Super XYX is released! (also now, on itch.io!)

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rtw
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Re: Super XYX is released! (also now, on itch.io!)

Post by rtw »

Kaiser wrote:Nope stage clear was accidentally broken in the 13.08.20 update, grab a new build on itch from today (14.08.20) that addresses this issue... while i'm at it.

The "more options" menu can be easily found now.
Key rebinding swaps keys instead of complaining about you trying to use the same button for two things.
GZR Start (checkpoint mode) got fixed up because it had some weird background/music issues.
Thanks for the heads up, will update.
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bytestorm
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Re: Super XYX is released! (also now, on itch.io!)

Post by bytestorm »

hmm.. is "standard" difficulty same as "easy"? Since the game started at "challenging" per default, which might be "normal"? or is that same as HARD?

also, any one knows if there is any difference on choosing "start" or "arcade"?

Just cleared the "standard" difficulty.. whoa, but I got a feeling I did something wrong on the last boss or so.. got a wierd ending :)
Awesome game thou!!
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Knightmare
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Re: Super XYX is released! (also now, on itch.io!)

Post by Knightmare »

I'm having a tough time getting the itch.io version to recognize my PS4 controller. I've also tried using Steam's universal controller options to help without luck, but I might be doing something wrong. What control methods are others using?
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Kaiser
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Re: Super XYX is released! (also now, on itch.io!)

Post by Kaiser »

Knightmare wrote:I'm having a tough time getting the itch.io version to recognize my PS4 controller. I've also tried using Steam's universal controller options to help without luck, but I might be doing something wrong. What control methods are others using?
Try using Joy2Key for time being, we are working on some other controller-related issues as well. ;)

In the meantime, here are the patch notes from Rozyrg for today's update (both steam/itch)
8/15

Added unlocks screen to title (appears once anything is awarded.) Since most unlocks happen in sequence (based on # of game mode clears), some only appear once you have a prerequisite unlock. There is only one that is unusual enough to be worth some explanation... that I've left without one. If you're good at the game I think you'll happen upon the solution naturally, though.
Added Credits to title (appears on first game completion.)
fixed bug preventing hitbox display setting saving from session to session
fixed something very minor in the menu system with Accept Yes/No randomly switching to No for seemingly no reason.
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guigui
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Re: Super XYX is released! (also now, on itch.io!)

Post by guigui »

Sorry to be that guy again : Switch version ?
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Kaiser
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Re: Super XYX is released! (also now, on itch.io!)

Post by Kaiser »

guigui wrote:Sorry to be that guy again : Switch version ?
Not in plans currently. Outside of bringing Quality of life improvements to Super XYX we are also very busy preparing Zenodeath for it's September release.
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BrianC
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Re: Super XYX is released! (also now, on itch.io!)

Post by BrianC »

I purchased from steam and downloaded it and I'm enjoying it quite a bit so far. Odd thing is that I got ~40-45 FPS when I first played. Desktop with 2070 Super and 10700k i7. I think it was due to odd issues with the 144Hz refresh rate. However, after forcing v-sync off in the nvidia settings, the game runs silky smooth at 60 FPS. Reminds me a bit of Fire Arrow and has a nice Toaplan-ish feel to it.
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Re: Super XYX is released! (also now, on itch.io!)

Post by Vic Viper »

Bought it at itch.io

It works great on linux (using wine). :D
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Weak Boson
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Re: Super XYX is released! (also now, on itch.io!)

Post by Weak Boson »

Finally got some time to sit down with this and I'm having a lot of fun! Just got a scrappy 1CC with the green knight in standard mode and I'm looking forward to delving deeper. 8)
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Re: Super XYX is released! (also now, on itch.io!)

Post by Weak Boson »

Think I've unlocked everything now except infinite continues. Managed to get a TLB clear with the helicopter ship. I mean,,, I assume that was the TLB, maybe it was a bit too easy considering that the ending is also a bit of a downer :lol:

Super Arcade mode was a nice surprise, though I think the music might be a bit glitched, it sounds like it isn't looping properly since the stages are so long.

Also I swear the fast oval rainbow bullets from the enemies in the Hellfire stage are bugged because they've never killed me and I'm not normally that lucky.

Debating whether I should go for a Gryzor mode clear with the helicoptor or try and clear the normal mode with some different characters. Still having a blast with this game in any case.

EDIT: the bugged enemies are in the Alien Womb stage not Hellfire. The ones I'm talking about show up at around 13 minutes in the above video. And they are bugged I tested it on a different run, their attack just goes straight through you.
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Re: Super XYX is released! (also now, on itch.io!)

Post by pieslice »

Crashes for me :(

Code: Select all

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object menu_obj:

global variable name 'def_lvs' index (100366) not set before reading it.
at gml_Script_menu_scr
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_menu_scr (line 0)
gml_Script_menu_scr
gml_Object_menu_obj_Create_0
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Kaiser
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Re: Super XYX is released! (also now, on itch.io!)

Post by Kaiser »

pieslice wrote:Crashes for me :(

Code: Select all

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object menu_obj:

global variable name 'def_lvs' index (100366) not set before reading it.
at gml_Script_menu_scr
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_menu_scr (line 0)
gml_Script_menu_scr
gml_Object_menu_obj_Create_0
Here's a solution provided by the steam community

1. Right click on Super XYX in your library > Properties > Updates tab > uncheck "Enable Steam Cloud Synchronization"

2. Delete the Appdata Super XYX folder (%localappdata%/simpshm_xyx)

3. Launch the game

4. Quit the game then re-enable the Steam Cloud for the game.
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pieslice
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Re: Super XYX is released! (also now, on itch.io!)

Post by pieslice »

Kaiser wrote:
Here's a solution provided by the steam community

1. Right click on Super XYX in your library > Properties > Updates tab > uncheck "Enable Steam Cloud Synchronization"

2. Delete the Appdata Super XYX folder (%localappdata%/simpshm_xyx)

3. Launch the game

4. Quit the game then re-enable the Steam Cloud for the game.
Thanks. That worked.
You might want to check that the game closes gracefully with Alt+F4. As far as I can remember I closed by Alt+F4 while ingame before the game broke down.
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Re: Super XYX is released! (also now, on itch.io!)

Post by rtw »

Is there an official changelog for Super XYX ?
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Re: Super XYX is released! (also now, on itch.io!)

Post by schleichfahrt »

rtw wrote:Is there an official changelog for Super XYX ?
Yes, it's the devlog on itch.
Go to https://gryzor.itch.io/super-xyx
Bottom of the page has the release notes for every patch release.
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Re: Super XYX is released! (also now, on itch.io!)

Post by rtw »

Thanks!
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Re: Super XYX is released! (also now, on itch.io!)

Post by Rahndail »

Also not to be that guy but... Dreamcast port? :lol:
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Re: Super XYX is released! (also now, on itch.io!)

Post by Kaiser »

Rahndail wrote:Also not to be that guy but... Dreamcast port? :lol:
No, there will not be a Dreamcast port.
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Re: Super XYX is released! (also now, on itch.io!)

Post by PC Engine Fan X! »

It seems that an Ultracade UVC would be needed to get Super XYX running on a 240p candy cab setup, right? If it can be set to 640 x 480 resolution via VGA output, that'd be gravy (especially in tate, indeed).

Super XYX feels like it should be a bonafide arcade PCB release -- any plans to release it in an arcade PCB format in the nearby future?

PC Engine Fan X! ^_~
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Re: Super XYX is released! (also now, on itch.io!)

Post by dark »

I bought this today and am greatly enjoying it.

You see, me and XYX go way back...

I was a dreamcast fan around 2012 and heard about Neo XYX as an upcoming game by NG Dev Team. The pictures looked cool so I investigated and found out it was derived from the earlier XYX incomplete game downloadable on this forum. I wasn't much of a shmup fan, I'd played the odd game here and there a little bit, but the primary reason I was checking it out was because it was a game that could be coming to dreamcast. I checked out the XYX demo and greatly enjoyed it. In fact playing the demo of XYX was so fun it made me seek out some of the games that might have been inspiration for XYX, such as cave and toaplan games. I enjoyed playing those games on an emulator and eventually became an overall shmups fan (primarily vertical shmups) buying and enjoying many of the 3D dreamcast shmups and playing the 2D arcade stuff more regularly and more seriously on mame.

Eventually Neo XYX came out, and it was good, but the gameplay didn't feel like the XYX demo. It wasn't as fast or smooth, the enemies and objects didn't smoothly scale or rotate like in the XYX demo, and the screen resolution seemed different as well. I gathered these were limitations of the neogeo hardware, and there is a coolness factor to having the game fit within the limitations of actual old arcade hardware, but I'd become used to the XYX I knew through the demo, and these limitations felt like a downgrade. The bullet patterns didn't always feel as well thought out either, but it was still neat to see the XYX idea fleshed out and play a longer and larger game than existed in the XYX demo.

This game is the best of both worlds. Its much more similar to the XYX demo that I liked the gameplay of. It's got the resolutions, and smoothness of rotation and scaling that the demo had, and obviously its much larger/longer/polished than that earlier work was. It's been a long time coming, but I'm very pleased to see the final product for the game that basically made me get into shmups. Great job!
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Re: Super XYX is released! (also now, on itch.io!)

Post by pieslice »

1CC'd the Arcade mode with the "Challenging" difficulty; got a tad over 17mil points, 1LC:d 4 first stages. I skipped the Gauntlet on purpose to save the bombs for later levels.

Now... let's aim for 1LC until the last stage and trying to conserve bombs for the 6th boss...

Nice game you got there I have to say!
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Re: Super XYX is released! (also now, on itch.io!)

Post by dark »

It took me awhile to figure out that I could change the speed of the ship in the options menu. Changing it from 1 to 3 greatly increased decreased the difficulty. I finally got through all the game's levels and man, that final boss is beautiful and fun to play against.

Wasn't Green Knight female in the demo :lol: ?
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Re: Super XYX is released! (also now, on itch.io!)

Post by qmish »

Only 2 pages on this forum? Weird, for me Super XYX instantly became one of best game releases of 2020.

Here is ShmupJunkie video that also explains connection with Neo XYX:
https://youtu.be/Jz6tseOCV9Y

Also it looks like... update in the works?
https://steamcommunity.com/games/654500 ... 0280330157
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Samuray
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Re: Super XYX is released! (also now, on itch.io!)

Post by Samuray »

I just wish there'd be a physical console release.

Love XYX on the Neo Geo and this looks soooo incredibly nice as well.
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Re: Super XYX is released! (also now, on itch.io!)

Post by locoBro1196 »

After the Nintendo Switch announcement, I realized I still had Super XYZ in my Steam backlog. Decided to give it a go and WOW, I'm hooked, it's really what I needed right now.

I have a few questions though for the more experienced Super XYZ gurus out there:

- How exactly are bombs replenished? Is it one for each beaten stage?
- Same question about life extends, every how many points are they granted?
- I'm not sure what's the deal post stage 4. There seems to be a short bonus stage that doesn't end until you die after exhausting all lives. But stage 5 starts with all lives replenished plus a few extra ones. I played a few times through this part of the game but I still don't understand the logic.
- What does the "Pad Bit Config" button do? I assigned it to one of my buttons in the pad but it doesn't do anything.
- What's the default difficulty in this game? (for "true" 1CC purpose). I thought I saw "Challenging" in the menu when I first went into it but then after I click Defaults, it switches it back to "Standard".
- There's no button for quick restart, is there?
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Re: Super XYX is released! (also now, on itch.io!)

Post by guigui »

locoBro1196 wrote: Sun Apr 14, 2024 8:31 am After the Nintendo Switch announcement...
Can not find any info on Switch release. Is the date given somewhere ?
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locoBro1196
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Re: Super XYX is released! (also now, on itch.io!)

Post by locoBro1196 »

guigui wrote: Sun Apr 14, 2024 12:45 pm
locoBro1196 wrote: Sun Apr 14, 2024 8:31 am After the Nintendo Switch announcement...
Can not find any info on Switch release. Is the date given somewhere ?
To be released by EastAsiaSoft spring 2024:

https://www.eastasiasoft.com/news/586/
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Re: Super XYX is released! (also now, on itch.io!)

Post by locoBro1196 »

So after having put quite a few hours of play into this game and 1CC'ing it consistently over the last few days, I think I can now answer most of these questions myself 8)
locoBro1196 wrote: Sun Apr 14, 2024 8:31 am - How exactly are bombs replenished? Is it one for each beaten stage?
I think so. I'm not sure if there's anything else that triggers this though.
locoBro1196 wrote: Sun Apr 14, 2024 8:31 am - Same question about life extends, every how many points are they granted?
Still have no idea about this one.
locoBro1196 wrote: Sun Apr 14, 2024 8:31 am - I'm not sure what's the deal post stage 4. There seems to be a short bonus stage that doesn't end until you die after exhausting all lives. But stage 5 starts with all lives replenished plus a few extra ones. I played a few times through this part of the game but I still don't understand the logic.
It's actually post stage 3. There is something (I believe it's the big, hard to miss bonus item that appears at the beginning of stage 3) that triggers the bonus stage "The Gauntlet". I think the only condition to not miss it is to get that big bonus item from the beginning of the stage and to not die before the stage boss. The Gauntlet is like short, non-stop versions of stages 2-6 but on steroids, beating each boss will grant you an extra life only valid within the bonus stage run. Losing all the lives will throw you back to stage 4 in the regular run, you may or may not have extra lives added based on I don't know what. I believe beating this bonus stage triggers the TLB in the regular run but I'm not 100% sure about that. Also prior to the final bonus stage boss, you'll have metal head god Bacchus giving you bonus in the shape of NES cartridges, steaks and all sorts of random stuff, because why not.
locoBro1196 wrote: Sun Apr 14, 2024 8:31 am - What does the "Pad Bit Config" button do? I assigned it to one of my buttons in the pad but it doesn't do anything.
No clue.
locoBro1196 wrote: Sun Apr 14, 2024 8:31 am - What's the default difficulty in this game? (for "true" 1CC purpose). I thought I saw "Challenging" in the menu when I first went into it but then after I click Defaults, it switches it back to "Standard".
I think it's Standard. I haven't tried Challenging yet.
locoBro1196 wrote: Sun Apr 14, 2024 8:31 am - There's no button for quick restart, is there?
I don't think so, but it'd definitely be a quick win for the console versions!!

I managed to beat this game only after having unlocked the Taurus alpha ship, which is much more powerful than any other ships I tried at the expense of decreased range, but it's still very manageable. Only problem is that when fully powered, visibility becomes real shit and it's sometimes hard to spot enemy bullets.
I really enjoyed my time with Super XYZ and look forward to the console release later this year. Hopefully it will have a few added extras such as online leaderboards.

I loved the bit about the credits greeting this forum, is this the only game that does that?
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Re: Super XYX is released! (also now, on itch.io!)

Post by Leander »

locoBro1196 wrote: Sun Apr 14, 2024 8:31 am After the Nintendo Switch announcement, I realized I still had Super XYZ in my Steam backlog. Decided to give it a go and WOW, I'm hooked, it's really what I needed right now.

I have a few questions though for the more experienced Super XYZ gurus out there:

- How exactly are bombs replenished? Is it one for each beaten stage?
- Same question about life extends, every how many points are they granted?
- I'm not sure what's the deal post stage 4. There seems to be a short bonus stage that doesn't end until you die after exhausting all lives. But stage 5 starts with all lives replenished plus a few extra ones. I played a few times through this part of the game but I still don't understand the logic.
- What does the "Pad Bit Config" button do? I assigned it to one of my buttons in the pad but it doesn't do anything.
- What's the default difficulty in this game? (for "true" 1CC purpose). I thought I saw "Challenging" in the menu when I first went into it but then after I click Defaults, it switches it back to "Standard".
- There's no button for quick restart, is there?
It has been a couple of years since I played but I might be able to answer some of these.

> How exactly are bombs replenished? Is it one for each beaten stage?
I think you get one on death? Maybe one for each stage too? Can't remember.

> Same question about life extends, every how many points are they granted?
Not sure about that one, sorry. If you are trying to score, remember that picking up medals keeps your combo going, so if you can't kill any enemies delay picking up all medals immediately to keep it alive.

> I'm not sure what's the deal post stage 4.
If you beat the first 2 stages without dying a special medal spawns which unlocks the Gauntlet stage (and you get to play it at the end of stage 3 if you pick up the medal.)
The Gauntlet stage has its own set of lives and you will return to stage 4 if you clear it or if they all run out. If you clear the Gauntlet stage the true final level/TLB will appear at the end of the game.

> What does the "Pad Bit Config" button do?
I believe it changes your option formation. It only works if you have the options powered up enough and might not apply to all ship types.

> What's the default difficulty in this game?
The game defaults to Challenging, but I think I read that was an unintended bug. I don't think the game is significantly more difficult on challenging anyway (could be wrong...)

> There's no button for quick restart, is there?
Not as far as I can recall... there might be a secret key for it.


Edit: ANd apparently you answered your own questions while I was writing this :P
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