Cave announces Deathsmiles as next Steam release!

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Friendlyfriend
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Re: Cave announces Deathsmiles as next Steam release!

Post by Friendlyfriend »

It's at least reassuring to hear from someone at Degica.

Blackbird did good work so I hope you guys can continue on top of it. I don't think Mushi would have done the numbers it did without him.
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Despatche
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Re: Cave announces Deathsmiles as next Steam release!

Post by Despatche »

Observer wrote:Arcade mode seems to only have a "smooth" filter that makes everything blurry as fuck so no idea what's the point of that. Unfilitered it looks like a PS2 emulator with deinterlacing off. So... I'm not so sure I will be playing the arcade original. Maybe someone else can measure how faithful that version is or there are ways to mod it as that's where PC shines the best.
Err, Arcade mode looks fine here...
The Coop wrote:http://i64.tinypic.com/292wi38.jpg

Well, that's a visual glitch I wasn't expecting, and it's on every game mode thus far.
That would be the bottom two Extra Windows both set to display 2P's bomb stock. You can turn off or configure Extra Windows in the "General Screen" menu.
NickPalmerDegica wrote:On any of the glitches described, would people mind giving me a more detailed explanation? I'm trying to understand the slowdown being discussed for instance, like, what is supposed to happen, what is happening. That way I have something to bug the producers with to get fixed.
There's less slowdown than there's supposed to be. Slowdown is correct in the original Japanese 360 release, the patched North American release, and the European release. Since less slowdown makes some versions of the game more difficult to play, it's probably not a good idea to try and "fix" it like that. CAVE claimed that removing some of the slowdown was intentional, but they released a patch for it regardless.
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drunkninja24
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Re: Cave announces Deathsmiles as next Steam release!

Post by drunkninja24 »

There were a couple videos put on Youtube after the NA 360 release showing the difference:

https://www.youtube.com/watch?v=HoPv1bi4FOI

https://www.youtube.com/watch?v=AUL7wI0wO50

not experienced enough myself to know if these are the same lack of slowdowns present in this version, but worth checking
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The Coop
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Re: Cave announces Deathsmiles as next Steam release!

Post by The Coop »

Despatche wrote:
The Coop wrote:http://i64.tinypic.com/292wi38.jpg

Well, that's a visual glitch I wasn't expecting, and it's on every game mode thus far.
That would be the bottom two Extra Windows both set to display 2P's bomb stock. You can turn off or configure Extra Windows in the "General Screen" menu.
Switched the setting and those annoying things are gone. Thanks for the heads up.
Sadd
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Re: Cave announces Deathsmiles as next Steam release!

Post by Sadd »

Some minor issues:
- The blur effect after killing a boss looks garbled for a moment just as it starts but returns to normal a split second later (I haven't been quick enough to get a good screenshot of this)
- When I start the game in fullscreen the very top row of pixels is very bright until I swap to windowed and back
- There are 1 pixel seams on some of the backgrounds, most visible on the title screen
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Other than that, I'm not getting any stuttering and the tearing with vsync disabled is really minor. Please port whatever it is you did back to Mushihimesama because it's great :)
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StarCreator
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Re: Cave announces Deathsmiles as next Steam release!

Post by StarCreator »

If it helps, the Japanese developers might understand the "slowdown" concept better if you call it "wait" instead. Small cultural difference.

Only observation I had in my very quick (~15 minute) playthrough of the game so far is that Follett's laser sound effect seems off. It seems to pause and restart here when I recall it being a constant sound effect on the Xbox 360 version. I could be misremembering though, as it's been quite a while.
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donluca
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Re: Cave announces Deathsmiles as next Steam release!

Post by donluca »

The game runs almost fine under Wine in Mac OS X.

It only has one small issue and it's that it looks like the game's window doesn't get focussed. As such, if you use a keyboard it will not register your keystrokes in the game (in the general menu it works ok).
Simple workaround: use a pad or a stick.
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BPzeBanshee
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Re: Cave announces Deathsmiles as next Steam release!

Post by BPzeBanshee »

StarCreator wrote:Only observation I had in my very quick (~15 minute) playthrough of the game so far is that Follett's laser sound effect seems off. It seems to pause and restart here when I recall it being a constant sound effect on the Xbox 360 version. I could be misremembering though, as it's been quite a while.
Not just you, I also noticed the train sound effect in your livestream video doing the same thing which it definitely didn't do on 360.
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donluca
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Re: Cave announces Deathsmiles as next Steam release!

Post by donluca »

NPD, if you're reading this, can you ask Degica if they can put an option to add scanlines (with configurable intensity – going from completely transparent to completely black) to the arcade version?

Thanks!
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NickPalmerDegica
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Re: Cave announces Deathsmiles as next Steam release!

Post by NickPalmerDegica »

I'll look into it.
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Kiken
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Re: Cave announces Deathsmiles as next Steam release!

Post by Kiken »

The slowdown in the first 6 stages seems to be ok... but the castle is an absolute mess. Entering with any level of Death Mode active is laughable as the game pretty much forgoes all slowdown after the initial ascent. As soon as the screen levels off and begins scrolling to the right, any slowdown triggered by spawning suicide bullets pretty much goes out the window. This is exactly how the NTSC/UC 360 release behaved pre-patch.

And for what it's worth, the volcano stage boss glitch is still present in the PC version.
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Van_Artic
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Re: Cave announces Deathsmiles as next Steam release!

Post by Van_Artic »

just tried MBL 1.1 ice palace; its literally the first thing i do everytime i tried a deathsmiles port
and yeah, its "kind of" unplayable right now

won't touch it again until we get the proper fixes
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Zen
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Re: Cave announces Deathsmiles as next Steam release!

Post by Zen »

No expert on the slowdown in this game and I have not played the actual board but compared to my PAL copy of Deathsmiles, the last level in this Steam port definitely feels more "difficult".
Seems, from what others are saying, that its the USA slowdown issue cropping up again?

Aside from that, everything seems fine to me so far. Enjoying it.
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NickPalmerDegica
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Re: Cave announces Deathsmiles as next Steam release!

Post by NickPalmerDegica »

The tech guys on the Degica side are looking at the slowdown right now. I'll stay on them until we get it fixed.
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Van_Artic
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Re: Cave announces Deathsmiles as next Steam release!

Post by Van_Artic »

NickPalmerDegica wrote:The tech guys on the Degica side are looking at the slowdown right now. I'll stay on them until we get it fixed.
we appreciate your efforts a lot!
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OmegaFlareX
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Re: Cave announces Deathsmiles as next Steam release!

Post by OmegaFlareX »

I've been watching a streamer on Twitch play MBL 1.1. I think the lack of slowdown looks really cool (especially during hypers when there's shit all over the screen), but yeah, some stuff seems a lot harder than it should be.

Also, there's a complete lack of return bullets in the castle stage in said mode. Is that the way it's supposed to be? Seemed odd to me.
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NeoStrayCat
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Re: Cave announces Deathsmiles as next Steam release!

Post by NeoStrayCat »

Yeah, other than the Ice Palace not having its slowdown as intended (though other stages do, maybe, I dunno), it will be fixed eventually. But yeah...There's also another problem, I'm not sure if this is intentional or is related to "MBL Normal", as when I pick Lv.2 twice, it gets crossed off (didn't try this yet with Lv.1 rank), I know I'm playing the "Normal" (Org. X360) mode and not the "Arcade" mode which is supposed to do that, is it a bug? >.>

I know that problem doesn't happen in the regular/vanilla "Normal" mode though.
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NickPalmerDegica
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Re: Cave announces Deathsmiles as next Steam release!

Post by NickPalmerDegica »

I've heard there is an update coming soon to fix the sound issues. Still poking them about the lack of CAVE Time.

(Seriously I've left a message with our guy who does direct contact with CAVE nearly every day since release, so either they'll fire me out of annoyance (kidding kidding) or I'll be hearing back about it soon. :P)
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NeoStrayCat
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Re: Cave announces Deathsmiles as next Steam release!

Post by NeoStrayCat »

OK NPD, hope things get well known about the issues us players are having rather soon. X3
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Tyjet
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Re: Cave announces Deathsmiles as next Steam release!

Post by Tyjet »

OmegaFlareX wrote:I've been watching a streamer on Twitch play MBL 1.1. I think the lack of slowdown looks really cool (especially during hypers when there's shit all over the screen), but yeah, some stuff seems a lot harder than it should be.

Also, there's a complete lack of return bullets in the castle stage in said mode. Is that the way it's supposed to be? Seemed odd to me.
It's actually very amusing to play MBL 1.1 through without any slowdown, like fireworks or something. But the mode just became extremely difficult to handle due to it. That and the one bomb limit and fast counter drop. I never relized how generous the slowdown was in 1.1.

The amount of return bullets in castle stage is normal. Enemies do spit out a ton more once you enter power-up.
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cul
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Re: Cave announces Deathsmiles as next Steam release!

Post by cul »

NickPalmerDegica wrote:I've heard there is an update coming soon to fix the sound issues. Still poking them about the lack of CAVE Time.

(Seriously I've left a message with our guy who does direct contact with CAVE nearly every day since release, so either they'll fire me out of annoyance (kidding kidding) or I'll be hearing back about it soon. :P)
Still no news on a slowdown fix`?
OmKol
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Re: Cave announces Deathsmiles as next Steam release!

Post by OmKol »

Another bug - my replay has desynched on the last stage, a player character dies some stupid ways with game over and the lower score than it must be.
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clippa
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Re: Cave announces Deathsmiles as next Steam release!

Post by clippa »

Yeah, I've had my replay desyncing in MBL mode. It went all dodgey just before I got into the ballroom and then sorted itself out once I got in there.

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NickPalmerDegica
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Re: Cave announces Deathsmiles as next Steam release!

Post by NickPalmerDegica »

I'll report the issues on the replay stuff.
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Shepardus
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Re: Cave announces Deathsmiles as next Steam release!

Post by Shepardus »

I heard that Vsync caused issues with replay desync in Mushihimesama - might be the same thing here?
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clippa
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Re: Cave announces Deathsmiles as next Steam release!

Post by clippa »

vsync off 4 llife, yo. There was no update in between playing and watching the replay either.
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cul
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Re: Cave announces Deathsmiles as next Steam release!

Post by cul »

clippa wrote:vsync off 4 llife, yo. There was no update in between playing and watching the replay either.
Vsync like in mushi seems to be really dependant from rig to rig.

Both games are unplayable with vsync turned off for me.
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Re: Cave announces Deathsmiles as next Steam release!

Post by thetricker24 »

CAVE DIED AGAIN...
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NickPalmerDegica
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Re: Cave announces Deathsmiles as next Steam release!

Post by NickPalmerDegica »

Update: http://steamcommunity.com/games/314180/ ... 5335646288

Should fix the sound issues and a few other minor things. Slowdown is turning out to be a bit more tricky because of the way the game was programmed apparently, but its being worked on.
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Re: Cave announces Deathsmiles as next Steam release!

Post by Chacranajxy »

NickPalmerDegica wrote:Update: http://steamcommunity.com/games/314180/ ... 5335646288

Should fix the sound issues and a few other minor things. Slowdown is turning out to be a bit more tricky because of the way the game was programmed apparently, but its being worked on.
So, I don't particularly want to be that guy, and I don't intend for this to derail the thread, but... any news on GOG or a DRM-free option for either of the Cave games?
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