[Semi-discontinued] osu!max
Posted: Tue Jun 07, 2016 7:59 pm
Hello everyone.
I'm working on the first game of NeoShadow Studio : osu!max. This game is a mix between the well-known osu! and Volumax (which seems dead actually). I'm working on it's prototype the two last month, and I officially announce this game. It currently in early-development, so I only working on the engine right know, sorry. Like I said, this game takes the graphical parts of Volumax (the notes come to the right and go to the left) and the gameplay of osu! (Z + X for playing notes and the mouse or a graphical tablet for controlling the cursor).
It's kind of early to create this post but I create it anyway. I'll fill this post later with the information of my game.
For now, you can follow the development of this game here : https://neoshadow-studio.blogspot.fr/
Thanks and see you soon.
EDIT :
The project is discontinued.. Er, did I say discontinued ? No, I'll make osu!max in C++, using some of libraries created and maintened by NeoShadow Studio. Maybe you want to know why I stoped using Love2D :
Thanks anyways.
I'm working on the first game of NeoShadow Studio : osu!max. This game is a mix between the well-known osu! and Volumax (which seems dead actually). I'm working on it's prototype the two last month, and I officially announce this game. It currently in early-development, so I only working on the engine right know, sorry. Like I said, this game takes the graphical parts of Volumax (the notes come to the right and go to the left) and the gameplay of osu! (Z + X for playing notes and the mouse or a graphical tablet for controlling the cursor).
It's kind of early to create this post but I create it anyway. I'll fill this post later with the information of my game.
For now, you can follow the development of this game here : https://neoshadow-studio.blogspot.fr/
Thanks and see you soon.
EDIT :
The project is discontinued.. Er, did I say discontinued ? No, I'll make osu!max in C++, using some of libraries created and maintened by NeoShadow Studio. Maybe you want to know why I stoped using Love2D :
- I wanted something less dynamic : Lua is great. But, it's a pain for debugging. Dynamic variables add the fact of type checking.
- A more powerful class system : Lua's metatable is, for me, not enough complete.
- Operators : I wanted to use the C++ overloadable operators. Lua's (metatable) operators are too few, and is a pain to use it.
- More speed, more protection : C++ offers me two thing that Lua don't have : C++ is way faster and C++ is easly obfuscated.
Thanks anyways.