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1038114 Posts in 41949 Topics- by 33561 Members - Latest Member: pixelone

September 01, 2014, 03:32:38 PM
TIGSource ForumsFeedbackPlaytestingGravitron [TOJAM2013]
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moatdd
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« on: May 06, 2013, 05:19:16 PM »

Because you can't spell asteroids without steroids.

This is a game I made in 3 days at the TOJam 2013 with Game Maker Studio.





Video
Download it here.
Steam Workshop

  • There's a little tutorial built into the game so you can get used to the controls.
  • The game requires an XBOX 360 controller.
  • It's much better if you have 3 controllers and 3 people to play.
  • Other players can use the START to jump in to the game.
  • Push SELECT to forfeit all lives and self-destruct.
  • ESC will quit the game

It was designed to work on the 2560x1440 monitors that we were using at the jam. It will work on lower-res displays, but things will probably be microscopic.

1.0.0.24: Support for 16:10 display aspect ratio added, along with numerous bugfixes. If you're using 1.0.0.14, I highly recommend getting the update, but that's a moot point because nobody downloaded any version of this game. Ever.

1.0.0.14: Support for 4:3 and 5:4 display aspect ratios added.
1.0.0.13: Upper right shoulder button may be used to launch rockets on secondary detonation channel

Update: Support for low-res screens added. Lines should be thick enough to see now.
« Last Edit: May 13, 2013, 09:49:02 PM by moatdd » Logged
Cbear
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« Reply #1 on: May 06, 2013, 05:30:25 PM »

 This game is pretty cool. I imagine it's way more fun with more people but that aside the visual aspects and technicality of the game are very sharp. However, it would be nice to be able to fly around more without constantly waiting to recharge the thrusters.
 Overall it's very cool and given the development time really good. ^_^
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moatdd
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« Reply #2 on: May 06, 2013, 05:46:12 PM »

Fuel management is a critical aspect to the game.

For the most part, the basic turning thrusters are adequate for minor course corrections, but the afterburners need to be used in short, controlled bursts.

Also, speed management is another critical part of the game, because when you're going fast, you can pretty much get smashed to smithereens on an asteroid, and since the universe wraps around, you can quickly lose your bearings.

As a result, you have to use the booster sparingly, sometimes for evasion, sometimes to sling a rocket (rockets inherit your velocity). Always save enough fuel for urgent course corrections.

Also, everything in the game exerts a gravitational pull against everything else in the game with a force proportional to the products of their masses and inversely proportional to the distance between them. And I mean everything. Rockets and ships, too, though you will probably not notice the effect.

Rockets can collide against each other. You can collide with your own rockets, if you're not careful.

Rocks cannot be destroyed by rockets, but they can be pushed by explosions.

Rocket explosions will detonate other rockets.

You only take 25% of the damage from an explosion caused by your own rockets.

Ships can crash into each other. Exploding ships are also dangerous.

Those "little tiny rocks" are much more dangerous than the big rocks. They move very quickly, seem to come out of nowhere and are about 5 times as big as your ship and 20 times more massive.

Collision damage is not about the size of the thing that hits you. Velocity of your ship is compared prior and post-collision, and the difference used to calculate the damage. Glancing blows don't hurt as much as head-on crashes.

Don't forget that you have the ability to have TWO rockets deployed at once.

There is no score, just lives. Try to preserve them. Find ways to make other players lose theirs. There's far more to the game than just hitting other players with rockets.
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moatdd
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« Reply #3 on: May 07, 2013, 08:33:11 AM »

Support for low-res screens added.
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moatdd
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« Reply #4 on: May 08, 2013, 01:18:42 AM »

+ Various cosmetic UI enhancements
+ Obituaries

Fixed problem with ships being drawn underneath ship trails.
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moatdd
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« Reply #5 on: May 09, 2013, 07:11:38 PM »

Version 1.0.0.6: You can now use top trigger to launch missiles on a separate detonation channel.

Version 1.0.0.8: Fixed a bug that was introduced in 1006 causing AIs to be unable to launch missiles

« Last Edit: May 09, 2013, 07:26:27 PM by moatdd » Logged
moatdd
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« Reply #6 on: May 10, 2013, 10:07:12 AM »

1.0.0.9: One of my playtesters discovered a glitch that would let him launch three rockets at a time.

We agreed that the glitch was really cool and added a lot to the game, so instead of fixing it, I made the circumstances of the glitch very specific and more difficult to execute.

Good luck finding it.
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moatdd
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« Reply #7 on: May 13, 2013, 09:07:23 AM »

1.0.0.14: Support for 4:3 and 5:4 display aspect ratios added.
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moatdd
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« Reply #8 on: May 13, 2013, 09:24:39 PM »

1.0.0.24

Discovered bugs with 4:3 and 5:4 display aspect ratios. I blame GameMaker's map editor for dropping multiple overlapping entities with a single click

16:10 aspect ratio support added.

Fixed bug with over-enthusiastic display scrolling

Phased out static sprite text labels for tutorial messages, now using a custom TTF font instead.
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