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 Post subject: Blue Wish Desire
PostPosted: Fri Jul 15, 2016 2:19 am 


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Not sure if this goes here or in the Dev thread since it's far from finished, but apparently X.X Game Room is working on a new game.

http://xxgameroom.blog102.fc2.com/blog-entry-2.html

There's a single-stage demo. I played it and it pretty much feels like more BWR, which is fine by me, though I couldn't figure out what the new "Special" button does. I guess it's not an implemented feature yet?
Also, not entirely sure why, but the game window title and exe file refer to it as "Eden's Eclipse" instead.


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 Post subject: Re: Blue Wish Desire
PostPosted: Fri Jul 15, 2016 4:18 am 



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mamboFoxtrot wrote:
feels like more BWR


Sold.
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 Post subject: Re: Blue Wish Desire
PostPosted: Fri Jul 15, 2016 4:42 am 


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Any way to full-screen?
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 Post subject: Re: Blue Wish Desire
PostPosted: Fri Jul 15, 2016 4:58 am 


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BGM doesn't turn off, the program still runs after closing so I have to go to task manager to kill it and I can't get full screen either but it definitely feels like BWR. Scoring is pretty straight forward, replaying it a handful of times I was able to double my initial score to 41,22,518.
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 Post subject: Re: Blue Wish Desire
PostPosted: Fri Jul 15, 2016 5:41 am 


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Awesome, I think I saw @shmups tweet about this earlier but the link wasn't working for me by the time I got around to it. Between this and the Graze Counter demo I've got plenty to try out this weekend.

I was under the impression that the Development subforum was intended for developers to post their own games, so Shmups Chat seems right for this thread.
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 Post subject: Re: Blue Wish Desire
PostPosted: Fri Jul 15, 2016 6:01 am 


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mamboFoxtrot wrote:
Also, not entirely sure why, but the game window title and exe file refer to it as "Eden's Eclipse" instead.

A while ago, I remember hearing about him working on a sequel to Eden's Aegis of that same name. Can't find the post about it, for some reason. Maybe he reworked/reskinned it?

Edit: Just played it. No fullscreen option, and no ability to raise the music volume. There's just an on-off switch. Gameplay-wise, it seems pretty cool so far; though I found a bug where the midboss' unhittable backside lingers after its death.
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 Post subject: Re: Blue Wish Desire
PostPosted: Fri Jul 15, 2016 8:10 pm 


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I quite enjoy BWR, though I'm not a big danmaku guy, so this is of interest.
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 Post subject: Re: Blue Wish Desire
PostPosted: Tue Aug 30, 2016 11:46 pm 


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Just had a quick shot on this, runs sillyfast at high refresh rates, I had to force 60hz, as others have there's no full screen (at least yet) and the "special" button doesn't seem to do anything special, or anything at all for that matter.

Really good fun though, will keep an eye out for this.
Don't think I've played blue wish resurrection. I probably have but just forgot the name, I'll go and have a sniff about.

Aleksei wrote:
the program still runs after closing so I have to go to task manager to kill it


Yup, just found that out myself when I went to delete the folder.


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 Post subject: Re: Blue Wish Desire
PostPosted: Wed Aug 31, 2016 1:19 am 


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Oh yeah, I forgot to mention that version 0.2 came out earlier this week. It adds an extra playable ship, your typical strong forward shot and laser deal, named "Blue Twinkle" of all things. :lol:
The chests also have a small amount of health to shoot through before opening now (they also have HP bars).
Nothing else seems changed, though I guess it's possible the lingering mid-boss part glitch was fixed, but I don't know what triggers it anyways, so...

Lord Satori wrote:
A while ago, I remember hearing about him working on a sequel to Eden's Aegis of that same name. Can't find the post about it, for some reason. Maybe he reworked/reskinned it?

It would explain the non-functioning Special button.


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 Post subject: Re: Blue Wish Desire
PostPosted: Wed Aug 31, 2016 2:49 am 


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Lord Satori wrote:
mamboFoxtrot wrote:
Also, not entirely sure why, but the game window title and exe file refer to it as "Eden's Eclipse" instead.

A while ago, I remember hearing about him working on a sequel to Eden's Aegis of that same name. Can't find the post about it, for some reason. Maybe he reworked/reskinned it?


It seems like he accidentally nuked his diary. You can find screenshots of Eden's Eclipse here:

http://web.archive.org/web/201412272117 ... 2.fc2.com/
http://web.archive.org/web/201412132058 ... age-1.html

NSFW, just in case.


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 Post subject: Re: Blue Wish Desire
PostPosted: Fri May 04, 2018 5:01 am 


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Hm, seems his Blog and Twitter are both dead :(


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 Post subject: Re: Blue Wish Desire
PostPosted: Sat May 05, 2018 7:25 pm 


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He talked about wiping his blog and doing everything through Twitter a while back, but he wiped his Twitter soon afterward. Really concerned about him, hope he's okay.
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 Post subject: Re: Blue Wish Desire
PostPosted: Sun May 06, 2018 2:11 pm 


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Yeah, I tried to see if there was any post like that through WayBack Machine but there wasn't enough archived. Thanks for the info, then.
That is pretty troubling... hopefully its just simple burnout or something, and not anything too dire.


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 Post subject: Re: Blue Wish Desire
PostPosted: Sat Jul 13, 2019 10:56 pm 


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There's been some recent activity for this game - version 0.30 was released back sometime in June (seems like he deleted the tweet) and version 0.31 was released today. Version 0.31 adds stage select and also appears to fix that graphical bug with the stage 1 miniboss. While not a groundbreaking update, it's progress.

The current version is two stages long. Either I'm complete trash (highly likely) or he's got balls for making stage 2 as hard as it is for original mode. Although I suspect part of that is due to an unfinished bomb system. Something about it feels ... off. As currently implemented, you press bomb and then you have a timed meter under your ship. Until that meter depletes, you cancel bullets for points/survival - although not every bullet is cancelled, I'm not entirely sure yet if this is intended behavior, almost seems like you need to point blank to cancel, which would fall in line with the theme of BWR's scoring. I feel like the bombs should work closer to something like Kaikan where it's something you need to recharge through collecting medals or something, because only one extra bomb per stage feels like you won't be using the game's main feature all that much.

But these are early days, who knows what the final version will look like. All I know is I'm excited, seems to have potential to be better than Eden's Aegis.


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 Post subject: Re: Blue Wish Desire
PostPosted: Sun Jul 14, 2019 7:29 am 


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What the FUCK, when did this happen. Holy shit. Thank you for finding this. The dream is still fucking ALIVE, oh my God.

Apparently everything went to shit when x.x's main HDD died, but he actually did backups! HDD failure sure seems to happen a lot in doujin land. That's what got eXceed4th killed. Yeah, that was a thing at one point.
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 Post subject: Re: Blue Wish Desire
PostPosted: Sun Jul 14, 2019 11:00 am 


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Welcome to Software Development 101. Rule #1: there's no such thing as "enough backups".

As for the demo... it hangs my machine. Guess I'm sitting out until it has a functional config.


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 Post subject: Re: Blue Wish Desire
PostPosted: Mon Jul 15, 2019 1:40 am 


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:shock: x.x lives!
although I'm kinda confused now since this Twitter account goes back quite a long ways. Was I checking the wrong account before?


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 Post subject: Re: Blue Wish Desire
PostPosted: Tue Aug 20, 2019 7:17 pm 


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He tweeted a couple days ago (and I'm using Google Translate because I don't know any Japanese) that he's experimenting with the idea of turning hypers into a gauge instead of a bomb. I'd be down for that. I like that he's keeping an open mind, will be interesting to see how the mechanic is implemented in the final version.


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 Post subject: Re: Blue Wish Desire
PostPosted: Tue Sep 17, 2019 4:06 pm 


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Version 0.40 has been released.
Changes include a rechargeable hyper (not sure yet if there's a way to charge it more quickly), a circular gauge to indicate how much of that hyper is remaining, multi-colored bullets which I think is new for an x.x game, and a stage results screen.


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 Post subject: Re: Blue Wish Desire
PostPosted: Tue Sep 17, 2019 5:59 pm 


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So looking forward to a new x.x STG. I know it'll be a long wait, but don't really want to spoil the experience with beta/demo versions.

Thanks for keeping us updated.
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 Post subject: Re: Blue Wish Desire
PostPosted: Wed Sep 18, 2019 1:54 am 



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blossom wrote:
multi-colored bullets which I think is new for an x.x game

Have you seen this video?
Spoiler: show
Or have you already seen this TLB and have decided that Blue Wish is more "suffering process" than "game"?


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 Post subject: Re: Blue Wish Desire
PostPosted: Fri Mar 20, 2020 8:12 pm 


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Version 0.50 has been released.
Change log: stage 3 has been added, as well as "minor fixes."

I don't play these demos too closely after the initial release, so this might be completely false, however I get the feeling beefier enemies have been given more health. If that's true, it's a great incentive to use hypers. Love when survival and scoring are tied together like that. Although, I'm still not sure how to accumulate hypers... if it's simply damage-over-time or if there's some way to obtain them faster. I'm hoping it's related to collecting the chips at proximity which would again tie survival and scoring into a knot. Also, unless the results screen simply isn't finished, I think this game will be similar to Eden's Aegis and not punish bomb usage. Routing could be incredibly fun, finding the most opportune moments to hyper or bomb for the big juicy cancels.

I wish this guy had a proper artist and sold his games commercially. Potential to be one of the best shmups of the decade.


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 Post subject: Re: Blue Wish Desire
PostPosted: Sat Mar 21, 2020 4:16 pm 



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I think the hyper building is based on the number of hits - most obvious with Twinkle where the laser fills the meter far slower than its shot does (and the laser seems to do marginally less damage). Proximity doesn't have anything to do with it currently.

Other things:
- Box item value scales with distance like regular items do. I guess it means choosing between one or the other unless you route well. Also boxes can spawn under moving enemies such as big tanks.
- You get refilled to 3 bombs every stage. Might be a step too far; maybe it'll change or some other bomb-related mechanic will be added. Or maybe x.x is going to use it as an excuse to ramp the difficulty up a lot more which I'm fine with.
- There are small enemies with ESP Ra.De style mini bullet cancels on death. That was a thing in BWR, but AFAIK only on medium enemies/boss parts, whereas these ones seem to exist specifically to get cancels off other enemies.
Edit: Actually this is due to the hyper as mentioned above. Killing enemies with hyper active = blue explosion = mini bullet cancel.
- The pattern design is more varied than his previous games and so far it's more bait-and-macro into pointblank than DDP zako streaming.


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 Post subject: Re: Blue Wish Desire
PostPosted: Sat Mar 21, 2020 6:48 pm 


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OK yeah, that's probably accurate about hypers. I'd imagine if Blue Peace is added to the 1.0 release, its low damage combined with high number of ticks will increase hypers the fastest and again be king just as it was in BWR.

So far, my only concern with the game is there doesn't seem to be any penalty to using hypers. Yeah, if you take a hit you'll lose the hyper and I think also use up a bomb, but I guess DOJ has conditioned me to believe hypers should have some kind of risk/reward system. Although even if there won't be a tangible penalty, the loss of score by getting hit is enough for me. Never been too much of a masochist, and either way, this is still beta.

If it's true that bombs refill after each stage - I'll have to replay again today and see, actually I'm somewhat tempted to grind out stage 1 just to see what I can do right now - I have to wonder if it's worth using up the 4 bombs (counting the midboss bomb drop) given to you on each stage, or maybe despite the option for abundant bombs, it's closer to Eden's Aegis where you want to use them to cash out on the late game?


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 Post subject: Re: Blue Wish Desire
PostPosted: Sat Mar 21, 2020 7:02 pm 


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I tried the demo, it's good. There were some graphical bugs in the first stage, not sure how to describe them though. That's all I got!


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 Post subject: Re: Blue Wish Desire
PostPosted: Sat Mar 21, 2020 7:48 pm 


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I'm kinda getting the idea that the rhythm of the game is like... while you don't have a hyper, do the BWR thing by killing enemies at point-blank for the proximity chips, then when you do have hyper, treat scoring a bit more like ESP Ra.De. or something by holding your fire so the best possible clump of bullets to cancel will be on top of an enemy when you kill it. Also, this is probably common sense, but using a hyper on a boss's last phase is probably a bad idea - save it until the beginning of the next stage?

Although if hypers are given based on tick damage, wouldn't proximity chips give you hypers more slowly, and maybe you'd not want to do chips on all enemies outside of hyper? Kinda hurting my head, can't believe I'm actually trying to play a demo for score.


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 Post subject: Re: Blue Wish Desire
PostPosted: Sun Mar 22, 2020 12:10 am 



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blossom wrote:
I'm kinda getting the idea that the rhythm of the game is like... while you don't have a hyper, do the BWR thing by killing enemies at point-blank for the proximity chips, then when you do have hyper, treat scoring a bit more like ESP Ra.De. or something by holding your fire so the best possible clump of bullets to cancel will be on top of an enemy when you kill it.

Yes this is definitely the right way to do things. I was able to go from ~15m on stage 1 to >20m in half a dozen attempts by playing like that, and I'm pretty bad at these games. Not that scoring is a reliable metric right now because, hilariously, your score is subtracted from your stage end bonus (so my stage 1 should be ~25.5m, and full-game runs are completely ruined).

I doubt hoarding bombs is a good idea especially if you're only getting one per stage. That's gaining 5 but losing 12. It'd take some exponential factor to make not using them more profitable in the long run, and this game doesn't have one (yet). Plus the chip decay is really slow considering how high the numbers are, so it's even better than normal to wait for the boss to do what you want.

Anyway undoubtedly all of this is gonna change but it's a fun exercise nonetheless.


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 Post subject: Re: Blue Wish Desire
PostPosted: Tue Mar 24, 2020 10:21 am 


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I think x.x games look perfectly good! But yes I wish the dev would release them on consoles. Would definitely buy a Blue Wish and Edens Aegis pack.
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