[DEMO] XYDONIA / ザイドニア [Kickstarter LIVE]
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tiaoferreira
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Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
What are you using to make this game? Game Maker? C++?
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LukeMcQueen
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Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
Hi! We're using GameMaker: Studio.tiaoferreira wrote:What are you using to make this game? Game Maker? C++?
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tiaoferreira
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Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
Nice, man! I'll share this on the blog "TASBPAN", on a topic about GM games 
AH,a little note: your game runs too slowly on my machine!
My configuration is:
Windows 7 - Service Pack 1
32 bits
Processor: Pentium Dual-Core E5300 - 2,60 GHZ
2,00 GB RAM

AH,a little note: your game runs too slowly on my machine!
My configuration is:
Windows 7 - Service Pack 1
32 bits
Processor: Pentium Dual-Core E5300 - 2,60 GHZ
2,00 GB RAM
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LukeMcQueen
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Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
Thanks a lot!tiaoferreira wrote:Nice, man! I'll share this on the blog "TASBPAN", on a topic about GM games
AH,a little note: your game runs too slowly on my machine!
My configuration is:
Windows 7 - Service Pack 1
32 bits
Processor: Pentium Dual-Core E5300 - 2,60 GHZ
2,00 GB RAM
Have you tried disabling the shader? It might help speed up things a bit.
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tiaoferreira
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Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
Ok, I'll try do this.
See, another brazilian blog made a review about the game: http://shmupsbr.blogspot.com.br/2015/08 ... ia-pc.html
See, another brazilian blog made a review about the game: http://shmupsbr.blogspot.com.br/2015/08 ... ia-pc.html
Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
This game looks amazing. The visuals, music, sfx, gameplay--just mind blowing stuff. I would happily shell out some cash for this, especially if I could play it on a console. And I seem to be the only one, but I freaking LOVE the dialog between characters. It evokes the original SNES Starfox, and the dialog was what made that universe so real, I think. I understand that some players find it distracting, but it seems to me that, so long as it complements the gameplay pacing, it could totally work - as levels start, before boss intros etc. Essentially what you guys are doing already!
The one change I might suggest regarding the dialog is to use more unique, character-specific babble noises as the text prints out in the dialog box. The bleep-bleep sounds you have now don't sound all that different from one another (or the other effects in the game), whereas the SNES Starfox used a strange (but memorable and easily recognizable) animal-babble sound for each of the characters that let the player know instantly who was talking. I think something like this would inject some more personality into the characters.
In any case, I am excited to see more of this game. Good luck
The one change I might suggest regarding the dialog is to use more unique, character-specific babble noises as the text prints out in the dialog box. The bleep-bleep sounds you have now don't sound all that different from one another (or the other effects in the game), whereas the SNES Starfox used a strange (but memorable and easily recognizable) animal-babble sound for each of the characters that let the player know instantly who was talking. I think something like this would inject some more personality into the characters.
In any case, I am excited to see more of this game. Good luck
Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
Thanks!Legendre wrote:This game looks amazing. The visuals, music, sfx, gameplay--just mind blowing stuff. I would happily shell out some cash for this, especially if I could play it on a console. And I seem to be the only one, but I freaking LOVE the dialog between characters. It evokes the original SNES Starfox, and the dialog was what made that universe so real, I think. I understand that some players find it distracting, but it seems to me that, so long as it complements the gameplay pacing, it could totally work - as levels start, before boss intros etc. Essentially what you guys are doing already!
The one change I might suggest regarding the dialog is to use more unique, character-specific babble noises as the text prints out in the dialog box. The bleep-bleep sounds you have now don't sound all that different from one another (or the other effects in the game), whereas the SNES Starfox used a strange (but memorable and easily recognizable) animal-babble sound for each of the characters that let the player know instantly who was talking. I think something like this would inject some more personality into the characters.
In any case, I am excited to see more of this game. Good luck
The choice of including Star Fox-like radio chatter came from the desire to add more character to the game and I'm happy to see some appreciation. However, I'm aware that there's still room for improvement and that some people might get distracted by it.
After getting feedback from you guys we decided to make it an optional feature, but we're still refining it to be as enjoyable as possible.

Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
New update+screenshot!
Any of you who was asking for a 4:3 aspect ratio could be particularly interested in this.
Full post on our blog

Any of you who was asking for a 4:3 aspect ratio could be particularly interested in this.

Full post on our blog

Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
Looks amaze.

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
Cheers! This is currently the best way we came up with to give the player the most freedom regarding the screen space (pixel perfect with both 4:3 and 16:9 screens, choice between CRT shader/unfiltered, bezel art/black bars).emphatic wrote:Looks amaze.
I should also add that, speaking of the soundtrack, we have finally shifted from YM2612 (Mega Drive) to YM2151/OPM (Arcade/X68000), thanks to Deflemask's recent development progress.

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LukeMcQueen
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Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
Yep, and now you can hear the difference! Here's the BGM to the new stage, and the first official track for the game.Shingo wrote: I should also add that, speaking of the soundtrack, we have finally shifted from YM2612 (Mega Drive) to YM2151/OPM (Arcade/X68000), thanks to Deflemask's recent development progress.
https://www.youtube.com/watch?v=N1ruRHKQOqA
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Krimzon Kitzune
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Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
Any word on a price? I've played the demo and was totally floored by its awesomeness!
".... that would be rubbish."
Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
I'm impressed: this is very, very good work!
The game looks great, and the gameplay is top notch.
Congrats!
S.
The game looks great, and the gameplay is top notch.
Congrats!
S.
Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
Thanks guys!
We haven't made a decision on the final price, yet. Should be something around 10-15$, depending on how much content we'll be able to include in the game.
We haven't made a decision on the final price, yet. Should be something around 10-15$, depending on how much content we'll be able to include in the game.

Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
I really enjoyed this demo. Really brings me back to Neo Geo days like Blazing Star.
I was wondering if there was going to be maybe a sound adjust option, like for BGM, popcorn being destroyed, or your ship?
I was wondering if there was going to be maybe a sound adjust option, like for BGM, popcorn being destroyed, or your ship?
Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
Cheers!cham0mile wrote:I really enjoyed this demo. Really brings me back to Neo Geo days like Blazing Star.
I was wondering if there was going to be maybe a sound adjust option, like for BGM, popcorn being destroyed, or your ship?
Separate volume sliders for BGM/sound effects will likely be there.

Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
Hey guys, gonna give you some updates which could also become new topics of discussion, as we highly value your feedback.
Third playable character: Yoko
Still working on her option system, her ship should be the slower/long range/homing type.

Assist character selection
We're adding the possibility of choosing different "assists", which simply are difficulty modifiers. Not choosing one will net you the most points anyway, except if we decide to add some that make the game harder too.
This is something that leaves the internal ranking system untouched and works on top of it. They won't appear in-game, except during the (optional) radio chatter between each stage.
Their purpose is to give everyone the chance to tailor the game to their own playstyle.

Reworked and improved option system for Bull (ricochet mechanic)
Still tweaking this one, but the general idea is to give this character a risk/reward playstyle. Pressing the "option trigger" button will make your pod formation quickly spin and rebound some types of incoming bullets. There's a cooldown between each spin, so you can't spam it. Ricocheted bullets are stronger than, say, Blade's option shots.
Pods also can't shoot, but do damage if they touch anything.
This gif shows a max option level scenario, number of pods increases with each level (from 0 to 3).

Also, as you might have noticed, we slightly modified the HUD. The reason for this is the big rework we did to the weapon system.
Weapons are now split into 3 categories (A, B, C) and you can switch between them on the fly. You'll be able to unlock more for each type and select which one to take with you, but none of them will be plain stronger than the ones available from the beginning. We're doing this to seek variety, not grinding for better arms.
Let me know what you think!
Third playable character: Yoko
Still working on her option system, her ship should be the slower/long range/homing type.

Assist character selection
We're adding the possibility of choosing different "assists", which simply are difficulty modifiers. Not choosing one will net you the most points anyway, except if we decide to add some that make the game harder too.
This is something that leaves the internal ranking system untouched and works on top of it. They won't appear in-game, except during the (optional) radio chatter between each stage.
Their purpose is to give everyone the chance to tailor the game to their own playstyle.

Reworked and improved option system for Bull (ricochet mechanic)
Still tweaking this one, but the general idea is to give this character a risk/reward playstyle. Pressing the "option trigger" button will make your pod formation quickly spin and rebound some types of incoming bullets. There's a cooldown between each spin, so you can't spam it. Ricocheted bullets are stronger than, say, Blade's option shots.
Pods also can't shoot, but do damage if they touch anything.
This gif shows a max option level scenario, number of pods increases with each level (from 0 to 3).

Also, as you might have noticed, we slightly modified the HUD. The reason for this is the big rework we did to the weapon system.
Weapons are now split into 3 categories (A, B, C) and you can switch between them on the fly. You'll be able to unlock more for each type and select which one to take with you, but none of them will be plain stronger than the ones available from the beginning. We're doing this to seek variety, not grinding for better arms.
Let me know what you think!
Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
New weapon type
New update about Type-C weapons, missing from the playable alpha.
They're generally a slower, more strategic kind.
This is the Napalm Strike at max level (3), which shoots an AOE explosive bullet from the front and flame bombs from the sides.

Revamped character/weapon selection screen
Switching to a 4:3 ratio forced us to remake it, so we decided to vastly improve it too.
(updated in OP as well)

New update about Type-C weapons, missing from the playable alpha.
They're generally a slower, more strategic kind.
This is the Napalm Strike at max level (3), which shoots an AOE explosive bullet from the front and flame bombs from the sides.

Revamped character/weapon selection screen
Switching to a 4:3 ratio forced us to remake it, so we decided to vastly improve it too.


Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
Spectacular!

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
Thanks a bunch!emphatic wrote:Spectacular!

We're making progress in the sound department as well and we just officially released another BGM, so feel free to check it out!
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S20-TBL
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Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
This looks really, really solid.
Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
Cheers! Really inspiring to see it coming from a fellow dev.S20-TBL wrote:This looks really, really solid.

Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
By the vaporous balls of Cesars ghost, how the fuck have I not seen this yet? This looks in incredible.
You're sure to be in a fine haze about now, but don't think too hard about all of this. Just go out and kill a few beasts. It's for your own good. You know, it's just what hunters do! You'll get used to it.
Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
Thank you!Stevens wrote:By the vaporous balls of Cesars ghost, how the fuck have I not seen this yet? This looks in incredible.
Getting noticed is really hard, being a small team and all, but we're doing our best to reach the most people we can, hoping that they'll also help us spread the word.

Re: XYDONIA - 2D Japanese-inspired Arcade Shmup
More option-related stuff:
Bull's pod formation's spin lets you use popcorn enemies as projectiles basically. It's designed to be one of his extra capabilities that counter-balance the missing secondary shot other ships have.

Yoko, on the other hand, has an homing attack visually similar to that of the Ray- games from Taito. A lock-on mechanic will be added soon.
Her ship's speed is also lower (we're splitting all ships into 3 categories of speed, this being the slowest).

Bull's pod formation's spin lets you use popcorn enemies as projectiles basically. It's designed to be one of his extra capabilities that counter-balance the missing secondary shot other ships have.

Yoko, on the other hand, has an homing attack visually similar to that of the Ray- games from Taito. A lock-on mechanic will be added soon.
Her ship's speed is also lower (we're splitting all ships into 3 categories of speed, this being the slowest).

Re: [WIP] XYDONIA / ザイドニア [Kickstarter on June 27]
Hey guys, more Xydonia goodies coming up!
First, here's a different setting from the usual spacey enviroment, from stage 1-B:

Aaaand we're getting close to our Kickstarter launch!

More announcements and details will follow, we can't wait to reveal what we have in store!
If you want to help us spread the word, feel free to support us on our Thunderclap campaign!
THUNDERCLAP LINK
It's really simple and takes less than a minute, you just have to check out the page and choose which social channel you wanna use (you can pick more than one if you wish).
Then, when the Kickstarter launches on June 27, you will automatically share our campaign link on your personal feed!
Thanks!
First, here's a different setting from the usual spacey enviroment, from stage 1-B:

Aaaand we're getting close to our Kickstarter launch!

More announcements and details will follow, we can't wait to reveal what we have in store!
If you want to help us spread the word, feel free to support us on our Thunderclap campaign!
THUNDERCLAP LINK
It's really simple and takes less than a minute, you just have to check out the page and choose which social channel you wanna use (you can pick more than one if you wish).
Then, when the Kickstarter launches on June 27, you will automatically share our campaign link on your personal feed!
Thanks!
Re: [WIP] XYDONIA / ザイドニア [Thunderclap][Kickstarter on 06/2
More updates: This time we have a gameplay video of stage 00 from the new and improved alpha version of the game!

Click Here to watch it!
Some of the new features are:

Click Here to watch it!
Some of the new features are:
- 4:3 aspect ratio, with a customizable overlay for widescreen monitors
- A new playable character (Yoko)
- Reworked scoring system
- Reworked weapon system
- New music and sound effects
Re: [WIP] XYDONIA / ザイドニア [Thunderclap][Kickstarter on 06/2
That looks really good.
One thing I noticed is that the last digit of the score isn't reserved for marking continues used as is the common practice, but instead is just a part of the normal score. Just something that caught my eye.
One thing I noticed is that the last digit of the score isn't reserved for marking continues used as is the common practice, but instead is just a part of the normal score. Just something that caught my eye.
No matter how good a game is, somebody will always hate it. No matter how bad a game is, somebody will always love it.
My videos
My videos
Re: [WIP] XYDONIA / ザイドニア [Thunderclap][Kickstarter on 06/2
Thanks!Ghegs wrote:That looks really good.
One thing I noticed is that the last digit of the score isn't reserved for marking continues used as is the common practice, but instead is just a part of the normal score. Just something that caught my eye.
That's right, it's not yet implemented but it's going to be, as soon as the score/ranking system gets fully developed.

Re: [WIP] XYDONIA / ザイドニア [Thunderclap][Kickstarter on 06/2
Looks great! Good job, team.

RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.