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** All of them should be useful. (No OP or downright useless) | ** 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. | ** Each shottype should be unique enough to have low role overlaps with other types. | ||
+ | * Don't use world space movement for player. Always make movement speed consistant for all directions. | ||
+ | ** If normalizing diagonals isn't doable, at least make orthogonal & diagonal speeds consistant for each set. |
Latest revision as of 15:33, 20 August 2025
Contents
About Me
- Xx_Henry_xX
- Sometimes known as XHX-PGH
- Rookie Shmupper & Soon to be gamedev
- Lazy Bones
- My itch.io page
- My Youtube Channel
1CC List
Disclaimer: Scores may not be the true personal best
- Vimana 1-ALL (2,042,200 / 169% / Autofire On)
- Change Air Blade (Alpha Blade / 7,527,850)
- Guxt
- Normal Game
- Score Attack (17,380 / Autofire On)
- 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
- Novice Boost Type I
- 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)
- Black Stages
- 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)
- Nanathy (60,971,860)
- Heaven (Wait On / Guard On)
- Battle Traverse
- Easy (T.Neider)
- Omega Blast (909,700)
- Gunvein
- Mild (Type B / 5,560,802)
- Kuroobi (Playdate)
- Katsuo (3,071,788 / WR as of 7 Mar 2025)
- Saki (3,213,400 / WR as of 7 Mar 2025)
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, player afterimage, 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.
- That goes for all of the possible setups when getting into said situation: For example, playing with one weapon type may be easy while the other hard, but none of them should be impossible.
- 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".
- There must be at least one way out of a given situation that does not require using limited resources such as bombs.
- Keep the player busy
- Never make passiveness be the norm; forced or not.
- Examples of forced passiveness:
- Bloated enemy HP
- Lack of firepower to deal with the incoming wave
- Any other cases when you just can't seem to deal with a given situation other than ignoring it
- Dead air
- Examples of non-forced passiveness:
- Enemy giving too low threat (such as having limited threat zone) to be aggresively dealt with
- Any other cases where being passive is the optimal strategy
- Examples of forced passiveness:
- Don't know how? Here are some of the tons of methods to do that:
- Enemy aggression
- Really fast enemies for attention bonus
- Strategic choices from (but not limited to) when to kill enemies w/ revenge bullets & shottype changing
- Pattern dodging
- Item collection
- Resource management like bombs and special weapons with a gauge
- Charge attack timing
- Scoring setups that may include a few from above and/or other stuffs
- ...and so on.
- Just be careful not to add too many mechanics without real depth. (You're not gonna make a Hellsinker wannabe for your first game, are you?)
- Enemy aggression
- Never make passiveness be the norm; forced or not.
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.
- Don't use world space movement for player. Always make movement speed consistant for all directions.
- If normalizing diagonals isn't doable, at least make orthogonal & diagonal speeds consistant for each set.