Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Iryan on June 25, 2009, 06:55:12 PM

Title: Iryan's Projects - UPDATE: Konngara v1.1
Post by: Iryan on June 25, 2009, 06:55:12 PM
This is where you can find the spawns of my insanity imagination.  :V



Project #1:

Sariel Boss Battle v1.2 (http://www.mediafire.com/?binjiynmemz)


A day in the limelight for the one true boss of Touhou!
The battle is done in the style of a regular stage 6 boss (4 noncards, 5 cards) with two difficulty settings (Normal and LuNautic). The noncards are variations on the regular attacks the original boss uses, adjusted to modern danmakufu standards.

No points for guessing where I got my material. Both music and pictures for Sariel are more than scarce.  :P

Note that one of the patterns requires the Concealed the Conclusion Shot Replacement script (http://www.mediafire.com/?gzyknkylj4n).



Project #2:

Suika Player Character v1.3 (http://www.mediafire.com/?0jzbzezo0nm)

Now with a working focus-mode hitbox.

Based on ReimuB from Subterranean Animism, you too can now have bullets that have both piercing and homing capabilities.

Only now, you can have it the true Suika way!



Project #3:

Christmas Special v1.0 (http://www.mediafire.com/?mcinmwey1ce)


Available in easy, normal, hard, lunatic and what difficulty.

Just a little fun script that sums up what Christmas is all about:

Receiving presents and decorating the tree while grazing everything in sight!



Project #4:
My entry for the 3rd danmakufu contest (http://www.shrinemaiden.org/forum/index.php?topic=4630.msg218101#msg218101):

Survival in the Forest v1.0 (http://www.mediafire.com/?hgd2jwimkzn)

Available in easy, normal, hard and lunatic mode.

Quote from: touhou wiki
The hakutaku (白澤 or 白沢) is a mythical, spiritual beast which is said to advise only kings of virtue. It is generally depicted as looking somewhat like a massive lion and can be distinguished by the presence of single or double horns.



Project #5:
My entry for the 4th danmakufu contest (http://www.shrinemaiden.org/forum/index.php?topic=5038.0):

Keine's Flashy History Lesson v1.0 (http://www.mediafire.com/?ljywtjijzgt)

Available in normal and lunatic mode.

A three card script using only lasers, not bullets.



Project #6:

Konngara Battle v1.1 (http://bulletforge.org/u/iryan/p/konngara-boss-battle-by-iryan/v/11)

Available in easy, normal, hard and lunatic mode.

Kept in the form of a stage 6 boss battle in the vein of Yuyuko and Byakuren, that is 6 cards, 4 noncards. Like with the Sariel battle, the noncard attacks are a homage to the original battle, thus the vertical movement is disabled on them. However, the newest version has also the option to play in free mode where the noncards don't restrict your movement but are also adjusted to stay challenging.



Project #7:
My entry for the 6th danmakufu contest (http://www.shrinemaiden.org/forum/index.php/topic,6456.0):

Kisume hits the jackpot v1.1 (http://bulletforge.org/u/iryan/p/contest-6-entry-kisume-hits-the-jackpot/v/1)

Available in Jar, Bucket and Barrel difficulty.

A script done using only a small set of predetermined graphics, including exclusively additively blended bullets.
Contains 3 spellcards and 2 noncards



Project #8:
My entry for the 7th danmakufu contest (http://www.shrinemaiden.org/forum/index.php/topic,7359.0.html):

A Rainy Evening (http://www.mediafire.com/?3zguttt7rr9e9uy)

Available in Normal and Lunatic difficulty.

A full stage script with a small boss fight at the end and an overall Halloween feel to it.






I'll eagerly take constructive criticism from anyone so that I can improve my scripts and my abilities.

Also, thanks to Blargel and Stuffman for their tutorials, without which these projects never would have come together, as well as the rest of this community for always being helpful and generally awesome.  ;)
Title: Re: Iryan's Projects
Post by: Drake on June 25, 2009, 06:58:12 PM
instadowning

EDIT: THIS IS JESUS

OR AT LEAST AN ANGELkill me now

Wings of a Fallen Angel is nice, but really, really bullshitty at times.
Embraced by Shadows is delicious, I want to find out how it's done. I die all the time on this.
Eclipse could stand to be a bit harder and longer on Normal. It certainly gives a last spell feel, though. Lunatic is excellent.

EDIT: This seems to have caught the crashing bug.

EDIT: One thing that needs to be fixed right now is Glimpse of Purgatory. It's absurdly difficult when the lasers happen to cross the center. Instead of a random angle 0 to 30, I'd say 0 to 20 or even 15. Just enough for randomization without being WHAT.
Title: Re: Iryan's Projects
Post by: Stuffman on June 25, 2009, 07:23:34 PM
Embraced by Shadows is pretty boss, how the hell do you manage that? I bet you did it by accident, punk >:|

And yeah Eclipse is great, has a VoWG feel to it.
Title: Re: Iryan's Projects
Post by: Naut on June 25, 2009, 09:05:10 PM
LuNautic

My balls just tingled a little.

Criticism eh.... Well, I don't have to tell you how awesome this spell string is -- It's pretty obvious. Negative aspects... It doesn't look as pretty as it could (I'm not a fan of most white bullets), too much use of the rand function and I loathe the lack of y-axis movement on the non-spells. The first and latter I can forgive due to lol opinions, which leaves the rand function as the big issue. I find that I have to rely on luck over skill to beat cards like Glimpse of Purgatory and Wings of a Fallen Angel. Particularly the latter, where her movement can completely laser sweep your ass with little you can do about it, save for trying to dodge through the wings (which works, but lol). Glimpse of Purgatory actually isn't much of a problem considering it's the same pattern just offset by a random degree, but damn... It feels completely different and is freakin' thick on lunatic.

Anyways, enough bitching. This is awesome. Good job!
Title: Re: Iryan's Projects
Post by: Stuffman on June 25, 2009, 11:20:39 PM
Yeah I don't get how you beat Wings of a Fallen Angel, it doesn't seem like you have enough time to judge where the opening is going to spawn and lead the lasers away.
Title: Re: Iryan's Projects
Post by: Naut on June 25, 2009, 11:22:04 PM
It is possible, just not when she moves towards you (half the time). That's the problem.
Title: Re: Iryan's Projects
Post by: Suikama on June 25, 2009, 11:27:11 PM
Typically Normal is a difficulty that I can 1CC...

This had me genuflecting many times. Normal needs to be toned down like crazy, and the Lunatic mode isn't really that much different either...
Title: Re: Iryan's Projects
Post by: Iryan on June 26, 2009, 03:20:13 PM
Thanks for the input.  ;D

Well, on the Wings topic... yeah, it can sometimes screw you over of sariel moves in a particular way, but that happens to me quite rarely. The thing is, you are supposed to make a quick dive through the opening between her wings to get to a point where the lasers cannot hit you, even if she moves. Also, the opening is always below the point where she was the wings where in the lowest position.

However, I noticed something wrong with wings N, seomething incredibly stupid on my part. To make it easier, I planned to widen the space between her wings, that would be a shift from a range of 85?-95? to 80?-100?. Due to stupidity, I changed it to 80?-90? instead. Thus the attack was, besides a reduced count of butterflies, the same as the lunatic version shifted by 5?!  :V  *fixing*

On Glimpse... yeah, that can indeed be frustrating. I'll change the range of the laser angle so that it won't shoot straight down. Maybe add a little boss movement as a replacement. The card is (on lunatic) insanely hard, but it is hard to lessen the difficulty without the concept falling apart aside from reducing the bps (bullets per second) by about 50%, which is pretty much the difference between Normal and Lunatic. Thus I gave the card a small timer and low hp to make it, dare I say, meisterhaft. I know that it is probably the hardest card to capture now by far, but you can pretty much skip it with ~2 bombs, like, well, Meister. :P

The lack of movement for the noncard, well... they are meant to be ripoffs homages to Sariel's original attacks, and, well, she doesn't move in HRtP.


Anyways, thanks to you all. I apprecciate the feedback.  :)
A v1.1 with the couple of errors fixed should be inside the original post in the not too distant future.


When using Josette for the battle, I just noticed that the second part of the opener will completely destroy any player character that is slower than Reimu. I'll have to change that, too. Dang.
Title: Re: Iryan's Projects - Sariel updated!
Post by: Iryan on June 28, 2009, 02:56:40 PM
So, another day, another version. The download link is the same as in the first post.


Changes:
- Normal mode Wings of a Fallen Angel now works as intended, which means it got significantly easier.
- The lasers in Glimpse of Purgatory won't aim straight down and prevent you from doing damage to the boss anymore.
- The second part of Sariel's opener was adjusted so that it is no longer impossible with very slow characters like yellow Josette.
- Normal mode Eclipse got changed. It should be more fitting as a final attack now.
- Sariel now moves a little during the Death attacks.

Enjoy yourselves!  ;D
Title: Re: Iryan's Projects - Sariel updated!
Post by: Suikama on June 28, 2009, 04:28:37 PM
Requesting a replay of this because I still can't beat it D: (I'm looking at you Naut). It's more Extra level than Normal with the bomb immunity and whatnot. The last spell is perfect though. :V
Title: Re: Iryan's Projects - Sariel updated! Again!
Post by: Iryan on July 05, 2009, 09:56:56 AM
Less errors, less cheapness, more bump: Version 1.2 is available in the original post!
Changes:

- The unintended bombing immunity during all but the final spellcard has been removed.
- The lunatic version of "Shadows" has now the intended boss movement.
- Sariel is now a little more restricted in her movements during "Wings".
- The bombs during "Fire" won't go cheap on you anymore.

Also, I'd like to adress the problems with "Wings":

You are supposed to move through the opening fast enough so that even if Sariel does move towards you, you won't get hit by the lasers. The difficulty lies in getting through the narrow space fast enough and without running into a butterfly. If you approach the card with the possibility of Sariel closing in on you in mind, you'll see: The attack doesn't screw you over randomly, the card is just often quite forgiving when you are not fast enough.  :V

That should be the last shameless bump for this script...
Title: Re: Iryan's Projects - Sariel updated! Again!
Post by: Naut on July 06, 2009, 02:31:22 AM
S'pretty good, still that laser sweep thing going on but it's pretty unavoidable unless you redo the whole spellcard. It's not that I'm bitching that it's too hard (lol, yeah I'd do that), it's just the randomness of it. You could go through it and have her randomly move the right way (away from you)... Or you go get swamped and always have her move against you -- which is not "difficulty", it's putting yourself between a rock and a hard place. You've got a wall of lasers in one direction, and in the other you've got a descending storm of white bullets, which aren't really feasable to dodge through. It's not a Lunatic decision, it's a "lol here goes" decision. Spellcards should not be broken by such random...ness.... Well uh, you get the point.

Anyways, the scripts are great. Well thought out, fun to play and very diverse. Version 1.2 is an excellent improvement, hope to see some more in the near future (even more than just Sariel!)
Title: Re: Iryan's Projects - Sariel updated! Again!
Post by: Iryan on December 13, 2009, 06:20:54 PM
Finally, after almost two month, I got my new PC on Saturday. So, finally, I am able to run danmakufu again. But I wasn't inactive during this period; I have always been thinking about scripts I could make, and I forged prototypes. These could now be tested, and during this weekend I dedicated most of my time to bring one project ready for a first release.


Long story short:

I'm back, and I brought you a gift!
Player Suika! (http://www.mediafire.com/download.php?jjkovt1yqne)


Constructive criticism will be appreciated as always. I know that the graphics could need some improvement, but at least for the bombs this is somewhat out of my artistical capapilities...  :V
Title: Re: Iryan's Projects - Back with Pandemonium!
Post by: Lawence Codye on December 13, 2009, 07:34:30 PM
Downloaded & testing...now...

wow...I need to stay on schedule...anyway, Suika...

let's see...first, I find the bomb animation amazing...yet I'm a little confused with rather I should except the damage being slightly below 3000.0 & all...it's fine to me though...
second, the shot type is brilliant...umm yeah but the damage again...is actually alright for a homing shot type & all...
umm, what else is there...of course, the graphics...you did well(I'm needing to know how it was done media wise)I mean great work on the graphics...I only say this...
even with all this...you should further tweak the character sometime in the future...what to tweak...that's really up to you but I said all I can say being average at best as a criticiser... :-\  best seek out more opinions...
Title: Re: Iryan's Projects - Back with Pandemonium!
Post by: Iryan on December 14, 2009, 09:54:24 PM
...anyway, Suika...

let's see...first, I find the bomb animation amazing...yet I'm a little confused with rather I should except the damage being slightly below 3000.0 & all...it's fine to me though...
Well, I oriented myself after the bomb damage listed in Stuffman's player tutorial, but I, too, had the impression that the bomb was somewhat weak. I think it is because I oriented myself after Reimu's bomb damage, who can shoot during her spellcard, and then disabled Suika from shooting during her own bomb. A slight increase will probably be included when I update it. I am actually surprised that someone would consider the bomb well done, at least compared to what our Garage veterans dish out regularly. Thanks anyways.  :)

Quote
second, the shot type is brilliant
I thought a Suika shottype based on the Reimu/Suika team from SA would be alright.  :V
Quote
...umm yeah but the damage again...is actually alright for a homing shot type & all...
Again, Stuffman's damage testers to the rescue. I should probably include him in the credits file just for his tutorial. But then I'd also have to include Blargel...
Quote
umm, what else is there...of course, the graphics...you did well(I'm needing to know how it was done media wise)I mean great work on the graphics...I only say this...
You wanna know how I did the graphics? Well, besides the spell cutin and the character selection image, everything was done in MS Paint, without any template besides the supposed dimensions of the character sprite. Took me several hours, as I am not prticularly good at this kind of stuff. I was starting to wonder if it has even been worth it...  :P
Quote
even with all this...you should further tweak the character sometime in the future...what to tweak...that's really up to you but I said all I can say being average at best as a criticiser... :-\  best seek out more opinions...
I plan to update it if it lies within my capabilities, but for now I'd rather wait for more criticism, yeah.

Muchas gracias for your commentary.
Title: Re: Iryan's Projects - Back with Pandemonium!
Post by: Iryan on December 17, 2009, 06:31:53 PM
I plan to update it if it lies within my capabilities, but for now I'd rather wait for more criticism, yeah.
It lay, and as there wasn't any more criticism, I updated!

Suika v1.1 (http://www.mediafire.com/?ohkyjzxyzzj)

Changes:
- Improving the player sprite a little
- Fixing a graphic error with one of the bullets
- Adjusting the damage of the bomb
- Adding a working, somewhat ZUN-esque hitbox dot for focus mode

Now, any commentary is welcome, really. Not receiving constructive criticism would mean that the script is either perfect as it is or flawed beyond redemption, both of which I highly doubt.  :V
Title: Re: Iryan's Projects - Back with Pandemonium! (Suika v1.1)
Post by: Azure Lazuline on December 17, 2009, 10:07:47 PM
I think you might be doing some logic in DrawLoop, since the shots home in less on lower framerates (or when you hold space). Other than that, it's a really cool script, and I especially love the player graphics.
Title: Re: Iryan's Projects - Back with Pandemonium! (Suika v1.1)
Post by: Iryan on December 18, 2009, 02:32:57 PM
I think you might be doing some logic in DrawLoop, since the shots home in less on lower framerates (or when you hold space).
Wha the-

There was a yield in my DrawLoop!  :o
And without that, the bullets fly in quite different arcs for some reason, so their homing capabilities need to be readjusted. D:

New version will be up shortly...


Edit: And here it is! (http://www.mediafire.com/download.php?jjkovt1yqne)
Title: Re: Iryan's Projects - Back with Pandemonium! (Suika v1.2)
Post by: Lawence Codye on December 18, 2009, 10:04:22 PM
okay...downloading this instant...
also, for the convenience of the lazy end of the users/guests...could you at some point update your first post with these download links rather then do the new post thing with it...though I personally don't mind...
& remember..."laziness is of a virtue"... ;)
Title: Re: Iryan's Projects - Back with Pandemonium! (Suika v1.2)
Post by: MaronaPossessed on December 19, 2009, 12:17:41 AM
Is there another link for the replace shots script? The one in the topic is broken...
Title: Re: Iryan's Projects - Back with Pandemonium! (Suika v1.2)
Post by: Lawence Codye on December 19, 2009, 03:08:43 AM
Is there another link for the replace shots script? The one in the topic is broken...

...you might have done this but try the topic for the expanded data + shot replace script...
that's all I can tell ya...
Title: Re: Iryan's Projects - Back with Pandemonium! (Suika v1.2)
Post by: MaronaPossessed on December 19, 2009, 04:41:48 AM
...you might have done this but try the topic for the expanded data + shot replace script...
that's all I can tell ya...

Doh...thanks:P

Edit: So how do I implement it in the script?

Edit 2: nevermind I got it XD

Edit 3: nope...help me X_X
Title: Re: Iryan's Projects - Back with Pandemonium! (Suika v1.2)
Post by: Iryan on December 19, 2009, 02:13:41 PM
D'OH!

The Expanded Shotdata is very different from the CtC Shotdata that is required for one of the spellcards of the Sariel script. When I released my script, it didn't even exist yet.  :V


As the download link for the old replacement script seems to be broken, click here to get both shot replacement scripts (http://www.mediafire.com/?gzyknkylj4n). Just put the lib folder inside your danmakufu folder and it shall work.

also, for the convenience of the lazy end of the users/guests...could you at some point update your first post with these download links rather then do the new post thing with it...though I personally don't mind...
I planned to do that once I had hit the second page of the topic, but it seems it cannot hurt to do it already now, can it?
Title: Re: Iryan's Projects - Back with Pandemonium! (Suika v1.2)
Post by: MaronaPossessed on December 19, 2009, 06:51:11 PM
Alright thanks^_^ now for my review

I know you're trying to capture the way in HRTP, but at least let the player move freely. Just standing on the bottom all the time makes it hard.

Normal difficulty sounds more like hard to me but I love the spellcards look:P

10/10 for capturing Sariel in damaku way

4/10 for the normal difficulty
Title: Re: Iryan's Projects - Holiday Special v1.0
Post by: Iryan on December 28, 2009, 10:24:16 PM
A little late, I know, but I still want to wish you all a very merry Christmas, happy Hannukah, happy holidays, and whatever else.  :)

Originally thought up for the christmas contest that in the end wasn't meant to be, this is a short script that I don't want to withhold from you:

Iryan's Christmas Special v1.0 (http://www.mediafire.com/?mcinmwey1ce)

This nice little script sums up what Christmas is all about:
Receiving presents and decorating the tree while grazing everything in sight!  :V

Available in 5 different difficulties:
Easy, Normal, Hard, Lunatic and What.

I don't want to spoil the fun, so I won't say more.

As always, I'm glad for every criticism etc.
Title: Re: Iryan's Projects - Konngara v1.0
Post by: Iryan on March 02, 2010, 08:50:09 PM
Okaaay, I am kind of both double posting and bumping a very old thread, but I think in this case it is very appropriate, because, as the change of the thread title may suggest...

My newest project has come to completion!  :toot:

Konngara boss battle v1.0a (http://www.mediafire.com/?muqkzhnrytk)
Fixed the crashing through changing from ogg to mp3.

Like with my Sariel battle, I kept it in the form of a stage 6 boss battle (that is, 5 cards and 4 non-cards) where the non-card attacks are homages to the original fight in tHRtP during which vertical movement is prohibited. It is available in the 4 standard difficulties easy, normal, hard and luNautic.

Before I go into a lenghty essay on the script, I think I will just wait for your reponses first.

So, as always, here there be criticism!  :V
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.0
Post by: 8lue Wizard on March 02, 2010, 10:28:59 PM
Very impressive, though it has an unhealthy tendency to do this:

(http://i591.photobucket.com/albums/ss352/Orichalc71/crash.png)

XG


also, wreckedbyeasy.jpg
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.0
Post by: Furienify on March 02, 2010, 10:34:38 PM
Very impressive, though it has an unhealthy tendency to do this:

This. :(
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.0
Post by: Iryan on March 03, 2010, 01:41:58 PM
Wha-

 >:(

When does this occur? And does someone know why this may occur?

If it happens everytime the script is finished, then I wouldn't know anything about that. On my PC, every script crashes on completion, including aynthing I downloaded from other people... >.<
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.0
Post by: 8lue Wizard on March 03, 2010, 02:13:40 PM
Sometimes right when I launch the script, occasionally after the ten-second intro "attack"; once I'm into the script proper, I'm usually okay, though one time it crashed halfway through. >.>

It's intermittent, and I've never seen DMF act like this before, so... ???
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.0
Post by: Naut on March 03, 2010, 04:44:52 PM
[12:54:52]   <Naut>   Iryan's Konngara is making me sit the fuck down

More on this when I can actually pass it.

PS, gratuitous use of the ADD flame bullets with the shittiest hitboxes ever was not nice.
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.0
Post by: Iryan on March 03, 2010, 04:52:11 PM
Yay input!

Also, same scripts with a correctly looping mp3 version of the background music are uploaded. (http://www.mediafire.com/?muqkzhnrytk)

Edit: Me fail english?! That's unpossible!
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.0
Post by: Primula on March 03, 2010, 10:26:19 PM
Hooray Konngara!
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.0
Post by: Furienify on March 03, 2010, 10:45:21 PM
Wha-

 >:(

When does this occur? And does someone know why this may occur?

If it happens everytime the script is finished, then I wouldn't know anything about that. On my PC, every script crashes on completion, including aynthing I downloaded from other people... >.<

For me, it first crashed as soon as I selected the Normal Mode plural script.

The second time I did the same and heard a brief millisecond of music before it died.

Third time I tried hard mode, it crashed but also came up with a box that said 'allocation error'.
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.0
Post by: Furienify on March 04, 2010, 12:37:52 AM
I can, however, still play this via the single scripts. Criticism from Normal Modo:

1. Nonshots on Normal are brutal. Maybe it's just playing as Suika and having a wonky hitbox.
2. Phlegethon. FFFFF. Lag, crisscross, awkward hitboxes, just a painful card in general.
3. "SC4: Voyage - E" doesn't exist. It shows up on the list as being one of two Normal Modes, just a typo thing.
4. The Art of War has a neat design. I'd enjoy it more if I could figure out how to effectively bait and stream it.  :V
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.0
Post by: Solais on March 04, 2010, 01:14:54 PM
Both this and the Sariel script crashes if you try playing as an original character, aka only works with original Reimu or Marisa. At least I know it works with Reimu.
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.0
Post by: Iryan on March 04, 2010, 03:54:32 PM
Ahe- he- he, um, the Sariel script crashes because it has an .ogg file for the music, too.  :blush:
Alas, I am planning to eventually update it, mainly in adding a non-stationary sprite and actual spell card backgrounds, so I am going to change that in the updated version. In my defense, back when I released it I hadn't nearly enough experience to know that the file type of the bgm could cause crashing.

I can, however, still play this via the single scripts. Criticism from Normal Modo:

1. Nonshots on Normal are brutal. Maybe it's just playing as Suika and having a wonky hitbox.
I feared the lower two difficulties would be somewhat off. I seem to have lost the ability to properly estimate the difficulty of a script when I 1cc'd my first hard modes. The main reason being that bullets which once were way too fast for me are now pretty much the standard speed at which I dodge them, so determining the proper speed for attacks gets a mind breaker. That is true especially since many of the attacks are based on throwing the player off through their speed...

Though the Suika player could need an overhaul, too.

Quote
2. Phlegethon. FFFFF. Lag, crisscross, awkward hitboxes, just a painful card in general.
...lag? As in, the card causes you slowdown? Damnit!
And I thought the card was actually fun to play.  :/
Quote
3. "SC4: Voyage - E" doesn't exist. It shows up on the list as being one of two Normal Modes, just a typo thing.
:V
Quote
4. The Art of War has a neat design. I'd enjoy it more if I could figure out how to effectively bait and stream it.  :V
Yes!  :D
At least I did something right.

Thanks to all of you for your input.
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.0
Post by: Furienify on March 05, 2010, 05:32:49 AM
And I thought the card was actually fun to play.  :/

It is fun, just extremely hard. Maybe I'm approaching it the wrong way? It's hard to follow the bullets due to graphics, and then the flower-shaped structure of each 'ring' makes it even more difficult. By the time they reach me, the 'petals' are usually crisscrossing at dangerously fast speeds. If I try to go to the left or right or leave the bottom of the screen, the rings are more manageable, but the angles I have to dive through are too steep and I usually end up dying. Overall, I've yet to finish the card without using a continue. Maybe I'm just bad at these kinds of cards, I wouldn't be surprised.  :blush:
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.0
Post by: Iryan on March 05, 2010, 10:34:53 AM
It is fun, just extremely hard. Maybe I'm approaching it the wrong way? It's hard to follow the bullets due to graphics, and then the flower-shaped structure of each 'ring' makes it even more difficult. By the time they reach me, the 'petals' are usually crisscrossing at dangerously fast speeds. If I try to go to the left or right or leave the bottom of the screen, the rings are more manageable, but the angles I have to dive through are too steep and I usually end up dying. Overall, I've yet to finish the card without using a continue. Maybe I'm just bad at these kinds of cards, I wouldn't be surprised.  :blush:
Hrmm, I actually coded the "flowers" in a way so that the speed at which they run along the course of the pattern stays constant. If I didn't, then easy mode would be harder than lunatic mode is right now, I believe.  :V


Edit:

Aha. Ahahahahaha. Ehem.
Yeah, if you played with my Suika, you would have problems with tmy script in general, because it appears that I didn't actually upload and update my most recent Suika, so the one everyone played with is the older one with the wonky hitbox.

*facepalm*

Here would be the most recent version, which has a better looking (and actually working as intended) hitbox as well as slight graphical improvements. Update of the main post in 5... 4...  (http://www.mediafire.com/download.php?0jzbzezo0nm)
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.0
Post by: Naut on March 10, 2010, 10:09:39 PM
More on this when I can actually pass it.

Honk honk

Alright so I haven't beaten it yet (my definition of beating is passing most attacks, by the way, not just bomb spamming through them, which makes any short script trivial), but I've got a few things to say.

First of all, I hate forced no vertical. I didn't like it with Sariel, I don't like it with Konngara. I know the effect you're going for, but I still don't like it. I like the patterns she throws during her nonspell, but hate how you have to dodge them. Opinions! The spellcards a nice and varied, which is awesome. I hate the ambiguous hitboxes on the ADD flame bullets in Plegethon, but it's a cool card anyway. Cocytus requires so much movement from you, it's fucking badass. Starfall is an amazing dodgem, but I always seem to get overwhelmed at the very end of it :<. Voyage is interesting to dodge, but I don't really like it. Something about it's ugliness throws me off. I wish I had more to say about it in all honesty... Art of War is amazing, but for slow moving characters like Reimu it could be very difficult.

Ghost tail effect was awesome :V

In terms of things you could improve on... I'd say work on your aesthetics. You've got danmaku down well, but your stuff isn't pretty to look at to me. I wish I could be more helpful or specific with this, but it's really difficult picking out things in your scripts to point out :<
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.0
Post by: Iryan on March 12, 2010, 10:24:06 AM
First of all, I hate forced no vertical. I didn't like it with Sariel, I don't like it with Konngara. I know the effect you're going for, but I still don't like it. I like the patterns she throws during her nonspell, but hate how you have to dodge them. Opinions!
Hmmm, yes, maybe I tried a little too hard to stick to the formula. You just gave me an idea there...

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The spellcards a nice and varied, which is awesome. I hate the ambiguous hitboxes on the ADD flame bullets in Plegethon, but it's a cool card anyway. Cocytus requires so much movement from you, it's fucking badass. Starfall is an amazing dodgem, but I always seem to get overwhelmed at the very end of it :<. I wish I had more to say about it in all honesty... Art of War is amazing, but for slow moving characters like Reimu it could be very difficult.

Ghost tail effect was awesome :V
Muchas Gr?cias.  :D

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Voyage is interesting to dodge, but I don't really like it. Something about it's ugliness throws me off.
In terms of things you could improve on... I'd say work on your aesthetics. You've got danmaku down well, but your stuff isn't pretty to look at to me.
Yeah, that's what I figured. Half of the cards were top-down-designs (http://www.wizards.com/magic/magazine/Article.aspx?x=mtgcom/daily/mr75) (ie I started with the flavour/what the attack is representing and then made the danmaku based on that), and with The Art of War I based the danmaku on what would be fun to dodge, not on what would look pretty. As a result, everything but possibly Phlegethon is severely lacking in raw geometrical beauty. I only realized this when all the cards had come together already, so I my options were to either modify one of my existing cards (which didn't work out), replacing one of the existing cards (which I obviously didn't want to) or adding another card (which would have made the script even longer and harder). The last option was the only one I deemed viable. After all, both Yuyuko and Byakuren had 6 spell cards instead of 5. However, I couldn't think of a neat mathmatically beautiful ground on which to design the card.
Hmm, maybe I should add another card afterall...


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I wish I could be more helpful or specific with this, but it's really difficult picking out things in your scripts to point out :<
Is that so? I would have at least expected something along the lines of "too much randomness".  :V

Well, thank you very much for your input. I'll see if I upload another version in the near future. However, Double Spoiler might prove to be a slight distraction....  :D
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.0 (and updated Suika)
Post by: Polaris on March 13, 2010, 01:33:14 AM
Okay, I played through both the Sariel and Konngara scripts, so here's some comments from a novice Danmakufu scripter. The comments may seem a bit pretentious with me ordering you around or something, but I'm not really trying to be like that D: This is technically my first time giving some sort of input, so I hope I help somehow.

1. Default Danmakufu bullets. Please don't use them. They just look really ugly (at least to me), so it ruins the aesthetic part of the danmaku (since beauty in danmaku is basically the whole point, heh). In Konngara's fight you definitely used the Expanded Shot Data for part of the script, so why not use it for the entire battle? The butterflies and icicles (RED22 and RED23, respectively) especially stand out as one of the worst bullets in the entire fight.
2. Forced no-vertical. This has already been addressed by Naut, but I'll just add my own comments about it. It works out fine in a game like Highly Responsive to Prayers, but in an actual danmaku game I don't think it's very convenient, especially when you're trapped in the corner and you can't whack the bullets with a gohei or get rid of them by throwing cards. Plus, when a spell card activates, I kept forgetting that I had free movement, and kept trying to no-vert all the cards despite me not having to. (I hope I'm not the only one doing that.) Since it's a danmaku game, maybe it'll be better to extend the movement area a little? (Such as restricting the movement area to a third of the screen, though I don't even know if that's possible...)
3. Difficulties. You've already addressed the fact that it's hard to differentiate from Easy and Normal difficulties, but I'll just add my own comments about it (again). The few differences I see between Easy and Normal is a. the speed of bullets, and b. the frequency of bullets being shot (such as those purple bullets in Cocytus). There aren't really many times where the number of bullets change at any given time, which I think is the reason why Easy is so similar to Normal. Of course this is just from what I see, because it's difficult for me to look into the scripts and understand what's exactly going on...
4. Repetition. Konngara's nonspells were terribly boring, because they were all exactly the same. Really not much else to say about it... ._.;

I think those are the only bad things that really stood out to me as I played it. Otherwise, everything else is pretty cool. The ghost tail effect (on Konngara as well as the homing purple bullets) was amazing, although the bullets are hard to dodge ;_; Phlegethon looks amazing, but is really really difficult. Some of the other effects (like the curving lasers in the nonspell) are also cool, but the curving lasers are difficult to read. I guess my final conclusion is that the patterns are cool, but too difficult for me to play. :(

Oh, and a personal dislike I have is the Touhoumon sprites, which look unprofessional for scripts like these. But I didn't want to officially complain about it in the list above because it's not something that's easily changed in future scripts, plus I can't make sprites either so yeah ._.;

But the scripts are really amazing in terms of being hard to actually create in Danmakufu, since the patterns look pretty complicated to make. Like Naut said, working on the aesthetics will really make the scripts great. Hope to see more in the future!
Title: Re: Iryan's Projects - NEW RELEASE: Konngara v1.1
Post by: Iryan on March 13, 2010, 11:52:35 PM
Okay, I played through both the Sariel and Konngara scripts, so here's some comments from a novice Danmakufu scripter. The comments may seem a bit pretentious with me ordering you around or something, but I'm not really trying to be like that D: This is technically my first time giving some sort of input, so I hope I help somehow.

1. Default Danmakufu bullets. Please don't use them. They just look really ugly (at least to me), so it ruins the aesthetic part of the danmaku (since beauty in danmaku is basically the whole point, heh). In Konngara's fight you definitely used the Expanded Shot Data for part of the script, so why not use it for the entire battle? The butterflies and icicles (RED22 and RED23, respectively) especially stand out as one of the worst bullets in the entire fight.
Well, the icicles of the expanded shotdata look too different, too "leaf-esque", in my opinion, compared to the rubble-splinter-look of the regular 23s. The regular butterflies don't look awful at all if you ask me, and the butterflies in the expanded shot sheet look only good as long as they are not add-blended. If they are, they look bad. Dieing and bombing makes bullets fade-delete, which forces the render type to add. So yeah...

Also, the Sariel fight looks horrible because I made it almost a year ago, in a time when I didn't even understand how shotdata properly works. I was happy enough to get the CtC Shot-Replacement-Script implemented on the second spell card to use the dark round bullets. In a revised version (which I actually plan to do) I will of course use expanded shot data to improve the visuals.

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3. Difficulties. You've already addressed the fact that it's hard to differentiate from Easy and Normal difficulties, but I'll just add my own comments about it (again). The few differences I see between Easy and Normal is a. the speed of bullets, and b. the frequency of bullets being shot (such as those purple bullets in Cocytus). There aren't really many times where the number of bullets change at any given time, which I think is the reason why Easy is so similar to Normal. Of course this is just from what I see, because it's difficult for me to look into the scripts and understand what's exactly going on...
Well, making greater changes to the number of on-screen bullets can often make the pattern look broken and ugly or even change the way the card plays drastically. So yeah, in most cases I mainly reduced the speed of the entire pattern while keeping the number of on-screen bullets fairly constant. I didn't keep it totally constant, though. The overall number decreases as you move down the difficulties so that the spaces you have to move through get bigger. Not by much, though, I'll give you that.

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4. Repetition. Konngara's nonspells were terribly boring, because they were all exactly the same. Really not much else to say about it... ._.;
Well, that is part of the concept. Sariel had different attack patterns because she had distinct phases with different attack patterns in tHRtP. Konngara, on the other hand, had a fairly well-sized arsenal of attacks of which she would choose randomly, so I tried to emulate that, too. Maybe the formula is hurting the quality of the end product a little, but I don't think I am going to change it by now.
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Oh, and a personal dislike I have is the Touhoumon sprites, which look unprofessional for scripts like these. But I didn't want to officially complain about it in the list above because it's not something that's easily changed in future scripts, plus I can't make sprites either so yeah ._.;
Well, they look better than what I could make myself. I am going to improve on the Sariel sprite in a future release, though. It needs animation badly.
Spriting is hell...

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I think those are the only bad things that really stood out to me as I played it. Otherwise, everything else is pretty cool. The ghost tail effect (on Konngara as well as the homing purple bullets) was amazing, although the bullets are hard to dodge ;_; Phlegethon looks amazing, but is really really difficult. Some of the other effects (like the curving lasers in the nonspell) are also cool, but the curving lasers are difficult to read. I guess my final conclusion is that the patterns are cool, but too difficult for me to play. :(

But the scripts are really amazing in terms of being hard to actually create in Danmakufu, since the patterns look pretty complicated to make. Like Naut said, working on the aesthetics will really make the scripts great. Hope to see more in the future!
Thanks.  :D

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2. Forced no-vertical. This has already been addressed by Naut, but I'll just add my own comments about it. It works out fine in a game like Highly Responsive to Prayers, but in an actual danmaku game I don't think it's very convenient, especially when you're trapped in the corner and you can't whack the bullets with a gohei or get rid of them by throwing cards. Plus, when a spell card activates, I kept forgetting that I had free movement, and kept trying to no-vert all the cards despite me not having to. (I hope I'm not the only one doing that.) Since it's a danmaku game, maybe it'll be better to extend the movement area a little? (Such as restricting the movement area to a third of the screen, though I don't even know if that's possible...)
Hmm, well, I said Naut's complaint in this regard gave me an idea: To include a seperate version of the boss battle where the non-cards are adjusted so that you can move freely during them. Many attacks would force you somewhere to the bottom already if you actually could move up further, so a few tweaks will make it possible.

Ahem, speaking of which...

Updated release! Konngara v 1.1 download now! (http://bulletforge.org/u/iryan/p/konngara-boss-battle-by-iryan/v/11)

Includes:

Title: Re: Iryan's Projects - UPDATE: Konngara v1.1
Post by: fondue on April 14, 2012, 08:52:43 PM
@Iryan
How do you make such exquisite Danmakufu scripts? *Le posh voice*