Difference between revisions of "User:Xx-Henry-xX"

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* Rookie Shmupper & Soon to be gamedev
 
* Rookie Shmupper & Soon to be gamedev
 
* Lazy Bones
 
* Lazy Bones
 +
* [https://xx-henry-xx.itch.io/ My itch.io page]
  
 
== 1CC List ==
 
== 1CC List ==
Line 17: Line 18:
 
* Crimzon Clover World Ignition/Explosion
 
* Crimzon Clover World Ignition/Explosion
 
** Novice Boost Type I
 
** Novice Boost Type I
*** 1,834,651,480
+
*** All Stages: 1,834,651,480
 
*** Stage 1 Only: 150,882,580
 
*** Stage 1 Only: 150,882,580
 
*** ★525951
 
*** ★525951
Line 48: Line 49:
 
** Black Stages
 
** Black Stages
 
*** Easy ALL (119,979,960)
 
*** Easy ALL (119,979,960)
*** Normal ALL (242,613,168)
+
*** Normal ALL (251,759,590)
 +
*** Hard ALL (321,617,606)
 
* Vastynex (15,147,380)
 
* Vastynex (15,147,380)
 +
* Eden's Edge
 +
** Heaven (Wait On, Guard On, Formation, 39,225,090)
 
* Eden's Aegis
 
* Eden's Aegis
 
** Heaven (Wait On, Guard On)
 
** Heaven (Wait On, Guard On)
Line 56: Line 60:
 
*** 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)
 
* Omega Blast (909,700)
 
* Omega Blast (909,700)
 +
* Gunvein
 +
** Mild (Type B, 5,560,802)
  
 
== Shmup Dev Tips for Aspiring Devs Out There ==
 
== Shmup Dev Tips for Aspiring Devs Out There ==
Because there's no shmup dev wiki (at least the owner's considering adding a section for that in this wiki)
+
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) ===
 
=== 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'''
 
* '''No Player Inertia'''
 
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.
 
** For a game that requires reflex-based dodging, inertia equals input lag. And that's bad.
 
** '''Q''': but i want realism in my game<br>'''A''': Realism rarely equals fun.
 
** '''Q''': but i want realism in my game<br>'''A''': Realism rarely equals fun.
** '''Q''': what about smooth movement<br>'''A''': Smooth movement comes from evasion of enemy patterns, option movement lag, etc.
+
** '''Q''': what about smooth movement<br>'''A''': Smooth movement comes from evasion of enemy patterns, player afterimage, option movement lag, etc.
 
* '''No Forced Damage'''
 
* '''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.
 
** 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 unless you have a good excuse'''
+
** 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".
** Bloated Enemy HP is never a good one: Having to pass a wave because you can't destroy the enemies isn't fun at all.
+
* '''Keep the player busy'''
** Be careful with enemy counts too for the same reasons as above.
+
** Never make passiveness be the norm; forced or not.
** Unless your game is about strategic player placement, lack of player shot coverage also isn't good.
+
*** Examples of forced passiveness:
** Some of the good excuses:
+
**** Bloated enemy HP
*** Hi-Speed Enemies (Makes player pay attention & memorize their locations to maximize their kills)
+
**** Lack of firepower to deal with the incoming wave
*** Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn suicide bullets which you can just pass)
+
**** 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
 +
** 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?)
  
 
=== Other Good Tips ===
 
=== Other Good Tips ===
 
(Todo: Pros out there feel free to make suggestions in the discussions)
 
(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.

Latest revision as of 13:53, 2 March 2024

About Me

  • Xx_Henry_xX
  • Sometimes known as XHX-PGH
  • Rookie Shmupper & Soon to be gamedev
  • Lazy Bones
  • My itch.io page

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, 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.
    • 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".
  • 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
    • 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?)

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.