GUNVIXEN

A place for people with an interest in developing new shmups.
User avatar
pixelcorps
Posts: 797
Joined: Wed Jan 26, 2005 12:52 am
Location: JP

GUNVIXEN

Post by pixelcorps »

http://studiowork3.tumblr.com/

Dev blog for project "G" A forthcoming, zero pretense,balls out danmaku game for PC and ????????????
Last edited by pixelcorps on Wed Feb 10, 2016 4:55 am, edited 2 times in total.
Cagar
Posts: 2234
Joined: Fri Nov 25, 2011 5:30 pm

Re: New Shmup devblog outta Tokyo

Post by Cagar »

I like this already.
It's okay to be uber-casual in shmup deving these days, ("the genre has died because of hardcore players!!") but someone has to still fill the hardcore demand.
Just make a good fucking danmaku, we haven't seen that in a long while. :|
User avatar
trap15
Posts: 7835
Joined: Mon Aug 31, 2009 4:13 am
Location: 東京都杉並区
Contact:

Re: New Shmup devblog outta Tokyo

Post by trap15 »

Tanks Image
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
WIZNWAR
Posts: 4
Joined: Sat Jan 24, 2015 6:40 pm

Re: New Shmup devblog outta Tokyo

Post by WIZNWAR »

great! thanks for sharing
User avatar
pixelcorps
Posts: 797
Joined: Wed Jan 26, 2005 12:52 am
Location: JP

Re: New Shmup devblog outta Tokyo

Post by pixelcorps »

still going at the 1st enemy set. its taking me 3 days per ship at present..

Image

http://studiowork3.tumblr.com/
User avatar
Udderdude
Posts: 6266
Joined: Thu Feb 16, 2006 7:55 am
Location: Canada
Contact:

Re: New Shmup devblog outta Tokyo

Post by Udderdude »

Nice enemy designs. Pew pew.
User avatar
emphatic
Posts: 7917
Joined: Mon Aug 18, 2008 3:47 pm
Location: Alingsås, Sweden
Contact:

Re: New Shmup devblog outta Tokyo

Post by emphatic »

Wow, those are beautiful.
Image | My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
User avatar
Biggu Bossu
Posts: 11
Joined: Tue Dec 23, 2014 11:03 pm

Re: New Shmup devblog outta Tokyo

Post by Biggu Bossu »

I love watching games getting built and I'm glad to see the extra care given to graphics. I'm not a fan of 3d rendered graphics usually but these ships look damn pleasing to the eye. Good luck on the rest
Udderdude wrote:Nice enemy designs. Pew pew.
Literally best comment ever :D
User avatar
Stompp
Posts: 384
Joined: Tue Sep 11, 2012 9:51 am
Location: Sweden

Re: New Shmup devblog outta Tokyo

Post by Stompp »

pixelcorps wrote:still going at the 1st enemy set. its taking me 3 days per ship at present..

Image

http://studiowork3.tumblr.com/
This is just...beautiful :)
User avatar
pixelcorps
Posts: 797
Joined: Wed Jan 26, 2005 12:52 am
Location: JP

Re: New Shmup devblog outta Tokyo

Post by pixelcorps »

Cheers for the feedback!
User avatar
n0rtygames
Posts: 1001
Joined: Thu Mar 15, 2012 11:46 pm
Contact:

Re: New Shmup devblog outta Tokyo

Post by n0rtygames »

I love the graphics, I really do. I'm not sure about this comment on your blog?
4. STG dev is pretty much a wasteland and free of pretentious assholes and indie cliques.
1. It's not a wasteland at all!
2. We are *incredibly* pretentious
3. No cliques?!
4. We are *definitely* assholes!!
5. you miiiiight wanna tone that sort of thing down a bit.. just saying

That said, what hardware is your framerate test running on? Do you have any up to date vids of actual gameplay etc? Details are a little sparse at the moment - but the two ships look very very promising.

Also yes, tanks. Everything needs more tanks.
facebook: Facebook
Cagar
Posts: 2234
Joined: Fri Nov 25, 2011 5:30 pm

Re: New Shmup devblog outta Tokyo

Post by Cagar »

Those look gooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooood.
And so do the sketch designs in the blog.
When will you provide with some actual gameplay footage?
User avatar
pixelcorps
Posts: 797
Joined: Wed Jan 26, 2005 12:52 am
Location: JP

Re: New Shmup devblog outta Tokyo

Post by pixelcorps »

there will be gameplay footage when all the 1st stage enemies graphics , enemiy triggers and a background is finished and explosions are done..

it will be a while


as for my setup? it runs fine on my old toshiba 2.8ghz laptop
User avatar
S_Fang
Posts: 222
Joined: Sat Dec 27, 2014 3:08 am
Location: Italy
Contact:

Re: New Shmup devblog outta Tokyo

Post by S_Fang »

pixelcorps wrote:there will be gameplay footage when all the 1st stage enemies graphics , enemiy triggers and a background is finished and explosions are done..

it will be a while
I'm sure the wait will be worthy.

Anyway, I read the question on the blog about langauges and, in case you required an help for italian language, ask me without problems whatsoever.
For the record yes, I was the anonymous user behind the question (DUN DU-yadda yadda).
User avatar
pixelcorps
Posts: 797
Joined: Wed Jan 26, 2005 12:52 am
Location: JP

Re: New Shmup devblog outta Tokyo

Post by pixelcorps »

thanks for the offer dude, it will be a long way off before I can start writing any stuff...
User avatar
pixelcorps
Posts: 797
Joined: Wed Jan 26, 2005 12:52 am
Location: JP

Re: New Shmup devblog outta Tokyo

Post by pixelcorps »

Blog updated with some WIP background shots and a demo version of stage 1 music!

http://studiowork3.tumblr.com/
User avatar
emphatic
Posts: 7917
Joined: Mon Aug 18, 2008 3:47 pm
Location: Alingsås, Sweden
Contact:

Re: New Shmup devblog outta Tokyo

Post by emphatic »

Superb artwork, very Ketsuiesque.
Image | My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
User avatar
Xyga
Posts: 7181
Joined: Tue Nov 05, 2013 8:22 pm
Location: block

Re: New Shmup devblog outta Tokyo

Post by Xyga »

Hoodie with cat pocket: NEED

And yup looks and sounds good. ^^
Strikers1945guy wrote:"Do we....eat chicken balls?!"
User avatar
rtw
Posts: 1936
Joined: Wed Jan 26, 2005 6:46 pm
Location: Norway
Contact:

Re: New Shmup devblog outta Tokyo

Post by rtw »

Looks fantastic, sounds brilliant :mrgreen:
http://world-of-arcades.net
The future of ST-V rests upon our work and your work
User avatar
pixelcorps
Posts: 797
Joined: Wed Jan 26, 2005 12:52 am
Location: JP

Re: New Shmup devblog outta Tokyo

Post by pixelcorps »

thanks! Back to backgrounds now.. It's a ridiculously ambitious project, but I hope I can deliver...
User avatar
Stevens
Posts: 3799
Joined: Thu May 01, 2014 11:44 pm
Location: Brooklyn NY

Re: New Shmup devblog outta Tokyo

Post by Stevens »

Calling it now - this is going to be something special.
My lord, I have come for you.
Cagar
Posts: 2234
Joined: Fri Nov 25, 2011 5:30 pm

Re: New Shmup devblog outta Tokyo

Post by Cagar »

Cagar wrote:I like this already.
User avatar
pixelcorps
Posts: 797
Joined: Wed Jan 26, 2005 12:52 am
Location: JP

Re: New Shmup devblog outta Tokyo

Post by pixelcorps »

wow - pressure is ON now!

My biggest enemy is TIME... doing everything in 720p is gonna be a huge timesink, backgrounds mostly...

My second biggest enemy is finding a character designer who can work from my rough image renders.. So far only one artist responded, and he is one of my personal heroes (pro mangaka, toy designer, mechanical designer and light novel illustrator), but his fees were astronomical.
Mechamusume style is a real problem because you need someone who can do both characters and complimentary mechanical armor in equal balance..

As I am trying to keep standards high as possible this is gonna be a problem or very expensive! - there is one other guy who is not so highly sought after but well reknowned in doujin circles whose art I am a huge fan of, but I will have to come up with some rough concepts for the other 2 characters before I can even consider giving them a proposal / brief..

I am working on the logo at present as my weekend is too fractured with social events to totally get my head back into the backgrounds - maybe I will finally announce the real title soon!
User avatar
n0rtygames
Posts: 1001
Joined: Thu Mar 15, 2012 11:46 pm
Contact:

Re: New Shmup devblog outta Tokyo

Post by n0rtygames »

Yeah, welcome to hell.

Getting somebody to produce assets at an affordable rate to an individual is - to put it simply - fucking hard. Your choices are:

- Either accept it'll take forever and cost you a lot, don't bank on profit
- Find someone more affordable
- Do it yourself

:(
facebook: Facebook
User avatar
pixelcorps
Posts: 797
Joined: Wed Jan 26, 2005 12:52 am
Location: JP

Re: New Shmup devblog outta Tokyo

Post by pixelcorps »

Still going at it, background 1 is about 90% done, here's a quick player collision and powerup sandbox test.

https://vine.co/v/iB1dv55DWVh
User avatar
emphatic
Posts: 7917
Joined: Mon Aug 18, 2008 3:47 pm
Location: Alingsås, Sweden
Contact:

Re: New Shmup devblog outta Tokyo

Post by emphatic »

Is it just me, or is the movement a bit wonky?
Image | My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Cagar
Posts: 2234
Joined: Fri Nov 25, 2011 5:30 pm

Re: New Shmup devblog outta Tokyo

Post by Cagar »

Right now it's just you. The movement is fast, and the option trails (which work the same way as in DFK) give the illusion of inertia, which is not a bad thing when you know it's not really happening. But that's probably what's making it look weird for you.

Holy moly I can't even describe how good this looks. From the very start, I've had the feeling that you know what you're doing, and it's only growing stronger with these updates.
User avatar
pixelcorps
Posts: 797
Joined: Wed Jan 26, 2005 12:52 am
Location: JP

Re: New Shmup devblog outta Tokyo

Post by pixelcorps »

It's probably the shitty vine framerate, I actually spent a lot of time replicating all the movement speeds from yusuke from esprade to start with, including the diagonal speed compensation that is in all cave games, which I was surprised to discover.

If you put the 2 games side by side, the screen traversal time is 100% exact.

As this is my first attempt at an STG , my methodology is that I should pay attention to what is working and accepted in existing commercial games so I can learn what they are doing and why, as opposed to thinking I knew better than them..I have a lot to learn.

Ship movement is now just a set of 3 variables that can be changed on a whim.

That code was actually done before I started on the backgrounds, ground enemy spline pathing, turret tracking and the typical zako movement is ready to be plugged in.
User avatar
Squire Grooktook
Posts: 5969
Joined: Sat Jan 12, 2013 2:39 am

Re: New Shmup devblog outta Tokyo

Post by Squire Grooktook »

Robo girls <3

And yeah, I don't see anything wrong with the movement at all.

Wow though, quality music, art, and programming? You're seriously talented.
RegalSin wrote:Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.
Aeon Zenith - My STG.
User avatar
emphatic
Posts: 7917
Joined: Mon Aug 18, 2008 3:47 pm
Location: Alingsås, Sweden
Contact:

Re: New Shmup devblog outta Tokyo

Post by emphatic »

You're going about this the right way. Nailing this stuff is more important than gfx and music, and it's already clear you have no problems in those areas either. :)

I'm sure it's fine.
Image | My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Post Reply