R-Type Dimensions EX

R-Type Dimensions EX

Ikagura Nov 28, 2018 @ 11:23am
This is a good exemple as a remaster
Because the ability to switch back to the classic version should almost be mandatory for a port/remaster
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Showing 1-12 of 12 comments
Vargas78 Nov 28, 2018 @ 2:29pm 
Yeah it looks really cool, i loved R-Type as a kid. A bit skint this month due to the bad decision to buy fallout 76 lol but i'm definitely buying this in the not too distant future :)
Ikagura Nov 28, 2018 @ 2:50pm 
Originally posted by Vargas78:
Yeah it looks really cool, i loved R-Type as a kid. A bit skint this month due to the bad decision to buy fallout 76 lol but i'm definitely buying this in the not too distant future :)
I only played Gradius as a kid but I'm glad to see that the competitor had great shooters as well.

As for Fallout 76 I would rather wait for a Co-op mod for Fallout NV and Fallout 3 instead of buying this game
BONKERS Nov 28, 2018 @ 8:41pm 
It is, but resolution support is lacking. Runs Unity, but no arbitrary resolution support looks bad for 3D mode. And no exclusive fullscreen mode, mouse cursor stuck on screen.
ZemaRU Nov 28, 2018 @ 10:33pm 
I love this game and even stopped hoping that it will be released in its modern form. Thanks to the developers for such a masterpiece gift to my heart) I played it on ZX Spectrum.
Then came another good toy, "Katakis". Maybe she too will re-release? Here is the information about her:
https://www.c64-wiki.com/wiki/Katakis
Shin Enzyme Nov 29, 2018 @ 4:21am 
Been messing with the switch version, I've noticed a few issues I hope they fix:

* The bosses seem to go down WAY too fast, I think their HP pool needs fixing or something.
* I was unable to get the force stuck in the eye of the level 2 boss of the original R-Type which used to be a favourite technique.
* Sending out/recalling the force doesn't seem to work quite as I remember, but that may be due to later games in the series altering it's behaviour somewhat. I seem to remember you could get the force to maintain a distance in front of you and follow you as you moved up and down.
Nihilat Nov 29, 2018 @ 6:26am 
Originally posted by Shin Enzyme:
Been messing with the switch version, I've noticed a few issues I hope they fix:

* The bosses seem to go down WAY too fast, I think their HP pool needs fixing or something.
* I was unable to get the force stuck in the eye of the level 2 boss of the original R-Type which used to be a favourite technique.
* Sending out/recalling the force doesn't seem to work quite as I remember, but that may be due to later games in the series altering it's behaviour somewhat. I seem to remember you could get the force to maintain a distance in front of you and follow you as you moved up and down.

YES! Second boss doesn't seem to be hittable with a full charge (quick kill) and the third boss definitely goes down after much less damage than it should. There's also a bug where turning if you turn off vibration it forgets it should be off until you go look at the setting every game.
Ikagura Nov 29, 2018 @ 6:47am 
Originally posted by BONKERS:
It is, but resolution support is lacking. Runs Unity, but no arbitrary resolution support looks bad for 3D mode. And no exclusive fullscreen mode, mouse cursor stuck on screen.
There's several resolution mode but I agree that there's not that many.

What's the problem with Unity? If it worked on Unreal 4 it would be better?

I would agree that the filters aren't that great but the arcade machine had scanlines?
Spacefrog Nov 29, 2018 @ 10:23am 
That got nothing to do with Unity - the resolution selection Is simply a developer decision. Same for real fullscreen vs windowed fullscreen mode. Unity supports both,it just has to be exposed by the devs
Original rtype arcade had a dip switch setting to toggle between normal and difficult (difficult being the recommended setting) which might account for the percieved easiness if you are used to the arcade set on difficult and this is on easy?
Last edited by Pangolin Legends: Arceus; Nov 29, 2018 @ 12:40pm
Emig5m Nov 29, 2018 @ 9:18pm 
Originally posted by pango:
Original rtype arcade had a dip switch setting to toggle between normal and difficult (difficult being the recommended setting) which might account for the percieved easiness if you are used to the arcade set on difficult and this is on easy?

Good catch. I had to break out my arcade manual because I always thought the recommended setting was Normal but you're right, it's Difficult.
Shin Enzyme Dec 2, 2018 @ 9:38am 
Originally posted by Emig5m:
Originally posted by pango:
Original rtype arcade had a dip switch setting to toggle between normal and difficult (difficult being the recommended setting) which might account for the percieved easiness if you are used to the arcade set on difficult and this is on easy?

Good catch. I had to break out my arcade manual because I always thought the recommended setting was Normal but you're right, it's Difficult.

Regarding difficulty and my comments. I'm going by all the different versions of R-Type I've played over the years - Arcade (2 only), SNES (2 only), Spectrum (I think it was, 1 only), Gameboy (1 I believe),Dimensons on PS1, etc . It's possible that they were based upon the more difficult setting.

To put it in perspective, if you slam the force into where the small head emerges, the first boss in R-Type 1 goes down so fast you barely get to see the mechanics :(
BONKERS Dec 2, 2018 @ 2:58pm 
Originally posted by Spacefrog:
That got nothing to do with Unity - the resolution selection Is simply a developer decision. Same for real fullscreen vs windowed fullscreen mode. Unity supports both,it just has to be exposed by the devs
If it ran on ue4 borderless wouldn't be the default setting with no other choice. I have never seen a ue4 game have this issue. Borderless has worse performance and in Windows 7 aero adds a ton of input lag and the vsync it provides is subpar.

Almost every unity game released in the last several years defaults to BW with no real vsync option or FSE support. The developer has control but the way it's built in development makes it cumbersome compared to just being supported no matter what with ue. So most don't realize it or don't care.

I have seen ue games with poor resolution support as well though. Any game using 3d rendering should support arbitrary resolutions for anything matching the aspect ratio they use bare minimum in this day. You instantly date your game and prevent people in the future from being able to play at a resolution that may not be the most ubiquitous today. (Or people looking to use SSAA via downsampling since games often offer poor AA support.) Necessitating a re release not unlike consoles. A good PC release that hits the basics right is good for multiple generations of hardware and software.

Sub native input to fixed resolution device with 3d rendering = not good. Digital displays are not like crts.
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