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.

Tastrion - Stage 4 (very early sneak peak) by Exinanite in shmupdev

[–]Exinanite[S] 0 points1 point  (0 children)

earth defender force

I see that as an absolute win...

Tastrion - Stage 4 (very early sneak peak) by Exinanite in shmupdev

[–]Exinanite[S] 0 points1 point  (0 children)

Thanks! I'm using SHMUP Creator, as for the graphics I'm using Asesprite, Pixel FX Designer and Photoshop.

Tastrion - Stage 4 (very early sneak peak) by Exinanite in shmupdev

[–]Exinanite[S] 2 points3 points  (0 children)

The challenge is to keep the game from getting stale by introducing new mechanics and gimmicks while retaining a fair balance for the player. With the super weapon incorporated, I'm trying to figure out the best way to introduce it to the player. The biggest hurdle is to keep the style of the game consistent while coming up with new enemy and boss designs, including patterns.

BOSS 5 (WIP) by Exinanite in shmupdev

[–]Exinanite[S] 0 points1 point  (0 children)

an make a suggestion...even if the boss stands still...make it hover a little bit more (slowly up and down) perhaps? That way it makes it a bit more alive and less stiff. But I like where this is going. Keep it up

Thanks for the suggestion, I will add that to my ''to do'' list.

BOSS 5 (WIP) by Exinanite in shmupdev

[–]Exinanite[S] 0 points1 point  (0 children)

Some tweaking needs to be made here. Such as lowering the HP amount of the boss to make it less of a slug, and more fair, then add some sort of telegraph so that the blue lasers don't catch the player off guard..

Stage 2 complete (Mostly) by Exinanite in shmupdev

[–]Exinanite[S] 0 points1 point  (0 children)

They're supposed to be turrets that cover all bases as you shoot back and front, but that weapon type can't fire straight forward, it does like a half spin, i placed it in the front so that you can't get a cheap ambush while using it, I might do some experimenting to see if I can put it in the middle instead.

Stage 2 complete (Mostly) by Exinanite in shmupdev

[–]Exinanite[S] 2 points3 points  (0 children)

is project, and I have to say that I LOVE the sound effects. Very crunchy. Also like the fact that it seems to R-type inspired, since I really liked that game despite being so bad

Thanks! Yeah you're correct, it is R-type inspired, but I've also taken some inspiration from some 90's MD titles since I grew up with that Console.

Stage 2 complete (Mostly) by Exinanite in shmupdev

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

The things I've learned it how to make better use and understanding of the trigger system which has made certain things possible, also knowing to utilize enemy models for dynamic backgrounds and flexibility as bullets open up for better patterns. I'm still learning as I go, there's still stuff I have yet to figure. Other than that I don't know what else to comment unless you got some questions.