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Title: Nanovoid Post by: Lazycow on November 18, 2008, 11:21:11 AM (http://i.imgur.com/bBCKb.gif)
screenshots trailer video: Nanovoid - reigning space (http://www.youtube.com/watch?v=eUBZk5PHKqg) free download: http://lazycow.itch.io/nanovoid (http://lazycow.itch.io/nanovoid) (Windows, Mac, Linux) Title: Re: Nanovoid Post by: Gainsworthy on November 19, 2008, 06:51:22 PM Zero Replies? For shame.
This is pretty damn awesome. A little barebones, and rather difficult, but very fun. The presentation's slick, the controls are simple and smooth, and I see a lot of potential in the idea. Also, coming against nicely organised squadrons of fighters is a great feeling. Though, I really think the Ship needs some extras, to make it all a little survivable. A boost, maybe a few missiles. Something like that. Currently, if I'm not totally careful, death is swift and unpleasant. Not that it stops me, mind you. As for graphics? They're great. The turn animation flows really well, and I've always been a big fan of the whole pseudo 3D old style RTS kind of look. Sounds effects are fine. Crunchy. I'm rather excited to hear that you've got Four races planned. I hope the ships will be sufficiently different, as that's always fun. Will you be able to choose your race/ship, or will you be a freelancer? The freespace ideas - asteroid belts, dark clouds, moon orbits and etc sound great. Could be good to have a relaxed explore around, maybe discover som secrets? Anyways, keep us all posted on this! Looking great so far. And one more thing: Why is it called Nanovoid? I mean, as a Nanotech student and general pedant, I don't see anything Nano about it. :) :gentleman: Title: Re: Nanovoid Post by: george on November 19, 2008, 09:19:08 PM Hey, I just tried this and it was a lot of fun. I'm really looking forward to dogfights among some big hulky ships! One thing that was a little odd at first was turning and the main thrusters flaming while firing with the LMB; it made sense after a second, but I wonder if the ship should only fire attitudinal (is that the right word?) jets when the LMB is clicked, to change direction, and use the main thrusters only when the RMB is clicked; I think that would make movement more intuitive for me.
Title: Re: Nanovoid Post by: agj on November 19, 2008, 10:01:17 PM Ah--a mouse-controlled Time Pilot! Nice. Though way too hard, and probably a big cause of that is the lack of responsiveness of the control. It should be snappier. Other than that, it is totally slick.
Title: Re: Nanovoid Post by: Loren Schmidt on November 19, 2008, 11:17:48 PM That's a very enticing little demo. As others have mentioned, there's something very alluring about the style. I'll definitely be keeping an eye on this.
...lack of responsiveness of the control. It should be snappier. The ship doesn't seem to turn right away- sometimes if you try to do a 180 it takes almost a half second to respond. Is there rotational inertia in the game? If so that's neat, but I think the current settings are hurting your responsiveness. I'm not really sold on the control scheme to be honest, but the game certainly has a lot of potential! My favorite part was blowing up transports and stealing space butter. Title: Re: Nanovoid Post by: Lazycow on November 20, 2008, 11:53:37 AM (http://img185.imageshack.us/img185/7396/nvshot1ll8.png)
a freespace sector (ideas for more sectors: asteroid field, dark cloud, moon orbits, hyperspace) (http://img403.imageshack.us/img403/3954/test2hq2.gif) (http://img179.imageshack.us/img179/2731/nvparadekq0.png) A dogfight scene. The fleet of the Humanoid Empire. (four further empires will follow) @Gainsworthy: The "space butter" ;D remnants of the transport ship are a first test for powerups. Additionally, it is planned that you can control at least one craft of each alien fleet by "capturing" it, but you start with Humanoids. Maybe you will have to do this to defeat the empire's boss-vessel. (own empire + 4 alien empires = 5 empires) Hey, I like that "relaxing zone" idea. What could you do while relaxing? Maybe docking at the space station? And yes, there really should be a "Nanovoid" in the game. (actually that name is the result of finding a name for a space game that hasn't been used, yet) @george: The mouse control is indeed designed to be as simple as possible. That was done on purpose, because there could be an iphone version of the game. A RMB-move and LMB-attack scheme would also be possible, but then the craft had to turn away from the move-vector to fire which made it more sloppy. Shooting not in the mouse direction just "feels" unnatural. (my personal opinion, though) The 2nd attack method I had in mind would be "clicking" at an enemy vessel to fire a homing missile. What about that? Also, it is planned to control 5 different types of crafts where it is likely that each of them has a different control scheme to make each craft unique. @agj: How did you know that I played Time Pilot that last few weeks? ;) @Sparky: About the style: I wish I could squeeze a bit more realism out of the raytracer. When crafts are rotating, they accellerate and then they deaccellerate (that's why you see these little rotation thrusters). You are right, there are 0.25 second delays after mouse moves and such a little fighter should react faster. Good point, I should fix that! Thanks for the inspiring comments! Title: Re: Nanovoid Post by: YamROCK on November 22, 2008, 01:03:36 PM (http://www.evilbeetgossip.com/wp-content/uploads/2007/06/hot-dog.jpg)
Title: Re: Nanovoid Post by: Lazycow on November 29, 2008, 12:47:16 PM (http://img393.imageshack.us/img393/6199/showcase1zi7.png)
Here are some selected crafts, which I have pimped up with AC3D recently. (rendered with povray) What do you think about the models? Are they readable? Yes, they have no textures, yet. If you have an idea what colors or materials would look cool, feel free to drop a comment here. Title: Re: Nanovoid Post by: William Broom on November 29, 2008, 08:56:00 PM Those models look pretty good. I might just say that the 'Spore' looks quite ill-defined... it's just a sort of blob. But if that's what it's meant to be, then no problem.
EDIT: OK, so now I actually played the game, and it's really fun! A few things: -The big boss ships with their homing missiles seem really hard to kill. I certainly never managed to get one of them. -It seems a little unfair that sometimes you will get hit several times in a row without being able to escape because of the long spinning animation. Perhaps you could make the player invincible during that time? -Sometimes I would shoot an enemy, and they would disappear without an explosion. Or, I would collect a space butter and it wouldn't make any sound. Title: Re: Nanovoid Post by: Loren Schmidt on November 29, 2008, 09:19:07 PM That's funny- I was just about to post and say I like that one the best ;).
It goes to show how subjective these things are. I like the range of shapes, and you're seriously making me want to play the full game. If I were to make a suggestion, I'd say that these tend to have good large scale forms, but there aren't enough small and mid-sized elements in some of these. The Stargate is a good example of how including all different sizes of elements can make an object more interesting. Does that make sense? I think I could have said that more clearly... What's the polygon count on these? Title: Re: Nanovoid Post by: Lazycow on November 30, 2008, 12:14:40 AM Yeah, the spore is just a blob. All models do not have much detail, maybe I should put some work in there. Some of the objects have to be shrunk down a bit, because the game area is only 480x320.
About the demo: You have discovered the "missing explosion bug", well done. ;) Seems like I wasn't able to fix it, yet. Is the difficulty level too tough? The "space butter" is just a placeholder for power-ups and energy-fill-ups, etc. Hopefully, equipped with some extras you could master it. But I agree, the player could need some seconds invincibility after death, good point! (http://img165.imageshack.us/img165/6199/showcase2cu0.png) (vertices: 138 - surfaces:157) What about that detail level? Maybe a bit more. Title: Re: Nanovoid Post by: Loren Schmidt on November 30, 2008, 08:25:32 PM I like the little engines you've added, those are ace.
I really like how clean the lines of your original model were. I wonder if there is a way to add detail in a way that compliments the original shape, rather than making it busier. I'm sure whatever you come up with will be great, I really like the look of the demo. Here's looking forward to the game! Title: Re: Nanovoid Post by: Lazycow on December 21, 2008, 07:25:21 AM (http://img70.imageshack.us/img70/6745/rockatd6.png) (http://img509.imageshack.us/img509/5192/showcasehwn5.gif) (http://img201.imageshack.us/img201/9383/showcasefsd5.gif)
I have pimped up some graphics: Asteroids for the asteroid field. (procedurally generated with povray) The complete Humanoid Fleet. (now recolored to blue metal) The Fanatics Fleet. (crafts of the Fanatics are mostly build out of crystals) Title: Re: Nanovoid Post by: increpare on December 21, 2008, 07:54:27 AM The Fanatics Fleet. (crafts of the Fanatics are mostly build out of crystals) I like the others, but I think you should consider messing about with the texturing of the fanatics a bit more?Title: Re: Nanovoid Post by: Craig Stern on December 21, 2008, 09:52:50 AM The Fanatics Fleet. (crafts of the Fanatics are mostly build out of crystals) I like the others, but I think you should consider messing about with the texturing of the fanatics a bit more?I agree. I like the models quite a lot, though, and the texturing for the humanoid ships is perfect. Title: Re: Nanovoid Post by: Melly on December 21, 2008, 10:17:00 AM Tried the demo a bit and had fun playing it, though I agree that the mild lack of responsiveness and sluggish ship make it really hard.
Good job though, I'll be wathcing for a release. :beer: Title: Re: Nanovoid Post by: Loren Schmidt on December 21, 2008, 06:48:09 PM Yay, an update! I'm excited about this game. All those tiny little ships and space objects really appeal to me in a toylike way. I want to collect them all, and see them engaged in epic space battles.
Looking good, Mr. Cow. Title: Re: Nanovoid Post by: Lazycow on January 05, 2009, 06:33:27 AM (http://img155.imageshack.us/img155/491/showcaseh2ry1.gif)
(http://img377.imageshack.us/img377/3203/showcaser2ae8.gif) (http://img140.imageshack.us/img140/8901/showcasef2yx3.gif) (http://img140.imageshack.us/img140/723/showcasea2of4.gif) (http://img60.imageshack.us/img60/2149/showcases2yl1.gif) Finally, I finished all 20 "vessels"...
Hope you like them... ;D Title: Re: Nanovoid Post by: Eclipse on January 05, 2009, 06:54:37 AM wow awesome!
when i saw the first post i thought "seems a very nice game but those ships are pretty lowres\old skool", mainly because the evident 8\16 bit color with dithering look... now i need to say those models are very nice! i love the ones in the second row and the first row is pretty nice too for the humans, i think the others should be ok for some wacky alien race, i'd blast 'em with fun :handmetalL: :D oh, and don't forget to support alpha trasparency for their antialiased outlines :P. Title: Re: Nanovoid Post by: Loren Schmidt on January 05, 2009, 09:24:58 PM These are really yummy.
I especially like the design of the green ones. Title: Re: Nanovoid Post by: Lazycow on January 17, 2009, 10:20:00 AM (http://img246.imageshack.us/img246/9333/tentacle1on8.gif)
"The tentacle of the Bastard" :screamy: (Working on the special abilities of all the enemy vessels...) Title: Re: Nanovoid Post by: moshboy on January 17, 2009, 10:46:33 AM That animation looks pretty sweet.
Title: Re: Nanovoid Post by: Eclipse on January 17, 2009, 12:15:29 PM "The tentacle of the Bastard" :screamy: (Working on the special abilities of all the enemy vessels...) now i like it more, that golden parts are really better in grey, and the tail is very nice too! Title: Re: Nanovoid Post by: vdgmprgrmr on January 17, 2009, 12:18:40 PM Yeah, with the slow controls, surviving the current "boss"'s homing missiles is almost impossible. They're difficult to dodge and hard to aim at, and once about six are fired, you might as well quit.
But the game looks really cool. Can't wait for a full version! Title: Re: Nanovoid Post by: spinachthief on January 17, 2009, 01:09:18 PM I left this on my desktop this week and ended up playing it 7 times. Just beat the impossible boss w/ a bit of luck. I like the new sprites. I'd personally like to see them used to randomized battles so I could play it in short 3 min breaks but I'll stay tuned to see what you do.
Title: Re: Nanovoid Post by: Loren Schmidt on January 17, 2009, 01:17:59 PM Hi LazyCow! This is looking better and better. I like the tentacle animation you posted. It might look a little more sinuous if the ship's turning radius were more limited (how well that would fit into your movement scheme is a different matter).
I continue to look forward to this. Title: Re: Nanovoid Post by: Rostiger on January 17, 2009, 01:32:19 PM Hey this is looking nice so far! Keep it up! :handthumbsupL: :)
Title: Re: Nanovoid Post by: Cymon on January 17, 2009, 02:58:12 PM Somehow I missed this game before today. Well, I downloaded it and played it. Just to make something clear, I loooove Star Control, but I dislike mouse control schemes like this. So my initial reaction to this is ambivalence. But after I played it until I beat it (yeah, take that stupid gunship) I realized I could tolerate it. Still, I'd love to see a relative turn option that works with buttons/control sticks, as well as a omnidirectional control scheme using an analog stick.
This has a ton of potential. What it needs is personality. And not just the personality of the ships, but the pilots need to be visible in some way or another, IMHO. Did I mention I beat the demo? Title: Re: Nanovoid Post by: Lazycow on January 17, 2009, 11:44:33 PM Ahhh... you like tentacles, don't you? :eyebrows: There will be another gameplay demo with hopefully improved ship controls, once there are some new features. I am glad that finally some have mastered the demo. (I was thinking I made it too easy) The final strategy here should be to collect powerups that boost up your ship. (No, there are no powerups in the demo, yet)
About keyboard or joypad control: Actually I am targeting the iPhone as game platform, so my primary goal is to make the mouse control as solid as possible. But as the game is cross-platform anyway, there could be a PC version with optional keyboard control in a 2nd step. Speaking of ship's personality and stuff: I think this could only be implemented in a story mode where you see the captains faces of the ships and the story-text. But I think my actual pixel-skills are too poor to create faces. Maybe I will try... Thanks for the feedback! :handthumbsupL: :) Title: Re: Nanovoid Post by: Kegluneq on January 19, 2009, 09:47:22 AM That "boss" and his missiles are insane.
EDIT: I finally found the edge of the map, it's a little odd to just bounce off the side, how about a wraparound map? EDIT AGAIN: nvm I just didn't know that you had to accelerate to get out of the spinning. ONE LAST EDIT: y'know what? I just need to experiment more with the controls before making posts. Is there a reason why holding shift makes the game go slow-mo? Title: Re: Nanovoid Post by: vdgmprgrmr on January 19, 2009, 09:08:01 PM I take back my previous statement...
I can beat the demo regularly now (just did it three times in a row). Also, this game is as good as I said it was back there, plus ten. I like it a lot, and am looking forward even more to playing a newer version. Title: Re: Nanovoid Post by: Cymon on January 20, 2009, 07:40:47 AM Out of curiosity. You're planning on releasing this for iPhone, so what are you using to develop it in now?
Title: Re: Nanovoid Post by: Lazycow on January 21, 2009, 10:53:47 AM @Kegluneq: Map-Wraparound is currently not supported by the game engine, but the map can be set to "really really big". I used the SHIFT key to examine graphic bugs. (I forgot to change both)
@vdgmprgrmr: Does your forum-name have some special meaning? I don't get it. ::) @Cymon: I am using a C compiler and a small (selfmade) library that takes care of the platform independence (by defining an abstraction layer). Actually, it can be compiled for Windows and Linux. (It could also be compiled for Amiga, but my Amiga broke) OS-X version of the library is planned. Obviously... Title: Re: Nanovoid Post by: spinachthief on January 21, 2009, 11:47:08 AM @vdgmprgrmr: Does your forum-name have some special meaning? I don't get it. ::) I don't think Germans are big on sarcasm so I'll give you a serious answer. He's a video game programmer but has no time for vowels. Title: Re: Nanovoid Post by: nihilocrat on January 21, 2009, 11:55:17 AM fuuuuuuuuuuuuuck this is a cool game. I love the style, brings me back to the early 90s. Keep it up!
I am actually trying to get around to making something similar to this, but more strategy / RPGish and less action-oriented. Title: Re: Nanovoid Post by: KareemK on January 21, 2009, 12:30:11 PM linux version doesn't work on ubuntu intrepid. it starts a very small window with "Nan" written and quits on esc. nothing else happens.
Title: Re: Nanovoid Post by: Lazycow on January 21, 2009, 12:56:36 PM @nihilocat: I know the screenshot with 3D spaceships from your homepage. :handpointR: Keep it up, too!
He's a video game programmer but has no time for vowels. I don't think that sentence would pass any anti-sarcasm tests in Germany. ;D Anyway, thanks for the hint. I got it now.linux version doesn't work on ubuntu intrepid. it starts a very small window with "Nan" written and quits on esc. nothing else happens. Ooops, you are right! You have to rename the file from "nanovoid.linux" to "nanovoid". Otherwise it cannot find its ini-file. Sorry for that!Time for a new demo... Title: Re: Nanovoid Post by: Dragonmaw on January 21, 2009, 02:15:13 PM Reminds me a lot of Transcendence (http://neurohack.com/transcendence/), which is a good thing in my book. Intentional?
Title: Re: Nanovoid Post by: Cymon on January 21, 2009, 02:53:53 PM Reminds me a lot of Transcendence (http://neurohack.com/transcendence/), which is a good thing in my book. Intentional? Bad link. Fixed now.@Cymon: I am using a C compiler and a small (selfmade) library that takes care of the platform independence (by defining an abstraction layer). Actually, it can be compiled for Windows and Linux. (It could also be compiled for Amiga, but my Amiga broke) OS-X version of the library is planned. Obviously... :tearsofjoy: because I want to be like you.Title: Re: Nanovoid Post by: KareemK on January 22, 2009, 02:57:05 AM it works now lazycow, thx ;D
Title: Re: Nanovoid Post by: Lazycow on January 23, 2009, 02:22:00 AM @Cymon: What do you mean? If you want to do a coop or if you are interested in testing the library, feel free to send me a mail.
@Dragonmaw: I have played Transcendence and I am adoring its graphics. It guided me a bit graphics-wise, but not with gameplay. Somehow I have lost the plot after playing Transcendence for some time. I was just flying around and didn't know what to do. Title: Re: Nanovoid Post by: Cymon on January 23, 2009, 08:37:01 AM @Cymon: What do you mean? If you want to do a coop or if you are interested in testing the library, feel free to send me a mail. I mean you're awesome sauce. You wrote a cross platform library that allows you to write a windows program that can then be ported straing to iPhone.Oh, I'd love to try out that library, but not until Cymon's Games becomes a day job for me. While I've still got a day job I don't have time. Title: Re: Nanovoid Post by: Lazycow on January 31, 2009, 03:03:45 AM bugs bugs bugs... still no new demo, but here's a teaser:
(http://img204.imageshack.us/img204/2746/hunting64al9.gif) (hunting and being hunted) Title: Re: Nanovoid Post by: Eclipse on January 31, 2009, 11:02:43 AM bugs bugs bugs... still no new demo, but here's a teaser: (http://img204.imageshack.us/img204/2746/hunting64al9.gif) (hunting and being hunted) it is supercool but: make those explosions in additive blending* :'( *Eclipse can't do anything but hate games using not trasparent explosions with black borders Title: Re: Nanovoid Post by: Jared C on January 31, 2009, 05:37:41 PM I just found this thread. :wtf:
AMAZING work, Lazycow! Title: Re: Nanovoid Post by: Lazycow on February 17, 2009, 10:12:46 PM @Eclipse: my platform independence does not allow blending at the moment. ??? But I usually try to come along with this by removing the dark pixel outlines. So how about that:
(http://img14.imageshack.us/img14/7351/plostest2sy7.gif) Title: Re: Nanovoid Post by: Border on February 18, 2009, 04:20:52 AM impressing.
Personnaly i'd like the eplosion to be bigger, after all it not a bean can that is exploding! Title: Re: Nanovoid Post by: Candlejack on February 18, 2009, 01:34:32 PM Explosion definitely needs to be bigger. Also, there is currently no reason to stop firing. Maybe the right mouse button could make you go faster then the left.
Title: Re: Nanovoid Post by: Hempuli‽ on February 18, 2009, 01:50:39 PM impressing. Personnaly i'd like the eplosion to be bigger, after all it not a bean can that is exploding! I'd prefer having 3 small explosions in a row :D Title: Re: Nanovoid Post by: Lazycow on February 26, 2009, 03:44:22 AM (http://img16.imageshack.us/img16/6963/bigplosion.gif)
Ok, here's a bigger explosion. What about that? @Candlejack: Increasing speed with right mouse button is a nice idea! I will give it a try. Title: Re: Nanovoid Post by: Phasma Felis on February 27, 2009, 12:00:42 AM Very nice! And iPhone support is ambitious. I really hope the final PC version has a keyboard-control option, though. This mouse thing is really awkward. Keep up the good work!
Title: Re: Nanovoid Post by: december on February 27, 2009, 11:32:51 AM It would look better if the explosion animation was overlaid onto the sprite at least until the whole sprite is overlapped to avoid the jarring visual effect of the ship just disappearing. And the explosion not moving is kinda weird.
Title: Re: Nanovoid Post by: Jared C on February 27, 2009, 12:45:49 PM Hmm... maybe is the ship had sort of an imploding animation first, it would look a lot less weird.
Title: Re: Nanovoid Post by: nihilocrat on March 03, 2009, 11:14:13 AM Still looking forward to this game!
Some sort of combination of overlays would probably be best. Maybe a set of small explosions go off, then a huge one which overlaps the entire sprite, and the sprite gets removed at the specific key frame when the explosion is at its largest. Title: Re: Nanovoid Post by: vdgmprgrmr on March 03, 2009, 08:11:00 PM Still looking forward to this game! Some sort of combination of overlays would probably be best. Maybe a set of small explosions go off, then a huge one which overlaps the entire sprite, and the sprite gets removed at the specific key frame when the explosion is at its largest. That's the way to go, I say. Seeing the classic small-explosion sequence leading up to a huge destructionifying 'splodipation all at my hands would be a nice thing. Title: Re: Nanovoid Post by: Lazycow on May 01, 2009, 09:43:11 AM Yes, the project is still alive. Tentacle-handling is just "a bit" more complicated than expected... :screamy:
But seems like I am back on track now. So don't come to close to space-aliens with tentacles: (http://img91.imageshack.us/img91/6199/nvtentacle4.gif) "bodycheck" Title: Re: Nanovoid Post by: vdgmprgrmr on May 01, 2009, 11:54:59 AM Whew, and here I was thinking I'd never get to play it.
Regarding the tentacle-thing: I notice you went in with 1 health left, got hit, and still had 1 health left. Interesting. Title: Re: Nanovoid Post by: Kegluneq on May 01, 2009, 01:56:48 PM wow that tentacle is so awesome!
Will you be able to play as other ships (*cough tentacle cough*) or are you stuck with the basic guy? Title: Re: Nanovoid Post by: Lazycow on May 01, 2009, 10:59:23 PM @vdgmprgrmr: Yes, damaging was disabled for the movie-clip. In fact, the tentacle-alien gets damaged by the player ship, too. That's not very logical. I wonder how I will solve this.
@Kegluneq: There could be a story mode where you are in control over other vessels for specific missions. But time's my biggest enemy, so maybe not. Title: Re: Nanovoid Post by: Amon26 on May 07, 2009, 03:19:30 AM This is one tasty little game! :-*
It looks like it's really developed since the downloadable demo on page 1 too. I can see what people mean about the lag, but I kinda liked it. It gave the sense that the ship had to be thrusted into the proper trajectory. Keep up the good work, don't let the fine details overwhelm you, just keep adding substance to your already awesome prototype Title: Re: Nanovoid Post by: Lazycow on July 25, 2009, 11:38:33 PM (http://img190.imageshack.us/img190/5271/nvswallow1.gif)
Do aliens eat metal? Maybe. So what about this attack? Title: Re: Nanovoid Post by: Eclipse on July 26, 2009, 01:24:43 AM looks great ;D :handthumbsupR:
Title: Re: Nanovoid Post by: Inane on July 26, 2009, 06:53:32 AM Can I play as that thing and ram the shit out of people, LCow?
Title: Re: Nanovoid Post by: Lazycow on July 27, 2009, 10:30:42 AM Hi Inane! Still... only the 1st level from the prototype is playable. :o If you are fond of some beta-testing, you might give it a try after I have finished including all the ships into the level design...
Title: Re: Nanovoid Post by: Loren Schmidt on July 29, 2009, 12:00:28 PM Hi LazyCow- this is looking rather delectable. I look forward to seeing more lovely little spacecraft as this progresses.
Title: Re: Nanovoid Post by: Lazycow on October 28, 2009, 04:29:22 AM Hi, I think I could need some feedback again. This time, I made a test video on youtube...
(http://img408.imageshack.us/img408/2193/screenshot1.gif) It really looks dull... What about more contrast and increased gamma (and less brightness)? Title: Re: Nanovoid Post by: jwaap on October 28, 2009, 04:36:56 AM loving all the animated gifs! No time to play, but will surely give it a try later.
Title: Re: Nanovoid Post by: Lazycow on November 01, 2009, 12:49:45 PM The playable demo in the 1st post is quite old, but finally I have finished the trailer. I hope you will like it...
http://www.youtube.com/watch?v=-t7SFiM_GFY (http://www.youtube.com/watch?v=-t7SFiM_GFY) Title: Re: Nanovoid Post by: Eraser on November 01, 2009, 04:32:54 PM The playable demo in the 1st post is quite old, but finally I have finished the trailer. I hope you will like it... Well like most small scale space (shooters) that I've seen, it seems quite empty.. from the background to interactive objects.http://www.youtube.com/watch?v=-t7SFiM_GFY (http://www.youtube.com/watch?v=-t7SFiM_GFY) Title: Re: Nanovoid (*NEW* TRAILER!) Post by: Kegluneq on November 02, 2009, 09:04:25 PM Looks great! Can we get a guesstimate on how long until the next release?
Title: Re: Nanovoid (*NEW* TRAILER!) Post by: Eclipse on November 03, 2009, 02:11:54 AM the game looks cool but no offence, the music is horrid for me :\
you're using pre-rendered graphics, so it's something like ~1995-6 technology, but the music sounds like a bad 1990 midi or chiptune, you could go for some space ambient-like music and sounds instead and fade it to an epic space battle theme while fighting :] Title: Re: Nanovoid (*NEW* TRAILER!) Post by: davidp on November 03, 2009, 03:08:11 AM i agree with eclipse on music - it really doesn't fit IMO.
anyway great graphics, like playing starcraft / tiberian sun in space, with SHIPS! :D great stuff overall. can't wait to play newer stuff. Title: Re: Nanovoid (*NEW* TRAILER!) Post by: Lazycow on November 03, 2009, 03:33:24 AM Eraser: Yes, that's true. Unfortunately, it will not change much, because I am running out of time.
Kegluneq: I want to do something different next year, so I hope it will be finished in december... About the music... Well... It is the first song I've ever made. (I tried my very best) I know that there is quite some room for improvement, of course... :-[ So if anyone wants to make music for Nanovoid, drop me a note! (The challenge here: It has to be in fasttracker2-format (.xm) - e.g. made with Milkytracker) Title: Re: Nanovoid (*NEW* TRAILER!) Post by: Eclipse on November 03, 2009, 05:35:04 AM hehe don't worry i know what it means :) and it's not bad, just out of place, especially the start sounds something from an old Atari console :P
Cannot wait to play the final version :) the demo was truly fun and the new ships looks awesome. Title: Re: Nanovoid Post by: Lazycow on November 14, 2010, 01:59:12 AM (http://img717.imageshack.us/img717/2295/nvtitleflash.gif) (http://img51.imageshack.us/img51/690/nvhboss.gif)
(http://img203.imageshack.us/img203/8230/nvrboss.gif) (http://img844.imageshack.us/img844/345/nvfboss.gif) (http://img219.imageshack.us/img219/2562/nvsboss.gif) (http://img190.imageshack.us/img190/3199/nvaboss.gif) Finally, all 5 boss-enemies are ready. Time for a beta-test... Title: Re: Nanovoid Post by: Jared C on November 14, 2010, 07:04:29 AM I cannot wait. :-*
Title: Re: Nanovoid Post by: Johnman on November 14, 2010, 10:41:59 AM You nailed the style. It looks and feels just right. Thumbs up! :handthumbsupR:
I missed a more recent demo though! Title: Re: Nanovoid Post by: Lazycow on January 31, 2011, 12:08:09 AM (http://img193.imageshack.us/img193/771/simshot2.png)
finally, it's working in the iPhone simulator... :) Title: Re: Nanovoid Post by: Eclipse on January 31, 2011, 03:07:32 AM wait.... and what about the PC version? :((((((((((((((((((
Title: Re: Nanovoid Post by: Lazycow on January 31, 2011, 11:29:34 PM @Eclipse: Wait... you mean you would prefer playing the free Windows version instead of buying the supercool iPhone version for 99 cent? :giggle: Ok, just kidding. The current plan is to release all versions at the same time.
Title: Re: Nanovoid Post by: Eclipse on February 01, 2011, 04:30:06 AM @Eclipse: Wait... you mean you would prefer playing the free Windows version instead of buying the supercool iPhone version for 99 cent? :giggle: Ok, just kidding. The current plan is to release all versions at the same time. AWESOME :-* I feared the pc version was canceled Title: Re: Nanovoid Post by: Lazycow on March 11, 2011, 12:41:39 AM (http://img857.imageshack.us/img857/1134/nvcapture.gif)
a new game element: capture stars and then ram a vessel... Title: Re: Nanovoid Post by: Lazycow on September 12, 2011, 09:27:53 PM it's coming... http://www.youtube.com/watch?v=4vqEPmNH_tU (http://www.youtube.com/watch?v=4vqEPmNH_tU)
Title: Re: Nanovoid Post by: Eclipse on September 13, 2011, 01:18:43 AM good because this game was taking FOREVER :whome: and now I have an iphone so I can buy it too :gomez:
Title: Re: Nanovoid Post by: Lazycow on October 24, 2011, 10:11:16 AM good because this game was taking FOREVER :whome: and now I have an iphone so I can buy it too :gomez: yes, it took forever... :(I could need a beta tester with an iphone 3G or iPod 2G. Anyone interested? Title: Re: Nanovoid Post by: Lazycow on December 13, 2011, 03:10:09 PM It's on the way to the appstore... ;D
Title: Re: Nanovoid Post by: increpare on December 13, 2011, 03:18:32 PM Woah, it's coming out. WOHOO. Fantastic. Really great great great.
:beer: Title: Re: Nanovoid Post by: Jared C on December 15, 2011, 06:32:10 PM Ah yesss! I am excite. I'll buy it as soon as I can.
Title: Re: Nanovoid Post by: verticalvertex on December 15, 2011, 10:43:19 PM I want the pc version.:D
Title: Re: Nanovoid Post by: Eclipse on December 16, 2011, 09:58:01 AM It's on the way to the appstore... ;D awesome :) mine at day one! Title: Re: Nanovoid Post by: jotapeh on December 16, 2011, 10:28:17 AM I bought it after our tigirc convo Lazycow.
It's really a lot of fun. My only complaint so far - the voice acting ;) Will enjoy this more on the bus ride home. Title: Re: Nanovoid Post by: Lazycow on December 16, 2011, 04:06:07 PM It's really a lot of fun. My only complaint so far - the voice acting ;) :) Are you serious? Five dauntless heroes of this incompareable tigsource forum were brave enough to bring in their mighty voices into Nanovoid's cutscenes: (in order of appearance) - Scamper (Spacefore One) - Esc (Dering) - Bones (Merkert) - Starsrift (Commander) - Lazycow (Guardian) verticalvertex: yeah, sorry. PC version has some problems and is on hold. I could need something that revives my motivation... Title: Re: Nanovoid Post by: jotapeh on December 16, 2011, 04:31:57 PM Haha, oh dear. Sorry guys. You need to put a little more emotion into your lines! Work with me, work with me!
Other than that, played quite a bit. Are the high scores global? If so, I'm #11 and proud of it right now :handthumbsupL: Title: Re: Nanovoid Post by: Lazycow on December 19, 2011, 10:55:36 PM Ok, the voice acting is not at hollywood niveau and there's some room for improvement, but I think it's not that bad... ;)
The scores are global. You can see them at www.lazycow.de/nanovoid (http://www.lazycow.de/nanovoid) Title: Re: Nanovoid Post by: Lazycow on May 24, 2012, 02:22:38 AM (http://i.imgur.com/bBCKb.gif)
Finally, the BETA of the windows version is online! Anyone interested in testing? Title: Re: Nanovoid Post by: theweirdn8 on May 24, 2012, 04:29:37 AM Hey what are you going to us to port it over to Linux? SDL? OpenGl? Horde3D?
Title: Re: Nanovoid Post by: IndieGamesDig on May 25, 2012, 11:13:13 AM Other than mouse controls, how will the Windows version be different from the iPhone one?
Title: Re: Nanovoid Post by: Lazycow on May 27, 2012, 02:07:17 PM @IndieGamesDig: Oh, thanks for your interest. Nice blog!
Well, all versions are exactly the same, except the obvious differences like a slightly different screen size and different controls. The Windows version offers mouse control, joypad control and keyboard control. (touch control is still there, too. You can activate the virtual pad in the options) @theweirdn8: The Linux version just uses xlib. :-[ Yes, sorry... nothing special there. I am looking for blogs or news sites for linux games. Do you know any? Title: Re: Nanovoid Post by: verticalvertex on May 28, 2012, 08:17:13 AM The windows version worked great. But I was not a big fan of the controls. Everything else was top notch.
Title: Re: Nanovoid Post by: Lazycow on May 28, 2012, 10:01:12 AM The windows version worked great. But I was not a big fan of the controls. Everything else was top notch. Any suggestion how to improve the controls? Tried to use a joypad? Title: Re: Nanovoid Post by: rgcd.co.uk on September 17, 2012, 03:31:54 PM I played through the windows version tonight and am really impressed so far. :gentleman: Sure, the voice acting could have used some more emotion, but it's still better than the standard 'babblebabble' sound effect for speech most games use :)
Joypad controls work a treat, but mouse feels really odd. Well, it feels like touchscreen in fact, but with a cursor instead of a finger. I'd suggest using a different method for mouse control - perhaps assign one mouse button to thrust and another to fire? Oh, and I'm not sure how the capturing craft thing works. I seem to do it by accident sometimes. That could do with a bit of work I think. Anyway, thanks for the PC port - I can see this game getting a lot of play here :) James/HS Title: Re: Nanovoid Post by: Lazycow on March 08, 2013, 04:24:36 AM Finally, the Linux beta is finished
It has been tested with Xubuntu 12.04 LTS and it's linked dynamicly. I don't know, is it better to use static linking for other distros? Any feedback is welcomed here. Oh, and I'm not sure how the capturing craft thing works. I seem to do it by accident sometimes. That could do with a bit of work I think. You have to collide with an enemy vessel and then press the "docking-button". (or guide your ship to the docking-marker, if you are using mouse control) New Windows beta with tons of fixes coming soon... Title: Re: Nanovoid Post by: Lazycow on March 19, 2013, 04:21:00 AM The final BETA for Windows (and Linux) is available for download now
Any feedback is welcome! Next up: Mac OS beta. Title: Re: Nanovoid Post by: Sami on March 20, 2013, 01:08:40 PM only getting a black screen with a white dot in the bottom right corner
Title: Re: Nanovoid Post by: Lazycow on March 24, 2013, 12:39:51 AM only getting a black screen with a white dot in the bottom right corner Ok, seems like Nanovoid still has problems with 64bit Windows. I will try to locate the problem.(Yes, it should start FULLSCREEN) Has anyone succeeded to run it correctly with 64bit windows? Title: Re: Nanovoid Post by: Lazycow on April 18, 2013, 02:43:34 AM Ok, here's the new BETA version of Nanovoid. I am using GLFW now, which should fix all the openGL problems.
(Just in case anyone wants to test it) Title: Re: Nanovoid Post by: Udderdude on April 18, 2013, 06:06:10 AM I tried it out ..
The gamepad controls work a lot better than the keyboard ones. I found the ship difficult to control even with the gamepad, I figure this is part of the game's challenge .. I figured the best strategy is try to circle around the enemy and attack from the side or behind. The enemy and player shots being the same color, and also the shots being the same color as the explosions, need to change. There's also some depth sorting issues where explosions would appear on top of stuff, they should always be drawn to the back so the player can see what's going on. I think giving the player +1 shield at the end of each level would help survivability a lot. Non-gameplay stuff : You might want to add some different music for level 2, as the first music track just plays too much. There was some ditering in the background space graphics, not sure why as you should always be using 32-bit color. Title: Re: Nanovoid Post by: mr_gant on April 18, 2013, 04:49:02 PM I tried beta4 on linux. Went full-screen with a black background in one of my monitors then exited immediately without showing anything. Got the following output when it crashed:
Code: $ ./nanovoid.linux setwh:f=1:3840 1080 :3360 760 c:1 d:1 setwh:f=2:1920 540 :1440 220 c:1 d:2 setwh:f=3:1280 360 :800 40 c:1 d:3 done-xyo:1200 60 z:3 ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.rear ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.center_lfe ALSA lib pcm.c:2217:(snd_pcm_open_noupdate) Unknown PCM cards.pcm.side ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib audio/pcm_bluetooth.c:1614:(audioservice_expect) BT_GET_CAPABILITIES failed : Input/output error(5) ALSA lib pcm_dmix.c:957:(snd_pcm_dmix_open) The dmix plugin supports only playback stream GetPIBufLen error (0) System details: Code: AMD Phenom(tm) II X6 1090T Processor × 6 16GB RAM Ubuntu 12.04 (precise) 64-bit, with the 3.2.0-39-generic kernel NVIDIA GTX 460 with the nvidia driver version current-updates Dual monitors at 1920x1080 using TwinView Title: Re: Nanovoid Post by: Lazycow on April 18, 2013, 11:31:20 PM @mr_gant: Oops, big display! Feel free to test the BETA5, I think I have fixed the bug. Thanks for testing!
@udderdude: Moo for the feedback. It's an interesting idea to put the explosions behind all other game objects. I will think about it, but I don't think it is really a problem. The colors: Each fleet has its own shots and explosions. So the ships of your own fleet have the same shot-colors, yup ;D For the difficulty: It's really hard to make the game easy without making it boring. I could include a support ship that drops some shield after 3 levels, but I don't know. Once you get the trick that you have attack from the side, it is not really that difficult. Hopefully. Ok, seems like I tamed openGL on Windows now. next up: Mac Title: Re: Nanovoid Post by: marcgfx on April 19, 2013, 03:35:36 AM i think you do did a good job on the overall presentation, but i am no fan of the controls.
its a little hard to handle, as you dont quite know how the ship is going to respond (e.g changing <- to -> will it rotate clock/counterclock). I noticed that it seems to depend on the last direction you were going vertically. in games like this i am pretty used to being able to move in any direction, while using the left/right for rotation. i didnt play for that long, so maybe its just about getting used to it. The alt-function to capture ships also handles a little weird, although i do like the idea. i had the feeling if i stopped holding alt they were released again? why not just capture and then keep? Title: Re: Nanovoid Post by: mr_gant on April 19, 2013, 10:25:52 PM Still not quite right for me. Game starts, but displays half off the screen: http://i.imgur.com/13g9woX.png
Title: Re: Nanovoid Post by: Lazycow on April 27, 2013, 02:15:47 AM but i am no fan of the controls. Well... ok... I could include another optional control scheme. Hm, maybe... What kind of controls do you suggest? luftrausers-like? i had the feeling if i stopped holding alt they were released again? why not just capture and then keep? Oops, ok. That's a bug.mr_gant: any chance to test the new version, yet? Title: Re: Nanovoid Post by: Lazycow on March 23, 2015, 09:24:46 AM Finally, it's available for (free) download...
(http://i.imgur.com/WxlLASl.png) trailer video: Nanovoid - reigning space (http://www.youtube.com/watch?v=eUBZk5PHKqg) free download: http://lazycow.itch.io/nanovoid (http://lazycow.itch.io/nanovoid) (Windows, Mac, Linux) Have fun! Title: Re: Nanovoid Post by: Lazycow on March 27, 2015, 11:04:10 AM you don't like itch.io?
Nanovoid got featured at gamejolt.com (http://gamejolt.com/games/arcade/nanovoid/55379/) :durr: |