The Tale of ALLTYNEX (SITER SKAIN)
Re: The Tale of ALLTYNEX (SITER SKAIN)
Will the rest of the alltynex games make it onto steam? So far it only has Reflex.

Re: The Tale of ALLTYNEX (SITER SKAIN)
We got an English PDFrancor wrote:yep!
Doubt there will be an English version as the goals weren't met....?

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GenkiPatton
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Re: The Tale of ALLTYNEX (SITER SKAIN)
Just to clarify: YES, they're on the way!!! SITER SKAIN are heading up the Steamworks implementation for KAMUI & ALLTYNEX Second & those guys give Valve time a run for its money. We're following up with them now, but hoping to have the remaining two, plus the full set out in October. Fingers crossed!
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Homepage: http://www.nyu-media.com/
Facebook: http://www.facebook.com/NyuMediaLtd
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Re: The Tale of ALLTYNEX (SITER SKAIN)
Which is why I pulled my funding on the kickstarter. Too bad they never went ahead with a physical book.rtw wrote:We got an English PDFrancor wrote:yep!
Doubt there will be an English version as the goals weren't met....?
Re: The Tale of ALLTYNEX (SITER SKAIN)
Very happy with the games, appreciate the translation, know what the description is (I knew what I was getting)... so please understand this is more a (taste/artistc) criticism than a complaint:
But interior of the book/pdf feels disappointing for being 100% bw... really could have done with at least broken up with some color presentations if not a full colour mix ... especially in pdf (even if the prints have to be greyscale) ...
But interior of the book/pdf feels disappointing for being 100% bw... really could have done with at least broken up with some color presentations if not a full colour mix ... especially in pdf (even if the prints have to be greyscale) ...
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GenkiPatton
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Re: The Tale of ALLTYNEX (SITER SKAIN)
Absolutely agree. Unfortunately, the source material was in Japanese, so we couldn't provide in color.gray117 wrote:But interior of the book/pdf feels disappointing for being 100% bw...
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Homepage: http://www.nyu-media.com/
Facebook: http://www.facebook.com/NyuMediaLtd
Twitter: https://twitter.com/nyumedia
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Homepage: http://www.nyu-media.com/
Facebook: http://www.facebook.com/NyuMediaLtd
Twitter: https://twitter.com/nyumedia
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Re: The Tale of ALLTYNEX (SITER SKAIN)
Kamui & Alltynex 2nd release on Dec 11th
http://store.steampowered.com/app/28382 ... soon_150_1
http://store.steampowered.com/app/28384 ... soon_150_1
http://store.steampowered.com/app/28382 ... soon_150_1
http://store.steampowered.com/app/28384 ... soon_150_1
Re: The Tale of ALLTYNEX (SITER SKAIN)
If someone got kamui from groupees build a doujin 2 bundle you can find steam key in your profile already, but you can't play it until release.
Re: The Tale of ALLTYNEX (SITER SKAIN)
Tried out tate mode in Kamui for the first time. I think fullscreen tate behaves a bit weird. Windowed tate looks fine, but fullscreen tate squishes the gameplay screen. It looks like when you stretch a 3:4 game to 'fill the screen' on a non-rotated 4:3 display, but rotated as well so it looks even wonkier and uses even less of the screen. All of the tate screenshots on Steam are squished as well, so it definitely not just me.
Typos caused by cat on keyboard.
Re: The Tale of ALLTYNEX (SITER SKAIN)
Having control issues with ALLTYNEX Second (Steam version). When using the keyboard, up + down and left + right both register as up when pressed together, instead of neutral. This was not occurring when I last played the game a few days ago.

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Mischief Maker
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Re: The Tale of ALLTYNEX (SITER SKAIN)
That's not the TATE option, its the 16:9 aspect ratio button. Uncheck that and you'll be back to normal.Jeneki wrote:Tried out tate mode in Kamui for the first time. I think fullscreen tate behaves a bit weird. Windowed tate looks fine, but fullscreen tate squishes the gameplay screen. It looks like when you stretch a 3:4 game to 'fill the screen' on a non-rotated 4:3 display, but rotated as well so it looks even wonkier and uses even less of the screen. All of the tate screenshots on Steam are squished as well, so it definitely not just me.
Two working class dudes, one black one white, just baked a tray of ten cookies together.
An oligarch walks in and grabs nine cookies for himself.
Then he says to the white dude "Watch out for that black dude, he wants a piece of your cookie!"
An oligarch walks in and grabs nine cookies for himself.
Then he says to the white dude "Watch out for that black dude, he wants a piece of your cookie!"
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Squire Grooktook
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Re: The Tale of ALLTYNEX (SITER SKAIN)
I didn't like these games at first, but I've put some more time into Kamui, and I have considerably warmed up to it. Here's some thoughts on it off the top of my head:
+ I like the dodging. Hitbox feels just right: Small enough so you can gracefully graze past really close calls but big enough to encourage you to keep moving rather than just micro dodging dense patterns like every Ikeda inspired shmup ever. Enemies also have a nice CRS68K/Rayforce style habit of coming at you from odd angles and chasing you all around, forcing you to move a ton.
+I'm not getting the sense of "destruction" that they kept going on about in interviews, but the games does feel "chaotic". An easy result of dense patterns + bullet cancelling + crazy enemy movement + Rayforce multilayer multitasking.
+ Brilliant use of Taito bendy lasers. Better than most actual Taito games on Menace difficulty.
+ Nice to play a shmup with a larger moveset than normal.
+ Last 3 boss battles are truly excellent.
-I wish the regular shot was more powerful. I understand that you're probably meant to use it against swarms of popcorns only, but it does such pitiful damage even at point blank that I can't help but wish it had more utility. Which brings me to next point...
-Subtle complaint, but I think the game doesn't encourage you to get up close and personal enough. The enemies might chase you around the screen, but there's little reason to actually take the fight to them. Especially prominent in boss fights I think because you need to be in position to cancel bullets more. More emphasis on point blanking might have made things a bit more varied I think.
-You pretty much must play for score to see the appeal of early game. The first 3 bosses are pretty much defined entirely by cancelling their bullets if you're not playing for score. If you do play for score, they become a lot more interesting since you have to use all your tools and exploit all their patterns, but I still don't think survival play should be so throway.
-Really, really, really don't like the armor/shield system. I know the game is balanced around it, and you will need all those shield points until you really learn the game, but I still really dislike the system because I feel it takes the tension out of early game or any time that you're playing well. If you're playing well or early, than no matter how bad you do, you essentially know death is still a stage or so away because you just have too many resources to die immediately. Like I said, takes the tension out of a lot of situations IMO.
Overall I like it a lot now. Not as good as some of the classics, but it's a nice change of pace and still an excellent game.
+ I like the dodging. Hitbox feels just right: Small enough so you can gracefully graze past really close calls but big enough to encourage you to keep moving rather than just micro dodging dense patterns like every Ikeda inspired shmup ever. Enemies also have a nice CRS68K/Rayforce style habit of coming at you from odd angles and chasing you all around, forcing you to move a ton.
+I'm not getting the sense of "destruction" that they kept going on about in interviews, but the games does feel "chaotic". An easy result of dense patterns + bullet cancelling + crazy enemy movement + Rayforce multilayer multitasking.
+ Brilliant use of Taito bendy lasers. Better than most actual Taito games on Menace difficulty.
+ Nice to play a shmup with a larger moveset than normal.
+ Last 3 boss battles are truly excellent.
-I wish the regular shot was more powerful. I understand that you're probably meant to use it against swarms of popcorns only, but it does such pitiful damage even at point blank that I can't help but wish it had more utility. Which brings me to next point...
-Subtle complaint, but I think the game doesn't encourage you to get up close and personal enough. The enemies might chase you around the screen, but there's little reason to actually take the fight to them. Especially prominent in boss fights I think because you need to be in position to cancel bullets more. More emphasis on point blanking might have made things a bit more varied I think.
-You pretty much must play for score to see the appeal of early game. The first 3 bosses are pretty much defined entirely by cancelling their bullets if you're not playing for score. If you do play for score, they become a lot more interesting since you have to use all your tools and exploit all their patterns, but I still don't think survival play should be so throway.
-Really, really, really don't like the armor/shield system. I know the game is balanced around it, and you will need all those shield points until you really learn the game, but I still really dislike the system because I feel it takes the tension out of early game or any time that you're playing well. If you're playing well or early, than no matter how bad you do, you essentially know death is still a stage or so away because you just have too many resources to die immediately. Like I said, takes the tension out of a lot of situations IMO.
Overall I like it a lot now. Not as good as some of the classics, but it's a nice change of pace and still an excellent game.
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Re: The Tale of ALLTYNEX (SITER SKAIN)
Has Kamui been updated from ver1.12? I ask because every time I go to buy the game, I get put off by aspect ratio problems in Nyu Media’s ver1.12en demo – tate modes in particular. I thought the Japanese release might avoid the problems, but it looks like it has been updated to ver1.12 as well, according to this thread.
Basically, I think whoever was responsible for the tate update was using a 4:5/5:4 monitor with no aspect ratio control, either by the GPU or the monitor. I say this because the original base in-game resolution (using the ver1.06 demo at Siter Skain’s site as a reference) was 240x240; this doubled nicely to 480x480, which in turn fit well into a 640x480 frame. However, in the ver1.12en demo, the 640x480 and 480x640 frame in-game resolutions are 512x480 and 480x512 respectively – resolutions that end up being exactly square when stretched to full screen on a 5:4 or 4:5 monitor, as applicable. But on a proper 4:3 or 3:4 monitor, the moon/planet during the opening is stretched horizontally or vertically. 320x240 and 240x320 frames exhibit the same behavior.
Strangely, the 800x600 (no zoom) and 400x300 frames are within a few pixel rows of what’s expected. However, the 600x800 and 300x400 frames suffer the same vertically stretched problem as the other tate modes. Using the ver1.06 demo as a reference once more, it would have been a simple matter to take the 800x600 frame’s in-game resolution of 480x544 and slap it into a 480x640 frame, for pure pixel-doubled goodness. Scaling could have still been offered in the 600x800 frame, but with the same 480x544 as a starting point.
Basically, I think whoever was responsible for the tate update was using a 4:5/5:4 monitor with no aspect ratio control, either by the GPU or the monitor. I say this because the original base in-game resolution (using the ver1.06 demo at Siter Skain’s site as a reference) was 240x240; this doubled nicely to 480x480, which in turn fit well into a 640x480 frame. However, in the ver1.12en demo, the 640x480 and 480x640 frame in-game resolutions are 512x480 and 480x512 respectively – resolutions that end up being exactly square when stretched to full screen on a 5:4 or 4:5 monitor, as applicable. But on a proper 4:3 or 3:4 monitor, the moon/planet during the opening is stretched horizontally or vertically. 320x240 and 240x320 frames exhibit the same behavior.
Strangely, the 800x600 (no zoom) and 400x300 frames are within a few pixel rows of what’s expected. However, the 600x800 and 300x400 frames suffer the same vertically stretched problem as the other tate modes. Using the ver1.06 demo as a reference once more, it would have been a simple matter to take the 800x600 frame’s in-game resolution of 480x544 and slap it into a 480x640 frame, for pure pixel-doubled goodness. Scaling could have still been offered in the 600x800 frame, but with the same 480x544 as a starting point.