Yeah... I was very confused when Ren asked if I wanted this in the RAA since I've already said in the WIP topic and a couple other places that this wouldn't meet the requirements. But I figured that you folks would recongnize most of the tunes instantly. They're all from pretty popular animes. XD
Second, we have the issues of the sound effects. I have no idea where they're from. I got them from a bunch of soundmod packages for other games that were collected by people other than myself.
Also, I better clarify another thing: I didn't make the backgrounds. I've already said in the WIP topic that I couldn't. XD They were taken from another game and then just run through filters. Actually, all the backgrounds were taken from Lionhead's the Movies. All I did was just make a movie in there with all the sets I needed, set up the camera angles so that it looked like typical visual novel background, exported the movie file, and then use Adobe Premieres to take screenshots of the movie. Eh, I didn't really want to take backgrounds from another game, but I didn't have much of a choice here. There are pretty much no royalty free backgrounds of starship bridges. o_o; Especially three of them.
So yeah, this definately does not meet the requirements for submission. The resource burden for this game's pretty high, since it's not only a VN but also a SHMUP as well.
I'm trying to atleast have original backgrounds in my future games, but unless a musician signs up to join the development, I'm either going to have to use royalty free music or just using songs from animes like I've done here. And the sound effects, I definately can't do anything about. There just needs to be way too many of them to simply use royalty free ones. If it were just a visual novel, it would be possible because there isn't as big of a need for sound effects. But this is also a SHMUP. I pretty much need 5 different sounds for each laser, 5 more different sounds of guns, 5 different sounds of explosions, etc. There's just too high of a resource burden.
Another comment I feel I should make is that I was expecting quite a bit of resistance from fans of traditional bullet curtain SHMUPS. The truth is that Raidaa really isn't a real danmaku. At no point in the development did I ever intend to create a danmaku. The combat engine's more remininisant of an action based RPG battle, from which it gets most of its inspiration from. But I guess the exact genre of the gameplay segments is still quite undefinable. It's not really quite a danmaku SHMUP, nor a real action RPG battle either. I just wanted to create something innovative that'll be fun, and I'll be sticking with this method for all my future games as well. I fully expected many purist danmaku fans to be up in arms about all the changes I've made to the genre. XD The SHMUP, just like the VN, pretty much only has a niche market outside of Japan, and many of its fans are very loyal to the genre. I was almost halfway expecting somebody to complain that there's no one hit kill system in Raidaa, since it's a staple of the genre. That's why I included the final difficulty option. I honestly don't think it's possible to beat the game on it, but it's to prove a point more than anything. The fact remains, Raidaa isn't a danmaku and shouldn't really be approached as one. The genre is undefinable, as it should be. I kind of like it better this way. It's something new. I'll always be looking for ways to break the rules of convention when it comes to gameplay. 95% of the commerical games I play now bore me since it's the same rules I've seen in every other game. Some games try to change the rules around (eg. dynamic reloading in Gears of War, rechargeable shields in Halo) but this is just changing the icing on the cake. The truth is, not many people have really created a game that managed to be undefinable in genre. That's precisely what I want to do.
Thanks for the mirror. ^_^
I really don't like Asaga. ::frown:: She reminds me of Suzumiya Haruhi, and I am not a follower of Haruhism. I'm still an Ikkari fan. I like cool girls. I think I just recognized Chigara's outfit. Uguu. The track in the apartment reminds me of a track from My HiME. Ohhh, Ikkari is a rather violent woman. Tsundere? Once again, I do have a dislike for Asaga. It's probably just a personal preference, but yeah. Hmmm...Is that a IkkarixChigara sort of scene?
Hahhh... Congrats, I think you're the first person that pointed out the Kanon reference! There's also two more references to other animes in the game. Can you find 'em? XD
Honestly, I didn't really like Haruhi either. If I were to make a list of my top 20 favorite anime characters, Haruhi probably wouldn't be on there. The only reason I reference her is because she's god. Mm... And now that I think, when I started writing the story, I didn't really like Asaga either. XD My favorite character was and still is Chigara. But near the end of the story, I liked Ikkari and Asaga equally well, with Chigara just a squeee bit ahead of them. I don't really think I had much of a choice in what happened in the story. The characters just wrote it themselves. And it happened that Asaga really isn't that bad of a person as she comes off to be at first, since she does have some of an idealistic and innocent side that starts coming off in episode 2... Uhh... Atleast I think. When she's not busy trying to create excitement/trouble for everyone else, atleast. XD
The 'rotation' switch-between-ships made perfect sense to me once it clicked for my brain that I was turning THIS way with this key and THAT way with that key... there were many things I had trouble with, but that wasn't one of them.
As for music, there are a couple of dlls available which I've taken to using so that I can run oggs and do fadein/fadeout.... supersound only works properly in GM6 though (which is why FH is still actually a GM6 game, just converted to run on Vista). Can be slightly tricky to get set up and I still have the occasional bug.
Mmm.. I decided to post this on GMC by the way. I haven't checked up on how the topic's doing, but I can say that I have very low expectations. XD
Congratulations on completion. ::thumbs up::
Waaahhh, thanks for the fanart!!! *huggles picture* She's soo cute! ^_^
I don't remember if it's been addressed before, but was there a reason that multiple characters couldn't be on-screen?
Mm... The current engine can indeed display multiple characters. It's that I didn't choose to, since I wanted all the attention to be focused on a single character portrait. I tried both displaying all the portraits one by one and displaying them all at once, and I kind of liked the one by one system a bit better. It draws more attention to each individual character expression more, I think.
Am I the only person who doesn't hate Asaga? ^^;
Hah... I think there's quite a bit of other people who don't. XD
Is it my imagination, or is the chance timing tightened on higher difficulties? There were a few times when I missed the second Chance! while playing on Hard, and it'd cost me precious healths.
Mm... It should be the same for all difficulties. I think it's just psychological, since you're more mentally tense on the higher difficulties and you tend to make more slip ups.
What I like about this game (you can call it "game", right?) is the idea of joining a VN and a shoot 'em up into one. This is was enough to keep me playing, but I'm afraid it this and the concept of special attack system were the only things I liked in it.
- I really hate breast groping and bathroom peeking (intentional or not) kind of jokes. The story isn't great too, with all "hey, we're three teenage girls with traumatic past, so let's become space pilots and end the war on our own" stuff.
- The whole last pattern of the boss in 3rd episode can be avoided by using all three special attacks at the right time. I guess this was intentional though, considering how ridiculously hard it is compared to other parts of the game.
- The highest difficulty level isn't a bullet hell at all, so you can't call it "bullet hell". Let me repeat this: you can't call it "bullet hell". Got it? Bullet hell shooters are my favourite video game genre, so I can't stand such blasphemy. You can rename it to "impossible", "nightmare", "suicide" or anything similar (see below).
- Apart from above, the gap between "bullet hell" difficulty and "hard" one is ridiculous. Avoiding the second pattern of those three guys in 3rd episode is really hard, their missiles aren't easy to destroy too. Since on the highest difficulty level your ship is destroyed with one hit, this is like playing entirely different game. You should either make it easier or insert another level between "bullet hell" and "hard" - I didn't have much problems with clearing the latter while I didn't even bother with the former.
Mm... On regards to the story, it's really a matter of taste, I guess. XD I love silly romance animes, so that's where Raidaa gets most of its inspiration from. The other parts of your post, I've answered earlier in my post.
I quite like the plot and the setting. The different factions sound like they've got potential for nice politics. The girls are quite a lot of fun, although Asaga's the only one I really like so far. Chigara is clearly the library-drone loli, Ikkari is quite fun but a bit too tsundere. Asaga's got the dynamic make-things-happen-ism. And she's got a bit more of a figure than the others too
Yosha, an Asaga fan! See, there are other people who like Asaga! XD
* The final section of the Machiavelli is the one that's completely absurd. I never accumulated a special attack against that. The thing to do seems to be to just use the red ship for as much as possible and just hope to weather the storm; but when it's launching missiles, switch to blue if she's still alive, because taking a few hits from the blue bullets is far less severe than taking a few missiles.
As stated in the WIP topic before, I think this is the best example of the perspective of difficulty between the developer and the player. The last stage of the Machiavelli is actually my favorite part of the game, since that's the only part of the game I really need to try hard to even get a dual strike. (I usually manage to charge up a Ikkari-Asaga dual strike during that last segment and finish it off though) But this was a mistake on my part, since I should have known that what's hard for the developer is insanely impossible for the player. Another something to keep in mind for future projects. ^_^
It was from My Hime, wasn't it? I thought so too....
I think that was all.... Anyway this was a nice release, and I'm really looking forward to what else comes out of this ^^ In the meantime I'll try to actually reach the ending....
Yup, that is from Mai-Hime and Mai-Otome. The full music credits, as pointed out, are found in the music folder.
Crap. I just remembered I set the settings for that folder to be hidden to hide the external data and the .txt including the credits list is in there. -_-; Since I released this game really, really quickly to start working on my next game ASAP, I forgot to include an in-game credits list. I didn't really mean anything sneaky by it... As a matter of fact, I've already posted in the WIP topic that I was going to use music from animes in it. But it looks like Jake managed to find the list afterall, so maybe all is not lost. ^_^; But as stated before, the music is from various animes and video games like Mai-Otome, Nanoha, Jigoku Shojo, and Star Fox.
I installed the codecs and it still doesn't work... Are there some other requirements?
Wah... I wonder what could be the matter. -_-;; Sorry about making you go through all this trouble. You do have have DirectX 8 or later, right? Uhh... I wonder if Papillion knows more about this than I do...
- Uhm, how do I get out of the information page?
Press escape. But I think you've already figured that out. XD
- Okaaay… obviously Ikarri wasn’t inspired by a certain Ikari Shinji…. @_@
Mmm... Actually, you're the second person to think that and that's really quite interesting, considering that I don't even know who Shinji is. (Guy from Evangalion, I think?) I'm surprised more people haven't seen parallels between her and Eika Ichijo from Sky Girls, because most of Ikkari's personality is based on her. ^_^;
Man, yeah - I totally meant to mention this and forgot. Even glassed-out, the BGs are impressive. Similarly 3D-modelled to the ships, presumably?
Obviously, no. XD The ships I did make myself, and I'm very happy with how they turned out. The backgrounds I did not.