Quantcast

Page 30 of 52 FirstFirst ... 2026272829303132333440 ... LastLast
Results 436 to 450 of 767

Thread: Xeno Crisis - new overhead run 'n' gun on Kickstarter

  1. #436
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert nihilblack's Avatar
    Join Date
    Sep 2016
    Location
    Barcelona
    Posts
    235
    Rep Power
    6

    Default

    The golden gods that work at Bitmap Bureau posted a new Xeno Crisis Mega Drive video, and it looks fantastic as expected. I find the death "animation" of the first boss a little underwhelming (maybe some big "blood explosions" would fix it), but let's be honest: this game looks crazy good, and I can't wait to play it a lot this summer.

    https://www.youtube.com/watch?v=t1l_b1xskcE

    EDIT: They answered the death animation issue (it's not really an issue, just nitpicking on my part) on YouTube:

    That would be a nice addition, but this is a 4MB Mega Drive game and the cartridge is completely full! What would you have us remove?
    Of course we don't want anything removed. Graphics, sound, those arcadeish digitized voices... Everything is great! Top quality game. These recent releases (Tanglewood, Tšnzer, Xeno Crisis...) are raising the bar for the Mega Drive homebrew community.
    Last edited by nihilblack; 06-03-2019 at 05:01 PM.

  2. #437
    Hedgehog-in-Training Hedgehog-in-TrainingRoad Rasher Stifu's Avatar
    Join Date
    Jun 2018
    Posts
    380
    Rep Power
    7

    Default

    That would be a nice addition, but this is a 4MB Mega Drive game and the cartridge is completely full! What would you have us remove?
    Maybe an unpopular opinion, but: "ROOM CLEARED"

  3. #438
    Hedgehog-in-Training Hedgehog-in-TrainingNameless One
    Join Date
    Aug 2018
    Posts
    99
    Rep Power
    3

    Default

    My nitpick would be a first level boss and its flashing effect when taking damage as it occupies almost 1/2 of the screen and is quite uncomfortable. Is it possible to divide the flashing zone into smaller separate parts (like 3 or 4)where it appears only on parts which take a damage or just change the flashing color to red?
    Last edited by molasar; 06-04-2019 at 10:21 AM.

  4. #439
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert BitmapBureau's Avatar
    Join Date
    Nov 2017
    Location
    Southampton, Hampshire, UK
    Age
    44
    Posts
    139
    Rep Power
    7

    Default

    Quote Originally Posted by Stifu View Post
    Maybe an unpopular opinion, but: "ROOM CLEARED"
    Ha ha, ok yes, we probably should drop the frequency of that

  5. #440
    Road Rasher
    Join Date
    Mar 2014
    Posts
    299
    Rep Power
    14

    Default

    A collaboration with a controller manufacturer (hyperkin, retrobit, etc) to make a dual thumbstick controller would be awesome, not sure how well the aiming is going to be with a standard controller

  6. #441
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert MushaAleste's Avatar
    Join Date
    Dec 2017
    Posts
    199
    Rep Power
    8

    Default

    I found the modern version voice sample, "Look at the size of this thing!" quite awesome. Any chance this might make it into the final Mega Drive version?

  7. #442
    Master of Shinobi Zz Badnusty's Avatar
    Join Date
    Dec 2008
    Posts
    1,873
    Rep Power
    40

    Default

    Quote Originally Posted by PreZZ View Post
    A collaboration with a controller manufacturer (hyperkin, retrobit, etc) to make a dual thumbstick controller would be awesome
    Oooh, I'l second this.

    BitmapBureau, any update on whether the Dreamcast version will support the Twin Sticks, and the Saturn Twin Sticks with adapter?

  8. #443
    Hedgehog-in-Training Hedgehog-in-Training matasiete's Avatar
    Join Date
    Feb 2019
    Posts
    8
    Rep Power
    0

    Default

    The game looks terrific. I'm eager to see how the controls work.

    I personally wouldn't miss the "room cleared" voice.

  9. #444
    Now with 33% more @$$! Master of Shinobi Assman's Avatar
    Join Date
    Apr 2010
    Location
    California
    Posts
    1,186
    Rep Power
    43

    Default

    Quote Originally Posted by PreZZ View Post
    A collaboration with a controller manufacturer (hyperkin, retrobit, etc) to make a dual thumbstick controller would be awesome, not sure how well the aiming is going to be with a standard controller
    I mentioned something to that effect before, but yeah, that'd be amazing, even if it was something released well after the game. The SmashTV dual controller method isn't bad, but it might be easier if you could hold the controllers sideways.

  10. #445
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert Yohko16's Avatar
    Join Date
    Mar 2018
    Posts
    200
    Rep Power
    4

    Default

    Quote Originally Posted by MushaAleste View Post
    I found the modern version voice sample, "Look at the size of this thing!" quite awesome. Any chance this might make it into the final Mega Drive version?
    Agreed! I thought it was included actually. Quite the bummer but then again it comes down to cart size restrictions.

  11. #446
    Hedgehog-in-Training Hedgehog-in-TrainingWCPO Agent avlon's Avatar
    Join Date
    May 2016
    Posts
    783
    Rep Power
    29

    Default

    Quote Originally Posted by PreZZ View Post
    A collaboration with a controller manufacturer (hyperkin, retrobit, etc) to make a dual thumbstick controller would be awesome, not sure how well the aiming is going to be with a standard controller
    The option exists with the 8bitdo retro receiver for the Genesis. It may not be the lowest lag option, but it would allow for PS4/XBONE/Arcade stick options.

  12. #447
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert BitmapBureau's Avatar
    Join Date
    Nov 2017
    Location
    Southampton, Hampshire, UK
    Age
    44
    Posts
    139
    Rep Power
    7

    Default

    Quote Originally Posted by MushaAleste View Post
    I found the modern version voice sample, "Look at the size of this thing!" quite awesome. Any chance this might make it into the final Mega Drive version?
    Ha ha, yeah we had some fun with the voice samples in Xeno Crisis. Obviously there's no limits to the file size of the modern version, so we were able to include loads of speech and sounds - we knew most of it wouldn't make it into the Mega Drive version because of the cart size (32 Mega Bits / 4 Mega Bytes), so we included as much as we could and now we're at the stage where making some optimisations here and there will allow us to reinstate some speech and sfx that we originally culled. I can't say for sure how much extra we'll get in there, but we'll do our best!

  13. #448
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert BitmapBureau's Avatar
    Join Date
    Nov 2017
    Location
    Southampton, Hampshire, UK
    Age
    44
    Posts
    139
    Rep Power
    7

    Default

    Quote Originally Posted by PreZZ View Post
    A collaboration with a controller manufacturer (hyperkin, retrobit, etc) to make a dual thumbstick controller would be awesome, not sure how well the aiming is going to be with a standard controller
    I think if Xeno Crisis had been designed specifically for twin-sticks then we definitely would have considered a custom controller, but it's actually been carefully designed for the Mega Drive's 3 button pad, similar to how Shock Troopers was designed for the Neo Geo's setup. So I can assure you that the controls work great, and I really don't feel much of an advantage (if any) when playing the game on modern systems with a twin-stick setup such as the Switch and PS4.

    I remember how awkward it felt playing the Mega Drive version of Smash TV, so the controls were something that we wanted to get absolutely right before we started development in earnest. The strafing mechanic allows you to move and shoot in different directions, and whilst Smash TV did offer this mechanism, the game wasn't built around it, so the balance felt completely off to me. On top of the strafing mechanic we also have a rotation mechanic, allowing you to rotate your shot direction with 'A' and 'C', much like in Skeleton Krew and Forgotten Worlds. There's also the option to play with a 6-button controller of course, for anyone who prefers the control system of Smash TV on the SNES. Personally I play the game on keyboard a lot as I do a lot of testing / debugging on emulators and have no problems at all.

  14. #449
    Master of Shinobi
    Join Date
    Sep 2013
    Posts
    1,156
    Rep Power
    22

    Default

    just don't put in there a sample that plays all the time, it'll get boring fast!
    I'm sure the controls are fine, even given the 3pad button limitation. Will there be extra options/shortcuts for 6pad controllers?
    Lists of MD games: officially licensed (~925) @ cartridge sizes @ Top 5 @ Top 250 (controversial) @ Sonic hacks @ best title screens @ Arcade ports (150) @ best European

  15. #450
    Hero of Algol
    Join Date
    Aug 2010
    Posts
    7,790
    Rep Power
    177

    Default



    It certainly looks and sounds phenomenal; especially in terms of how well it recreates a proper raw arcade game feel.
    I love the fact that there's basically no HUD in the game - full screen action being one of the trademarks of the arcade experience IMO.
    The Tatsujin-esque screen transition is awesome as well.

    The sound effects are really crystal clear and the in-fight package reminds of "Aliens"; superb.


    @BitmapBureau
    One little detail that I find a bit rough though is how short the time is for some of the presentation screens and transitions.
    A few points about that:
    • When you move from one room to another, I think you could reduce the vertical scrolling speed a little bit. The horizontal scrolling speed is fine but for the vertical one it looks faster than it should be.
    • Stuff such as we can see in the video prior to the first boss could be improved. The "ROOM CLEAR" text barely flashes on the screen and you're already moving to the boss scene. It looks glitchy due to how quickly it appears/disappears.
    • The boss close camera thing (which is cool and reminds me of tokusatsu boss intros) should stay a little longer, like 0.5 to 1 second longer. It would generate a bit more drama IMO.
    • You could also give the cutscene music a little more time to fill the room before showing the cutscene graphics. When the music starts the transition screen sound effect is still playing and when the animation ends the cutscene is displayed right after. A little bit of delay would make it a little more dramatic IMO.
    Last edited by Barone; 06-06-2019 at 10:47 AM.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •