HyperNoids is a cross-platform game written in C++ with the help of The Allegro game programming library.
It's main focus is on top view spaceship shooting, much similar to Xsoldier.
While the graphics are simple there is a unique visual style.
Glowing enemies, skeletal spaceship design and a few other things give it a cyberpunk kind of look.
The final version of HyperNoids has been released.
Stop by the DOWNLOADS section and grab a copy.
I hereby declare the game done. (I told you I would :)
I have now Officially finished a game. (yay)
I'm gonna take a break for a while and then start another game.
Keep your eyes peeled!
I have all the work done for the next version, which will be a version-jump to v1.0.
I want to port it to Windows, then release it across Windows and Linux at the same time.
Current plans are to release it by Apr 17, 2010, but no promises.
You are probably asking, "Why such a big version jump?".
Well after I finished v0.2.9 I proceeded to finish v0.3, planning a jump.
But v0.3, quite exceeded the original code specification.
So I worked on it a little more, and got it to the point where it could be considered a complete game.
After the release of v1.0 I will probably declare it done and go on to bigger and better projects.
HyperNoids is not my best shot at a game, so I will probably continue to refine my skills and make
better and better games.
Yesterday I released version 0.2.8.
This version has the longest list of changes yet.
There are two new bosses, enemy aiming is bumped up a little, bugfixes, tweaks, and more!
Get it from the Downloads Section
Version 0.2.7 now has an official Windows port!
I should probably warn you that the Linux version is more stable though.
I will probably be porting every Turn of The Tenths release to Windows, but no guarantees.
You would be better updated and supported on Linux, so if you have the choice get the Linux version.
The "Red guardian" boss is almost finished, along with the rest of the game.
It just needs a little finishing touches and polishing.
I expect to be able to meet my release goal, so watch for version 0.2.7!
I've been planning a graphical and code redesign for some time.
The current plot of action is that after the official alpha release(v0.3), the game will undergo
a complete redesign.
By version 0.4, it will hardly be recognizable!
This does not mean that new features will not be added in fact, I plan to add several features
along the way.
I'll keep everyone updated, so stay tuned!
In development, is version 0.2.7.
It will be the first with any bosses.
Also the project is taking on a new music producer, so the music will probably be better.
Currently, I'm trying to get the code for bosses working.
By version 0.3, there should be bosses at the end of every level (except level 4),
and level 5 will just be a boss. After level five the player will be treated to a nifty winning screen.
I hope to release v0.2.7 by March 20th 2010, and it should all be downhill from there.
Awhile back I put a preview screenshot of HyperNoids 0.2.5 on my project page.
Well, I version jumped past 0.2.5 to 0.2.6.(You haven't missed anything)
It has prototype wave based gameplay, a single hiscore, a new enemy, and config files.
About 2 days ago I released HyperNoids 0.2.4.
The main attractions are sound effects, and a new enemy, but other changes have been made.
Try it out.
I've finally finished version 0.2.3
It runs in fullscreen mode by default, and has many many changes and updates.
But the only way to see what I mean, is to take a look at it yourself.
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