Glad to hear it! And there's actually a decent number of good ones still being made, like GG Aleste 3, Natsuki Chronicles, Rolling Gunner, Aka To Blue, Zero Ranger, Crimson Clover, Sisters Royale, Super XYX. And even more awesome ones still in development, like Aleste Branch and Senjin Aleste
boghog
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Thanks! Border art/gadgets, visible hitbox, ship tutorials/missoons are planned. The run timer seems unnecessary since it's an autoscroller, but a dedicated speedrunning mode/set of missions is something I'd love to add. I think there's enough incentives for aggression as is though since you get more energy, extra enemy spawns and higher damage. Grazing tends to do the opposite and encourage herding bullets while sitting somewhere safe, unless it's Psyvariar style grazing that is.
Awww yeah, good to hear! Fundamentals tutorials are quite important for me, still figuring out how to make them feel less tutorial-ish, and there's a lot more to come. Having those missions be available to new players helps me not worry about the arcade mode's difficulty very much.
The silver/gold medals are functionally the same, but since it's a cycle of 3 medals I wanted to distinguish each medal in the cycle visually a bit, probably needs some work. I'll definitely fix visibility though, common complaint.
Gotcha. I actually haven't added analog stick support yet so that would explain it, is there maybe a stick-to-dpad mode you could toggle?
Also good suggestions, most of it is on the list, besides savestates which while awesome would require a ton of work. Though I do plan on having "practice mode presets" of sorts that will serve a similar function.
Thank you! I'll make sure to write down some notes for that QOL stuff, all very handy and shouldn't take too long to implement. Though, why did you have to use JoyToKey? Does your joystick only use direct input without xinput support? I had to remove dinput because it was buggy, but software like x360ce should be sort out dinput compatibility.
Same, caravan time attack stuff is always a good time. It was always disappointing to me that so many games have one course split into 2-7 minute modes instead a fuck ton of unique courses, definitely want to have a crapton of these stages in Astra with their own replays and stuff!
That build is specifically made for people with older computers that dont support shaders, or people running the game on Linux via Wine. The custom ship palettes don't work there but the rest is identical.
Thank you! Yeah my bad about that, I kinda had to throw together the promo vids last minute so I didn't have time to rope anyone into some multiplayer games. Also if you've played co-op I'd love to hear what you think of it, I tried some wacky stuff with it and I'm curious how well that works in practice (if it makes you and your friend yell at each other that's a success in my book)
Alright, similar to the crash the other person that tried Wine got and seems to be a result of shader incompatibility. I'll have to try releasing a build without shaders (unfortunately meaning custom ship palettes) soon and see if that works because if it ran great on Linux just from that it'd be great!
Thank you! Yeah the fullscreen thing kinda slipped my mind to be honest, since I'm so used to doing it the oldschool way! Also what seems to be the problem with TATE? Can't you drag the game's window into your second screen and then fullscreen it from there, and set up TATE in the screen options? And yes, feel free to post stuff here!
It really does seem to be an issue with Game Maker and either certain Windows or computer drivers, WoB was made using the same version of Game Maker so the shared bug is unsurprising to me. I believe the problem has been fixed in Game Maker 2 which I'll be switching to soon, but I'm glad the alt sync method helped! I had forgotten about that thing
Here's another video. Not a whole lot has changed since the last version, it's still very fun and addictive to play but also very janky. I like having a dash instead of a run though, and the enemy bullets being slower makes for some really fun gunfights. But the game still has too much flashing, too much shaking, too much freezing and a lot of glitches. Path finding is still very weird for certain enemies like the knife and shotgun guys where they charge at me so suddenly it feels almost like a glitch. Enemies still get stuck in walls. Sound mixing is still all over the place too. Still wish the movement was tighter with less inertia. The bullet freeze power up feels useless. Grenade is surprisingly awesome and versatile though. Had a lot of really long hallways this time for some reason. Last is a small, extremely subjective nitpick but it always bugs me how the enemies keep their momentum even after you kill them. Makes the kill feedback unclear and thus a bit unsatisfying.
Oh man, my options screen is an unholy abomination. Try selecting xinput and then "map keys" instead of save and exit. Or maybe it was set to dinput by default? Save & exit should make your gamepad work though, so I'll have to go and check my code again. The config file should be in appdata/roaming/RRShooter, though if f4 didn't help deleting it most likely won't either.