07 December 2019, 12:14 | #41 |
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To be honest, I have to agree with DamienD.
But we´ll see how it´ll turn out in the end. |
07 December 2019, 14:13 | #42 |
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@DamienD.
@Invent, Thanks for your words. Of course, It still look amazing! |
07 December 2019, 14:27 | #43 |
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With Invent we were inquire the possibility to do some sort of fast action game, based upon Old Proxima 3 gfx. Idea was to do a game were with ship you have to destroy all the enemies that come into action like storms' bird! Some sort of fast and furious game.
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07 December 2019, 15:50 | #44 |
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Remember Sandruzzos Prototype well. Looked really nice...
I guess some people here are just a bit sad that the game looks and feels so different to what was the game that was already happening in our heads when we saw these amazing concept graphics. In the end it's your development, off course, and you have to decide... |
07 December 2019, 17:00 | #45 |
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I have to ask too: Is this really an atempt to create the oldschool arcade gameplay? Or is it just vertical scrolling version of ReShoot, which is more like a score shooter? I prefer the focus on the level design with good end-boss enemies. Well, like the most older shmups.
Last edited by Retro-Nerd; 07 December 2019 at 17:06. |
07 December 2019, 17:23 | #46 |
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@Steril707
Still Looking Amazing! |
07 December 2019, 22:41 | #47 |
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@Steril707: There never was a prototype. Only a visual demo which scrolled tiles and had two 3-color parallax layers. No gameplay, no moving objects. Check it out here:
[ Show youtube player ]
@Retro-Nerd: Happy to answer in detail. First I need to understand what you characterize as "oldschool arcade gameplay" and "score shooter". I, for one, would not classify RESHOOT R a score shooter, at least not in the modern japanese Danmaku style way. I´d rather classify it as a european style shmup comparable to Apidya or Project X. With RESHOOT PROXIMA III we aim for a mix between Thruxton and Hybris with fast and fluid gameplay, high framerate, great controls, balanced difficulty - if that helps to feed your imagination. :-) @all: I appreciate all feedback. Yesterday invent and I discussed if we should rethink art direction. We decided to stay on our path, because a) it´s OUR game, b) we have to consider feedback outside of EAB. The youtube-video gets exceptional response, with 28 thumbs up/not a single thumps down from 370 visitors so far. But most importantly, and please forgive me if I repeat myself: you guys only saw early tech engine stuff right now. As soon as I may be able to show actual gameplay: YOU. WILL. BE. AMAZED. Meanwhile, why not stop talking and start creating. Kevin and I want to invite all you guys to actively support the project: Please add your drawing / rendering talents to our team, or code the best ever title / credits final screen! Kevin and I also appreciate moral support via our Patreon campaigns. |
07 December 2019, 22:51 | #48 |
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@buzzybee
it was a prototype since collisions were there. I was able to read the whole map with enemies.... |
07 December 2019, 22:56 | #49 |
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@sandruzzo: Protoype means that actual gameplay exists and can be tested. Would you link a video, or maybe send code? Happy to playtest your prototype in action and learn from it!
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07 December 2019, 22:58 | #50 |
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@buzzybee
I gave all the code to Invent in order to give it to you, just to help, or to pick-up what could have helperd you |
07 December 2019, 23:03 | #51 |
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Okay, I´ll ask him. Meanwhile, would you pn me the executable or a video link to just quickly get an impression of what actually exists?
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07 December 2019, 23:24 | #52 | |
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Quote:
Current version have some bugs, cos I was playing a little bit with some ideas. |
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08 December 2019, 00:28 | #53 | |
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Quote:
Well, sorry to say that. But i never liked Reshoot or Reshoot R, when we talk about a good level design or endboss/enemy waves design. It's a too simplified atempt. Sometimes the levels are too static/empty like 8bit computer shmups, despite the good used technics. I really hope it goes in the Hyris/Truxton direction, without beiing too fast. I think the golden Age of traditional shmups was from 1986-1994. Everthing before Bullet Hell stuff. Games like R-Type, Gradius, Raiden, Aleste etc. Last edited by Retro-Nerd; 08 December 2019 at 00:59. |
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08 December 2019, 05:00 | #54 | |
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Quote:
I honestly can't see why Retro Games gives a score like 90%. I mean, even some of the best Japanese (and they were the master of shmups) games got that high ratings. I think e.g. even Apidya or Z-Out are far better on the Amiga if you talking about the sheer gameplay. Yes, they may lack the technical bling bling you wanted to create on AGA. But they have beautiful crafted 2D Bitmap graphics and a really good sountrack. But more important (and that's my whole point) here, and why i directed you to look at some japanese PC-Engine/Mega Drive classics more closely: These games have a very refined level design. With nice ideas for enemy waves, upgradable weapon systems, installed background enemies. Also some clever and rather complex end-boss fights with nice animations. Thought maybe some of them could inspire you for Proxima III. You should really play them thoroughly, not just looking some clips on Youtube. I would help to understand what real shmups fans would like to see on the Amiga. And with AGA Power you can probably creating something really good here. I mean, Banshee from Core Design was quite nice for an AGA Euro shmup. You must admit that. Sorry, i can't give you specific proposals of what i would like to see in Proxima III. It's your game, your design. I'm not that presumptuous to tell you what you should do. My only advice is the above. Test the classics and understand why they are still good and very enjoyable to play. Last edited by Retro-Nerd; 08 December 2019 at 05:08. |
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08 December 2019, 05:34 | #55 | ||
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Quote:
Quote:
I dare to say, I do know how a good bossfight looks like. It´s a big challenge to choreograph a boss fight on par with the best games of the 90s like ... say ... Daser-stage of TFIV. It also took the original creators week to get everything right. That´s why these games are called "classics" and remembered by so many – because you can feel the enthusiasm put into these games. You must not forget: Kevin and I, we want to enthuse the Amiga community too. But we are not Technosoft or Core Design. We are "just" two guys working in their sparetime on an Amiga game with a very tight budget of time and money. I takes us weeks or rather months to get just one bossfight right. Therefore any help and moral support is deeply appreciated. #be #a #patreon Last edited by buzzybee; 08 December 2019 at 05:41. |
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08 December 2019, 05:34 | #56 |
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I think wheter we like RESHOOT or not is irrilevant to me. What matter most is that, evene after 30 years, we have "mad" talented guy like buzzybee, who is willing to do Amiga games. To me is an allways: THANK YOU.
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08 December 2019, 05:40 | #57 |
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Well, than i stay out of it. As i said. It's your game. If you still think it's the best way to do a vertical AGA shooter with the Reshoot R engine you have the right. Yes, i know your are not Techno Soft or IREM. Never said or implied that. Good luck with your project. I for myself will wait for other atempts.
btw: 25Hz isn't a game killer. Apidya scrolls with 25Hz (50Hz objects though) too. And you wouldn't dare to say that it's boring or mediore. |
08 December 2019, 05:43 | #58 |
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@sandruzzo: Exactly. You did a great job starting the project with Kevin, and now we try to finish it and deliver a great new Amiga experience in 2020!
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08 December 2019, 05:45 | #59 |
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08 December 2019, 05:55 | #60 |
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btw Richard: You wrote the Banshee review in Amiga Joker 9/94. You gave it 83%. "A genre highlight" was your summary. Yeah, Yeah, time can make you forget.
Last edited by Retro-Nerd; 08 December 2019 at 06:06. |
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