Recharge your fuel by flying over the sun, but be careful as it also damages your shield or health. The shield recharges, health doesn't.
W = forward S = backward A = turn left D = turn right F or Enter = select Left mouse or right control = Fire Gun Escape = In game menu Mouse wheel = zoom camera
Bug Fixes 1.0 Initial submission 1.01 Quick fix for non default decimal seperator bug 1.02 Proper fix for non default decimal seperator bug 1.03 Attempt to fix slow game exit due to media player
Budda and Orni: Did it give any error messages? It does need dotnet (already on win7) and xna redistributable which i linked above. 2 friends have tested it working just by extracting but they'd already have xna installed from other games.
icefox: Thanks, I was running out of time so didn't get to do enemy planet defenses. I would have liked to do planetary guns when you get too close, the ability to repair the home planet and some manually placed towers to help later game.
Hmm, I liked it but 2 things: It could have used some inertia like classic asteroids and I think the difficulty should have scaled up rather than starting at full throttle.
This is a very fun game - and it made me want to keep playing more which is a great achievement! ... only, I eventually found out that I could just leave the ship centred and weigh down my [d] and [ctrl] keys and it spun around killing everything without need for me to apply any skill whatsoever :/
Still, great work! one of the most fun I've reviewed so far :)
Thanks :D Yeah the turning not using fuel was one of the changes in last few hours - I'll take a look at game balancing for next version.
You'll eventually run out of energy by shooting anyway and then fuel (which is converted to fuel when it's low) which means slow moving and slow shooting at that stage.
Can anyone having problems install this version of the xna redist files (http://www.microsoft.com/download/en/details.aspx?id=27598) It's the Microsoft XNA Framework Redistributable 4.0 Refresh so it might newer than what you already have
System.FormatException was unhandled Message=Die Eingabezeichenfolge hat das falsche Format.(= 'wrong format' in german) Source=mscorlib
StackTrace: bei System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt) bei PaleBlueDot.states.MainMenuState.Load(GameEngine engine) bei PaleBlueDot.engine.GameEngine.ChangeState(GameState state) bei PaleBlueDot.engine.GameEngine.LoadContent() bei Microsoft.Xna.Framework.Game.Initialize() bei PaleBlueDot.engine.GameEngine.Initialize() bei Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun) bei PaleBlueDot.Program.Main(String[] args)
Were you trying for some sort of 'time dilation' effect when you're moving? By that, I mean the way that motion seems to change the scale of things, which can make positioning, planning difficult. Heh.
The motion seems weird because of the star field in the background :) It's linked to the player speed. Myself and a friend noticed early on but I liked the effect so I kept it. It's almost like it's 3D behind a 2D world.
Doesn't work for me either. You are parsing a float without usage of CultureInfo.InvariantCulture, causing the game to fail on all machines where the dot in not the default decimal seperator.
Worked for me after installing XNA (Windows 7 x64). (Though I had to kill the process to get it to stop playing the music once I was done.)
Interesting take on the whole space invaders scenario. Would have liked to be able to attack the other planets, or something to have a reason to get away from home. Seems like to dominant strategy right now is to hang around the home planet...
I had originally planned a bigger randomised galaxy but time mean dropping that and focusing on getting something finished. It would be easy enough to make more levels and spread features out. Further distance to star for fuel etc. I was thinking of missile upgrades also to allow the player to attack the enemy planets along with enemy planets shooting at the player.
I'll have a look into that music issue. It does end just a bit slow. Looping music was on my final checklist so wasn't tested as much.
Comments43
@ Win7 64bit, Core2Duo, nvidia 9600m gt
http://www.ludumdare.com/compo/2011/12/13/if-you-find-it-hard-to-make-music-read-this/#more-82720
It does need dotnet (already on win7) and xna redistributable which i linked above. 2 friends have tested it working just by extracting but they'd already have xna installed from other games.
icefox: Thanks, I was running out of time so didn't get to do enemy planet defenses. I would have liked to do planetary guns when you get too close, the ability to repair the home planet and some manually placed towers to help later game.
It could have used some inertia like classic asteroids and I think the difficulty should have scaled up rather than starting at full throttle.
I was going to add inertia but I was running out of time and it was my first time doing rotation in 2d so I was just happy it was working
The difficulty comes once you need to refuel and balance enemy levels, but there are also features that I just didn't have time to add in.
Still, great work! one of the most fun I've reviewed so far :)
Yeah the turning not using fuel was one of the changes in last few hours - I'll take a look at game balancing for next version.
You'll eventually run out of energy by shooting anyway and then fuel (which is converted to fuel when it's low) which means slow moving and slow shooting at that stage.
System.FormatException was unhandled
Message=Die Eingabezeichenfolge hat das falsche Format.(= 'wrong format' in german)
Source=mscorlib
StackTrace:
bei System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
bei PaleBlueDot.states.MainMenuState.Load(GameEngine engine)
bei PaleBlueDot.engine.GameEngine.ChangeState(GameState state)
bei PaleBlueDot.engine.GameEngine.LoadContent()
bei Microsoft.Xna.Framework.Game.Initialize()
bei PaleBlueDot.engine.GameEngine.Initialize()
bei Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
bei PaleBlueDot.Program.Main(String[] args)
InnerException:
Were you trying for some sort of 'time dilation' effect when you're moving? By that, I mean the way that motion seems to change the scale of things, which can make positioning, planning difficult. Heh.
This will fix that bug. Cheers for the stack trace. Caused by different symbol for decimal point.
Can anyone else having problems post their OS please let me know if you have tried the XNA runtime at http://www.microsoft.com/download/en/details.aspx?id=27598 when commenting. Thank you :)
This version uses CultureInfo.InvariantCulture which I had found after my quick fix :) Thanks for the heads up anyway
Interesting take on the whole space invaders scenario. Would have liked to be able to attack the other planets, or something to have a reason to get away from home. Seems like to dominant strategy right now is to hang around the home planet...
It would be easy enough to make more levels and spread features out. Further distance to star for fuel etc.
I was thinking of missile upgrades also to allow the player to attack the enemy planets along with enemy planets shooting at the player.
I'll have a look into that music issue. It does end just a bit slow. Looping music was on my final checklist so wasn't tested as much.
HTML5 :)