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TIGSource ForumsDeveloperPlaytestingOpen Hexagon - challenging fast paced game
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Author Topic: Open Hexagon - challenging fast paced game  (Read 9685 times)
vittorioromeo
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« on: November 17, 2012, 08:29:54 AM »

Official trailer:





Open Hexagon is my first completed game.
It's a clone of "Super Hexagon (by Terry Cavanagh)", with level/pattern LUA scripting, and JSON customization. I'm trying my best to separate it from the original, by adding features and changing the "feel" of the game

The goal of the game is to survive as long as possible, by avoiding the walls closing in towards the center.
You are the little triangle, and can rotate by using the left/right arrow keys.

The soundtrack is made by BOSSFIGHT.

The game is completely customizable: you can create and share levels/patterns/styles/music.
Everything can be modified and created with your favorite text editor, thanks to the simple JSON language.

Version 1.83 is now available!

The 1.8X update introduces online functionality: highscore leaderboards and automatic update checking.
It also introduces an in-game options menu allowing you to change a lot of settings easily.

Update video:


README: http://vittorioromeo.info/Downloads/OpenHexagon/README.html

Download: http://vittorioromeo.info/projects.html
Discuss and share your creations: http://www.facebook.com/OpenHexagon
Source code: https://github.com/SuperV1234/SSVOpenHexagon

---

Changelog (1.7 -> 1.83):

Added: online highscores - your scores in official mode will be automatically submitted to the server
Added: online version checking - you will be notified when a new version of Open Hexagon is available
Added: official mode - play the game as it was meant to be (locks some options, makes you eligible for online scoring)
Added: options menu - open it by pressing F3 on the main menu screen
Added: leaderboards - in the main menu you'll be able to see the top online scores in official mode
Added: auto-restart option - automatically restarts when you die (toggle it in options menu)
Added: screenshot feature - press F12 to save "screenshot.png" in the game folder (warning - invalidates official mode scores)
Added: server messages - shown in the main menu
Added: volume and flash effect option in F3 menu
Added: new documentation file: online - PLEASE READ IT
Changed: if FPS gets below 20 in official mode, the score is invalidated (this also happens if you take a screenshot!)
Fixed: crash on PI, Aperoigon with 3D effects enabled
Fixed/changed: server stability and security improvements
« Last Edit: March 14, 2013, 08:55:33 AM by SuperV » Logged

Ant
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« Reply #1 on: November 17, 2012, 08:49:53 AM »

I do hope Terry Cavanagh approved this...
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vittorioromeo
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« Reply #2 on: November 17, 2012, 08:52:39 AM »

I do hope Terry Cavanagh approved this...

He gave me permission to make a game inspired by Super Hexagon.
I've added many features and the level/music/style sharing aspect sets it apart from the original.

That said, I hope I didn't make it too similar. My goal is not to compete with Terry, but to create a tribute to one of my favorite iOS games.

If he is not ok with this, I will take it down immediately.
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Ant
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« Reply #3 on: November 17, 2012, 11:46:37 AM »

https://twitter.com/terrycavanagh

Quote
So hey, Super Hexagon got cloned on PC. I'm getting a lot of messages from people about it, so I figured I should say something -

I'm a little upset that he released it before I had a chance to release Super Hexagon on PC myself - but I'm basically alright with it!

I'm hoping Super Hexagon will be out on PC and Mac REALLY soon - I'm working flat out to make that happen!

He seems okay with it, but he's a nice chap so I'm not surprised. I still think you should take it down and wait for a bit until after an official PC release so Terry can make a bit of dough out of his creation. It's not like he's a big shot dev who can afford a few less sales, the poor guy probably lives in a fetid hovel like most indie devs.
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moi
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« Reply #4 on: November 17, 2012, 12:24:33 PM »

wow cloning etiquette.
also: isn't it already "on pc" ?
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AeornFlippout
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« Reply #5 on: November 17, 2012, 05:23:26 PM »

You know what'd be really cool? If you put a really clear "Inspired By Terry Cavanagh's Hexagon" with a link to his website/IOS version.

It's cool that you want to tribute his work in this way - but let's be honest man, it's a clone Wink
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poe
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« Reply #6 on: November 17, 2012, 05:51:04 PM »

You know what'd be really cool? If you put a really clear "Inspired By Terry Cavanagh's Hexagon" with a link to his website/IOS version.

It's cool that you want to tribute his work in this way - but let's be honest man, it's a clone Wink

He did on his video.
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Ataraxic
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« Reply #7 on: November 17, 2012, 08:03:00 PM »

So, I ended up in an un-winnable situation.

http://i.imgur.com/BgXIf.jpg

Thought you'd like to know.




EDIT: also, you should include a graceful way to exit
« Last Edit: November 17, 2012, 08:24:04 PM by Ataraxic » Logged
2-way-constructor
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« Reply #8 on: November 18, 2012, 01:27:13 AM »

Even though it's a clone I still think that you did a great job  Gentleman This will keep me going until the pc version is released. The fact that Terry put this game on his website speaks for itself.
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vittorioromeo
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« Reply #9 on: November 18, 2012, 02:40:35 AM »

So, I ended up in an un-winnable situation.

http://i.imgur.com/BgXIf.jpg

Thought you'd like to know.




EDIT: also, you should include a graceful way to exit

Whoops. Did that happen after/before the number of sides had changed? If so, I know what's causing it.
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vittorioromeo
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« Reply #10 on: November 18, 2012, 06:26:32 AM »

Update 1.1 release!

Download: http://78.47.100.242/VeeSoftware/OpenHexagonV1.1.zip
Mirror: http://www.mediafire.com/?1vtbeterz951ejo

> Fixed: input being registered when the game was not in focus.
> Added: config overrides. (JSON files that override certain config parameters)
> Added: .bat files for WINDOWED and FULLSCREEN modes.
> Changed: JSON name members for windowed/fullscreen config parameters.
> Fixed: sudden side number changing bug. (now it waits until all the obstacles are removed)
> Fixed: impossible pattern bug.
> Added: another tutorial level.
> Added: new style. (zen2)
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jiitype
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« Reply #11 on: November 18, 2012, 09:50:39 AM »

When the triangle touches the sides of the walls the game just continues, no game over. Or is that how you intended it? Well it's still just as fun as the original.
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vittorioromeo
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« Reply #12 on: November 18, 2012, 11:14:29 AM »

When the triangle touches the sides of the walls the game just continues, no game over. Or is that how you intended it? Well it's still just as fun as the original.

Yes, this is intended. "Hugging" the wall during spins is a good idea, too.
The same behavior is in Super Hexagon, maybe you're referring to Hexagon (flash game)?
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jiitype
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« Reply #13 on: November 18, 2012, 12:09:05 PM »

Yes, this is intended. "Hugging" the wall during spins is a good idea, too.
The same behavior is in Super Hexagon, maybe you're referring to Hexagon (flash game)?
Huh, didn't know that was in Super Hexagon Shocked I've only played the flash version.
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pluckyporcupine
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« Reply #14 on: November 18, 2012, 04:03:38 PM »

I know that the dev has seen it, but I think it's safe to say Terry's totally okay with this.

http://www.freeindiegam.es/2012/11/open-hexagon-vittorio-romeo/#comments
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AeornFlippout
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« Reply #15 on: November 19, 2012, 06:48:26 AM »

You know what'd be really cool? If you put a really clear "Inspired By Terry Cavanagh's Hexagon" with a link to his website/IOS version.

It's cool that you want to tribute his work in this way - but let's be honest man, it's a clone Wink

He did on his video.

That's well and good - I'm not suggesting he didn't mean to tribute Terry.
But who will see this video? I didn't even know a video existed.

The point is - if the game itself contains a link/mention, then it could serve to at least raise awareness of the original and maybe give Terry a few extra bucks. A quick mention in a video or on forums like this probably won't have that effect.
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vittorioromeo
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« Reply #16 on: November 19, 2012, 08:10:10 AM »

I've added JSON scripting for levels in the next update. This is a big feature!
You can manipulate any game parameter during gameplay, at times you set in your level files. You can stop/reverse time, talk to the player, change speed, etc.





What you see in the video is completely scripted with JSON commands.
They're easy to learn, and very flexible and powerful!

These new scripting capabilities add a lot of opportunities for level creators.
Any parameter can be changed at any time, adding text, stopping time, or even telling a story during gameplay.

And, as always, this is completely optional Smiley

---

That's well and good - I'm not suggesting he didn't mean to tribute Terry.
But who will see this video? I didn't even know a video existed.

The point is - if the game itself contains a link/mention, then it could serve to at least raise awareness of the original and maybe give Terry a few extra bucks. A quick mention in a video or on forums like this probably won't have that effect.

Since version 1.11, which is currently released, Terry is credited on the main menu of the game, at all times. Links to Super Hexagon and honest appeals to people to consider buying it are in the readme and on the official page.
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Akari
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« Reply #17 on: November 22, 2012, 11:57:14 PM »

I've been waiting for Super Hexagon to come out on PC for a good while now. This'll keep me sufficiently busy until Tuesday when I can finally throw some money into Terry's direction.

I've been mostly playing the hardest hexagon level now just because it has the best music, even though I haven't really made it past ~13 seconds on it yet. Good stuff. The < > pattern just keeps killing me...
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vittorioromeo
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« Reply #18 on: November 24, 2012, 09:00:13 AM »

I'd like to thank everyone for the feedback.

Version 1.2 is now available!

Watch the update video here:




Read the README here:
http://wrttn.in/c7059c

This major update completely changes the level creation system - you can now use LUA scripting to create your own patterns, or create JSON events to make every level unique and to interact with the player.

Change any parameter during gameplay, surprise the player with traps or original level segments, turn your crazy pattern ideas into reality. The possibilities, thanks to the two scripting engines, are endless.

Player profiles were also added in the game - save your scores on your profile, and let other users create their own! And more importantly, prevent score data loss after updating the game.

And for those who prefer enjoying the game as it is - all the original levels have been updated with new patterns and scripting! There is also a new default level, with a completely new song.

You can download Open Hexagon v1.2 on the official page:
http://www.facebook.com/OpenHexagon

(The official page is also a nice place to send feedback, and share your own creations!)
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vittorioromeo
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« Reply #19 on: November 26, 2012, 06:00:02 AM »

Open Hexagon 1.3a is now available!
http://www.mediafire.com/?41z2ybz7gawy5rx
https://dl.dropbox.com/u/3724424/OpenHexagonV1.3a.zip

http://www.facebook.com/OpenHexagon

Great new scripting features, automatic difficulty variants, and some bug fixes.
Enjoy!

Changelog:
>Added: automatic difficulty variants (select in menu with up/down arrow key) - scores are not shared between difficulty variants!
>Changed: balanced default levels to feel more like a natural progression
>Fixed: random side changing now happens as soon as possible
>Added: LUA hardcoded functions for levels (onLoad, onStep, onUnload, onIncrement) - these are REQUIRED in level script files
>Added: LUA log(mLog) function, which sends a message to the console
>Fixed: LUA context now gets reset every time you start/restart a level
>Added: 3D effects (customizable in the level file) - they can be disabled from config.json
>Added: "rotation_speed_max" level parameter
>Changed: messages now show only the first time you play the level (not on restart)
>Added: "message_important_add" event - it shows even if you restart the level
>Added: playSound(mId) LUA command
>Added: forceIncrement() LUA command
>Added: messageAdd(mMessage, mDuration) LUA command
>Added: messageImportantAdd(mMessage, mDuration) LUA command
>Added: getDifficultyMult() LUA command
>Added: new level and Commando Steve song
>Fixed: impossible wall bug (?)
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