0RBITALIS by AlanZucconi
0RBITALIS is a game about defying gravity. With just one click.
=== FULL VERSION ===
0RBITALIS is now a full game. Try it on Early Access at http://alanzucconi.itch.io/0rbitalis .
== CONTROLS ==
- Move the [MOUSE] to decide in which direction to push your satellite. The dashed line indicates its predicted orbit.
- [CLICK] to launch it. You only have get one shot: use it wisely.
- [F] Enters in fullscreen mode. Only available for the Windows version.
== LINKS ==
- Web: www.alanzucconi.com/extra/0rbitalis/ld48
- Windows: www.alanzucconi.com/extra/0rbitalis/win/0RBITALIS.zip
- Source: www.alanzucconi.com/extra/0rbitalis/source/0RBITALIS.rar
- TIGSource DevLog: http://forums.tigsource.com/index.php?topic=37774.0
== TWITTER ==
If you liked the game and want to know more about its future updates, follow me on Twitter at @AlanZucconi .
=== FULL VERSION ===
0RBITALIS is now a full game. Try it on Early Access at http://alanzucconi.itch.io/0rbitalis .
== CONTROLS ==
- Move the [MOUSE] to decide in which direction to push your satellite. The dashed line indicates its predicted orbit.
- [CLICK] to launch it. You only have get one shot: use it wisely.
- [F] Enters in fullscreen mode. Only available for the Windows version.
== LINKS ==
- Web: www.alanzucconi.com/extra/0rbitalis/ld48
- Windows: www.alanzucconi.com/extra/0rbitalis/win/0RBITALIS.zip
- Source: www.alanzucconi.com/extra/0rbitalis/source/0RBITALIS.rar
- TIGSource DevLog: http://forums.tigsource.com/index.php?topic=37774.0
== TWITTER ==
If you liked the game and want to know more about its future updates, follow me on Twitter at @AlanZucconi .
| Play on Newgrounds | http://www.newgrounds.com/portal/view/630267 |
| Original URL | https://ludumdare.com/compo/ludum-dare-28/?action=preview&uid=21108 |
Ratings
| Coolness | 100% | 1 |
| Overall | 4.07 | 14 |
| Audio | 3.04 | 231 |
| Fun | 3.81 | 34 |
| Graphics | 4.06 | 60 |
| Humor | 1.93 | 641 |
| Innovation | 3.93 | 41 |
| Mood | 3.69 | 61 |
| Theme | 3.36 | 235 |
Thanks for your game!
By the way, you know you have a mobile hit there, don't you?
I with it had more levels as well! :-) Unfortunately I ended up wasting 12 hours on a failed prototype... I wanted to do a procedurally generated thing, but levels were either unsolvable of all the same! :p I'll try to add some in time! :-)
@ cdgugler
@ madjackmcmad
@ Samsturai22
@ RedPanda
@ tklovert
Hey guys, thank you! *_*
@ DavidErosa
I am not an expert of mobile *cough cough* I barely have a phone! :p But it seems that you're right! I'll try an AIR port. Even thought... the game will probably be TOO SLOW! :(
I know. I kinda wanted to have proper music and sound. But you know... there's not sound in space! :p :p :p
It feels good and it looks good, couldn't ask for much more.
Well done!
It does feel a little like the physics are working in ways that are subtly wrong to me, but that may be me at fault and not the game. Had a lot of fun once I got used to it, and love the sound and visual design.
@ OhFiddleDiddle
Thanks! :)
HAHAHAH MEE TOOOO! :-) My first prototype was about ODEs and how you can affect the long-term evolution of the system making one small change in one single point! :p It failed miserably though! :D
In the game you can only give to the satellite one push! I have to say that Gravity (the movie!) kinda inspired me on this. There are few scenes in which they have to "launch" themselves and once they're floating... it's all about the gravity. :-) You only get one shot: use it wisely! :D
The equations to calculate the gravimetric gradient are perfectly accurates. Planets usually follow circular orbits, rather then elliptical ones. Unfortunately there are some inaccuracies and frame-rate issues that make the simulation not-perfect. Have you noticed that sometimes the dashed prediction changes? It shouldn't do that, since gravity is completely deterministic! But... meh. :p Damn approximations! :D
Very nice!
@ DaanVanYperen
@ arkeus
@ Chris Mondok
@ ENDESGA
@ adnzzzzZ
@ PsychedeliCanary
@ Loren
Thank you! :p It's 5am here. I better go to bed hehe! :p
Well... I take the credit for the coding, even though all the movement is just... ... ...gravity! :p Thank you, Newton!
Crazy good idea/job. Really.
I got as far as the galaxy in the main screenshot :-)
One thing that I would suggest is a menu where you can pick previous levels to play again in any order.
Cheers!
@ conormn
@ benedict
@ Bogden
@ junt74
@ Piat
@ ParaPup
@ Xezko
@ Juno Nguyen
@ xk
@ embero
@ ThatGuy
@ ApoorvaJ
Thank you! :p It starts to be hard replying to each one individually! XD
Ohh, I know! This is also why the game is so slow on old machines! Predicting gravitational gradients is computational expensive! Thus, I am making some approximations. Plus, there are small inaccuracies due to round errors end non-constant frame rate. But I like to see that the red trajectory "changes" a little bit sometimes! :-p
I didn't really have time to make a proper start, ending and menu hehe! This is why levels are just... looping! :p But yes, that's something I al definitely going to do in a post-update! :D
Hahah thank you! :p It actually took forever to make the maths working properly! Predicting gravitational gradients is so expensive because I have to simulate two seconds of system evolution. 60 times per second. :p
@ OriginalBigDan
Thank you! :p I was playing in my mind with this gameplay for such a long time! :p I'm glad I had a chance to implement it! :D
@ Msquirrel
@ feizenbara
Thanks! ;p
Actually... less than 48! I wasted 12 hours on a prototype that didn't led me anywhere! :p
Still, graphics gameplay and fun: and its web based!
After first level: HOLY CRAP, IT SERIOUSLY HAS GRAVITY! I CAN ALREADY FEEL WAY TOO MUCH AMOUNT OF FUN IN THE AIR!
I shouldn't rate graphics in a 48h game that has such precise physics, but I1m gonna do, because it's not even ugly!
great 5 overall for me! In every aspects! (okay, except Mood, but that still deserves a 4)
Your name was familiar for me somehow, and now I just realized that you are the guy who created that "Tower of Pixel" game I spent hours with!
Goddamn glad you are back! You are great!
Hahah thank you very much! :-) To be honest, I felt quite bad for the way "Tower of Pixel" ended... :p ...some people spent HOURS to reach for the sky and then... :p ...nothing! XD I promised myself I would have made a proper ending... but then I never did that! XD
I'm glad you didn't mention AUDIO! :D I had to push everything together very quickly so I didn't have time to put anything more than a simple white noise! But there's not sound in space... let's use this excuse! :p
Oh, you can follow me on Twitter at @AlanZucconi if you want! :) I am working on another title! :p
@ arrogant.gamer
@ TobiasNL
@ Terry
@ TwitchSeventeen
Thank you! :p
Also, I thought endings were good in that game, my only problem was the lack of reset.
Seriously? I didn't know that! :o
Anyway, you can check it THIS version on my website! :)
www.alanzucconi.com/extra/0rbitalis/ld48
@ Masadow
Thank you! :p
NUOOO! :D DON'T REAAAD IT! :D It's sooo dirty it will drive you crazyyyy! :D
I didn't know Osmos! And that's kinda strange, considering that was in the IGF!
@ Kyle Mac
@ joekinglake
@ 01010111
@ Pixelulsar
@ Anachron
@ YsenGrimm
Thank you guys! :) All this support means really a lot to me! *_*
Haha grazie Giovanni! :) Se hai Twitter... aggiungimi li! :p
You can theoretically create a stable orbit in *almost* every level. Alpha Centauri, Canis Majoris and Sagittarius A* have such a gravitational pull that it gets closer to a real solar system. :p And of course, orbits are almost perfect there! :) Anyway, you can always click to go to the next level! :p
Haha thank you! :p Now I'm blushing! XD
I had a go with your game and it seems quite deep! ;p
Just wow.
Such an innovative and well programmed game. I had a blast with this. The only thing missing is better audio.
Would love to see this expanded.
GREAT GREAT JOB
@ zconnelly13
@ Sean Noonan
@ KWL_TW
@ angelk
@ chiguireitor
@ finefin
@ bitserum
@ strong99
@ xrm0
Thank you! :-) I am working now on new content, so hopefully there will be new levels and mechanics soon! :D
@ bitserum
You can have a look at the source code if you are curious! Even though I must warn you: IT'S SO DIRTY! O_o
I have a function that evaluates where an orbiting planet should be at any given time (it's fully deterministic, no simulation is done here). At every frame I evaluate positions of all celestial bodies from now to two seconds ahead. Then, at fixed time intervals, I calculate gravitational vectors and predict orbitalis' acceleration accordingly.
Is quite expensive because it's a simulation within the simulation. Orbits are not calculate perfectly because I assume a constant framerate during the prediction (values are interpolated). Plus, there are inaccuracies due to value approximations.
However, I like sooo much the "uncertainty" that you can see when steering around a star... approximations are worse with high speed, and this gives to the game a feeling of "we don't know yet". :p
Unfortunately I didn't have time during the competition to make some proper music! I decided to go with the "no-sound-in-space" excuse! :-) I hope to put proper assets soon though! :D
This game really awesome and break my mind =)
Simple and genius!
Great work, so simple in principle, but brilliantly executed and beautifully presented.
@ nka
@ howieV (binarygirl)
@ OddballDave
@ reecpj
@ BradleySmith
@ alcorrius
@ Kayelgee
Thanks! :p
I hope you'll enjoy the new contents, when the next update will be released! :D
@ Kayelgee
The simulation is not perfect and the prediction is affected by the current framerate! However, I like the consequence: the faster you go, the less accurate you are! In a way, is quite closer to the reality and keeps players "attached" till the end! :D
Bodies are out of scale. Totally out of scale! :p Of course such systems would collapse if planets were so big! :D
Thank you! :D Don't make me feel guilty for not having used Play Canvas! :p
It took me some time to understand how it worked, but instead of being frustrating it was a rewarding process.
Only, the game seems to freeze once in a while, I am not sure if it's intended or if it's flash or my PC. Kinda annoying.
Great game overall!
Though it doesn't feel like it fits the theme and I'm almost certain I've played this exact game multiple times in the LD gravity theme.
@ Zhrack
@ Nisshoku
@ van noctar
@ Nikteddy92
@ xhunterko
@ omaha
@ BrothersT
@ Coblynau
@ Kimau
@ recursor
@ Keith Evans
@ AaronGordon
@ glovecat
Thank you! :p
I really appreciate all those feedbacks hehe! :)
Yes, there is actually a nasty bug that freezes the game sometimes. Is very unlikely to happen and... is related to the library that draws the dashed line. It ended up in a loop, but I haven't had the time to dig properly into it! XD
nice graphics and nice set of levels!
@ Colorvade
@ Chaoseiro
@ Ghost Pixels
@ Diptoman
@ Aaants
@ Sylence
Thank you! :-)
@ Halfire
Weeeell.... :p I am using neither of them! My prediction is actually a FOR LOOP to simulate future trajectory in advance. I know, I know, is crazy. But is very accurate also because I might use in the future planets with slightly different type of gravities. So it helps A LOT! :-)
Gravity is dealt in two ways. The way planets orbit around stars is completely fake. At the moment they are just doing circles. And I put them where I liked them. They ignore mass, gravity etc. The REAL gravity kicks in when you lunch an orbitalis, and then you can actually see it's moving according to planet masses. Usually planets have a mass equal to 2 times their radius, and 4 for stars.
http://imgur.com/oXvBalX
You did a nice job on the orbit prediction visualization. It was the right length to make sure you wouldn't hit anything out of the gate and it gave you the "oh no oh no OH NO" moment when your perfect path became a perfect collision course.
The antigravity sources were a nifty addition. I'm not sure I've seen those before. They were a little less fun to play with because they usually added a lot of unpredictability. Flying over to an antigravity body usually made your trip shorter, not longer. But they extended the possibilities for level design, which is good.
It would've been cool to see an overview of all the stars at the end of the game.
@ Jhelle
@ Tyu
@ scoobyben
Thank you! :)
Whoa! :D That's a nice orbit! :D I'm wondering how long will it be stable... :p ...the evolution of these systems is very unpredictable in the long run, often because there are inaccuracies and approximation errors that sum up until they break everything. :P
I am working on lot of new things for the next version of 0RBITALIS. There are asteroid clouds, comets, elliptical orbits... :p ...and some other things that will REALLY make the difference in terms of gameplay! :D But I can't spoil anything yet hehe! :D
Totally fan of it, the game i have play the most at the moment !
I need to know how you draw those elliptic arch with the physics, it's awesome (and i need it for my game :D )
@ JoeManaco
@ Jgpicatoste
@ aviktorov
@ Jishenaz
@ Lipedal
@ GarethIW
@ Carduus
@ severus
@ Pol
@ MaxguN
Thank you! :p
I draw the orbits by calculating where planets are going to be in the future. To do this, I'm just using Newton's law! :p
If you have time, please consider rating my game! I would really appreciate it!
@ Idovoodoo
@ javifugitivo
@ Flyinpig5
@ squibbons
Thank you! :-)
Done! :p
If you ended up in a looping orbit, just click when the red cursor appears and you can skip to the next level! :-)
@ Jeremias
@ OtherAlexy
@ Reverend Speed
Thank you! :D
Hehe unfortunately I didn't have time to make any music! But I am working on a new post-compo version... :-)
Thank you! :-) Have you ever seen Star Trek Generations? I *LOVE* the scene when they are in Stellar Cartography and shows how they can trace the movements of the Nexus ribbon according to gravity. I guess that inspired me a lot! :-)
@ huhwhozat
@ Venks
@ yosh
Thank you guys! :D
Aaargh! :D I knew someone would have mentioned Angry Bird at a certain point haha! :-)
Yep I am trying to think of a menu that is not invasive and is well integrated with the game. Maybe menues will be level as well! :p
Haha thank you! :D You're the second one from the Kerbal Space Prorgam! XD
I did not like the sounds very much. Some Background music would also have been nice (instead of this ac hum thing).
Despite these things, you manage to create some mood. The graphics are appropriate and have their own style, which i really like!
@ Techblogogy
@ DanielSnd
@ runvs
@ errorage
@ Bruno Massa
Thank you! :D
Ohhh thank you! *_*
I really appreciate that! :-)
@ Atmospherium
@ PEBKAC
@ kristoffer zetterberg
@ SiENcE
@ gre
Thank you! :D
All the planetary orbits you can see in the LD48 version of 0RBITALIS are made out of... perfect circles. The main problem is that those systems are not in scale, so generally they are too unstable to support stable orbits for a long period of time. Plus, there are inaccuracies and approximations and the simulation makes some changes to the way gravity works that I am sure will make it almost impossible to use already developed techniques to achieve stable orbits. :p
Some systems however, like Canis Majoris, are made "in scale" and you can see how easy it is to achieve stable orbits with them! :p
@ NightShadow0
@ Shaun Lebron
Thank you! :D
A great job on the graphics, too.
I like it, and I feel it's complete as it is. Thumbs up.
Sometimes it generated strange results, or it felt like it did (probably I didn't understand all the rules, but then they should be told in a tutorial). For example I thought my satellite would crash into the central star, but instead of that it went trough the star and got it's trajectory strangely twisted. I am not sure if the pulsation of the star has some effect over the trajectories? More feedback about the types of the planets, attract/repel, would be nice too.
Making looped orbit, ellipsis or 8-like was a great pleasure! If you add some kind of score or achievement for it will be a great bonus to the warm feeling! :)
Also, some Solaris soundtrack-like music would fit perfectly.
Anyway - a perfect game! Respect!
@ Kvisle
@ pele
@ x70x
@ tompudding
@ y2bd
@ OneDee
@ auto_suggestion
@ xerysherry
Thank you! :p
Thank you so much Denis hehe! :-) The solar systems in 0RBITALIS are waaayyy out of scale. Planet sizes, for instance, is ENORMOUS. In a scaled system, The sun would be as big as the screen and planets would be like 1 or 2 pixels. In order for the gravity to work properly, orbitalises cannot collide with planets. However, they collide if they enter within 10 pixels from the centre of mass/gravity. This happens as well with stars so you can "enter" inside them as long as you don't touch the 10-pixel-area-of-death. In a way it is as if you were going "3D" OVER the star. In a way, is just a feature-bug. :p
The other problem you are referring to is called... TUNNELING! If the velocity of an object is higher than 10 pixel, it might "skip" the deadly area. This is what happens close to the centre of a star! :p There are fixes, but in a way I kinda like the unpredictable outcome! XD
@ mcapraro
@ lekochen
@ nicotr014
@ DDRKirby(ISQ)
Thank you! :D
Haha thank you! :D Even though I seriously hope NASA/ESA won't use 0RBITALIS to send stuff in space. Or it won't reach space. EVER! XD
Thank you! Yes, I am working on a very big update for 0RBITALIS! The version I am working on has a proper galaxy to explore with 100 star systems with asteroids, comets, pulsars and nebulae. I am also working on new mechanics, for instance probing missions, landing missions and... well, I can't spoil what's next! XD
I actually made similar game for LD when theme was exploration, doing solo run back then(now in Jam team)
http://www.ludumdare.com/compo/ludum-dare-16/?action=preview&uid=232
@ kevinmylo
Thank you! :D
Oh yes, I can definitely see some similarities here hehe! :-) I like the "expand" thing hehe! It took me a while though to understand how it worked! :p But is a nice idea! :D There are probing missions also in the new version of 0RBITALIS... :p
Sorry to hear that Tom! 0RBITALIS is quite computational expensive, I know! Simulation gravitational gradients for two seconds in the future EVERY frame *is* quite a task! :(
As you probably notices, trajectories are not always accurate and this is also due to this... I tried to optimise it to get some speed. Unfortunately on old machine it just doesn't run smooth, I know! :(
I like your idea :D
@ Husky
@ Muciojad
@ Faust
Thank you! :D
@ joppiesaus
Thank you! :D
The way I am using to calculate the gravitational gradients is... a little bit floppy. I tried few approximations to predict trajectories, but they were based on the *real* gravity, not on 0RBITALIS one! XD So, the most accurate way so far is just to... simulate gravity. :\ Is heavy, I know!
Hehe thank you very much! *_*
So far 0RBITALIS is both the most commented and the most voted entry in the 48 hours competition! ...so my fingers are crossed! :-) I'd love to make a full game out of it and I'm already working for it... so winning would be an amazing push also to find a publisher, get on Steam, etc! :-)
Anyway, it seems your game is doing pretty well too hehe! :p
@ stvr
@ afterisk
Thank you! :p
@ lotusgame
@ isaacmarco
@ oxysoft
@ Yoni
@ Tom 7
@ local minimum
@ mmickyman
@ havana24
@ ashen
@ Beavl
Thank you guys! *_*
Still very original. Ah! if only orbits in Kerbal Space program were so easy to change.
It looks very polished (very nice graphics!), simple but good sounds (I would like to have music, but it's hard to have music for a game that you play for a long time, like this one so it's better not to have music than annoying music).
The different constelations make it also more fun.
This was fun to do.
@ Grafter says
@ crockid5
@ patrickgh3
@ Sebastian
@ oskardevelopment
@ goerp
@ henrykun
@ loxo
@ ukasinho
@ themachinestarts
@ supremefist
@ rincewind_cz
Thank you! :D
Fingers crossed for tonight guys! XD
Would have liked to try a bit slower and trickier levels where the goal is more about attempting to predict the path. The current gravity system makes me feel is simply unpredictable.