Rayforce is coming to iOS

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Marc
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Re: Rayforce is coming to iOS

Post by Marc »

Elixir wrote:
Marc wrote:
Elixir wrote:It's such a sadness, that you think you've seen Dodonpachi Daioujou Ultra Mega Black Mode on your fucking telephone.

Get real.
Except nobody with half a brain does, fucknuts. Those of us with a bit upstairs understand we're buying a remix/arranged mode, for about three quid, that can be pulled out for a quick blast on breaks at work. You see now?
Actually, I'm fairly certain the mass majority of iOS owners and iOS game players haven't even heard of a bullet hell shmup before.

The only real evident difference is that they're completely dumbed down compared to the real thing for a casual audience. What they understand is that they're buying a game.

I really hope Mushihimesama is ported to 360. Ironic, how accessibility is cutting off its nose to spite its face.
First, let me apologize for my tone earlier, I came across as pretty rude, which certainly wasn't my intention, though I'd argue you do pretty much the same.

Second, I really don't understand the point you're trying to make. For the shmup fans buying these ports, WE KNOW we're not getting an arcade-perfect conversion. Myself I'm fine with that for several reasons. One of which, quite honestly is cost. Three fucking quid for a port of Mushi's quality is fucking astounding in my book. also, time. I don't really like mobile gaming, and if Cave didn't release on iOS, there's no way in hell I'd pony up for a Vita or whatever to play their games. I play for a few hours a week in lunch breaks and stuff, so can't justify shelling out a couple hundred quid for a machine, then maybe 20-30 quid a game. These ports are a damn good approximation of the games I play at home (in Mushi's case, a far, far better approximation I would say than the DS Ketsui boss-rush that many on these boards jizzed over a few years back), on a machine that is constantly in my pocket. No extra device, no physical media, no ridiculous price tags.

For the non-shmup fan, it's a non -issue. If anyone is curious enough to splash a couple of quid because, say, they used to play Power Strike ro whatever as a kid, they will neither know or care that the port isn't quite the same as the original. Shit, maybe they'll even enjoy them enough to throw some support over Rising Star's way.

There is no way these ports are getting in the way of 'proper' development. There was nothing doing on DS long before the iThings came aruond, and if Cave's first Vita release turns out to be their last, it's because it sells fuck all and burns their fingers, not because people like me are playing on their iPhones.
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Re: Rayforce is coming to iOS

Post by louisg »

I know the reason I'm looking forward to this is just that I can pull it out for quick breaks. If I want to play it seriously, there's always my Saturn and tated TV setup. I'm guessing the reason we don't see a lot of shooters period on "proper" portable gaming devices is that something like a Cave game is extremely hard to play on a small screen in the later levels.

You can get away with your R-Types and your Gradiuses, but once the bullet count reaches the magnitude of a bullet hell shooter, you really want a sizable screen to go with it. So, I am guessing that it's almost the fact that people *aren't* playing them quite as seriously that lets them release them on these devices, rather than charge a full price for a gimped version.

After all, even the Ketsui DS game was marketed more as boss practice for the real thing rather than as some kind of port. They certainly had a shot at doing a full port there, and they declined. This was on a supposedly real gaming device. And, as someone else already pointed out, almost no Japanese companies have brought out their shooters for portable gaming systems. You've got more of those on even the Wii than in the last 10 years of portable game systems.
spadgy wrote:I've had a lot of fun with lots of the iOS shmups, and I like fun!
I'd sure as hell like to see more of these ports than see more damn falling block games!
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Re: Rayforce is coming to iOS

Post by Elixir »

Marc wrote:First, let me apologize for my tone earlier, I came across as pretty rude, which certainly wasn't my intention, though I'd argue you do pretty much the same.
This is not how you apologize, following into a lecture. If you had no intention you wouldn't have said what you said to begin with. My original comment was taken from this video.
Marc wrote:Second, I really don't understand the point you're trying to make. For the shmup fans buying these ports, WE KNOW we're not getting an arcade-perfect conversion. Myself I'm fine with that for several reasons. One of which, quite honestly is cost. Three fucking quid for a port of Mushi's quality is fucking astounding in my book. also, time. I don't really like mobile gaming, and if Cave didn't release on iOS, there's no way in hell I'd pony up for a Vita or whatever to play their games. I play for a few hours a week in lunch breaks and stuff, so can't justify shelling out a couple hundred quid for a machine, then maybe 20-30 quid a game. These ports are a damn good approximation of the games I play at home (in Mushi's case, a far, far better approximation I would say than the DS Ketsui boss-rush that many on these boards jizzed over a few years back), on a machine that is constantly in my pocket. No extra device, no physical media, no ridiculous price tags.

For the non-shmup fan, it's a non -issue. If anyone is curious enough to splash a couple of quid because, say, they used to play Power Strike ro whatever as a kid, they will neither know or care that the port isn't quite the same as the original. Shit, maybe they'll even enjoy them enough to throw some support over Rising Star's way.

There is no way these ports are getting in the way of 'proper' development. There was nothing doing on DS long before the iThings came aruond, and if Cave's first Vita release turns out to be their last, it's because it sells fuck all and burns their fingers, not because people like me are playing on their iPhones.
You said "anyone with half a brain", not "shmup fan". The iOS users with shmup knowledge will be in the minority, at best, and won't know what they're missing out on (aptly put). I don't care if someone drops $450 on an iPhone to play a dumbed down shmup on a three inch screen with their finger, that's their business. It would be nice to play it with real controls though.
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Re: Rayforce is coming to iOS

Post by Marc »

Jesus I was right first time, I take a gap of about three/four years from posting, and first thing I come across is you, with the same smug superiority complex, yet the same total devotion to actually ignoring what the other person is trying to say. Also note, although I offered an apology, I also thought, and still do, given the post I was replying to, there wasn't much difference between the attitude and tone in both.

The last post was in no shape or form a lecture. This is a message board, where people post their impressions, opinions, have the odd disagreement etc, that's what this place is for, so where's the issue.? I actually said that I had no idea where you were coming from, put my point across, and left it open for a reply so perhaps you could make your point clearer.

And to clear up a point, which I've kind of alluded to several times already, I didn't drop £400 on a phone to play Cave games on a 3" touch screen. I got the phone because it did everything I wanted it to, with a UI I'm comfortable with, and from which I'd expect several years' good use. The Cave ports are a massive bonus, because I certainly wouldn't have bought another portable to play them on. Get it?

Have you actually played the games tourself by the way, I mean you wouldn't just be posting based on a few video's you found on the web, right? You've played iPod on 'Hell', yes?
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Re: Rayforce is coming to iOS

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Estebang wrote:The argument you guys are having about whether the smartphone ports have enough bullets onscreen is meaningless, because the METHOD OF CONTROL USED TO DODGE THEM is completely different. Just blow up a video of a Cave game to fullscreen and wave your mouse cursor over it, dodging the bullets. A lot easier, isn't it?
I don't see how the different control makes what was said about the bullets invalid. Not to mention that, as far as I know, the slowdown seems to be removed as well, another important factor that changes the way the game plays. Touch pad is very different from joystick, but there are still factors like sensitivity involved, which I know from experience can be adjusted to not whip around the screen. It's possible they could have made the movement speed closer, but possibly at the expense of control. I don't feel mouse or touch control instantly makes a shmup easier either. It certainly makes games like Tyrian harder to play and in some instances, I found bullets harder to dodge with the touch screen.
I'm not saying that a shmup specifically made for mouse or touch controls can't work--in fact, some already have. It's when they're forced into arcade games designed around an 8-way digital stick, or at least a D-pad, that I put my foot down.
I don't see how the games were forced since they seem to have been reworked to use the touch controls. I tried using mouse with games that didn't originally use mouse in emulators before and the results weren't pretty. I like the iPad cave ports quite a bit and I feel the reworking makes the game playable and fun on a platform with no digital controls (aside from third party ones that only support a few games), despite being different from the arcade version. I also like the 360 versions of Mushihimesama Futari and Deathsmiles quite a bit and the iPad port of Espgaluda II helped me get in to Cave games (and I plan to get the 360 BL version of that as well).
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Re: Rayforce is coming to iOS

Post by Elixir »

Marc wrote:The last post was in no shape or form a lecture.
"I would like to apologize... but you're a dick" is not an apology.
Marc wrote:And to clear up a point, which I've kind of alluded to several times already, I didn't drop £400 on a phone to play Cave games on a 3" touch screen. I got the phone because it did everything I wanted it to, with a UI I'm comfortable with, and from which I'd expect several years' good use. The Cave ports are a massive bonus, because I certainly wouldn't have bought another portable to play them on. Get it?
Reasons for purchase or personal preference really have nothing to do with broadening accessibility. These developers have an audience on the 360 (and to a lesser extent, PS3) and I think they're entitled to a little more.
Marc wrote:Have you actually played the games tourself by the way, I mean you wouldn't just be posting based on a few video's you found on the web, right? You've played iPod on 'Hell', yes?
Deathsmiles... I just can't take it seriously with the touch controls. I don't even bother with the original game for 360, only 1.1 and MBL 1.1 interest me.
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Re: Rayforce is coming to iOS

Post by louisg »

Lix wrote:Deathsmiles... I just can't take it seriously with the touch controls. I don't even bother with the original game for 360, only 1.1 and MBL 1.1 interest me.
Deathsmiles doesn't work as well with touch controls because you'll always be covering something up. The verts, on the other hand, control very well. If you haven't tried them, I really think, you should. I thought the controls would be horrible, but when I finally played them, I found the precision I had with the touch screen was amazing: down to pixel-perfect movements. And they put a tiny bar on the bottom where you can drag your finger without obscuring anything (optional).
BrianC wrote:the slowdown seems to be removed as well, another important factor that changes the way the game plays. Touch pad is very different from joystick, but there are still factors like sensitivity involved, which I know from experience can be adjusted to not whip around the screen. It's possible they could have made the movement speed closer, but possibly at the expense of control. I don't feel mouse or touch control instantly makes a shmup easier either. It certainly makes games like Tyrian harder to play and in some instances, I found bullets harder to dodge with the touch screen.
In a touch screen shooter, you want the touch pad to do more than just input digital controls depending on where your finger is. Otherwise, you wind up with something like Fast Striker or Battle Squadron. They're reasonable efforts, but don't control nearly as well.

The slowdown being removed is more of a problem with the specific port rather than a general problem with phone hardware. Errr, wait.. I thought we were saying these games were too easy because they have fewer bullets on Normal-- now we want it to run slower?! ;D

On the subject of Tyrian: I thought it actually played a lot better with the mouse due to the inertia they put on the ship. That's kind of a Tyrian problem though and isn't normal :D
Marc wrote:Jesus I was right first time, I take a gap of about three/four years from posting
Hahaha welcome back! You're shmups founder Marc, right?
Last edited by louisg on Mon Jan 02, 2012 5:07 am, edited 1 time in total.
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Re: Rayforce is coming to iOS

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louisg wrote:
BrianC wrote:Deathsmiles... I just can't take it seriously with the touch controls. I don't even bother with the original game for 360, only 1.1 and MBL 1.1 interest me.
Deathsmiles doesn't work as well with touch controls because you'll always be covering something up. The verts, on the other hand, control very well. If you haven't tried them, I really think, you should. I thought the controls would be horrible, but when I finally played them, I found the precision I had with the touch screen was amazing: down to pixel-perfect movements. And they put a tiny bar on the bottom where you can drag your finger without obscuring anything (optional).
Misquote, Elixir typed that, not me. I only played the lite version of Deathsmiles on phone and like the 360 Deathsmiles quite a bit so far. I did noticed the game controls at full speed all the time, when holding down the button makes movement slower on 360. iPhone version seems easier too. I agree with this, though I didn't find the controls of Deathsmiles to be bad.
In a touch screen shooter, you want the touch pad to do more than just input digital controls depending on where your finger is. Otherwise, you wind up with something like Fast Striker or Battle Squadron. They're reasonable efforts, but don't control nearly as well.
I think you misread. I was saying the control can be varied. I wasn't suggesting that the games should use digital controls.
The slowdown being removed is more of a problem with the specific port rather than a general problem with phone hardware. Errr, wait.. I thought we were saying these games were too easy because they have fewer bullets on Normal-- now we want it to run slower?! ;D
I didn't mention anything about hardware, and I wasn't referring to a specific difficulty. I know it's an issue with the game, but I felt it was very important to mention in reply to complaints about how the control makes the game too easy, despite the games having arcade patterns on hard or hell modes. I didn't say I wanted the game to run slower, I was saying the control wasn't the only gameplay difference due to what seems to be a lack of slowdown. Then again, I don't have any of the 360 versions of the games I have on iPad since I only tried the demo for Deathsmiles on iPad (and with that one, I'm not even sure if it has a difficulty on par with the consoles like the other ports). All I know is that the games I played on 360 have more intentional slowdown than what I have seen on iPad.
On the subject of Tyrian: I thought it actually played a lot better with the mouse due to the inertia they put on the ship. That's kind of a Tyrian problem though and isn't normal :D
I only played a little with the mouse, but I remember the inertia making things harder for me. I think my point was missed as well. In some cases, I feel the mouse or touch screen can make it harder to dodge things, especially in close quarters with bullets. It does make some things easier as well and can vary depending on the control, but I don't feel its the instant win card that it is being made out to be.
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Re: Rayforce is coming to iOS

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BrianC wrote: Misquote, Exliir typed that, not me. I only played the lite version of Deathsmiles on phone and like the 360 Deathsmiles quite a bit so far. I did noticed the game controls at full speed all the time, when holding down the button makes movement slower on 360. Phone version seems easier too.
Oops! Fixed. Yeah, it's a drastic difference in control. The laser becomes really powerful when you can whip it around like that.
I think you misread. I was saying the control can be varied. I wasn't suggesting that the games should use digital controls.
Yeah, I was just throwing that out as an example of what not to do. I wonder how much you could limit the speed in a touch screen shooter without making the ship feel too detached from the motion of the player's hand.
I didn't mention anything about hardware, and I wasn't referring to a specific difficulty. I know it's an issue with the game, but I felt it was very important to mention in reply to complaints about how the control makes the game too easy, despite the games having arcade patterns on hard or hell modes. I didn't say I wanted the game to run slower, I was saying the control wasn't the only gameplay difference due to what seems to be a lack of slowdown.
Oh yeah, I agree. I wasn't sure what you were arguing for. I wouldn't claim that the game on iOS plays the same as the arcade version. Too many things have changed for that; I guess the argument in this thread really is whether those changes are for the worse or not. I think it just makes it a little different myself.

I did specify Normal because the arguments earlier in the thread seemed to be that there are fewer bullets-- but only on defaults. I haven't verified any of that personally since I haven't touched the higher difficulty levels yet.
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Re: Rayforce is coming to iOS

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louisg wrote: I wouldn't claim that the game on iOS plays the same as the arcade version. Too many things have changed for that
Yeah, I agree. I was saying that the patterns on hell and hard (depending on game) were the closest to the arcade, not that the games play the same. The controls and lack of slowdown definitely make things a lot different.
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Re: Rayforce is coming to iOS

Post by spadgy »

Look at how friendly and civil BrianC and louisg are being when having a bit of a debate people. That's how it's done. :wink: Good work chaps!
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Re: Rayforce is coming to iOS

Post by Marc »

OK, one last time...
Elixir wrote:"I would like to apologize... but you're a dick" is not an apology.
Where was that said? Quote me? The one thing I did say, which you've ignored again, is that you're equally as rude. Didn't you get your ass banned here a few years back for exactly that reason? You don't seem to have learned.
Elixir wrote:Reasons for purchase or personal preference really have nothing to do with broadening accessibility. These developers have an audience on the 360 (and to a lesser extent, PS3) and I think they're entitled to a little more.
And again, you ignore me. You think that the 360 (PS3... what the fuck...?) crowd (of which I am one) deserves a little more attention from Cave>? Alright, now how's about explaining to me what the fuck that has to do with their iOS development? It has no bearing on their home conversions, and as far as handhelds go, the irrefutable fact is that they put out one DS game and for whatever reason wouldn't touch it with a barge pole after that, long before iOS became a major player. PSP? What was that?
Elixir wrote:Deathsmiles... I just can't take it seriously with the touch controls. I don't even bother with the original game for 360, only 1.1 and MBL 1.1 interest me.
I'm with you there actually. DS didn't translate well at all, in the same whay that R-Type was a joke, in fact I haven't played an iOS Hori I like. The vert's work well because they've had some thought put into them and they suit the screen, DS seemed lacking in that respect, as such it's the one port I didn't bother to buy. Mushi on the other hand is a superb port, with sensible adjustments made to take into account the device it's being played on. As I've stated, would I play it over the home version? Nope. Can I play the home version at work... there you go.
Last edited by Marc on Mon Jan 02, 2012 9:25 pm, edited 1 time in total.
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Re: Rayforce is coming to iOS

Post by Frederik »

Mushihimesama is probably my favourite iOS shmup, simply because I completely ignore the scoring and just enjoy flying through these throbbing, sweeping patterns and not take it really seriously. However, there is certainly this haptic element of, for instance, handling a nice Saturn pad missing.

I just wish bluetooth control input was more common...
http://www.icontrolpad.com/

As iOS devices, especially the iPad, become more graphically capable, I hope some sort of standard wireless controller input is established, enabling games like the CAVE ports to support both touch input on the go and a gamepad or joystick at home. Updating the apps with button support is probably not that complicated either. The only real question is whether or not CAVE thinks that this is worth the effort, as the userbase for such controllers is probably very tiny.

On a sidenote, I though I was done with dedicated handhelds, but Mario 3D Land and MK7 made my buy a 3DS. If there is more than 1 great shmup on the Vita I certainly will consider one as well. You just can´t beat buttons.
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Re: Rayforce is coming to iOS

Post by Despatche »

G.rev is making Kokuga for the 3DS, which looks kinda neat. I think we can look forward to that.
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Re: Rayforce is coming to iOS

Post by Marc »

Frederik wrote:Mushihimesama is probably my favourite iOS shmup, simply because I completely ignore the scoring and just enjoy flying through these throbbing, sweeping patterns and not take it really seriously. However, there is certainly this haptic element of, for instance, handling a nice Saturn pad missing.

I just wish bluetooth control input was more common...
http://www.icontrolpad.com/

As iOS devices, especially the iPad, become more graphically capable, I hope some sort of standard wireless controller input is established, enabling games like the CAVE ports to support both touch input on the go and a gamepad or joystick at home. Updating the apps with button support is probably not that complicated either. The only real question is whether or not CAVE thinks that this is worth the effort, as the userbase for such controllers is probably very tiny.

On a sidenote, I though I was done with dedicated handhelds, but Mario 3D Land and MK7 made my buy a 3DS. If there is more than 1 great shmup on the Vita I certainly will consider one as well. You just can´t beat buttons.
you can't beat buttons, no argument there. It all comes down to how long you spend with a portable machine - for me it's as little time as possible, so for me the phone ports are fine.

I do think, given the somewhat understated start the 3DS has had, and the flop that the Vita will turn out, that the handheld manufacturers would shit their pants if Apple stopped treating gaming like a ginger stepchild, and actually put out a tablet with digital controls. Given the start they already have, domination would be a foregone conclusion.

The iCade is a sweet piece of kit, one of those and an iPad and the Mrs could do what she wants while I game in bed. Mame even managed 48 hours on the App Store before being pulled.
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Re: Rayforce is coming to iOS

Post by Elixir »

Marc wrote:Where was that said? Quote me?
First, let me apologize for my tone earlier, I came across as pretty rude, which certainly wasn't my intention, though I'd argue you do pretty much the same.
Usually when it I write something with "fucknuts" in it, it's my intention to come across as rude. Not that I actually do that. In no less than a single sentence you've tried to apologize and then throw the blame on to me - this is why I can't take this sentence seriously.
And again, you ignore me. You think that the 360 (PS3... what the fuck...?) crowd (of which I am one) deserves a little more attention from Cave>? Alright, now how's about explaining to me what the fuck that has to do with their iOS development? It has no bearing on their home conversions, and as far as handhelds go, the irrefutable fact is that they put out one DS game and for whatever reason wouldn't touch it with a barge pole after that, long before iOS became a major player. PSP? What was that?
I haven't ignored anything you've said. I am actually beginning to feel that the reverse is true. It doesn't matter why you purchased the iPhone or whether it's convenient or cheap or whatever. It doesn't matter if the iOS-owning shmup fan minority is aware that they're getting a different version. G.rev and Taito have released games for PS3, and the userbase is also larger in Japan. The 360 shmup userbase is already established. I never specifically stated Cave, pretty sure they didn't make Rayforce either. Like I said, the problem I have is the lack of alternatives. Taito have already shown a perfect example of how it's done with Space Invaders Infinity Gene, released for PSN, XBLA, and iOS.
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Re: Rayforce is coming to iOS

Post by TheSoundofRed »

Elixir wrote:I never specifically stated Cave, pretty sure they didn't make Rayforce either. Like I said, the problem I have is the lack of alternatives. Taito have already shown a perfect example of how it's done with Space Invaders Infinity Gene, released for PSN, XBLA, and iOS.
"I want it on X platform rather than Y because X is more accessible to me"... sounds like your argument.

Which I'm 100% in agreement with. STG devs should really be looking to hit all major digital distribution outlets to maximize their potential profits. And G.Rev has shown that it's more than possible to easily generate ports for both PS3 and 360 and they're a smaller dev than Cave (although mostly with their physical releases as Strania was 360 only). I think STG devs that have mostly lived in the arcade space will need a little time to fully utilize all the available platforms in the market today. Like you said, Taito is a great example of a company that understands the digital space.

Now we just need to see more support on Steam :P
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Re: Rayforce is coming to iOS

Post by BPzeBanshee »

TheSoundofRed wrote:
Elixir wrote:I never specifically stated Cave, pretty sure they didn't make Rayforce either. Like I said, the problem I have is the lack of alternatives. Taito have already shown a perfect example of how it's done with Space Invaders Infinity Gene, released for PSN, XBLA, and iOS.
"I want it on X platform rather than Y because X is more accessible to me"... sounds like your argument.

Which I'm 100% in agreement with. STG devs should really be looking to hit all major digital distribution outlets to maximize their potential profits. And G.Rev has shown that it's more than possible to easily generate ports for both PS3 and 360 and they're a smaller dev than Cave (although mostly with their physical releases as Strania was 360 only). I think STG devs that have mostly lived in the arcade space will need a little time to fully utilize all the available platforms in the market today. Like you said, Taito is a great example of a company that understands the digital space.

Now we just need to see more support on Steam :P
This, for sure. I don't quite get why they haven't followed the basic rule of thumb that even the dickhead AAA companies have been following to get their millions - expand their target audience by targeting more than one specific device. Cave's on their way to doing this, and Taito did it with Infinity Gene and again with this iOS port (at least I presume it's them).
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Re: Rayforce is coming to iOS

Post by Marc »

louisg wrote:
Marc wrote:Jesus I was right first time, I take a gap of about three/four years from posting
Hahaha welcome back! You're shmups founder Marc, right?
'Lix? Aww, that's cute. But anyways, in no way shape or form did I even try to imply that I am anyone of importance on this board - I'm in my 30's dude, so the whole E-penis thing passed me by long ago - so not sure sure what you're actually trying to prove with that comment. I made a factual point. Namely, that I haven't posted on here for some three/four years - since around the time that 'Lix' got himself banned actually - and yet, his first contribution to this thread was:
Elixir wrote: It's such a sadness, that you think you've seen Dodonpachi Daioujou Ultra Mega Black Mode on your fucking telephone.

Get real.
That's not even aimed at any one person, but a sweeping generalization - in which case I'd make the point that it's a pretty rude and condescending post to wade into a discussion with. Even a cursory glance around some of the recent history on this board makes it apparent that others aren't too enamored with his tone and style on occasion.
Elixir wrote: "I would like to apologize... but you're a dick" is not an apology
I decided I'd kind of over-reacted to your post, being already full of piss and vinegar at the time, then I read it again and decided you were just as guilty of being rude as I was. But man, whatever, it's the interweb.
Elixir wrote: never specifically stated Cave, pretty sure they didn't make Rayforce either. Like I said, the problem I have is the lack of alternatives. Taito have already shown a perfect example of how it's done with Space Invaders Infinity Gene, released for PSN, XBLA, and iOS.
Again with the condescending. I'm quite aware of who 'made' RayForce, In fact your introductory post above was pretty much the first time Cave were mentioned in this thread if I'm reading right?
As far as the port itself goes, I'd much rather see it on XBLA, of course, but they're taking exactly the same route they did with SI:IG - release the low cost/low risk version first, gauge interest levels, then decide whether it's worth jumping through the hoops to put it out on the bigger machines. Thing is, where IG was designed for the iPhone and simply expanded for the bigger machines, I'm pretty concerned that RayForce is far from the best title for them to be trying out a proper conversion on. It was the first Saturn shooter I ever rotated a TV for, because the screen simply felt too cluttered and restricted otherwise, and although the iPhone is the right orientation... I dunno, without some serious reworking of the hitboxes or bullet size (which, of course, then start off all the debate about 'dumbed-down' smartphone conversions, yet again) I think it's going to be a bit too crowded. But we'll see, and the one plus point the App Store does have, that even if it doesn't look too great, for £2.00-£3.00, I'll give it a go anyways.
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louisg
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Re: Rayforce is coming to iOS

Post by louisg »

Marc wrote:
louis wrote:
Marc wrote: Jesus I was right first time, I take a gap of about three/four years from posting
Hahaha welcome back! You're shmups founder Marc, right?
'Lix? Aww, that's cute. But anyways, in no way shape or form did I even try to imply that I am anyone of importance on this board - I'm in my 30's dude, so the whole E-penis thing passed me by long ago - so not sure sure what you're actually trying to prove with that comment.
Oh! I was thinking of Malc, who was mellow and really nice. Never mind! I wonder what happened to that guy.
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geremy
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Re: Rayforce is coming to iOS

Post by geremy »

Anybody have an idea when this will be released? I'm jonesing for it badly.
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Enemy
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Re: Rayforce is coming to iOS

Post by Enemy »

Agreed, one of my fav shmups, a release date would be nice.
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ShmupSamurai
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Re: Rayforce is coming to iOS

Post by ShmupSamurai »

It's such a sadness, that you think you've seen Dodonpachi Daioujou Ultra Mega Black Mode on your fucking telephone.

Get real
*sigh* :(
Did we really need to start ANOTHER of these idiotic "ping pong" arguement sessions again?...I mean,really..It's like watching a Beam Duel from G-Darius...except both sides are equal in power and neither's Beam is pewtering out anytime soon.

On another note- I'm curious as to how one would play DDP DOJ UMBM on a corded telephone :lol: Does one tap the "1" button on the dial and press "HOLD" for Hypers?...

must ratchet the phone bill up alot.

*CHALLANGE GET!!* maybe?
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RNGmaster
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Re: Rayforce is coming to iOS

Post by RNGmaster »

Just so you guys know, Elixir is quoting a video.
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Skykid
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Re: Rayforce is coming to iOS

Post by Skykid »

Lol @ people without iphones banging on about the value of ios games. Whatever next. :roll:
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Re: Rayforce is coming to iOS

Post by louisg »

RNGmaster wrote:Just so you guys know, Elixir is quoting a video.
I was really happy to see that :)
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Re: Rayforce is coming to iOS

Post by TheSoundofRed »

louisg wrote:
I was really happy to see that :)
I like David Lynch. I don't like weird accent dub voice.
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Re: Rayforce is coming to iOS

Post by BrianC »

ShmupSamurai wrote: On another note- I'm curious as to how one would play DDP DOJ UMBM on a corded telephone :lol: Does one tap the "1" button on the dial and press "HOLD" for Hypers?...

must ratchet the phone bill up alot.
I remember some video game show where you could actually call in on the phone and play via phone input. Not sure if there were any shmups on it, but I would imagine it being very awkward.
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Re: Rayforce is coming to iOS

Post by ChainsawGuitarSP »

TheSoundofRed wrote:
louisg wrote:
I was really happy to see that :)
I like David Lynch. I don't like weird accent dub voice.
Your opinion is bad and you should feel bad.
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TheSoundofRed
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Re: Rayforce is coming to iOS

Post by TheSoundofRed »

It isn't, and I don't.

(sidenote: Go play Mars Matrix)
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