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FreeSpace Releases => Mission & Campaign Releases => Topic started by: AndrewofDoom on July 16, 2012, 06:35:21 pm

Title: RELEASE: SHMUPSpace Battle of Deneb Demo 1.2
Post by: AndrewofDoom on July 16, 2012, 06:35:21 pm
(http://i13.photobucket.com/albums/a263/Royous/FreeSpace/SSLogo.png)


What is SHMUPSpace?

SHMUPSpace is an arcade style mod for FreeSpace Open engine that follows the lines of more traditional shoot em ups (or shmup) of the late 80s and early 90s. Games like R-Type, Gradius, Thunder Force, and Gleylancer were my key inspirations in designing this mod. Then again, I did put a few nods here and there to Spoon's TDS (http://www.hard-light.net/forums/index.php?topic=68047.msg1343625#msg1343625) (Please, please play that as well!) mod. TDS was what gave me the initial drive to make this mod in the first place.

That being said, it's time for something different. ALPHA ONE is always claimed to be the godlike being...now he really is!

Is There a Story to This?

No....well kinda. Even if there is a story there, don't expect it to make any bit of sense, even much less sense than Loliquest Dimensional Eclipse. Just don't expect it to follow FreeSpace continuity any one bit if it makes the game non deterministic (shields and flak guns never existed for anyone! Beams are called flux cannons instead are used only for bosses or really, really major enemies. Flux cannons only fire in a fixed direction).

How Does This Work? (AKA How to Play)
The goal of the game is to fight through each of the missions, blowing up as many bad guys as you can (cruiser class ships and below are valid targets to destroy, though larger ships take more effort than smaller ones) where at the end you may or may not face an end boss of that stage. You're given 3 lives at the start of the mission. If you die, you lose a life. When you restart the mission from either death or from the escape menu you are sent to a predetermined checkpoint (you get NO choice whether you go there or not) and lose all your upgrades in the process. If you die on your last life, you start from the beginning of the mission (at least in the first mission which is of course this release. Later releases will send you back to a selection screen after the first mission).

There are 3 types of upgrades, each of which are found inside a TTC 1 container and can be exposed by blow the cargo container up:

Red - Symbolized not only by being the color red but also have the letter "P" on them. These weapons upgrade the laser your ship has. This upgrade does carry between levels.
Blue - Symbolized by a blue spinning ring with the secondary acquired in the middle, it loads your ship with that secondary weapon pictured. This does not carry between levels.
Green - Green spinning right with a green plus sign in the middle, this restores 25% of your ship's health. Mr One Hitpoint Wonder doesn't get these anymore.

The controls of this mod are as follows (when you initially create your pilot):

Arrow Keys - Move
Z - Fire primary.
X - Fire secondary.
C - Change Primary Bank
V - Change Secondary Bank
Shift V - Change Secondary Fire Mode

If you decide to not use the pilot file, this mod only uses these controls in the control menu which you may just want to rebind:

Left Thrust
Right Thrust
Up Thrust
Down Thrust
Fire Primary Weapon
Fire Secondary Weapon
Cycle Primary Weapon
Cycle Secondary Weapon
Cycle Secondary Fire Mode

PITCHURES

Cause everyone loves pictures!

(https://dl.dropbox.com/u/17350885/frees2-20120702-211250.png)

(https://dl.dropbox.com/u/17350885/frees2-20120705-202510.png)
^ That's what it looks like when you play on Insane difficulty. It gets noticeably easier on lower difficulty levels. (Slightly dated image)

Installation Instructions

1. You'll need to use the BP builds (I've tested it on the BP builds, but it *should* work on the 3.7 builds since I'm not using anything specific to the BP ones) and ALSO RUN THIS MOD IN A 16:9 SCREEN RATIO RESOLUTION. Why do I have to run it in that ratio you may ask. Well, unlike space sims, side scrollers are very dependent on what ratio the screen is as well as the field of view the player is given. This is a major impact on game balance and I'm not going to rebalance the mod for 10 different screen ratios. If you don't know what valid resolutions would be, here's a list of some of the resolutions supported by this mod:

1280 x 720
1600 x 900
1920 x 1080

Also, don't try to be a wise guy and run something other than those three, because the mod will error you out if you try anything else. :p

2. Extract the mod folder in the usual location and run it like you would any other mod.

3. Create a new pilot for this mod. This is essential that you do unlike most other mods because the entire control layout is different.

DOWNLOAD YES

Go get it boy 1.2 baby123! (http://www.mediafire.com/?82rqa5b5g9cmnt1)

Honestly I don't know how well this will fare to the world since my testers all ran out on me saying they're no good at this type of game. This release only contains the first mission as a way to get a feel for the reception of this mod.

Update! Version 1.2 Changes:


To do for 1.3:
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: yuezhi on July 16, 2012, 06:37:25 pm
OMG

what's the extra pilot file for?
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Commander Zane on July 16, 2012, 06:43:33 pm
For the ship controls.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Droid803 on July 16, 2012, 06:50:51 pm
its too hard you most make update
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Alan Bolte on July 16, 2012, 11:04:03 pm
Amusing typo in the very first briefing screen: I think 'stored key parts of the planet' should be 'stormed'.

Couldn't pick up the first health power-up the first time I reached it, but I could the second time.

Controls went a little wonky at times, and collisions could have some odd effects, but overall I'd say it's an amazing accomplishment.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Dark Hunter on July 16, 2012, 11:34:42 pm
its too hard you most make update

Shmup newb.  :p

IMHO:
Difficulty is fine (average shmup, I'd say). If you're going for a Gradius type feel you've gotten it down (LOL at boss).

Aesthetically it looks incredible, utilizing all of the main engine's graphics I see. My only complaint in the graphics area is that weapons fire is not very visible. I know you're just going off of Freespace's default weapons graphics, but in shmups it is very important to be able to clearly see shots, both your own and your enemies'. Minor complaint there. The background nebulae also sometimes obscured things, but that may be my own graphics settings so I'm not sure whether to blame myself on that one. :D

Criticisms: Collisions. Everytime you collide with something, it sends the ship rocketing uncontrollably forward, often into more collisions, and more damage. This makes colliding with anything pretty much instant death. Which was fine in R-Type/Gradius/etc since the ship was a one hit wonder anyway, but here where you have a health meter it seems overly punishing, especially with how close you have to get to some ships to shoot their turrets.

Also, what's with that 1 single Tempest in our inventory at the beginning? A later pick-up gives us 80 of the things! :)   I'll just assume that's a bug for now.

All in all, though, I thought it was very fun, and I am dying to see more of this. My only major complaint is the wonky collision physics.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: AndrewofDoom on July 16, 2012, 11:39:14 pm
My only major complaint is the wonky collision physics.

Believe me I wanted a way to work around that issue. It's due to how the script works (every frame the player is given an additive velocity equal to the scroll speed). I originally used a less wonky style of just moving the player along with the speed with a simple change in position. But that ended up allowing the player to go through any ship by just not moving.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: bigchunk1 on July 16, 2012, 11:50:40 pm
Aha that was so awesome! A totally new take on freespace gameplay and it WORKS! It works quite well. Everyone play it! play it now!

Spoiler:
[harsh]
You know what I am going to say Andrew. Why all the text at the beginning? There's not much to the plot so why all the freakin text explaining nothing?! Everything is skippable (I did not skip!) and you do skip I don't think it takes away from the game. Fleet x is moving to... fleet y is engaging at... blah blah AAAH!
[/harsh]
I'm surprised you can't manually change default control schemes with some kind of modding table or something. Be nice if you could.
Death happened shortly after "destroy the core". I was playing on easy. I'll let bosch win that one lol.
cool use of the powerups and really great atmosphere. There was a lot of action in the background and the foreground flying through the NTF fleet. Felt like a true schmup. Who needs the third dimension?
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Goober5000 on July 17, 2012, 12:35:32 am
This is outstanding, AndrewofDoom.  An absolutely incredible piece of work!  Well done!  The atmosphere, gameplay, opponents, and general goofiness capture the feeling of a classic "shmup" perfectly.  Very awesome, and probably the best deserving mod of a highlight so far this year. :D

There are still some rough edges to be shaken out -- ability to pick up power-ups, sometimes not being on the same plane as the cargo, recovery if you happen to get snagged and dragged off-screen by the corner of a ship, etc. -- but those can be worked on.  This is already a must-download as it is.

I must say, though, that either I spent too little time in the arcades when I was little or you made this way too hard.  I mean WAAAAAYYY too freaking hard, to the point of hilarity.  I kept on dying after only a few minutes of gameplay, on both Medium and Very Easy.  That's not a show-stopper, though, because the invulnerability cheat comes to the rescue.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Droid803 on July 17, 2012, 12:39:12 am
see look goober agrees with me its too hard you most make an update

also collision it is not working by mission 1 you most make an update



In more seriousness, you say "my testers all ran out on me saying they're no good at this type of game." But every time I bring up an issue I'm brushed off by statements which basically read to me like "YOU ****ING SUCK AT THIS GAME" or "Can't be changed. DEAL WITH IT SUCKER" (Literally, most of the responses I had were along the lines of "AVOID THE SHIPS AND YOU WON'T COLLIDE". WELL THANKS, I'm not trying to run into ships...) That's not very encouraging. For one, I brought up the collision/sliding issue the very first time I tested it, and every time you just write it off. It's like you're allergic to thinking, and then even when I come up with suggestions for workarounds you just whine about how they're not perfect and/or ignore them. IMO the collision thing really ruins an otherwise brilliant concept, especially since ships that are vaporizing and are basically totally invisible still collide and cause that sliding thing (which, AFAIK, does not happen in Gradius). I admit that I might very well be atrocious at these sorts of games, but it should be no surprise why I said **** it and went off to go play Hoshizora no Memoria instead - I figured my testing wouldn't affect anything anyway. Testers aren't there to go "OHMAHGOD UR SO AWSUM CAN I SUK UR BALLS", they're there to point out potential flaws.

[/end rant]

Yes, I'm just ever so slightly annoyed that everything I said just got blatantly ignored, and then called out on for not actually testing. I thought you would have learned...
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: MatthTheGeek on July 17, 2012, 12:54:27 am
I kept on dying after only a few minutes of gameplay, on both Medium and Very Easy.  That's not a show-stopper, though, because the invulnerability cheat comes to the rescue.
Talk for you. Not everyone can use cheats.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Alan Bolte on July 17, 2012, 12:57:32 am
You guys couldn't handle very easy? Man, I thought I was crap at shmups.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Colonol Dekker on July 17, 2012, 12:58:08 am
I'll try this! R-Type 3 start/force selection screen music looks to suit the screen shot shown :)
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: pecenipicek on July 17, 2012, 01:02:14 am
I kept on dying after only a few minutes of gameplay, on both Medium and Very Easy.  That's not a show-stopper, though, because the invulnerability cheat comes to the rescue.
Talk for you. Not everyone can use cheats.
surely you mean not everyone wants to use cheats. (yes, i know, the soggy tilde key is sometimes very annoying.)
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: MatthTheGeek on July 17, 2012, 01:12:14 am
No, I mean not anyone has a qwerty keyboard. Cheats have always been technically unavailable for me.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Dark Hunter on July 17, 2012, 01:20:43 am
I must say, though, that either I spent too little time in the arcades when I was little or you made this way too hard.  I mean WAAAAAYYY too freaking hard, to the point of hilarity.  I kept on dying after only a few minutes of gameplay, on both Medium and Very Easy.  That's not a show-stopper, though, because the invulnerability cheat comes to the rescue.

Trust me, as shmups go, this is strictly middle-of-the-road in difficulty terms (except for that collision thing. That seriously needs to be fixed prior to a full release).

While I agree that it was a bit tough for a first stage, it plays roughly as hard as some midway stages of games like R-Type or Gradius... actually it's still quite a bit easier, since the ship in those games would die in one hit (well, two if you had a Shield powerup in Gradius).
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Droid803 on July 17, 2012, 01:27:18 am
In traditional SHMUPS: You die in one hit but your hitbox is either just your "sprite" or smaller than your sprite. Some enemies fire in fixed "spreads", or fires at where your ship is currently at (generally no target leading even in aimed/homing shots).
In this: Collision in this is bigger than the visible ship model. Everything always aims for your ship, with leading taken into assumption.

I can complete levels where like 80% of the screen is filled with enemy projectiles at times, but I've never managed to complete this which only ever has like no more than 10 bullets on the screen... You can't compare in terms of features. :P I'm fine with bullets as long as they're not being shot faster than your ship moves, while leading target...

(also, every time I die in this is due to that thrice damned collision thing, usually with a ship that is already dead, but I think I've beaten the dead horse enough times)
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Dark Hunter on July 17, 2012, 03:05:26 am
In traditional SHMUPS: You die in one hit but your hitbox is either just your "sprite" or smaller than your sprite. Some enemies fire in fixed "spreads", or fires at where your ship is currently at (generally no target leading even in aimed/homing shots).

I can complete levels where like 80% of the screen is filled with enemy projectiles at times, but I've never managed to complete this which only ever has like no more than 10 bullets on the screen...

Generally only true in Bullet Hell games, which are a subgenre of shmups. This mod draws inspiration from obstacle-based trial and error games, in which the entire sprite is generally the hitbox.

I tend to think Bullet Hell is easier than this style of shmup in any case. When 80+% of the screen is filled with bullets, only about 5% of them are in any way aimed at you.  :)

The enemies leading their shots is true though. That kind of surprised me. It's true that very few shmups do that.

Quote
You can't compare in terms of features. I'm fine with bullets as long as they're not being shot faster than your ship moves, while leading target...

Oh yes I can. The only things this mod is really lacking is some form of Option and a vertical weapon of some sort. Other than that it's perfectly in line with R-Type/Gradius style shmups. I mean, just look at Stage 5 of R-Type Final (http://www.youtube.com/watch?v=2macTgnI87w)!
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Androgeos Exeunt on July 17, 2012, 07:57:32 am
Facebook wall spammed.

Also, I was thinking of Freedius for a name. :P
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: pecenipicek on July 17, 2012, 08:26:23 am
No, I mean not anyone has a qwerty keyboard. Cheats have always been technically unavailable for me.
i have a qwertzu keyboard and hilariously enough, the tilde is to the left of my "1" key. always worked just fine.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: The E on July 17, 2012, 08:29:55 am
This mod is an awesome showcase of the power of deferred rendering. Rock-solid 20 FPS all the way through (which is pretty good, considering my PC)
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Spoon on July 17, 2012, 08:39:26 am
Well its is pretty darn cool.
It only took two years, but its good to see something productive came out of my one day creation of TDS  :p

The basic mechanics and all there are there and feel pretty solid. I do however have a few points for improvement:
1a. Purple background with purple/blue subach lasers = Bad. Can't see **** captain!
1b. Background clutter. It's kiiinda hard to make out what is going on in the foreground when there is so much ships doing things in the background (it becomes really bad once the orion starts doing things in the background)
2. Collision troubles (resurrecting the dead horse, then killing the undead abomination again here)
3a. Laser upgrades, why is there no visual upgrade to them? Two weapon upgrades later, its still the same looking subach.
3b. Weapon impact effect, make it bigger so I know im hitting something.
4. Weapon damage and fast moving loki trains. It's impossible to get infront of the loki train and expect to able to clean them all up. They move too fast and it takes too many hits to kill the first few ones. The collision damage of the still exploding loki's will ruin your day.

Do continue developing this, its neato  :yes:
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: bigchunk1 on July 17, 2012, 09:00:54 am
I got all the way to the boss on the first playthrough. I was probably very lucky. There are some Health+ powerups, one just above a deimos rear engine, that increases survivability. Also, I don't think kills mean anything. I think it's about surviving. Once I realised that I had a much easier time. I could be wrong.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Kobrar44 on July 17, 2012, 09:28:58 am
In traditional SHMUPS: You die in one hit but your hitbox is either just your "sprite" or smaller than your sprite. Some enemies fire in fixed "spreads", or fires at where your ship is currently at (generally no target leading even in aimed/homing shots).
In this: Collision in this is bigger than the visible ship model. Everything always aims for your ship, with leading taken into assumption.

http://hard-light.net/wiki/index.php/Weapons.tbl#.24Homing: (http://hard-light.net/wiki/index.php/Weapons.tbl#.24Homing:)
'The bolts of primaries will turn to face their target if this option is set to YES'
Doesn't this one fix the aiming? Aeolusses aimed well before me and i didnt need to move to see them actually miss.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: SpardaSon21 on July 17, 2012, 12:01:47 pm
No, I mean not anyone has a qwerty keyboard. Cheats have always been technically unavailable for me.
i have a qwertzu keyboard and hilariously enough, the tilde is to the left of my "1" key. always worked just fine.
Except from what Matth has *****ed about on IRC, www.freespace2.com is hardcoded for the key positions on QWERTY keyboards.  If he types in www.freespace2.com on his AZERTY keyboard it won't work.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: pecenipicek on July 17, 2012, 12:17:40 pm
No, I mean not anyone has a qwerty keyboard. Cheats have always been technically unavailable for me.
i have a qwertzu keyboard and hilariously enough, the tilde is to the left of my "1" key. always worked just fine.
Except from what Matth has *****ed about on IRC, www.freespace2.com is hardcoded for the key positions on QWERTY keyboards.  If he types in www.freespace2.com on his AZERTY keyboard it won't work.
i know. did i ever tell you how hard it is to play FSO on Linux without rebinding about half the more important keys?
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Legate Damar on July 17, 2012, 01:43:44 pm
No, I mean not anyone has a qwerty keyboard. Cheats have always been technically unavailable for me.
i have a qwertzu keyboard and hilariously enough, the tilde is to the left of my "1" key. always worked just fine.
Except from what Matth has *****ed about on IRC, www.freespace2.com is hardcoded for the key positions on QWERTY keyboards.  If he types in www.freespace2.com on his AZERTY keyboard it won't work.

Extract mission from vp
Open in FRED
Select player ship
Open ship editor
Misc. -> check invulnerable
Save
Recompile into vp
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: pecenipicek on July 17, 2012, 02:16:26 pm
the last step is utterly redundant, for the record.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Droid803 on July 17, 2012, 02:24:37 pm
And is also a horrible idea, because doing so may actually end up corrupting the VP :P
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: niffiwan on July 17, 2012, 04:27:01 pm
i know. did i ever tell you how hard it is to play FSO on Linux without rebinding about half the more important keys?

:confused: Do you mean playing FSO on Linux without a querty keyboard?
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: pecenipicek on July 17, 2012, 05:09:39 pm
i know. did i ever tell you how hard it is to play FSO on Linux without rebinding about half the more important keys?

:confused: Do you mean playing FSO on Linux without a querty keyboard?
qwertzu keyboard, croatian layout, the \ and such are actual letters on my keyboard, which FSO refuses to bind and are completely ignored, whereas on windows they all work as if they are in an american english layout.
compare:
Croatian (http://upload.wikimedia.org/wikipedia/commons/5/5b/Croatian_keyboard_layout.jpg) vs ANSI US (http://en.wikipedia.org/wiki/File:KB_United_States-NoAltGr.svg)(if wikipedia is to be believed)
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: T-Man on July 17, 2012, 06:01:24 pm
Gave this a quick blast. Nightmarishly hard (especially for someone like me who could be called 'post-arcade age') but also utterly hilarious and disturbingly addictive :D. Made it through to the boss of Lv1 on medium by some miracle... then got my arse handed to me. :lol: Shall fight on!

I did have one occassion where my ship got knocked out of the right plane (which means no one can shoot you, but you can't shoot them or the crates either! :lol:), and it did make me think that (assuming my memory of SEXPs hasn't failed) an every-time SEXP triggered by the players position not being the plane's value (assuming Z=0 here) that resets it to that value might fix that, though you would likely need a way to lock it's repeat speed at something like twice a second to avoid slowing the game (some PCs can repeat checks like that a stupid number of times a second).
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Valathil on July 17, 2012, 06:20:44 pm
Didn't have a chance to try it yet. I have to decide first if I either take the "That dude" in the credits as incredibly insulting or as Andrew's sincere form of buddy gratitude.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Thaeris on July 17, 2012, 07:43:36 pm
Taking Andy seriously is only for rare occaisions. I am certain this is not one of those occaisions.

:p
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: mjn.mixael on July 18, 2012, 10:52:23 am
Played it. It was fun! I played it again. Still fun.

The controls are a little funky (even after the update) in that occasionally after a collision, the game tries to push my fighter forward for some reason.

Some things that would help. Make your weapons really look different with each upgrade. Change the weapon names. The second primary.. would have been nice to know from it's name that it fires backwards too, for example. It has the same name, so I assumed it did the exact same thing. Just a matter of perfectionism, I guess, but make sure weapon names don't overrun with weapons HUD graphic.

Those are my only nitpicks after a couple playthroughs.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: MetalDestroyer on July 20, 2012, 07:11:26 pm
Hey, if you want better weapons with other effects than a subach just grab this (http://www.mediafire.com/?eqroarrqbroovym) !! Unzip and Install it in the same repository of SHMUPSpace.
Just grab Power upgrade and enjoy !!
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: iVoid on August 07, 2012, 01:28:10 pm
Amazing accomplishment! It's incredible to see the FSO engine used in such original ways that go so radically beyond what volition originally intended.

I love shmups and seeing freespace, a game that I've just recently come to know and love in shmup flavour is just AWESOME.

I haven't played many modern shmups but would I be going too far if I said that this is the most graphically superior shmup this world have ever seen?

Also: first post :D
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: AndrewofDoom on August 07, 2012, 03:22:45 pm
Thanks. I have always wished to see a shmup for FSO, so I eventually did set out to do it after I realized that Wanderer's Corridor Mode script could easily be adapted to be a side scrolling shoop em up. I used his script as a base and modified it but now it looks nothing like the original did outside of the initialization routine. I have taken people's input into consideration and have been working on it slowly on updating the mod. A lot of bug fixes have been made, but I want to add some new stuff before I release an update.

I haven't played many modern shmups but would I be going too far if I said that this is the most graphically superior shmup this world have ever seen?

Well, there's this really cool shmup right now in development (http://www.youtube.com/watch?v=n18u_7sYVxA) that I happen to so really like. [/shameless plug]

Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Commander Zane on August 07, 2012, 03:33:23 pm
Well, there's this really cool shmup right now in development (http://www.youtube.com/watch?v=n18u_7sYVxA) that I happen to so really like. [/shameless plug]
HNNNGGH it reminds me of Einhänder. Like it already.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Dark Hunter on August 07, 2012, 05:55:58 pm

I haven't played many modern shmups but would I be going too far if I said that this is the most graphically superior shmup this world have ever seen?

Also: first post :D

:welcomesilver:

It's definitely up there, though I'm hesitant to call it "the best". I can't think of very many shmups off the top of my head whose graphics could compare with FSO's, but give me some time.


Well, there's this really cool shmup right now in development (http://www.youtube.com/watch?v=n18u_7sYVxA) that I happen to so really like. [/shameless plug]

I am... cautiously optimistic at that one, I'd say.

The game looks decent graphically, and I do like what I saw of the gameplay. Multi-directional guns in a shmup? **** yeah! :yes:

Some of the weapons seem a tad redundant (a missile launcher and... a double missile launcher. That's an "I'm running out of ideas!" alert if I ever saw one), but whatever, most of them seem well-varied.

Music is generic as all hell, though. Hope they update the soundtrack prior to release.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Droid803 on August 07, 2012, 10:42:59 pm
Music is generic as all hell, though. Hope they update the soundtrack prior to release.
I'm most sure you will be pleased to hear that the release will feature the option to have an orchestral-dubstep fusion soundtrack with lyrics provided by vocaloids, entirely played in reverse. Surely that will be unique enough for your taste.

Then again, I find little to nothing wrong with generic BGM tracks most of the time, as long as they're not bad.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: AndrewofDoom on August 07, 2012, 10:57:33 pm
I'm most sure you will be pleased to hear that the release will feature the option to have an orchestral-dubstep fusion soundtrack with lyrics provided by vocaloids, entirely played in reverse. Surely that will be unique enough for your taste.

Oh right. I also heard there will be a third soundtrack option to add yet another unique flavor to the game...

Salsa music.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: yuezhi on August 08, 2012, 12:05:30 am
he's a madman!  :shaking:
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Dark Hunter on August 08, 2012, 02:14:58 am
Music is generic as all hell, though. Hope they update the soundtrack prior to release.
I'm most sure you will be pleased to hear that the release will feature the option to have an orchestral-dubstep fusion soundtrack with lyrics provided by vocaloids, entirely played in reverse. Surely that will be unique enough for your taste.

Then again, I find little to nothing wrong with generic BGM tracks most of the time, as long as they're not bad.

The sarcasm, it bites. :rolleyes:

The music certainly isn't bad... it's just not good either. Kind of thing you forget about as soon as the level's over.

But if the gameplay is good, I'll probably not worry about it overly much. Gameplay first, bells and whistles (or orchestral vocaloids as the case apparently may be) second.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: MetalDestroyer on August 08, 2012, 09:22:37 am
That one is pretty cool also (http://www.youtube.com/watch?v=g794lfMkAyg) :)
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: iVoid on August 08, 2012, 02:10:06 pm
Well, there's this really cool shmup right now in development (http://www.youtube.com/watch?v=n18u_7sYVxA) that I happen to so really like. [/shameless plug]
I love how ambitious the game is with the graphics and it seems pretty promising but I don't like how some of the weapons seem more like something an humanoid would use rather than something to outfit a ship... A revolver on a ship...? humph
It's really great to see there are still some cool shooters in development. Anyway, it hasn't come out yet so I guess so far SHMUPSpace still keeps the throne in the graphics department :)

That one is pretty cool also (http://www.youtube.com/watch?v=g794lfMkAyg) :)

LOVE IT! Long range weapons mixed with close range plasma blades? AWESOME!
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: An4ximandros on August 08, 2012, 08:36:37 pm
More games should have soundtracks like this one's http://www.youtube.com/watch?v=la9mcb5om8U&feature=player_detailpage#t=206s
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: achtung on August 12, 2012, 12:12:07 pm
The only reason this isn't on fsmods yet is I want to make sure there aren't any changes coming up soon.

Are there?
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Droid803 on August 12, 2012, 01:06:11 pm
I think Andrew's still looking into a way to fix that collide -> slide uncontrollably to your death thing.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: AndrewofDoom on August 12, 2012, 10:52:57 pm
Indeed, that's what's been up. I also want to add some new things before I release an update.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: yuezhi on August 12, 2012, 11:44:44 pm
you most make update.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Black_Yoshi1230 on August 14, 2012, 03:53:16 pm
About 16:9 resolutions: http://pacoup.com/2011/06/12/list-of-true-169-resolutions/ If you're too lazy to do the math. Playing without a true widescreen monitor is best in "letterbox mode" if you're on a 4:3 (in your video card settings).
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Colonol Dekker on August 16, 2012, 06:38:49 am
What does it mean when my "space bullets" pass through everything??
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: AndrewofDoom on October 22, 2012, 12:32:03 am
So, due to a certain thread being posted somewhere, I got guilt tripped enough to actually do some more work on this mod today. Here's a cumulative update video of what's changed. (http://www.youtube.com/watch?v=IsYf6LY1yCI) ShadowWolf was really cool to make a skybox for this mod too!
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Valathil on October 22, 2012, 10:23:06 am
You're getting better at dodging
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo
Post by: Droid803 on October 22, 2012, 11:41:51 am
I just hope that BUMP physics us fixed :p
Title: RELEASE: SHMUPSpace Battle of Deneb Demo 1.2
Post by: AndrewofDoom on August 27, 2013, 01:11:12 am
 :bump:

Update! Version 1.2 Changes:


To do for 1.3:

Go get it boy 1.2 baby123! (http://www.mediafire.com/?82rqa5b5g9cmnt1)
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo 1.2
Post by: headdie on August 27, 2013, 04:37:54 am
Awesome
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo 1.2
Post by: mjn.mixael on August 27, 2013, 08:20:08 am
I mentioned this on IRC, but I'll expand on what I meant here.

I find this version of SHMUP entirely unplayable due to one simple change. One hit death. No, thank you. I enjoy SHMUP, but I'm not insanely good at them. In fact, I'm mediocre at best. But yes, I do enjoy playing them. I really loved the idea of an FS themed SHMUP and the first version was quite a bit of fun! I played it several times. But this version? I get 3/4 into the level and... for a moment... don't play exactly perfectly... boom. Game over. Dead. The end. Start over. No thank you.

One hit death is a good insane mode setting, but for those of us who like SHMUP but suck at it, it just asks us to go play something else.
Title: Re: RELEASE: SHMUPSpace Battle of Deneb Demo 1.2
Post by: Shivan Hunter on August 28, 2013, 11:24:27 pm
Why did I not play this before?! This is awesome! There was a bit of confusion about controls at the beginning because I didn't RTFT but once I got into it, it's insanely fun! Takes me back to the days of sneaking an old shmup into school on a flash drive...

I do agree wholeheartedly with mjn.mixael- the one-hit kills get a bit annoying when you're near the end of the mission. Glad to see that's being changed up a bit.

I really like the way you use capships both as scenery and enemies. Just curious: is it possible to kill the Aeolus and/or Deimoses entirely? I was trying but either died or had to deal with other enemies on the screen.