BLUE REVOLVER [greenlight!!!]
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eebrozgi
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Re: BLUE REVOLVER [greenlight!!!]
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.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?
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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Dave_K.
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Danbo
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Re: BLUE REVOLVER [greenlight!!!]
We put out a v0.51 today! Mostly just some technical features and bugfixes. Changelog :
Haven't fixed the issue with the special weapon select yet, sorry!
Check it out at the usual place : http://woofycakes.itch.io/blue-revolver-v05The 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.
Haven't fixed the issue with the special weapon select yet, sorry!
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...Cagar wrote: I'll just give my feedback in a listy way because I'm lazy
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emphatic
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Re: BLUE REVOLVER [greenlight!!!]
Beautiful!Dave_K. wrote:In before emphatic with the tate cab shot.![]()
http://pbs.twimg.com/media/CO7DsWgUkAAAYvx.jpg:small
| My games - http://www.emphatic.seRegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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adversity1
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Re: BLUE REVOLVER [greenlight!!!]
Playin this recently, just want to note that I'm having a lot of fun with it. 

We are holding the secret power of shmups.
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Danbo
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Re: BLUE REVOLVER [greenlight!!!]
Thank you!adversity1 wrote:Playin this recently, just want to note that I'm having a lot of fun with it.
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!!!]
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.
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!!!]
We put up a video detailing the rank system on Friday :
https://www.youtube.com/watch?v=Tasxx0HkmnA
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!!!]
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!!!]
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.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?
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Ebbo
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Re: BLUE REVOLVER [greenlight!!!]
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!!!]
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).
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).
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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Danbo
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Re: BLUE REVOLVER [greenlight!!!]
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.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?
Thanks very much, though those enemies shooting from weird locations have mostly been fixed now or I'm actively working on them.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).

