DUX for Dreamcast

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heavymetalme
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Post by heavymetalme »

or in the case of DUX, using the same shiny texture for every object, which just screams low budget.
In a traditional sense, this game doesn't use any textures. And that's part of it's style.

See also, http://en.wikipedia.org/wiki/Abstraction
Well played.
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Post by Zhoul »

undamned wrote:
RHE wrote:you can score with absorbing enemey bullets and eliminating enemies in a certain manner etc.
or in the case of DUX, using the same shiny texture for every object, which just screams euro-shmup.
Fixed.

-ud
Thanks for the fix. Up until now I wasn't aware that euro-shmup was the new technical term for low budget.
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Post by RHE »

Zhoul wrote:Thanks for the fix. Up until now I wasn't aware that euro-shmup was the new technical term for low budget.
Did you register this board to say thing like that?

On a side note, alls posters are gone. The game is of course still open for pre-ordering.
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Post by Zhoul »

undamned wrote:
bcass wrote:I think people use the term euroshmup as a sort of insult around here, but given that a handfull of euroshmups are actually quite good (with a couple being quite excellent), I don't think it's especially fair to use it in that way.
I meant it in the way of pre-rendered shiny 3D objects I've seen in some far from great games.
-ud
It's not that pre-rendered graphics bother me so much, but in this particular game, the pre-rendered graphics look like they were made by a first semester 3D graphics student.

Of course, there's nothing wrong with that. In fact, if this is a first time gaming project, consider me very impressed, but it just doesn't seem like a game worthy of a $30 price tag.

However, it's a Dreamcast shmup -- a shmup released for the not-yet-dead underdog system -- which means there's a certain level of gawking that will go on prior to it's release, so it wouldn't matter if it were $30 or $50 -- the people here will buy it regardless.
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Post by RHE »

Zhoul wrote:but in this particular game, the pre-rendered graphics look like they were made by a first semester 3D graphics student.
So show me some stuff. Personally I always were harldy impressed by any common graphic students regardless of there degree.
However, it's a Dreamcast shmup - the people here will buy it regardless.
It's not easy like that. :?
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Post by Zhoul »

It's not easy like that.
Well, I'm talking about the collectors here who will buy anything for the Dreamcast. It is, after all, a much cherished system.

Out of curiosity, what made you choose the Dreamcast as the platform? Ease of development? Love for the system? Considering that there are over 100 million PS2's around the world, you'd probably sell more on that system.
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Post by RHE »

Zhoul wrote:but it just doesn't seem like a game worthy of a $30 price tag.
When speaking about pricing you should understand that DUX asks 20 EUR. If the US currency wouldn't be so weak as it is, this would make 20 USD. Also, a game is always worth as much fun it is, which is a matter of taste.
Well, I'm talking about the collectors here who will buy anything for the Dreamcast. It is, after all, a much cherished system.
Collectors have more interest in LEs but there's none of this game. Anyway, collectors are a story for itself, and that doesn't have anything to do with the quality of this game or it's pricing.
Out of curiosity, what made you choose the Dreamcast as the platform? Ease of development? Love for the system? Considering that there are over 100 million PS2's around the world, you'd probably sell more on that system.
All of this. But how does this matter? Do you feel offended that this game is for Dreamcast and not PS2?
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Post by ubersaurus »

I'm sold already.
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Post by RHE »

ubersaurus wrote:I'm sold already.
Correction, it is easy like that. :wink:
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Post by Zhoul »

RHE wrote:All of this. But how does this matter? Do you feel offended that this game is for Dreamcast and not PS2?
I'm also assuming that the up-front costs would be a bit steeper for the PS2 than the DC as well, which could be a problem for some.

Good luck with your game.
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Post by iatneH »

Furthermore, it is not a trivial matter to release an unlicensed game for PS2 and expect it to play on non-modded systems. The number of Dreamcasts could well be greater than the number of modded PS2s, and the number of people with Dreamcasts who care about a game like this could still be even greater than the number of people with modded PS2s who care.
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Post by Turrican »

Why not doing something for PSN or XBLA? Stardust turned out excellent. Just a suggestion eh...
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Post by the2bears »

Turrican wrote:Why not doing something for PSN or XBLA? Stardust turned out excellent. Just a suggestion eh...
The expense involved? The time and cost to get approval, the revenue sharing scheme...

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Nate
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Post by Nate »

RHE:
In a traditional sense, this game doesn't use any textures. And that's part of it's style.
Yeah, and I like the style. It's way out in left field with the ship colors, and the shapes of enemies and their crazy "sheen". Way different. I respect the very deliberate minimalist approach with the graphics. Many here will look at graphics first. If it's not as groundbreaking as Ikaruga, then you'll get stones tossed at you right off the bat. Then you'll get the "low budget" term thrown at you. Hey, budget means crap if you have a considerable degree of originality. For some reason "Patapon" comes to mind.

The play mechanic also looks nice and "real time". Not too rigid, not too loose. I hope you guys have fun w/ creating the rest of this game - hey, why are you even reading this? You should be working on it right now! :)
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Post by stoka »

preordered!
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Post by Shatterhand »

The number of Dreamcasts could well be greater than the number of modded PS2s
You should visit my country someday...... :)
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Post by Neon »

I'd shell out for some Kenta Cho ports. If you've got programming talents, consider porting these to Dreamcast
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Gameplay vids on YouTube

Post by OneEyedJack »

http://www.youtube.com/watch?v=RFRkMtFNf1Y

I found a link from Insert Credit that shows some first level action.
-Jon in Canada
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Post by RHE »

OneEyedJack wrote:I found a link from Insert Credit that shows some first level action.
And I found this on NTSC-UK.

Can someone explain to me what these people talking about?
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Post by P_HAT »

Sorry, but they talking about truth...
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Post by 320x240 »

RHE wrote:Can someone explain to me what these people talking about?
They are just ganging up trying to act cool. Notice how noone is actually trying to argue just why they think the game is bad - no comments on the actual gameplay and no effort to understand the design choices. I guess this is where the big gaming magazines get their reviewers.
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Post by RHE »

Alright, then there's nothing to put into my improvement considerations from that linked thread.
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Post by Udderdude »

Ok, I watched the lvl 1 video and honestly it looks .. amateur at best. The enemy placement seemed random and uninspired, almost Zanac-like. The giant boxes floating around made me boggle .. why are they there? It doesn't even make the game more interesting. There were no larger enemies either.

The explosions looked like a poof that dissapears halfway. The giant charge shot just looks ridiculous, it comes out of nowhere with no effects or animation. I am really not a big fan of the art style either, it looks like everything is made out of iMac candy plastic.

At least it doesn't look like it plays like Last Hope. That one was close to making me toss the CD into a blender, and that was after playing it for all of 30 minutes. Pure unadulterated frustration.
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Post by Plasmo »

Lol it looks like I'm going to be the only one playing and loving this game once again.
Why do I always like all the games noone else likes?
I call it Last Hope syndrome and apparently there's no hope for me. :P
Last edited by Plasmo on Sat May 10, 2008 3:30 pm, edited 2 times in total.
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Post by RHE »

There's not much to put into my improvement considerations from the posting aboves Plasmos either. :)
Udderdude wrote:Ok, I watched the lvl 1 video and honestly it looks .. amateur at best.
Normally at the development state this stage is shown, every game looks amateurish. Not even in professional game development. RSG didn't look much better and Ikaruga as well. You should know this.
The enemy placement seemed random and uninspired, almost Zanac-like.
Maybe it seems to be the way to you, but it's not the case. The enemies has yet to be improved though.
The giant boxes floating around made me boggle .. why are they there? It doesn't even make the game more interesting.
When playing the game on score you may will understand.
There were no larger enemies either.
Those enemies flying up and down are pretty large. The rotating cannon, which you an shoot at in the final, is pretty large too but the video doesn't show the complete stage anyhow.
The explosions looked like a poof that dissapears halfway.
This instead is a good obversation. Currently there are only implosions but this will be impoved.
The giant charge shot just looks ridiculous, it comes out of nowhere with no effects or animation.
Of course this will be im proved and it's already mentioned several times that it looks strange as is.
I am really not a big fan of the art style either, it looks like everything is made out of iMac candy plastic.
Not a problem. Personally I dislike XOPs extemely gritty style. With those pseudo-scanlines even more, because it makes the game less playable. I prefer real-scanlines produced by an CRT. I also think that people who understrand the benifit of scanlines won't put them on every thing to make them look like arcade games were in the 90s. That's just embarrassing.

However, there are different tastes to satisfy, which is good.
At least it doesn't look like it plays like Last Hope. That one was close to making me toss the CD into a blender, and that was after playing it for all of 30 minutes.
Indeedly, DUX will be accessible to everybody to make it easier to enjoy.
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Post by Udderdude »

RHE wrote:Normally at the development state this stage is shown, every game looks amateurish. Not even in professional game development. RSG didn't look much better and Ikaruga either. You should know this.
If you show it to the public at that stage, it will get critisised. You might want to work on it a little longer before showing it to the public, if you don't want your feelings hurt next time. ;(
RHE wrote:
The enemy placement seemed random and uninspired, almost Zanac-like.
Maybe it seems to be the way to you, but it's not the case. The enemies has yet to be improved though.
So you're saying that even though the enemy placement seems totally random, it's not because .. why? No reason? And then you say you have to improve it? So it is random after all? Make up your mind please. ;P
RHE wrote:
The giant boxes floating around made me boggle .. why are they there? It doesn't even make the game more interesting.
When playing the game on score you may will understand.
Giant floating boxes that bounce around like something out of a Quickbasic demo .. are somehow score-related. Uh huh.
RHE wrote:
There were no larger enemies either.
Those enemies flying up and down are pretty large. The rotating cannon, which you an shoot at in the final, is pretty large too but the video doesn't show the complete stage anyhow.
When I see a video of nothing but popcorn enemies it seems pretty much like what I described. If you want to show that there's bigger enemies, put them in there and then show it.
RHE wrote:
I am really not a big fan of the art style either, it looks like everything is made out of iMac candy plastic.
Not a problem. Personally I dislike XOPs extemely gritty style. With those pseudo-scanlines even more, because it makes the game less playable. I prefer real-scanlines produced by an CRT. I also think that people who understrand the benifit of scanlines won't put them on every thing to make them look like arcade games were in the 90s. That's just embarrassing.
How do psuedo-scanlines make the game less playable? Embarrasing? What the hell are you talking about? Yes, I'm completely embarrased that I added a fake scanline effect to my game. :oops: Anyway, if you set the resolution to 400x300, the scanlines go away. Imagine that.
RHE wrote:
At least it doesn't look like it plays like Last Hope. That one was close to making me toss the CD into a blender, and that was after playing it for all of 30 minutes.
Indeedly, DUX will be accessible to everybody to make it easier to enjoy.
This is good at least .. :P
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Post by Plasmo »

Indeedly, DUX will be accessible to everybody to make it easier to enjoy.
Actually that's the most worrysome point I could think of.
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Post by it290 »

I'm not going to comment on how the game looks, etc. -- but I'm just curious, why make another R-Type clone? Don't we have enough of those? I mean, it's fine that people like that style of game and all, but you're not going to top the likes of Pulstar, Last Resort, etc. so why not try and do something a bit more original?

disclaimer: comment based solely upon watching the video; perhaps there is some gameplay element I'm not aware of that sets it farther apart from R-Type.
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Post by RHE »

Indeedly, DUX will be accessible to everybody to make it easier to enjoy.
Plasmo wrote:Actually that's the most worrysome point I could think of.
What can I do to make your worrying go away? Harder difficulty setting to select from beginning or just more harder loops?
it290 wrote:I'm just curious, why make another R-Type clone?
Before I can answer your question I've to ask you something.

Which memorizers do you consider as R-Type clones? I mean real clones and not just a hori with pod in front of the ship.

I'm asking this to you, because most people using the R-Tyle clone thing very to sloppy. Rezon is the only real clone of R-Type which I know but i'm sure there are more. I would not even say Katakis is one, because it's too different. Maybe its just hard to see the differents betwenn alle the R-Type like games, when you don't play those game enough.

I'm just doing an game within the R-Type sub-genre with modern features. Nor more, no less.
comment based solely upon watching the video; perhaps there is some gameplay element I'm not aware of that sets it farther apart from R-Type.
The first stage is indeedly very inspired by R-Type and pretty generic. However, the final game and the reamining stages will be much more different on these terms.
but you're not going to top the likes of Pulstar, Last Resort, etc.
Not very likely but not undoable either. Nevertheless, with that attitude there wouldn't be much games to play since you can harldy top the best games around anyway. So, topping a another game should not be the goal of any game.
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Post by Plasmo »

What can I do to make your worrying go away? Harder difficulty setting to select from beginning or just more harder loops?
Since playing on default difficulty goes without saying, harder loops are a MUST to keep a game challenging.
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