No point in buying R Type Dimensions (it was $5 on PSN) if I have R Types, right? It's just the Three Dee Grayfix that's improved?
Under Defeat is on sale right now on PSN.
2.99
2.69 if you're a PS+ member.
Makes sense considering Mamoruku? Mamotto? Murikumi? Uh...that other G.Rev shooter was on sale for the same price not too long ago.
There are a few other things IIRC.
-Multiplayer
-Immediate respawn after death (it's an option and it breaks certain parts of the games)
-Arranged soundtrack (PSN exclusive)
Not really worth it I'd say. The 3D is way too clean a look for R-Type.
Every needs to get under defeat.
i like the 3D+AST in R Type Dimensions. imo worth a try.
Oh snap! Is the AST a confirmed feature of the PSN version?
correct.
Good thing I saw this thread. I've been in a shmup, bullet hell phase for quite a while now.
I need some good recommendations.
I'm looking for basic shmups similar to Alpha Mission II, Galactic Attack, Gradius V, Raiden, Thunder Force. I think I've found all I can but I have a feeling there's tons of hidden gems I'm missions.
When it comes to more bullet hell style games I'm looking for games similar to Jamestown, DoDonPachi (and Resurrection), Neo XYX, and Ikaruga.
RAIDENI'm looking for basic shmups similar to Alpha Mission II, Galactic Attack, Gradius V, Raiden, Thunder Force. I think I've found all I can but I have a feeling there's tons of hidden gems I'm missions.
Well the games don't have to be 360 specific. Console is not an issue minus a few like Neo-Geo since I don't have any Neo-Geo. I'm looking for anything great shmups.Honestly Espgaluda 2 and Mushihimesama Futari are IMO the gold standard shmups on 360. And they're both region free.
I love Raiden. I need to get that. It's on my list as is Raiden III and IV.RAIDEN
FIGHTERS
ACES.
My favorites of all timeHonestly Espgaluda 2 and Mushihimesama Futari are IMO the gold standard shmups on 360. And they're both region free.
skip III altogether imo, and give RFA precedence over IVI love Raiden. I need to get that. It's on my list as is Raiden III and IV.
I have several shmups across several consoles I'm really looking for hidden gems I may have missed. I've been trying to get some Japanese Saturn imports.
Would anyone happen to know how janky Gradius V is likely to be on PCSX 2? I have a brand new copy and no PS2 and a broken backwards compatible PS3 I haven't bothered fixing. I haven't even unwrapped it, I still have half a dozen JP 360 games to play until I'm tired of too.
Worked well enough for me through the PCSX2 client for OSX on a high-end Macbook pro (quad-i7, dedicated graphics). I played through once and didn't find any particular problems.
I continue to hope that the ESRB-rated PS3 version of Gradius V from last year would just get released already!
Every needs to get under defeat.
BOTEC,
Nothing too impressive. Seems like a symphonic OST and some type of radio drama or something. Otherwise just a nice box and the same artwork as the standard.
http://i699.photobucket.com/albums/vv358/gbuczek/5F8AD92D-1C36-4CB8-9860-A34C7E46DA48_zpsxi2ah4mx.jpg[IMG][/QUOTE]
Thank you, sir. I'm actually a bit of a disc art nerd, so I like to see pics of stuff like that. So far, the PS3 is trouncing the 360 in terms of disc art quality. I die a little inside every time I buy a new 360 import.
skip III altogether imo, and give RFA precedence over IV
yeah 3 isn't worth owning
Only thing i've got a problem with is how someone actually approved the BGM for the Raiden Fighters games.
Wait! Did you just talk shit about the GREATEST VIDEO GAME SOUNDTRACKS EVER!? RFA 1 & 2 are some of my favorite video game soundtracks of all time.Go Sato is a fucking genius.RFA 3/Jet can get fucked though
I dunno, the games look awesome, but III and IV just have it beat OST wise imo. Then again, they sound like stuff you'd hear in G.rev shooters or stuff from Qute, so maybe thats why I like em.
That's a Rhythm Tengoku arcade machine you have there amirite? Sooooo jelly...
Manabu Namiki da god. That's all.
Check his discography. He has done music for several games.He did stuff from Deathsmiles right?
Check his discography. He has done music for several games.
http://en.m.wikipedia.org/wiki/Manabu_Namiki
He did stuff from Deathsmiles right?
That's a Rhythm Tengoku arcade machine you have there amirite? Sooooo jelly...
this so muchManabu Namiki da god. That's all.
Hey guys,
I'm developing a shmup for PC / mobile and currently I'm doing some research for input options in the mobile version, for those of you who have played some iOS / Android shmups, what do you think have been the best implementations? or the do's and don'ts?
The game in question is an horizontal scroller, the current build has the player control the ship by draging his finger anywere on the screen, but its not 1:1 movement, sensitivity is high on the y-axis and then even higher on the x-axis so your finger doesn't have to stray to far from one position for the ship to move from one place to the other. The movement also mimicks any motion you make while dragging.
I fell this controls great (and I'm planning to add sensitivity configs) but my current caveat is that I have a really big thumb covering a lot of the left side of the screen (like 1/4 to 1/3 of it), and that can affect how I think in terms of level design.
Of course this problem only presents itself on the mobile version (more specifically the smartphone version, on bigger devices this wouldn't be an issue) but I don't want to compromise the level design of the PC version because of this.
TL;DR: I need opinions on good input options for mobile (and preferably multiplatform) shmups, any feedback is appreciated, thanks!
Hey guys,
I'm developing a shmup for PC / mobile and currently I'm doing some research for input options in the mobile version, for those of you who have played some iOS / Android shmups, what do you think have been the best implementations? or the do's and don'ts?
The game in question is an horizontal scroller, the current build has the player control the ship by draging his finger anywere on the screen, but its not 1:1 movement, sensitivity is high on the y-axis and then even higher on the x-axis so your finger doesn't have to stray to far from one position for the ship to move from one place to the other. The movement also mimicks any motion you make while dragging.
I fell this controls great (and I'm planning to add sensitivity configs) but my current caveat is that I have a really big thumb covering a lot of the left side of the screen (like 1/4 to 1/3 of it), and that can affect how I think in terms of level design.
Of course this problem only presents itself on the mobile version (more specifically the smartphone version, on bigger devices this wouldn't be an issue) but I don't want to compromise the level design of the PC version because of this.
TL;DR: I need opinions on good input options for mobile (and preferably multiplatform) shmups, any feedback is appreciated, thanks!
Sadly I don't know of a solid way to fix your issue with the thumb unless you resort to putting panel boards on the sides or below your actual game window with all your controller action taking place down there (which wont be as accurate as actual touch the way you are doing now. )
This is why I play with stylus...in a pinch you could put that as a recommendation in the opening on mobile if you can't work out some kind of input you feel makes it control well.
I've found relative touch is vastly superior to virtual controls, and ideally there should be NO or extremely minimal controls beyond movement IMO. EnbornX and Shogun are pretty decent "naitive" shmups on mobile. Shmups are usually one-way affairs so I really didn't find blocking the bottom/far left side of the screen problematic since in most games behind the player is a deadzone anyway. Cave's games are surprisingly serviceable on iOS too. Only Bug Panic of theirs is native mobile though I think. Works alright.
That rhythm mechanic sounds intriguing, color me interested! Have you considered using half or ⅓ of the screen as a button for this action?About the stylus that's actually an option I hadn't considered before but right now the game uses one other button for input, since the game uses rhythm elements the player needs to press it on beat in order to level up / upgrade the regular lasers and also shoot bigger / better bullets at each beat.
This actually sounds more annoying than it is but it adds a timing factor to the game and if you are enjoying the music then its pretty easy to forget you are even pressing that other button. Even so this gameplay element is still something that may or may not make it in the end depending on feedback from players when we release a demo.
That rhythm mechanic sounds intriguing, color me interested! Have you considered using half or ⅓ of the screen as a button for this action?
Apparently Caladrius Blaze sold 1,967 its debut week. Sounds like another Ketsui situation. Is the genre not as popular on PS3?