OMEGANAUT

Post screenshots, binaries and projectfiles of the projects you have made with ZGE that you want to share!

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VilleK
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Re: OMEGANAUT

Post by VilleK » Tue Jan 22, 2019 10:27 am

The problems with ZGE on Android is split into new topic here: viewtopic.php?f=9&t=1368

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Ats
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Re: OMEGANAUT

Post by Ats » Wed Feb 13, 2019 9:25 pm

New release for Omeganaut today!

What's new?
- New collision engine: ZgeBullet by Rado1
- New sets: Space, Asteroid Field, Planet, Moon, Canyon
- Harmful Asteroid shower
- Lots of stuff in Debug Mode

PC: https://www.txori.com/index.php?static21/omeganaut
Android: https://play.google.com/store/apps/deta ... .omeganaut

I'll have a few tweaks to make because debugging the collision engine while the collision shapes are invisible is quite difficult.
Now I'm going to work on music and sounds. I'm quite interested in SunVox. I'll start by adding it to the game and testing it on various Android phone before putting my hands into a new trap :roll:

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Ats
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Re: OMEGANAUT

Post by Ats » Mon Feb 18, 2019 8:38 am

Playing with music using Sunvox is a blast. I really like the Mega Man NES / Amiga Demo Maker feel about it. And I was wondering if it would be better and simpler to use SunVox for sounds FX too.
Because, appart from the laser and the power up sounds, I didn't managed to get something good with ZGE internal sound system, as the UI isn't that clear...

Are there any ZGE projects that are already using Sunvox, for SFX so I can ear how it sounds ?

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