What is Space Explorer? Space Explorer or Endless Space (provisional names) is a 2D space survival and exploration game.This game uses procedural generation of planets and physics to create a galaxy you have to explore and get resources from to survive and grow, at the same time you'll have to fight enemy colonies. You control the rotation and propulsion of your spaceship. Learn to maneuver and land carefully on planets wich will pull you through them and harm your ship if you don't land correctly. Rocks at high speeds,Suns that will frie you and Enemies that will chase you while you run out of oxygen and fuel in space. Features: The game works with game maker physics. Right now the game has features like: In game physics Procedural planet generation (montains,colors,sizes,moons and enemy colonies) Enemies. Map and pause menu Dialogs System of health,oxygen and fuel (wich run out when exploring in the space) Inventory system to collect materials Particles Land assistance. Procedural star backgrounds Future Game Features: Better GUI scale for diferent aspects ratios on Android. Diferent Ships models. A building system to set diferent buildings in planets. Crafting system based on materials you collect. UPDATES & DEVELOPMENT BLOG: Last Update!: 14/06/18 - Game intro - improved pause menu + objectives Added this simple intro to the game. (Background rock still need to be fixed) Pause menu now has "objectives" tab where you'll check your goals *Sorry for bad English translations and some spanish text. I try focusing on making the game too much but I don't worry too much about texts since I'm pretty sure I'l be changing them. Also I didn't decide a name for the game yet so still testing ideas fo it, opinions are appreciated! More past updates: Spoiler: 25/2/18 - New planets, procedural maps,... Maps are now generarted procedurally however still need some work. Spoiler: The creation of a planet step by step: [*]So to create every planet of the game this are the basic steps: Spoiler: The creation of a planet step by step: First we start creating the object of the planet from our spawner at the start of the room.This planet just have a basic sprite in B&W which will be tint later. Now we set the type of planet,scale,color, mass (based on ratio) and number of moons.For this example I've pick a basic green planet. The 'Image_blend' of the planet is set to the one chosen.This color will be used for the planet,mountains, moons and also the aurea. Aurea is drawn as another object created with a high depth and just with code (Using "add color" draw mode and a colored circle from white with a little bit of the planet colour, and black on the outside,which won't be painted). Collisionable structures are created as individual objects attached to the planet.Each one will be colored with the colour of the planet. Non collisionable structures will be created all in the same background object that was used for the aurea.This time, they'll also have a shadow made with an alpha mask (If you guys are interested I will make a mini-tutorial for this). * Both Non collisionable and collisionable structures will be given a size relative to the planet size, and for all collision mask to work, a special fixture will be created after the size has been given. Lastly, moons are created and gravity added and we have our new planet ready to be discover! Working on new types of planets: Spoiler: 08/2/18 - Pause Menu, Minimap and basic circular oceans in planets New pause window with scaled minimap of the actual scenario.Planning to add deployable mission details tab at the right. Created very basic circular water wich hurts the ship.Planning to add terrain in water planets and a realistic water mask (Never seen anyone talking about circular water physics or mask so any ideas would be helpful). Improved enemy IA with inteligence for: -Evading planets,suns or blackholes. -Evading other ships if close. -Landing and taking off their native planets. Spoiler: 03/1/18 - NPC IA and first structures NPCs have various states: Reposing on their planet, patroling or chasing and attacking you. NPC ships evade planets smoothly and go back if they go to far away from their original planet. NPC planets now have some extraterrestrial structures and special colors so they are more recognizable. Spoiler: 15/12/17 - Comets and Nebulas Now Comets will cross the map at high speeds,be fast avoiding them! Multiple levels of difficulty will make comets spawn more often. Nebulas are starting to take shape: I'm spawning nebulas randomly in the map drawing them in different sizes and colors.Do you like how the background is looking? Minor improvements: -Asteroids turn red when they enter the atmosphere of planets fast. -Pointers for enemy planets now are red so you can now where you're heading before it is too late. -Added screen shakes and a few sounds; make by myself; for hits. -Health and Combustible bars now turn red as they run out. Spoiler: 01/12/17 - Waves of asteroids Better asteroids added: Asteroids now will come in waves in space,sometimes spawing near planets and suns in large groups or maybe just surfing the large space. Nebulosas have been added to the background so it is easier to know how you are moving and also they look pretty cool! Will add some footage tomorrow morning~ Spoiler: 29/11/17 - Landing Stick Feature! No more difficult and bouncy landing: Spaceship now sticks to the planet on nice landings! I've used a similar method to the moon: The ship goes into x and y automatic reposition using trigonometry equations until you start rocket propulsion. Spoiler: 28/11/17 - Orientation assistance and Moon collisions Moons orbit planets by following math equations (trigonometry) and the functions lengthdir_x(...).But now they also CRASH with your ship and loose their orbit going out to space or crashing with the planet atractted by it.This is the code that makes the moon orbit,which is cut when the spaceship touch the moon: Spaceship now includes a system that helps it point to the planet so landing is easier! Contact: If you are interested in becoming part of the team or any general inquiries feel free to message in the forum, PM me or email me at firstname.lastname@example.org. Code or stuff I need help with: -For making procedural plantes I'm drawing them piece by piece like this: First I have this sprites: Then in the create event of the planet, I choose his variables with procedural code: Color,size,moons,type of planet...And from inside this planet object call and control evrything attached to it. I have different objects at diferent depths and I start drawing the aurea,background terrain and water mask (in that order), then in another object with less depth (closer) another layer of water (this time with low alpha so you can see the ship inside the water) and then there is the foreground terrain wich (are objects) you can collide with. The problem comes when I need to add big pieces of terrain like in water planets. *I'll add more about this problem tomorrow* *References & other stuff: -This game is inspired by "last horizon" but trying to be more sandbox and shooter. -I was hoping for realising a playable demo last motnh but this problem got me stuck and can't compile any executable until I fix it. Help is welcome -If anyone want to know about code or anything else in the game go ahead and leave a comment!