Chronoblast - Skyravens (XBLIG 360) - by n0rty games

This is the main shmups forum. Chat about shmups in here - keep it on-topic please!
User avatar
guigui
Posts: 2236
Joined: Mon May 26, 2008 1:02 pm
Location: France

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by guigui »

MinuteFong wrote:Hi Steve - got a message last night via XBoxLive that there was a patch imminent that toned down the difficulty and added some other features...do you have any more details? Cheers for all the good work :)
Kev
Dev thread is here :
http://shmups.system11.org/viewtopic.ph ... &start=150

You'll certainly find all infos you need about the patch. I actually wait for it before spending more time with the game. Come on Steve !
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.
User avatar
n0rtygames
Posts: 1001
Joined: Thu Mar 15, 2012 11:46 pm
Contact:

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by n0rtygames »

guigui wrote:You'll certainly find all infos you need about the patch. I actually wait for it before spending more time with the game. Come on Steve !
While I do appreciate the enthusiasm for the project and the patch - it would be more helpful working towards the final version of the game if you were to actually play it.. I understand that the difficulty curve is basically vertical at the moment and this is off putting for a lot of people... but you should at least try to overcome it.

Emuser has proven that scores of 1.25billion can be obtained on hell - I do know that he's close to hitting the second loop on Hell. So I'm going to lean towards legit play, from what I know of him. Other people are saying it's too hard, or they can't score effectively. However, because of Emuser pushing the game to its limits - I've got a good indication of where the bottlenecks actually are.

Spending time on the game - especially if you think its shit - allows me to gather feedback and understand what is causing your frustrations in an effort to reduce the amount of frustration you experience. If you're not playing it, I don't have accurate information to base my patch off. Currently, the best feedback I've had has been from Giest118 and Emuser - because it's been mostly based on mathematical calculations, scoring opportunities and so on, aswell as highlighting sections that although there were some gaps that I know about - came across as impenetrable walls of bullets.

Autobombers are getting bitch slapped in the patch, quite intentionally so - with less bombs - max of 3 - bomb capacity reductions on an autobomb and only able to free up the extra slots on death (DDP style) - less bomb damage and so on. You're going to be paying a premium price for those extra lives you've been using as a crutch. So I urge you to step up to the next difficulty, because although I'm making it easier - I'm not spoon feeding anyone.

A "difficulty patch" means that I'm basically smoothing out the difficulty curve. It doesn't mean the game is going to be easy sailing. Autobomb will be less forgiving, while Normal will be somewhat more forgiving and the first few stages of Hell will be slightly more accessible to mere mortals until they start seriously playing for score and unleashing hypers.

You'll have it easier for the opening section, but if you try to spank the game - it's going to spank you back. I don't want you being under the impression that the game is going to become anything massively different beyond a few tweaks.
facebook: Facebook
User avatar
guigui
Posts: 2236
Joined: Mon May 26, 2008 1:02 pm
Location: France

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by guigui »

You're right Steve, I should play it.
I must aknowledge that Ginga Force kinda hooked me and I was just letting you finish the job. Have full confidence in you and Geist.

I'll give it new credits soon, normal mode, not autobomb as I used to, I'm a man after all.
Did you set normal to default to annoy pussies like me ?
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.
User avatar
guigui
Posts: 2236
Joined: Mon May 26, 2008 1:02 pm
Location: France

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by guigui »

Power ups questions :
- How many P items are required to achieve max power up ?
- Do you lose power on death ? If yes, how many ?

I think it is disturbing how lady keeps saying "power up" even though you're at maximum. It forces stupid to run after useless power ups, and consequently die.
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.
User avatar
n0rtygames
Posts: 1001
Joined: Thu Mar 15, 2012 11:46 pm
Contact:

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by n0rtygames »

guigui wrote:Power ups questions :
- How many P items are required to achieve max power up ?
- Do you lose power on death ? If yes, how many ?

I think it is disturbing how lady keeps saying "power up" even though you're at maximum. It forces stupid to run after useless power ups, and consequently die.
Hearing "Power Up" is a glorious thing.

Also, you gain hyper on picking up a powerup aswell as points. It is never stupid to run after a powerup - they are never useless. Grabbing a bomb or powerup will add about 25% each to your hyper bar. Overstocking on bombs is also good for your score, ala DDP.

You start at level 1, max power is 5 - each powerup adds 1.

You drop all of your powerups on death, but can retrieve them all - I used to have a Daioujou system where it varied depending on your ship - but simply dropping all your powerups was easier for the player to comprehend.

If you have excess powerups on screen, pop a hyper. Activating a hyper will destroy hyper tokens on the screen just like DOJ, but it will not destroy powerups/bombs. So you can pretty much set up a situation where you go in to a hyper with an almost immediate 50% boost to your bar.

edit: So basically, you are always powering up.
facebook: Facebook
User avatar
emphatic
Posts: 7988
Joined: Mon Aug 18, 2008 3:47 pm
Location: Alingsås, Sweden
Contact:

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by emphatic »

All games in the history of time using the Power Up sound effect keep saying this even though you're fully powered. It's nothing unique to this game, so I don't see why it should be changed. Please keep this atypically arcadey!
Image | My games - http://www.emphatic.se
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
User avatar
n0rtygames
Posts: 1001
Joined: Thu Mar 15, 2012 11:46 pm
Contact:

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by n0rtygames »

emphatic wrote:All games in the history of time using the Power Up sound effect keep saying this even though you're fully powered. It's nothing unique to this game, so I don't see why it should be changed. Please keep this atypically arcadey!
^ This ;)

POWER UP
facebook: Facebook
User avatar
Giest118
Posts: 1042
Joined: Wed May 02, 2012 1:50 am

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by Giest118 »

I take it neither of you have played DonPachi, DoDonPachi or DaiOuJou. The powerup sound doesn't play anymore when you're at full power. :V
User avatar
n0rtygames
Posts: 1001
Joined: Thu Mar 15, 2012 11:46 pm
Contact:

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by n0rtygames »

Giest118 wrote:I take it neither of you have played DonPachi, DoDonPachi or DaiOuJou. The powerup sound doesn't play anymore when you're at full power. :V
It doesn't? Maybe I'm just dying too much..:)
facebook: Facebook
User avatar
emphatic
Posts: 7988
Joined: Mon Aug 18, 2008 3:47 pm
Location: Alingsås, Sweden
Contact:

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by emphatic »

Giest118 wrote:I take it neither of you have played DonPachi, DoDonPachi or DaiOuJou. The powerup sound doesn't play anymore when you're at full power. :V
Weird, I was watching that fresh 2-ALL replay of DonPachi earlier today and I could swear that voice sfx kept sounding for each pickup.
Image | My games - http://www.emphatic.se
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
User avatar
guigui
Posts: 2236
Joined: Mon May 26, 2008 1:02 pm
Location: France

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by guigui »

Thanks for explanation. All power up lost on death seems quite brutal, but since it does refill super to take them back, why not.

About hypers : is there a difference in the super gauge filling speed between shooting and lasering ennemies ?

As of now, it seems to me that killing ennemies does not fill super gauge fast enough, and that picking power up and bomb does fill it too fast. Mid-bosses do fill gauge pretty fast though. Basically, super items are just spawned by taking other items which is quite strange.
Also, super items does not scroll fast enough down screen. Sometimes I can create a new one before being able to cath the previous one. Not good for scoring.

Any thoughts on these points ?
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.
User avatar
n0rtygames
Posts: 1001
Joined: Thu Mar 15, 2012 11:46 pm
Contact:

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by n0rtygames »

guigui wrote:Thanks for explanation. All power up lost on death seems quite brutal, but since it does refill super to take them back, why not.

About hypers : is there a difference in the super gauge filling speed between shooting and lasering ennemies ?

As of now, it seems to me that killing ennemies does not fill super gauge fast enough, and that picking power up and bomb does fill it too fast. Mid-bosses do fill gauge pretty fast though. Basically, super items are just spawned by taking other items which is quite strange.
Also, super items does not scroll fast enough down screen. Sometimes I can create a new one before being able to cath the previous one. Not good for scoring.

Any thoughts on these points ?
1. You don't recharge hyper through dropped powerups. Only ones that are spawned from bonus enemies. This is to prevent suicide abuse! :-)

2. In the days of DaiOuJou, you had to work your arse off for hyper. Chaining in CB is pretty forgiving, you also charge hyper during a hyper - so when your hyper is over another hyper token can drop. I suspect if you're having problems getting hypers to spawn - it's an issue with your chaining or aggression since at the moment me and Emuser are able to get 2 hypers spawning before Stage 1 mid boss and get a level 3 spawning during the fight itself. That's using Grace - she has a weaker - but wide laser - her hit count goes up dramatically compared to other ships. Hence why her option shots are at awkward angles, so she's not too OP. She's basically your "Power Style" mix between a Type A/Type C from DDP. In the patch, her speed has been reduced and Sasha has been given a speed boost - which actually goes against the characters - but nobody really cares about story or background. The other ships have stronger lasers, more mobility and different approaches to situations.

It was mentioned that someone wanted a ship that generates hyper faster - I believe it was Emphatic. Truth is, she's always been in the game. Just not many people have discovered her yet. There's a reason she's weak as hell. Given the superior spread both Sasha and Val have - this may explain why Akane has always had her Batsugun Type B style shot with additional firepower.

I can agree that powerup/bomb pickups might give you too much of a boost to your hyper gauge - so I'll happily scale that back quite a bit.

I've also been playing around with a new system, which is currently only available in "Heaven" mode (which is kinda an arrange mode - but not to the point of being ridiculous. It's pretty much what 1.02's hell second loop would/should have been like with the original bullet speed). Basically, the Hyper token spawns on your player ship instead of at the top of the screen. So it's an instant pickup and you don't risk destroying the hyper. This might be what you're after - as it sounds to me like you prefer games like Futari and DFK over DOJ.

I'm not convinced that you charge super too slowly through killing enemies, I prefer a slower rate of hyper gain. I'll see what others think.

3. If anyone else agrees, I can make them scroll down faster - or I can expand the instant hyper collection to the original 3 game modes. Honestly, I think people are going to want SDOJ/DFK style instant hypers instead of collecting the items.
facebook: Facebook
User avatar
guigui
Posts: 2236
Joined: Mon May 26, 2008 1:02 pm
Location: France

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by guigui »

Thanks for elaborating, maybe this would better fit the dev thread, so lets just move there.

EDIT : It is fun how, searching google iamge for sprites of dodonpachi, the fifth image is actually Chronoblast first boss created by Klav. Good work here, you're among the big ones.
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.
User avatar
Special World
Posts: 2220
Joined: Thu Sep 10, 2009 2:12 am

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by Special World »

I do think the hypers hover at the top of the screen a little too long. Not sure whether I want instant hypers or not, but definitely speed their descent a little.
http://catstronaut.wordpress.com/
  • catstronaut loves games
fagin
Posts: 1654
Joined: Fri Mar 19, 2010 2:29 pm
Location: UK

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by fagin »

I personally prefer this over the newly released Ginga Force. :oops:
User avatar
Special World
Posts: 2220
Joined: Thu Sep 10, 2009 2:12 am

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by Special World »

fagin wrote:I personally prefer this over the newly released Ginga Force. :oops:
Ginga Force was a huge disappointment for me... until I hit stage 6 and everything clicked, including the levels I'd already played. Absolutely loving it now. If you're not far, give it a little more time.

That being said, like what you like, no apologies. Chronoblast is a good game, and I'm looking forward to seeing what it's like a month/year from now.

(I have no idea how long n0rty takes to update ;O)
http://catstronaut.wordpress.com/
  • catstronaut loves games
User avatar
n0rtygames
Posts: 1001
Joined: Thu Mar 15, 2012 11:46 pm
Contact:

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by n0rtygames »

Special World wrote:(I have no idea how long n0rty takes to update ;O)
Image

AIMING for no longer than a week more before I can start packaging it up to go back in to resubmission
facebook: Facebook
User avatar
guigui
Posts: 2236
Joined: Mon May 26, 2008 1:02 pm
Location: France

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by guigui »

Good new, hope the update will not turn as Duke Nukem did though ... except ... maybe ... you can put some double-ladies in here !
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.
User avatar
noiseredux
Posts: 67
Joined: Wed May 25, 2011 9:46 pm

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by noiseredux »

Steve, I FINALLY got around to downloading last night, and dood - it looks incredible in TATE. Very, very impressed. And at only a measly 80 MS points I'm glad to spread the word on this game!
Image
User avatar
2dvertical
Posts: 255
Joined: Sun Apr 12, 2009 9:43 pm

Re: Chronoblast - Skyravens (XBLIG 360) - by n0rty games

Post by 2dvertical »

This is a nice game! Any other xbox i die games like this?
Post Reply