If you’re new to the Humble Bundles, they offer several games in a bundle and you can pay what you want for a bunch of great indie games! Dynamite Jack is along side Dungeon Defenders, Super Hexagon, Beat Hazard Ultra, Solar 2, and NightSky HD. You can grab all these games on Android, Windows, Mac OS X, Linux and Android for just a few bucks!
Also, we’ll be announcing a new Dynamite Jack maps contest with Dynamite Maps very soon, so sharpen up your map making skills to win some sweet prizes! Check back in the forums or in the Community Maps section of the game for details in a day or so.
P.S. Galcon 2 had it’s first multiplayer game this past Saturday! For now, the beta is closed to Kickstarter backers only, but you can read the progress so far on the Galcon blog .
Hey, it’s been a crazy last week working on Galcon 2. I’ve just managed to get a rough version of multiplayer working, and it’s moddable too! I didn’t get it ready to work on my dedicated server yet, so has to run on a real desktop. So whoever can set up their router to work first gets to claim they were the FIRST Galcon 2 “admin” Please post your IP/port info to the forums here.
Have you ever wondered how marbles are made? I bet you have. Here’s a video of Shannon “Snoop” Norris of Fireworx Glass Studio creating the Grand Admiral reward art glass marbles. They came out incredible, but they are near impossible to photograph because they are all 3D-inner-reflective glass stuff.
I’ve been a bit busy the last few days working on Dynamite Jack for Android. This helps out Galcon 2 a ton, because now I’ve got a wrapper for Android that will work with Galcon 2 when I’m ready for Android porting time!
I’ve also put together a beta3 of Galcon 2 that includes several new mods I made, a “Turn Based” mod and a “Bot War” mod. I’ll have some details about the API changes in the forums for the modders, I’d really like to include some user mods in a build in the near future!
Thanks for trying out beta-1! Today beta-2 is available for Windows and Mac! Here’s what’s new:
- Created an object-oriented Lua style wrapper for the modders!
- Created 3D sphere rendering for the game
- Fixed a few issues with changing your %
- Changed default res to 800×600 from 1024×768, as some people were having trouble at 1024×768. Eventually I’ll have a way to pick your screen size
- Fixed a few other minor bugs.
It takes a bit of digging around in the forums right now, but for the brave, there are already somereallycoolmods getting made. So check those out too!
I spent most of my time this week working on the rendering. Here’s a recap on the journey:
The week started out pretty bare. The planets were completely invisible. Ever wonder why I haven’t added “black planets” to the game?
Got a basic texture on the planets. A nice zoom in shows some detail. This is one of the Galcon Fusion textures.
Messed around with crazier styles and pink unicorns. I bet there’s going to be a Unicorn Clan in Galcon 2.
And spent days and days making some really cool planets for the magnet set I still have a bit more work to go yet.
Most of that cool crazy planet stuff isn’t in the beta right now. Lots of those things are going to be sold as “cosmetic upgrades” for Galcoins in the game, and right now I really want to focus on making a solid core game. So for now, the planets have been upgraded from the plain circles, but nothing too fancy yet!
Have fun, and thanks for being part of the Galcon 2 beta!
P.S. Oh yeah, the whole point of all that is: I’ve been working on the planet rendering for the fridge magnet set! I’m almost done!
There are 101 pieces to the fridge set right now! I originally was going to do just a single 8.5×12 sheet, but decided that Galcon 2 is so epic that it DEMANDS two 8.5×11 sheets of fridge magnet awesomeness These are getting pretty close to what the final art is going to look like.
Okay folks! The game is ready for beta-madness to begin!
Check it out here. You’ll need to download the game, create a GALCON.COM account (if you don’t have one) and then activate your account to play.
Stuff to check out:
- Try different options in mod_classic, you can have huge maps with tons of planets!
- Try scrolling (hold down middle mouse button)
- Try zooming in/out (press any mouse button and use the scroll wheel)
- Try modding the game!! (Inside the game package is mod_classic.lua, copy that file and start hacking!)
I’ve got the private forums set up now, so I really am looking forward to getting some feedback and discussion going there. Here are some things I want to hear back about:
- Do the classic controls work good for you?
- What do you think of larger maps, scrolling, zooming, etc?
- What did you think of the modding API?
And, as always, just talk about whatever and we’ll see what comes next in Galcon 2!
Hey everyone! Galcon 2 got funded on Kickstarter! Yay! For the convenience of those without Amazon.com accounts, I’ve been taking extra orders via PayPal. However, since we’re about to start ordering the actual rewards in the next few days, I’m going to have to stop taking orders. So, you’ve got just 2 more days to order via PayPal if you want any of the cool rewards! Here’s how to do it.
I spent a ton of time this week polishing the modding system for Galcon 2. I’m really looking forward to letting everyone dive in and try out the game and give modding a whirl very soon One of the most useful features I added was a console to the game, so that while you are building a mod, you can get error reports back from Lua, as well as manually type in Lua code from a prompt for quick tweaks. The modding system also auto-reloads mods, so if you are editing the file on the side, you can see your updates instantly. (This was really exciting when I was working on the bot AI, the AI was all doing the wrong thing, so I edited the file, saved it, and instantly the bots started doing the new behavior! It’s really fun!)
A big part of the game, and the mods, is the ability to have menus for users to pick options. Doing GUI code is a real pain so I decided to work to avoid all that by creating a very simple HTML parser that would work with my GUI system. This way modders can plunk in some simple HTML code and give the users options to pick ranks, numbers of planets, or whatever. This is also going to really help me with rapid development of the rest of the game. The HTML capability is very minimal, but covers the basics.
I spent about 15 minutes goofing off this week, seeing how the game play would look behind the menus. I think this *could* work really nicely in the future once I’ve got sweet rendered planets and effects and stuff. I’ve taken this out of the game for now, because I found it made reading the menus pretty difficult!
Here’s a brief demo of me playing with the Classic mod. You’ll notice that I’ve got scrolling and zooming built into the game right now. I’m not quite sure if I’m going to keep that as part of the game or not, but it will be in the first beta so you can try it out and tell me what you think. At the very least, having Galcon 2 work properly with all size galaxies is really going to help me with supporting different device sizes.
P.S. You can get many of these updates in “realtime” by following me on twitter.
Hey, it’s been a good week working on Galcon 2 I started out this week by adding ships into the whole swarmy mess!
Next up I got the swarms “doing” something a bit more productive, and added planet ship count numbers. I also did a ton of analytics on idea parameters for the code to make swarming most efficient. It seems pretty fast now.
Then I cleaned things up a bit, added the user interface for selecting planets and deploying ships and added in a really simple bot so I could play against it!
Lastly, a lot of people were asking for the ability to help out with the single player game by doing mods, I build a large part of the modding system. Below is a movie of me running a Lua based mod with two bots fighting over the galaxy The mod has set the game to run at 16x speed so the outcome happens sooner.
I decided on Lua because out of my three main options (C, python, Lua), C is basically impossible to sandbox and I want people to be able to download and try out mods without too much concern. python is my favorite language, but embedding it is non-trivial. Lua won out, because it simple to embed, and doing basic sandboxing on it is pretty straightforward. This is the first time I’ve coded anything in Lua, and I found it was pretty straight-forward.
Ahoy there! Thanks again for supporting the Galcon 2 Kickstarter! I’ll be sending out progress updates as the development progresses, and here’s the first!
Day 1: First I got the basic “black screen” up and running. I’m using C++ and Xcode as the primary development tools of Galcon 2. I developed iPhone Galcon and Galcon Fusion with C++ as well as Dynamite Jack.
Day 2: I decided black screens were boring and I added a handful of planets.
Since there were overlapping planets, I worked on the collision code in Galcon to fix the overlaps automatically.
This was looking good, no planets were overlapping. So I decided to take it up a notch and try out 4000 planets!
This worked on the first try, but it took forever for the layout of the planets to stabilize. I spent the rest of the day improving the collision code so that it could handle this amount of collisions at high speed. By being able to support this many items, at any scale, I’m already designing Galcon 2 to work smoothly on any screen size, and possibly with games that are larger than a single screen.
Here’s video of the collision code in action, actual speed:
I plan on sending these updates out pretty frequently, but if you want even faster news on the development of Galcon 2, please follow me on twitter. My name there is philhassey. Also, there’s lots of fun Galcon 2 discussion in the forums too.
Howdy everyone! We’ve got less than 24 hours to go in the Galcon 2 Kickstarter! We’re getting close, but we really need your help to make it to the goal! If it’s at all possible, please pledge something!
For the last six hours of the Kickstarter, we’re going to be holding the one and only GALCONATHON! It’s going to be a live stream available on YouTube (check the Kickstarter page for the link.) But it’s also going to be something you can participate in! Here’s the rough schedule (in MST):
1pm: Phil and Nan chat about Galcon 2
2pm: The Galconathon Tournament begins (Galcon Fusion – sign up here!)
3pm: Phil and some guests play the 1995 version of Galactic Conquest
4pm: Phil and Tim entertain us with some fiddle + banjo tunes
5pm: The final round of the Galconathon Tournament
6pm: The final hour! We hangout in the chat and ring in Galcon 2!
It’s gonna be a ton of fun, anything could happen. Just stop in for a bit and hangout with everyone! It’ll be a blast! Let’s make Galcon 2 happen!!