SHMUP Project : GRAVEMIR

A place for people with an interest in developing new shmups.
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ULFR
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Joined: Mon Oct 27, 2014 12:34 am

SHMUP Project : GRAVEMIR

Post by ULFR »

Gravemir is my shmup project, it is a mix between Tyrian, Touhou, Galaga and that kind of games, so you will find a little bit of every one of them, it has reached Demo stages and will feature (in the near future) illustrations by Kiririn51 (waifubartending.com)

i hope you like it and give me as much feedback as you can



http://abysswolf.itch.io/gravemir

Srsly i need the feedback
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Ebbo
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Re: SHMUP Project : GRAVEMIR

Post by Ebbo »

Hello there!

I gave the demo a quick go and so far it seems to be very rough draft of a game. First you should definitely remove the inertia and make the player ship's hitbox much smaller. As it is the hitbox seems way bigger than the actual ship, resulting almost instant unfair deaths.

Honestly though I think it would help you a lot more to check out this thread for more in-depth guides and tips for newcomers, especially this one. You're sure to find plenty of very helpful stuff.
ULFR
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Re: SHMUP Project : GRAVEMIR

Post by ULFR »

UPDATE !!! and hit box is actually very small

Image

so, i might pass on THAT imput, game has improved very much over the past days thanks for it so don't take it wrong
ULFR
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Re: SHMUP Project : GRAVEMIR

Post by ULFR »

UUUUPDAITAH
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tiaoferreira
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Re: SHMUP Project : GRAVEMIR

Post by tiaoferreira »

This ship reminds me THUNDER FORCE's ship. :)

Explosions sprites are not pleasant, they diverge from the overall work. They are not definitive, are they?
ULFR
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Re: SHMUP Project : GRAVEMIR

Post by ULFR »

no they are not, in fact most models aren-t definitive at all this is a demo showcasing gameplay, next release will have a ton of new features so hold on !!
ULFR
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Re: SHMUP Project : GRAVEMIR

Post by ULFR »

Image

what ideas for area levellers/specials you can give?
ULFR
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Re: SHMUP Project : GRAVEMIR

Post by ULFR »

https://www.youtube.com/watch?v=Ae5r-MsHTXc

should check out the special attacks in action
ULFR
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Re: SHMUP Project : GRAVEMIR

Post by ULFR »

Still need the feedback !!!
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eebrozgi
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Re: SHMUP Project : GRAVEMIR

Post by eebrozgi »

I wish good for your project, so I apologise if this sounds harsh but I've wanted to say it for a while now.

I really understand that you want feedback badly, but I feel your response to the very first feedback given in this thread strongly discouraged any further input. I just tried the most recent demo in the given link and the hitbox actually was altered (or small to begin with, not sure), but I didn't really understand the point of the wing hitboxes since you could turn the ship sideways to line them up with the core hitbox and then never turn again. The mentioned ship's inertia also needs to be assessed by either modifying it or at least giving us a good explanation why the feature exists. As the game seems to require some precise dodging with lots of bullets and small hitboxes, inertia doesn't feel like it belongs to the equation.

Some other thoughts I had when playing: The background buildings should be less bright than the foreground ones to imply that you can't collide with them. And regarding other collidable walls, the huge warning signs seem pretty inconsistent when half of the walls have it and others don't. The health bar isn't very informative since it seems to have just 2 phases and you take an ambiguous number of shots before it actually shows that death approaches.

There were good things too. I really like how the current shots look, both for the player and the enemies. And while the mouse-2 alternative weapon was pretty odd, it was pretty satisfying to fill the screen with those spirals.

But yeah. The most important thing I wanted to say was that while you, of course, shouldn't take all feedback literally, at least take it all seriously: Find the reason why people said whatever they did and do stuff about that. Now, maybe you already did so and your response to Ebbo was but a poor choice of words, but at least I got this off my chest now.

Good luck on this project!
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!
ULFR
Posts: 9
Joined: Mon Oct 27, 2014 12:34 am

Re: SHMUP Project : GRAVEMIR

Post by ULFR »

eebrozgi wrote:I wish good for your project, so I apologise if this sounds harsh but I've wanted to say it for a while now.

I really understand that you want feedback badly, but I feel your response to the very first feedback given in this thread strongly discouraged any further input. I just tried the most recent demo in the given link and the hitbox actually was altered (or small to begin with, not sure), but I didn't really understand the point of the wing hitboxes since you could turn the ship sideways to line them up with the core hitbox and then never turn again. The mentioned ship's inertia also needs to be assessed by either modifying it or at least giving us a good explanation why the feature exists. As the game seems to require some precise dodging with lots of bullets and small hitboxes, inertia doesn't feel like it belongs to the equation.

Some other thoughts I had when playing: The background buildings should be less bright than the foreground ones to imply that you can't collide with them. And regarding other collidable walls, the huge warning signs seem pretty inconsistent when half of the walls have it and others don't. The health bar isn't very informative since it seems to have just 2 phases and you take an ambiguous number of shots before it actually shows that death approaches.

There were good things too. I really like how the current shots look, both for the player and the enemies. And while the mouse-2 alternative weapon was pretty odd, it was pretty satisfying to fill the screen with those spirals.

But yeah. The most important thing I wanted to say was that while you, of course, shouldn't take all feedback literally, at least take it all seriously: Find the reason why people said whatever they did and do stuff about that. Now, maybe you already did so and your response to Ebbo was but a poor choice of words, but at least I got this off my chest now.

Good luck on this project!
ok, i will make the ships even more responsive in the next update

i have actually improved the background a bit, please test it

and about the Ebbo thing, i apologize if i misbehaved, it was NOT my intention to say i was not taking it seriously, it was just that i was trying to imply that may be it was just his perception on things, since hitboxes where very small...

sorry for the downtime this morning, i had a lot of trouble with new unity vertion nw it is up again
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eebrozgi
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Re: SHMUP Project : GRAVEMIR

Post by eebrozgi »

Ebbo's perception of a large hitbox is understandable, since the wings seem to have hitboxes too, which is very uncommon and makes the ship take hits from a wide area if you don't turn it sideways. It was the kind of feedback where you have to read more into the experience the player had, not so much into technical details.

I notice the improvement in background activity, but it still has many near-white things against a black background, which are as bright or sometimes even brighter than the actual collidable objects and thus somewhat distracting.

I also experienced a notable framerate drop from the last version, but I can't get the game to fit on just my laptop screen, so it could be that. I'll report again when testing on a proper screen.

Edit: Tested on a proper screen, framerate still notably smaller. Something like below 20 while it was mostly between 30 and 60 before, or such is my impression at least.
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!
ULFR
Posts: 9
Joined: Mon Oct 27, 2014 12:34 am

Re: SHMUP Project : GRAVEMIR

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