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Demos
download the early stage download the first demo

download the test demo download the test demo v2



watch on youtube the first wip watch on youtube the test demo
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xeO3 links
xeo3.org main gate

mike dailly's blog about xeo3's +4 and c64 coding

luca's blog about xeo3's arts and more in the making

russell kay's blog about zx spectrum version of xeo3


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visited *loading* times
25/07/2006

Before the first contact between our best demo and the audience present at Árok Party, the project has been enriched by another gift-feature by Mike Dailly: he bought the URL:

XEO3.ORG

I really appreciate this, for a question of look and communication too.
Let's change your link that points to this site, right now!

arok 8

Kekule | 14:25 | link | commenti
category:project managing
24/07/2006

Hey, look at those turrets! They learnt to shoot against forthcoming ships!

Yeah, Mike spent his time in order to make our project alive but nasty: you can't give back their bullets yet, but now turrets are able to aim at you and shoot their lead.
Now the game begins to show all its hidden difficulty, with dangerous narrow passages and large cleanings that can't defend your ship by the barrage of evil turrets.

Dramatically, XeO3 is mutating from an interesting project to a hard bone to bite!

no both shooting it's not fair!

Kekule | 01:53 | link | commenti
category:gameplay
21/07/2006

Next week, I'll be in Hungary, to live once again (well, for the second time...) the familiar and friendly environment of Árok Party. I'll have to hold 16 hours by train, but my effort will be rewarded, I'm sure of it.

So, why don't use the occasion to show a little demo of our project? Will we collect decibels of "Boooooh", or will we take in triumph? We'll see.
First of all, we need a demonstration that allows to look at every just implemented feature, and Mike did it! Yeah, he put the whole level1 into a playable demo in which all the turrets are animated (but they can't shoot or be destroyed), and all the background animation fully works. Pretty cool to see, bet it!

Doing that, Mike verified a new target to achieve: background animation steals too many resources. In order to perform all the animation, and saving screentime, Mike assumed the trick to animate all the pieces with a latency time. That's good for the flashing tubes, but we cannot say the same for the orbs, that had been tought in a continuous pulse. We will see in the (next?) future...

Now, let's go Hungary to collect glory and fame!

Kekule | 22:52 | link | commenti
category:project managing
01/07/2006
yeah exactly _that_ pixel!

You can find us asleep, not dead.
And when it will occur, you have to know we're dreaming our dream.

Have faith, we'll back as soon as possible.

Kekule | 15:31 | link | commenti
category:project managing