New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by ptoing »

Haha, yeah, just checked. It is actually just 5 pixels it should be moved to the right. But to be fair, even in the Japanese version the logo is off by 1 pixel :lol: [/anal]
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by chempop »

A new shmup on DC guys, by our very own Rozyrg, go support!

So the yoko-tate modes are glitched, unfortunate but I'm guessing most of us will just play it in Tate anyway (which works fine).

The game is really growing on me. Collecting the bomb fragment, multiplier medals, and grown medals makes for, well, lots of collecting things :D At first I was disappointed that there were no powerups, weapon/ship selection, but maybe it doesn't need any of that.

The graphics, music, and gameplay is TIGHT. Stages are action packed like a cave game, they don't drag on like some of Toaplan's. All the medal collecting and bomba-ing is similar to Raizing in a way.

I guess my only complaint with the game itself is that some of the mid-boss and bosses aren't exactly balanced according to stage. For example, I'm tempted to say that the stage 2 midboss is more difficult than the stage 5 boss... :?

Anyone else have impressions yet?
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by eckart »

Just order a vga cable for my dreamcast to play it on full tate mode on a naomi cab.
Now i play in yoko-tate on an astro.

Yes, the game is great. I got a good run with 5 mil or so.
The second endboss is not too difficult if you stay in the middle and dodge with speed from left to right.
+ a view bombs.

Thanks Rozyrg!
This is that kind of game witch you allways want to play once more.:)
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by chempop »

Yeah, I pretend the safespots don't exists :roll:

:mrgreen:
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by spadgy »

chempop wrote:It's starting to sound like the issues/glitches are coming up for the people using custom setups (controller adapters, padhacks for cabs, etc).

I've been playing a solid hour via s-video w/stock DC pads and none of the disk errors are happening. I think I nede to do some further testing before i make a conclusion.. I really hope I can get this running smoothly in my cab.
I've certainly had no problems playing tate with a CRT, official DC stick and first-party cables.

And then I took my copy to play with friends; HDTV, and I'm sure we were using Vertical.S, filter-off, rescaled, through VGA. And the crashing happened on the first credit. JDE, if you're reading this, can you remember; were we playing in Vertical.S mode?

I fear that mode is botched. Which is a shame. As much as I'm a tate-loyalist, if you release a vert for home consoles, a mode for decent sized display on a hori screen has to be the setting the developer irons the most kinks out of, surely?
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by eckart »

Had this freeze also in normal tate mode with an original dreamcast pad.
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by spadgy »

eckart wrote:Had this freeze also in normal tate mode with an original dreamcast pad.
So an absolute freeze that means a restart? Oh dear. In normal tate mode I've had nothing but the small pause as a level boss arrives.
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by eckart »

hi spadgy,
yes it was in normal tate a full freeze. Had to restart.
All in all it was maybe 6 freezes/ reboot from +- 200 credits.
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by spadgy »

Ow! 6/200 might not sound like much, but that's still too high a chance a high scoring run could suddenly end unfairly.

By the way, if you've played 200 credits, you must have a submission for the Neo XYX high-score board, right? :wink:

And the rest of you! Submit your scores!
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by MagicT »

eckart wrote:hi spadgy,
yes it was in normal tate a full freeze. Had to restart.
All in all it was maybe 6 freezes/ reboot from +- 200 credits.
You are using AV or RGB cabel or VGA box?

I have often freeze the game :/
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by emphatic »

What are the different screen modes exactly? I just used Arcade and never looked back...
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by eckart »

Spadgy, yes of course, i send my last score.:)

MagicT, i use a normal RGB cabel.
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by MagicT »

I tested a few round the DC version...

Freeze only "vertical.s" screen mode!

I play 2 hours "arcade" screen mode with RGB cable and Saturn pad with adapter - so never freeze the game! :)

---
Nice game :) 1CC coming ;)
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by antares »

I've also only used "Arcade" setting with RGB cable and never experienced any freezes.
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by LordHypnos »

I got this game, and it's pretty awesome, but I haven't really gotten a chance to give it proper attention because I still have some improvement I can make in Mars Matrix, I think (not so much in terms of score, but survival), so I haven't played Neo XYX for quite long enough yet to really get the hang of the controls (not that they're complicated) or the hitbox.

I haven't experienced any crashing yet, even playing with my saturn pad (Total Control 3 adapter), but I also haven't gotten that far... I'm playing in TATE mode, btw.
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by chempop »

Got to the last stage, why is the stage 5 boss the easiest one in the game?

Plasmo.... :?
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by ptoing »

Don't blame Plasmo. From what he told me THE did not take on most of the suggestions Plasmo made, unless it was really gamebreaking stuff.
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by BPzeBanshee »

ptoing wrote:Don't blame Plasmo. From what he told me THE did not take on most of the suggestions Plasmo made, unless it was really gamebreaking stuff.
Incredibly stupid if true. The point of having experienced beta testers is to actually listen to the feedback!
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by trap15 »

"Incredibly stupid" basically describes THE anyways, so... :arrow:
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by Plasmo »

Since I was involved during a phase where only the flash memory could be changed there wasn't too much THE could do I guess. The unbalanced difficulty was indeed one of the biggest problems we have talked about.
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by trap15 »

Dunno what they told you, but I'm pretty sure their NG carts can have their code updated via USB cable.
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by antron »

this may have been mentioned, but the diagonal movement speed appears to be the full vertical and lateral speeds at once, so 1.4 times either alone. (playing DC version in arcade mode)

or is it even faster? it seems weird.

Is this common? or do most games limit the diagonal speed to whatever the lateral/vertical is? I never thought about it until now.
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by ptoing »

I think that most modern shmups compensate this and keep the speed equal across all directions.
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by trap15 »

Even games as old as 1989 normalize movement vectors... Ugh...
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by LordHypnos »

I was just reading about diagonal movement in shmups the other day.
Here's the page: http://shmuptheory.blogspot.com/2010/01 ... d-you.html
It's under "faster than fast"
I, of course, don't know if this guy is right. Maybe they lower it a bit, but keep it faster than right-left-up-down movement, or something. Maybe Neo XYX has increased speed for some stupid reason, or maybe it's just that Neo XYX has such a fast default movement speed that it seems even more too fast
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by spadgy »

antron wrote:this may have been mentioned, but the diagonal movement speed appears to be the full vertical and lateral speeds at once, so 1.4 times either alone. (playing DC version in arcade mode)

or is it even faster? it seems weird.

Is this common? or do most games limit the diagonal speed to whatever the lateral/vertical is? I never thought about it until now.
Ah. That might explain why, to me, it feels rather jittery.
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by emphatic »

"Not homebrew" my ass.
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by ptoing »

What I find pretty horrible as well, as far as the feels department goes, is how the horizontal scrolling is handled.
There is a deadzone before the screen starts moving. This imo should never be the case in a shmup. If the playfield is bigger than the screen the screen should always move as the player moves until they hit the side of the screen.
Like almost every shmup since ages ago does it.

I have a theory about why it is in Neo XYX how it is. Last Hope and Fast Striker do not have a higher/wider playfield than what you see. And then they made Gunlord, where this kinda deadzone scrolling makes sense. But then I think THE just took the scrolling code from that. Just a wild guess. I think it was even pointed out to him by people on here when the first trailer was posted. Oh well...
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by Ed Oscuro »

trap15 wrote:Even games as old as 1989 normalize movement vectors... Ugh...
"No, not like Quake" as the old Shmups Forum member's sig says. :mrgreen:
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Re: New NEOGEO / Dreamcast game: "NEO XYX" NG: DEV.TEAM 2013

Post by trap15 »

Actually, I was watching Flying Shark just now and that has it. That's fucking 1987. I'm pretty sure even Tiger Heli had normalized movement vectors and that's 1985.

No excuses.
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