Zero Cross

A place for people with an interest in developing new shmups.
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Zaarock
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Re: Zero Cross

Post by Zaarock »

Awesome game, especially on hard mode(the bullets are pretty slow but patterns mostly same on normal it seems) Hopefully the mouse control for main mode doesn't turn off many players..

How about a line drawn between the player and the cursor? That would be very helpful but maybe too much?
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Udderdude
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Re: Zero Cross

Post by Udderdude »

Glad you like the game.

Re: Mouse cursor line, that's a possibility, although it'd need to be transparent enough so it doesn't block your view of bullets.

Also, I have a feeling most people who can't stand mouse control won't use it no matter what niceities I add, so it may be ultimately futile.
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trap15
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Re: Zero Cross

Post by trap15 »

I'd buy if you added non-mouse controls that isn't basic mode.
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<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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Udderdude
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Re: Zero Cross

Post by Udderdude »

I might just add another button to Advanced mode to allow this. A fire button that lets you keep firing in the direction your ship was facing when you pressed the button down. Would that be enough? Also maybe another button that just fires in whatever direction you're currently facing.

Of course, the button(s) would probably not be documented in-game. ;D
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trap15
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Re: Zero Cross

Post by trap15 »

Something like that could work, sure.

If you want to mess around with different ways of doing it, feel free to shoot me some builds with just 1 stage or whatever, I'll let you know how they feel :)
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
KitesAreFun
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Re: Zero Cross

Post by KitesAreFun »

Zaarock wrote: How about a line drawn between the player and the cursor?
I think this is a really good idea. Far superior to my suggestion. I mean it could be so thin that I doubt it would get in the way.

I always lose where my cursor is. Probably because I've never used mouse control, and I suck. But a little line from ship to cursor would do wonders. It's a far superior solution than what I came up with.

Of course maybe I just need to get used to the control scheme.
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Udderdude
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Re: Zero Cross

Post by Udderdude »

trap15 wrote:Something like that could work, sure.

If you want to mess around with different ways of doing it, feel free to shoot me some builds with just 1 stage or whatever, I'll let you know how they feel :)
Ok, I've updated the demo version with the firing buttons. The buttons are N and M. They only work in Advanced mode, and they aren't documented in-game. Tell me what you think.

http://rydia.net/udder/prog/zero/index.html
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trap15
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Re: Zero Cross

Post by trap15 »

That works great. Took a little bit to get used to, but once I did it felt right.
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<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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Udderdude
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Re: Zero Cross

Post by Udderdude »

Ok, I've updated the game on BMT Micro's site with the full version containing the secret firing buttons.

Officially, these buttons don't exist. Any acknowledgment of their existence will be denied.

:shock:
KitesAreFun
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Re: Zero Cross

Post by KitesAreFun »

FYI

This is how Waves dealt with the (arguable) problem of knowing - at all times - where you're aiming:
http://www.youtube.com/watch?v=_BwLS1GpkrM

A good rebuttal would be to simply look at your bullets, why do you need another line showing you? That's understandable too.

Apparently the developer of Waves thought this would be helpful in a twin-stick shooter. I can't remember if it can be played on a keyboard (<--- edit) or not.
Last edited by KitesAreFun on Sun Apr 07, 2013 9:16 pm, edited 1 time in total.
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Udderdude
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Re: Zero Cross

Post by Udderdude »

I think that's much more of a nessecity in a game like that where everything is teeny, the screen is scrolling and there's a billion particle effects flying around at all times.
KitesAreFun
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Re: Zero Cross

Post by KitesAreFun »

Udderdude wrote:I think that's much more of a nessecity in a game like that where everything is teeny, the screen is scrolling and there's a billion particle effects flying around at all times.
I think you're right.

Q - hijack ship doesn't seem to be working in the new build. Let me just make sure though...
KitesAreFun
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Re: Zero Cross

Post by KitesAreFun »

Hijack ship isn't working in the new build as far as I can tell.

Perhaps I'm utterly incompetent, and am just wrong, but it seems to just appear in the upper-left-hand-corner when Q is pressed.

And I think people should really stick with the keyboard/mouse controls. It actually feels pretty intuitive after awhile. :)
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Udderdude
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Re: Zero Cross

Post by Udderdude »

Yeah, I screwed it up, this is what happens when you start making the input code way more complex than it should be with different control schemes .. D:

I uploaded a fixed version to BMT Micro's site. Sorry about that.
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Udderdude
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Re: Zero Cross

Post by Udderdude »

Did a very minor update today. In the game, when you grab a gold medal with gold aura, or a silver medal with silver aura, you get more points. However there was no way to visually distinguish if this happened. I updated the medal collection effect so there's a sparkle effect that appears if you get the bonus score.
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