User:Xx-Henry-xX

From Shmups Wiki -- The Digital Library of Shooting Games
Jump to navigation Jump to search

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
      • 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 (242,613,168)
  • 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)
  • Battle Traverse
    • Easy (T.Neider)
  • Omega Blast (909,700)

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)

  • 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 unless you have a good excuse
    • 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.
    • Be careful with enemy counts too for the same reasons as above.
    • Unless your game is about strategic player placement, lack of player shot coverage also isn't good.
    • Some of the good excuses:
      • Hi-Speed Enemies (Makes player pay attention & memorize their locations to maximize their kills)
      • Giving Strategic Choices (Examples include but are not limited to a set of enemies that spawn suicide bullets which you can just pass)

Other Good Tips

(Todo: Pros out there feel free to make suggestions in the discussions)