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1075997 Posts in 44156 Topics- by 36123 Members - Latest Member: gas13

December 29, 2014, 11:50:16 PM
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1  Player / Games / Re: New independent retro-style "shmup" in advanced development on: July 13, 2010, 07:35:47 AM
Bumping this topic because the game is about to be released in July 19, through Steam, where it is already showing up:

http://store.steampowered.com/app/34920/

Congratulations to the developers for completing this impressive shmup!
2  Player / Games / Re: New independent retro-style "shmup" in advanced development on: December 26, 2009, 02:20:48 AM
Quote
Looks nice. Please do make more bullets on screen at once (more enemies, more intense pacing). I think the bullet effects look fine. Backgrounds look great!

new video on Hard settings, meaning much more enemies and bullets on screen, and impression of more intense pacing:

http://www.youtube.com/watch?v=TkzzyLgl7Hc

still need to fix the hitbox size on player ship (too large).
3  Player / Games / Re: New independent retro-style "shmup" in advanced development on: December 23, 2009, 09:01:48 AM
Thanks again for the feedback, guys!

Sar: very comprehensive reply, I'm sure the author will consider you in the beta test team Wink

Quote
pace levels such that it's only just possible to wipe out everything that comes at you, but it is still possible.

The attack patterns programming and how they affect gameplay, is one of the biggest challenges in writting a shmup.

I know the author since my teenage years (we're in the 30's now) and I can say what are his favourite games:
- Ikaruga
- Philosoma
- Raystorm
- Uridium 2 in the Commodore Amiga
- Einhänder

I'm also a very old-school gamer and the first shmup which I think made the genre grown in me was Zanac :D  Also always loved Gradius and R-Type series. So I've suggested some horizontal scrolling stages thrown in the mix (like Axelay or Terra Force ) but this will probably be left for the sequel, Razor 3. Smiley 

4  Player / Games / Re: New independent retro-style "shmup" in advanced development on: December 22, 2009, 09:19:24 AM
Thanks for the feedback, guys!

Indeed the slow pace make people say 'euroshooter'. The problem with these is that they 'extend' the levels with the slower pacing to have more 'gameplay hours'.

But the aim is to be j-shmup at its best, it'll even feature hand-drawn anime-like characters in the cut scenes and intro story. Smiley
5  Player / Games / Re: New independent retro-style "shmup" in advanced development on: December 21, 2009, 06:27:13 PM
heh that's a nice introduce-yourself thread, indeed was a bit rude to drop in and just post about the game...

But it is not my game, it is from some mates, I'm just trying to put the cat out of the bag and unveil this little gem of an indie game they're hidding for no reason lol.  With their permissions, of course. Smiley

I've just uploaded a gameplay video showing my not-so-good shmup skills:

http://www.youtube.com/watch?v=lMb5Q4GDb4w

Does it looks euroshmup or j-shmup ? Smiley  The lead game designer sure prefers j-shmups, but in another forum someone said it looks euro.

Anyway, thank you guys for the replies so far! Wink

6  Player / Games / New independent retro-style "shmup" in advanced development on: December 21, 2009, 05:00:44 PM
Hi all,

I'm looking for some feedback about this new shmup in development, initially for the PC/Windows platform, it's inspired by classics of the genre like Raystorm, Darius, Thunderforce, Radiant Silvergun and Ikaruga. It's being made by independent developers Luis Carlos Zardo and Augusto Bülow, friends of mine, and it is in advanced Beta stage. It will feature 8 stages, several weapons to choose from, dozens of enemies and end level bosses. Estimated release time is March 2010, and although available initially for PC/Windows, possible ports for iPhone, X360 and Wii may be possible.

Some screenshots:




















It'll be released through a small publisher of casual games as a download-only release, and it will be priced accordingly, in the 5 to 10 bucks range, a bargain if you consider the overall quality of the game. We'll be needing testers to evaluate the level design, hunt bugs and give advice, preferably seasoned shmup players and veterans. Smiley

Btw, "Razor 1" was an attempt for the Commodore Amiga platform in the mid 90's to compete with the likes of Team 17's "Project X", but sadly it never saw the light of day.

This is indie gaming at its best. Thanks in advance!
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