GUNVIXEN
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pixelcorps
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GUNVIXEN
http://studiowork3.tumblr.com/
Dev blog for project "G" A forthcoming, zero pretense,balls out danmaku game for PC and ????????????
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.
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Cagar
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Re: New Shmup devblog outta Tokyo
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.
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.
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trap15
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Re: New Shmup devblog outta Tokyo
Tanks 
@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.
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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WIZNWAR
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Re: New Shmup devblog outta Tokyo
great! thanks for sharing
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pixelcorps
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Re: New Shmup devblog outta Tokyo
still going at the 1st enemy set. its taking me 3 days per ship at present..

http://studiowork3.tumblr.com/

http://studiowork3.tumblr.com/
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Udderdude
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Re: New Shmup devblog outta Tokyo
Nice enemy designs. Pew pew.
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emphatic
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Re: New Shmup devblog outta Tokyo
Wow, those are beautiful.
| My games - http://www.emphatic.seRegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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Biggu Bossu
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Re: New Shmup devblog outta Tokyo
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

Literally best comment everUdderdude wrote:Nice enemy designs. Pew pew.
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Stompp
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Re: New Shmup devblog outta Tokyo
This is just...beautifulpixelcorps wrote:still going at the 1st enemy set. its taking me 3 days per ship at present..
http://studiowork3.tumblr.com/
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pixelcorps
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Re: New Shmup devblog outta Tokyo
Cheers for the feedback!
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n0rtygames
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Re: New Shmup devblog outta Tokyo
I love the graphics, I really do. I'm not sure about this comment on your blog?
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.
1. It's not a wasteland at all!4. STG dev is pretty much a wasteland and free of pretentious assholes and indie cliques.
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
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Cagar
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Re: New Shmup devblog outta Tokyo
Those look gooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooood.
And so do the sketch designs in the blog.
When will you provide with some actual gameplay footage?
And so do the sketch designs in the blog.
When will you provide with some actual gameplay footage?
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pixelcorps
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Re: New Shmup devblog outta Tokyo
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
it will be a while
as for my setup? it runs fine on my old toshiba 2.8ghz laptop
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S_Fang
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Re: New Shmup devblog outta Tokyo
I'm sure the wait will be worthy.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
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).
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pixelcorps
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Re: New Shmup devblog outta Tokyo
thanks for the offer dude, it will be a long way off before I can start writing any stuff...
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pixelcorps
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Re: New Shmup devblog outta Tokyo
Blog updated with some WIP background shots and a demo version of stage 1 music!
http://studiowork3.tumblr.com/
http://studiowork3.tumblr.com/
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emphatic
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Re: New Shmup devblog outta Tokyo
Superb artwork, very Ketsuiesque.
| My games - http://www.emphatic.seRegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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Xyga
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Re: New Shmup devblog outta Tokyo
Hoodie with cat pocket: NEED
And yup looks and sounds good. ^^
And yup looks and sounds good. ^^
Strikers1945guy wrote:"Do we....eat chicken balls?!"
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rtw
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Re: New Shmup devblog outta Tokyo
Looks fantastic, sounds brilliant 
http://world-of-arcades.net
The future of ST-V rests upon our work and your work
The future of ST-V rests upon our work and your work
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pixelcorps
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Re: New Shmup devblog outta Tokyo
thanks! Back to backgrounds now.. It's a ridiculously ambitious project, but I hope I can deliver...
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Stevens
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Re: New Shmup devblog outta Tokyo
Calling it now - this is going to be something special.
Show me everything you have, puppet of Geppetto.
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pixelcorps
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Re: New Shmup devblog outta Tokyo
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!
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!
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n0rtygames
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Re: New Shmup devblog outta Tokyo
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

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
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pixelcorps
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Re: New Shmup devblog outta Tokyo
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
https://vine.co/v/iB1dv55DWVh
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emphatic
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Re: New Shmup devblog outta Tokyo
Is it just me, or is the movement a bit wonky?
| My games - http://www.emphatic.seRegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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pixelcorps
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Re: New Shmup devblog outta Tokyo
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.
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.
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Squire Grooktook
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Re: New Shmup devblog outta Tokyo
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.
And yeah, I don't see anything wrong with the movement at all.
Wow though, quality music, art, and programming? You're seriously talented.
Aeon Zenith - My STG.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.
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emphatic
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Re: New Shmup devblog outta Tokyo
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.
I'm sure it's fine.
| My games - http://www.emphatic.seRegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.