Davelantor's Forum Posts

  • 4 posts
  • Lost Sol is currently on Steam Greenlight

    you can check out more about the game here : http://steamcommunity.com/sharedfiles/filedetails/?id=891842781

    As can be seen in the trailer, the current art is very amateurish. I am looking for artists that are looking to work for a sci-fi project.

    Here is a sample section from the game, the blocky sprite structures and perhaps even icons.

    you can reach me at

  • Hello everyone, I am John Ozgonul, Developer of Lost Sol .. done completely in Construct 2 <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    I been working on this project alone for an entire year now. I believe its time to show it to construct 2 community <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    The game is currently on Steam Greenlight : http://steamcommunity.com/sharedfiles/f ... =891842781

    You can vote for it if you like <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> (I need all the votes <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">)

    Make sure to watch the Trailer

    The Core gameplay is completed, and I will be releasing a demo on steam greenlight soon.

    Its a game that is unlike many 2D games today. Lost Sol is a multilayered strategy survival game, where you take direct control of your own ship, as you are building it, your crew is free to move around in it, and outside the ship as it moves. It has a high replayability due to its extensive creative elements on ship design. It also packs a detailed ship and asset designer for sharing on steam workshop and many other places, drag & drop sharing. If you like science fiction games, I am sure you will see the potential of Lost Sol and join us as we embark on our journey.

    In indiegogo, we reached 5% of our campaign goal in the first date, 15 on our second day and as we enter the third day. we are over 28%.

    Looking forward to heading from you. Fly safe o7

    You can check out more information on http://www.lostsolgame.com .

    Long Trailer :

    Lost Sol follows the life of a spaceship's crew near the Earth. The crew needs to explore the remnants of humanity to improve their chances of survival. In order to achieve this, you need to research new technologies, scavenge, mine resources, manage your crew, and rescue other survivors, sometimes even dismantle parts of your own ship in an effort to keep your ship afloat.

    Throughout the game, you need to make careful decisions how to build your ship, and manage your crew.

    By year 2499 humanity had extended its reach to the Moon and Mars, with a network of stations spread throughout the solar system, each serving their own purpose. Travel times between the planets were still long and space travel ever treacherous. However, a new technology was developed, one that promised to change everything – two colossal gates, constructed between Earth and Mars.

    These gates represented the cutting edge of scientific research, capable of creating stable wormholes between the planets. While the gates promised to dramatically reduce the cost and time of space travel, concerns were raised over the instability of the technology. In spite of these concerns the project was pushed through in order to have the gates ready for the start of the New Year, a momentous event that marked the beginning of the new century and it was hoped, a new era for humanity.

    Tragedy struck on the eve of the New Year. While each gate was powered up successfully, it was not long before the gates began emitting increasingly powerful waves of gravitational energy. The effects were devastating: all ships and stations in the vicinity of each gate were crushed in an instance. Those further away suffered less damage but the immense gravitational forces soon caused the gates themselves to collapse. Within minutes, Earth, the Moon and even Mars began to disintegrate.

    After a while the anomaly became unstable, and collapsed in a violent explosion. The wave of destruction it left behind was unimaginable. The Earth, and Mars were no longer habitable, and the space around was filled with massive debris fields. The ships, which survived this apocalyptic event were now left stranded, and many of them did not have the facilities to survive more than a few hours.

    However, a glimmer of hope remained. Important data from the event was shared throughout the Solar system. This valuable information might be used to develop new technological breakthroughs. There were still surviving smaller colonies like the Europa Science, and Mining Colony near Jupiter, and many smaller station colonies around the asteroid belts beyond Mars. Normally, the majority of these colonies relied on the central planets. Moreover, the communication network collapsed after the disaster. Only time will tell if the survivors are able to stay alive.

    You need resources to build your ship, but your equipment need also specific resources to function. Some of these resources can be looted, refined from asteroids, or even fabricated from raw materials.

    At its core, Lost Sol is a ship management game, and your crew is an essential part of this experience. Everything from building structures to exploring wrecks is done by commands given to your crew members.

    Depending on the difficulty setting in the start of your story, the game will generate events like asteroid storms, in different magnitudes, numbers, and speeds, which will test the capabilities of your ship, and crew.

    You will also face other ships, some of them will be wrecks, and might not have any active defenses, while the others will fight back. It’s up to you to decide if you want to risk your ship for the rich spoils you may come across.

    Lost Sol uses a special engine to assess each of your ships modules, checking information like how often they are maintained or how long they stayed damaged. It also makes calculations on how well the structure will continue to perform, if it is going to break down in a glorious explosion, or it will simply die down. It waits a handy crew member to tinker with it, because just like a neglected car is more likely to face serious problems sooner than a well maintained one, so is your ship.

    Both game views feature things like radar display (bottom right), and crew status (upper right), which can be toggled on/off. The ship status screen can be switch to full cargo view or both toggled off (upper left).

    While designing the UI, I tried to avoid a text wall as much as possible. Consequently, I made most of the UI design from icons.

    Some structures have unique panels for interacting with the structure controls.

    Control the speed of the game. Speed it up, or slow it down. Give your self the time to think.

    I think what makes a game great is also the power it gives to the players, who want to take it a step forward. Therefore, I made a powerful asset editor inside of the game for those, who want to have the core ship design experience. The in-game editor makes possible to build ships, wrecks, stations, and asteroids.

    http://steamcommunity.com/sharedfiles/filedetails/?id=891842781

    If you like what you have seen, make sure to vote for Lost Sol in Steam Greenlight <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    This was my first construct 2 project, and I am glad to say I am looking forward to getting the "Business Edition" if I make enough in revenues.

    Best Regards,

    John

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  • I see, so only way of doing this is still in one frame but you instead divide the entire process into several frames, ... there is a point in my game when the number of instances can be even up to few thousands.

    I guess i set a global variable that will designate how many of the objects i will go through each frame with IIDs and each frame i will check for my conditions. And depending on the CPU load i can have an other function that will check the variable to dial down the number of IIDs checked / frame ...

    That would in essence create the frame independence ... Thank you

  • I have a function that runs and goes through hundreds of sprites ... every time that happens the game freezes for few seconds, the results dont need to effect the objects immediately every frame.

    How do i make this frame independent ?

  • 4 posts