
Not sure about this "shadow swap" though- there was a similar mechanic in Under The Lotus and I really didn't like it cos it totally broke the flow of the game...
...Anyways keep up the good work and count me in!
Weren't the continuity issues with Under The Lotus fixed? I'm sure I remember hearing such, but I digress.mjclark wrote:Yeah- XOP G does indeed look awesome. I'm just discovering Hellsinker at the moment and also really enjoying Stella Vanity so a bit of weapons complexity sounds like just the ticket![]()
Not sure about this "shadow swap" though- there was a similar mechanic in Under The Lotus and I really didn't like it cos it totally broke the flow of the game...
...Anyways keep up the good work and count me in!
Sounds simpler than the Raizing games IMO. Kill enemies > use hijack shot > charge up black hole meter > use black hole > profit.Plasmo wrote:XOP G screens look awesome, but the scoring system reads like a gimmick and already way to complex. One lesson from XOP and XOP black was: Keep it simple.
I hope you can tone down the system or implement the gimmicks in some clever way, otherwise XOP G is bound to fall into obscurity as well.
That assumes there's going to be 10 levels, which I somehow doubt is going to happen. Realistically, I could have split XOP Ultra and XOP Black Ultra into 4 different games with the amount of levels they have (yes, that is ridiculous).BPzeBanshee wrote:I'm also for the XOP Black Special-style pacing too. Playing XOP Black feels too longish now, I'd hate to see XOP G's stages drag on. :P
I was thinking more along the lines of XOP Black Ultra's arcade run (5 levels) but being paced at something close to Special's rate. Maybe that might cut down to less than 25 but as we both know longer is not necessarily better.Udderdude wrote:That assumes there's going to be 10 levels, which I somehow doubt is going to happen. Realistically, I could have split XOP Ultra and XOP Black Ultra into 4 different games with the amount of levels they have (yes, that is ridiculous).BPzeBanshee wrote:I'm also for the XOP Black Special-style pacing too. Playing XOP Black feels too longish now, I'd hate to see XOP G's stages drag on.
I'm going to keep the run time down to 25 min. For comparison, here are the run times for the other XOP games:
xop ultra set 1 - 23 min - 4 levels, 1 extra level
xop ultra set 2 - 26 min - 4 levels, 1 extra level
xop black ultra arcade - 27 minutes - 5 levels
xop black ultra ex - 28 minutes - 5 levels
xop black ultra special - 26 minutes - 10 levels
I have two completely different answers and I can't decide, which one I should give, so I'm including them both in this post:BPzeBanshee wrote:Sounds simpler than the Raizing games IMO. Kill enemies > use hijack shot > charge up black hole meter > use black hole > profit.Plasmo wrote:XOP G screens look awesome, but the scoring system reads like a gimmick and already way to complex. One lesson from XOP and XOP black was: Keep it simple.
I hope you can tone down the system or implement the gimmicks in some clever way, otherwise XOP G is bound to fall into obscurity as well.
Well, there's also the "shoot certain boss parts with certain types of shots for more/less points" thing if you want to count that, and maybe boss milking/chipping and dismantling some mid-sized enemies in a certain way to get different items from them. Your larger point is valid though, as Raizing's scoring systems usually aren't too complicated, all things considered...though if you wanted to mention one exception to the rule I'd be tempted to drag out Dimahoo.Plasmo wrote:Second answer: Raizing games aren't complex at all and actually very simple (at least Garegga and Batrider). Bakraid is the only exception maybe. Garegga's scoresystem is piss easy if you look at it and breaks down into two simple mechanics:
i) Collect medals
ii) Bomb certain objects
That's actually all there is. Batrider is roughly the same.
<Insert not so subtle hint that I want test version PM here>Udderdude wrote:
I may be sending out test versions via PM at some point.
This too! Minecraft sold well. It would however require that Udderdude get used to the idea of adding version numbers to the menu somewhere otherwise we'll end up with one of the long-term banes of this game from its freeware/shareware days become a short-tem development hell - testers who purchase the game not being able to tell whether they should update or not.mjclark wrote:Or you could do what some indie devs do and take pre-orders for the game that also give access to the test builds... clever eh?
Got my modem replaced, I'm back online. I noticed that post and I'd like to take a crack at a test build.Udderdude wrote:The engine is quite solid at this point so I doubt you're going to see any HUEG bugs. (I don't recall any major code related boogs with Ultra anyway, the biggest was that I forgot to include some data files .. oops)
I may be sending out test versions via PM at some point.
Yes it's going to cost moneys.
Yeah, maybe someday I'll go back and make a 32-bit color version of the Ultra games, which would also alleviate the remaining 'ugly color banding' issues in the artwork.kane wrote:Of course, a real fix would be nice.
I'm going to be honest here, I haven't really felt like working on it yet. I've been putting my time into working on various Flash games which I've wanted to make for some time. For instance, the latest one, Twin Reaper, is based on a game I started but never finished in 2002 called Standoff.kane wrote:I'd rather you spent the effort toward releasing the next XOP game as soon as possible :)
Please don't leave it too long man! I'll even buy itUdderdude wrote: XOP G will get made eventually, just not sure when.
BryanM wrote:You're trapped in a haunted house. There's a ghost. It wants to eat your friends and have sex with your cat. When forced to decide between the lives of your friends and the chastity of your kitty, you choose the cat.