BLUE REVOLVER [greenlight!!!]

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Cagar
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Re: BLUE REVOLVER [greenlight!!!]

Post by Cagar »

Okay I just got the ultimate blue revolver 'meh'.
All in all, everything during gameplay feels "weak". Your own shots, the enemy shots, the ships and even bombs feel weak. It feels lifeless.
I'll just give my feedback in a listy way because I'm lazy

-Control settings. This game is not an arcade game, and the vast majority of players never tap the shot button if there's an option for rapid fire. Therefore, you could re-name the control settings to "Shot, Focus shot" or something instead of Rapid-fire and Fire. Not only it causes confusion in newcomers, it caused me having to remap all buttons multiple times to get it right. Also, remove any transition delay between switching between shot <-> focus during gameplay.

-Prevent enemies shooting from OUTSIDE of the screen and from behind the player. Play around with the values, but something like this:
Image

-Add sound effects to enemy patterns (some visual effect for spawning bullets would be nice too) and adjust the sound effects of explosions to be more energetic. (The enemies before stage 1 midboss sound like farts)

-Some screen-shake here and there when you destroy a big enemy, and make the explosions either bigger or do the usual white-big-circle flash for a frame or two at the start.
Sometimes the explosions are smaller than the exploding enemy itself, making it look awkward.

-There was some dead air if you killed things too fast in stage 3; add enemies to some places that only spawn if the screen is empty (like i think you already do at stage 1 midboss).
Heck, if you wanna be like CAVE, you'll spawn another huge enemy of the same type if the player kills the first one too fast. (like this)

-The shot select screen looks kinda bad, but I think that it's heavily WIP (like everything else lol), but the special weapon select looks SWEET.

-Some bullets could be bigger, like the fast, tiny aimed bullets that the tanks shoot.

-Make medals spin faster

All in all I think I should say that when you're making a shmup (or any game IMO) and implementing features and things, you should first make everything EXTREME. Make visual effects huge & flashy, make sound effects really piercing and loud, make scoring completely bonkers, make gauges/bars increase and decrease really fast, make player movement speed fast etc. and then tone it down over time, instead of making everything lenient first and then adjusting these things up. Of course, keeping the style coherent while doing this is hard, but because of the simplistic nature of shmups you should always maximize the energeticness WITHIN your chosen style-canvas.
Always imagine that someone is looking at your game and thinking "this looks lame" and you want to prove him wrong.
(As an example: Stage 1 midboss warning signs, you could make them flash on-off a few times in order when they appear and disappear, making it look like a wave. Also make them twice as big)
Last edited by Cagar on Mon Sep 14, 2015 12:22 am, edited 7 times in total.
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eebrozgi
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Re: BLUE REVOLVER [greenlight!!!]

Post by eebrozgi »

Danbo Daxter wrote: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?
Sorry for slow reply, wanted to include some specifications about my laptop but never got around getting out some proper specs so here's a quicker reply: Yes, it is consistent. My laptop is a TOSHIBA Satellite L500-1WG I think, hardly helpful info but something to go by for now.
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Dave_K.
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Re: BLUE REVOLVER [greenlight!!!]

Post by Dave_K. »

In before emphatic with the tate cab shot. :lol:

Image
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Danbo
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Re: BLUE REVOLVER [greenlight!!!]

Post by Danbo »

We put out a v0.51 today! Mostly just some technical features and bugfixes. Changelog :
​The game should now control far better when using analog sticks on gamepads. (Changed deadzone)
Added borderless fullscreen mode - recommended for OSX.
Added vsync option.
Added a small ammo bar at the top of the screen to assist in ammo management.
Fixed an issue where resuppliers would sometimes give an inconsistent amount of ammunition.
Fixed an issue where poor performance would make the game enter a "turbo mode" for a short period of time.
Fixed an issue where stages could be skipped by mashing buttons.
Fixed an issue where the game could crash if paused on the game over screen.
Check it out at the usual place : http://woofycakes.itch.io/blue-revolver-v05

Haven't fixed the issue with the special weapon select yet, sorry!
Dave_K. wrote:In before emphatic with the tate cab shot. :lol:

Image
8)
Cagar wrote: I'll just give my feedback in a listy way because I'm lazy
We had a bit of discussion around this, and there's definitely things to work on. There are some cases where enemies don't seal correctly or fire below where they should, and the stages aren't as reactive as they should be right now. There can be "dead air", and there can be stuff spawning on top of other stuff if you don't keep up. Sounds are not going to be final until probably the last hour before we release, it's something we always seem to be tinkering with. In terms of screenshake and stuff, I prefer to err on the side of readability when it comes to shmups, though some of the enemies do have very mismatched explosions right now...
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emphatic
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Re: BLUE REVOLVER [greenlight!!!]

Post by emphatic »

Dave_K. wrote:In before emphatic with the tate cab shot. :lol:

http://pbs.twimg.com/media/CO7DsWgUkAAAYvx.jpg:small
Beautiful!
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adversity1
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Re: BLUE REVOLVER [greenlight!!!]

Post by adversity1 »

Playin this recently, just want to note that I'm having a lot of fun with it. :)
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Danbo
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Re: BLUE REVOLVER [greenlight!!!]

Post by Danbo »

adversity1 wrote:Playin this recently, just want to note that I'm having a lot of fun with it. :)
Thank you!

For any Linux users out there, I've just uploaded a new standalone build that shouldn't require users to install Love2D. It's experimental, so if there's anyone here shumping on Linux - let me know if it works!
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microfolk
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Re: BLUE REVOLVER [greenlight!!!]

Post by microfolk »

I started playing just today but I'm having a blast! Even though it's still a demo the game feels really nice and I'm sure the final release will be even better, and even though I'm still a beginner to the genre and I tend to avoid scoring while trying to learn a game I'm enjoying the scoring in this game really much~
I'm a little bit sad I won't have enough time to try beating the score challenge before tomorrow, I came to late sigh.
Spoiler
I'm also in love with the female va, I'm usually not into childish sounding voices in my games but the way she says "bomba" is adorable :3c
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Danbo
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Re: BLUE REVOLVER [greenlight!!!]

Post by Danbo »

We put up a video detailing the rank system on Friday :

https://www.youtube.com/watch?v=Tasxx0HkmnA
Today we put up a short demo video of our adaptive difficulty (or RANK) system. Fans of Raizing games will probably know how this works to an extent, but here’s the skinny on how the rank system will hopefully work on release :

- There are 5 rank “levels”.
- Rank constantly increases at a gradual rate - destroying enemies and firing the special weapon makes it increase a little faster.
- Collecting lots of score items makes it increase more dramatically.
- Bombing neither increases nor decreases the rank.
- Losing a life will always decrease the rank by at least 1 level, unless you’re at the minimum rank level.
- NORMAL mode locks rank to Lv1 and Lv2, HYPER mode locks it to Lv2 through Lv4, PARALLEL mode locks it to Lv4 and Lv5.
- Bullet patterns are generally the only thing affected by rank, though there may be some surprising exceptions…

The 5 level system makes it easier for players to understand, and it makes designing bullet patterns around rank much easier. Rank systems are fairly common in manic shooters, though their actual effect on the game varies - and often it can be hard to get much info about them and how they work - so we hope this helps! Thanks for reading!
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Shepardus
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Re: BLUE REVOLVER [greenlight!!!]

Post by Shepardus »

Looking good! Is there any visible rank display or are you supposed to tell what rank level you're on by observing the bullet patterns?
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Danbo
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Re: BLUE REVOLVER [greenlight!!!]

Post by Danbo »

Shepardus wrote:Looking good! Is there any visible rank display or are you supposed to tell what rank level you're on by observing the bullet patterns?
If you're playing in widescreen, there'll be a rank display in the sidebars. Not sure if we'll have a rank display for tate, but it should hopefully be easy enough to figure out what rank level you're at from patterns. Rank isn't hard-tied to scoring, so it shouldn't really be something you absolutely must know at all times.
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Ebbo
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Re: BLUE REVOLVER [greenlight!!!]

Post by Ebbo »

Does the rank increase affect bullet patterns on the fly? Say a boss starts to fire a new pattern on rank 3 and soon after rank rises to 4, does the pattern receive instant difficulty boost or does it retain its rank 3 values until the pattern is over?
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Squire Grooktook
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Re: BLUE REVOLVER [greenlight!!!]

Post by Squire Grooktook »

I gave this a try (had only played the one stage demo previously) and really enjoyed it. Great atmosphere thanks to the excellent sprite art and music, and the stage 3 boss (particularly the teleporting phase) is one of the coolest shmup boss fights I"ve seen in a looong time.

Really didn't experience any of the things Cagar complained about. I might even say I kind of like the (one or two?) enemies that can shoot from behind you, most notably the gunboats on stage 2. Reminds me of some Toaplan shit lol (that's a good thing).
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Danbo
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Re: BLUE REVOLVER [greenlight!!!]

Post by Danbo »

Ebbo wrote:Does the rank increase affect bullet patterns on the fly? Say a boss starts to fire a new pattern on rank 3 and soon after rank rises to 4, does the pattern receive instant difficulty boost or does it retain its rank 3 values until the pattern is over?
Good question! If the rank drops, the bullet pattern generally changes instantly, but if it goes up, the pattern will stay roughly the same for that enemy or that boss phase. Each pattern has its own quirks and so on so there might be exceptions to this rule. Having the rank suddenly jump up mid-pattern would result in a lot of unsatisfying death, but having it jump down is ideal.
Squire Grooktook wrote:I gave this a try (had only played the one stage demo previously) and really enjoyed it. Great atmosphere thanks to the excellent sprite art and music, and the stage 3 boss (particularly the teleporting phase) is one of the coolest shmup boss fights I"ve seen in a looong time.

Really didn't experience any of the things Cagar complained about. I might even say I kind of like the (one or two?) enemies that can shoot from behind you, most notably the gunboats on stage 2. Reminds me of some Toaplan shit lol (that's a good thing).
Thanks very much, though those enemies shooting from weird locations have mostly been fixed now or I'm actively working on them.
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