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 Post subject: DUX for Dreamcast
PostPosted: Tue Apr 15, 2008 7:21 pm 


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Here's René of NG:DEV.TEAM and I'd like to introduce my shmup side-project DUX.

This game is going to be a memorizer shooting with focus on blasting action, which means the memorizing aspect will make a rather small extent of the game but is still required for progressing further. But don't be confused with the vertical shooting game, which will come next year to the NeoGeo, this here is Dreamcast only. Given that, it can take the advantages of the Dreamcast system to bring some smooth high-resolution CGI visuals on screen and various other modern features.

Anyhow, enjoy this teaser pic.

Image

DUX does get an Dreamcast release via HUCAST.net on a physical disc around June/July (update: December 2008). Pricing is about 20 EUR.

More to come soon. :)
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Last edited by RHE on Tue Dec 02, 2008 2:22 pm, edited 3 times in total.

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 Post subject:
PostPosted: Tue Apr 15, 2008 7:36 pm 



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The objects in the foreground have a nice sense of 'volume' and there's nice use of colour. I would tone down the colour of background graphics though. Of course I don't know how it looks at speed.

The R-type influence is obvious of course.
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 Post subject:
PostPosted: Tue Apr 15, 2008 7:46 pm 


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Wow this looks very interesting!
And for 20€ I'm probably going to buy this.
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PostPosted: Tue Apr 15, 2008 7:48 pm 


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 Post subject:
PostPosted: Tue Apr 15, 2008 9:19 pm 



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For RHE,

Is there a single stage demo of your horizontal-side scrolling shmup, DUX, to download and try out on the Dreamcast console for now?

PC Engine Fan X! ^_~


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 Post subject:
PostPosted: Tue Apr 15, 2008 9:24 pm 


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hell yeah, i hope you will release demo ;)
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 Post subject:
PostPosted: Tue Apr 15, 2008 9:25 pm 


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320x240 wrote:
The objects in the foreground have a nice sense of 'volume' and there's nice use of colour. I would tone down the colour of background graphics though.


This is especially nice to hear from someone who seem to prefer low-res and hand-pixeled graphics, which I do by myself actually. :wink:

And yeah, the background is pretty bright and that's part of the overall look and I also hope it will work well for the most players. I will consider towning it down though, when this turns out to be an issue.

Plasmo wrote:
And for 20€ I'm probably going to buy this.


Probably? :P

PC Engine Fan X! wrote:
Is there a single stage demo of your horizontal-side scrolling shmup, DUX, to download and try out on the Dreamcast console for now?


Not yet, but I will discuss with my team if it's technical easy to realise.
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 Post subject:
PostPosted: Tue Apr 15, 2008 9:54 pm 


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I actually like the ship. You don't see colors like orange in newer spaceship shooters anymore.

However, I cannot say the same for the background. A bright ship in a dark background may be blinding, but it makes excellent sense, to me at least. (light in the darkness)
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 Post subject:
PostPosted: Tue Apr 15, 2008 9:57 pm 


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the only thing keeping that screen from awesomeness is the font.

nice.
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 Post subject:
PostPosted: Tue Apr 15, 2008 10:03 pm 


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Ok. Let me check...


Dreamcast? check

Shmup? check

promising? hmmmm check I guess.

real? certainly hope so....

:o
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 Post subject:
PostPosted: Tue Apr 15, 2008 11:02 pm 


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Hehe when I read memorizing and watched the VERY R-Typesque screen... I giggle a little :shock:

Anyway, go man! Might be worth a shot. Reminds me of the Last Hope hype :D
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 Post subject:
PostPosted: Tue Apr 15, 2008 11:37 pm 


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Quickie edit for visual reference, but I think the idea of making the background a bit darker is a good one. It really makes the foreground ships and objects stand out, and it gives a better sense of depth...

Image


Edit: Updated image link.
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Last edited by The Coop on Tue Dec 23, 2008 8:24 pm, edited 2 times in total.

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 Post subject:
PostPosted: Wed Apr 16, 2008 4:43 am 


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Yes. Remember that was one of the biggest complaints with Last Hope.

Also, I thought that it'd have something to do with Dynamite Dux, at first glance. :(
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PostPosted: Wed Apr 16, 2008 4:51 am 


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Portal in space?
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 Post subject:
PostPosted: Wed Apr 16, 2008 6:29 am 


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The Coop's edit looks way better allready, easier to see everything. I would go and make the background even darker myself. The more contrast, the better.


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 Post subject:
PostPosted: Wed Apr 16, 2008 6:37 am 


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The Coop wrote:
Quickie edit for visual reference, but I think the idea of making the background a bit darker is a good one. It really makes the foreground ships and objects stand out, and it gives a better sense of depth...

Totally agreed.


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 Post subject:
PostPosted: Wed Apr 16, 2008 7:13 am 


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Herr Schatten wrote:
The Coop wrote:
Quickie edit for visual reference, but I think the idea of making the background a bit darker is a good one. It really makes the foreground ships and objects stand out, and it gives a better sense of depth...

Totally agreed.


Completely agreed.
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 Post subject:
PostPosted: Wed Apr 16, 2008 7:14 am 


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I agree with Coop's edit as well. :D

That said, I will definitely be buying this game on day one.
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 Post subject:
PostPosted: Wed Apr 16, 2008 7:36 am 


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Someone mentioned going darker, so I did one with the BG darker than my first edit...

Image

I wouldn't go any darker than this though, as you'd be in danger of losing BG details, and losing too much of the almost pastel look.


Edit: Updated image link.
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Last edited by The Coop on Tue Dec 23, 2008 8:24 pm, edited 1 time in total.

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 Post subject:
PostPosted: Wed Apr 16, 2008 7:43 am 


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That one is good, but I think the first edit was better since it balanced out the contrast between the background and the foreground, while maintaining the overall pastel stylings.


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 Post subject:
PostPosted: Wed Apr 16, 2008 1:11 pm 


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I'm glad to hear the positive responses so far. :D

Perhaps I will include an background brightness option so everyone can adjust this by themselves depending on the preference. This seem to be necessarily, especially as I prefer to have it bright.
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 Post subject:
PostPosted: Wed Apr 16, 2008 3:30 pm 


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@RHE

See how helpful it is to get feedback from the "pros" before it's too late? :)

PS.
The first edit of The Coop looks very good, the second one is too dark.
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 Post subject: count me in...
PostPosted: Wed Apr 16, 2008 3:47 pm 



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please keep 'us' informed as to availability...i'm all in !!!!!!!


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 Post subject:
PostPosted: Wed Apr 16, 2008 3:50 pm 


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Looks interesting...
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 Post subject:
PostPosted: Wed Apr 16, 2008 6:13 pm 


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RHE wrote:
Plasmo wrote:
And for 20€ I'm probably going to buy this.


Probably? :P

Ok let's say: I'll definitely buy this game, 100%. :wink:
I don't like Rajirugi's/Karous' style but this screenshot just looks too cool. I simply love abstract looking shmups like this and some Kento Cho ones. PLEASE don't mess up the rest of the game and get some fitting music.
Oh yeah and making the game a bit darker could help.
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 Post subject:
PostPosted: Wed Apr 16, 2008 7:14 pm 


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Yeah. Please make sure it's fun. And make the music go plinky-plonk and the sound effects doopy-doop. We need blue skies in our games.
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 Post subject:
PostPosted: Wed Apr 16, 2008 7:52 pm 


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Looking forward to a more blasting action-based game this time. I'll have to buy it since I can't let my DC shmup collection get out of date...

Any info on the new Neo Geo game you mentioned, or is that one still under wraps for now?


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 Post subject:
PostPosted: Wed Apr 16, 2008 8:16 pm 


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looks really cool! i sure will buy this
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 Post subject:
PostPosted: Wed Apr 16, 2008 8:27 pm 


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Ceph wrote:
See how helpful it is to get feedback from the "pros" before it's too late?


Yes of course, it's nice to have the complaining when its not too late. Anything else would be useless anyway.

LSU wrote:
Any info on the new Neo Geo game you mentioned, or is that one still under wraps for now?


It's going to pull the NeoGeo on it's technical boundaries and is already in a good shape. That's all for now.

As for blasting action, this is one of the most significant differents between Last Hope and DUX. Instead of getting punished for every little mistake, the player will get much more accessible experience with a selection of powerfull arms. Several checkpoints within every stage will support that.
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 Post subject:
PostPosted: Wed Apr 16, 2008 8:46 pm 


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I also feel the first one I did is the best one for the darker backgrounds. It's dark enough to make the separation quite noticeable, but it doesn't eat away at the pastel look like the second even darker edit I did. But, since it was suggested, I figured I'd do it and put it up for comparison's sake if nothing else.

Anyway, put another vote down for my first edit's look.
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