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.
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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! ^_~