Mischief Maker wrote:Do any of the developers read this forum? Because it feels like 1.04 added some kind of memory leak. The framerate starts out smooth like at release but a few rooms in gets choppy and by world 2 the game's a frigging slideshow.
As for the sword, I dont like it much either. It definitely throws big ennemies away, but I could not use it properly yet. It'd be good if it returned projectiles as well, à la Sin & Punishment to which this games seems to borrow so much.
Things I definitely would like to see in an update :
- more invicibilty frames on respawn
- instant dash (not the reloading time, but the small time gap between you triggering the dash and the moment the invincibility frames start)
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.
There's talk about Raw Thrills releasing a dedicated arcade coin-op cabinet version of Nex Machina for the arcades (it uses the bigger twin-stick joystick configuration). Not sure if it's going to be a multi-player version or what. Sounds quite intriguing though. Makes me wonder what kind of sound system will be used to punch up the bass and tremble effects? Not to mention what sized HD widescreen setup for that slick visuals (perhaps by going with a 4K monitor setup rather than the ol' tried 'n' true 1080p widesreen monitor setup for pure sexy eye-candy appeal/gloss -- surely would add to the overall cost/expense of such a NM dedicated cab for sure)?
Finally broke down and bought the PS4 version -- best $19.99 USD I've spent in a long time. I'm sure it'd sound quite awesome in 5.1 surround sound format with digital optical method (yes, I'm using a 1st-gen PS4 console with the obligatory digital optical output port).
I like how the end-world bosses have that unmistakable danmaku influence/vibe going on. Nex Machina feels like a classic Robotron/Smash TV type of game that's been revived & modernized for the 21st century with the blessing of Eugene Jarvis indeed. ^_~
And does Nex Machina have 4K + HDR support on the Playstation 4 Pro console setup or is it limited to 1080p with 60fps framerate setup on the plain-jane non-pro PS4 console?
Hopefully there'll be a special deluxe controller based on the NM arcade control panel, either from Hori or MadCatz. I'd pay $150-199 easily.
I'm sure HMQ could make a decent DDP or Giga Wing type shmup.
IMO, the sword should be made able to break yellow crates. That it can't is enough reason to avoid it, since you can find X+ items in these. So, you hurt your multiplier by using sword.
Powershot could probably be nasty in the right hands, but the time it takes to charge up is hazardous to your combo.
gameoverDude wrote:
IMO, the sword should be made able to break yellow crates. That it can't is enough reason to avoid it, since you can find X+ items in these. So, you hurt your multiplier by using sword.
Powershot could probably be nasty in the right hands, but the time it takes to charge up is hazardous to your combo.
I'm pretty sure I can break yellow crates with the sword, will have to try again. I also agree with the powershot being really hazardous. Though you can look at Quintendopower's run on Stage 3 in Arena, he takes the Powershot and makes a really brilliant use of it.
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.
Please note that this patch disables all old replays recorded with older version of the game.
Engine
* Fixed Windows 7 start up crash issues
* Crash fixes in rare cases
* Added minidump support (when game crashes, please send the minidump to Housemarque)
* Added more information to Steam init failure message
* Added auto detection for input type in menus for controller & keyboard+mouse
* Added warning message box about low GPU memory
Optimizations
* Optimized fluid rendering
Server
* Fixed network connection detection when using virtual interfaces
* Tweaked communication logic with the server
Rendering
* Added initial 21:9 support for testing purposes
- Known issues are:
- Menus doesn’t support 21:9
- HUD doesn’t support 21:9
- Enemy arrow indicators aren’t near the borders of the screen
- Videos are using 1080p resolution
Difficulty
* Rookie: on final death, player drops all equipped powerups minus one
* Experienced: on final death, player drops all equipped powerups minus one
* Hero: Balanced more
* Hero: Added new gameplay
* Hero: Added shockwaves
* Hero: Disable restarts
* Hero: Player always starts with all powerups
* Hero: Player doesn't drop powerups when dying
* Hero: Changed maximum multiplier to 999
Gameplay
* Added extra speed to tokens gravitating towards player from a large distance
* Fixed tokens getting pushed in the wrong direction when spawned inside a wall
* Fixed special ability tokens not being absorbed during level end sequence
* Fixed invincibility from special abilities (Smartbomb, Powershot etc.) disallowing players to move through dark beams
* Standardized player weapon damage against environment blocks + special exits to make upgraded shots feel more consistent (and less grindy)
* Fixed "All Humans Saved" World Complete bonus (awarded when saving all normal + secret humans)
* Fixed "Conqueror" World Complete bonus (awarded when saving all humans + finding everything else in the World)
Player
* Longer invincibility time when respawning
* Added Dash Melee animation
* Buffed Sword
* Small nerf to Smartbomb (recharge time, invincibility time, damage radius)
* Powershot explosion doesn't trigger revenge bullets
* Fixed Smartbomb activation during triple dash allowing 4x dashes
Humans
* Added floating animation to humans
Enemies
* Tweaked some enemy collisions
* Fixed Disruptors spawning outside of gameplay area
* Crusher Ranged enemy telegraphs it’s attack better now. Difficulty based
* Disable dark beam collisions of Crusher Ranged when its arm is not extended
* Tweaked turret collision radius (slightly larger to make it easier to hit)
* Reduced water bot health on harder difficulties
Yeti Kong Boss
* Destroy Yeti Kong's falling rocks upon boss death
* Destroy Yeti Kong's barrels upon boss death
* Tweaked effects for Yeti Kong
* Tweaked Yeti Kong collisions to match visuals better
Helltron Boss
* Small balancing tweaks
Supreme AI Boss
* Balanced Supreme AI
* Fixed starting position of the enclosing beam attack of Supreme AI
* Fixed camera following during Supreme AI intro sequence
Nex Machina Boss
* Fixed Nex Machina being updated during game over screen
* Fixed Nex Machina lazer eye attack timing
World 2
* Tweaked visual look of the worlds (lighting, adding a bit more assets)
* Tweaked gameplay a bit
World 4
* Level 01 - Fixed being able to burrow into undesired area
* Tweaked visual look of the worlds (lighting, adding a bit more assets)
* Tweaked gameplay a bit
* Level 10 - Fixed an issue where some blocks would remain invisible on the playfield after destruction
World 5
* Tweaked visual look of the worlds (lighting, adding a bit more assets)
* Tweaked gameplay a bit
* Level 14 - Fixed an issue where players could enter a part of the level they weren't supposed to
World 6
* Tweaked visual look of the worlds (lighting, adding a bit more assets)
* Tweaked gameplay a bit
* Level 4 - Fixed an issue where the gameplay flow would freeze sometimes
* Level 15 - Fixed beams abruptly killing the player
HUD
* Remove all power-ups from player at the moment of final death (so they don't show up on HUD before the continue screen)
* Remapped Dash and Special recharge bar values slightly to match min/max bar visuals correctly
* Keep player hitbox always visible during boss fights
Menu
* Proceed from title screen with any key
* Changed keyboard ENTER and TAB button icons
Co-op
* Added yellow bullets for player 2 in co-op (matches the player color)
* Fixed special weapon token gravitating to player with another special weapon already equipped in co-op
* Fixed crash during Yeti Kong boss battle when other player picks up extra life
* Fixed dash reset on respawn to apply only to respawned players
Replays
* Fixed Hero difficulty replays
* Fixed replay issues in rare cases
* Fixed replay issues between AMD and Intel processors
* Fixed Nex Machina boss replay issues
Effects
* Added beam hit particle effect when dashing through damage shapes
* Tweaks to bullet fade
* Tweaked level transitions to eliminate some cases where transitions looks bad
* Tweaked Nex Machina boss effects
Feats
* Removed "The culling – Assassin" feat as such enemy doesn't exist in the game
* Unlock complete Hero feat when destroying Supreme AI
Trophies
* Updated trophy icons
* Changed platinum trophy name
* Tweaked some trophy descriptions for various languages
* Fixed various trophies which weren’t unlocked in given time in trophy's description
* Fixed arcade complete trophies not unlocking on Supreme AI death
* Fixed bunch of trophy descriptions on Polish for Steam
Localization
* Added some missing Chinese characters
* Added some missing Japanese characters
* Minor localization fixes in various languages
* Tweaked Polish translation
Audio
* Added audio effect for pre-death hit for player
Videos
* Added ending videos
* Hero: Added new gameplay
wat
Xyga wrote:
chum wrote:the thing is that we actually go way back and have known each other on multiple websites, first clashing in a Naruto forum.
Liar. I've known you only from latexmachomen.com and pantysniffers.org forums.
Quickly try feeling good about yourself for reaching the top of the leaderboards with the new stage clear scoring bonuses before the old recordholders update theirs
Xyga wrote:
chum wrote:the thing is that we actually go way back and have known each other on multiple websites, first clashing in a Naruto forum.
Liar. I've known you only from latexmachomen.com and pantysniffers.org forums.
Oh man, hopefully fhere will be a disc release if some sort. "Alienation" got one, "Resogun" did not...."Super Stardust VR" got one, "Dead Nation" did not (AFAIK).
I'll be holding off on buying it for now, so come on, Housemarque!
All in all a pretty good patch. Developpers took into account most of the things I saw mentionned on the Discord channel.
Anyone knows when the seasonnal challenges will change ?
I could not get the "everything moves faster in stage 3", nor the "everything moves faster, except you, in stage 2" gold medals.
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.
So it seems like Hero mode went from Master difficulty with wider waves of suicide bullets to holy shit
Levels have additional enemies and obstacles, enemies fire three skulls as suicide bullets, and multiplier and power-up drops now create a shockwave
They mentioned that the maximum multiplier on Hero has been increased to 999, but it still appears to be locked to 100. Is it invisible maybe?
Xyga wrote:
chum wrote:the thing is that we actually go way back and have known each other on multiple websites, first clashing in a Naruto forum.
Liar. I've known you only from latexmachomen.com and pantysniffers.org forums.
Anyone also thinks this game could use some kind of lock-shot feature ?
Àla Sin & Punishment : target a big guy and press a key to have your shot locked to it. Shot unlocks as soon as the guy is dead, or as you push the button again. Also decrease the firepower by 1/3 when locked.
This could be of great use against human killing foes, or bosses.
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.
PC Engine Fan X! wrote:There's talk about Raw Thrills releasing a dedicated arcade coin-op cabinet version of Nex Machina for the arcades (it uses the bigger twin-stick joystick configuration). Not sure if it's going to be a multi-player version or what. Sounds quite intriguing though. Makes me wonder what kind of sound system will be used to punch up the bass and tremble effects? Not to mention what sized HD widescreen setup for that slick visuals (perhaps by going with a 4K monitor setup rather than the ol' tried 'n' true 1080p widesreen monitor setup for pure sexy eye-candy appeal/gloss -- surely would add to the overall cost/expense of such a NM dedicated cab for sure)?
Finally broke down and bought the PS4 version -- best $19.99 USD I've spent in a long time. I'm sure it'd sound quite awesome in 5.1 surround sound format with digital optical method (yes, I'm using a 1st-gen PS4 console with the obligatory digital optical output port).
I like how the end-world bosses have that unmistakable danmaku influence/vibe going on. Nex Machina feels like a classic Robotron/Smash TV type of game that's been revived & modernized for the 21st century with the blessing of Eugene Jarvis indeed. ^_~
And does Nex Machina have 4K + HDR support on the Playstation 4 Pro console setup or is it limited to 1080p with 60fps framerate setup on the plain-jane non-pro PS4 console?
PC Engine Fan X! ^_~
I had a quick chat with Jarvis at Nex launch party and he indeed confirmed that he is making a coin-op version of this game.
The world bosses have danmaku influence simply because the lead coder is a huge Cave fan.
Nex has HDR support and full HD resolution for Playstation Pro, while non-pro PS4 version has something like 900p resolution. This is because consistent 60fps was considerent more important - a smart move, in my opinion.
I am actually surprised. But it's great when western developers look to Japan for inspiration for their shootie-shoots. Maybe there's a future for Amerishmups.
Matterfall reviews are hitting, and it sounds good but not nearly as dialed-in as Nex.
I find it odd that HM have released these two in such rapid succession, particularly as they seem to have set the newer title up to fail in light of the first's superiority. I wonder if Jarvis came calling after they had already started work on Matterfall, and they sacrificed that title a bit in order to do this collaboration.
bigbadboaz wrote:Matterfall reviews are hitting, and it sounds good but not nearly as dialed-in as Nex.
I find it odd that HM have released these two in such rapid succession, particularly as they seem to have set the newer title up to fail in light of the first's superiority. I wonder if Jarvis came calling after they had already started work on Matterfall, and they sacrificed that title a bit in order to do this collaboration.
Nex and Matterfall were developed by two different teams, but Nex was delayed because part of the team had to help out to finish Alienation, which was -for a while- severely delayed project with many problems. AFAIK, nothing has been "sacrificed", titles come out when they are ready for release and sometimes they may end up being finished around same time.