Game Editor is a solution for everyone who wants to give free reign to their creativity as a video game developer in the simplest way imaginable, without any programming background knowledge and using an interface with advanced control panels that help you get the job done. List of every PC game checked by System Requirements Lab. Can You Run It has over 6,000 games in our system requirements database.
Endless Space | |
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Developer(s) | Amplitude Studios |
Publisher(s) | Amplitude Studios |
Engine | Unity |
Platform(s) | Microsoft Windows, Mac OS X |
Release | Microsoft Windows July 4, 2012 Mac OS X August 31, 2012 |
Genre(s) | Turn-based strategy, 4X |
Mode(s) | Single-player, multiplayer |
Endless Space is a turn-based strategy, science fiction4X game[1] developed by Amplitude Studios[2] released on July 4, 2012, for Microsoft Windows[3] and August 31, 2012 for Mac OS X.[4] It sold over 500,000 units.[5]
Overview[edit]
In Endless Space the player chooses one of ten unique civilizations, or can choose to create their own, to expand their interstellar empire and conquer the galaxy. To win, the player must be the first to meet the requirements for certain victory conditions, such as Economic, Diplomatic, Expansionary, and Supremacy victories.[6]
The game plays out on a randomly generated galaxy map with room for up to eight players/AI per game. Players colonize different star systems, which in turn contain up to six planets. Star systems are connected via a series of cosmic strings which allow ships to travel rapidly between neighbouring systems. In addition, hero units can be recruited to act as system administrators or fleet admirals, which provide bonuses depending on their traits that can further be leveled up. Battles take place in a quasi-real-time environment, similar to rock-paper-scissors.[7]
Cheat Engine
The game features full modding and multiplayer compatibility as well.[8]
Setting[edit]
The game is set in approximately 3000AD, tens of thousands of years after the extinction of an advanced civilization known as the Endless. The major empires of the galaxy seek to control and exploit the technology of the Endless for their own agendas.
- The United Empire - A totalitarian human government operating under a combination of corporate rule and feudal monarchy, bent on galactic supremacy.
- The Pilgrims - A faction of human exiles and rebels from the United Empire, united in their desire for freedom and quasi-religious veneration of the Endless.
- The Horatio - A species of clones derived from the megalomaniacal human trillionaire Horatio, seeing themselves as a master race and desiring to 'beautify' the universe by populating it with more of their kind.
- The Sophons - A diminutive and highly advanced species of scientists and engineers, seeking to unlock the secrets of the universe.
- The Cravers - A species of ravenous cyborgs originally created as a bioweapon by the Endless. Their only goal is to expand, consume and destroy.
- The Amoeba - A peaceful species of highly evolved amoeboid lifeforms, valuing all life and seeking trade and diplomacy.
- The Hissho - An empire of avian tribal warriors seeking conquest and glory.
- The Sowers - A network of terraforming robots created by the Endless to make the galaxy suitable for habitation who have never stopped performing their original task.
- The Sheredyn - The royal bodyguards and special forces of the United Empire. (Added in Emperor Edition).
- The Automatons - A robotic faction created when Dust induced sentience in the abandoned technology of an extinct civilization. (Added in Rise of the Automatons).
- The Harmony - Crystalline lifeforms that have existed since the beginning of the universe, broken from a single entity into numerous individuals by exposure to Dust. Seeing Dust as a terrifying plague, they seek to eradicate it from the universe no matter the cost. (Added in Disharmony).
- The Vaulters - A human culture that have recently escaped the dying planet Auriga, from Endless Legend, and now seek a new home among the stars. (Added in Vaulters).
Gameplay[edit]
Endless Space is a turn-based strategy game set in 3000 AD, where each player (up to a maximum of eight per game) represents the leader of one of nine unique interstellar empires.[9] A player may also choose to create their own unique civilization by selecting from a number of different traits that correspond to military, science, diplomacy, hero units and so on. Each player is to guide their empire over hundreds, if not thousands, of years to diplomatic, scientific, or military conquest, attempting to meet requirements for several different victory conditions.[6] The game takes place in a randomly generated galaxy, which can change in size and shape, depending on how the host player chooses to generate it. Every player begins with one colonised capital system which is connected to further systems via cosmic links, which act as travel routes for starships. Players can also research new technologies from four different research trees, representing military, science, expansion/exploration and diplomacy. Research unlocks new ship types, planetary improvements, stat modifiers (either for heroes or planets), new travel methods which do not rely on cosmic links and more. As players expand their empire, they will gain access to strategic and luxury resources, which can be used to upgrade ships, build improvements and trade with other players. Strategic resources are primarily used to upgrade components of your empire, while luxury resources are primarily used for trade and maintaining your empire's approval rating.
The game uses four basic resources to manage its economy: Food, Industry, Dust and Science, or FIDS. Dust is a substance that was left over from the Endless civilization, used as currency. Players must balance FIDS in order to rapidly expand their empire, build ships and research advanced technologies. In addition, a lower or imbalanced FIDS across your empire results in a low approval rating.[6] A high approval rating provides bonuses to production efficiency, while a low approval rating can drastically lower efficiency making it incredibly difficult to advance. A tax rate slider can also be adjusted to change approval rating, but lower taxes result in a lower revenue stream of Dust.
Hero units can be recruited using Dust, to act as either fleet commanders or system administrators. Each hero unit is unique and provides two unique bonuses, which can be further leveled up. Three hero units are randomly selected from a pool unique to each empire and new hero units are available for purchase every fifty turns.
Space combat[edit]
Interstellar fleet battles take place in a quasi-real-time environment, similar to a complex game of rock-paper-scissors. Each battle scene takes place in three engagement stages: long-range, medium-range, and melee-range engagements, with different types of weapons and ship systems performing better or worse as the fleets increase in physical proximity over time. Fleets are issued up to three different 'cards', one for each stage of combat, which represent fleet-wide general orders, from categories such as attack, defend, tactics, sabotage, and engineering. Each card has a certain function, such as increasing the fleet's weapons damage by a certain amount (an 'attack' card), however some cards can counter opposing cards, as in the case of an 'attack' card played against an enemy's 'tactics' card during long-range engagement, where the attack card gives a straight damage improvement while the tactics card provides a damage improvement but weakens the fleet's defences correspondingly - the attack card's increased damage counters the tactics card's weakened defences, and the attacking fleet thus gains a sizable additional bonus to damage during long-range engagement. No traditional combat micromanagement takes place during these battles, though the player instead is engaged in terms of understanding fleet composition and attempting to predict and counter likely 'card' plays by the enemy fleet based on how the engagement has unfolded so far. More advanced or specialised cards may also be unlocked through research or through advanced training available to experienced commanders. Fleet size and composition play a very important role, such as determining combat effectiveness (when, per se, the attack card is played) and ability to maneuver. Fleets with hero units assigned to them may also experience bonuses. During battles, the camera is by default placed in a cinematic mode, but a free camera mode is also available.[6]
Victory conditions[edit]
A player wins the game when they reach the requirements[10] for a number of victory conditions, listed below:
- Expansion: conquer 75% or more of the colonized universe
- Scientific: the first player to research the Pan-Galactic Society, the last technology of the Science tree, wins the game. That particular technological wonder is very hard to get, and reaching the ends of the other technology trees will make it easier to finish.
- Economic: the first player to reach a certain level of cumulative revenue (Dust) wins. Only overall revenue matters, so it does not matter if you spent it all.
- Diplomatic: if you manage to survive long enough while being at war the least amount of time, you may be able to impose yourself and win thanks to your wisdom and integrity.
- Supremacy: the first player to own all the original players’ homeworlds will win.
- Wonder: the first player to build five 'Endless wonder' structures will win.
- Score: if no one managed to win with one of the previous victory conditions, the player with the highest score wins when the turn limit is reached.
Release[edit]
Endless Space was made available for pre-purchase on May 2, 2012, on Steam. Customers who pre-ordered the game would receive access to the current alpha build and later beta builds prior to launch.[11] In addition, customers who pre-ordered would be allowed to provide input on the game's development, through a feature called Games2Gether.[12] The game was released on July 4, 2012[13] on two digital distribution platforms: Steam[14] and GamersGate.[15] It came in two special editions: an 'Admiral' edition containing the original soundtrack and a forum badge and an 'Emperor' Special Edition containing the Admiral edition content, as well as a ship skin pack and an Endless hero.[16]
Updates[edit]
- The Rise of the Automatons: Released October 26, 2012, this free add-on added a new community-voted faction 'The Automatons,' a machine-like race. The add-on also brought in a new trade route and empire management system as well as improvements to the hero system, diplomacy and AI.[17]
- Echoes of the Endless: Released December 1, 2012, this second free add-on introduces new exploration rewards, interactive random events, natural and 'endless' wonders, and more life on the galaxy map (e.g. black holes, comets, pulsars). The add-on also included new heroes and multiplayer improvements.[18]
- Lights of Polaris: Released December 19, 2012, the third free add-on for Endless Space added a new Christmas-themed Natural Wonder called 'The Polaris Factory', a new hero based on Ebeneezer Scrooge, as well as several combat enhancements, fixes, and new Steam Achievements.[19]
- Virtual Awakening: Released March 11, 2013, the fourth add-on adds new heroes, technology, star system improvements, exploration events, random events, new anomalies, victory warnings and auto scrap features, among other gameplay fixes.[20]
- Disharmony: Released on June 26, 2013, the first piece of paid downloadable content, Disharmony introduces a brand new faction - the Harmony. The DLC also includes new ship types, including bombers and fighters, an overhauled ship interface design, battle formations, a new targeting system, redesigned weapon systems and new invasion mechanics.[21]
- The Search for Auriga: Released on November 14, 2013, this is the first free add-on for Disharmony. It adds two new Heroes, one new Wonder, a unique Planet, and other gameplay enhancements and fixes.[22]
Reception[edit]
Endless Space was met positively by critics, currently with an aggregate score of 77/100 on Metacritic.[23] IGN reviewed the game with a score of 8/10, praising the game for its accessibility and replay value, while criticizing the sound assets and unclear tool-tips for newer players.[24] GameSpy gave Endless Space a rating of 3.5/5 stars, praising the game's user interface, but criticizing the game for lacking personality.[25]
Sequel[edit]
The second installment in the series, Endless Space 2 was announced on July 30, 2015 and was released on May 18, 2017.
References[edit]
- ^Hatfield, Tom (July 5, 2012). 'Endless Space launches. Giant space war may now begin'. PC Gamer. Retrieved July 5, 2012.
- ^Sliwinski, Alexander (March 12, 2012). 'Endless Space is new 4X strategy game from ex-Ubi, EA devs'. Joystiq. Retrieved July 5, 2012.
- ^'4X Strategy Endless Space blasts off next week'. ShackNews. June 27, 2012. Retrieved July 5, 2012.
- ^Sliwinski, Alexander. 'Endless Space warps onto Mac'. Joystiq. Retrieved 14 December 2012.
- ^'Amplitude Studios announces two new games and celebrates 500,000 Endless Space units sold'. August 23, 2013. Retrieved August 23, 2013.
- ^ abcdDean, Paul. 'Endless Space Preview'. IGN. Retrieved July 5, 2012.
- ^Chow, Kevin. 'Endless Space Beta Impressions'. GoozerNation.com. Archived from the original on June 23, 2012. Retrieved July 5, 2012.
- ^'Endless Space Interview'. Strategy Informer. June 25, 2012. Retrieved July 5, 2012.
- ^Young, Rory. 'Endless Space launch trailer prompts you to exterminate all resistance'. Neoseeker. Retrieved July 5, 2012.
- ^'Endless Space User Manual'(PDF). Amplitude Studios. Retrieved July 5, 2012.
- ^Solo, Adam (May 2, 2012). 'Endless Space Pre-Orders Open On Steam'. Space Sector. Retrieved July 8, 2012.
- ^Husemann, Charles. 'Endless Space Games2Gether Interview'. Gaming Nexus. Retrieved 8 July 2012.
- ^'Endless Space gets a 4th July release date'. Strategy Informer. 26 June 2012. Retrieved 5 July 2012.
- ^Purchese, Robert (May 9, 2012). 'PC strategy game Endless Space given release date'. EuroGamer.net. Retrieved July 5, 2012.
- ^Mudgal, Kartik. 'Endless Space now available on Steam and other platforms, trailer inside'. GamingBolt.com. Retrieved 5 July 2012.
- ^Gonzalez, Christina. 'Endless Space is Officially Released'. RTSGuru.com. Archived from the original on August 20, 2017. Retrieved July 5, 2012.
- ^Sharkey, Mike (October 3, 2012). 'First Endless Space Free Add-on, Rise of the Automatons, Hits Steam Today'. GameSpy. Retrieved December 14, 2012.
- ^Gonzalez, Christina. 'Endless Space Gets New Content, Free to Play Weekend Coming'. RTS Guru. Archived from the original on February 1, 2013. Retrieved December 14, 2012.
- ^Senior, Tom. 'Endless Space free update adds Christmas wonder, optional pirates, new hero'. PC Gamer. PC Gamer. Archived from the original on March 8, 2016. Retrieved December 26, 2012.
- ^Smith, Adam. 'Starface: Endless Space – Free DLC & Sale'. Rock, Paper, Shotgun. Retrieved June 28, 2013.
- ^Gonzalez, Christina. 'Endless Space: Disharmony Expansion Launches'. RTS Guru. Archived from the original on June 29, 2013. Retrieved June 28, 2013.
- ^Farokhmanesh, Megan. 'Endless Space: The Search for Auriga update now available'. Polygon. Retrieved February 16, 2014.
- ^'Metacritic Endless Space'. Metacritic. Retrieved July 12, 2012.
- ^Dean, Paul (July 6, 2012). 'Endless Space Review'. IGN. Retrieved July 8, 2012.
- ^Zacny, Rob (July 6, 2012). 'Endless Space Review'. GameSpy. Retrieved July 8, 2012.
External links[edit]
Developer(s) | Makslane Rodrigues |
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Initial release | February 7, 2003 |
Operating system | Mac OS X, Windows, Linux |
Available in | English |
Type | Game creation system |
License | GNU General Public License/Proprietary |
Website | Game-Editor.com |
Game Editor is a 2D game authoring package. It supports multi-platform development to iPhone, iPad, Mac OS X, Windows (Windows 95-Windows 10), Android, Linux, Windows Mobile-based Smartphones, GP2X, Pocket PCs, and Handheld PCs. Compatibility with these platforms is mentioned on Game Discovery,[1] a popular site for game developers, among other software like The 3D Gamemaker, DarkBASIC, and GameMaker.
Game Editor was created by Makslane Rodrigues, who has been developing it since 2002. The current version is 1.4.0 from 2010, with the latest beta 1.4.1 being from 2013; it is still considered to be a work in progress.
Michael tells it like it is, Works fineiPhone 6+ = Works fineThis is way, way, way easier than only dealing with tickets by hand.You do need to either sign up for the app with an email and password that you create.Alternatively, if you already have a login for the store app of a store that is running the promotion (like Vons for example), you can sign in using the email and password for that app.Using the app, you can scan the small QR codes on the back. That records and tracks the pieces you got in each ticket.Contrary to other recent reviews, I saw no error tracking pieces ever made by the app.Remember that the app only tracks your pieces.
Features[edit]
Mac Dusters Game Editor 2017
Interface[edit]
The interface itself is relatively basic and is the same for Mac OS X, Linux and Windows. Navigating the editor map (where the level is designed and executed) involves panning. The interface is composed of a main menu at the top, which shows the current position on the map, and icons indicating the mode(s) the user is in. The interface is window based. Each action and event has its own window, along with several settings windows.
Target platforms[edit]
Target platforms include Mac OS X, Windows, Linux, iPhone, iPad, Windows Mobile based Smartphones, GP2X and Handhelds. It is possible to make builds, or export game data only, so that designers can store the game or its parts in non-executable files. The editor itself runs on Mac OS X, Windows and Linux.
Scripting language[edit]
Game Editor uses a scripting language that bears similarities to the C programming language. Scripts are created through the script editor, defined as an action triggered by an event.
The script editor window gives access to the built-in names of objects (actors), variables and functions. It is capable of syntax coloring to make code easier to distinguish.
Actor concept[edit]
The objects in Game Editor are known as actors. Notably, this doesn't mean every actor has to be a character. The user can add multiple graphics and animations to an actor from supported formats (listed below).
Game Editor recognizes alpha channels, to enable animation transparencies. In the case of all images, it recognizes the top-left pixel's color as the transparent color, and finally, there's a user-modifiable transparency value, which sets literally how transparent the actor will be overall; this gives various possibilities for adding visual effects to the game, such as fog.
Actors can have either animations or text, which is handy for help sections, menu descriptions, and RPG talk. With actors, the developer can also play sounds, sound effects and add music to the game. Again there are several file formats to choose from. The developer can check your actor's position by clicking on game mod.
Supported image files | Supported sound files | Supported music files |
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.tga | .wav | .wav |
.bmp | .voc | .mid/.midi |
.pnm | .iff | .ogg |
.png | .aiff | .mod |
.xpm | .riff | .s3m |
.xcf | .8svx | .it |
.pcx | .xm | |
.gif | ||
.jpg/.jpeg | ||
.tif | ||
.lbm |
A very important aspect of actors is that there are four types of them. The normal actor type is what the above talks about. The additional types of actors are Wire-frame, Filled Regions, and Canvas actors.Wire Framed regions can serve as borders for some collision, but they're not visible in-game, and cannot receive mouse click events. Filled Regions are also invisible, the difference being they can receive actions from mouse clicks.
Canvas actors let the developer draw any line, image or other elements on them. Additionally, it allows the rotation and scaling of other images on other actors, as well as just a file on disk. Scripting knowledge is needed to perform these effects.
Events[edit]
The Game Editor engine is event driven. For something to happen in the game, Game Editor handles events create by the developer using the interaction of actors, and other game elements, the mouse and the keyboard. The actions that are triggered by an event can be customized extensively.
Mac Duskers Game Editor Free
Level creation[edit]
Game Editor provides two ways for dividing the levels of the game. One is creating separate files for each level, and then linking them with 1 or 2 functions. But if the levels are small anyway, and the developer doesn't want to separate them so much, all leverls can be stored into one file, and the levels the levels can be surrounded with activation regions which define the surrounded part of the file loaded in and out of the memory together. This loads and unloads actors and regions depending on whether the activation region is touching the view. If the developer has already created a separate level file, then projects can be merged into one file, as long as the actor names merged are different.
Non-actor objects[edit]
Game Editor also allows the developer to create Paths, and activation events. Paths are marked as nodes in Game Editor interface, and can specify a route the actor will move on. The speed of the path can also be modified, and the path can be made up of Bézier curves and linear lines too.
Duskers Story
Activation events are another important aspect. When one actor receives an event, then if there's an activation event on that actor for that event, then it triggers an activation event on the specified actor. Example:If two cars crash, during game play and there's a hintbox actor which comments in-game events, and the developer wants the hintbox to say: '2 cars crashed' when they do, then an activation event one of the cars can be created, and the triggering event of a collision with another car actor can be made; then the activation event receiver can be set to Hintbox, and finally, an action can be created for the activation event on hintbox, which is a Set Text. Then the color and font of the displayed text can be specified.
Stream sports live & on-demand with NBC Sports Gold – exclusive access to Premier League, PGA TOUR LIVE, Cycling, Pro Motocross, Rugby, Figure Skating, Track &. There are so many parts of the USA to explore on foot or by bike, and now is the time to get away from it all and get back to nature. With dramatic hiking in Colorado, gentle cycling on Martha's Vineyard or a tranquil escape from the modern world on the San Juan Islands, the. About This Game YOUR TEAM, YOUR STRATEGY, YOUR VICTORIES Become the manager of a professional cycling team and compete against today's best riders in over 200 races (500+ stages) across the world, including iconic races such as La Vuelta and the iconic Tour de France. The most important decisions are in your hands. Le tour de france game mac. Founded in 1996, Focus Home Interactive is an independant French publisher based in Paris, France. Known for the quality, diversity and originality of its catalogue, Focus has published and distributed original titles that have become benchmark titles worldwide - such as Blood Bowl, Wargame, Sherlock Holmes, Bound By Flame, Styx: Master Of Shadows, TrackMania, Cities XL, SpaceRun, Runaway. Four-time Tour de France champion Chris Froome will return to competition at the UAE Tour next month, less than a year after suffering multiple career-threatening injuries. Associated Press. Caleb Ewan wins Stage 2 of Tour Down Under, takes lead. Caleb Ewan won Stage 2 and claimed the overall lead in the Tour Down Under as the event wound.
File extension[edit]
Game Editor projects can be saved into .ged files before exporting/building into an executable. All versions of Game Editor are backwards compatible. Game Editor also adds a folder named 'data' into the directory in which the user saved the .ged to store the related graphics, animations, sounds, and music files. A .ged.undo file is also created to store undo/redo possibilities.
Reference and help[edit]
When using game editor, a documentation is accessible reached from the main menu's Help section. This documentation explains the basics of the editor to the concept of individual script functions. The game editor website supports a forum that answers more complex questions involving game design and demos to experiment from. The editor forum also gives access to additional files for the amateur to use.
Game Editor source code[edit]
The source code of Game Editor was made available to the public on October 2008. It was subsequently dual-licensed as of October 2009 under the terms of the GPL v3 and a commercial license for use with proprietary projects.
The revenues are shared[2] with all developers that have accepted contributions. It is hoped this can help increase the rate of Game Editor's development.
References[edit]
Mac Duskers Game Editor Online
- ^'Game Discovery review'. Archived from the original on 2017-10-10. Retrieved 2008-08-26.
- ^[1]
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