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Whalesnail

Member Since 20 May 2010
Offline Last Active Sep 10 2012 07:08 AM

Posts I've Made

In Topic: BEAMS

05 June 2012 - 09:44 AM

Blargh, found some minor bugs.

Small Update:
Download


You can now delete holes just like everything else, and the game no longer crashes when shooting into a white hole when a black hole is not present.

In Topic: BEAMS

05 June 2012 - 09:28 AM

Time enough I think for an update. This time I've added an idea that has been kicking around in my head for a while now.

Introducing, Black Holes and White Holes. Black Holes suck light in, and White Holes propel it away. Currently, a beam that is curving cannot collide with mirrors or portals. Working on it.
You can press F and T to place them.

Here is a screenshot:
Posted Image

And here is the download link:
Download

In Topic: The Lab

29 May 2012 - 10:20 AM

The game is pretty darn confusing to begin with, so I suggest you set up a system where players unlock features by progressing through the levels. You also need a better way to teach the player how to play your game, reading 200 words of text simply is not fun. Interactive tutorials are where its at.

In Topic: BEAMS

28 May 2012 - 08:06 AM

I've nothing to reply to, and nothing to learn from, seeing as this thread garnered 0 responses in 3 days, but what I do have is the first update of BEAMS. You can download it HERE and it contains the following new features:

  • Drawable, rotatable angled mirrors
  • Runs about 6 times faster (apparently I was running about 3000 collision checks per frame. Whoops).
  • Can change the number of possible beams on screen at a time (was previously set to 16 and unchangeable).
  • New (less square) portal sprites.

Here is a screenshot:
Posted Image


Enjoy.

In Topic: Bullets' random spawning

26 May 2012 - 05:32 AM

Ugh, double post.