Why wasn't there a flood of Western indie like there was with pixel platformers?
Why no indie shmups?
Other urls found in this thread:
dmf.shrinemaiden.org
twitter.com
Because shmups require thought to make
Because in the west shmups are nowhere as popular as platformers
I think the west grew up on fightan games in their arcades instead of schumps.
Fighting games.
Same reason why the only rhythm games that were massively popular were rock band and guitar hero
Or racing or lightgun games. My country had shitty arcades and I'm not sure I ever saw a single shmup in any of them.
Strikers 1945.
based
>lightgun games
I don't know about that. Did shit like Time Crisis and House of the Dead explode over there?
No they don't
Any 13 year old can go grab danmakufu and make some retarded patterns
>no indie shmups
FinalBoss also known as ZeroRanger disagrees
if it's so easy then show us your work
It was mostly all there was in bongland in the 90s/early 2000s. Now there's basically nothing.
Maybe the genre isn't so familiar to western fanbase?
At least we have stuff like zeroranger but other than that I dont know.
S...she's fast!
I know of Jamestown and Zeroranger but that's it. Those are both pretty dang fun though.
Fuck anyone remember Ray Storm? God that shit was so fun.
it's easier making a flat-plane platformer with some "abilities", like having a small sword and an attack that makes it more powerful.
It's literally just as easy
Shmups are games for autistic people because they require a considerable amount of dedication to beat them and you get no reward for wasting so much time. Indie platformer #41241255 can be picked up and beaten in hours, this is just not possible with shmups unless you have played them for years.
Everyone knows Aya for her speed but aren't there tohos who are actually faster?
if it is then please show us how it's done
The dork is faster.
You mean in terms of popularity? There are a lot of indie shmups western and japanese, but they don't have appeal to the average modern gamer fag.
That's true minus the usual dumb autistic meme, unless you go for 1cc's or scores what you have is a game that can be credit fed and gotten through in roughly 30 minutes with no effort, that has no story or other fluff to keep the mongs invested. And people still think that 1cc's are self imposed even though everything about the games pushes you towards them, and that scores are boring because they played some NES games with bad scoring systems before and think everything's like that.
It isn't in terms of programming or even art, but it's easier to make a decent platformer because the good points of the genre are not only obvious (with standards being low) but also extremely well documented and explored everywhere online. Making a shmup is extremely easy in terms of programming, but making a good one requires a lot of personal experience with the genre and a decent level of proficiency.
It's kind of baffling how many speedrunners there are for so many games yet there are barely any people who try to score in shmups, given the amount of dedication you need to do good speedruns is similar to the time needed to be spent to learn to score in a regular shmup.
dmf.shrinemaiden.org
If you don't want to use a touhou inspired specific engine then you can use any regular game engine of your choice and trivially apply your highschool trig knowledge to make lots of cute patterns.
>posts a link to a tutorial
>not to an already finished work that he made
so it's not easy, then. got it.
Sorry, I can't entertain an anonymous shitposter by making an entire game in an hour right now. I have to go to work.
It is easy as long as you have any proficiency in math and even if you don't there are people who do and you can check their code. No reason to be so upset about it.
Not him
If you want to do a game you have to cook something yourself
If you need help with either programming or game design I'll be in this thread until it archives though. Good luck game making
Speedrunning works because of familiarity, everyone's played their Marios and Zeldas as kids and can understand what going fast means in them, they have a general understanding of what kind of skills are needed and shit. So you can get an audience and $$$. With shmups the average player won't be able to tell a difference between a basic 1cc and high level scoring
he said it was easy to make a shmup, not me. chill out, i just want him to back his words up with something before i get hopeful for a new age of shitty touhou clones.
>If you want to do a game
He wanted a proof that making a game is easy, not a game for himself.
It is easy to make a shmup and you've provided no reason for anyone to think otherwise
Aya is known as the fastest in Gensokyo
Depends on what you mean by faster.
Youmu can go a meaningful fraction of c for a short moment, but that's not how fast she just moves in general.
Not to mention all the characters that can teleport.
if it is so easy then where is your shmup?
Wouldn't sakuya be the fastest, since she can stop time, so basically traveling at infinite speed?
Making it right now
Where's your platformer?
making it right now
I'd be willing to buy that.
tbf platformers aren't any harder if you're copypasting code, you just take some snippets and adjust the speed/gravity/etc. values to your liking ending up with a functional platformer. Probably not even a bad one mechanically either, unlike with patterns
I know they aren't, neither are technically difficult to create
The hard part of any game is the engine
After you did that the rest is pissed easy in comparison
That's why everyone and their mother is posting unity stuff on steam
>After you did that
3 years have passed and you won't even feel like working on a game anymore
Think about it
No matter how fast you are, Sakuya can arrive at any destination in no time, since she can stop it
So he travels any distance x in time t=0
Speed=space/time
Speed=x/0=infinite
Time stoppers are the fastest thing in fiction
>dividing by zero equals infinite
It's undefined you fucking iqlet, go back to middle school
Well fuck
Lim[b->0+]a/b TENDS to +inf, but you're right that a/0 is undefined
It depends on how you look at it
This. The only time i saw an arcade shmup it was in a hospital lobby. I think it was Raiden. Actual arcades had racing, fighting, light guns and rhytm games.
ZUN has said that Sakuya can't actually stop time, she moves so fast it only looks like she does.
Did you actually need to verify it on mathematica?
With zero mass. So it's more a matter of semantics in that case - time doesn't technically stop, but she bips around so goddamn fast that time may as well not exist for her when she's using her ability.
Well
Sakuya is faster than aya
Can't she reverse time as well? Stopping time should be no biggie then.
No, you're right
I've just saied that I mixed Calculus with algebra
Its sad but it makes sense, racing has steering wheels and wide appeal cause cars, light gun games and rhythm also have unique hardware and versus stuff will always have appeal because direct competition is fun. Meanwhile shmups are single player, indirect competition and can be played at home without buying anything extra so how can they compete
There's a decent amount to cut your teeth on. I had fun with Super Hydorah, and I want to try Devil Engine next.
False
There was that "blabla"-town indie schmup on steam. Wasn't hard either to clear on normal. Steampunk setting with some inka or maja stuff.
Jamestown
it's also playing on mars not america but strangely still using style of british colonials .
Play Crimzon Clover instead of that shit.
Op asked for western shmup there it is. What you suggest is again from jp and for western folks it's also most appropriate because it's easy so they won't ragequit the gerne on entry.
A good platformer and a good shmup require similar amounts of though. It's more that a bad platformer is often tolerable while a bad shmup is unplayable.
Well, indies don't like these, either. I wish we had cool, slightly artsy indie racing and lightgun games with Sega Model 2 graphics.
Be honest, have you actually looked at indie racers before? I don't think you did. There are plenty of indie racers coming out, even very weird unique ones like Break Arts 2, Race The Sun, Defunct and more along with more conventional ones like Redout, GRIP and Horizon Chase Turbo and actually amazing knockoffs like BallisticNG. There's some others I'm forgetting too
>Why wasn't there a flood of Western indie like there was with pixel platformers?
There are though. What are you talking about?
Seriously, what is this thread? It's like no one even bothered to check Steam.
srsly bros...
harder to make.
I wish i had the Celeste "pike level design" image on hand.
Platformers are the most basic shit to make next to turn based dungeon crawler.
>pure platforming with spikes you have to avoid are bad
I love this meme from the casuals on Yea Forums. Good IWBTG fangames are top tier.
Spikes are fine but then you have shit where the games completely throw away all depth in favor of ultra precise platforming. At that point I'd much rather play a rhythm game, because what's the point of a platformer if it's just a series of perfectly timed inputs with no room for deviation?
>memoshit: the genre
No, they are crap.
Shmups in general have been defeated - a flawless victory by JRPGs.
What are you doing in a shmup thread then? lmao
Not every shmup is memoshit.
>Thought I'd get into shmups
>The community is terrible
>Constant cock sucking of le epic superplayers
>Constant faggot e-celeb drama
>Very little emphasis placed on personal growth
>Maximum emphasis placed on hating things that aren't shmups
At least 2hufags play the games
Stop using /shmupg/, everybody hates them, even they hate themselves.
Discussing shmups in Yea Forums is impossible because the general is shit and current Yea Forums is too casual to play that genre. And the shmups forum is full of literal boomers who have very strong opinions on games they haven't even 1cc'd once.
The 2hufags, as insufferable as they were/are, at least play the fucking games.
>The 2hufags, as insufferable as they were/are, at least play the fucking games.
Lmao
You didn't get into the genre because of the community? Good riddance desu
>The 2hufags, as insufferable as they were/are, at least play the fucking games.
There must have been a big change since I was a touhoufag. Playing the games used to be strictly optional.
I'm talking about the ones who used the shmups forum, not in general.
Thanks, user. The only indie racers I am only familiar with are Race The Sun and pic related. I'll investigate the rest. I guess I have never looked in the right places. How did you find out about all of these?
Play XOP.
Everybody loves Tyrian, even the people who think they hate it!
Remembered the game I forgot in my first post, it's Lightfield HYPER Edition, also throw in Distance there I'm not a fan but it's got an audience. Also Wreckfest, Xenon Racer, Descenders and maybe Pacer (formerly Formula Fusion)
I just check "more like this" on steam, my recommendations after playing racers often have good stuff in there too, and during sales I check the racing tag to see if there's good stuff. Racing games are niche now, you can't expect EA and Ubisoft to release new ones you have to dig deeper.
Everyone can play and somewhat enjoy a platformer. The barrier to entry is super low. Not everyone can get good at Shmups and the barrier to entry is higher.
Shmups are like one level above Pong in terms of difficulty to make. Most game engines feature a shmup tutorial as one of their retarded tier tutorials to get started.
I don't know but at least within Touhou fandom there are a lot of people who make danmakufu or modding 2hu games.
That barely count though, so I just stick with japanese shmups.
We need a nep bullet hell
that's already a thing you know
Bought it thanks to Ross. I have yet to play it.
You bought a free game? Pretty sick grab
You're aware that comic you're thinking of easily applies to shmups, right? Just make a demo of a random movement pattern and put bullets in every other part of the screen and boom weebs go head over heels.
Nobody but the most autistic Touhou playing subhumans actually likes low effort bullet vomit patterns tho
>IWBTG
>fangames
>Good
No, see, you make the bullets all appear in grids so it looks like you can go a couple different ways, maybe. also throw in gimmicks ripped off from popular anime like time stop
Touhou is great, fuck you.
You're in a shmup thread there are going to be autists complaining about muh patterns every time. There's no point replying.
>Time stoppers are the fastest thing in fiction
Flash is faster than instantaneous movement.
Or make several overlapping fast attacks with a good flow and some randomization either from bullet trajectory or as a result of boss movement, while keeping good flow and testing different kinds of dodging and reading abilities, you'd know what makes them fun if you played instead of just watching some Touhou replays on youtube.
shmups are japanese autism bait, they don't hook western autists unless they are also turboweebs
I don't have anything against patterns at all, but I miss stage obstacles. I'm not sure why they fell out of favor.
What do stage hazards do that bullet patterns can't do?
>No they don't
CAVE told themselves in an interview that designing a boss patterns usually takes 3 weeks of work.
Because the games didn't evolve with the times. While bullet hell shmups were adding very dynamic patterns and elaborate scoring systems that really hooked veterans, terrain shooters just stayed the same for the most part very static with simplistic or even broken scoring. Earlier on it was easier to get more casual players invested with nice levels/graphics but once they moved on to 3D console games there needed to be something more. Gradius IV kinda attempted to innovate but it wasn't very popular and had no lasting influence.
this, he can win a race before it started
We're talking about video games, having different approaches to a single idea is actually a good thing to have. DoDonPachi existing doesn't mean R-Type is redundant.
I mean actual neps, namely
React to your presence beyond just aiming for you, see what Gradius IV did where your shots would have different effects on the different stage elements, applying force to objects that move in a pendulum motion and swing back at you, splitting bubbles that bounce off each other and the environment, etc and things like the moai stage wouldn't really work with just bullets. Too bad most of these terrain shooters didn't capitalize on this, or other things like more complex regular enemy AI, to really distinguish themselves from bullet hell games.
This is why no one likes talking with Touhou elitists, everything funnels into "you didn't play the game" then "you played on easy" and "you didn't 1cc it on loli must die mode". You people weaponize the simplicity of the game to deflect all criticisms behind shit about skill levels.
There are better and worse ways to create bullet patterns, but ultimately way too many of them boil down to being walled out and being forced to do tiny repetitive movements in focus mode. That's why so many people don't like it.
Did you miss the part where I outright insulted Touhou, you blind fag? It's not unreasonable to expect people to have some first hand experience with things they criticize which you don't
I was agreeing with you.
Also already a thing
>>>>>>>>>>>>>>horizontal
>Wasn't hard either to clear on normal.
Two last levels aren't even available on normal.