Twin Tiger Shark - Android - PC - XBLIG - OUYA

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mice
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Re: Twin Tiger Shark - PC - XBLIG - OUYA

Post by mice »

BPzeBanshee wrote:No deadzones on turrets for loop 2!
Been looking into this, since it's not supposed to be like that...but I can't seem to find the cause of this bug. :)
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BPzeBanshee
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Re: Twin Tiger Shark - PC - XBLIG - OUYA

Post by BPzeBanshee »

Oh, I thought that was deliberate. Wish there was replay support, I'd just give you the file.
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Re: Twin Tiger Shark - PC - XBLIG - OUYA

Post by mice »

BPzeBanshee wrote:Oh, I thought that was deliberate.
BPzeBanshee wrote:Wish there was replay support,
Me too. :)

On what turret did this happen to you?
If you start an "insane" game can you reproduce it? The changes made between loops are a bit like the difficulty setting change.
(I tried, in invincible mode, but didn't manage to reproduce it on the stationary turrets on the first stage)
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Re: Twin Tiger Shark - PC - XBLIG - OUYA

Post by BPzeBanshee »

If I recall it was on my last life, so literally 2-4 or whenever I ended. Can't say I really recall which one it was though. :(

What is the deadzone distance anyway? Last time this happened with me in a game was Aero Flux because Pieterator had deadzone set to something stupid like 3 pixels rather than size of turret in question x 1.5.

I'll see if I can do an Insane run when I've got time next, I'm not all that great at the game but perhaps the issue may show up elsewhere.
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Re: Twin Tiger Shark - PC - XBLIG - OUYA

Post by mice »

Android, google play:
https://play.google.com/store/apps/deta ... ark.mobile

After seeing the feedback about the input system used in the Psykio Android games, I decided to try it out on TTS. Kind of feel it works, actually.
A big change is that it now auto-bombs at contact, so it's not only set to easy but you've got like 12 lives to start with and where 9 of them are without the checkpoint restart...

Thoughts?
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