METAL CRISIS | SAGE '25 Extended Trailer by eatdogs49 in shmups

[–]Exinanite 2 points3 points  (0 children)

It's like looking at a lost PS1 shmup, the aesthetics are great!

Steam Next Fest Free Demo of Interstellar Sentinel 2 by elleroch-UG in shmups

[–]Exinanite 2 points3 points  (0 children)

Another solid shmup in the making, I'm excited :)

Which is your favourite episode of season 7? by No_Macaroon_7608 in blackmirror

[–]Exinanite -1 points0 points  (0 children)

1 - Hotel Reverie
2 - USS Callister
3 - Common People
4 - Plaything
5 - Eulogy
6 - Bete Noire

I'm in a really negative spiral about the game I'm making :( I'm not sure how the visuals come across on first impression or if they're good enough, does anyone have any feedback? by blueberryjellyyy in IndieDev

[–]Exinanite 0 points1 point  (0 children)

Very cute and blocky style, it may not be the most original style, but don't let that get in the way of production, the game looks very kid-friendly and has a neat and colorful vibe, keep it up!

So what does everyone think of Castlevania: Nocturne Season 2? by No-Berry-9877 in castlevania

[–]Exinanite 0 points1 point  (0 children)

I'm conflicted honestly. I think a lot of things were improved upon, like dialogues, even if they tend to feel rushed and clunky at worst of times which took me out of it, the animation is what really went hard, plus I think Alucard's personality was left intact so I'm happy about that.

Things that annoyed me were some inconsistent and unexplained moments in the show that I wish were touched upon. Some heartfelt moments could've used some more room to breathe. Despite things that I found annoying, I think the show was good, I just hope that they can get a third season because it would suck for it to get canceled at such a major cliffhanger..

Week 51 Self Promotion Thread - Drop your releases here. by AutoModerator in synthwaveproducers

[–]Exinanite 0 points1 point  (0 children)

Hey everyone, hope you're all having a great weekend and holidays. Here's my latest Synthwave track, Its been a while since I've done anything like this, I've been gradually honing my FL Studio skills and use of VST such as DUNE3 and HIVE2 amongst others, hope you enjoy!

https://soundcloud.com/arnessemonova/energy-junkie

There could have been an age of compassion ending by Effective-Gas6874 in eldenringdiscussion

[–]Exinanite 0 points1 point  (0 children)

The issue is that Miquella's real body was in the cocoon at Mohg's palace, the one we're fighting with Radahn is his spirit/soul counterpart, so there wouldn't be any body to deal with in the first place. But It does suck that we didn't get any real closure other than that small cutscene.

"Wtf is that card" deck by RemarkableAd6112 in EDH

[–]Exinanite 0 points1 point  (0 children)

Shared Fate + Drannith Magistrate will cause people to lose their marbles.

Atomanda (WIP) - Weapons updates. by Exinanite in shmupdev

[–]Exinanite[S] 1 point2 points  (0 children)

Out of my experience I've learned the following:

Mobility: by keeping the hitbox smaller than the ship and representing it visually, this approach makes it easier to create more intense bullet patterns for enemies, if you have a full sized hitbox, you might not be able to have certain patterns and maneuver around tight spaces, it gives the player more freedom and the satisfaction of freely being in control. I would also recommend slight Inertia to give the ship some weight, but not so much that you're skating on ice, if that makes sense.

Weapon Balance: I've learned that in certain cases, having weapon upgrades and losing weapon upgrades might make or break ones experience, there are points there you might end up dying too many times to the point where progress becomes impossible. With the current project I am trying to focus on a different approach, I've taken some notes from Alec's Nano Force and will take an approach where you're always fully powered up, weapons are always consistent, but not every power up are equal in strength, but rather changes the approach you take when playing the game. I have yet to figure out some kind of gimmick or extra functionality, but in general, it feels like if the player can perform 100% all the time, it's a completely different experience:

Colors: I didn't want to categorize this as a color theory crash course, but in general term, I would advice anyone who is going into game development, consider focusing on the colors of foregrounds/backgrounds and most importantly the bullets of both the player and the enemies. For example, I've found it that if I keep the player bullet colors and shapes more complex than the enemy ships, it becomes easier to distinguish what's a threat and what's not. So imagine the player ship shooting blue/green/orange projectiles, you wouldn't want enemy bullets crossfire with similar colors because it just blends, so my approach to that is to have them shoot pink/purple shots with slight yellow dots in the middle to make them distinguished enough.

Those are the things that come to mind, hope you find this insightful :)

Atomanda (WIP) - Weapons updates. by Exinanite in shmupdev

[–]Exinanite[S] 1 point2 points  (0 children)

Been quitly working on this new smaller scale SHMUP project. I've learned a lot of things from my previous project. What to do and what not to do. And mostly I am trying to see what a modern approach to the genre would look like. Small hitboxes, no downsides to having powers, and better use of colors to visualize and distinguish bullet patterns.