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 Post subject: Re: Danmaku Unlimited 3 - Releasing 2017/03/09
PostPosted: Sun Mar 12, 2017 11:02 am 


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Joined: 07 Dec 2013
Posts: 347
Location: Taunton
Bananamatic wrote:
Cee wrote:
Is my pc a shitter or is this game meant to have a bum load of slowdown?

now I remember, are you playing in fullscreen or not
it seemed to lag a bit for me when windowed


I tried windowed and fullscreen tate with not much difference, doesn't seem much different from vids i've watched though and i do have a pathological hatred of slowdown both fake and otherwise so maybe it's just that either way whatever aside from aesthetics the games not really interesting me much.
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 Post subject: Re: Danmaku Unlimited 3 - Releasing 2017/03/09
PostPosted: Mon Mar 13, 2017 11:55 am 


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Joined: 25 Nov 2011
Posts: 2224
Probably gonna try this when I get home.
As for some people noting that the previous games felt "bland", I think (aside from aesthetic feels) it stems from the patterns being so aimed, resulting in lazy feeling movement no matter your goal. Maximum score is gained by pretty much literally just slowly tapping from side to side of the screen near the bottom (grazing) or by massive bullet cancelling in the burst mode of DU2. It was also hella punishing and the score snowballs for the entire game in the DFK way (but even more) if you play flawlessy. But the tldr is that you can mostly survive by literally tapping and best way to score is the most boring one.
I suggested the developer to scrap grazing entirely and focus on a completely different scoring mechanics for the next game, but apparently that didn't happen and it sounds like the situation is very similar to DU2?
In any case i'll have to check it out
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 Post subject: Re: Danmaku Unlimited 3 - Releasing 2017/03/09
PostPosted: Mon Mar 13, 2017 4:27 pm 


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Joined: 03 May 2012
Posts: 104
Location: Russia, Moscow
Played DU 2 Burst Mode and 3 Spirit Mode so I can confirm - stages and enemies are the same, slow movement is still works. But it's so easy to screw up your score due to DDP like chain bar in DU3. Boss patterns is much trickier and since you don't have a beam you can't cancel bullets like crazy. And less amount of resources also makes DU3 much harder to clear.
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 Post subject: Re: Danmaku Unlimited 3 - Releasing 2017/03/09
PostPosted: Tue Mar 14, 2017 1:08 pm 


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Joined: 16 Feb 2006
Posts: 5073
Location: Canada
Hard difficulty was patched into Graze mode. Now let's hope something is done about the lazer sound and the bonus item opacity ..


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 Post subject: Re: Danmaku Unlimited 3 - Releasing 2017/03/09
PostPosted: Thu Jun 22, 2017 3:11 pm 



Joined: 26 Jan 2005
Posts: 7517
Some questions related to the upcoming Danmaku Unlimited 3 Swtich port:

1.) When will Danmaku Unlimited 3 be released on the Nintendo Switch platform?

2.) How much will it cost?

3.) Will it be released as a digital game download or will it be released as a bonafide Switch cartridge complete with Switch game clamshell case?

4.) Will there be an option to tate the screen so that you can play DU3 in vertical screen format? (It'd certainly be a first for a true bullet hell shmup on the Switch, indeed, and strongly suggest that it be implemented from the get-go to give your users more options to choose from in regards to overall screen display size settings.)

I realize that it'll run at an arcade-spec & silky-smooth 60fps framerate.

This type of danmaku will certainly require the use of a good arcade stick and nothing less than that (the Nintendo Switch Pro controller ain't gonna do DU3 justice, control-wise).

PC Engine Fan X! ^_~


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 Post subject: Re: Danmaku Unlimited 3 - Releasing 2017/03/09
PostPosted: Fri Jul 21, 2017 2:30 pm 


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http://www.pocketgamer.co.uk/r/iPhone/D ... sp?c=74744

August 10th...Incoming! :D


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