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#11
i don own a crdei card..does that mean i cant play this?can any1 pm me the download link? plzzzz
 
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#12
Originally Posted by trisha02 View Post
i don own a crdei card..does that mean i cant play this?
No, it means that you just have to install the SDK and compile your own copy of the game from source *cough*
 

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#13
Originally Posted by trisha02 View Post
i don own a crdei card..does that mean i cant play this?can any1 pm me the download link? plzzzz
Then find someone who has got a credit card and ask them.

The download link has been provided in the first post. If you were trying to get someone to provide you with an 'alternative', ie 'free' download location, then please go away and learn a bit of respect.
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#14
I think putting an open source game onto the Ovi store and charging money for is a good idea. Especially if you also publish it for Symbian and Meego (assuming many N9 will be sold). Regular users will just pay for it instead of compiling it from source.

The only thing that would worry me is that someone else could take "your" game, compile it, and put it on the Ovi store themselves (say for a slightly lower price). Have you thought about this and is there any license that could prevent this from happening?
 

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#15
Originally Posted by pinsh View Post
I think putting an open source game onto the Ovi store and charging money for is a good idea. Especially if you also publish it for Symbian and Meego (assuming many N9 will be sold). Regular users will just pay for it instead of compiling it from source.
That is what I'm hoping for. And I'll definitely port it to Meego (it is already available for Symbian^3).

Originally Posted by pinsh View Post
The only thing that would worry me is that someone else could take "your" game, compile it, and put it on the Ovi store themselves (say for a slightly lower price). Have you thought about this and is there any license that could prevent this from happening?
Well, I haven't gone too far in protecting the game name, i.e. trademarking it. But if I've understood trademark law correctly (at least here in Norway), I still have the right to the trademark as long as I made the first product. And I would believe Nokia would help me out if anyone makes a clone named Nanoparticles.

In other words, if someone compiles it and uploads it to Ovi Store, they would have to make it into a "new" game. That would at least require them to change the name, and thus they won't be able to compete as easily if I've been good enough at marketing the original first.

So there is still a risk, but it shouldn't be too big. I haven't tried this before, so I of course have no experience to back up my claims, but until anyone uploads a free copy just to be mean; I'll take my chances

Should they make it better in any way, my best choice would of course be to build upon that again and make my game better (that's why I'm using the GPL license and not one without a copyleft clause).
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#16
Originally Posted by trisha02 View Post
i don own a crdei card..does that mean i cant play this?can any1 pm me the download link? plzzzz
Since I'm trying to spread the word as much as possible about the game now, I'll send you a copy.

To the others of you who are without credit cards or having trouble with Ovi Store: I don't want to keep you out, so PM me if you want to try the game. I'll keep this to a very limited number, so please consider if you really are unable to pay for the game. If I get too many PMs with requests I'll drop it. (I know there are not THAT many of you who are unable to pay on Ovi Store.)

In return I just ask you kindly to spread the word and show the game to your friends. Especially those with N900s or Symbian^3 phones.

@jstokes and jedi: Thanks for pointing out the info about the source and SDK. That will be the only official "other" way to get the game if you really don't want to pay, but for now I'll keep the door open for those who are unable to pay with credit cards in hope that it will increase sales in a longer term.
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#17


As I said on PM to dragly, this game is really awesome. Nice, somehow "refreshing" idea, gameplay is really "epic" type of "easy to learn, hard to master" (tm). Very addictive, and got that something of immortal games, like tetris.

Ho ever, around lvl, 27-29 difficulty lvl become somehow PITA - not that it's bad, but rounds look like ~99 fails at first 10 seconds > 1 fail at last 2 seconds > 99 fails at first 10 seconds > 1 fail at last 5 seconds > 99 fails at first 10 seconds > WIN!.

Although game is very replayable, it would be nice to add something for experienced players, that can keep You playing ~30 lvl and higher. Unfortunately, I don't know exactly what - maybe our quantum lvl become so high, that we can radiate or something? Thus repelling purple charges for a few seconds @ high rate... Or become so high on quantums ( ) that we can bi-locate - game pauses, highlighting only our current position, and random position somewhere in map, and we can choose between those two - remain where we were, or "teleport" (choose other quantum position) to that second location... Of course, only 1 time during a round.

That's only couple of ideas, but really, some new, quite powerful tactical means are needed. I got to lvl 30 @ no more than (total) 10 hours of gameplay, but just trying to get into 31 lvl (for prettier screenshot ;P ) took me almost last hour, without any chances for success. Winning now is a little random - You can't do mistake or You loose for 100%, but even moving like ballerina with a railgun leave us with only 1% chance of winning. If not less.
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Last edited by Estel; 2011-07-11 at 23:29.
 

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#18
Yeah, maybe you could implement other play modes, for example, having as a goal to reach certain "neutral" particle among repulsive or destructive particles... or you could implement gravity by using the accelerometer, though this could maybe slow down a lot the gameplay... I like this platform, it's quite fast, it's interesting to look at a "several interacting bodies problem" as the base for a challenging and entertaining game.
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#19
@Estel & @strange1712, thanks a lot for the input!

When I started making Nanoparticles, one goal was to make it as simple as possible. That way it was easier to perfection one main style of game play, rather than implementing multiple versions that might not work as good. However, it has always been in the back of my head that there will come a version 1.x with bugfixes and minor improvements and a version 2.0 with completely new modes.

Discussing some of those ideas here would be great! In addition to the ones you've posted, I can add those I've been considering:

- Different bonus particles you can pick up and use. This is of course very generic, but some effects could be:
-- Slow motion
-- Black holes (attracting all bad guys nearby)
-- No charge
-- Strong repellers (repelling all purple charges)
-- etc.
-- <your idea here>

- A tactical mode where the game is frozen. You place all your charges and press play. Could have 2 goals: Make sure your particle survives long enough (i.e. try to make it orbit something) or make your particle guided to a goal point by making an "attraction path".

@Estel: I really like the idea about "radiation". Another way to do this could be to invert the green charge and increase the magnitude. That would attract all the red ones, though. This should be quick to implement.

Quantum positioning would also be really funny, and in fact somewhat related to the real phenomenon called quantum tunneling (the ability for a particle to move through an obstacle that according to classical physics is impossible to go through).

@strange1712: I'll have to consider using the accelerometer thoroughly. I really like the idea of good accelerometer based games (or game modes), but they need thorough implementation to become good. I think your "neutral" particle idea could be really interesting. Maybe this could be a variation of the special particles?

The game was actually never meant to be played as far as level 30, since the number of particles possibly visible on the screen at one time may cause the game to lag. Here the N900 actually performs somewhat better than the N8, but still we'll have to cap the amount of particles at one point. The issue is simply that too many particles interacting is very CPU heavy.

One solution that I could try for this is to increase the charge of the particles at higher levels (i.e. harder to control), but make them destructible.
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#20
Originally Posted by dragly View Post
@Estel & @strange1712, thanks a lot for the input!

Discussing some of those ideas here would be great! In addition to the ones you've posted, I can add those I've been considering:

- Different bonus particles you can pick up and use. This is of course very generic, but some effects could be:
-- Slow motion
-- Black holes (attracting all bad guys nearby)
-- No charge
-- Strong repellers (repelling all purple charges)
-- etc.
-- <your idea here>

- A tactical mode where the game is frozen. You place all your charges and press play. Could have 2 goals: Make sure your particle survives long enough (i.e. try to make it orbit something) or make your particle guided to a goal point by making an "attraction path".

@Estel: I really like the idea about "radiation". Another way to do this could be to invert the green charge and increase the magnitude. That would attract all the red ones, though. This should be quick to implement.

Quantum positioning would also be really funny, and in fact somewhat related to the real phenomenon called quantum tunneling (the ability for a particle to move through an obstacle that according to classical physics is impossible to go through).

@strange1712: I'll have to consider using the accelerometer thoroughly. I really like the idea of good accelerometer based games (or game modes), but they need thorough implementation to become good. I think your "neutral" particle idea could be really interesting. Maybe this could be a variation of the special particles?

The game was actually never meant to be played as far as level 30, since the number of particles possibly visible on the screen at one time may cause the game to lag. Here the N900 actually performs somewhat better than the N8, but still we'll have to cap the amount of particles at one point. The issue is simply that too many particles interacting is very CPU heavy.

One solution that I could try for this is to increase the charge of the particles at higher levels (i.e. harder to control), but make them destructible.
I really like all of those ideas, thought "tactical" mode, where we place our charges during "pause", and then game starts, without our further control is probably my favorite. "bonuses" to pick up are also good idea, but this must be really carefully implemented - map isn't so big, and we can easily "bloat" it. I also like the idea of everything somehow "related" (of course not very strict) to real effects in physic (yea, i also was thinking about that phenomena, when suggesting quantum bi-location - which, by the way, is also another real phenomena, except fact, that we can choose result ).

As for accelerometer, this may be considered, but please only as potential mode. It's really hard to play this way during train/bus/whatever journey.

When we talk about performance - I never ever encountered ANY slowdown. Really. Even on lvl 30, everything is smooth and fine - although, My N900 limits are 500-900. Still, I realize that we can't just increase charges placed on map to infinity. Performance first, but also game would be just impossible to finish @ some point (BTW again, it's possible to involve DSP in calculations, or at least graphic rendering?)

I also think that "simplicity" mixed with "real" physic is one of major things, that make this game so fun. So, despite fact that all ideas here are very good, it would be great to implement them with caution, and make game to "release" new possibilities (except total different game modes) slowly, at high quantum stages. Still, i would really love to see it playable to at least ~100 levels
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