11 December 2015, 17:44 | #41 |
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THat video surely is a good teaser!
Loved the bullet rain that happens towards the end, but with that spaceship shape, it feels a bit hard to imagine how gameplay is. If I may suggest something, I think it'd be great if you reduce sprite sizes a bunch and allow for more room. The sprites, especially the main one, look really too large, and not fitting of a Danmaku-type shmup. Also use case studies to analyze bullet-rain patterns as the one in your prototype look prone to be impossible to pass unscathed, I'd recommend any game by Raizing or Cave from the late 90s. Anyway keep it up! I am particularly excited that you are planning to have a CD32 version. Our CD32s need more love |
12 December 2015, 15:02 | #42 |
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Hi guys! Glad you like the video!
@Akira: sprites size is in discussion. It´s a matter of balance and therefore will be tackled when all technical issues are out of the way and "only" enemy attack patterns are left to do :-) As for bullet rain: I´m pretty aware of Caves shooters. Please keep in mind that I´m a sole developer, working on this project in my sparetime. No publisher paying for precious time, no years of experience in designing attack waves. Will do my best though to convince and surprise you! :-) |
12 December 2015, 17:17 | #43 |
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I know back in the 90s we all wanted larger and larger sprites, but to be honest, I love low res games with small, well done sprites, they feel like they make better use of the screen. Look at Lazycow's Tigerclaw for an example!
My suggestion was in case you had not seen any of those. To be fair horizontal scrolling Danmaku-type shmups aren't my favorite, I usually think they don't work great (many times do suffer from sprite elephantiasis :P), but here's looking forward for you to change that view My CD32 is waiting anxiously |
13 December 2015, 01:40 | #44 |
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I want this for my a1200 when it's done.
I'd buy a physical copy for sure. |
13 December 2015, 01:54 | #45 |
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@Akira: Same here, I prefer Silkworm over Ikaruga if I had to choose. Or do I? Anyway, for RESHOOT I´m striving for a good mixture of traditional attack patterns we all have seen on the Amiga with Danmaku-type moments.
@Adrian: Good to know. A physical copy is exactly what I´m targeting too with RESHOOT. Let me tell you why: I developed an iPhone-game a couple of months ago. The digital-only release was such an underwhelming feeling – I´m really looking forward to finish RESHOOT and get my hands on it. Physically. |
13 December 2015, 02:29 | #46 |
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Quite impressive size for the big enemy sprites and the frame rate seems constant at all times even with large number of enemies and/or bullets. I note that most enemy sprites do not seem to use more than three colors so I guess the big ones must use hardware sprites (two of them for the largest ones)?
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13 December 2015, 03:23 | #47 |
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I just love what I see and hear in the video. I don't have a working Amiga anymore, but I wish you the best of luck completing the game, it has a great style!
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13 December 2015, 03:45 | #48 |
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@ReadOnlyCat: The framerate target is a full 50 Hertz on a real PAL-Amiga at all times, the emulator (which is used in the video) has trouble syncing / keeping up. Good guess about the sprites - but no. Sprites are used for bullets and player ship only. The big objects could be more colorful than they are in the video. Maybe in the next iteration of the game version some things look different :-)
@Marcuz: Thanks a lot. Cheers have to go to Kevin Saunders and Adam Morton too for fabulous pixels and music. You might want to have a go at the game with some kind of emulator ... |
13 December 2015, 11:24 | #49 |
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Impressive!
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13 December 2015, 18:48 | #50 |
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Very impressive!
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19 January 2016, 19:40 | #51 |
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Any update on this?, has to be my most anticipated Amiga game for quite a while!
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20 January 2016, 07:00 | #52 | |
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Quote:
Just put $1 per month if you do not want to take any risks. The more people do it instead of simply waiting, the higher the odds this project moves forward. |
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20 January 2016, 08:24 | #53 | |
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I personally dont like these patron sites that seem to have popped up everywhere lately, id be willing to buy a complete game when done at a set price, but to put money say $25 or whatever a month and not know it could be another 12 months before its done, again fine if you want to, but dont come on here telling people to pay for information. |
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20 January 2016, 10:33 | #54 |
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Hi guys!
Sorry for not updating a while. See, RESHOOT is being made in my sparetime. Christmas, new year and family took most of my attention the last weeks. But not all. The game makes good progress. It´s already running in a so-called "game-loop", which means titlescreen and gamescreen are working and handshaking. Also all basic engine stuff is working, things are exploding, score is counting etcpp. I intendo to shoot a new video in a few days. Oh. And I did first tests on real hardware. Interesting stuff happens when one develops on an emulator and then tries to start the same code on an A1200. :-) But of course, ReadOnlyCat is right: Any support via Patreon is very appreciated, even a symbolic Euro. |
20 January 2016, 10:54 | #55 | ||
move.l #$c0ff33,throat
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Quote:
Quote:
Good luck with the game, sounds quite promising so far! |
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20 January 2016, 11:01 | #56 | |
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Quote:
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20 January 2016, 11:55 | #57 |
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Looks very cool buzzybee. Well done and look forward to this being complete sometime in the future
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20 January 2016, 15:11 | #58 | |
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Quote:
Paying makes the project move forward and thus increases the odds of it having news updates. Information just is a consequence of this. And 25$? You can just put one dollar if you want. If you prefer the classic way of producing games where you need to go through publishers/investors/editors/etc before a single penny reaches the actual developer then that is fine but I very much like the ability to pay directly to the person actually doing the work. This comes with risks, of course but at 1$ per month, what do you risk exactly? A sandwich per year? |
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20 January 2016, 16:40 | #59 | ||
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Not in so many words no, but you did say "Easiest way to get updates: become a Patron via Patreon" which involves payment, so again, i'm not paying for requesting information on how a homebrew game is getting on
Quote:
And one dollar doesn't get you a game at the end, $10 a month is the lowest, but again who knows how many months it will take, again nothing against the guy doing the game, i just don't like the principle of this Patron platform. Quote:
As i said i will gladly lay down 30-40$ on a finished product, but i will leave it to other people if they wish to put money down on something that is a unfinished project, just something i don't agree with, obviously you don't agree but there you go |
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20 January 2016, 17:30 | #60 |
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As much as I´d like to concentrate on coding RESHOOT, may I add something to the money topic.
Developing a game like RESHOOT is sometimes fun and sometimes labour. It takes months and a fair amount of perseverance, believe me. Most of the time I´m heavily motivated, because the game grows and looks more promising each week. But on some occassions one just wonders: why? But I feel obliged to deliver a convincing game, especially to Patreon-contributors, for obvious reasons. It´s their kind of real life support that enables me to reward not only myself, but also people around me who bear with me and my time-intensive work on RESHOOT. See, these earnings from Patreon may not be much. That´s right for sure. But it´s something as opposed to nothing and it adds to the strong force called motivation. That´s why I appreciate supporters for my RESHOOT-project and all artists on Patreon. Having said that, I can totally understand people who want to try (or at least see) before spending their hard earned money. Nothing wrong with that. A boxed CD-version is one of the targets for RESHOOT. Maybe even a diskversion, if people ask for it. |
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