SylphWind: where did it go?
SylphWind: where did it go?
I was looking to demo SylphWind, but all links for a demo are dead. Is this available somewhere by another title, either retail or demo?
Re: SylphWind: where did it go?
oops this is in the wrong place. sorry
Re: SylphWind: where did it go?
You have a better chance of trying to contact the developer directly ..
Re: SylphWind: where did it go?
It is stull under development, but the past year has been very hectic, so I decided not to stress about the progress of a project. Also the original dev computer exploded but I managed to salvage the project and set up the workspace on my new computer.
I also have a day-job as a game programmer so doing programming after work is somewhat taxing, and I usually develop the project on longer holidays.
Also the 'buzz' game mechanics is pain in the ass to balance correctly, so there has been many iterations on the chaining and like...
You might want to check pouet.net; there is most likely a working dl link.
But the demo uses one opengl feature that might crash on newer nvidia cards; the issue has been adressed and fixed on the actual game but no other public versions can be found than the august 2007 demo.
I also have a day-job as a game programmer so doing programming after work is somewhat taxing, and I usually develop the project on longer holidays.
Also the 'buzz' game mechanics is pain in the ass to balance correctly, so there has been many iterations on the chaining and like...
You might want to check pouet.net; there is most likely a working dl link.
But the demo uses one opengl feature that might crash on newer nvidia cards; the issue has been adressed and fixed on the actual game but no other public versions can be found than the august 2007 demo.
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Re: SylphWind: where did it go?
Sylph Wind is vertically scrolling shoot'em up game in the vein of Psyvariar and Shikigami no Shiro series.
The game can be considered as 'puzzle-em up' or 'non-shooting-shooter' since player is actively rewarded of staying in extreme vicinity of enemy bullets; this behavior is called 'scratch'.
Scratching is the main method of getting high score. Also the player will suck energy out of the enemy bullets by scratching and gain a level-up by filling the energy gauge shown on the extreme left on the screen.
On every level-up a special lightning weapon is discharged and player will be shielded against enemy fire and physical collision for a second and a half.
Apart from obtaining temporary invulnerability by level-ups, the player will finally evolve > gain additional firepower after reaching every 100th level, up to 900.
In order to obtain extreme scores via successful scratch chains (you need to be near the enemy bullets for a long time), player should not shoot too many enemies at a time.
Needless to say, this practice is risky to say at least.
Here's video footage of the game:
From google video, recommended for a quick peek (google compression did terrible things to this video):
Better quality video download link (87mb)
The game is being developed for Windows platforms by using C++, OpenGl and Cg shader technology.
By
Finley Bull
Handforth Dean Parking
Long Stay Parking
The game can be considered as 'puzzle-em up' or 'non-shooting-shooter' since player is actively rewarded of staying in extreme vicinity of enemy bullets; this behavior is called 'scratch'.
Scratching is the main method of getting high score. Also the player will suck energy out of the enemy bullets by scratching and gain a level-up by filling the energy gauge shown on the extreme left on the screen.
On every level-up a special lightning weapon is discharged and player will be shielded against enemy fire and physical collision for a second and a half.
Apart from obtaining temporary invulnerability by level-ups, the player will finally evolve > gain additional firepower after reaching every 100th level, up to 900.
In order to obtain extreme scores via successful scratch chains (you need to be near the enemy bullets for a long time), player should not shoot too many enemies at a time.
Needless to say, this practice is risky to say at least.
Here's video footage of the game:
From google video, recommended for a quick peek (google compression did terrible things to this video):
Better quality video download link (87mb)
The game is being developed for Windows platforms by using C++, OpenGl and Cg shader technology.
By
Finley Bull
Handforth Dean Parking
Long Stay Parking
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ShmupSamurai
- Posts: 473
- Joined: Fri Jan 15, 2010 2:15 am
- Location: Texas
Re: SylphWind: where did it go?
I was wondering what happened to SylphWind.Thanx for clearing that up. 

Use Shumpman's advice!
"USE A BOMB!"
"USE A BOMB!"
Re: SylphWind: where did it go?
I got the demo and played it, my rig doesn't play it that well but when I reduced the graphics, I thought what was there is pretty good, and looks great. The framerate is, of course, beta, but that's because it is. Good stuff!