XOP Black

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Lynx Winters
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Post by Lynx Winters »

Udderdude wrote:The ship icon shows your remaining ships, not counting your currently used ship. So if you got a 1-up with 2 lives left, you'd see 3 ship icons.
Right, I got that. What I'm going for here is finding out whether or not there's a cap on how many lives you can have in stock. I started with three lives (starting ship and two in stock), got two extends, so I should have seen four ship icons but only saw three.

Like I said, I may not be remembering right, so I might have died sometime between the two extends and I'm just confusing everyone now with these questions.
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shoe-sama
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Post by shoe-sama »

1M first extend every other multiples of 10M
<Sidwell> TSS is manlier than a jet figher made of biceps.
Rex705
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Post by Rex705 »

I love XOP so I am sure I will love this new one just as much! I wish I could make games :(
God
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Post by God »

I think there's some stuff in the readme left over from the last game. Something about switching secondary weapons.
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Udderdude
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Post by Udderdude »

Lynx Winters wrote:
Udderdude wrote:The ship icon shows your remaining ships, not counting your currently used ship. So if you got a 1-up with 2 lives left, you'd see 3 ship icons.
Right, I got that. What I'm going for here is finding out whether or not there's a cap on how many lives you can have in stock. I started with three lives (starting ship and two in stock), got two extends, so I should have seen four ship icons but only saw three.

Like I said, I may not be remembering right, so I might have died sometime between the two extends and I'm just confusing everyone now with these questions.
You can have 999 lives in stock. Obviously you won't be hitting this limit ;)

The lives display is as follows: if you have 5 or less lives, they will display as ship icons. If you have 6 or more lives, they will display as a ship icon with "x (number of lives)" after it. You can see this work in Score Attack mode, where you get 15 lives.

I've gone over the code for displaying lives and don't see any problems.
Lynx Winters
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Post by Lynx Winters »

Okay, so then it was just me not remembering things correctly. Old man needs his cane and his brain pills.
lgb
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Post by lgb »

CRITICISM:
1. Aww, bring the WARNING logo back! Or uh, make a new one.
2. 1 more stage, or two, if you could. I only need one.

That's it really.

FEEDBACK:
1. You actually DID leave the weapon change in the Readme. You also left in the original Extra menu. You ALSO left in the tip about Single and Multi options, and speaking of which, the tip about the Reflect and how it cuts your DAL combo (those combos are gone right?)
2. One way you can make it feel more like a Cave game is have a 4th button for autofire, and turn it on and off in the options menu. You can also change "SIMULATE LAG" to "WAIT". If you weren't trying to make a Cave-like game, I did not mean that as a insult.

COOL THINGS:
1. Isn't that nice. He mentioned #shmups in the credits.
2. ACK. LOTS OF DAL. Kinda like Giga Wing, except dying doesn't completely screw you over.
3. Cool idea, minimal effort. He tried a "hold down for focused attack" thing, and it came out like Progear did, minus the gunner.
4. I really like the remix for the Scenario Complete screen...
5. Weird curving bullets are weird.

QUESTIONS:
1. Will you ever make more XOPs?
2. That ship in the credits is really the XOP ship? Impossible. If you ever bother to make another XOP game, would you please use that ship?
3. Ever thought about anything other than circles for bullets?

Considering what this appears to me to be (XOP with different stages and more bullets) it's actually good. Not Cave or anything, but then again they spend their days sitting in front of a computer screen 24/7. Oh and they're Asian, if that has anything much to do with it.

Haters should see Massacre or Sludge modes for more details.
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Udderdude
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Post by Udderdude »

LGB wrote:CRITICISM:
1. Aww, bring the WARNING logo back! Or uh, make a new one.
2. 1 more stage, or two, if you could. I only need one.
1. The Warning when a boss appears is still there. Were you talking about something else??
2. You did check out the EX level in the Score Attack menu, right? That's the 5th level. Anyway, I may be adding another level with some really experimental shot patterns and generally crazy stuff that was in the original XOP. :P
LGB wrote:FEEDBACK:
1. You actually DID leave the weapon change in the Readme. You also left in the original Extra menu. You ALSO left in the tip about Single and Multi options, and speaking of which, the tip about the Reflect and how it cuts your DAL combo (those combos are gone right?)
2. One way you can make it feel more like a Cave game is have a 4th button for autofire, and turn it on and off in the options menu. You can also change "SIMULATE LAG" to "WAIT". If you weren't trying to make a Cave-like game, I did not mean that as a insult.
1. Yes, I mistakenly didn't update the readme. The DAL combo is still there, and cutting your DAL combo in half when using a reflect shield is actually a new thing to the game. Previously, using a reflect shield did nothing to hinder your score.
2. There is an auto-fire in the controller config now. I don't see how "Wait" is any more descriptive than "Simulate Lag". It's supposed to be more Cave-like than the original XOP was for sure.
LGB wrote:COOL THINGS:
1. Isn't that nice. He mentioned #shmups in the credits.
2. ACK. LOTS OF DAL. Kinda like Giga Wing, except dying doesn't completely screw you over.
3. Cool idea, minimal effort. He tried a "hold down for focused attack" thing, and it came out like Progear did, minus the gunner.
4. I really like the remix for the Scenario Complete screen...
5. Weird curving bullets are weird.
1. Yes, that was in the original too. :P
2. There is much more than in the first one, for sure.
3. It's more like Dodonpachi, except without the giant penis-enhancement laser, or reduced movement speed when you use it.
4. Yay, the one piece of music I actually wrote ;) It was supposed to be the weapon select for the original XOP. I changed it around a bit, and plopped it in here.
5. I tried to avoid using curving, movement-changing bullets. There was way more of that in the original, and I felt I wanted to move away from it. Some of the bosses still like using them though :P
LGB wrote:QUESTIONS:
1. Will you ever make more XOPs?
2. That ship in the credits is really the XOP ship? Impossible. If you ever bother to make another XOP game, would you please use that ship?
3. Ever thought about anything other than circles for bullets?
1. Maybe.
2. It's true. Tiny sprites have a hard time potraying the detail that a full-screen 3d model would. The most I could do is maybe move a few pixels around.
3. Circles for lyfe yo.
LGB wrote:Considering what this appears to me to be (XOP with different stages and more bullets) it's actually good. Not Cave or anything, but then again they spend their days sitting in front of a computer screen 24/7. Oh and they're Asian, if that has anything much to do with it.
I think the scoring system is worth exploring. It's not as score-attack oriented as Cave games, I agree. But it's not completely pointless to try and play for score, either. You can play for score or survival. And it's not DOJ/Mushi Ultra difficult, so some people think it's too easy. I felt that since it was still an XOP game, it had to feel like XOP .. so I couldn't just abandon everything from the original.
alysa
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Post by alysa »

What language was this programmed in? I downloaded it and will play it when I get back from work. The screen shots look pretty nice.
Kaspal
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Post by Kaspal »

i bet its pure c/c++ with allegro and some other libs...
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Udderdude
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Post by Udderdude »

Kaspal wrote:i bet its pure c/c++ with allegro and some other libs...
Yes, you're right. I'm using Allegro, and DUMB to play MODs. Works pretty well and it's cross-platform too .. now all I have to do is get around to having it ported to Linux/MacOS X. >_>
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