BLUE REVOLVER [greenlight!!!]
Re: BLUE REVOLVER [0.15 public demo!!]
Played the demo and came here to say the hype is real. Folks on Neogaf are digging it currently too. Feeling it from top to bottom man...great job!
Re: BLUE REVOLVER [0.15 public demo!!]
thanks!
i wrote a devlog post about something we have planned for the full release if anyone's interested : http://bluerevolverstg.tumblr.com/post/ ... -challenge
especially curious to hear what system11 users have to say about this, since some of the thought that went into this comes off the back of reading a few recent threads
i wrote a devlog post about something we have planned for the full release if anyone's interested : http://bluerevolverstg.tumblr.com/post/ ... -challenge
especially curious to hear what system11 users have to say about this, since some of the thought that went into this comes off the back of reading a few recent threads
Re: BLUE REVOLVER [0.15 public demo!!]
I like the ideas in your devlog post, in fact I was thinking of doing something similar if I were to make a shmup (not that I have enough motivation to make a shmup myself). As you said, it would allow players to experience a bit more variety while allowing you to play around with all sorts of ideas that would be silly to implement in the core game. It reminds me of the challenge runs people often do in roguelikes, like the various conducts in Nethack or the special gameplay modes in DoomRL, or even some of the challenge runs people have done in Touhou like no focused movement runs. In addition, if you have an online leaderboard for this, a daily challenge could help newer players get into competing for score without feeling like they're competing against scores that have been optimized since the beginning of time.
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nasty_wolverine
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Re: BLUE REVOLVER [0.15 public demo!!]
just played it, blown away. good game. I do have feedback, which i ll post later.
Elysian Door - Naraka (my WIP PC STG) in development hell for the moment
Re: BLUE REVOLVER [0.15 public demo!!]
Why does the "video:" link in the OP throw me to Rhythm Tengoku music?
Not sure if a mistake or a joke that i'm missing
A huge question that I have:
Why looping?
About the devlog text; the daily challenge idea is really, really good.
As soon as I read the "daily challenge", I started thinking of stars/medals/currency that could unlock stuff that you right after that mentioned! X)
However for a system like this, I have another idea in mind that I would love to throw to you to think and chomp with; care to share your skype nick (or some other quick-chat account)?
In any case, you're on a very good mindset and rails when it comes to "what modern shmups are missing?", in my opinion!
Not sure if a mistake or a joke that i'm missing

A huge question that I have:
Why looping?
About the devlog text; the daily challenge idea is really, really good.
As soon as I read the "daily challenge", I started thinking of stars/medals/currency that could unlock stuff that you right after that mentioned! X)
However for a system like this, I have another idea in mind that I would love to throw to you to think and chomp with; care to share your skype nick (or some other quick-chat account)?
In any case, you're on a very good mindset and rails when it comes to "what modern shmups are missing?", in my opinion!
Re: BLUE REVOLVER [0.15 public demo!!]
i'm a stupid boy and copy pasted the wrong videoCagar wrote:Why does the "video:" link in the OP throw me to Rhythm Tengoku music?
Not sure if a mistake or a joke that i'm missing
A huge question that I have:
Why looping?
About the devlog text; the daily challenge idea is really, really good.
As soon as I read the "daily challenge", I started thinking of stars/medals/currency that could unlock stuff that you right after that mentioned! X)
However for a system like this, I have another idea in mind that I would love to throw to you to think and chomp with; care to share your skype nick (or some other quick-chat account)?
In any case, you're on a very good mindset and rails when it comes to "what modern shmups are missing?", in my opinion!
we're currently thinking of looping because we have a lot of ideas for extra things the various bosses can do - for example, the first boss's ship part is capable of seperating early from the tank half and attacking independently. i'm personally not beholden to looping yet, might as easily find its way in a hard mode or similar
skype : tinydanbo
Re: BLUE REVOLVER [greenlight!!!]
we're on greenlight now! we're hoping to release this summer, so i'm hoping to get this out the way and start working with their leaderboard stuff etc (though i have something in mind for non-steam versions of the game too)
http://steamcommunity.com/sharedfiles/f ... =380437841
votes would be nice!
http://steamcommunity.com/sharedfiles/f ... =380437841
votes would be nice!
Re: BLUE REVOLVER [greenlight!!!]
You've got my vote! Keep being awesome.
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Softdrink 117
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Re: BLUE REVOLVER [greenlight!!!]
Played the alpha a few days ago. Haven't really had time to sink into it yet but I really, really like what you have so far. Seconding requests for tate mode and a tiny bit more bullet contrast, but overall I'm very impressed. Looking forward to seeing what you have in store here! 

Re: BLUE REVOLVER [greenlight!!!]
Am I reading this page incorrectly, or are you greenlit already? That's kind of insane how fast that was.
Re: BLUE REVOLVER [greenlight!!!]
It sure looks like it. I know Steam's a big platform but I honestly wasn't expecting that much attention. If I'm reading this correctly, congratulations!
Re: BLUE REVOLVER [greenlight!!!]
your eyes do not deceive you. we got greenlit a few hours ago! took 5 days in total, coming in at something like 59% yes out of 5,000 or so hitsBlackbird wrote:Am I reading this page incorrectly, or are you greenlit already? That's kind of insane how fast that was.
thank you so much to everyone who voted. now i just want to make the final product worth every click.
Re: BLUE REVOLVER [greenlight!!!]
Congratulations! I don't know if there are any statistics for this, but it is extremely unusual to get picked up that fast (within one week!?). Many devs wait for months or even years before getting Greenlit, and that's if they succeed at all! Make the most of this opportunity folks =).
Re: BLUE REVOLVER [greenlight!!!]
Game looks awesome! Is the music written by someone in your team?

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: BLUE REVOLVER [greenlight!!!]
This game got greenlit faster than Ikaruga. 
I also think it looks really solid. Regarding the idea of adding a loop: please add a separate mode or difficulty instead like it's done in Crimzon Clover, Mushihimesama and many other semi-recent games.

I also think it looks really solid. Regarding the idea of adding a loop: please add a separate mode or difficulty instead like it's done in Crimzon Clover, Mushihimesama and many other semi-recent games.
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tiaoferreira
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Re: BLUE REVOLVER [greenlight!!!]
The game did not runned on my XP os! 

Re: BLUE REVOLVER [greenlight!!!]
This game looks really wonderful. I'm very happy this got greenlit so fast.
You seem to have a very good grasp on the problem shmups are facing right now. The whole daily challenge thing could prove to be an excellent idea.
Something I feel like mentioning, regarding additional ships and game modes: I think it would be a good idea to try and avoid the pitfall of games like DFK and SDOJ, with their gargantuan amount of different scoring categories, that are really pretty much the same crap at the end of the day.
The various ship types and options are in those games are often so similar to each other they barely adds anything of value to the game. They just make scores harder to compare and spread the community even thinner.
Wide-shot/Straight-shot has been done to death already...
Specifically as for what concerns additional game modes, I'm of the opinion that having different, interesting modes (Mushi Futari would be an excellent example of what I'm talking about) would be really good, but if that were not to be possible a simple second-loop would be way, way better than something like SaiDaiOuJou Expert; easily one of the blandest "challenge mode" out there and really quite unpopular too.
You seem to have a very good grasp on the problem shmups are facing right now. The whole daily challenge thing could prove to be an excellent idea.
Something I feel like mentioning, regarding additional ships and game modes: I think it would be a good idea to try and avoid the pitfall of games like DFK and SDOJ, with their gargantuan amount of different scoring categories, that are really pretty much the same crap at the end of the day.
The various ship types and options are in those games are often so similar to each other they barely adds anything of value to the game. They just make scores harder to compare and spread the community even thinner.
Wide-shot/Straight-shot has been done to death already...

Specifically as for what concerns additional game modes, I'm of the opinion that having different, interesting modes (Mushi Futari would be an excellent example of what I'm talking about) would be really good, but if that were not to be possible a simple second-loop would be way, way better than something like SaiDaiOuJou Expert; easily one of the blandest "challenge mode" out there and really quite unpopular too.
Re: BLUE REVOLVER [greenlight!!!]
Was planning on streaming this a bit tonight, but it seems like Blue Revolver doesn't play nice with Obs. As soon as I try streaming, the framerate bottoms out, which is odd because a couple other indie shmups I tried worked fine. Any ideas? Maybe Blue Revolver just utilizes the CPU more heavily for the graphics and I'm getting bottlenecked.
Re: BLUE REVOLVER [greenlight!!!]
music is written by https://soundcloud.com/qygenemphatic wrote:Game looks awesome! Is the music written by someone in your team?
yep! i've had a good long think about this and i realised i'm not a fan of loops really. a looped mode might end up in the game as a secret thing, but the real thing will be "parallel mode" which locks the rank fairly high and brings out some new boss behaviours. and if you beat that without using a continue, well...Bonus! wrote:This game got greenlit faster than Ikaruga.
I also think it looks really solid. Regarding the idea of adding a loop: please add a separate mode or difficulty instead like it's done in Crimzon Clover, Mushihimesama and many other semi-recent games.
that's odd, not heard anyone else with that problem, will have a looktiaoferreira wrote:The game did not runned on my XP os!
as far as highscore tables go, i expect there will be 3 - one for each difficulty mode. what shot and weapon you use is up to you, i don't really care for that level of granularity. as far as wide/straight shot goes, well, that's kind of what we've got now - i prefer games with simple shooting, but there will be special weapons that require a bit of finesse to properly use. i think it's better to try to do interesting things with the special weapon and let the player have a fairly consistent standard shot they can rely on! i haven't played SDOJ, sadly, but Parallel mode is basically going to end up as a collection of all the neat things we want bosses/enemies to do but ended up going "oh this might be a bit much..." it won't be an entirely seperate game, but it should have a few tricks up its sleeve.endoKarb wrote: Something I feel like mentioning, regarding additional ships and game modes: I think it would be a good idea to try and avoid the pitfall of games like DFK and SDOJ, with their gargantuan amount of different scoring categories, that are really pretty much the same crap at the end of the day.
The various ship types and options are in those games are often so similar to each other they barely adds anything of value to the game. They just make scores harder to compare and spread the community even thinner.
Wide-shot/Straight-shot has been done to death already...
Specifically as for what concerns additional game modes, I'm of the opinion that having different, interesting modes (Mushi Futari would be an excellent example of what I'm talking about) would be really good, but if that were not to be possible a simple second-loop would be way, way better than something like SaiDaiOuJou Expert; easily one of the blandest "challenge mode" out there and really quite unpopular too.
strange, i use OBS all the time and have had no problem streaming the game (albeit i was using desktop capture)...Blackbird wrote:Was planning on streaming this a bit tonight, but it seems like Blue Revolver doesn't play nice with Obs. As soon as I try streaming, the framerate bottoms out, which is odd because a couple other indie shmups I tried worked fine. Any ideas? Maybe Blue Revolver just utilizes the CPU more heavily for the graphics and I'm getting bottlenecked.
anyway!
we had a slight stall in development, but i'm happy to show you lot a quick update video of how the game's looking now - most of the gratituous slowdown is intended ;-*
https://www.youtube.com/watch?v=98OS8_GQxAQ
have a look! we're hoping to release a 3-stage demo at some point or another, but i can't say when that's going to be, sadly. if you have any questions i'll be watching this thread for a few days!
Re: BLUE REVOLVER [greenlight!!!]
Absolutely love the look of this game. So looking forward to playing this once it's finished up
Re: BLUE REVOLVER [greenlight!!!]
Jumping in to also say that this game looks awesome. Congrats on the greenlight!
twitter @spacewavesoft
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Re: BLUE REVOLVER [greenlight!!!]
Had a quick run through, very intrigued after first few plays.
Haven't defeated the end boss yet.
Will have a another try tomorrow and see if I can figure more out.
My initial impression is definitely positive,
The graphics to me have a nice solid/chunky appeal, I'm not a big fan of rotating 2d sprites without AA, but they seem clean enough.
I feel like the baddies should crunch and boom a bit with audio. - scratch that.. just watched your latest footage.. you nailed this already.
Perhaps even some screen shake or other flash effects?
The control and movement feels great for bullet hell dodging, I was wishing the ship animation would bank more smoothly/come to rest more gently after release of key.
Just my 2 cents. Great stuff! Looking forward to seeing more.
Haven't defeated the end boss yet.
Will have a another try tomorrow and see if I can figure more out.
My initial impression is definitely positive,
The graphics to me have a nice solid/chunky appeal, I'm not a big fan of rotating 2d sprites without AA, but they seem clean enough.
I feel like the baddies should crunch and boom a bit with audio. - scratch that.. just watched your latest footage.. you nailed this already.

Perhaps even some screen shake or other flash effects?
The control and movement feels great for bullet hell dodging, I was wishing the ship animation would bank more smoothly/come to rest more gently after release of key.
Just my 2 cents. Great stuff! Looking forward to seeing more.
___________
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Buko Studios
Game Art & Design Specialists
See our portfolio on Facebook
Our deviant art Gallery
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Check out our Shmuproom group on deviant art.
Re: BLUE REVOLVER [greenlight!!!]
v0.5 demo is available now! this was making the rounds at comiket a few weeks ago, but it's now available publically
http://woofycakes.itch.io/blue-revolver-v05
take a look! let me know what you think

http://woofycakes.itch.io/blue-revolver-v05
take a look! let me know what you think

Re: BLUE REVOLVER [greenlight!!!]
A quick bug report: Booted the game and pressed Play, and I think it's not supposed to look like this. Just at the bottom of the screen you can see Plasma Lancer shots bursting out from the upcoming subweapon selection menu.
Thankfully the announcer was telling me what I was choosing so I wasn't totally blind and could actually get to the game, which seemed to work just fine based on a quick test.
Thankfully the announcer was telling me what I was choosing so I wasn't totally blind and could actually get to the game, which seemed to work just fine based on a quick test.
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!
makes you feel a certain way
I would be very happy if
you would give the game a try
~Daisuke Amaya, 2015
ZeroRanger - RELEASED!
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Biggu Bossu
- Posts: 11
- Joined: Tue Dec 23, 2014 11:03 pm
Re: BLUE REVOLVER [greenlight!!!]
Just played the demo, and I'm floored. I restarted many many times and I loved it every time I did. That's a great sign. Plus the art is consistently fantastic. This is one of those rare games where everything fit together perfectly. It feels complete. I can't wait to play the final version.
Re: BLUE REVOLVER [greenlight!!!]
that's very odd. does it happen consistently or is it a one-off sort of deal? i suppose one issue could be that your graphics hardware somehow doesn't support stencilling... what hardware do you have?eebrozgi wrote:A quick bug report: Booted the game and pressed Play, and I think it's not supposed to look like this. Just at the bottom of the screen you can see Plasma Lancer shots bursting out from the upcoming subweapon selection menu.
Thankfully the announcer was telling me what I was choosing so I wasn't totally blind and could actually get to the game, which seemed to work just fine based on a quick test.
thanks!Biggu Bossu wrote:Just played the demo, and I'm floored. I restarted many many times and I loved it every time I did. That's a great sign. Plus the art is consistently fantastic. This is one of those rare games where everything fit together perfectly. It feels complete. I can't wait to play the final version.
Re: BLUE REVOLVER [0.15 public demo!!]
I can't tell but is Tate included in this latest demo build? There is an option for "Display 1" but I can't seem to change it.Danbo Daxter wrote:i don't know when our next public demo will be, but it'll definitely be in that!PC Engine Fan X! wrote:Will tate option be included in a later build of this cool Blue Revolver demo? I think it'd look ace running in full screen in tate on a true low-res 15kHz arcade monitor setup using an Ultracade uVC setup indeed (at the usual 320 x 240 presentation spec).
PC Engine Fan X! ^_~
Re: BLUE REVOLVER [greenlight!!!]
Tate is included, in the scaling options you should see stuff like "proportionate (90)" or "proportionate (270)."
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MommysBestGames
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Re: BLUE REVOLVER [greenlight!!!]
Played through and definitely love the look. Really pretty and I like the unusual palette.
From a gameplay perspective, I like shmups, but am usually not great when things get really tough. I liked that the first level was very approachable in bullet speeds and bullet pattern density.
A few small issues you may already be considering. I realize you're trying to support 360 controllers out of the box, but the analog left stick on the 360 goes very fast when trying to use it on the menus. Also, a 'restore defaults' option would be nice on the control-remap screen.
And the first boss, I think it's the third form, the wing bullets, they're long, purple, with a light border and kinda pointy... they are pretty much invisible for my periphery. Anything you could do to make them stand out more would be great, I crashed into them a lot. I think most other bullets worked for me!
Keep it up, looking great!
From a gameplay perspective, I like shmups, but am usually not great when things get really tough. I liked that the first level was very approachable in bullet speeds and bullet pattern density.
A few small issues you may already be considering. I realize you're trying to support 360 controllers out of the box, but the analog left stick on the 360 goes very fast when trying to use it on the menus. Also, a 'restore defaults' option would be nice on the control-remap screen.
And the first boss, I think it's the third form, the wing bullets, they're long, purple, with a light border and kinda pointy... they are pretty much invisible for my periphery. Anything you could do to make them stand out more would be great, I crashed into them a lot. I think most other bullets worked for me!
Keep it up, looking great!
Making a run 'n' gun with a transforming grappling hook: ChainStaff. Also made a shmup with multi-ships: Shoot 1UP DX, and more .

