Karoshi MSX Community
05 de Julio de 2021, 10:34:24 am *
Bienvenido(a), Visitante. Por favor, ingresa o regístrate.

Ingresar con nombre de usuario, contraseña y duración de la sesión
Noticias:
 
   Inicio   Ayuda Buscar Ingresar Registrarse  
Páginas: 1 2 [3]
  Imprimir  
Autor Tema: [[**Entry**]] "SHMUP!" (Imanok)  (Leído 32705 veces)
0 Usuarios y 1 Visitante están viendo este tema.
Imanok
Karoshi Hero
*****
Mensajes: 626


« Respuesta #30 : 20 de Junio de 2013, 09:13:01 am »

@MrSpock: I'm glad you like the game Smiley... and you're absolutely right: the same game in SC2 wouldn't have been that smooth, for sure! Wink

@pentacour: That's the idea, it's easy to improve your skills by playing. Once you get used to control both spaceships and manage to get the fusion easily, the game is not hard at all.

About the little variety of backgrounds, of course I would like different scenarios for every stage too, but I gave priority to the playability and enemy variety, so there was no room for more graphics (as you have already stated, 16Kb is a very limited size).

Never thought about "Knightmare" when programming the bosses, but now you mention it... Grin

@Tono: "Zanac" is one of my favorite games too and one of the greatest references if you want to make a good shooter. It's far better than SHMUP! in all aspects Smiley

Don't forget to keep your promise! (and keep me informed Wink)

@pitpan: I know you love shooters, so I was wondering about your opinion. I'm glad it passed the test! Grin

I'm happy you are enjoying it. Let me know if you manage to beat the game Wink
En línea
Iggy Rock
Visitante
« Respuesta #31 : 22 de Junio de 2013, 09:59:10 pm »

Congratulations Imanok for the game. I've really enjoyed during all the play.

Regarding the game the most remarkable point is difficulty/playability. First and second stages are hard but affordable even turning the path 180º. I've reached the 3th stage but with this level of difficulty it was not able to pass.

Despite this the game is highly playable. All the sprites movements includding the player are fast and smooth so this fact allows a very good control and predictable paths of the enemies. It reminds me HYPE.Nice gameplay!

Also the detection of collision is perfect! very restrictive. The good known massive shoot'em ups allow a margin. The active collision area is smaller than the sprite area and usually centered. This increases the fake thought that the player is better than he/she really is and it produces the enthusiam for the game. When both ships are in formation the area is excesive.For me this is improvable point.

Other point to improve is Autoshoot. Usually I don't keep the fire pressed all time for autoshoot but this game requires it. Sometimes you need to increase the shooting power. Crush the fire and the rate will be the same or lower.

Different items would provide a new level in playability: +1 player speed / +1up (in screen when reaches a new score step) / blast/ and the most important shooting power. I know, is only 16kb... Smiley and yes! this is a wish not a valoration point.

Fusion is really the key of the game! This happening during the game is that the player really expects and remember. Recorded in the memory. (Salamander !! wow). During the fusion process the player is vulnerable and static. I expected invulnerability during the fusion and a while after, the player gets the climax of the game but close enemy kick his/her ass . frustrating!

Mental note for Imanok: shmup! Is not only the challenge. During the fusion the player enjoys the game. Smiley

I also enjoyed the big bosses. Another wish: Why the bosses movement is only horizontal? I was very afraid waiting for a fast falling of those bastards.

I can continue but all the related points are the most important for me.

Technically i'm overhelmed:

- fake scroll multilayer SC1. (bottom layer alike from ending Zanac stages or similar could be nice here)
- Smooth control (but improvable). A bunch of sprites moving perfeclty 'IN' the gameplay screen. One sprite per character is enought for fun.
- Great coding of the game engine.
- Mr. Hassink music. Probably the best of all the MSXdev'13 but...this game deserves one melody per stage and big boss rush!!! 16kb again... Smiley
- SFX could be improved. Lack and low volume but nice.


Resuming : GREAT MSX GAME! This is the shoot'em up game I was expecting for years.
Thanks Imanok.

PAUSE Key LOST: Don't forget the old real MSX machine users.
« Última modificación: 22 de Junio de 2013, 10:46:18 pm por Iggy Rock » En línea
Imanok
Karoshi Hero
*****
Mensajes: 626


« Respuesta #32 : 25 de Junio de 2013, 03:49:18 pm »

Citar
Congratulations Imanok for the game. I've really enjoyed during all the play.
Thnx! I'm glad you enjoyed it Smiley

Citar
Regarding the game the most remarkable point is difficulty/playability. First and second stages are hard but affordable even turning the path 180º. I've reached the 3th stage but with this level of difficulty it was not able to pass.
If you have already reached stage 3, you'll manage to beat the game soon Wink

Citar
Other point to improve is Autoshoot. Usually I don't keep the fire pressed all time for autoshoot but this game requires it. Sometimes you need to increase the shooting power. Crush the fire and the rate will be the same or lower.
The autoshoot/fire rate is made that way in purpose, so that you always get the lower shot rate in horizontal formation, double shot rate in vertical formation (and the highest shot rate during the fusion). It was made like that to make the player change the formation when a better fire rate is needed.

Citar
Different items would provide a new level in playability: +1 player speed / +1up (in screen when reaches a new score step) / blast/ and the most important shooting power. I know, is only 16kb...  and yes! this is a wish not a valoration point.
Of course, all that kind of add-ons would be cool... but as you already said, it's only 16kb Wink

Citar
Fusion is really the key of the game! This happening during the game is that the player really expects and remember. Recorded in the memory. (Salamander !! wow). During the fusion process the player is vulnerable and static. I expected invulnerability during the fusion and a while after, the player gets the climax of the game but close enemy kick his/her ass . frustrating!
During the fusion process the player is NOT vulnerable, but you're right about adding some invulnerability time just after completing the fusion... I'll add it as soon as the contest ends Smiley

Citar
I also enjoyed the big bosses. Another wish: Why the bosses movement is only horizontal? I was very afraid waiting for a fast falling of those bastards.
Again, the 16Kb size limitation was very present! Wink

Citar
PAUSE Key LOST: Don't forget the old real MSX machine users.
At the beginning, removing the pause routine was an inner joke caused by some comments dropped by someone Wink ... on the other hand, it gave me some valuable bytes I used for some other things Grin
En línea
makinavaja
Karoshi Maniac
****
Mensajes: 388


Email
« Respuesta #33 : 30 de Junio de 2013, 01:42:20 pm »

Well, my final opinion about it is:
This game needs to be bigger.  More stages, more different scenario GFX, some "cinematics" or similar...
But yes, its funny, its playable, ITS FUCKING FAST!! I LOVE IT, I love it speed... everything is so smooth and fast
But, an smooth difficult curve with more levels would be fantastic!

Congrats Imanok!
Hope to see an extended version if possiible!
En línea
Páginas: 1 2 [3]
  Imprimir  
 
Ir a:  

Impulsado por MySQL Impulsado por PHP Powered by SMF 1.1.21 | SMF © 2013, Simple Machines XHTML 1.0 válido! CSS válido!