Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: mew77 on October 28, 2010, 01:49:06 AM

Title: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on October 28, 2010, 01:49:06 AM
Touhou Daze of Lackadaisical Days overview
(http://i49.photobucket.com/albums/f299/mew777/Untitled.png)
core game mechanics

one player dodges while the other fires waves of projectiles at them

basic summary: competitive boss rush

Controls
Attacker
Arrow Keys-Movement
ZXCV-Fire a cascade of projectiles

Defender
Mouse-Movement
Left Click-Focus Mode
Right Click-Bomb, limit of 3

movement

match structure
three rounds standard

a round is after both players have been attacker and defender.

A subround is a session where one player is attacking and the other defending.
Subrounds last for 99 seconds.

The timer can be altered in the following ways:
Getting Hit:+10 seconds
Skillful Dodge Bonus: -15 seconds

The player with the most points after 3 rounds is the winner.
Points are gained in the following ways:
Hitting Opponent: +1 point
Skillful Dodge Bonus(100 graze): +3 point
Opp loses a life: +1 points


Projectiles: Cascades and Waves
A wave is a collection of 3 cascades of bullets
Projectile cascades are spread between
First Cascade-Starts a wave
Follow Up Cascade-Continues a wave
Finisher Cascade-Finishes a wave
Each character has 4 different cascades for first, follow up, and finisher cascades.

These are designated by Z, X, C, V.
You press one of the buttons for the first cascade for a character, then after firing the

first, you can continue the wave by pressing another button for the second and then third.

There is roughly a two second delay between cascades to avoid clogging the screen.

Characters

Character so far
Cirno eosd 1

Rumia eosd 2

Flandre eosd 3

Nazrin ufo 4

Suwako mof 5

Sakuya eosd 6

Alice pcb 7

will add
Marisa 8 all

Aya 9 mof

Satori 10 sa

Nue 11 ufo

kanako 12 mof

-----------------------------------------------------
change log
prerelease 1
characters now have shot types. All shots deal 1/10 of a second of time damage.
shots are fired by spinning the mouse wheel down.

improved survival movement

bomb cannot be spammed

mouse movement less screwy

options are now saved to config.txt

survival times are now saved to survival.txt

added marisa, suika, and nue
suika's blood alcohol level increases with almost every cascade, and makes attacks more powerful, it is reset every final cascade
most of nue's attacks have different effects depending on her form
marisa is a more straightforward character

added basic micrdodging ai (It's still a noob but you can still watch it fail )
I'd love ideas for how to improve it.

replay mode in beta right now (not ready for release)


Oh and I'm starting balance testing now, so if there are any cascades that are too powerful please tell me now.

Also, I need specific comments for balance testing, specific characters and attacks.
Download:   http://www.mediafire.com/?6m66rv245w8otuv
Thank you for your support!


Anyone interested in balance testing can PM me.

Anyone who can help with the graphics please PM me.



Title: Re: Touhou WoTC(Way of the Cascade)
Post by: Chronojet ⚙ Dragon on October 29, 2010, 01:38:35 AM
Fffffffffff long original post is long.
Would you please put all that info into some text file somewhere?
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: Helepolis on October 29, 2010, 09:33:06 AM
Fffffffffff long original post is long.
Would you please put all that info into some text file somewhere?
Wouldn't that be the same length / number of words to read anyway?
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: Chronojet ⚙ Dragon on October 29, 2010, 03:04:09 PM
Wouldn't that be the same length / number of words to read anyway?

Well, of course. But the post all the way up there won't look so aewiofjweiopewwjfahwefjsdfklsdjciqweopichu~n long.

Also, why is it that  the last section of the information looks like random letters (and two names) put together?
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: mew77 on October 29, 2010, 03:46:05 PM
The names are the characters I have worked on. For example:
Cirno 1
H J

Meaning I have a first draft of cirno's first H cascade and cirno's first J cascade.

Cirno 2 means cirno's second cascade.

Rumia 1
L J

This means I have Rumia's first L and J cascade ready.

Sorry if the information is confusing.

When I have HJKL for first second and third, the character is fully playable.

I do have it in a text file, and have attached it, this should alleviate the clutter.
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: mew77 on November 02, 2010, 02:56:15 AM
Alpha 0.2 is up, added a few more cascades to rumia and cirno, just a few more before they are full playable.

Also I find that after putting the long post into a text file, no one reads the file and therefor cannot give me feedback on the game as they have no idea what's going on.
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: Ghaleon on November 02, 2010, 04:30:14 AM
Well, of course. But the post all the way up there won't look so aewiofjweiopewwjfahwefjsdfklsdjciqweopichu~n long.

I hope I'm not the only one who thinks that reasoning is really lame sounding. The post is hardly even a page, and it has more spaces than text, wut? *shrugs*.

Anyway I did have a suggestion about the overview, it goes straight to the technical details... First it should say what kind of game is it, a shmup, a super smash bros, etc. Obviously you can sorta get the gist reading the entire post, but it would be nicer to see a basic label for the gameplay since pictures and/or videos are non existant.

Releasing the alpha for us is nice though, but I rekon you'd get more hits if someone saw what it was they were going to download >=).
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: mew77 on November 03, 2010, 12:37:40 AM
Version alpha 0.25 is in a zip file, because the executable is too large for the attachment

Just 5 more cascades to go before Cirno and Rumia are playable.

The game now ends after 3 rounds.
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: Cabble on November 04, 2010, 01:36:25 AM
The link is broken for me, unknown error?  :ohdear:

EDIT: The fatal error thing stopped
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: mew77 on November 04, 2010, 02:05:31 AM
Things are fine now right?

Do I need to fix the link.

The next release will be 0.3

My goal is to finish the last 5 cascades for cirno and rumia and then the first two characters will be fully playable.

Remember this is still early in development.

Title: Re: Touhou WoTC(Way of the Cascade)
Post by: draganuv15 on November 09, 2010, 08:38:17 PM
Nazrin doesn't fire projectiles or bombs :P
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: mew77 on November 11, 2010, 10:44:02 PM
I haven't added any cascades to Nazrin and Flandre, this should be explained in the first post.  Even Cirno and Rumia aren't 100% finished yet. When I get alpha 0.3 ready, Cirno and Rumia should be ready. Nazrin and Flandre will take a while.
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: mew77 on November 30, 2010, 02:37:08 AM
alpha 0.30 completed

change log
alpha 0.30

-0 life round switch implemented
-modified assorted cascades
-fixed mouse stationary spaz
-Increased delay between cascades to 2 seconds
-Cirno Completed
-Rumia Completed

finished cascades

cirno 1
H J K L
cirno 2
H J K L
cirno 3
H J K L

rumia 1
H J K L
rumia 2
H J K L
rumia 3
H J K L
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: mew77 on December 02, 2010, 03:05:29 AM
change log
alpha 0.32

-added dynamic music
-started flandre's cascades
-added graze counter and skillful dodge bonus
-fixed a bug where cirno's H3 could cause instant death
-Added time displays for +10,-5,-15

flandre 1
H
flandre 2

flandre 3

nazrin 1

nazrin 2

nazrin 3


Unfortunately this update has the side effect of greatly increasing the file size.
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: mew77 on December 08, 2010, 01:36:52 AM
change log
alpha 0.33

-added dynamic music
-started flandre's cascades
-started nazrin's cascades
-added graze counter and skillful dodge bonus
-fixed a bug where cirno's H3 could cause instant death
-Added time displays for +10,-5,-15
-added nazrin's bomb

flandre 1
H J
flandre 2
H
flandre 3


nazrin 1
H J
nazrin 2
H J
nazrin 3
H

Title: Re: Touhou WoTC(Way of the Cascade)
Post by: Chronojet ⚙ Dragon on December 08, 2010, 04:08:25 PM
Just gonna post here to show mew77 isn't the only one who cares.

How long do you think you work (ie. how long do you think it will take until this is finished)?
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: mew77 on December 08, 2010, 05:15:08 PM
Just gonna post here to show mew77 isn't the only one who cares.

How long do you think you work (ie. how long do you think it will take until this is finished)?

It depends on how many characters I plan to have. I work on and off on this project. It's in Game Maker so each update tends to take an afternoon's worth of work. During winter break I should have more time on my hands. I plan to have a good amount of characters in my game. I still haven't decided how many yet.
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: sumisumi on December 09, 2010, 11:32:25 AM
This sounds like it could be a fun game, I hope you finish it!
And here's some critique:



You can bomb infinite times.

It takes a long time for Flan's bomb's stars to be deleted.  (I think.)

Why does the character follow the star-cursor?  Why don't you just put the character at the cursor's position?

It would make a lot more sense if the attacker used the mouse, since they don't need to be precise.  (But I wonder how they would combo?)

Don't use the default GM textbox, it looks gaudy. :p

I don't see the point of Rumia's bomb, as it actually makes it harder for her.

Nazrin's bomb lasts way too long considering that it makes her invincible.

I don't understand the life/yin-yang orb thing at all.  What is it for?

Nazrin's 3rd 'h' key move killed me five times, one immediately after another.  Try adding invincibility after getting hit.

Skillful dodge bonuses can be really easy to get, (on Nazrin's first 'h' key spell, for example.)  Maybe keep a running tally of both player's graze and divide it at the end of the match instead?

When somebody's points change, you should put in a notifier explaining how many points were gained/lost and why.

Put in more cascades where it actually matters where the attacker is.

Put in a notifier to let everyone know which phase of a wave the attacker is in.  A little number above their head indicating what step in the combo they are in, for example.

Also, the phase the attacker is in stays the same even after waiting a long time.  You should set an alarm to return the combo phase back to the beginning after a few seconds.  (Putting a little bar above the attacker's head to indicate the time they have left would be a good idea.)

Probably most importantly, cascades assigned to the same button should all have something in common.  For example, Nazrin should have a button that is associated with those homing mouse bullets, so that I know, no matter where in the combo I am, if I press that button I'm going to get a spell that uses those mouse bullets in some way or another.  Right now your cascades are randomly mixed with one another in such a way that they have little to no association with others activated with the same button.  That sucks.
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: mew77 on December 09, 2010, 03:23:44 PM
This sounds like it could be a fun game, I hope you finish it!
And here's some critique:



You can bomb infinite times.

It takes a long time for Flan's bomb's stars to be deleted.  (I think.)

Why does the character follow the star-cursor?  Why don't you just put the character at the cursor's position?

It would make a lot more sense if the attacker used the mouse, since they don't need to be precise.  (But I wonder how they would combo?)

Don't use the default GM textbox, it looks gaudy. :p

I don't see the point of Rumia's bomb, as it actually makes it harder for her.

Nazrin's bomb lasts way too long considering that it makes her invincible.

I don't understand the life/yin-yang orb thing at all.  What is it for?

Nazrin's 3rd 'h' key move killed me five times, one immediately after another.  Try adding invincibility after getting hit.

Skillful dodge bonuses can be really easy to get, (on Nazrin's first 'h' key spell, for example.)  Maybe keep a running tally of both player's graze and divide it at the end of the match instead?

When somebody's points change, you should put in a notifier explaining how many points were gained/lost and why.

Put in more cascades where it actually matters where the attacker is.

Put in a notifier to let everyone know which phase of a wave the attacker is in.  A little number above their head indicating what step in the combo they are in, for example.

Also, the phase the attacker is in stays the same even after waiting a long time.  You should set an alarm to return the combo phase back to the beginning after a few seconds.  (Putting a little bar above the attacker's head to indicate the time they have left would be a good idea.)

Probably most importantly, cascades assigned to the same button should all have something in common.  For example, Nazrin should have a button that is associated with those homing mouse bullets, so that I know, no matter where in the combo I am, if I press that button I'm going to get a spell that uses those mouse bullets in some way or another.  Right now your cascades are randomly mixed with one another in such a way that they have little to no association with others activated with the same button.  That sucks.


Addressing Criticism in Chronological Order

The bombing thing was a bug.
Flan's just fine.

Because jump position makes the character move too fast, so I used follow. Think of it like KiTN's movement system.

I did it this way so the attacker would use only keyboard and the defender only mouse.

Will consider in a future build.

I see your point, Rumia's bomb gives her temporary invisibility, but at the end of it it could be more of a hindrance.

Nazrin's bomb is still deep in prototyping and does not reflect the final build in any way.

3 sub lifes make up a life, losing a sublife is 1 point losing a life is 3 points

Nazrin's 3H is kind of screwy right now. Hit forgiveness usually prevents these cases.I have the same problem with flandre's 1H.

The issue is tht currently grazing is checked evry step as opposed to every second screwing up certain attacks. You can tell the same thing in flan's 1H.

Will consider in a future build

I still have most of flandre and nazrin's cascades to make. There are many attacks that are dependent on your character's position.

Good idea.

That's the whole point. You must finish the wave.

Changing cascades around isn't difficult, but I'll wait on it.
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: mew77 on December 18, 2010, 11:42:20 PM
change log
alpha 0.35

-graze counter increments per 1/5 second rather than every 30 milliseconds
-reduced time on nazrin's bomb+changed it a little
-added 1 second invincibility when hit
-changed cascade delay to 5 seconds from 2 seconds
-added cascade notifications

flandre 1
H J
flandre 2
H J
flandre 3
H J

nazrin 1
H J
nazrin 2
H J
nazrin 3
H J

Alpha 0.35
http://www.mediafire.com/?3u4mm5ac7734dl3
Title: Re: Touhou WoTC(Way of the Cascade)
Post by: mew77 on December 22, 2010, 10:32:24 AM
change log
alpha 0.36

-reduced time on nazrin's bomb+changed it a little
-added 1 second invincibility when hit
-changed cascade delay to 5 seconds from 2 seconds
-added cascade notifications
-changed timer to 60 seconds from 99

flandre 1
H J  K
flandre 2
H J  K
flandre 3
H J  K

nazrin 1
H J  K
nazrin 2
H J  K
nazrin 3
H J  K

alpha 0.36
http://www.mediafire.com/?r4i8a48llb8t5vc
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on December 30, 2010, 01:32:18 PM
change log
alpha 0.38
pre beta 1

-added 1 second invincibility when hit
-changed cascade delay to 5 seconds from 2 seconds
-added cascade notifications
-changed timer to 45 seconds from 60
-changed the menus
-graze increments every 1/10 of a second
-Added pausing by spacebar
-project name changed to Daze of Lackadaisical Days
-Added options menu
-help button doesn't do anything yet
-I know the buttons don't always light up properly
-all cascades for cirno rumia flandre and nazin complete

alpha 0.38
pre beta 1
http://www.mediafire.com/?yethary35eby1ty
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: sumisumi on January 01, 2011, 09:40:43 PM
I'll start with the menus and then go on to gameplay.

First, nice choice of music for the menu.  Centennial Festival really needs more attention, doesn't it?

In the options menu, it's hard to read the 'Fullscreen' text with the white in the background.  (Same goes for some other buttonless text.)
In the options menu, there is no way to know how many lives you've selected.  You should change the color of one, or make it looked 'pressed in'.
If I press 'options' again when it's open, it should close.  (That is, don't draw the option screen stuff anymore.)

Character portraits (and some text) are still drawn when you select 'restart game' from the 'versus' menu.
The 'quit' button at the bottom of the screen should stay in the same place for both the main menu and the versus menu.  It feels unnatural that it moves around.
In the versus menu, the red or blue colors on the buttons stays the same after another character is selected.
In the versus menu, if player 2 has a character autamatically selected at the beginning, so should player 1.

In the side-bar battle menu, Where it says 'Round x' you should also include whether it's player 1 or player 2's phase.
The graze counter is also kind of confusing.  You should put 'Player 1 Graze' and 'Player 2 Graze'.
Also, why do bullets exist in the side-bar?  You should have an object that says, "If there is a bullet to the left of the playing screen, then delete it."  (You should be doing this anyways, since the outside of room function isn't customizable at all.) (Also decrease menu depth.)

In the game paused menu, you shouldn't use the button graphic for the 'game paused' text, since it makes me want to press it.
Pressing the space key in the game paused menu should do the same thing as pressing the 'resume game' button.
If you select 'resume game' from the game paused menu, the 'restart game' button isn't deleted.

In the victory menu the options are too far to the left to read.
Also, the cursor's depth is greater than the buttons in the victory menu.

Lives and bombs are drawn near the top right of the screen during your fade-in room transition at the start of a battle.

YES!  I can tell what cascade I'm on now!  The cascades even have names now.  This is really a lot better than the previous version.
You still really need a bar to indicate how much time there is until you can use another one, though.
(And it still feels unnatural that it doesn't reset back to the first cascade after a certain amount of time.)

Please shrink the hitbox of the bubble bullets.

Cascades are better organized now.  I feel like I can better expect what I can do now.  (Although there are still some inclusions that don't flow well.)

It's great to have all characters completed now!  Please don't include unfinished characters ever again.
Flan and Nazrin's new spells are nice, (most of the other character's are too.)


You know, it still annoys me that the defending player uses the mouse.  Your method of having them follow the cursor instead of just being on the cursor is also obtrusive, since it makes minimalistic danmaku overtly difficult.  It's a design choice, and you should of course go with whatever you want, but if you want to use the mouse for defending than I advise you to look at a game call La Souer De Barrage, if you haven't already.  You may note that even there where the character is always on the cursor, most of the enemy patterns are maximalistic.  I forsee that this focus on maximalism will be a problem for you if you intend to make lots of diverse danmaku for different characters.  Either that or your minimalistic danmaku will just feal cheap. (Like it already does.)
Thus, I urge you to switch them.  If the attacker used the mouse, you could put buttons at the top of the screen for the different attacks, and the player could click them with the mouse in addition to moving the character with it.  You could even have two different cursors, (one for moving, the other for selecting a cascade,) that the player could switch between with the right-click button.  Or you could have the right-click button switch between the different cascades, and have the left-click button use the currently selected cascade.
There are many different ways that it could be done.  If you do have buttons at the top for different cascades, you could even put the names of the cascades on the buttons, and players would be able to associate that cascade with that button and position in the combo even more easily.


The new menus added will be a great addition, but right now they are a complete mess!  Really, players will want to quit before they even play the game!
(Actually, most of my complaints this time around are about the menus.  All of your additions to the actual battles are great.  Keep up the good work on that end.)
There is still a lot of stuff I don't quite get about the game, too.  Like score, and lives and stuff like that.  It's really left ambiguous.  I hope you put lots of good information about everything in that help menu!

The game feels like it's progressed quite a bit now, hasn't it?  It's still just too 'unfinished'.  That's to be expected, of course.
I hope you keep working at.  If you have any technical or design questions, feel free to pm me.  I would also write up some code for you if you want.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on January 02, 2011, 07:14:35 AM
options menu

I'll have the options be a separate screen then.

versus menu feels fine for me so far, but I'll try to improve it.

For the side bar in battle, I agree with everything you've written.

Although I had a script that killed bullets in the sidebar, the issue was Rumia's cross laser. The horizontal laser would be deleted thereby rendering the attack too weak.

I'll find some other way to erase bullets in the side bar

I fixed the pause menu issues and will change the game paused message.

the victory screen is still a work in progress and hasn't changed since i first added it

A cascade timer would be good, I'll look into whether it is better that the counter reverts to first cascade if the player waits too long.

I started with mouse movement so two people would not have to crowd around one keyboard. (Especially for those with laptops) I made the character follow the mouse as then i could change the speed of the character which was essential for focus mode. If I change it to character at the mouse position, then I lose the capability to have a focus mode.

Would any of you mind if my game didn't have a focus mode for the defending player?

I agree, much of the menu design is still up in the air.

the help menu will have that and also hopefully information about each individual attack as well.

Thank you for all of your help in critiquing my game, I hope to have another update after I've addressed these problems.

planned features

adding a handicap system to the options menu
handicaps will be either on or off
when attacking, if  there is 10 seconds left on the timer and you haven't hit yet, Parsee with barge in with green eyed monster
when defending if you are at 1/9 lives left you get a temporary cherry shield.

an expansion pack with more characters is also in planning
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on January 06, 2011, 08:25:19 AM
change log
alpha 0.39
pre beta 2


-revised options menu
-added handicap system
-added basic help menu
-I know the buttons don't always light up properly
-fixed a few minor glitches
-bullets are no longer in the side bar

http://www.mediafire.com/?9u4j35e082fcttn

Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on January 09, 2011, 07:39:41 AM
change log
alpha 0.39+
pre beta 3

-revised options menu
-added handicap system
-added basic help menu
-I know the buttons don't always light up properly
-fixed a few minor glitches
-bullets are no longer in the side bar
-cleaned up graphics
-revised attacker controls
-arrow keys attacker movement
-zxcv cascades
-changed cascading speed to 4 seconds from 5

http://www.mediafire.com/?bwjlb35fx57ivue

Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on January 20, 2011, 11:10:35 PM
change log
alpha 0.395
pre beta 4


-revised options menu
-added handicap system
-added basic help menu
-I know the buttons don't always light up properly
-fixed a few minor glitches
-bullets are no longer in the side bar
-cleaned up graphics
-revised attacker controls
-arrow keys attacker movement
-zxcv cascades
-changed cascading speed to 4 seconds from 5
-added basic survival mode

http://www.mediafire.com/?6he3xc8wyv366pg
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on February 09, 2011, 05:43:39 AM
change log
beta 0.11
-added suwako
-added sakuya
-removed wave completion time penalty
-fixed a bug where sakuya's bomb wouldn't finish
-fixed a bug with the positioning of suwako's bomb
-fixed the position of objects during character select
-fixed a bug with sakuya's c3 cascade
-the help menu has not reflected the removal of the wave penalty


suwako
first
z x c v
second
z x C V
final
Z x c V

sakuya
first
Z X C v
second
Z X c v
final
Z X C V

Suwako: slow and steady type

Sakuya: sleight of hand type

http://www.mediafire.com/?35hh4x5xturajq4

That should be the last of the minor bugs

I welcome comments on my work
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on February 12, 2011, 02:17:51 AM
change log
beta 0.21
-added suwako
-added sakuya
-removed wave completion time penalty
-fixed left wall exploit
-fixed victory screen stuff
-improved and fixed victory screen
-fixed a glitch with rumia's bomb
-fixed a few things with survival mode
-Added character titles in versus mode
-fixed a crash in survival

http://www.mediafire.com/?0f83fp4xixijp4v

Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on March 03, 2011, 08:23:19 PM
This game has come a long way since I first had the idea for it. I am happy with the way the game as progressed and would like feedback on how to improve it from this point on.

So far my options are:
Improve graphics-I had to take graphics from CTC, touhoumon, PoFV, hitousensoku and danmakufu player scripts to complete the game, now I believe it is the time to ask for those who are artists on this forum to help me fix up the graphics in the game.

More characters-I have decided that the character limit will be 12 total, currently it's 6. What characters or cascade types do you guys wish to see in the future.

I am opening it up for discussion. What do you guys wish to see in my game.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: JmLyan on March 29, 2011, 05:22:04 PM
Fun idea for a game. But there are a few things that are a little unbalanced.

First of all, Flandre is OVERPOWERED like hell. And if Nazrin uses her first C in the middle followed by her second Z where the opponent moves, it is a sure kill.

Worst of all is Suwako. If you use the Cage cascade followed by the Oblivion Ring, that is definatively a sure kill, you simply cannot avoid it.

As for future characters, I'd like to see Reimu and Aya.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on March 30, 2011, 01:16:15 AM
Which cascades and combinations are the most overpowered?

I know there are several sure kill combinations that need to be tweaked or removed.

Flandre requires more micrododging, which I admit is not as easy with this control scheme.

I will focus more on balancing once I have a full character roster.

 





Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: Chronojet ⚙ Dragon on March 30, 2011, 02:56:33 AM
Oh hey, I finally remembered what I wanted to say.

If you want "legitimacy" oh god memories of PoP are rushing back to me, you should have the Japanese name at the beginning of the name.
So you could have, for example, 東方夢滝靄* ~ Daze of Lackadaisical Days.

read as "Touhou Muroumoya"
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on March 30, 2011, 05:57:28 AM
I'm not entirely sure how you derived that translation, but it seems to fit.

I came up with the title in english, was going to try and translate it one day, but I don't know any japanese. On this, I'll just take your word for it.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: Chronojet ⚙ Dragon on March 30, 2011, 04:48:58 PM
I'm not entirely sure how you derived that translation, but it seems to fit.
I came up with the title in english, was going to try and translate it one day, but I don't know any japanese. On this, I'll just take your word for it.

Hrm.
The title would translate to something like
夢 - Dream
滝 - Waterfall
靄 - Mist/haze
You can phrase it in a way you see fit.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on March 31, 2011, 09:35:11 PM
Is there anyone out there who would be willing to make graphics for my game?

I'm not expecting it to be perfect, but just something so I don't have to continue using stuff from touhoumon.

I just need boss sprites and player sprites.

Oh and yeah, I think I released suwako without doing the proper balancing.

Nazrin C followed by Z is easy to dodge, perhaps you mean C followed by V.

Nazrin's second V has been the most annoying to balance. You pretty much have to be in front to survive.

Well balancing will come later
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: Chronojet ⚙ Dragon on March 31, 2011, 10:29:01 PM
I can probably make bullet graphics and cutins. (I can start April 03 if I don't get too much to do right after school starts again)
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on March 31, 2011, 10:36:56 PM
Sounds good, then again serious work on this project probably won't start for a while. Right now I'm just finishing up Alice. Then I'll probably add Marisa and Reimu. School's kind of getting me down right now.

Edit: after last week i'm a bit better
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on April 02, 2011, 10:51:46 PM
change log
beta 0.23
characters now have shot types. All shots deal 1/10 of a second of time damage.
shots are fired by spinning the mouse wheel down.

cascades now increase the timer by 15 seconds

added Alice

added turn duration to options

added defender shot to options

cleaned up help menu

enjoy: http://www.mediafire.com/?e4vxteo04q7e4a6

Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: XephyrEnigma on April 02, 2011, 11:17:34 PM
Quote
enjoy: http://www.mediafire.com/?e4vxteo04q7e4a6

This link appears to be broken.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on April 02, 2011, 11:28:46 PM
I had to add alice's survival data and button...


Here's the new one: http://www.mediafire.com/?zty3mltpu4yoin7
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: Chronojet ⚙ Dragon on April 03, 2011, 04:32:17 AM
Yeah, so I tried it again.
It's quite hard to use when the cursor is invisible.

As in, "WHERE ARE YOU GOING FLAN STAY PUT NOOOO"
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on April 03, 2011, 08:24:45 PM
So you're saying put the cursor star thingy back...will do

Maybe I'm just used to this control scheme or something.

beta 0.231

-cursor in versus is back
-a cascade was named incorrectly

http://www.mediafire.com/?6ilpv66u6qbetxo
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: Chronojet ⚙ Dragon on April 03, 2011, 09:49:57 PM
Right.
Let's see, will there be a way to toggle the cursor, music and sound effects?

Also, it seems some of Nazrin's cascades are a bit broken (ie. lasers suddenly appear at full size without delay)

Oh yeah, I forgot to mention - most of the danmaku are covering the sidebar on the right...
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on April 03, 2011, 09:54:37 PM
That's something else I'll have to deal with...

Anyway...this game will still take a while to really polish.

So keep those comments coming.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: sumisumi on April 07, 2011, 09:47:05 AM
characters now have shot types. All shots deal 1/10 of a second of time damage.
shots are fired by spinning the mouse wheel down.

I don't have a mouse wheel. >_>

I haven't tried a recent version yet, so I can't say much.  Just keep at it, right?  (And yeah, school brings everyone down; That's what it's for.)

I'll say more later, anyways.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: sumisumi on April 07, 2011, 10:40:25 AM
  Also, considering the name, do any of the actual touhou game titles use non-jouyou kanji?  (I don't think so, but I could be wrong.)  It may be best to not use 靄. 
And if you're including 夢 than you may want to put it at the end instead.  (妖 or  幻 are more touhou title-ish for the beginning, and 夢 is more often used at the end of compounds anyways.)

 If you wanted the japanese title to mean anything else in specific, you could of course also ask and see.

 And by the way, ミョウテラス probably knows japanese better than I do, so it may be best to listen to him over me. ^_^;;
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on April 07, 2011, 06:42:12 PM
I don't have a mouse wheel. >_>

I haven't tried a recent version yet, so I can't say much.  Just keep at it, right?  (And yeah, school brings everyone down; That's what it's for.)

I'll say more later, anyways.

That's part of the reason why i have an option to disable it. So people who want straight up dodging can do so.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: Chronojet ⚙ Dragon on April 07, 2011, 10:23:45 PM
ミョウテラス
:| Name's Mewkyuu, Myouri, or Myouterasu. Anyone is fine, but Myouterasu is quite temporary a name I'm using, so yeah.

Do I get to draw cutins now?
Also, @mew77 - If you ever plan to insert more characters, could you please PM me about it first since I wanna be able to draw the cutin beforehand.

Also, yeah - About the death explosion - are you going to add a proper one, as in not some weird amulet thing?
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on April 07, 2011, 10:31:34 PM
Frankly all that it's supposed to do is destroy all bullets onscreen, so I could technically make it anything as long as all bullets are destroyed.

Oh and I have PMed you regarding the characters that are currently made.

O'm working on developing a final character roster.

I expect to have 12 characters...

Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: sumisumi on April 11, 2011, 07:41:17 PM
When you switch turns,the new defender can be hit by her own remaining bullets, if there is one at her starting point.  Delete those first, then switch out.

You forgot to mention 'space=pause' in the control explanation.

"Survival" has a thicker outline than the other options on the main menu.  It stands out too much.

Alice's bombs (and Flan's, and perhaps some others) still have less depth than the side-window.  Try giving the side-window a depth of -999 or something.

You can have more than one bomb out at a time.

I suggest having the "Cascade Ready" text and the spell name as two different things, so the spell name doesn't disappear so quickly.
(That way you can put a timer-bar for how long you have until you can use the next spell over the "Cascade Ready" text, too.)

Survival mode is a nice addition.  Enemy movement is awful, though.  You may want to increase the chance of moving horizontally towards the player.
Also, survival mode showcases well that spells should get harder over time.  PoFV's spell level-up system is a good example of what you could do for this.


On the menu, colored-in selections still remained colored in even if you click on something else.  Also, the currently set
options on the options menu aren't colored when you first go in.  You should have these things based on global variables,
so that they are consistent with eachother.  For example:

if variable = 1 then {draw_set_color(color); draw_set_alpha(1/2); draw_rectangle(x,y,x+sprite_get_width(self),y+sprite_get_height(self);}

Change "variable" to whatever variable you are using, and change "(color)" to whatever color you want. (c_red) for example.
This is also assuming that the origin of your sprite is in the top-left corner.
Throw that into the 'draw' event of your options, and it should work nifty.  (You may also have to redraw the current sprite under it, though.)

(Also, the selections for how long a turn lasts don't change color at all.)
(And only the bottom three options in player select change color, and only for p1.)


I still don't like the mouse movement.  If you intend to keep it for defender, than you should try to improve it.
Now, even if the cursor is far away, the player still won't move towards it sometimes.
I don't know what you're using now, but if you put "move_towards_point(mouse_x,mouse_y,speed)" in the defender's step event it should work fine.


Overall nice improvements.  It's approaching playable now, so keep at it.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on April 11, 2011, 08:36:25 PM
okay I'm going to start with the mouse movement.

The movement used to spazz when the mouse was stationary, I fixed that by making the defender only move if the mouse was in motion, which then caused the problems you noted in your post.

I have ideas on how to fix it and will get to that at some point...I guess I'll have to improve the interface before adding more characters.

The button color stuff is among the last things I will take time to fix, just because I'd rather get the rest of the game ready.

I think you may be right about having the cascade ready be seperate...I'll test that out.

The enemy AI for survival is completely random, including the movement.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: sumisumi on April 12, 2011, 05:35:45 AM
okay I'm going to start with the mouse movement.

The movement used to spazz when the mouse was stationary, I fixed that by making the defender only move if the mouse was in motion, which then caused the problems you noted in your post.

I have ideas on how to fix it and will get to that at some point...I guess I'll have to improve the interface before adding more characters.

if distance_to_point(mouse_x,mouse_y)<3 then {x=mouse_x; y=mouse_y;}

Should fix the character from jumping back and forth right next to the mouse, if that was your problem.  (And if their speed is less than six.)

The enemy AI for survival is completely random, including the movement.

Even if it's random, you can assign a larger percentage chance to move towards the player.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on April 13, 2011, 06:27:46 AM
change log
beta 0.24
characters now have shot types. All shots deal 1/10 of a second of time damage.
shots are fired by spinning the mouse wheel down.

shots can be turned off in options.

improved survival movement

bomb cannot be spammed
a few characters didn't have conditions to prevent bomb spam, that's dealt with now.

mouse movement less screwy
mostly no more spazzing on edges

added cascade counter that counts down until the attacker has a cascade ready
attack names are now visible until another attack is used.

options are now saved to config.txt
allows players to save their options

survival times are now saved to survival.txt
in time I will develop an algorithm to get it to only keep the best time for each character.

warning: the game will not crash if config.txt is removed, but you will have to go into options to reset it. The zip file contains the default config

http://www.mediafire.com/?g0u96g5q6xp4m5q
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on April 17, 2011, 06:49:04 PM
I have reached a point where I want to start polishing the graphics. Now as a free fan work, I need to now whether Touhoumon, CTC, and hitousensoku sprites are for public use.

In any case the character select pictures were taken from various fanart, if someone is willing to help me do art for this project I would greatly appreciate it.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: Chronojet ⚙ Dragon on April 17, 2011, 09:57:19 PM
I have reached a point where I want to start polishing the graphics. Now as a free fan work, I need to now whether Touhoumon, CTC, and hitousensoku sprites are for public use.

In any case the character select pictures were taken from various fanart, if someone is willing to help me do art for this project I would greatly appreciate it.
And again, we can use Touhoumon sprites for the ... sprites.
Hisoutensoku sprites don't seem very fitting for a vertical shooting game. And of course, there isn't a sprite set in CtC style for every single Touhou character yet.
And for cutins and stuff, you can take a look at some of the cutins I've drawn. So have you decided on a final character roster? I could draw all of the characters in one go if I have time... For some reason my drawing style always varies slightly each day.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on April 18, 2011, 03:00:14 AM
Not  final list but I have decided on three more characters to add...thus bringing the current total to 10 characters.

Just two more and I'll have the final roster.

When I couldn't find a good defender sprite for a character I searched in their hitousensoku hitspin for a back view and the rotated it.

Most bullets are taken from the CTC bullet set(it's the closest to ZUN bullets without using zun graphics).

Oh and certain oddly shaped bullets are from hitousensoku, most notably suwako's rock hands clap card.

The current roster is:

Cirno eosd 1

Rumia eosd 2

Flandre eosd 3

Nazrin ufo 4

Suwako mof 5

Sakuya eosd 6

Alice pcb 7

Marisa all 8

Suika iamp 9

Nue ufo 10

Twelve characters is final.

Current considerations:

Yoshika Miyako td - more straightforward knife style. Oh and currently my favorite character from th13

Satori sa - could use enemy cascades to supplement her own

Aya - still on the edge about this one, i mean the defender movement is seriously fast enough to become hazardous, but still a possiblility

Reimu - I kind of want a touhou game where reimu doesn't appear...after all they are fighting in her shrine.

If you know someone who can do background art that would be most appreciated.

I can finally release it without the PoFV credit screen.







Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: sumisumi on April 18, 2011, 05:14:43 AM
My vote goes for Yoshika.  People will be excited to see a TD character in it.  (Including me!)

I'm looking forward to the others in your list, too.  Suika, Nue, and Satori look especially exciting.
(Although I was kind of looking forward to a PC-98 character, too.)

Anyways, I'm just babbling.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on April 18, 2011, 05:48:38 AM
Yoshika is definetley on the list if someone can draw me a custom cut in graphic, a player sprite and a boss sprite, poor me and my inability to draw much of anything. I suppose I could use a test graphic for now.

They don't have to be animated, I just need something to work with.

So with that there's one slot left.

Anyway

I won't have much time to work on this until may.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: Chronojet ⚙ Dragon on April 18, 2011, 02:36:41 PM
Yoshika is definetley on the list if someone can draw me a custom cut in graphic, a player sprite and a boss sprite, poor me and my inability to draw much of anything. I suppose I could use a test graphic for now.

I will start drawing!
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on April 18, 2011, 02:41:47 PM
More like, i can still add the character, but it's not the same with test graphics.

Okay player sprites and boss sprites are both 48x48 pixels.

Cut in graphics tend to be below 200 x200, but above 100x 100.  Currently they are all over the place as I took graphics from so many sources.

Enjoy, I'm not picky about art.

Now for staying alive in college.




Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on April 21, 2011, 06:10:11 PM
Heck I think 200 by 150 will be the new standard for cut in graphics for me

Cirno eosd 1
Rumia eosd 2
Flandre eosd 3
Nazrin ufo 4
Suwako mof 5
Sakuya eosd 6
Alice pcb 7
Marisa all 8
Suika iamp 9
Nue ufo 10
Satori SA 11
Yoshika td 12

This is the tentative final roster.

Anyway...I hope to have the characters ready by june or july for balance testing wit ha release by end of summer.

Anyone who is interested in helping me with balance testing can either post here or PM me.

We'll work out the specifics in may.

Also,if  anyone who knows how to write a dodging script  can PM me, It would be most helpful, I'll have cookies ready.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: Paper Conan on April 22, 2011, 02:40:14 PM
Heck I think 200 by 150 will be the new standard for cut in graphics for me

Cirno eosd 1
Rumia eosd 2
Flandre eosd 3
Nazrin ufo 4
Suwako mof 5
Sakuya eosd 6
Alice pcb 7
Marisa all 8
Suika iamp 9
Nue ufo 10
Satori SA 11
Yoshika td 12

This is the tentative final roster.

Anyway...I hope to have the characters ready by june or july for balance testing wit ha release by end of summer.

Anyone who is interested in helping me with balance testing can either post here or PM me.

We'll work out the specifics in may.

Also,if  anyone who knows how to write a dodging script  can PM me, It would be most helpful, I'll have cookies ready.

I recommend adding more characters (if you want to) during later patches once the full version is released.
You can update every month or so to fix bugs and, if you feel like it, add a new character or two.

This is just my opinion, of course, since the more characters a fangame has to offer, the better.  :3

fakeedit: Nazrin's Hunter Sign "Fresh Kill" is pretty much every Yoshika nonspell. I recommend changing it if you plan on adding Yoshika to the roster.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on April 25, 2011, 03:15:45 PM
Oh I have other ideas for Yoshika.

Speaking of which, I'd like to share some of my ideas for this last batch of characters.

Marisa will be my departure from the series of gimmick characters I've made.

Nue's cascades have different properties depending on whether she is in undefined form or not.

Suika's attack grow more powerful with her blood alcohol level....how this plays out will remain to be seen.
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on May 25, 2011, 07:14:53 PM
change log
prerelease 1
characters now have shot types. All shots deal 1/10 of a second of time damage.
shots are fired by spinning the mouse wheel down.

improved survival movement

bomb cannot be spammed

mouse movement less screwy

options are now saved to config.txt

survival times are now saved to survival.txt

added marisa, suika, and nue
suika's blood alcohol level increases with almost every cascade, and makes attacks more powerful, it is reset every final cascade
most of nue's attacks have different effects depending on her form
marisa is a more straightforward character

added basic micrdodging ai (It's still a noob but you can still watch it fail )
I'd love ideas for how to improve it.

replay mode in beta right now (not ready for release)


Oh and I'm starting balance testing now, so if there are any cascades that are too powerful please tell me now.

Also, I need specific comments for balance testing, specific characters and attacks.

Thank you for your support

http://www.mediafire.com/?6m66rv245w8otuv
Title: Re: Touhou DazeD (Daze of Lackadaisical Days)
Post by: mew77 on September 13, 2011, 07:55:47 PM
Okay so I got viruses on my laptop last weekend and I forgot to backup the source code for this game.  The repair guys failed to back it up for me and so I'm now bumping the status of this game to complete seeing as I can no longer work on it.

Don't worry though, I will have other touhou fan projects coming along once I get over the pain of loss.

mew77, calling this closed until further notice.