Chronoblast - Skyravens (XBLIG 360) - by n0rty games

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Chronoblast - Skyravens (XBLIG 360) - by n0rty games

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by n0rty Games : http://n0rtygames.com/

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Old trailer of Chronoblast : http://www.youtube.com/watch?v=cj1LB56zaD8

After 1 year very busy, developer is working again in these 2 projects !

Seems interesting to follow...
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by mjclark »

Wooh! Thanks for the heads up Sined :D
These look really promising (especially with all that CAVE namedropping)!
What with these and Snops Attack 2012 could be a fine year for Xbox indie...
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by Moniker »

Looks rad indeed. Hope he gets around to finishing them.
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by n0rtygames »

Hey all,

Thanks to Sined for putting the word out there. Appreciate the enthusiasm and following you've been showing.

So for anyone wondering what the plan is for these shmups we'll be putting out, the first game released (Chronoblast) is going to be a very retro looking shmup - it's taken a long time to actually get to this point due to people being busy and pretty much everything (including the tilesets!) being hand drawn pixel by pixel.

Features I've put in over the last few days:
* Tate mode! - Yep, if you've got a swivel monitor you can rotate and scale that game area the way you'd like it.
* Hyper system to compliment scoring

There's a few performance optimisations to be taken care of before I can release this game - there are some parts that I'm just not entirely happy with, but that'll all be done before release.

As for scoring in the game, just thought I'd give you guys a little heads up as to how the game works.

You have a choice of 3 characters using the standard colours, Blue (shot focussed), Green (Laser Focussed), Red (Balanced)

Each character has the ability to fire a shot, or your standard laser. We had the standard 'hold A to fire beam' mechanic in there, however I made a decision over the last couple of days to strip that out in favour of a separate button for the laser. So the game plays with the following buttons:

A,B,C,D
A = Laser
B = Bomb/Hyper
C = Shot
D = Toggle fire mode

Here's where things get a little tricksy - toggling your fire mode will allow you to fire in a powered up state. Your laser becomes stronger and the way your shot behaves is drastically different.

Blue gets a wider spread
Green gets controllable left/right guns
Red is unique in that it fires a laser whilst being able to control the side guns and fire both simultaneously.

This is the part I want your guys feedback on:
In this alternate fire mode, each enemy you kill will release more bullets - however you fill your hyper meter at a quicker rate. Upon entering hyper, all bullets on screen are converted to gold. During hyper, the release of bullets continues. You can cancel out of hyper converting all on screen bullets to gold - however this consumes any hyper meter that you've gained while your hyper is active. This encourages players to endure the onslaught of bullets during hyper mode, so that they can re-enter a brand new fresh hyper state and convert all those generated bullets in to gold. A nice risk/reward mechanic.

Hyper does of course build faster while you're chaining.

Phew, that was a lot to type - hope it gives you a snippit of how much I'm trying to put in to this. I just hope it delivers! If not - well, your support and feedback will make sure that future patches and releases do hit the spot! :)

Cheers!
Steve
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by Sined »

Do you plan to release a new trailer soon ? Maybe interesting for a feedback...
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by emphatic »

Very much interested in this.
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by Alfred »

Hello, Loved the youtube video. keep up the great work guys. When is Chronoblast being released and will you add online scoreboards?.
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by n0rtygames »

Sorry, I should have mentioned - online scoreboards are DEFINATELY going in. They'll work in a peer to peer fashion meaning that your scores will be shared and distributed with whoever is online and playing at the time.

The youtube video is very dated and really just a WIP shot for a job interview a while back. It's looking a lot nicer now. I do hope to get a trailer to you guys soon but unfortunately the PC release is having some really unexpected problems, so I'll need a way to get video off the xbox! :)

At the moment I'm wrestling between finding the balance between gaining hyper at a sensible rate that neither makes the game too easy, or too difficult :(

Cheers,
Steve
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by Kollision »

holy shit this is looking great! :D
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by TSJ »

Been saving my last few points for Chronoblast. Looking great indeed!
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by DJ Incompetent »

!!!
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by Matskat »

n0rtygames wrote:Sorry, I should have mentioned - online scoreboards are DEFINATELY going in. They'll work in a peer to peer fashion meaning that your scores will be shared and distributed with whoever is online and playing at the time.

The youtube video is very dated and really just a WIP shot for a job interview a while back. It's looking a lot nicer now. I do hope to get a trailer to you guys soon but unfortunately the PC release is having some really unexpected problems, so I'll need a way to get video off the xbox! :)

At the moment I'm wrestling between finding the balance between gaining hyper at a sensible rate that neither makes the game too easy, or too difficult :(

Cheers,
Steve
SUPPORT THIS DUDE!

I stumbled upon Chronoblast on the YouTubes a while back and posted a comment.

Yesterday I got a nice personal email from Steve here...thanking ME for commenting.

NO! THANK YOU, SIR, FOR WORKING ON KICKASS GAMES!

Everybody should just make it a point to go and D\L this game when it releases. XBLI Games are cheapo...don't be stingy. BUY!

Support indie devs who you can actually reach out and talk to. They listen.

Keep it up...good to see this thread at the top of General Chat.
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by n0rtygames »

Matskat wrote: SUPPORT THIS DUDE!
Noooo! Don't do that! It means I actually have to put in proper work...

All joking aside though - the response I've had from various people today and in the past as a result of Sined blogging/posting on every shmup in eixstence has been a huge motivation to put whatever spare time I can in to this project. I really do appreciate the feedback and support on this. Means more than you may realise. :-)

You're absolutely right about XBLIG games being really cheap - I'm pretty sure this title is going to go for 80msp. The choices are 80msp ($1) or 240msp ($3) - Sadly there is no in between on XBLIG!

So, this game was designed at 1280x720p - which most of you will know is the standard resolution all XBLIG games should be designed for. This isn't a problem for me, I play Dodonpachi on a 1080p monitor which I place on end between my two speakers - results in a border along the top and bottom. Of course various helpful youtubers pointed out that I hadn't actually ever tested this game at a 4:3 resolution. There-in lies a potential problem. If you're running at a low resolution by default, even with my scaling viewport madness going on XNA will automatically letterbox the bloody game.

I'm close to fixing this, I've had the game running in 640x480 with my TV set to 4:3 over a SCART cable. I've fiddled with aspect ratios so that when you do rotate the game sideways - everything looks relatively normal. I will also be adding independant stretching of X/Y axis on top of this, so if any borders or oddities *do* appear you can patch those up to your own taste.

Testing at 480p over HDMI saw (purely visual guess) about 32px top and bottom on a rotated display which you should be able to patch. Now the only thing standing between this being playable on everyones custom setups, is stopping the damned thing from crashing when I change resolution. XBOX video drivers are a pain, but I figure I'll put in the time to get there.

While I don't expect this game to take itself as seriously as, or go toe to toe with the big boys like DDP in terms of quality/difficulty (It's a $1 game!) all this feedback definately adds to the final product, so please keep it coming!

Cheers,
Steve
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by Thjodbjorn »

Looking really promising! :)
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by emphatic »

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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by Deca »

Definitely interested in this one, I'll be keeping an eye on it.
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by PC Engine Fan X! »

Can't wait to try it out on a low-res 15kHz arcade monitor setup with the proper tate option + 640 x 480 screen setting by default. Looking good!

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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by n0rtygames »

PC Engine Fan X! wrote:Can't wait to try it out on a low-res 15kHz arcade monitor setup with the proper tate option + 640 x 480 screen setting by default. Looking good!

PC Engine Fan X! ^_~
I hold no responsibility for any damage caused to your retina...:0)

In all honesty, I've no idea how it's going to look on *proper* hardware so I'm very interested to find out. Since the game is designed for the xbox - the main target is 1280x720. The stuff I've been doing to cater for multiple resolutions is pretty abnormal. The checklist for getting a game past peer review is also pretty anal. We have to make sure that when the game starts up - no gameplay critical elements fall outside the safe area (Which is the outer 10% of the display)

So the process that actually occurs is: The entire game (including wallpaper and game viewport) is rendered at 1280x720 - we then effectively take a snapshot of that and resolve it to a backbuffer. This is then scaled to match whatever resolution the xbox is currently running at and redrawn to the screen. There's a bit of code in there that offers some assistance with aspect ratios and such, but it's not perfect. Also, for reasons of sanity - vsync is on.

Now I don't want to compare this game to DDP as we're just two dudes - me and a pixel artist - both modest enough to realise that we can't match the quality of a many-man strong team all paid a salary, but I'd hazard a reasonable guess that the overall visual quality (in terms of resolution and clarity) should be on par with the xbox release. If it isn't, please let me know upon release and I'll see what I can do for future titles and patches :-)

- Steve
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by BareKnuckleRoo »

n0rtygames wrote:Now I don't want to compare this game to DDP as we're just two dudes - me and a pixel artist
All that matters is gameplay, and really, judging by the attention to detail you've made in making videos outlining how the combat/scoring will work, it looks like it's a very competent DDP-DFK style shmup. Gameplay in the trailers looks better than Sine Mora did honestly, and easily looks like it'll be one of the best XBLIG shmups available if not one of the best XBLIG so long as it's not released with a plethora of game breaking bugs or something (not that I think that'll happen).

If ZUN can make something like the Touhou series incredibly popular alone I don't see why a couple guys can't get a very good indie game out there.
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by emphatic »

BareknuckleRoo wrote:easily looks like it'll be one of the best XBLIG shmups available if not one of the best XBLIG
^^this.
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by mice »

Have to join into the praising.
Put it up for playtest, pretty please... :D
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by n0rtygames »

mice wrote:Have to join into the praising.
Put it up for playtest, pretty please... :D
Drop me a mail to: steve at n0rtygames dot com

This also goes for anyone else on the forums who has an XNA subscription and can deploy .ccgame packages to their xboxes. After I've tidied up a few things, I'm sure I can be gently persuaded in to uploading a gamertag locked build somewhere for a specific set of users who would receive accreditation as testers in return...:-)

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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by n0rtygames »

Hey guys,

Bit of a progress report on this. The last couple of days has seen a few changes to the way Chronoblast renders things. Previously we were using tiles, we've adopted a new workflow that reduces the 108 draw calls to draw tiles on screen down to 1 or 2 draw calls at any time. So, there's a technical reason the background looks horrendous in these shots I'm about to show - they're exports straight from the level editor as opposed to the in game tilesets we had. We have a very talented artist who is going to be hand drawing the backdrops using our tiled levels as a template. These will look a lot prettier soon!

Now - on to the good stuff!

Since you guys asked for 4:3 support and I was already trying to tick the tate boxes - I did a little bit of investigation earlier in to how to best preserve the quality of the sprites so things dont look too much like you're drunk. As I've explained before, for reasons of rules and regulations we generally have to design games to fit in a 720p resolution - which unfortunately means trying to sell the game to the more casual gamer as opposed to the target audience.

First shot is a side by side comparison of the game running at its native 720px high resolution, alongside a 480x640 rendering of the game. (This shot is before I discovered the point clamping trick!)

http://www.chronoblast.com/images/aspect_test.png

This second shot shows the difference when the sampler state is changed on the final rendering pass of the game from Pointwrap, to Pointclamp.

http://www.chronoblast.com/images/clamping.png

I figured I'd post these up as some of the folk following are devs (some XNA devs too!) and with all the talk on the boards lately of people trying to put tate support in to their games, I thought I'd share my findings to a) get feedback and b) help any other devs maintain most of their graphical quality when scaling up or down.

4:30am.. time to stop devving and go to bed... :-(

Cheers!
Steve

edit:
P.S - Penguins will not be in the final build (unless for some bizarre reason, you guys like the penguins). I had been playing Muchi Muchi Pork that day and wanted to amuse myself. They're staying in until the release build though, for my own joy and amusement.
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by Moniker »

Dear god please keep the penguins.
The freaks are rising through the floor.
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by n0rtygames »

Also, before I forget.. any thoughts on loops in the game?

We're sure as hell going to have a TLB in there somewhere - I'm currently toying with how we handle accessing the second boss though. Not everyone will be able to no miss the game, or avoid using a certain number of bombs.

Would it utterly suck if at the end of the game, I gave the player the chance to gamble a 2x clear multiplier for a second loop with a 3x for reaching the TLB and 4x for clearing TLB?

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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by n0rtygames »

Moniker wrote:Dear god please keep the penguins.
Just for you, I'm going to add an entry on the options screen to choose between medals or penguins.
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by n0rtygames »

Another update - this time appealing to the puritans amongst you..

Re-enabled "expert" mode today with a few changes:-
* Expert mode has a bomb stock *and* hyper meter
* Like bomb mode, you generate points when overstocked (Think DDP max mode)
* You do not get a free bomb for 50% hyper meter, only a hyper
* You cannot fire both Laser + Shot simultaneously as you can in other modes
* Hyper meter fills faster when chain is kept above 20.
* There are no suicide bullets like Hard mode
* There is no shield during hyper in this mode, only a very brief period of invincibility upon activation. (Meaning no bullet cancelling hypers - only converting those currently on screen to points at the moment you activate)

General rules that remain unchanged:
* Blue ship has the strongest shot, weakest laser and largest bomb count - fastest of the ships
* Green ship has the strongest laser and a DDP heli style shot - slowest of the ships
* Red ship has somewhere in between both of the ships, with a reversed heli shot (you push right, side shot goes left)

Some of this might sound extremely familiar.

In addition, the game constantly runs at maximum rank (difficulty) but it is up to the player to increase their own personal rank which affects score tokens dropped by enemies, indicated by the token next to the players score.

Finally, this mode is a bit special - it cannot be selected by standard means and players must forcably enter this mode using a special input sequence from the character select screen. Since it's pretty much tailored towards the type of player that might visit this forum, I wanted to make it a little special...

edit: and I'm a sucker for the easter eggs and secrets you used to get in games back in the 90s... they need to be brought back!!

I'll post those input codes a bit later on..:-)

- Steve
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Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by BareKnuckleRoo »

n0rtygames wrote:Finally, this mode is a bit special - it cannot be selected by standard means and players must forcably enter this mode using a special input sequence from the character select screen.
Would you have to enter it every single time? I imagine that'd be a tad annoying since it's not like a cheat code for extra lives or something. Also, it might be wise to also make this mode unlockable via normal play (like 1ccing the 1st loop or something) just so that people who stumble upon the game without knowing about this forum still might have a chance at discovering it (or display the code in the game's credits when you 1cc, etc).

Secrets and stuff are cool, but I think there ought to be a way to reasonably discover them in-game without having to resort to visiting a specific website or buying a game guide, especially when they're fundamentally different game modes.
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