Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Thaws on May 23, 2009, 02:23:54 AM

Title: Thaws' Danmakufu Scripts -- NEW : Seiga Boss Fight (ph3)
Post by: Thaws on May 23, 2009, 02:23:54 AM
ph3 version Scripts below:
Newest:
Seiga Kaku Boss Fight
Click here to download (http://www.bulletforge.org/u/thaws/p/seiga-boss-fight/v/10)
(http://i47.tinypic.com/116q0zb.png)
My first attempt at a boss fight scripted in ph3 version.

This is a Seiga plural script with only a boss fight (no stage portion).

There's 4 non-spells and 6 spells.

Since it's not obvious at all, the 3rd spell card "Breaking the Cycle of Life" is a survival spell.

I like to think that the last spell is one of the few things I made that's kinda visually appealing. lol

I know the aesthetics aren't that nice, but I hope the danmaku concepts make up for it and hope you all enjoy the script! ^_^


I actually began working on this when ph3 came out like half a year ago, I got 4 spells + 4 non-spells completed but then I got distracted and left it alone. :V
But I really liked some of my ideas for spells here, so I created 2 more spells in the past two days and uploaded it finally.
I think my originally reason for thinking this was:
1. I've had the idea of making a boss with the gimmick "Restricting Movements" but I don't know what character to make it for until Seiga was released which kinda fits because she can pass walls and you can't.
2. I liked Seiga's danmaku in her mid-boss fight in TD but then Yoshika pretty much stole the spotlight again in the stage 4 boss fight.


0.12 version Scripts below:

Snow themed Boss Version 3  :V
Click here to download (http://www.mediafire.com/?zfnjwu3ggzz)
The snow theme boss was the first plural script I made, which was over six months ago, so the spells there were really unfair and most of them are impossible (I'm sure every person that just started playing around with danmakufu does that. XD), but I really liked many of the ideas I've put into there. So, I've decided to remake some of the spellcard ideas there :P. (They're complete remakes, I didn't just copy and paste stuff. :V)

There's only 5 non-spells and 6 spells in this one (Two survivals), and only one out of the six spells doesn't have the freeze bullets gimmick.
The plural scripts are called "Thaw's Snow Theme Boss Fight -Difficulty-".
This survival is probably the first one I've made that I can actually capture on lunatic (well, before I added 5 more seconds to the last phase because it seemed too short, but it's probably possible.), excluding the short ones that only lasts for like 30 seconds.
The lance card is the only spell out of the six not based on an idea from version 2, it didn't came out as I expected, but it sure is really fun.  :)

Happy new year.  :P

P.S : Prepare for clip deaths. clipclipclipclipcontinueclipclipclipARGGDARNFROZENBULLETS

Oh yeah, you need the CtC shot replace script for this.



正体不明「神祕の紫色UFO襲来」 (http://www.mediafire.com/download.php?mifxd3jhze2)
Just felt like it's cool to have a Japanese title. XD (Click on the purple text above for link to script)
Anyways, it means Unidentified "Invasion of the Mysterious Purple UFO".
This time I made a stage to go with it, it's my first time making a stage, so it didn't turn out that good. :/
There's around 15 spells, including two survivals.
The spells are very gimmicky, because that's what I'm good at making. :V
There's two modes : Easy Mode and "Unidentified Difficulty", obviously, the latter is the very difficult difficulty :P I tried my best to make it not FFFAKLDJFKSAJFWHATISTHISUNDODGABLE, and I think most of it is very doable.
The stage script you're looking for is "Invasion of the Mysterious Purple UFO! -Insert difficulty here-", it should be at the back of the file because it starts with s for "stage.txt" and Danmakufu sort scripts alphabetically in ascending order.


Kogasa (http://www.mediafire.com/download.php?mtmchmmkhzh)


Snow series
Version 2 (http://www.mediafire.com/download.php?ik2fimrtluq)

Link to Version 3 is at the beginning of the post.
This is a series of spells that make uses of a freezing bullets gimmick.

Reverse Ideology! (http://www.bulletforge.org/u/thaws/p/reverse-ideology-motk-range-contest-10-entry/v/10)
My entry for contest #10.

This soup is not salty enough (http://www.mediafire.com/?jfewnnmnmro)
My entry for the Dead Simple contest.

Trick or Treat (http://www.mediafire.com/?1mmyqm0ld3k)
My entry for the Halloween contest
Title: Re: Ice-Coloured Master Spark
Post by: Naut on May 23, 2009, 02:39:11 AM
Very neat cards, I'm liking the laser-to-bullet collision structure you've made. As you've said, the code is a bit messy, but the fact you've grasped many advanced concepts with Danmakufu so early completely overshadows silly things like "lol you didn't tab here".

Anyways, I'm not a big fan of the bullet pattern... It's looking unfinished and garbled right now, but you've certainly got an excellent card in the making, as well as excellent coding to back it up. Good job!

And, welcome to this humble Danmakufu forum, enjoy your stay, and please keep posting your scripts~!
Title: Re: Ice-Coloured Master Spark
Post by: Thaws on May 24, 2009, 04:40:33 AM
Very neat cards, I'm liking the laser-to-bullet collision structure you've made. As you've said, the code is a bit messy, but the fact you've grasped many advanced concepts with Danmakufu so early completely overshadows silly things like "lol you didn't tab here".

Anyways, I'm not a big fan of the bullet pattern... It's looking unfinished and garbled right now, but you've certainly got an excellent card in the making, as well as excellent coding to back it up. Good job!

And, welcome to this humble Danmakufu forum, enjoy your stay, and please keep posting your scripts~!
Thanks for the comment.
It's mainly how bullets get stuck right in front of the boss all the time that makes this card look really garbled, right?
I'm working on a ice-themed boss fight with this freezing laser gimmick. :P
Code: [Select]
#TouhouDanmakufu
#Title[Freeze Sign "Ice Spark"]
#Text[Freeze bullets with cold lasers.]
#BackGround[IceMountain]
#PlayLevel[Normal]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {
let ImgBoss = "script\img\ExRumia.png";
//laser countdown
let frame = 120;
//Normal bullets countdown
let frame2 = 30;

let iceray = [ ];
let icel;
let shoty1 = 10;
let shoty2 = 10;
let gap1 = 0;
let gap2 = 2;

let angle = 0;
let angle2 = -80;
let frame3 = 60;

task Bullet(x, y, v, a2, pic1, pic2)
{
//frames required to thaw ice
let thaw = 225;
let defrost = false;
let freezable = true;
let obj=Obj_Create(OBJ_SHOT);
Obj_SetPosition(obj, x, y);
Obj_SetAngle(obj, a2);
Obj_SetSpeed(obj, v);
ObjShot_SetGraphic(obj, pic1);
ObjShot_SetDelay(obj, 10);

while(!Obj_BeDeleted(obj))
{
ascent(i in 0..icel)
{
if((Collision_Obj_Obj(obj, iceray[i])) && (freezable))
{
Obj_SetSpeed(obj, 0);
ObjShot_SetGraphic(obj, pic2);
ObjShot_SetBombResist (obj, true);
defrost = true;
freezable = false;
//bullets can only be frozen after thawing
}
}
if(defrost)
{thaw--;}
if(thaw == 0)
{
Obj_SetSpeed(obj, v);
ObjShot_SetGraphic(obj, pic1);
ObjShot_SetBombResist (obj, false);
ObjShot_SetDelay(obj, 0);
freezable = true;
defrost = false;
thaw = 225;
}
yield;
}
}

function shots(x, y, a3)
{
Bullet(x, y, 2, a3, BLUE02, AQUA02);
}

    @Initialize {
        LoadGraphic(ImgBoss);
        SetTexture(ImgBoss);
        SetGraphicRect(0, 0, 64, 64);
        CutIn(YOUMU, "Freeze Sign "\""Ice Spark"\", "", 0, 0, 0, 0);
        SetLife(4000);
        SetDamageRate(100, 100);
        SetTimer(60);
        SetInvincibility(30);
        SetScore(500000);
        SetEnemyMarker(true);
        Concentration01(60);
        Concentration02(60);
        MagicCircle(false);
        SetMovePosition03(GetCenterX, 50, 10, 10);
    }

    @MainLoop {
SetCollisionA(GetX, GetY, 32);
SetCollisionB(GetX, GetY, 24);
if(frame == 0)
{angle = GetAngleToPlayer;
let obj = Obj_Create(OBJ_LASER);
Obj_SetPosition(obj, GetX+cos(angle)*15, GetY+sin(angle)*15);
Obj_SetAngle(obj, angle);
Obj_SetSpeed(obj, 300);
ObjLaser_SetWidth (obj, 5);
ObjLaser_SetLength(obj, 0);
ObjShot_SetGraphic(obj, AQUA01);
ObjLaser_SetSource(obj, false);
iceray = iceray ~ [obj];
frame = 350;
}
icel = length(iceray);
ascent(i in 0..icel)
{if(!Obj_BeDeleted(iceray[i]))
{Obj_SetSpeed(iceray[i],  Obj_GetSpeed(iceray[i])-1);
//Shoots out laser
if(ObjLaser_GetLength(iceray[i]) <= 600)
{ObjLaser_SetLength(iceray[i], ObjLaser_GetLength(iceray[i]) + 5);}
//Laser increases width
if((ObjLaser_GetWidth(iceray[i]) <= 300) && (ObjLaser_GetLength(iceray[i]) >= 500) &&

(Obj_GetSpeed(iceray[i]) > 60))
{
ObjLaser_SetWidth(iceray[i], ObjLaser_GetWidth(iceray[i]) + 50);
}
//Sets laser to follow player
if((Obj_GetSpeed(iceray[i]) <= 120) && (Obj_GetAngle(iceray[i]) > GetAngleToPlayer))
{
Obj_SetAngle(iceray[i], Obj_GetAngle(iceray[i]) - 0.2);
Obj_SetPosition(iceray[i], GetX+cos(angle)*15, GetY+sin(angle)*15);
}
if((Obj_GetSpeed(iceray[i]) <= 120) && Obj_GetAngle(iceray[i]) < GetAngleToPlayer)
{
Obj_SetAngle(iceray[i], Obj_GetAngle(iceray[i]) + 0.2);
Obj_SetPosition(iceray[i], GetX+cos(angle)*15, GetY+sin(angle)*15);
}
//Begins to delete laser
if((Obj_GetSpeed(iceray[i]) <= 60) && (ObjLaser_GetWidth(iceray[i]) >= 0))
{
ObjLaser_SetWidth(iceray[i], ObjLaser_GetWidth(iceray[i]) - 50);
}
//Laser deleted
if((ObjLaser_GetWidth(iceray[i]) < 100) && (Obj_GetSpeed(iceray[i]) < 60))
{
Obj_Delete(iceray[i]);
erase(iceray, i);
}

}
}
if(frame2 == 0)
{
shoty1 += 15;
gap1 ++;
//Creates gap
if(gap1 > 6)
{
shoty1 +=30;
gap1 = 0;
}
shots(-5, shoty1, 0);
frame2 = 8;
}

if(frame3 == 0)
{
shoty2 += 15;
gap2++;
if(gap2 > 6)
{
shoty2 +=30;
gap2 = 0;
}
shots(480, shoty2, 180);
frame3 = 8;
}

frame--;
frame2--;
frame3--;
//reset shoty1,shoty2
if(shoty1 > 470)
{
shoty1 = 10;
}
if(shoty2 > 470)
{
shoty2 = 10;
}
yield;
}


    @DrawLoop {
      DrawGraphic(GetX, GetY);
    }

    @Finalize {
    }

    @BackGround {
    }
}
Here's a improved version of the Ice Spark card.
It's pretty easy if you can lure the laser to the top corners, but it's difficult to lure the lasers, and it creates walls pretty often, though that's the player's fault for not luring away to laser. XD
I managed to capture it after some practising though.
Title: Re: Ice-Coloured Master Spark
Post by: Naut on May 24, 2009, 05:13:23 AM
Definitely an improvement. Something you might want to try is to have it so that the bullets slow down as they hit the laser, like it takes them ~20 frames to completely freeze or something. It might look more fluid then. Like I said though, this one is much better than the first two, even if the laser has that really stretched graphic (unavoidable for now). Keep at it!
Title: Re: Thaw's Unnamed Snow Themed Boss Fight
Post by: Thaws on May 28, 2009, 02:53:55 AM
Wheee, I made my first (and second) plural script.
I typo'd normal on the plural script text file. >_>
Anyways, I followed your advice and made the frozen bullets stop by decellerating, and it does look better. :P Thanks.
Title: Re: Thaw's Unnamed Snow Themed Boss Fight
Post by: Naut on May 28, 2009, 03:57:46 AM
Alrighty, here's an attack-by-attack synopsis of Lunatic mode, told from my perspective, of course.

So the first attack is pretty simple, there's not a lot to it but I like it, a nice warm-up for the storm ahead if you will. Plain, perhaps, but I like it nonetheless.

The first spellcard, Snow Sign "Snow Bomb", I also like. A pure dodgem, with a solid pattern and a pretty effect. The speed is well balanced for what I think lunatic mode should be, so this spellcard is perfectly good on my list.

The second attack is a good upgrade of the first, and it flows well with the script. At this point I'm kinda thinking "ok, this is nice and dodgable, but let's spice it up a bit", so maybe adding a pretty factor to it might not be a bad idea. Just some unnecessary bullets to make the pattern more interesting. It's fine as it is, but the "meh" factor is starting to seep in a bit.

The second spellcard, "Snow Blindness Inducement" is a really cool concept, but is near impossible to pass with any character except Reimu_A, homing amulets. The best way I find to balance for Reimu_A without totally destroying the spellcard is to add a conditional statement in @Initialize:
if(GetPlayerType==REIMU_A){
 SetLife(2000);
} else {
 SetLife(1000);
}

Which just detects if the player is Reimu_A and if they are, sets the life of the boss a little higher than normal to compensate for the homing amulets. Having the boss move around the center of the screen (x and y axes) might be a good change as well, seeing as the pattern forces you to move in circles anyway, so this way it's not a pain in the ass to try and get by her as she's spawning the giant orbs. As the name implies, I'm blind for most of it, which I find a cool idea for a spellcard (a bit annoying if repeated though), so good job on this one as well.

Alright, for attack number three, the plain AQUA02's aren't gonna cut it for an interesting pattern. The pattern isn't even that difficult, so you could get away with adding a sublayer of bulelts, fired in a similar fashion, of say.... BLUE01's. I think that having them move at a slower speed than the AQUA02's would be a relatively simple but cool effect for an ancillary attack, while still being interesting and involving (meaning difficult). Don't take this as the only thing you could do and do it, I'm just suggesting what popped into my mind as something that good change it up a bit, rather than the repeated AQUA02's all the time.

"Decent of Snowflakes" is another really cool concept that I think you could change around a bit. Since the position that the snowflakes spawn at is randomly generated, many times one side of the screen is incredibly difficult to dodge through, while the other side remains unfathomably easy (the snowflakes randomly spawn on only one side of the game field for a long period of time). What you could do to fix this is make the snowflakes a bit smaller, but spawn more of them. Instead of one every so many frames, spawn two smaller snowflakes: one on each half of the game field. So one would spawn < GetCenterX and the other would spawn > GetCenterX, which would clean up the safespots a bit methinks (not perfectly, but moreso than the current version). I think it would also maintain the integrity of the spellcard, but don't feel like you have to copy exactly what I suggest. Anyways, the boss also has a habit of chucking herself to one side of the screen for the most of the card, then proceeding to the immediate other side. You might want to look into this.

The forth attack probably needs no synopsis at this point, you likely know what I'm gonna say about it. See if you can throw in a cool effect or something to spice it up a bit.

Dang, another really cool idea I wish I came up with, haha! My problem with Catastrophe "Blizzard" is that the bottom laser can spawn on top of you, and with minimal time to react it can be a fairly big piss-off. Toss it up (or down) a few pixels so you can either safely dodge at the bottom of the screen, or safely dodge in the middle of the screen. I also don't like the butterflies... They don't seem to belong. Maybe BLUE01's, 04's or 05's. Send the particles on less of a random angle as well, make it pretty close to 90? (+-5?, maybe). It's extremely difficult to monitor the direction all the frozen particles are moving in when the graphics are perfectly symmetrical, yet could have entirely different movement vectors.

Ahah! Here we go, an attack with more than just AQUA02's. Oodles better in every way than the previous ancillary attack, just because there's more going on than just the one particle!

Ah, the "Ice-Colored Master Spark". A good card, but you can still collide with the delay laser (on purpose, perhaps?) and it's a pain in the ass to do with any character other than Reimu_A. Pretty solid card, you should test it with "less thick walls"; that is, the lines of bullets are smaller in length, but you could spawn more of them. Just soemthing to try, the walls of bullets are a cool effect in themselves. Also, the slowdown effect for the bullet freezing is a definite YES, it makes this spellcard look shitloads better than it used to.

Which brings us to Water Sign "Fountain of Chaos". This one is cool as balls, with a beastly concept of heat and cold. I think that widening the distance between the lasers is almost a necessity, since it's near impossible to react and move fast enough to slip through the walls of bullets (with Reimu, in any case. You have a little more time with Marisa because of a higher movement speed, but it's still borderline impossible to react fast enough). Everything else is fine though, this card is freakin' cool.

I hate to say this, but for "Glacial Lava Tornado", I almost think the bullets are too fast. It's painful to say, but because of the extremely little warning you get because of the heating and freezing of the 01 bullets, the card is practically impossible. I'm not sure how you could go about changing this, but as of right now, you just can't react fast enough to the changing bullet velocities and still dodge between the white bullet pattern. Maybe a significant accel/decel, but I really don't have a clue. I like it in any case, however impossible it might be (well, GODrake could pass it...). And, the same Reimu_A problem as before. Try to test your cards for Reimu_A and either of the Marisa types (speed of the character is a significant factor as well), if you think they're managable -- then go with it. But please, don't test them with only Reimu_A, seeing as many concepts are ruined by forward shooting types (moving around the whole screen becomes a bother, etc).



In any case, this is a solid script. It could use a few improvements, both aesthetically and balance-wise, but your mind is certainly in the right place. Good job on this script batch, and I hope to see more from you very soon!
Title: Re: Thaw's Unnamed Snow Themed Boss Fight
Post by: Thaws on May 28, 2009, 04:36:37 AM
Thanks alot for the in-depth analysis!

I kind of rushed through the non-spells because I wanted to upload this for comments. :P

Anyways, as you said, I only used Reimu_A for testing, the increase boss life for Reimu_A idea seems good.
I agree with what you said about the problems of the spellcards, except that my idea for Catastrophe "Blizzard" is to dodge the lasers while maneuver through lots of frozen bullets. Perhaps the lasers should be shot in a pattern like in the normal difficulty?
I actually spent lots of time trying to make a do-able pattern over the Tornado lasers.
The problem is that I can't do Lunatic-Difficulty myself, so I have no way to know if any of those lunatic spellcards are balanced. As I've said before, if I find that I can do a card I made, I deem it as a normal difficulty, then increase the intensity till I keep dying, and thus a lunatic spellcard is made. I mean, I know it's impossible for me to do it, but I don't know if others think so. To be frank, I can't do "Icy Lava Whirlwind", the normal version, anyways, got to experiment with the velocities, accelerations, etc, i guess. :P

I'll refine this script a bit after I receive more comments (If I do). Then I'd probably stop scripting danmakufu for a month so my mind can concentrate on studying for exams coming next month not thinking how to improve a certain danmaku pattern. :x
Title: Re: Thaw's Unnamed Snow Themed Boss Fight
Post by: Johnny Walker on May 28, 2009, 05:05:32 AM
I like those freezing lazers, they're fun!.
In the last spell (both normal and lunatic) there's a safespot inside the ring of bullets, just below the boss.
Title: Re: Thaw's Unnamed Snow Themed Boss Fight
Post by: Cabblecorento on May 30, 2009, 10:20:18 PM
I can time out Glacial Lava Volcano without losing a life and getting over 1000 graze.

YOU CALL THAT LUNATIC?!?
Title: Re: Thaw's Unnamed Snow Themed Boss Fight
Post by: Naut on May 31, 2009, 12:41:21 AM
I call safespot abuse. Replay or it didn't happen.
Title: Re: Thaw's Unnamed Snow Themed Boss Fight
Post by: Cabblecorento on May 31, 2009, 12:49:07 AM
I never said that I didn't use a safe spot.

Just move a little amount below the middle before the spellcard loads. You can stay there and get 2000 graze. ^_^
Title: Re: Thaw's Unnamed Snow Themed Boss Fight (VERSION 2)
Post by: Naut on June 01, 2009, 04:06:51 AM
Jeepers tell us when you update! This version is significantly better. The differences in the attacks are certainly better, but it just feels like you're just throwing stuff around. The cards-spawning-out-of-lasers was probably the only regular attack where I thought the cards where used in a creative way. All that said, these are fawkin' difficult. Practically impossible with Reimu (can't move fast enough) and the fact Marisa just cant shoot her (no homing) makes this a freakin' challenge (or badly balanced? I would argue the former). Major props ont he second part of Fountain "Spring of Tranquility", it was fuckin' cool. Like, holy shit I thought that the laser sweeping the bullet spray was AWESOME. Could do without the White bullets maybe, but damn that was just... Damn.

Regardless, v2 is definitely an improvement, but try not to just add shit just for the sake of adding shit. Think about your pattern and test it out. If it isn't visually appealing to you then it probably isn't to us (purple, black and green cards...?), so play around with it. You're not pressed for time, we're a very slow board afterall.

Good stuff.
Title: Re: Thaw's Unnamed Snow Themed Boss Fight (VERSION 2)
Post by: Thaws on June 01, 2009, 08:12:51 AM
You're not pressed for time, we're a very slow board afterall.

Actually, I just wanted to finish this quick so I can get it out of my mind, because as I have said, I have exams in two weeks. You know, having some ideas for danmaku in my head and just can't stop thinking about it. Danmakufu is so addicting. ;-;

Anyways, I really do spend much less effort on non-spell cards. XD (Except for the 6th one)
Title: Re: Thaw's Unnamed Snow Themed Boss Fight (VERSION 2)
Post by: Thaws on June 27, 2009, 05:22:52 AM
Sorry for double posting. :P (And bumping an old topic)
I'm working on a Ex Kogasa boss. :P

(http://img199.imageshack.us/img199/5632/kogasa.png)
Just want to say, Naut's Centrifuge spellcard inspired this... and it's pretty similar, so I hope you don't mind because I'm copying the shield thing.
Title: Re: Thaw's Unnamed Snow Themed Boss Fight (VERSION 2)
Post by: Naut on June 27, 2009, 11:25:48 AM
By all means <3
Title: Re: Thaw's Danmakufu Scripts (lol Kogasa)
Post by: Thaws on July 17, 2009, 05:20:02 AM
Kogasa~
http://www.mediafire.com/download.php?mtmchmmkhzh

I really think I did a much better job at the Non-spells compared to my last boss plural script. :P
Not really any gimmick this time, but there's this Thunder! --> Heavy Rain! --> Sun comes out --> Rainbow! thing that I doubt anyone would notice, lol. :V

Bump...
Title: Re: Thaw's Danmakufu Scripts (lol Kogasa)
Post by: CK Crash on July 17, 2009, 02:23:20 PM
You know there are sprite rips for UFO...

Anyways, there are quite a few balance issues with some of these spellcards, but I have to admit that the tongue one made my day XD
Title: Re: Thaw's Danmakufu Scripts (lol Kogasa)
Post by: Suikama on July 17, 2009, 06:53:04 PM
Nonespells were generally good, with the fifth and other ones similar to it being especially awesome.

As said before though, the spellcards suffer from intense balance issues. Stuff like her second spellcard feel almost impossible without a lot of luck while Meteor shower is rediculously easy. Capped it on lunatic without even moving. Best spellcards were probably the eye ones :V

Also tooooongue~



Also Naut I want your avatar script naow
Title: Re: Thaw's Danmakufu Scripts (lol Kogasa)
Post by: Naut on July 18, 2009, 12:10:27 PM
So who's that girl that always hangs around Kogasa?

This is sweet. I wish I could see anything on that damn rain card and the meteor shower card does have some intense random difficulty.... Those are about my only issues, aside from the non-spells still being pretty bland (but a huge improvement from your other script). That tongue card was hilarious, good job!

Also Naut I want your avatar script naow

Soon.
Title: Re: Thaw's Danmakufu Scripts (lol Kogasa)
Post by: Thaws on July 19, 2009, 03:38:21 PM
Thanks for the comments.  :)

I think the rain card was a really close simulation of REAL LIFE rain.  :V
I mean, it's impossible to dodge. XD
Title: Re: Thaw's Danmakufu Scripts (lol Kogasa)
Post by: Helepolis on July 19, 2009, 04:37:38 PM
Drizzlingly Drizzling is a unique spellcard technique wich I haven't seen before, nor in UFO demo where there is a rain-drop spell. Perhaps that was your inspiration source? =D
Title: Re: Thaw's Danmakufu Scripts (lol Kogasa)
Post by: Thaws on July 20, 2009, 01:13:24 AM
Drizzlingly Drizzling is a unique spellcard technique wich I haven't seen before, nor in UFO demo where there is a rain-drop spell. Perhaps that was your inspiration source? =D

It's probably Naut's Centrifuge card (http://www.youtube.com/watch?v=pVGQHBOQ5Nw&feature=channel_page) that inspired me.
Title: Re: Thaw's Danmakufu Scripts (Purple UFO Stage!)
Post by: Thaws on October 25, 2009, 01:30:21 AM
正体不明「神祕の紫色UFO襲来」 (http://www.mediafire.com/download.php?mifxd3jhze2)

:V Bump :V
Title: Re: Thaw's Danmakufu Scripts (Purple UFO Stage!)
Post by: Suikama on October 25, 2009, 02:09:27 AM
:V Bump :V
That last card is Naut rank :V
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Primula on October 25, 2009, 02:10:40 AM
Hooray!
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Naut on October 25, 2009, 02:15:53 AM
GOD TIER

My only problems with the script is that the lasers really do seem quite cheap, and the very last spell sucks you in too fast (slower moving characters have a really hard time with it). Otherwise, holy fuck. Gonna edit in some music and playstorm this bitch!
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Stuffman on October 25, 2009, 02:26:09 AM
I love the abduction card. The first half of it anyway. Sakuya didn't like the last part so much :V

Also, shot triangles and the targeting reticule were neat.
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Thaws on October 25, 2009, 02:34:05 AM
GOD TIER

My only problems with the script is that the lasers really do seem quite cheap, and the very last spell sucks you in too fast (slower moving characters have a really hard time with it). Otherwise, holy fuck. Gonna edit in some music and playstorm this bitch!

Actually, for the abduction card, the suction speed is the depending on the player's speed (using that get player information function), so if you use Marisa, the suction speed will be quicker than when using Reimu, it's kind of fair for different players. :P

Tips for last part of the abduction card : Dodge unfocused holding down at all times. When a horizontal laser aims at you, hold shift so you get sucked up, then focus and go back down when the next laser is fired, so you can avoid it on the bottom. Repeat till it ends.

Thanks for all the comments!
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Cabble on October 25, 2009, 02:45:06 AM
What do you mean easy mode?!?
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Thaws on October 25, 2009, 02:51:13 AM
What do you mean easy mode?!?

Easier than a typical Extra Stage difficulty. :V
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Suikama on October 25, 2009, 02:52:07 AM
What do you mean easy mode?!?
Yeah I'm sorry to say but your concept of easy mode is even worse than Naut's :V
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Naut on October 25, 2009, 02:53:54 AM
Actually, my biggest issue with the whole script is those damn lasers in "Walking the Streets of Heiankyou". Widen the streets or make those lasers have more delay, I just spawn, die, spawn, die, continue, die, spawn, die....

Yeah I'm sorry to say but your concept of easy mode is even worse than Naut's :V

What the hell does "easy" mean?
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Primula on October 25, 2009, 03:00:22 AM
Whoa Ryu Jin Roku reference thrown in there
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Suikama on October 25, 2009, 03:02:42 AM
Also why did you make those amulets have ShootDownPlayer;. Sometimes they spawn next to me but I die anyways :/
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Thaws on October 25, 2009, 03:04:15 AM
Actually, my biggest issue with the whole script is those damn lasers in "Walking the Streets of Heiankyou". Widen the streets or make those lasers have more delay, I just spawn, die, spawn, die, continue, die, spawn, die....

What the hell does "easy" mean?

I realised the streets were too narrow, but widening it would mean doing all those calculations of the positions of squares/lasers all over again. :(

I've managed to clear the 2nd phase without dying about 2 times, it's static with aimed lasers, so with a effective route found, it can be cleared consistently if you don't crash into walls of the streets. :P

For the 3rd phase, Pay attention to where the bullet that goes vertically downwards is at, it is shot at a simple pattern of 1st street --> 2nd street --> 3rd street --> back to first. So do not enter a street with it going down when dodging the aimed laser. Sometimes you can just stay in a horizontal street until the laser is fired and go back to that street.
Also, unfocus and rush up whenever you have the chance. I think the timer was a bit too long I guess...

Yea.. it's those "impossible" difficulty, at least it looks cool. XD
Probably the spellcard I spent the most time on, even more than those with 4 phases.

--------------

The square amulets have ShootDownPlayer because if I make the square too dense, framerate is sad. If I reduce the number, you can slip through gaps of amulets.
The squares are spawned one row by one row so you can have time to react and go into the gaps.
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Primula on October 25, 2009, 03:42:05 AM
If you're going to release another version, I'm ready.
BTW Intergalactic Gensokyoan Reimu to the rescue.
(http://img38.imageshack.us/img38/3696/snapshot001b.png)
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Naut on October 25, 2009, 04:13:14 AM
The square amulets have ShootDownPlayer...

This is not surprising, I keep nailing the cards when I thought I cleared them. Explains a lot, actually.
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Helepolis on October 25, 2009, 10:11:39 AM
This game needs music. That is like the only thing missing. Other than that I loved the final giant ufo.

The lasers being turned into bullets ( forgot the name of the card ) is a bit lame. As not always the blue lasers form openings for you. Neither you have the time to rush full towards that location, even with Marisa. So you end up bombing.

@ Vappie, that Reimu player is quite a cheating character :V first time I saw it was with the Aniki script. But neverless, cool flashy character. ( I liked the Sakuya version more though )
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Solais on October 25, 2009, 01:04:09 PM
Goddammit!! This is the best Danmakufu script I've seen, ever! You should totally make this into a proper UFO Phantasm Stage and post it on Nico to melt their faces off!
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Primula on October 25, 2009, 02:37:55 PM
@ Vappie, that Reimu player is quite a cheating character :V first time I saw it was with the Aniki script. But neverless, cool flashy character. ( I liked the Sakuya version more though )
Indeed, causes lotsa destruction but then I experienced some problems that I couldn't try explaining and hoped the other versions fixed it. And Sakuya's bomb was massively powerful.
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Zengar Zombolt on October 25, 2009, 09:34:11 PM
Hahahah YES
This script is goddamn awesome.
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Lawence Codye on October 25, 2009, 11:43:44 PM
can't download the Purple UFO Stage...is it still there...cause one time I clicked on the link & it did the 404 error thing...?
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Naut on October 25, 2009, 11:45:44 PM
Mediafire is having issues, wait a bit.
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Henry on October 26, 2009, 11:09:35 AM
Played it and it is definitely nice, though I continued a lot
Title: Re: Thaws' Danmakufu Scripts (Purple UFO Stage!)
Post by: Lawence Codye on October 27, 2009, 02:53:03 AM
This is a great...& hellish difficult script...I have never taken that much of an ass whipping in the same script.  I had no problems with this script...except...some spellcards seemed a bit hit point heavy...it's fine though...
Title: Re: Thaws' Danmakufu Scripts (Snow (Version 3!))
Post by: Thaws on January 02, 2010, 03:33:23 AM
Newest : Snow themed Boss Version 3  :V
Click here to download (http://www.mediafire.com/?zfnjwu3ggzz)

Happy new year.  :P

Oh yeah, you need the CtC shot replace script for this.

Bump :3
Title: Re: Thaws' Danmakufu Scripts (Snow (Version 3!))
Post by: Primula on January 03, 2010, 01:22:11 AM
Hooray! Now if you'll excuse me I'ma go replace the ExRumia sprites and replace them with Letty~
Title: Re: Thaws' Danmakufu Scripts -- NEW : Seiga Boss Fight (ph3)
Post by: Thaws on July 01, 2012, 04:07:50 PM
Seems like everyone's moved on to making full games nowadays. I don't think I have the skills, determination to make one so I'll just keep on making short boss fights when I get ideas. :P heh
anyways,


ph3 version Scripts below:
Newest:
Seiga Kaku Boss Fight
Click here to download (http://www.bulletforge.org/u/thaws/p/seiga-boss-fight/v/10)
(http://i47.tinypic.com/116q0zb.png)
My first attempt at a boss fight scripted in ph3 version.

This is a Seiga plural script with only a boss fight (no stage portion).

There's 4 non-spells and 6 spells.

Since it's not obvious at all, the 3rd spell card "Breaking the Cycle of Life" is a survival spell.

I like to think that the last spell is one of the few things I made that's kinda visually appealing. lol

I know the aesthetics aren't that nice, but I hope the danmaku concepts make up for it and hope you all enjoy the script! ^_^


I actually began working on this when ph3 came out like half a year ago, I got 4 spells + 4 non-spells completed but then I got distracted and left it alone. :V
But I really liked some of my ideas for spells here, so I created 2 more spells in the past two days and uploaded it finally.
I think my originally reason for thinking this was:
1. I've had the idea of making a boss with the gimmick "Restricting Movements" but I don't know what character to make it for until Seiga was released which kinda fits because she can pass walls and you can't.
2. I liked Seiga's danmaku in her mid-boss fight in TD but then Yoshika pretty much stole the spotlight again in the stage 4 boss fight.
Warning: this topic has not been posted in for at least 14 days.
Unless you're sure you want to reply, please consider starting a new topic.

14 days? More like 30 months. (I barely posts but I lurk around this forum so often ._.)

ph3 scripting, It makes object shots so much more convenient to use lol.

Have no idea if there's some way to enable continuing or it's not there anymore, so default 5 lives and you can just play the single scripts if you can't get there anyways.
Easy is a bit more difficult than you average Easy mode.
Normal is somewhere between normal and hard.
Hard mode is quite hard,
and Lunatic is what I think is just too hard for me to be able to capture.

There's also an unused, unfinished survival spell in the folder called yinyang. I gave up the concept already but you can still try playing it if you want.

Have fun with the script! ^_^ Comments would be nice. =)

Hope this thread doesn't just sink back down and get forgotten without any comments. lol
Title: Re: Thaws' Danmakufu Scripts -- NEW : Seiga Boss Fight (ph3)
Post by: numbuh1 on July 03, 2012, 02:01:22 AM
Pretty good spell, but no music?! That's a little boring  :wat: I like the Yin Yang spell though  :]
Title: Re: Thaws' Danmakufu Scripts -- NEW : Seiga Boss Fight (ph3)
Post by: Naut on July 03, 2012, 03:18:42 AM
Fantastic script! Really creative. Mind if I record a video of it?
Title: Re: Thaws' Danmakufu Scripts -- NEW : Seiga Boss Fight (ph3)
Post by: Thaws on July 03, 2012, 05:30:46 AM
Pretty good spell, but no music?! That's a little boring  :wat: I like the Yin Yang spell though  :]
To be honest I totally forgot about the Yin Yang spell for a while lol. It was the spell I was working on before I abandoned the script for half a year due to lack of ideas/distraction/etc. I think I had trouble trying to balance the difficulty.

Fantastic script! Really creative. Mind if I record a video of it?
That'd be awesome! Thanks!
Title: Re: Thaws' Danmakufu Scripts -- NEW : Seiga Boss Fight (ph3)
Post by: Naut on July 03, 2012, 05:29:01 PM
http://www.youtube.com/watch?v=qUl5WjXXg8E

This was a lot of fun, thanks for the great work.
Title: Re: Thaws' Danmakufu Scripts -- NEW : Seiga Boss Fight (ph3)
Post by: Thaws on July 04, 2012, 11:37:12 AM
http://www.youtube.com/watch?v=qUl5WjXXg8E

This was a lot of fun, thanks for the great work.

Godly playthrough. You made the whole script seem so easy.
Also, dat ending. Made me realize I didn't do the whole slow-down then explode thing when boss dies... (There doesn't seem to be a slow down function in ph3 though? Would it still be possible to replicate something like that? :/)
Title: Re: Thaws' Danmakufu Scripts -- NEW : Seiga Boss Fight (ph3)
Post by: fondue on July 04, 2012, 07:12:47 PM
The script is amazing, but Danyao Refining doesn't seem like a spell Seiga would have, and the spell with the wall of knives is complete BS. Still a script which shows great Danmakufu Scripting skills.
Title: Re: Thaws' Danmakufu Scripts -- NEW : Seiga Boss Fight (ph3)
Post by: Thaws on July 05, 2012, 11:06:29 AM
The script is amazing, but Danyao Refining doesn't seem like a spell Seiga would have, and the spell with the wall of knives is complete BS. Still a script which shows great Danmakufu Scripting skills.

Thanks. :]
I agree Danyao Refining is definitely the worst spell of the bunch. I pretty much lacked ideas at the time (refering to half a year ago) and just threw in something Tao-ist related.
I'd have to disagree on wall of knives though. I thought lunatic was too difficult too (couldn't capture it once before), then I saw how Naut did it and realize the trick is to always stay on the lower half of the screen, to do so, you cannot miss every single opportunity of when the knife gap opens. After realizing this, I captured it on lunatic 3 times in a row. :V
Title: Re: Thaws' Danmakufu Scripts -- NEW : Seiga Boss Fight (ph3)
Post by: Tinyduck on July 05, 2012, 04:27:10 PM
I like this script 'w'
I loved the SFX on the laser shooting for the ying-yang spell xD