Callisto 0.2 - Sony PSP

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weak
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Callisto 0.2 - Sony PSP

Post by weak »

Hi folks,

we've just released a new version of our psp shmup. you can get it from our homepage -> http://fraglab.at/callisto

Image Image Image
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Changes include:

* new planet to raid
* online highscores
* improved audio and visuals
* new enemies and weapons
* new powerups
* map statistics
* new enemy and bullet patterns
* bugfixes

hope you'll have some fun, feedback highly appreciated

cheers, weak
PC Engine Fan X!
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Some questions regarding PSP shmup "Callisto 0.2v"

Post by PC Engine Fan X! »

For weak,

So Callisto 0.2v has finally been released, huh? It's about damn time. ^_~

I recently posted a question asking if Callisto 0.2v was getting close to being done a few weeks back (or was it a few months back?) here on the Shmups.com forum.

So does Callisto 0.2v still require a PSP with firmware version 1.0 or 1.5 to run?

And does running Callisto 0.2v overclock the PSP's CPU to 333 mHz to run as smoothly as possible?

Your team's development on Callisto 0.1v was very impressive just for the 1st stage alone. ^_~

And how many stages are being planned for this cool professional PSP homebrew Callisto shmup game anyways?

Let's say if Callisto were to get the "green light" to be officially printed as a PSP UMD, that'd be fucking awesome. Does your development team plan to officially release Callisto as an official PSP UMD? (It looks very polished & professional enough to warrant doing so.) ^_~

PC Engine Fan X! ^_~
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Dylan1CC
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Post by Dylan1CC »

That looks nice. Smarts a bit from having lost his PSP emu months ago :(
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weak
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Post by weak »

hehe, quite a few questions and comments PC Engine Fan :)

"I recently posted a question asking if Callisto 0.2v was getting close to being done a few weeks back (or was it a few months back?) here on the Shmups.com forum."

i didn't notice that post until last week. and we were so close to release htat i didn't answer, sry ;)

"So does Callisto 0.2v still require a PSP with firmware version 1.0 or 1.5 to run?"

currently yes, because we use atrac sound, which can be decoded through hardware. but we're working on 2.x compatibility now, shouldn't take too long (hopefully).

"And does running Callisto 0.2v overclock the PSP's CPU to 333 mHz to run as smoothly as possible? "

NO! This is a portable game and it runs at the default 222mhz to save battery power! ;)
But we're using fully hardware accelrated rendering (running in parallel to the main game logic). So the framerate is rock solid at 60fps. you can press select during game to show the framerate.

"Your team's development on Callisto 0.1v was very impressive just for the 1st stage alone. ^_~ "

thx a lot

"And how many stages are being planned for this cool professional PSP homebrew Callisto shmup game anyways?

Let's say if Callisto were to get the "green light" to be officially printed as a PSP UMD, that'd be fucking awesome. Does your development team plan to officially release Callisto as an official PSP UMD? (It looks very polished & professional enough to warrant doing so.)"

as far as we know Sony is planning to sell stuff online (link). we're thinking about applying for a license. that would allow us to dedicate enough time to the project to produce a 'full' version in a reasonable timeframe and at the same time keeping the price for the game as low as possible.
so at this point all i can say is that we'll keep on working on the game and we'll see what happens. after all we have a lot of fun making it

weak
fl0w
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Post by fl0w »

weak,

the first level was really promising, i've left my PSP at work (ahem) but be sure i'll try the new version on monday!
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weak
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Post by weak »

thx flow! looking forward to some feedback from you.
fl0w
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Post by fl0w »

i've launched the game and... wow!

The title music is OK, epic and deep. Callisto v2.0 looks even nicer than v0.1, the weapon system has been improved. The hitbox is quite huge, making dodging difficult. I haven't played it much, but i think good memory is more useful than good reflex here. When you die, it's likely you'll die again 2s later.

i need to play more to see the new levels, aaargh.

EDIT : i SWEAR the hitbox is bigger than your ship!
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weak
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Post by weak »

fl0w wrote:i've launched the game and... wow!

The title music is OK, epic and deep. Callisto v2.0 looks even nicer than v0.1, the weapon system has been improved. The hitbox is quite huge, making dodging difficult. I haven't played it much, but i think good memory is more useful than good reflex here. When you die, it's likely you'll die again 2s later.

i need to play more to see the new levels, aaargh.

EDIT : i SWEAR the hitbox is bigger than your ship!
the ship "hitbox" is giving us quite some troubles to be honest. actually we're not using hitboxes, but pixel perfect cd for the ship.
we've already reduced the texture that is used fo collision detection, but compard to the small hitboxes of other modern shooters it may still be too large.
do you think we should reduce it even more?

and if you were really hit by a bullet that didn't at least touch the ship, than there might still be a bug in the cd code. although i hope that#s not the case :)

edit: another suggestion was to increase the 'invincible time' after death, to make it easier to recover powerups and get back into game. what do you think?
fl0w
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Post by fl0w »

weak wrote:do you think we should reduce it even more?
frankly, yes because...
weak wrote:and if you were really hit by a bullet that didn't at least touch the ship, than there might still be a bug in the cd code. although i hope that#s not the case :)
...this is annoying. But I'd like someone else to confirm i didn't dream!
weak wrote:edit: another suggestion was to increase the 'invincible time' after death, to make it easier to recover powerups and get back into game. what do you think?
Yes, the invincible time is a bit short. You may also cancel all on-screen bullets when the player dies, but this takes us back to the "hitbox size" discussion ;) If the hitbox is made smaller, keep the bullets.
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weak
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Post by weak »

after all i think the code should be working as intended. but i think we'll have to reduce the hitable area of the ship to make it feel better.

but i'd like to hear more feedback about that issue too.

@PC Engine Fan: your thoughts about the hitbox? had a chance to play yet?
PC Engine Fan X!
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PC Engine Fan X's comments on Callisto v0.2 for PSP...

Post by PC Engine Fan X! »

weak wrote:after all i think the code should be working as intended. but i think we'll have to reduce the hitable area of the ship to make it feel better.

but i'd like to hear more feedback about that issue too.

@PC Engine Fan: your thoughts about the hitbox? had a chance to play yet?
For weak,

I finally managed to d/l Callisto v0.2 yesterday for the 3rd time (and successfully - yea) and uploaded it to my firmware 1.50 USA Bios PSP. Wow, what a major improvement over the first release of Callisto v0.1!

Here are some things that I noticed that are present in Callisto v0.2:

1.) Upon grabbing the icon that gives you up to two options for additional firepower, upon grabbing the option icon for the 3rd time, it only results in a point bonus. (Is it possible to upgrade your options firepower besides the player's spacecraft as well? -- would be cool to see that implemented...perhaps, two "homing" type of options would be even better so that the player may concentrate what's head of him or her.)

2.) I noticed a hidden frames-per-second counter function in this latest version of Callisto v0.2 -- that is cool to see the PSP finally pushing the magically 60 fps barrier while running at the normal 222 mHz CPU speed.

-------------------------

And here are some helpful suggestions to make Callisto a better shmup:

1.) Is it possible to add a small but effective semi-animated opening attract mode to give Callisto a more "arcade-like" presentation? And rotate the cool semi-animated attract mode with some self-demo scenes of in actual Callisto gameplay would be sweet in my book + occasionally show the high score list automatically from time to time to let the player know what his or her highest scores are. ^_~

2.) I think a semi-animated background scenery for the high score list would be ace in my book too instead of the static image already present. (Take a look at the PSP beta-release of Vector Infector and you'll see a cool animated background scenery along with real-time gameplay -- very effective presentation.) ^_~

3.) Callisto reminds me of Duranik's one stage shmup demo of "Native" for the Atari Jaguar console platform (which paid homage to Irem's classic R-Type shmup)...tis a shame that it didn't get finished -- would've been one helluva shmup game for the Jag alrighty!) ^_~

4.) Is there room for collecting the "$" icons and using them between stages to buy better weapons instead of being regulated to being used as "bonus points" (ala Forgotten Worlds arcade game where one can shop for different weaponry with "zenny" money collected)? (I'm sure Callisto would end up being a more deeper and fleshed out shmup title if it did have such an option to buy different weaponry between stages.)

5.) The hitbox should, indeed, be smaller (assuming if it can be fixed), otherwise having such a "large" hitbox gives Callisto that "old-school" shmup feel while having modern-day overall look and presentation. (The modern-day arcade Taito G-Card of XII Stag is an "old-school" shmup but with modern-day gameplay mechanics, etc.) ^_~

6.) Is it possible to add a user selectable set of credits, and adjustable number of lives (at the Options Main Screen) given to the player, allow the player the option to continue but default his or her score back to "zero"? Then a true attempt at a one-credit clear would be the ultimate goal for a shmupper to attain on Callisto. (This feature's present in modern-day arcade shmups and many modern-day console shmup titles, otherwise a player could continue with the same score he or she had left off at the last credit used during a serious gaming session of Callisto.) ^_~

PC Engine Fan X! ^_~
PC Engine Fan X!
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Some more new info regarding Callisto v0.2 for PSP...

Post by PC Engine Fan X! »

Upon beating the new 1st stage of Callisto v0.2 game with the R-Type-ish looking end-stage boss, the shmup player is treated to the 2nd stage (which was the first stage in Callisto v0.1).

I wasn't sure if this Callisto v0.2 had just a single new stage to play by itself but now know that if one were to d/l this latest Callisto zipped file, both the new stage & old stage (with new revamped graphics overhaul) are present for PSP owners with the required firmware of v1.0 or v1.50.

I also noticed a another minor issue that needs to be fixed in Callisto v0.2, auto-fire functionality mapped to the bomb button needs to be "turned off" because by simply holding down that particular button, a super-fast barrage of bombs can be set off.

If you want to get access to the "hidden" frames-pers-second counter, simply press "Select" during gameplay and a counter will appear on the upper left-hand corner of the PSP's widescreen LCD display for you to digress at a quick glance at anytime. Simply press "Select" again during gameplay and the counter will be turned off.

PC Engine Fan X! ^_~
weak
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Re: PC Engine Fan X's comments on Callisto v0.2 for PSP...

Post by weak »

PC Engine Fan X! wrote: 1.) Upon grabbing the icon that gives you up to two options for additional firepower, upon grabbing the option icon for the 3rd time, it only results in a point bonus. (Is it possible to upgrade your options firepower besides the player's spacecraft as well? -- would be cool to see that implemented...perhaps, two "homing" type of options would be even better so that the player may concentrate what's head of him or her.)
something similar is pretty likely to happen. we just want to experiment with other weapons like homing missiles aswell and will try to find a 'good mix' of weapons and powerups.
PC Engine Fan X! wrote: 1.) Is it possible to add a small but effective semi-animated opening attract mode to give Callisto a more "arcade-like" presentation? And rotate the cool semi-animated attract mode with some self-demo scenes of in actual Callisto gameplay would be sweet in my book + occasionally show the high score list automatically from time to time to let the player know what his or her highest scores are. ^_~

2.) I think a semi-animated background scenery for the high score list would be ace in my book too instead of the static image already present. (Take a look at the PSP beta-release of Vector Infector and you'll see a cool animated background scenery along with real-time gameplay -- very effective presentation.) ^_~
another thing we'd like to do and mostly a matter of time. we'll have to see :)
PC Engine Fan X! wrote: 4.) Is there room for collecting the "$" icons and using them between stages to buy better weapons instead of being regulated to being used as "bonus points" (ala Forgotten Worlds arcade game where one can shop for different weaponry with "zenny" money collected)? (I'm sure Callisto would end up being a more deeper and fleshed out shmup title if it did have such an option to buy different weaponry between stages.)
the idea of a shop like in 'Xenon II - Megablast' came up a couple of times and is something we like very much. it's ranked very high on our suggestion list ;)
PC Engine Fan X! wrote: 5.) The hitbox should, indeed, be smaller (assuming if it can be fixed), otherwise having such a "large" hitbox gives Callisto that "old-school" shmup feel while having modern-day overall look and presentation. (The modern-day arcade Taito G-Card of XII Stag is an "old-school" shmup but with modern-day gameplay mechanics, etc.) ^_~
the hitbox is just a slightly smaller texture of the ship, so we just need to remove more of the hittable area. not a big deal, we'll make it smaller.
PC Engine Fan X! wrote: 6.) Is it possible to add a user selectable set of credits, and adjustable number of lives (at the Options Main Screen) given to the player, allow the player the option to continue but default his or her score back to "zero"? Then a true attempt at a one-credit clear would be the ultimate goal for a shmupper to attain on Callisto. (This feature's present in modern-day arcade shmups and many modern-day console shmup titles, otherwise a player could continue with the same score he or she had left off at the last credit used during a serious gaming session of Callisto.) ^_~
sounds good to me and like a solution to make it easier for the occasional player. we'll have to discuss this...
PC Engine Fan X! wrote: 3.) Callisto reminds me of Duranik's one stage shmup demo of "Native" for the Atari Jaguar console platform (which paid homage to Irem's classic R-Type shmup)...tis a shame that it didn't get finished -- would've been one helluva shmup game for the Jag alrighty!) ^_~
well, what can i say. we sure won't quit just because we get bored. but if we can't get into e-distribution or find a publisher who supports us, it will be almost impossible to make the shmup we'd like to ...

anyway, thx for the detailed feedback PC Engine Fan, good to hear you had some fun! and sry for the delayed answer, had some problems accessing the board in the last couple of days.

i will also look into the 'bomb autofire issue' and fix that.

weak
fl0w
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Post by fl0w »

OK I've played a little bit more. The dpad of the psp is really crappy.

The game plays better than I first thought, though I still find dodging to be hard because I really can't say what will kill me and what won't.
The "bits" aka "options" are imho too weak. They're supposed to protect you, but even the weakest enemies can cross the laser and kill you. The bits are then quite useless, as you can't rely on them and still have to blast your enemies with the main weapon...

I also find the spread blue weapon is less efficient than the red weapon. You HAVE to kill enemies fast, or else you have to cope with a storm of bullets, and the spread weapon takes some time to kill enemies (even the small ones).

Also, when I die, i almost always use a bomb. See: I die. I explode. I don"t shoot. But the enemies are still alive. My ship comes back, but I've lost all my weapons. I can't kill anything. All those bastards start shooting...

The kind of situation I hate: http://fraglab.at/callisto/imageView?num=5
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weak
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Post by weak »

fl0w wrote: Also, when I die, i almost always use a bomb. See: I die. I explode. I don"t shoot. But the enemies are still alive. My ship comes back, but I've lost all my weapons. I can't kill anything. All those bastards start shooting...
i have to agree that it's almost impossible to survive without using a bomb after you've lost ship. basically i see two possibilities to improve the situation:
a) let the ship itself explode like a smartbomb and clear all enemies/bullets
b) increase the 'blinking time' after you die (longer invulnerability after dead).

i'm tending towards increasing the invulnerability time, but i'm not sure if that will be enough.
fl0w wrote: The kind of situation I hate: http://fraglab.at/callisto/imageView?num=5
well, this actually is an intended situation. if you shoot the largest green enemy (the one that generates the big shockwave when it explodes), you'll notce that it works like a smartbomb. when it explodes all enemies and bullets on the screen are cleared. so this particular situation can easily be handled by waiting before shooting the big guy ...

maybe that's not obvious enough?


@dodging: as already stated the hitbox will be further reduced and be same size for each animation frame of the ship.

maybe one of you guys can help testing a smaller hitbox?
fl0w
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Post by fl0w »

Blinking when you revive should be OK, as long as you clear the bullets you touch.

I knew something acted as a smart bomb but I didn't know exactly what. I'll try to pay more attention next time :) and try not to kill it too soon.

If you want a tester, I'd be glad to help, but as you can see I'm not the best shmupper here ;)
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fl0w
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Post by fl0w »

D'OH I'm such a dork!

In fact I was fighting against the dpat and not against the enemies >_<

I've just tried to play the game with the analogue stick and it works 100 times better!!!
I thought this game was quite great but the controls sucked a bit, but I was a dork!

Dudes, PLAY WITH THE ANALOGUE STICK!!!!

Just a word about the first boss: it's not very hard to beat (OK, it's only the first boss). You should add a few sfx, it dies quite miserably ;) I *think* it also doesn't die immediately when its energy bar is empty, I *think* that bastard has fired its big laser before dying. But maybe it's a "suicide laser"?

weak, I don't know if this is your first shmup, but you're doing a GREAT job!
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Post by weak »

fl0w wrote:D'OH I'm such a dork!

In fact I was fighting against the dpat and not against the enemies >_<

I've just tried to play the game with the analogue stick and it works 100 times better!!!
I thought this game was quite great but the controls sucked a bit, but I was a dork!

Dudes, PLAY WITH THE ANALOGUE STICK!!!!
well, the d-pad definitely has it's issues. actually i was almost tempted to take the dpad controls completely out, but after all there are some people with a moded dpad or a dpad extension, so i left it in as an option for the players.
but development is based on analogue controls only. the analogue controls could be even improved a bit (more directions, analogue speed control).
fl0w wrote:Just a word about the first boss: it's not very hard to beat (OK, it's only the first boss). You should add a few sfx, it dies quite miserably ;) I *think* it also doesn't die immediately when its energy bar is empty, I *think* that bastard has fired its big laser before dying. But maybe it's a "suicide laser"?
hehe :) you're right, it fires a suicide laser. and maybe we can add more sounds or something, i'll take a note ;)
fl0w wrote:weak, I don't know if this is your first shmup, but you're doing a GREAT job!
thanks! and yes, it's our first shmup.


another thing:

i had some time to change some stuff
- chg: blinking ship destroys enemies/bullets and blink time increased
- chg: ship 'hitbox' reduced
- chg: player name only reset at game exit
- fix: bomb autofire removed
- fix: tree stump rendering z-order
i'll send you a link via pm. maybe you can test it a bit if you have some spare minutes.

@PC Engine Fan X: just let me know if you'd like to do some testing too.
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I'd be honored to test out future revisions of Callisto...

Post by PC Engine Fan X! »

weak wrote:i'll send you a link via pm. maybe you can test it a bit if you have some spare minutes.

@PC Engine Fan X: just let me know if you'd like to do some testing too.
For weak,

Sure, I'd like to join in on the testing of your Callisto shmup demo. ^_~

Thank you for the opportunity...

PC Engine Fan X! ^_~
fl0w
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Post by fl0w »

Hi,

I've tried the new version. Let's keep it short: it's OK :)

And as I can't help being talkative:
The hitbox is still "old school" but now it's fair. It's easier to survive with the increased blinking time. On the downside, the game is now maybe too easy. It's quite easy to get the two options, a powerful shot and a bungh of speed ups and keep them. You quickly get many power ups and almost can't lose them... Well, easy until the spider >_< I still can't beat it!

I have no music in the second level, though there are 3 music files, is it a bug? Considering the quality of the title and level 1 musics, it's quite frustrating. The sound design in general is nice (ah, the swatted flies!)

Also, the greyed options on the title screen are almost invisible.

EDIT: w00t! DIE, SPIDER, DIE!!!! :D
And level 2 had music, maybe I'm getting deaf. I'm still 20k behind the hiscores listed on your site.
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Post by Ghegs »

weak wrote:actually i was almost tempted to take the dpad controls completely out, but after all there are some people with a moded dpad or a dpad extension, so i left it in as an option for the players.
Good decision there. I have modded my PSP's d-pad plus I have the Capcom d-pad cover, so mine works like a d-pad should.

In any case, I finally got around to playing 0.2. Took me maybe six tries, but I managed to no-miss/no-bomb it. The spider is the only hard part, and even that's fairly easy once you know his pattern and figure out the rather obvious way of dodging his "run to left, appear on top, shoot, run right"-attack. Still feels a bit unbalanced though, his shots are much faster than anything before.

Some notes:

-The first level feels too long, especially compared to the more compact second level.

-In second level, soon after the background turns blue, there appears an enemy whose shots are a slightly different shade of blue. Hard to see.

-Also in the second level for a brief moment you disappear behind the ice column, and all enemies and their shots do this too. A bit annoying, though it's easy to just pass it quickly.

-I'm not a fan of how the screen scrolls up and down, makes it very easy to crash into enemies you see only at the last moment. Since it'd be a big design change to have all action happen on the visible screen, maybe the points on screen where the screen starts to scroll can be tightened up?

-The score font could be a bit bigger.

-If you happen to lose a life while fighting a boss, and you kill the boss right after, all the power-ups are still bouncing around but you can't collect them since you can't move your ship.

-The parachute at the end of the asteroid bit and how it affects the craft's handling is pure awesome.

All in all, the game's got potential. Looking forward to the next release.
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