ZeroRanger (formerly FINALBOSS) - New DEMO out now!

A place for people with an interest in developing new shmups.
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eebrozgi
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Re: FINAL BOSS - Latest version: 2012/01/09

Post by eebrozgi »

Golly, just remembered that I forgot to slow down those skull thwomps in the transistion from 50 to 60fps. Probably why they suddenly get a lot of complaints even though they were... Well, kind of identical before.

Fullscreen+stretch was made for TATE monitors, since the resolution isn't quite 3:4. Didn't guess someone would like it on an ordinary screen!

Nothing more for now, I'm on a telephone. Thank you for the feedback so far.
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you would give the game a try

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rtw
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Re: FINAL BOSS - Latest version: 2012/01/09

Post by rtw »

Nice game :D

One small comment...

In YOKO mode scanlines are horizontal.

When you TATE a monitor the scanlines become vertical...
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BPzeBanshee
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Re: FINAL BOSS - Latest version: 2012/01/09

Post by BPzeBanshee »

Udderdude wrote:
BPzeBanshee wrote:and your own for setting the game resolution to something besides "unchanged" in the Options menu.
Wait, what?
What I mean is that FINAL BOSS does not change the screen resolution on the default settings when you first download it, because it's set on "Unchanged" by default. It certainly didn't do what you described to me when I ran it after downloading it and extracting it in an empty folder. Leaving an Explorer window up and stretching it around to near the size of the screen followed by THEN changing the resolution in FINAL BOSS to 640x480, however, results in the Explorer window getting moved and squished like in your picture. The lower resolutions didn't even work for me. :?
Udderdude wrote:
BPzeBanshee wrote:I've had XOP do it before running it at 640x480 screen and so on.
I've never had XOP do that on me. If you've got any proof, please present it. I know Allegro uses DirectX to set the screen and so this should never happen.
Duly noted. I'll see if I can replicate the said behaviour again and then PM a picture like what you've got here to you. Having more than one method of forcing screen resolution is news to me though.

In regards to FINAL BOSS, if this is a result of the method of altering the screen resolution, there are external DLLs that allow you control over the screen resolution along with color settings and refresh rates which might fix it, but implementing it could well be more trouble than it's worth in terms of having an additional file for such a relatively minor problem.
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eebrozgi
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Re: FINAL BOSS - Latest version: 2012/01/09

Post by eebrozgi »

rtw wrote:One small comment...
In YOKO mode scanlines are horizontal.
When you TATE a monitor the scanlines become vertical...
You can choose both.
If watching the trailer of the game
makes you feel a certain way
I would be very happy if
you would give the game a try

~Daisuke Amaya, 2015

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rtw
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Re: FINAL BOSS - Latest version: 2012/01/09

Post by rtw »

eebrozgi wrote:You can choose both.
So you can, I stand corrected.
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ED-057
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Re: FINAL BOSS - Latest version: 2012/01/09

Post by ED-057 »

cool game. can`t wait for the final Final Boss (and high score thread)
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eebrozgi
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by eebrozgi »

Well, I did get enough free time to fix some little things from the latest release. Aaaand so, I present you a small patch:

Final Boss Demo (Updated 2012/02/05)

Changes include fixing the aforementioned ragequit glitch, slowing down the thwomps to their original speed, fixing the skull pumpkin from glitching on second loop, slowing down missiles, a better high score entry screen and a bunch of graphical mishaps and little things fixed. Just slap it on the january demo version - all the save files and such will work like nothing happened.

edit: Guhh... One death animation broke the game completely. So, fixed. Again.
If watching the trailer of the game
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I would be very happy if
you would give the game a try

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ZeroRanger - RELEASED!
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Ebbo
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by Ebbo »

Long time no see.

Since christmas is just around the corner we decided to make a small preview of our current progress. Most evident changes being updated background graphics and small portions of stage 2 which have been redesigned... Things are still very WIP but we're slowly closing our next goal.

Happy Holidays everyone!
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Dave_K.
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by Dave_K. »

Sweet R9 boss! Looking forward to the update.
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nasty_wolverine
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by nasty_wolverine »

This is one of the most awesome stuff i found i the dev thread...
shut up and complete this game and take my money... :mrgreen:
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Ebbo
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by Ebbo »

Well this was certainly a pleasant bump.

Thank you for your kind words! Our progress has been reassuringly steady for now and we're aiming to release the third version within next 3-4 months.
Also, it seems I haven't posted co-op gameplay video here so take a look if you've missed it by chance.
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by railslave »

Love the colors , reminds me of switchblade on the amstrad cpc ...
gotta love that cyan.
what sort of system aesthetic are you going for . ?

And I thought fire arrow was hard :|
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by nasty_wolverine »

Ebbo wrote: Thank you for your kind words!
Great things deserve kind words. I wish I had even 10% of the creativity that you guys have.
Vic Viper really caught me of gaurd!!!

Also I saw Sanskrit(or Hindi maybe) in between change scenes. I know Hindi, so I can actually read it, but it just goes to fast for it...
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eebrozgi
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by eebrozgi »

You people truly offer a good motivation boost with such a sudden thread resurrection. Thank you!
railslave wrote:what sort of system aesthetic are you going for . ?
I'm sorry, but could you rephrase this? I'm not sure what you mean.
If watching the trailer of the game
makes you feel a certain way
I would be very happy if
you would give the game a try

~Daisuke Amaya, 2015

ZeroRanger - RELEASED!
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railslave
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by railslave »

looks like its locked to a certain system limitations, aesthetically .., nes, zx spectrum, c64 ect..
Unless thats just the colors that work.
"When I get my hands on some money
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eebrozgi
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by eebrozgi »

Ah, I see. There is no specific system that we have in mind. The set limitations - besides the resolution - are the colour palette, no transparency besides scanlines and no rotating sprites in less than 90-degree angles. The rest comes naturally as I try to have it running at a steady 60fps with my budget-friendly computers (literally an abandoned scrap from a friend's basement at the moment). Maybe the MIDI music also goes for that, but that's mostly for filesize convenience and limitations in my skill.
If watching the trailer of the game
makes you feel a certain way
I would be very happy if
you would give the game a try

~Daisuke Amaya, 2015

ZeroRanger - RELEASED!
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BPzeBanshee
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by BPzeBanshee »

Hooray for legacy support! :D

The new stage 1 background looks nice, distinguishes it quite clearly from stage 2.
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Ebbo
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by Ebbo »

railslave wrote:looks like its locked to a certain system limitations, aesthetically .., nes, zx spectrum, c64 ect..
Unless thats just the colors that work.
No certain system limitations were set at the time when we started this project, although the visuals are certainly inspired by the limitations along those systems you listed. I'm sure many are already fed up with this kind of "pseudo retro" style but considering my own artistic capabilities (or more like lack of them) it was just a way to keep things manageable. Atleast there has been some improvements over time... It would be pretty depressive if that wasn't the case.
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Reiko
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by Reiko »

Didn't try the demo, but checked out the videos and it looks pretty good. Colours do remind me of switchblade for the amstrad CPC as well, haha.
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by n0rtygames »

Bumping this, because this game is freakin' awesome and Ebbo should be told so.

Please check this out if you haven't already! Massively inspiring.
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by Ebbo »

Well I don't want to hog all the honour, eebrozgi deserves just as much credit (if not even more).

Even at the risk of sounding like a broken record: thanks for your kind words. It's the small comments like this that really uplift our spirits and keep this project going. We've made a lot of steady progess but next version is still going to take some time... It is certainly getting closer. We're hoping to release it someday soon...

Image
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nasty_wolverine
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by nasty_wolverine »

Ebbo wrote: Image
Why does that remind me of Dogyuun???
PS: awesome title screen.
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by Ebbo »

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Re: FINAL BOSS - Latest version: 2012/02/05

Post by nasty_wolverine »

Intense intro man, makes me feel like flying a supercharged jet into space.
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by trap15 »

Jesus fucking christ that intro is amazing :shock: Great work with that. I'd totally be able to imagine that on an arcade attract sequence :mrgreen:
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by emphatic »

trap15 wrote:Jesus fucking christ that intro is amazing :shock: Great work with that. I'd totally be able to imagine that on an arcade attract sequence :mrgreen:
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by Dave_K. »

This is so going into a cabinet as soon as I get my stuff out of storage. Will you support tate mode?
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eebrozgi
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by eebrozgi »

At the moment there is no TATE mode, but the window itself contains only the playing field, which means it will fill up (nearly) the whole screen if the screen orientation is in portrait mode. Do tell if there's a need for such setting.
If watching the trailer of the game
makes you feel a certain way
I would be very happy if
you would give the game a try

~Daisuke Amaya, 2015

ZeroRanger - RELEASED!
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nasty_wolverine
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by nasty_wolverine »

eebrozgi wrote:At the moment there is no TATE mode, but the window itself contains only the playing field, which means it will fill up (nearly) the whole screen if the screen orientation is in portrait mode. Do tell if there's a need for such setting.
I dont know, but what i have noticed with opengl in my system that, in portrait mode, there is some skipping/slowdown, so i re-implemented my display system, so originally its windowed YOKO, and you can turn the entire game screen left or right, providing TATE, solved my problem.

But I would implement such thing only after testing...
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Re: FINAL BOSS - Latest version: 2012/02/05

Post by tibone »

That intro video looks fantastic.
Great job!
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