Thanks.
I know there are tons of these games on the android play store but I really wanted to make my own version and also want to add some nice features that is unique to my game.
For example, I want to add specific power that you can collect and then use when you are in trouble.
Such as a horizontal laser that can be used to destroy a full row of tiles.
Oh yeah this is definitely BBTAN, but does it do that annoying thing where the shot prediction line gets smaller and smaller and vanishes when you get to like 100 balls or so? If not, you have my download XD
Edit:
Oh I suppose I have an updated map screen to show:
ground and atmo textures generated from this renderer
shader that changes hue and color of those two textures for each planet, composites them together, spins the atmosphere and so on
same shader also makes a dot product with the camera’s direction and poly normals - which gives you values close to zero on edges and then adds some color to those edges giving a somewhat atmospheric look
a simple billboard quad that looks like a blurred circle in the center of the planet that adds more corona to the whole planet outside of the planet geometry
Oh and the system is so red because of the nebula skybox overlay + additonal red nebula spawns (this is one of those systems inside the red gas cloud on the map).
Thanks man! I’ve gone through like 5 different iterations in the past two days and this was the only one that looked good enough
We’re gonna have to write an auto-like macro for MoffKalast’s posts here.
This probably won’t embed properly, but let’s test. Old video of some physics experimenting…
So we are getting fairly close to attempting to push Spoxel through greenlight and i’ve spent some time working on the trailer. Take a look Feedback is of course much appreciated!
At this point they are pretty much final but could have a few minor tweaks. I spent a good month remodeling everything in the game. I twas a tough balance between realistic which would look out of place and blocky which lacked detail. The lack of detail in the blocky ascetic became a bit of a problem since Spoxel is viewed from the side. So the new character models are a mix of the two.
Animations for the models, however, are still a work in progress. The way Spoxel is setup allows me to change one file and propagate all the animations so that isn’t a major change luckily.