Your favorite bullet styles/patterns admire?
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PC Engine Fan X!
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Your favorite bullet styles/patterns admire?
What developer's (i.e. -- Cave, Psikyo, Success Co. Ltd. with their three Psyvariar games, Takumi, Konami, etc.) bullet patterns do you like to most in terms of overall visual presentation, and stylized bullet patterns to admire at?
PC Engine Fan X! ^_~
PC Engine Fan X! ^_~
Last edited by PC Engine Fan X! on Sun Sep 30, 2007 6:08 pm, edited 1 time in total.
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Twiddle
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instant invisible laser sniper tank suicide bullet curtainsP_HAT wrote:instant laser sniper tanksTwiddle wrote:sniper tanks with invisible bulletsIcarus wrote:The best bullets are the invisible ones.
Trek trough the Galaxy on silver wings and play football online.
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shoe-sama
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I think my favorite is the glowy, spinny globes like this. I also like all kinds of lasers (both weapons or enemy fire): spinning lasers, grid lasers, homing lasers, lock-on lasers, toothpaste lasers, blazing lazers.
Here are some really beautiful Touhou bullet avatars from Shoot the Bullet. I use this as a random avatar on SDA.
P.S. - beeeeeem
Here are some really beautiful Touhou bullet avatars from Shoot the Bullet. I use this as a random avatar on SDA.
P.S. - beeeeeem
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Pixel_Outlaw
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Anything that breaks the mold of radial and/or aimed patterns can be a nice diversion. Sadly, special non radial patterns are usually bitches to program. Actually making a good homemade bullet pattern engine is hard. A casual programmer usually finds the balance of "flexibility/power" vs "ease of use" challenging to balance.
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No, this game is not Space Invaders.
No, this game is not Space Invaders.
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Cave, for me, definitely. And not JUST because Im a Cave fanboy, lol.
As said above, the Touhou games, those patterns are pretty, but not technically very interesting other than that, when you see them dodged properly.
And Psikyo, the other developer I follow, I like their patterns, but not as much. They seem to like the "simpler, but faster and oddly complicated" ones.
Cave, though, manages total chaos. I still remember playing Mushihime on Ultra for the first time, getting to the first boss, it does it's first attack, and Im standing there yelling "HOW IS IT PHYSICALLY POSSIBLE TO EVER DODGE THAT AT ALL?!?!?!?!", cause the screen is COVERED in crud and some of it is firing MORE crud BACKWARDS and eeeek! (of course, now I dont usually get hit there, lol).
Alot of my favorite boss fights are all from Cave games.
These things dont need to be in a gazillion pretty colors, they just need to be INTERESTING and challenging.
As said above, the Touhou games, those patterns are pretty, but not technically very interesting other than that, when you see them dodged properly.
And Psikyo, the other developer I follow, I like their patterns, but not as much. They seem to like the "simpler, but faster and oddly complicated" ones.
Cave, though, manages total chaos. I still remember playing Mushihime on Ultra for the first time, getting to the first boss, it does it's first attack, and Im standing there yelling "HOW IS IT PHYSICALLY POSSIBLE TO EVER DODGE THAT AT ALL?!?!?!?!", cause the screen is COVERED in crud and some of it is firing MORE crud BACKWARDS and eeeek! (of course, now I dont usually get hit there, lol).
Alot of my favorite boss fights are all from Cave games.
These things dont need to be in a gazillion pretty colors, they just need to be INTERESTING and challenging.



