Saturday

Heaps of changes to osc

I've been working on osc quite a bit lately, and some new features (and, of course, bugs, which I'll work on soon) have been added.
There's arrow key support (finally!), checkpoints, mildly challenging enemy AI (if you can call it that), support for loading levels which have been designed in the level editor with l + any number key from 1-5, and sounds.
I've made a video showing some of the new stuff.

5 comments:

  1. Hey fishy, when are you going to release a beta of the game? I really want to try it out, it looks awesome :P

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  2. I MEANT THE LATEST VERSION CAUSE I FOUND AN OLD DEMO

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  3. Well, the beta will probably be released around never, since I'm not really experienced enough with game design stuff to call it a beta. The version in development at the moment is available at http://github.com/giantfishy/osc but it's sort of likely to be a bit faily (not well documented, unfinished, etc.). Still, if you want you can download it from there :)
    When the full version is out though, it'll hopefully be less faily than it is now in terms of usability.

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  4. What game engine or method did you use to make osc?

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  5. I used Ruby with a code library for drawing stuff and updating the game loop (Gosu). It's pretty cool, intuitive and easy to use (on the scale of things).

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