Talk about something, stay alive, I'm going to sleep
Jose Stewart
someone give me a rundown of refrain
Kayden Russell
everyone i've seen play it has said it is fun but easy unless played on the hardest difficulty
Austin Brown
good night shmupg try not to die
Dominic Ward
Shumps
Aiden Moore
What are you practicing?
Juan Wilson
Inserting additional credits
Thomas Rivera
Still trying to decide if I want to go for 1cc Danmaku Unlimited 2, Blue Revolver or eXceed 3rd.
Christopher Carter
>Still trying to decide if I want to go for 1cc Danmaku Unlimited 2, Blue Revolver or eXceed 3rd.
What's to decide? start with any as you could achieve all 3 in a week.
Jordan Parker
shoot the core
James Gonzalez
>hipsters and waifufags kys stgays
Cameron Powell
vulkaiser with drill only and trying to figure out scoring in battle traverse, both on normal, so shouldn't take a lot of time. probably will do all-star no-miss in satazius afterwards on normal.
Lucas Hughes
You're gonna get that clear, user
Angel Sullivan
no, i'm shit
Alexander Gonzalez
Comfy mode disengaged. Time to return to the uncomfy world of being anywhere but in my bed.
How are you doing, /shmupg/? Lively as ever, I see.
Gabriel Mitchell
I havn't been able to sleep properly in a while and because of that I havn't been able o shmup properly.
Is this what it feels like to be impotent?
Joseph Jackson
Return shot mode actually makes Alltynex 2nd stages not that dull
>doj greatest shmup of all time rly makes me think
Dominic Nelson
is mao mao a man?
Sebastian Brooks
...
Benjamin Russell
>Darius Burst is shit
Jayden Bennett
fucking lmao at the characters sprites, looks like something from 95, can you at least blur them?
Jaxon Johnson
I hope this will make more people play it
Lincoln Watson
sprites from 95 would look better than this to be desu with you
Grayson Roberts
I like how desusniffers looks. Well except for arcade mode, that looks like crap compared to normal.
Adrian Fisher
I don't have a screenshot of it but there is some sort of smoothness filter you can use, so I assume you can.
Sprites aren't great but I guess they're passable. Environments and background look good at least.
Parker Ramirez
yeah, this is gbc level sprites
Oliver Phillips
>Darius Burst is shit i mean it ranked
Jonathan Gray
Maybe not so soon unfortunately. At best I have maybe an hour every other day to play shmups for the next 4-5 months. So whatever I pick is going to be "it" for quite some time. I am not interested in scoring in any of them and will pick a game for that after I am free to dedicate more time to it later in the year. For now I just want to decide which of those 3 to slowly work on clearing.
Chase Carter
What is CAVE's magnum opus?
Levi Torres
their VR game
Joseph Carter
Is this for real? I've looked the video up and can't tell if it's a joke
Brayden Roberts
Selling piss bottles of underage girls.
Grayson Price
What's their best vertical scrolling bullet hell shoot 'em up game?
Levi Garcia
futari ofc
Grayson Ward
Anything but Ketsui is pretty much trash. Honestly, cave is so fucking overrated by all the animu tards.
Michael Rodriguez
this
Josiah Lopez
Tough call. A lot of people would say DOJ, Mushi Futari, or Ketsui.
Liam Roberts
All their stuff is so far ahead of everyone else that it's hard to say. Even their worst game is 100x better than anything by say Psikyo, MOSS, Treasure, Raizing, or Taito.
Luke Cook
Cave is only so popular because they appeal to otakus with no life.
Adam Hernandez
They are the equivalent of Kyo Ani animes. Only popular because they appeal to waifu drooling no-lives.
Daniel Evans
shit opinion Ketsui is great but there's no reason it would be their only good game, expacially when it shares tons of similarities with games like Esprade or DOJ
also the animu argument is invalid and dad-tier at best. 99.9 % of shmup production is 'animu'
Jackson Rodriguez
>99.9 % of shmup production is 'animu' Yea sure, look at the waifus in Gradius and R-Type!
Asher Richardson
>also the animu argument is invalid and dad-tier it's a really weird one that seems to come from extremely self conscious and insecure otakus and dads that care if their """""""friends"""""" see them playing games with japanese art styles . cave in particular is pretty low-tier on the waifu stuff. take mushi for example, there is what a random shot of reco the main character on screen for a few seconds between each stage. further more, why would anyone be surprised that japanese games use japanese art style? it's not like they're going to throw western art in there for no reason.
Jaxson Martinez
>it's not like they're going to throw western art in there for no reason Cheap otaku pandering waifu or fujoshi "art" is not the only kind of japanese art, you know. Japan has all kinds of art styles, but Cave panders to the lowest denominator, that's why they are so popular.
And it's not just the waifus or gays in their games, it's the whole picture. Their whole design is not that great. Games like Battle Garegga, Strikers 3, or Under Defeat have way better art styles. Not fucking dinosaur boss enemies, throwing marshmallows around LMAO.
Blake Bailey
>throwing marshmallows this is one of the things that makes their games so much better than all the games you named, especially garegga.
Jeremiah Rodriguez
Japanese don't necessarily like anime. If you mention liking anime in the wrong Japanese crowd you'll be called an otaku, unkindly. They're more accepting of being neutral about it though.
Anthony Davis
>Games like Battle Garegga, Strikers 3, or Under Defeat have way better art styles If you think grey and brown makes for good art then maybe
Dominic Howard
t. pillow hugging faggot whos favorite color is pink
Nolan Cooper
>my tastes goofy cartoonish bullets that stick out like a sore thumb are superior to yours
Nicholas Edwards
Cave bullets are fucking retarded. >pink marshmallows >giant sprites with tiny hitboxes >covering the whole screen It's dumb game design. The game just looks ugly if the whole screen is just full of bullets, especially when they are so ugly as cave bullets. It's like an edgy high schooler designed this shit.
Matthew Jenkins
>It's like an edgy high schooler designed this shit. yeah this is exactly how strikers, garegga, etc look. all brown and green boring an drab. extremely poorly designed. it's like they took an art book from a hot topic shelf.
Julian Martin
>maximizing bullet visibility in a shmup is dumb game design wew lad
Aaron Williams
They should be the speed of and have the visibility of real bullets.
Landon Wilson
>if the game isn't garish and flashy including all of the rainbow colors for my supreme fag tastes, it means it only has 2 colors What you are talking about is actual color themes. cave doesn't have stuff like this. They just throw as many colors as possible in their games.
Luis Walker
My one beef with Esprade is the lack of full auto.
Ryder Clark
The actual hitbox in cave games is always completely different than their sprites. They have shit bullet visibility.
Luis Perry
i mean if you like hot topic dude it's ok to buy your clothes there
Carson Howard
Yes since the sprites are bigger than the hitboxes you're allowed more room for error and they can make each individual bullet more visible without increasing the difficulty, it's fantastic design. A more extreme version of something that's done in every single well made game under the sun, which fits perfectly because the gameplay itself depends more on positioning and quickly reading cluttered visuals.
Levi Harris
Cave don't have clear colour themes? lmao you're a fucking retard aren't you bud
Ryan Perry
All it does is just cluttering the screen and hiding their ugly backgrounds. You often can't be sure if you actually can make a dodge, because you always have to guess were the actual hitbox is.
It's dumb game design merely there to impress dumbfucks by making the game more flashy.
Julian Edwards
>You often can't be sure if you actually can make a dodge, because you always have to guess were the actual hitbox is. Unless you're playing mushi ultra you can just dodge the bullets not the hitboxes you dummy
Joshua Sullivan
And when you are not dodging a sprite a correctly, you think you fucked up, although you actually didn't, making you colliding with a hitbox in the first place.
When you think you are about to collide with a bullet, then you quickly try to get away from it. This often make you run into other bullets then.
Adrian Johnson
>And when you are not dodging a sprite a correctly, you think you fucked up, although you actually didn't, making you colliding with a hitbox in the first place. As opposed to just getting hit and dying either way in the case of 1:1 ratio? What a dumb argument.
Carson Adams
/shmupg/ - art design and eye tricks.
Gabriel Green
>danmaku trash filling the top ten Cretins.
Chase Morgan
Better than gossip and waifu posting
Robert Miller
No, as opposed to having bullets with a regular size actually, and not huge marshmallows covering the screen.
In Strikers for example you always know exactly if you can make a dodge or not. In Cave games it often looks as if you actually should have died, which can completely fuck with your playstyle, making you use bombs when you actually don't need them, etc
Jacob Evans
Works for me, this time. Even I've nearly gotten tired of having to bump the thread so much these past couple of days.
Nathan Long
>IMAO ur taste is so fucking bad fucking kek LOL >better than anything
Grayson Sanders
>In Strikers for example you always know exactly if you can make a dodge or not. That's false though, the hitbox is still smaller there, and your ship hitbox is too. There are still plenty of moments in it where a bullet flew right past my sprite despite me thinking I was gonna get hit. Not to mention it's a game with faster, less dense and retarded patterns so it can get away with worse visibility.
Jeremiah Allen
Of course the ship hitbox is smaller, but the bullets are actually pretty accurate.
I am also not saying that hitboxes should be exactly the same size as the sprite, that would be just stupid, but Cave just makes their sprites tooo huge.
Jacob Phillips
Only in ketsui
Ian Howard
Also, if a sprite is huger does not mean the hitbox has better visibility. If your ship sprite is massive, but the hitbox is just a pixel, it makes it much harder to see where you actually are without constantly looking exactly at the hitbox. And that's exactly how cave games are. they have MASSIVE sprites, with tiny little hitboxes, which is just retarded.
Jackson Baker
Every fucking cave game has HUGE ship sprites (also including their options of course) and tiny pixel hitboxes.
Jose Green
>Also, if a sprite is huger does not mean the hitbox has better visibility. No, but it does mean the bullets as an object have a better visibility which is what matters outside of the hardest parts of their hardest games. This only ever becomes a problem when you are forced to dodge bullet hitboxes without having any information about where their hitbox is, or knowing where your sprite is, and can be fixed by making the colouring of the bullets give away their hitbox while preserving all the benefits of having big bullet sprites of which there are many.
Xavier Bell
>it does mean the bullets as an object have a better visibility No, it does mean the bullets just get covered by their sprites. This makes it often impossible to know how much room you actually have without knowing exactly where every hitbox of every bullet type actually is.
It's the same retarded shit as in fighting games, where you think you actually have a safe distance, although the hitbox of your enemy is much bigger than it looks, just the other way around.
Xavier Young
Thought we were talking about bullets? Not showing the ship hitbox in games like that is always stupid.
Zachary Bailey
I was talking about cave in general. And their ship hitbox philosophy reflects their bullet hitboxes. The ship hitboxes are just as retarded. Huge sprites, with a pixel hitbox. It's not making anything more visible, it only makes it harder to know where you actually are. The same goes for the bullets. it only makes it harder to know where the actually hitboxes are.
Jordan Stewart
The fact that it's the other way around is exactly what makes it ok because you can just dodge the sprites instead of the hitboxes. Complaining about patterns not being balanced around dodging the sprites themselves is a completely seperate issue which I also don't like but antagonizing big bullets with small hitboxes in a blanket way is fuckin silly especially since you will then go on to defend games that do the exact same thing except to slightly a lesser extent
Christian Adams
>Huge sprites they're really not abnormally large
Dylan Peterson
>It's not making anything more visible It is making both the player object and the bullet objects more visible which is information you can use to dodge reliably in most cases. Do you have even the slightest idea of what the games would be like if the sprites were as small as the hitboxes?
Jeremiah Carter
>you can just dodge the sprites instead of the hitboxes That's not how these games were designed. The patterns are so dense that you must know the actual hitboxes. If for example a blanket of bullets come at you, and it actually looks like you can't dodge through them, then this is not helping you by making the blanket more visible. It only fucks your run over, because you try to dodge the shit otherwise, by hiding in a corner or whatever, making you die in the first place, when you actually easily could have passed between the bullets. But there is no way to know this, since you don't know the actual hitbox of the bullets.
Henry Kelly
Of course they are. cave sprites are disgustingly huge and out of proportion to their hitboxes.
Carter Murphy
>That's not how these games were designed It is until they went full retard with micrododging in games like Mushi Futari. Also even then they have big enough gaps in them to show you that you can pass through them, you're talking shit.
Zachary Jenkins
>It is making both the player object and the bullet objects more visible LMFAO. The ship hitboxes in cave games are merely a fucking pixel, while the sprite is 50 times as huge. All this does is merely confusing the player about where the actual hitbox is. It makes it much harder to see your hitbox from the corner of your eye. The same goes for the bullets. All it does is just confusing the player.
And again, dipshit, I never said sprites should have the same size as hitboxes. I just say that cave makes them too huge compared to the size of the hitboxes.
Sebastian Morris
You don't need to see the hitbox you absolute mong, you need to see the actual bullet. >I never said sprites should have the same size as hitboxes Why? It makes it confusing for the players who according to you need perfect information about bullet hitboxes rofl
Aaron Ramirez
>You don't need to see the hitbox Of course you need to see the hitbox you fucking retard.
> It makes it confusing for the players who according to you need perfect information about bullet hitboxes rofl Only retards can merely think in black and white. There also is a middle ground you know, with actual balance.
Ethan Reyes
Riddle me this, you dumb shit, why do you need that balance?
Charles Torres
So you want the sprite to be minuscule instead? Being able to see the sprite makes it easier to read patterns in relation to your location.
Isaac Ortiz
He wants them to be a little bit smaller than they are now because of his preferences. That's really the core of his argument lol.
Isaac Rivera
>So you want the sprite to be minuscule instead? No, I prefer normal sized sprites with normal sized hitboxes. Cave has huge sprites with tiny pixel hitboxes, which is beyond stupid.
Jordan Hughes
Name a bullet hell game with patterns as dense as the cave ones you're complaining about with sprite/hitbox ratios you're fine with
Zachary Lopez
The ship sprites are fine and pretty normal, I think. They're not especially bigger or smaller compared to other shmups. The bullets may be retardedly huge, but retardation is an inherent part of CAVE game design anyway. The sprite size is their smallest issue.
Joshua Smith
Where did I ever said I want dense patterns? Cave bullet density is also beyond retardation. I prefer games where the backgrounds are actually still visible. You know 70% of the actual art design in a shmup...