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Shoot the Core! - Gaf Shoot ‘em Up (aka Shooter/SHMUP) Reference Thread

SerTapTap

Member
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.


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?

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.
 

Teknoman

Member
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.
 
Tempted to grab Under Defeat HD so I can grind out the rest of the trophies.
But honestly I didn't really like the game (owned the PS3 retail version for awhile).
 

Raptomex

Member
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.
 

Coda

Member
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.

Honestly Espgaluda 2 and Mushihimesama Futari are IMO the gold standard shmups on 360. And they're both region free.
 

oneida

Cock Strain, Lifetime Warranty
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.
RAIDEN
FIGHTERS
ACES.
 

Raptomex

Member
Honestly Espgaluda 2 and Mushihimesama Futari are IMO the gold standard shmups on 360. And they're both region free.
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.
RAIDEN
FIGHTERS
ACES.
I 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.
 

oneida

Cock Strain, Lifetime Warranty
I 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.
skip III altogether imo, and give RFA precedence over IV
 

SerTapTap

Member
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.
 

DasRaven

Member
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!
 

SerTapTap

Member
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!

I'd be down for just local backwards compatability for PSX/PS2 on PS4 like that rumor suggested. I played MMX collection perfectly fine on PCSX2 but I'm not sure how well it'd handle a 3D game even if movement is still 2D..
 

Yes Boss!

Member
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.

5F8AD92D-1C36-4CB8-9860-A34C7E46DA48_zpsxi2ah4mx.jpg
 

BOTEC

Member
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.
 

BOTEC

Member
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!? RF 1 & 2 are some of my favorite video game soundtracks of all time.
RF 3/Jet can get fucked though
Go Sato is a fucking genius.
 

Teknoman

Member
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.
RFA 3/Jet can get fucked though
Go Sato is a fucking genius.

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.
 

BOTEC

Member
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.

Hmm, OK we'll agree to disagree on this one. I absolutely love RF 1 & 2, and like Raiden I & II, but couldn't care less about the elevator muzak in Raiden III or IV. Music tastes, they're funny that way.
 

Miutsu

Member
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!
 

shaowebb

Member
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.
 

SerTapTap

Member
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!

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.
 

Miutsu

Member
Thanks for the replies guys!

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 have considered adding panels to the sides, not for this reason but for maintaining the same aspect ratio across screens / devices, for now I'm leaning for the solution of simply extending the playable field (horizontally in this case) as the important stuff will be happening always from the other end, although this may give some advantage to people with larger screens (than say an iPad) since they will have more freedom of movement, but I don't think it's that big of a deal.

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.

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.

Heh, Shogun is actually one of the games that I'm basing the movement on since I feel it controls very well and tight.

When you mention that there is usually a deadzone behind the player, do you mean that most of the time stuff doesn't happen in that area? As in enemies coming from behind or enemies passing and shooting you from too far back, I think my biggest problem is that right now I'm not controlling this very well and if I want to feel comfortable with the relative touch solution I need to focus most on the action on the front side and very little or none on the back.

Again thanks a lot for the feedback, I want the game to be good and I want to make sure to get the little details right.
 
J

Jotamide

Unconfirmed Member
Hey guys, in 3 more days I'm putting the remaining shmups I'm selling on eBay. If there's something you're interested in take a peek, because I'd rather sell them to someone on GAF.
 

Ulthwe

Member
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?
 

Miutsu

Member
That rhythm mechanic sounds intriguing, color me interested! Have you considered using half or ⅓ of the screen as a button for this action?

Glad to hear that! we've been uploading some recent screens to our twitter, as always everything you see is WIP and subject to change, the game started development last year but only some months ago we were able to start dedicating much more time to it.

About your suggestion, that is something I was also thinking and it's very possible it will turn out that way, right now the button also served as a timing indicator but since you are pressing it you don't really see it, we're slowly moving the visual cues to other parts of the screen (plus the music of course) and will most likely free that space, so you'll not have to pay attention which part of the screen you're pressing while trying to mantain the beat.
 

Yes Boss!

Member
But what about all the importers? Surely a couple hundred of that number are folks like us...especially given the region-free-ness.

It is Caladrius, though. Not exaclty a huge title.
 
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