Teslapunk - (Wii U & Xbox One)

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Edge
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Teslapunk - (Wii U & Xbox One)

Post by Edge »

I will use this thread to post updates on the development process of Teslapunk on this site. We are currently working on an improved Wii U version. Feel free to comment or leave some feedback while you are here. :)

UPDATE:
Teslapunk is about to release for Wii-U and Xbox One.

Enjoy our latest trailer: https://vimeo.com/126137486

I hope you like it. :)


The premium version of Teslapunk is already released for the following systems. Currently with 4 levels and rebalanced gameplay, game pad support. Buyers of the early version will get the upcoming 2 new levels as a free update.

-OUYA: https://www.ouya.tv/game/Teslapunk/
-Teslapunk XT (WP): http://www.windowsphone.com/en-us/store ... 104f715dbe


Free versions of Teslapunk: (3 levels, free2play business model)

-iOS: https://itunes.apple.com/us/app/teslapunk/id639646009
-Android: https://play.google.com/store/apps/deta ... tagerevolt
-Windows Phone: http://www.windowsphone.com/en-us/store ... 00bd5d8eec

For more info you can also follow us on Facebook: https://www.facebook.com/pages/KlutzGam ... 1017033570
Last edited by Edge on Sun May 17, 2015 4:07 pm, edited 2 times in total.
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Edge
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Re: Teslapunk - Wii U version

Post by Edge »

Here is some video footage of the New Spread Shot:

http://www.youtube.com/watch?v=7jY0wcfW5X0
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Re: Teslapunk - Wii U version

Post by n0rtygames »

Looks cool, though the number of Ouya owners here are in the minority. It's mostly just dev enthusiasts.

Considered releasing on other platforms? (Thinking PC)
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Re: Teslapunk - Wii U version

Post by mice »

Wii U, that's like really cool.
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Re: Teslapunk - Wii U version

Post by n0rtygames »

Yah. Nintendo are handing out dev licenses like candy these days. I've got one, Flump's got one.... You can basically get accepted then get the kit for free. If you return it in a certain period - no charge, otherwise you're talking about 4 figure sums for a devkit.

Might be worth you signing up just so it's an option though - you can develop using the sdk and then order the devkit itself later when you're ready to actually optimize for the device itself :)
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Edge
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Re: Teslapunk - Wii U version

Post by Edge »

Yeah, we are also pretty excited about the Wii U release. Also I am glad that Nintendo is more indie friendly now. I expect this to lead to more good indie titles on their system, which I hope is a good thing for us too.

About the PC release: We are also considering to port the game to different systems and consoles, including a possible PC release in the future. But at the moment this are just ideas bouncing around.
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Re: Teslapunk - Wii U version

Post by Cagar »

Looks way better than the iOS version.
Just a question: have you tried playing the game without limiting the multiplier to x999?
You should try it, i think
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Re: Teslapunk - Wii U version

Post by Edge »

Cagar wrote:Looks way better than the iOS version.
Just a question: have you tried playing the game without limiting the multiplier to x999?
You should try it, i think
Thanks. :D

Hmm... increasing the max multiplier is an interesting idea.
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Re: Teslapunk - Wii U version

Post by Cagar »

Edge wrote:
Cagar wrote:Looks way better than the iOS version.
Just a question: have you tried playing the game without limiting the multiplier to x999?
You should try it, i think
Thanks. :D

Hmm... increasing the max multiplier is an interesting idea.
If you don't end up increasing the max multiplier, I suggest to try making the multiplier go down faster. From what I've played and seen, the scoring could feel more hectic when you're not continiously at around maxed out multiplier
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Re: Teslapunk - Wii U version

Post by Edge »

At the moment getting the new content for the new levels done. Here is a screenshot of the rank implementation:

Image



@Cagar:
Yeah, I want to go through the scoring and difficulty scaling one more time, after I finish the stages. There is quite some other stuff that I'd like to rebalance. Especially since the game changed quite a bit, since it's original debut in the mobile version. Definitely want to try a higher max multiplier. Also thinking of making the bullet cancel more expensive, so it consumes more voltage energy and change the difficulty scaling. But I probably won't increase the multiplier decrease rate. Because when that decrease is too fast the frequency of using the bullet cancel becomes more important than the amount of canceled bullets. Which is not what I want to go for, I want to reward the player for big cancels.
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Re: Teslapunk - Wii U version

Post by n0rtygames »

Someones been using progear screenshots for reference too I see.... *whistles*

Looks nice and gritty dude
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Re: Teslapunk - Wii U version

Post by Edge »

n0rtygames wrote:Someones been using progear screenshots for reference too I see.... *whistles*
I have to admit I am not sure what exactly you mean with the Progear reference. :P

Is it the bullet pattern from the green UFO? Which is indeed inspired by Cave games in general. I was actually more thinking of Mushihimesama Futari (I haven't played Progear for ages). Though it might be that I redone something from Progear without even being self-aware of it's origin.
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Re: Teslapunk - Wii U version

Post by n0rtygames »

Progear and if I recall Akai Katana tend to actually have bullets that look like little missiles and bullets if I'm not mistaken. Also the case in Muchi Muchi Pork. While making my game I used these as a reference to knock up some quick placeholder graphics before I came to do an art pass and start replacing them with a look I wanted

Image

Like so :) See?
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Re: Teslapunk - Wii U version

Post by Edge »

Ah, ok. Now I got what you meant. :)
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Re: Teslapunk - Wii U version

Post by BPzeBanshee »

It's a Yagawa thing for sure, started with Battle Garegga (and possibly Gun Frontier?) and went onto most of Yagawa's Cave titles, with better-still bullets in all-star efforts like Akai Katana.
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Re: Teslapunk - Wii U version

Post by ptoing »

BPzeBanshee wrote:It's a Yagawa thing for sure, started with Battle Garegga (and possibly Gun Frontier?) and went onto most of Yagawa's Cave titles, with better-still bullets in all-star efforts like Akai Katana.
Hm? Akai Katana has relatively conventional bullets as far as Cave goes, no? There are some that look like actual projectiles, but nothing as crazy as the long bullets in Ibara for example. Also, I wonder how the hitboxes for those long bullets are handled. Do they have multiple hitboxes? Anyone know?
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Re: Teslapunk - Wii U version

Post by BPzeBanshee »

Some of the bullets in Akai Katana are pretty conventional but if you pay close attention there are bullet-shaped ones involved. The artists clearly didn't want "invisible, dark" bullets though so they look as bright as the rest of them. By "better still" I meant to say consistent - the more odd hallmarks of Yagawa bullets like extremely long size and multiple hitboxes are nulled.

Ibara's long bullets have two hitboxes in diamond shape form, one at the tip and rear. I saw a picture showing it once but wouldn't even know where to start finding the picture for the life of me. Perhaps KAI knows, or you can find it in Ibara Special Ver. somehow.
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Re: Teslapunk - Wii U version

Post by ptoing »

I see. The 2 hitbox thing is pretty weird in a way, because that means you can probably pass through a bullet, if you know what you are doing. I guess in a scenario like that ideally you would use a line for collision instead of 2 dots. Tho that is more complex math, no problem for modern PCs but dunno about the hardware Cave used, what with already having slowdown a lot in places.
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Re: Teslapunk - Wii U version

Post by Edge »

ptoing wrote:I see. The 2 hitbox thing is pretty weird in a way, because that means you can probably pass through a bullet, if you know what you are doing.
Nah, you could place the hitboxes, so that they are overlapping. So it won't be possible to squeeze through. Theoretically at least. We have also just one hitbox per bullet so far. But it's actually something that's bugging me for while with pin-type bullets.
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Re: Teslapunk - Wii U version

Post by BPzeBanshee »

From what I remember there was actually a small gap in Ibara's two-hitbox missiles, but it just isn't feasible to move through it due to the size of your own hitbox versus the sheer speed of those things.
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Re: Teslapunk - Wii U version

Post by ptoing »

Yeah, that is true. I wonder, are the hitboxes in YGW games also only 1 pixel? In some Cave games it sometimes seems to happen that bullets pass through you occasionally, probably due to them being quite fast, tiny 1 pixel hitbox, as well as only being active every other frame. Does not happen a lot, but sometimes in stuff like Mushihimesama Original where stuff gets pretty fast I get the feeling like I should have died, when I did not.
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Re: Teslapunk - Wii U version

Post by trap15 »

No they are not. They're not huge like old STG, but they're not microscopic or anything. Just a bit smaller than the ship/bullets
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Re: Teslapunk - Wii U version

Post by ciox »

ptoing wrote:Yeah, that is true. I wonder, are the hitboxes in YGW games also only 1 pixel? In some Cave games it sometimes seems to happen that bullets pass through you occasionally, probably due to them being quite fast, tiny 1 pixel hitbox, as well as only being active every other frame. Does not happen a lot, but sometimes in stuff like Mushihimesama Original where stuff gets pretty fast I get the feeling like I should have died, when I did not.
In the 90s Yagawa games the hitbox has a decent amount of pixels, along with some specifics like being taller than thin (this is in a lot of games including Cave's) and sometimes even smaller if you're moving left or right which is strange.
The problem with Cave games (some of them) for me is that some bullets are made huge in order to read better even though they share the same 1x1 hitbox as normal bullets, that usually just confuses me a lot, and possibly something even bigger is that collision is only checked once every 2 frames for performance, I always thought top players abuse this sometimes by deliberately moving into a fast bullet that's coming towards them and hoping to get to the other side with the safety of that "off frame".
Read about Cave bullets here: http://shmups.system11.org/viewtopic.ph ... 04#p648604

Also found the PS hitbox pic somehow, big boxes that don't rotate
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Re: Teslapunk - Wii U version

Post by Edge »

Here is a preview of our new menu screen:

Image
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Re: Teslapunk - Wii U version

Post by Rozyrg »

Looks awesome! :)

Only hard part will be choosing between OUYA and Wii U. Love them both for buying indie stuff.
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Re: Teslapunk - Wii U version

Post by Edge »

Thank you, Rozyrg. :)
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Re: Teslapunk - Wii U version

Post by Enemy »

Rozyrg wrote:Looks awesome! :)

Only hard part will be choosing between OUYA and Wii U. Love them both for buying indie stuff.

no it isnt, wii u all the way !!!! :)
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Re: Teslapunk - Wii U version

Post by ptoing »

Graphic design nitpick: The kerning of that menu font is a bit iffy in places. Also the first letters of each word being slightly higher up than everything else (at the baseline) is weird.

The logo is also a bit weird as far as kerning goes Tes lapunk.
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Re: Teslapunk - Wii U version

Post by Lord Satori »

This game makes me hard.
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.
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Re: Teslapunk - Wii U version

Post by Edge »

ptoing wrote:Graphic design nitpick: The kerning of that menu font is a bit iffy in places. Also the first letters of each word being slightly higher up than everything else (at the baseline) is weird.

The logo is also a bit weird as far as kerning goes Tes lapunk.
Thanks for the feedback and good eye on those findings. :)
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