Xiotex - demo

The only place you'll ever hear the truth
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Phelanpt
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Postby Phelanpt » Wed Jan 21, 2009 11:34 pm

Looks cool! :)

Two weird things: it stretches below the screen in 1280x800, and the map only appears when I try to move the window up. I imagine these are not very important at this stage, but just thought it better to mention.
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Postby martin » Wed Jan 21, 2009 11:48 pm

Phelanpt wrote:Looks cool! :)

Two weird things: it stretches below the screen in 1280x800, and the map only appears when I try to move the window up. I imagine these are not very important at this stage, but just thought it better to mention.


I have both these issues.

Also, it works in Vista perfectly :)
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cheesemoo0
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Postby cheesemoo0 » Thu Jan 22, 2009 12:19 am

I like purple better. :D

Image
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sfericz
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Postby sfericz » Thu Jan 22, 2009 12:38 am

Very nice jelco :P
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Postby oggologgo » Thu Jan 22, 2009 4:28 am

I just can't comprehend what makes people make a game in such high resolution.

It's simply too tall to fit on my screen. I run at 1280x960.

You have to remember that most people still use 1024x768.

So since you can't even go full screen, that is just ridiculous. Game developers need to understand and remember, that everybody else is not using the exact same monitor setup as themselves.
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sfericz
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Postby sfericz » Thu Jan 22, 2009 4:30 am

oggologgo wrote:I just can't comprehend what makes people make a game in such high resolution.

It's simply too tall to fit on my screen. I run at 1280x960.

You have to remember that most people still use 1024x768.

So since you can't even go full screen, that is just ridiculous.


Um, you must read this thread and realize that this game is three weeks into production. I don't think every aspect has been implemented to make people like you not complain.

I'm sure a full screen edition will be added into the future.
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Postby Weatherproof » Thu Jan 22, 2009 5:52 am

Works great! Especially for 3 weeks of divided work! And the mod looks cool too. I'm betting that other planes will of course have different colors. Maybe a start would be going from the blue one to the modded one.
Also, the tilt is jerky, but you already knew that.
The moving planes and limitless boundaries are done really well though. It's also claustrophobic which i kind of like. :)
And since procedural generation is big, plane textures can be generated within the program for unlimited planes!
I think it's absolutely great for 3 weeks.
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Postby Kros » Thu Jan 22, 2009 10:28 am

oggologgo wrote:I just can't comprehend what makes people make a game in such high resolution.

It's simply too tall to fit on my screen. I run at 1280x960.

You have to remember that most people still use 1024x768.

So since you can't even go full screen, that is just ridiculous. Game developers need to understand and remember, that everybody else is not using the exact same monitor setup as themselves.


/facepalm

Anywho, great work so far. Very happy to see in-dev blog posts.
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Postby NeatNit » Thu Jan 22, 2009 4:05 pm

I went away from the 0-0 area and eventually found myself trying to get back. Eventually I did. Seems like what you have here is an extremely simple you-can-shoot-a-super-deadly-laser-and-destroy-harmless-rings-that-spawn-endlessly game.

Nice work!! :P

Just make them spawn near the player. Not necessarily in the 0-0 area. I know, I know, only 3 weeks, but I'm just saying.
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Postby Byron » Thu Jan 22, 2009 4:15 pm

I'm trying hard to resist the temptation to make it a simple shooter. My vision back in 90 was a free-roaming RPG type game where the player can choose to do what they want, be it:

- Bounty hunter
- Trader
- Pirate
- Explorer

and a bunch of other things. There would be missions to complete with a number of story lines weaving in and out of the planes.

But... it would be soooooo easy right now just to populate the planes with lots of beasties and say: go - kill!
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Postby AgentX 24 » Thu Jan 22, 2009 6:57 pm

Crashed for me on load on Vista, don't know if this is helpful for you:

Code: Select all

Problem signature:
  Problem Event Name:   APPCRASH
  Application Name:   XiotexWin32.exe
  Application Version:   0.0.0.0
  Application Timestamp:   49778f27
  Fault Module Name:   StackHash_1703
  Fault Module Version:   0.0.0.0
  Fault Module Timestamp:   00000000
  Exception Code:   c0000005
  Exception Offset:   002afe13
  OS Version:   6.0.6001.2.1.0.768.3
  Locale ID:   2057
  Additional Information 1:   1703
  Additional Information 2:   2264db07e74365624c50317d7b856ae9
  Additional Information 3:   1344
  Additional Information 4:   875fa2ef9d2bdca96466e8af55d1ae6e
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Postby cheesemoo0 » Thu Jan 22, 2009 8:10 pm

Byron wrote:But... it would be soooooo easy right now just to populate the planes with lots of beasties and say: go - kill!


Please no.
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Postby darthkiwi » Thu Jan 22, 2009 8:20 pm

Very nice, especially the gloomy yet psychedelic style. And I wasn't expecting the tilt when you turn - took me completely by surprise but once I got used to the idea (ie. ten seconds at most) I loved it.
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Byron
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Postby Byron » Thu Jan 22, 2009 8:25 pm

cheesemoo0 wrote:
Byron wrote:But... it would be soooooo easy right now just to populate the planes with lots of beasties and say: go - kill!


Please no.


Yeah, no worries - not going to happen.
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Postby skull13 » Thu Jan 22, 2009 11:13 pm

Did you not see the Parsec source code? If you want the source code, its right here. Its C++ from 2003, so its changed a lot, but it may give you ideas!

It looks VERY similar to your game, in my opinion. (well, both are space flight games...)

Good luck!

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