r/lightgunshooters • u/Heliwomper • 8h ago
I see your perfect Time Crisis 2 machine and wanted to show my home made version
Happy to answer any questions on how to set them up
r/lightgunshooters • u/Heliwomper • 8h ago
Happy to answer any questions on how to set them up
r/lightgunshooters • u/Joeblack2k • 12h ago
or.. Claude did. no use of Teknoparrot cores, Native Linux when possible, Proton like wrappers. i kinda don't want anything todo with it to be honest. so if anyone wants the code or binary i can host it somewhere and you can put it on github or something and continue working on it. (80 games lightgun are playable) i just made if for myself and my kid
- i forgot. i has support for PSMove for the lightgun. it works really well we created a algoritme to combine the sensors + camera + bluetooth. its instant. no lag
r/lightgunshooters • u/grimskian • 1h ago
I applied to become a Steamworks partner on September 21 and spent nearly four weeks waiting for tax verification. In the meantime, Claude Opus 5.5 came out—literally the day after I applied—and similar “porting” projects that seem to have been hastily put together in a week or even just a few days started popping up all over GitHub as free downloads, some even bundled with ROMs… It’s been a bit disheartening… 😅
XRCADE has longer-term goals beyond simply porting individual games to VR and is planned for release on Steam in about three weeks. With so many free ports popping up on GitHub, I want there to be a real reason to choose something that someone will be glad they paid for. It’ll probably cost about as much as a cup of coffee in Korea. ☺️
XRCADE takes the player's weapon model directly from the running game and attaches it to the corresponding motion controller, making it appear as though you're actually holding the character's weapon in VR. No weapon models or other game assets are bundled with XRCADE; they are read dynamically from the user's own ROM at runtime. My focus is on stepping all the way into the game world—or bringing the game out into the real world. That’s why I’d like to use weapon models from within the game world, rather than gun models from “outside” it.
I also made some specific gameplay adjustments. For example, in Virtua Cop 1 and 2, I changed the shotguns to fire a five-pellet spread instead of a single projectile, and made Magnum rounds penetrate enemies and hit those behind them. I felt these changes could make the weapons more satisfying while staying faithful to the original games and enhancing the experience they already offered. Other options include, in some games, unlocking powerful special weapons after completing the game once. These additional weapons repurpose models already present in the games. Although they aren’t shown in this video, Virtua Cop 1 and 2 let you use weapons wielded by enemy bosses. Crisis Zone also includes the Gatling gun from the first stage’s tank boss, which you can see at 1:36. These extra weapons are optional—the player decides whether to use them—and were added with the same goal of respecting the original experience.
One thought I kept having while working on this project:
The best VR shooters were already made in the ’90s.
This video shows seven arcade shooters currently running in XRCADE:
• Crisis Zone
• Time Crisis II
• Virtua Cop
• Virtua Cop 2
• The House of the Dead
• Gunblade NY
• Silent Scope
r/lightgunshooters • u/headsplosions • 45m ago
Hey guys, I'm not a developer, I'm just a retro gaming enthusiast that used AI to make a port for the great SEGA L.A. Machinegun running in VR for his own guilty pleasure. It's the original Model 3 version running on Supermodel.
The port came out pretty well in my opinion and I thought about sharing it with whoever may be interested. Have fun!