Difference between revisions of "User:Xx-Henry-xX"
Jump to navigation
Jump to search
Xx-Henry-xX (talk | contribs) |
Xx-Henry-xX (talk | contribs) |
||
(10 intermediate revisions by the same user not shown) | |||
Line 4: | Line 4: | ||
* 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 ( | + | *** 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) | ||
Line 70: | Line 76: | ||
** 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. | ||
− | * ''' | + | ** 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''' |
− | *** Bloated | + | ** 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 === | === Other Good Tips === | ||
Line 91: | Line 106: | ||
* Go read [[Boghog's bullet hell shmup 101]]; it serves as an introduction to making shmups. | * 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. | * 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
Contents
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
- 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)
- 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, 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
- 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.