Udderdude wrote:I don't think so. You only wish you could get special treatment. "Oh, it's still not finished, don't be so hard on it!". Yeah right! If anything, you should expect harsher critisism before it's finished .. people are more willing to point out things if they feel they have a chance of getting it changed/fixed.
All of your critism and all of the critism in this thread are really favourable. Not only one of the statements here are hard/harsh, not even yours. All your critism is just nitpicking and most of the stuff is already improved, but of course not updated on the video.
The video is meant to give a small impression of the game and not a piece of meat to getting ruptured. So you just doesn't seem to get it. You have to add ciritsm in a poistive way about a game in development as anything is useless. With a finished product things would look different.
Sounds pretty arbitrary, but I guess I'd have to play it to really see.
That's a much better attitude.
Sounds sort of like shooting rows of guys in Pulstar actually, minus the giant silly looking boxes. One thing is for sure .. don't make them move so linear.
I don't know what you mean.
How does a floating box has to move, when shooting in from the left side?
For me it has to move just in the direction they get pushed. Those boxes are no main gameplay element anyhow, so nothing to put too much time into.
I did not mean randomness by generating random numbers for the enemy locations, I meant that they are seemingly thrown around with no order. Not the kind of crisisism I do? Haha.
Why don't you just say what you mean? Tell me exactly why do you think to about the enemie movements?
I can tell when a game makes no effort about enemy movements. You just doesn't seem to understand the order as you didn't play the game. Telling this just from the video anway is not a good idea, but you just keep trying. Scoring is a quite important part with DUX. Not a much as important with most danmaku games but still more important then in any other R-Type like game. So the enemy movements are in order to make it easier to score etc.
XOP instead is just full of popcorn enemies. Even the bigger once are just bigger sized popcorn. I don't think this is any bad.
Where are you even getting this from? Let me guess, you never put the game on Very Hard and saw 100% of the bullets? They aren't at all 'random' there. Even on the lower skill levels .. there's just not a whole ton of them flying around. Very Hard has all the shots, and it just scales down dynamically from there. It's better than not having any difficulty modes at all, which would put off anyone who isn't a shmup manic from playing it.
Also what is "enemy splashing"? I don't remember adding a swimming pool to XOP Black. Especially not one for the enemies to swim in. Razz
XOP shows it.
And do you mean the game has even more bullets on very hard? Why is that not deault, when it is so much better? I'm not a fan of curtian bullet so for me that's not an improvement.
I'm not a native speaker also. I mean, that XOP looks some kind of splatter/gore game. Like you slashing a lot of aliens with much gore. The enemies look like they are splashing alien blood when dying and this goes alle game over and over again and there's no end in sight. That's nothing bad but not my taste.
I wish I could dig up that post by you where you claim since the Last Hope enemies all fire in one direction (directly at the player), you should be able to predict every shot. And that's not "completly uninspired" shots? lol. If I made every enemy in XOP Black fire like that, it'd be a joke.
Aimed bullets are what makes this genre great. And I prefer them over manic bullets patterns all the time. Aimed bullets makes you move while bullet putterns will make you dodge-tapping which is not exactly the same. Less is more.
It actually makes the image higher resolution, and adds visibility. If you understood how the 2x mode scales the image, you'd see it adds interpolated pixels, etc. Personally I think it looks better and much sharper.
That's technicly impossible.
You just contradicted yourself in the same post! How can it effect the game in a negative way, and at the same time it doesn't look better without it?! Or do you just mean it only looks good with "natural" scanlines? Jeez.
No I didn't. Adding pseudo-scanlines will lower visibilty and without them XOP doesn't even look better in terms of style. I was a bit unspecific trough, so that misunderstanding is my bad.
Yes, you've got the critical acclaim of Last Hope backing you up. Razz
I've got facts.
So after claiming, "It's not really an R-Type clone!", you say that you need to understand R-Type gameplay to really know what's going on? What? And isn't this just an extension of the, "YOU JUST DON'T UNDERSTAND, MAN!" line we've been hearing from you since people started ragging on Last Hope?
R-Type is a sub-genre. All the games within that genre will have some kind of R-Type gameplay in a rough meaning.
I can also say that Dodonpachi has Batsugan gameplay. However, in detail those games play very different. It's just they have some important parallels and those games need different enemy movements then in R-Type games.
And yes, you just don't understand.
Anyway, R-Type's main draw was it's amazing pacing, atmosphere and varied, interesting levels. The point is not to make it as tactical as humanly possible while still being a real-time game .. or just to take the weapon system and throw a bunch of popcorn/giant boxes at the player.
Like i've said, you don't know much about it's gameplay. This has nothing to do with atmoshpere or anything, it's just about the pure game mechanics.
The point is not to make it as tactical as humanly possible while still being a real-time game .. or just to take the weapon system and throw a bunch of popcorn/giant boxes at the player.
That's the biggest misunderstand about Last Hope.
Everyone can play Last Hope in the tactical manner it's made. It's not really hard as most people think. Not easy either. Actually, it's getting more reasonable and do-able once you got the hang out of it. Most player just need more
time to spend with it.
Personally I think independent devs should collaborate in a certain sense instead of fighting each other.