shmups.system11.org

Shmups Forum
 
* FAQ    * Search
 * Register  * Login 
It is currently Sun Aug 09, 2020 2:34 am View unanswered posts
View active topics



Post new topic Reply to topic  [ 69 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
 Post subject: Re: Crisis Wing - project status update and stage 5 sneak pe
PostPosted: Sun Oct 29, 2017 11:03 am 


User avatar

Joined: 02 Dec 2010
Posts: 3704
Oh dear, we have another Gryzor. Universe ending much sooner than I thought. I like how the player ship and main shot are based on Grind Stormer's.

I don't really understand how to play this caravan stage though, I always feel like I'm being punished for trying to do anything properly...

Some sort of notification for off-screen medals would be extremely helpful, but it probably won't work with your game area scheme.
_________________
In 1989,The Great Wall was discoverd
In 1990,The Picket Fence was also discoverd

"Despatche hasn't updated in a while! What do I do?" Consider: 1 2


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update and stage 5 sneak pe
PostPosted: Sun Nov 05, 2017 1:04 am 



Joined: 26 Jan 2005
Posts: 7881
Downloaded this ace Crisis Wing caravan demo -- Wow, the sprite artwork is spot-on in regards to the classic Toaplan arcade shmups of lore.

A cool slick arcade attract demo sequence should be included that leads unto the main title screen for that unmistakable arcade Toaplan-ish vibe to seal the deal. I think running CW on an Airframe pcb setup would be ace -- it's good enough to play on an actual candy cab with the usual low-res 15.7kHz arcade monitor setup.

The catchy chiptune matches the gameplay of the first stage.

Do you have any plans to release CW on the Nintendo Switch platform? It'd be awesome to play it in tate on the Switch's screen with a proper arcade stick for the win (with some scanline support for that classic arcade Toaplan feel).

PC Engine Fan X! ^_~


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update and stage 5 sneak pe
PostPosted: Sun Nov 05, 2017 2:03 pm 


User avatar

Joined: 01 May 2014
Posts: 2876
Location: Brooklyn NY
Every time I see a new post I am secretly hoping it is pieslice saying the game is finished. I want to play this yesterday, but know patience will be rewarded when he is finally ready for the game to drop.

Think this one is going to be a bit special.
_________________
I'm glad you made it.


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update and stage 5 sneak pe
PostPosted: Mon Dec 25, 2017 11:50 pm 



Joined: 01 Mar 2008
Posts: 78
Location: Finland
Project status updated in the opening post.


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update and stage 5 sneak pe
PostPosted: Mon Dec 25, 2017 11:56 pm 



Joined: 01 Mar 2008
Posts: 78
Location: Finland
PC Engine Fan X! wrote:
Do you have any plans to release CW on the Nintendo Switch platform?


Porting this game to a console is still a very open question to me. It depends how easy it is to port the game to switch; I assume it's relatively easy if Unity support for the switch is done well.
PS4 and XBOne are probably out of question at this point (as I'm just a single man indie "team"), and I think TATE games on widescreen TV:s are rather lame anyway.

The gameplay probably needs some adjustment if I decide to opt for the switch's native aspect rate instead of 3:4. Originally CW was meant to support both widescreen and 3:4 letterbox from the get-go but I decided to use 3:4 only, because the game was considerably easier on widescreen tate mode.

-pieslice


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (25th december)
PostPosted: Wed Dec 27, 2017 9:39 pm 


User avatar

Joined: 07 Nov 2017
Posts: 31
I missed the earlier discussion, so my comment is based on this recent video update:
https://www.youtube.com/watch?v=thPTqRpEfDo

A couple of things that stuck out (to me, might not necessarily to everyone):

- The background repeats pretty quickly. It may be a good idea to loop it only every other screen, to avoid repetitiveness.
- It seems like every shot of every enemy has a sound. I would consider not doing this and only give major enemy shots a sound, and leave the rest quiet, especially those from the popcorn enemies.
- some enemies (the yellow bars for example or the mid-boss) have a very.. noisy texture. Not sure if this really helps.

Other than that it looks really solid and I'm looking forward to the release.


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (25th december)
PostPosted: Wed Jan 03, 2018 9:49 pm 


User avatar

Joined: 23 Jun 2017
Posts: 21
duuuude I really dig those rolling fire sounds. god this game is looking great!


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (25th december)
PostPosted: Thu Apr 25, 2019 9:12 pm 



Joined: 01 Mar 2008
Posts: 78
Location: Finland
*Bump*
Project status update in opening post


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (26th april)
PostPosted: Thu Apr 25, 2019 9:28 pm 


User avatar

Joined: 04 Jan 2017
Posts: 191
That seems to be great news. Do you plan on making a trailer when close to launch? Perhaps you can find team duo to have a play on 2 player.


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (26th april)
PostPosted: Fri Apr 26, 2019 8:46 am 



Joined: 01 Mar 2008
Posts: 78
Location: Finland
MrJBRPG wrote:
That seems to be great news. Do you plan on making a trailer when close to launch? Perhaps you can find team duo to have a play on 2 player.


I will start to gather media closer to launch. I just removed old gameplay video and screen shot from the opening post, as their quality does no longer correspond with the finished product.


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (26th april)
PostPosted: Fri Apr 26, 2019 1:57 pm 


User avatar

Joined: 01 May 2014
Posts: 2876
Location: Brooklyn NY
Whoa. This is great news!
_________________
I'm glad you made it.


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (26th april)
PostPosted: Wed May 01, 2019 8:07 pm 


User avatar

Joined: 23 Jun 2017
Posts: 21
Really looking forward to it!!


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (26th april)
PostPosted: Fri Dec 20, 2019 8:22 am 



Joined: 01 Mar 2008
Posts: 78
Location: Finland
Project status update and Christmas screenies in the first post!


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Fri Dec 20, 2019 12:55 pm 


User avatar

Joined: 02 Oct 2019
Posts: 15
We need a demo as a christmas present :P

seriously, great job, the game look amazing.


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Fri Dec 20, 2019 3:48 pm 


User avatar

Joined: 18 Jun 2012
Posts: 3928
Location: Chicago, IL
Man, I can't wait! This has really come along and it looks excellent!
_________________
Image
DEMON'S TILT [bullet hell pinball] - Music Composer || EC2151 ~ My FM/YM2612 music & more! || 1CC List || PCE-CD: The Search for Quality


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Thu Feb 20, 2020 9:04 am 



Joined: 01 Mar 2008
Posts: 78
Location: Finland
Yay! All stages are done!
I only need to create unique boss for the caravan level (instead of recycling st1 boss)

Then it is testing and bugfixing, setting up the steam page etc...


Last edited by pieslice on Thu Feb 20, 2020 11:52 am, edited 1 time in total.

Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Thu Feb 20, 2020 10:12 am 


User avatar

Joined: 12 Feb 2012
Posts: 996
Location: Romania
pieslice wrote:
Yay! All stages are done!
I only need to create unique boss for the caravan level (instead of recycling st1 boss)

The it is testing and bugficing, setting up the steam page etc...


Sounds like great progress, good luck with the rest of the way!


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Thu Feb 20, 2020 3:47 pm 


User avatar

Joined: 24 Feb 2011
Posts: 341
Yeah, good luck man. Really enjoyed the caravan stage demo you put out. Looking forward to picking this one up!


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Thu Feb 20, 2020 6:26 pm 


User avatar

Joined: 13 Jul 2019
Posts: 76
Best of luck! I'm looking forward to this one!


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Thu Feb 20, 2020 7:46 pm 


User avatar

Joined: 18 Jun 2012
Posts: 3928
Location: Chicago, IL
I'm highly anticipating this as well. The aesthetics are on point. Good luck!
_________________
Image
DEMON'S TILT [bullet hell pinball] - Music Composer || EC2151 ~ My FM/YM2612 music & more! || 1CC List || PCE-CD: The Search for Quality


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Thu Feb 20, 2020 10:49 pm 



Joined: 01 Mar 2008
Posts: 78
Location: Finland
Some new screens
I put these under spoiler tags as they are large

Spoiler: show
Image


Spoiler: show
Image


Spoiler: show
Image


Spoiler: show
Image


Spoiler: show
Image


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Fri Feb 21, 2020 3:27 am 


User avatar

Joined: 24 Feb 2011
Posts: 341
Gorgeous! Really love the subtle neon glow, the porridge is just right.


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Fri Feb 21, 2020 7:58 am 



Joined: 01 Mar 2008
Posts: 78
Location: Finland
Here's the game OST!

https://www.youtube.com/watch?v=p3TEz5Job74


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Fri Feb 21, 2020 1:09 pm 


User avatar

Joined: 26 Apr 2005
Posts: 812
Location: Sweden
Again, this looks awesome! Well done!

Two issues I had with the demo:
- My NES usb controller didn't work properly. No vertical movement, only hori. And just the bomb button. Options screen needs a joy-input config option, I guess.
- The small ship hitbox is also used when collecting the pickups. Really bugged me. :)

Despatche wrote:
Oh dear, we have another Gryzor.

Pretty sure Gryzor is smiling a bit over this. :D
_________________
https://twitter.com/mix256


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Wed Feb 26, 2020 5:25 pm 



Joined: 19 Jan 2009
Posts: 688
Location: stuck at the continue prompt
The sprites are very good, but please don't draw them rotated: it destroys the illusion of low resolution with conflicting pixel grids (all fake).
Instead, you might prepare spritesheets with multiple orientations (and possibly multiple faux-subpixel offsets) of your bullets, properly aligned to a consistent pixel grid.
Tools like Rotsprite (and more generally the technique of upscaling the sprite by a large factor, translating and rotating, and downscaling to the regular size) can help you obtain a reasonable starting point for rotated and offset sprites with little effort.


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Wed Feb 26, 2020 9:55 pm 



Joined: 12 Mar 2019
Posts: 242
Ixmucane2 wrote:
The sprites are very good, but please don't draw them rotated: it destroys the illusion of low resolution with conflicting pixel grids (all fake).
Instead, you might prepare spritesheets with multiple orientations of your bullets, properly aligned to a consistent pixel grid.


This, please. The game seems to be drawn at 320x240 (rotated), you should keep the pixel grid and visual effects strictly forced to this resolution. Also, keep in mind that many people here still use CRT monitors for gaming which are easily tate-able, so allowing them to display your game at full screen will always be welcome.

Looks awesome, other than that. Good luck.


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Fri Feb 28, 2020 6:13 am 



Joined: 01 Mar 2008
Posts: 78
Location: Finland
game is actually drawn with highest integer multiple of 320x240 that can fit to your resolution; for 4x displays each 'pixel' is actually 7x7 or 8x8 pixel square.
Some effects like the light bleed use full resolution; also movement and scrolling are sub pixel accurate and use all available pixels.

For CRT displays you can always crank the resolution to 640x480 :)


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Sat Feb 29, 2020 5:42 pm 



Joined: 12 Mar 2019
Posts: 242
With "drawn" I actually meant "pencilled", the native resolution you designed the graphics at - sorry for the misunderstanding. Wouldn't the scroll and sprite movement be smooth enough for you if they were restricted to the art's native resolution, like any old game you can think of? Also, you can get a Windows or Linux PC running at 320x240 on a 15khz CRT, not few people do that these days and your game would be perfect for these setups (and viceversa). Though this suggestion may come a bit late now, sadly?


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Sun Mar 01, 2020 5:17 pm 


User avatar

Joined: 26 Apr 2005
Posts: 812
Location: Sweden
You could render to a 240x320 buffer and then scale it to the nearest / highest integer multiple as you do now and render that in the window.
Will boost performance as well (not that you seem to have an issue with that).

Illusion-destroyed-image:

Image
_________________
https://twitter.com/mix256


Top
 Offline Profile  
 
 Post subject: Re: Crisis Wing - project status update (20th dec)
PostPosted: Sun Mar 01, 2020 8:54 pm 



Joined: 12 Mar 2019
Posts: 242
Yep. That's awful, I'm sorry. Particularly in this game with such stellar pixel art.


OT: Is your game called "Dancer" in Japan, mice?


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 69 posts ]  Go to page Previous  1, 2, 3  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Space Pilot 3K template by Jakob Persson
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group