User:Xx-Henry-xX

About Me

 * Xx_Henry_xX
 * Sometimes known as XHX-PGH
 * Rookie Shmupper & Soon to be gamedev
 * Lazy Bones

1CC List
Disclaimer: Scores may not be the true personal best
 * Vimana 1-ALL (2,042,200 / 169%)
 * Change Air Blade (Alpha Blade, 7,527,850)
 * Guxt Normal Game
 * Cloudphobia
 * PLG-90 Easy (43,598,250 / 11:16.94)
 * Blue Wish Desire
 * Heaven w/ Desire (70,629,800)
 * Heaven w/ Twinkle (37,279,350)
 * Crimzon Clover World Ignition/Explosion
 * Novice Boost Type I
 * All Stages: 1,834,651,480
 * Stage 1 Only: 150,882,580
 * ★525951
 * 23:10.03
 * Novice Original Type Z
 * All Stages: 942,116,560,240
 * Stage 1 Only: 49,372,095,870
 * ★472297
 * x17209
 * Blaynix
 * Normal (119,368,450)
 * Steel Vampire
 * Very Hard
 * Genocide Hard (Anopheles, 21,189,584)
 * Eschatos
 * Original Easy (8,074,211)
 * Advanced Easy (19,312,725)
 * Time Attack (25:18.49)
 * Dokingan (72,786,692)
 * Kiraijin (4,081,482)
 * Blade Buster
 * 2 Minute (586,600)
 * 5 Minute (1,631,100)
 * Assault Shell
 * Light (A-2, 798,195,750)
 * Final Soldier 5 Minute (2,059,600)
 * Bullet Hell Monday (Challenge)
 * Easy (36,692,923)
 * Bullet Hell Monday Black
 * Black Stages
 * Easy ALL (119,979,960)
 * Normal ALL (251,759,590)
 * Hard ALL (321,617,606)
 * Vastynex (15,147,380)
 * Eden's Edge
 * Heaven (Wait On, Guard On, Formation, 39,225,090)
 * Eden's Aegis
 * Heaven (Wait On, Guard On)
 * Nanathy (37,643,260)
 * Maple (34,917,180)
 * Eve (46,257,840)
 * Ridmie (41,265,970)
 * Original (Wait On, Guard On)
 * Eve (53,144,910)
 * Battle Traverse
 * Easy (T.Neider)
 * Omega Blast (909,700)
 * Gunvein
 * Mild (Type B, 5,560,802)

Shmup Dev Tips for Aspiring Devs Out There
Because there's no shmup dev wiki (charlene pls add gamedev section i want resources)

The Holy Trinity of Shmup Design (or what I like to call these 3 as)
Consider those 3 rules as absolute musts, especially if you are starting out.
 * No Player Inertia
 * For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.
 * Q: but i want realism in my game A: Realism rarely equals fun.
 * Q: what about smooth movement A: Smooth movement comes from evasion of enemy patterns, option movement lag, etc.
 * No Forced Damage
 * There must be at least one way out of a given situation that does not require using limited resources such as bombs.
 * Some complex games may feature special abilities to assist surviving and/or scoring; only add them after gaining some experience, and if you do, think about what will count as limited resource and what will be unlimited "secondary shot".
 * 100% Kill should always be possible
 * Being forced to pass enemy waves isn't exactly fun.
 * Bloated Enemy HP is never good. Players should be able to actually kill the enemy; otherwise it will be a big nasty wall that shoots bullets at you.
 * Be careful with enemy counts & placements too.
 * Unless your game is about strategic player placement (which isn't something you wanna go for when you are starting out), lack of player shot coverage also isn't good.
 * Those are fine:
 * Hi-Speed Enemies (Makes player pay attention & memorize their locations to maximize their kills)
 * Even if the player misses them, it's not forced. They're just missing the reward for paying attention.
 * Do still be careful with its HP; it should be killable in the first place to act as an "attention bonus".
 * Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn revenge bullets which you can just pass)
 * Player wasn't forced; it was their choice to pass enemies.
 * Just be careful not to throw players into impossible situations. (For the specific example above, revenge bullets should be avoidable without resource use.)
 * "Destructible rockets that may shoot bullets" kind of enemies that keep coming endlessly (Example: Crimzon Clover Stage 5's Small Tanks right after the first shutter)
 * Only allowed excuse where the player isn't expected to do a 100% kill: While somewhat contrary to enemy count statement above, but overpowering a mass attack of popcorns feels fun.
 * Strictly speaking, this rule is largely intended to prevent tanky popcorns or certain enemies lasting too long.
 * Following this rule too much may cause boring segments caused mainly by, but not limited to, dead air. If this happens try buffing player firepower/coverage first then balance the enemies by increasing their count or HP.

Other Good Tips
(Todo: Pros out there feel free to make suggestions in the discussions)
 * Go read Boghog's bullet hell shmup 101; it serves as an introduction to making shmups.
 * Popcorns must not tank more than (player firerate in Hz / 10, 1~2 less if fast) hits.
 * When including multiple shottypes...
 * All of them should be useful. (No OP or downright useless)
 * Each shottype should be unique enough to have low role overlaps with other types.