Difference between revisions of "User:Xx-Henry-xX"
Jump to navigation
Jump to search
Xx-Henry-xX (talk | contribs) |
Xx-Henry-xX (talk | contribs) |
||
Line 57: | Line 57: | ||
*** Eve (46,257,840) | *** Eve (46,257,840) | ||
*** Ridmie (41,265,970) | *** Ridmie (41,265,970) | ||
+ | ** Original (Wait On, Guard On) | ||
+ | *** Eve (53,144,910) | ||
* Battle Traverse | * Battle Traverse | ||
** Easy (T.Neider) | ** Easy (T.Neider) |
Revision as of 01:00, 29 January 2023
Contents
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
- 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 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)
- Heaven (Wait On, Guard On)
- 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.
- 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.
- 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 shooot bullets" kind of enemies that keep coming endlessly (Example: Crimzon Clover Stage 5's Small Tanks)
- 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.
- Hi-Speed Enemies (Makes player pay attention & memorize their locations to maximize their kills)
- Being forced to pass enemy waves isn't exactly fun.
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.