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onaQ
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Check out our new game studio Fancycluster!
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This is the last picture of my project onaQ played on OUYA. It was a great test to see what's possible with SVG, and in my view a big success as an experiment for upcoming projects. Unfortunately, there is no time to finish the game, but I will release an open Beta link for everyone very soon. I want to thank all the people who have registered at onaQ and helped me to find bugs, especially my brother Robin and my girlfriend Denise.

In Addition, I'm glad to announce, that I'm already working on my next web based game. This will not become only a test; this is a real game and will be published on iOS, Android, OS X and Windows. Maybe later on Windows Phone 8 and BlackBerry 10. It's a cooperation with Moody Design and will become a Point and Click Adventure. We'll create a blog very soon.

Thanks again for reading this blog, and stay tuned for more about my new project!
onaQ - onaQ - RIP
onaQ - onaQ - RIP
onaq.tobias-schultka.com
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Because onaQ is so minimalist, it's very important to choose the right colors. I plan to start the game during the sunset and continue with a starry night. The sky, the mountains and the clouds will change their colors regularly to create a dreamy atmosphere

onaQ 0.3.0 is now playable for all Alpha testers and includes tips, new foreground and background layers, zoom animations, moving shadows and 6 levels.
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To all Alpha testers:
Check out the new version 0.2.0! You are now able to play the first 4 levels. Press 'T' to restart the game and delete all your save points. Do you think they are to challenging for the beginning? A nice backgound will come very soon.
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In the last few weeks, I've added some new features I like to tell you about. I think the most important upgrade is buttons for mobile devices. It’s quite buggy at the moment, but that’s ok. To test it in full screen mode, open the website with Safari on iOS, touch the share button and press ‘Add to Home Screen’. In addition, I’ve added wall shadows, a live level loader for better performance and buttons for different mechanisms. Another important change is save points. You are now able to restart your browser and continue wherever you’ve left. If you like to see more about that progress, log in to your Alpha account and check out version 0.1.16.
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Today, I've released onaQ Alpha in version 0.1.11 that includes the first particles test. Because of the SVG based core, it's possible to add up to 1200 particles at 60 FPS (2GB DDR RAM). I think that's fine for this game. I'm very curious how it looks like with the new background. The idea is to create a starry sky in time-lapse with some shooting stars and different auroras. More about that, very soon.
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I'm very pleased to announce that Can Özgünsür is composing the theme music to onaQ. Can is a highly talented musician, has a lot of experience in game music design and is the right person for this job. I can't wait to show you his songs.
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You are now able to sign up to the Alpha. The first accounts will be hand out very soon. Please understand that I only release a few accounts in the first weeks. The game isn't nearly done yet, so it's just for bug fixers and not gamers. Thank you for your interest.
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The game isn't really fun at the moment, but it feels great with an Xbox 360 controller on an HDTV. I think, that I can hand out the first Alpha accounts next week.
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Now that I have chosen all the frameworks, I could finally start yesterday. First step was the world generation. Point of departure is a JSON file. That's practical, because on this way, I can built a big level without spending a lot of time. Subsequently, the JavaScript converts the JSON object to SVG tags to the screen.

In addition, yesterday, I started with the physics. Here, I'll completely abandon physic engines like Box2D and going to code everything by myself. That's because the special idea I had. I'll tell you more about that later.
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