=559 for it at my site with further information and downloads after the jam. Also, I'm streaming development evenings (CET+1) at my Twitch channel https://www.twitch.tv/hairein.
There will be a Windows version submitted here at the end of the jam. I'm hoping to publish builds for MacOS and Linux soon after that.
Here are some current screenshots stretched to 320 pixels resolution, therefore with a slight blur, but the game will have a configurable window size with appropriate crispy zooming of the content:
Good luck and have fun all!