Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: puremrz on May 29, 2011, 04:35:13 PM

Title: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on May 29, 2011, 04:35:13 PM
Juuni Jumon (Twelve Spells) - Summer Interlude
By that same fella who made Koishi Hell 1 & 2

Preview movie:
http://www.youtube.com/watch?v=f1oyYApmM0Y

Full Release:

Game version 1.4:
MediaFire Game Files: http://www.mediafire.com/?iwb9f36xrfdi8e5 (music comes separately)
MediaFire Music Files: http://www.mediafire.com/?xdvurou2xmbh42y (Dump these files (unzipped) in script>Music)
or BulletForge: http://bulletforge.heroku.com/u/puremrz/p/juuni-jumon-summer-interlude/v/14

Latest 1.4:
-Nerfed Nightmare's boss battle, gave the boss less HP, made some spellcards easier less hard
-Losing a life costs less power now: 10.
-And switching types only costs 4 power now.
-I've been working on the 2nd game for a while now~

1.3
-Nerfed Extra, because I should be able to finish it too :V
-Changed the Nightmare spellcard "Shared Dream"
-Nerfed Nightmare a tiny bit more. May update again later though...

1.2
-Continues can be used again, unlimited for the main game, 0 for the extra stages.
-Infinite bomb bug re-fixed :<
-Nightmare's boss gives you more power, 2 spellcards got some alterations (easier)

1.1
-Extra battle made a bit easier.
-Easy mode stage 6 also a bit easier.
-Fixed a bug where Metal unlocks a Trump Card instead of Water.
-Fire ring enemies in stage 6 cause less lag.



This project has been my pet since summer 2009. That's how long I've been working on it. I'd like to send a message to the past:
"Don't think making a Danmaku game is easy". Because it wasn't. Partly because this was my first game that didn't use wysiwyg, and partly because I was still learning Danmakufu.
And I still learn new things ever now and then, because I'm not in any way educated in this kind of business. As most people who saw my way of coding have concluded. :V

But let's get to the point:
Juuni Jumon is a non-Touhou game made with Danmakufu. But it looks, feels and plays like any typical Touhou game.
There are 6 stages, 2 extra stages, and there's spellcard practise because I know everyone wants that.
The cast are all original characters of mine, which I've been wanting to make a game with for a long time. But since a visual novel isn't my cup of tea, and I like Touhou, this was born.
All character art and sprites, and most backgrounds are made by me. The only thing lacking is music.
For now there's a temporary set of music that goes well with the game, but I'd like to replace those with custom music. I already have some people helping, but anyone is free to contribute.

The story is simple, the main characters Masahiro (player), and Tomoko (childhood friend) plus all the other 14+1 characters are on a summer vacation, and the game starts when they decide to hike in the mountains one day, but get rather lost.
The real story develops as the game progresses through the stages, so writing anything more would be a spoiler.

You have 5 player types (elements) at your disposal, each with their own good and bad points. It's possible to switch in-game at the cost of 4 power.

Here are some screenshots, they are a little outfashioned though:

(http://i32.photobucket.com/albums/d49/puremrz/ss1.jpg)
The main menu. Extra and Nightmare are still locked.

(http://i32.photobucket.com/albums/d49/puremrz/ss2.jpg)
Tomoko's Circle Of Life is the first spellcard you'll encounter.

(http://i32.photobucket.com/albums/d49/puremrz/ss3.jpg)
The first boss fight, a fight against 2 enemies isn't uncommon in this game.

(http://i32.photobucket.com/albums/d49/puremrz/ss4.jpg)
Finally found the way out of the mountains. But what comes next?
Also, those trees.

(http://i32.photobucket.com/albums/d49/puremrz/ss5.jpg)
Showing off a bomb. There are 5 shot types, each for an element (fire, water, earth, wood, metal)

(http://i32.photobucket.com/albums/d49/puremrz/ss6.jpg)
Getting further in the game. This festival is a cheerful and colorful place.
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Chronojet ⚙ Dragon on May 29, 2011, 04:42:46 PM
Those trees. I'll leave it there.
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Schezo on May 29, 2011, 06:45:32 PM
Cultist is following.  All of these teases with sexy graphics and danmaku are about to make me pass out :V
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Infy♫ on May 29, 2011, 06:49:17 PM
I have come but to announce this will be one of the greatest games ever, and therefore you must have played it before you die.
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: XephyrEnigma on May 29, 2011, 07:32:33 PM
Seriously, this looks pretty damn good. My only quarrel is with your S1 Boss background. It blends too much with the bullets.
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on May 29, 2011, 07:38:53 PM
Seriously, this looks pretty damn good. My only quarrel is with your S1 Boss background. It blends too much with the bullets.

I noticed that too, but don't worry. When things are moving it's not a problem at all.
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Helepolis on May 30, 2011, 07:34:32 AM
Stuffman, we are being put to shame by not being able to release our work :V

Good to see another furu geemu is being released soon. Well done Puremerz.
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on June 12, 2011, 06:28:57 PM
I'm currently working on saving the game in between the stages. It feels a bit longer than the usual Touhou game, so I decided to be nice and give you a break in between.
(http://i32.photobucket.com/albums/d49/puremrz/save.jpg)
But it's turning out to be rather challenging to make it work properly.
I already managed to complete it, but it brought some problems with it. So first I'm reworking a part of the menu, because I can't understand my own code anymore :V

While I'm here, I figured I'd show a more interesting screenshot of a spellcard from stage 5:
(http://i32.photobucket.com/albums/d49/puremrz/stg5.jpg)
Roulette "Monte Carlo Fallacy" (Not as hard as it looks like)

All this reworking will very likely push the release date out of June.
I hope Juuni Jumon will be done before August though, because I'll be gone for most of that month.
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Vanikoro on June 13, 2011, 03:08:05 AM
I'm really interested to see how this turns out. Hope all goes well!
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on October 09, 2011, 08:32:56 PM
Video!

http://www.youtube.com/watch?v=f1oyYApmM0Y

See, I'm not completely dead. I just started playing Minecraft 3 months ago... So that's basically the same. >_>
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Trickysticks on October 09, 2011, 08:59:04 PM
See, I'm not completely dead. I just started playing Minecraft 3 months ago... So that's basically the same. >_>

Indeed it is.

Graphics are bright and colorful, patterns are interesting.

I want to play this game now  :getdown:
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: BajaBlood on October 10, 2011, 03:30:45 AM
Wow, this looks great - quite excited for the game to be released!
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: KrackoCloud on October 10, 2011, 03:39:22 AM
Wow, I had forgotten about this game. It looks amazing! It's so polished.
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on November 02, 2011, 11:56:18 AM
Just mentioning that the game is practically done now and I'm just doing some final testing and bugsquishes (Which are mostly spellcard-background changes and finally putting the music files in the right folder).
If we're lucky it'll be done this weekend, otherwise some time next week.
At least I'm trying to get it done before Skyward Sword and Mario 3ds come out, because I wouldn't want another distracting Minecraft situation (3 months delay) to happen. :V

I'll need to play through it a few times to make sure everything that was wrong before now works properly.
Maybe I can hire some Ants and Fangs (beta testers) to help me with that?

And in case you missed it last time, here's the link to the preview movie again to show you what you can expect:
http://www.youtube.com/watch?v=f1oyYApmM0Y
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Excelsus on November 02, 2011, 05:29:07 PM
Still waiting~ dum dum dum~, The 3 touhou game i currently waiting are:
1) YOU. Juuni Jumon
2) Azure's game, Another worlds chaos
3) Bullet heaven 2 from kupo707, estimated release early 2013

But i heard somewhere zun is working on a manuscript :V
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: TheTeff007 on November 03, 2011, 04:09:22 PM
I can betatest if you want.
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on November 03, 2011, 07:22:20 PM
I can betatest if you want.

Ok. I'll let you know when it's available.
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on November 06, 2011, 01:43:05 PM
To those who wanted to help testing: Full game -beta- is up!

Get it while it's still fresh!
http://www.mediafire.com/?2jna4sfqmusv9xq
Be warned though, it's a bit over 100Mb, and it comes from Mediafire (sorry 'bout that)

Be warned of course that there may be bugs. That's why I called it beta!
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Shockman on November 06, 2011, 04:28:06 PM
To those who wanted to help testing: Full game -beta- is up!

Get it while it's still fresh!
http://www.mediafire.com/?2jna4sfqmusv9xq
Be warned though, it's a bit over 100Mb, and it comes from Mediafire (sorry 'bout that)

Be warned of course that there may be bugs. That's why I called it beta!

 :* :* :* :*
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on November 06, 2011, 04:36:55 PM
:* :* :* :*

EDIT: Oh no!
自機スクリプトエラー\th_dnh\th_dnh\player\Masahiro\Masahiro.txtが見つかりません
I got this error as soon as I tried the main script.

That's because you need to unpack the folder outside of any danmakufu version you have and use the Danamkufu player that comes with it. ;)

Oh, you ninja-figured-it-out. Darn. :V
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Rosen on November 06, 2011, 05:03:38 PM
Downloading :3
Title: Re: Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Shockman on November 06, 2011, 05:13:10 PM
That's because you need to unpack the folder outside of any danmakufu version you have and use the Danamkufu player that comes with it. ;)

Oh, you ninja-figured-it-out. Darn. :V

Yep, I was so excited to play this that I forgot to use the right th_dnh. :derp:
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Rosen on November 06, 2011, 05:35:09 PM
My eyes want a baby from that backgrounds!
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: TheTeff007 on November 06, 2011, 06:04:38 PM
Downoading... testing... shold I post here the betatesting results or I send you via PM?
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on November 06, 2011, 06:10:23 PM
Downoading... testing... shold I post here the betatesting results or I send you via PM?

If they won't spoil anything you can post it here, or you can PM me if you prefer that.
So far the only bug I know is that game's length though :V
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Excelsus on November 06, 2011, 09:02:42 PM
The problems are:
1) OMG THE STAGE~ WOW CANT IT BE LONG ENOUGH??:V
2)
no ending? once i cleared it, it jumps right back to danmakufu menu
3) How to get extra and nightmare, never in my life i get extra / nightmare stage in touhou, i only watch extra/phantasm through youtube, or through a patch to get it
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on November 06, 2011, 09:04:47 PM
The problems are:
1) OMG THE STAGE~ WOW CANT IT BE LONG ENOUGH??:V
2)
no ending? once i cleared it, it jumps right back to danmakufu menu
3) How to get extra and nightmare, never in my life i get extra / nightmare stage in touhou, i only watch extra/phantasm through youtube, or through a patch to get it

1-I'll be shortening them.
2-The no ending was sort ofa  bug. If you continued it should fade out, but I did something wrong and it instantly ended instead.
3-For Extra you beat the game without continuing. For Nightmare you beat Extra.
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Schezo on November 06, 2011, 09:57:00 PM
Ok, so this thing is ridiculously well put together.

The graphics are all wonderful.
I can just see how much went into even the title and selection screens, they look great too.

I really enjoyed the spellcards.  Like wow.  I was even laughing when playing some of the stage 4 ones.  It was really an enjoyable experience from me to play this.  Congratulations on all of your hard work.  It seems to have paid off well.
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Excelsus on November 07, 2011, 08:12:59 AM
Hey puremrz, you should have updated your journal that juuni jumon already released on your dA account
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on November 07, 2011, 11:30:01 AM
Ok, so this thing is ridiculously well put together.

The graphics are all wonderful.
I can just see how much went into even the title and selection screens, they look great too.

I really enjoyed the spellcards.  Like wow.  I was even laughing when playing some of the stage 4 ones.  It was really an enjoyable experience from me to play this.  Congratulations on all of your hard work.  It seems to have paid off well.

Thanks, seeing how much someone enjoyed this game makes me happy. (It can't be bad if Gilgamesh praises you :V )
Don't play it too much though, because I'm still making modifications for the actual release! And your savedata miiiight just screw up after that.

Hey puremrz, you should have updated your journal that juuni jumon already released on your dA account

I will when the full release is out. This one still needs some fixing.
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: BajaBlood on November 07, 2011, 04:39:16 PM
Wow, this is absolutely incredible! I can't even imagine how much time/effort went into it.

The graphics are astounding, from the care that went into the backgrounds to the beautiful danmaku. Though the music doesn't have the ZUN catchiness factor, it fits the game really well and is also great. The patterns are creative, fun, and pretty to look at; a combination I know from experience is hard to achieve once, let alone throughout the entirety of a 6 stage game.

Congratulations! Your hard work really has paid off, and I eagerly await the full release of the game (and I still need to run through extra and nightmare as well).

I'll probably be replaying the game later today, and if I can think of any constructive criticism I'll let you know via PM :)
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Thanuris on November 07, 2011, 04:57:29 PM
I tried to play the script but it starts and danmakufu crashes instantly, do you know what might cause that? (i get to see the player sprite for half a second)
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Schezo on November 07, 2011, 05:07:34 PM
Are you playing it standalone in it's own folder with what it came in?

Or did you extract it into your own th_dnh folder?
It's meant to be the first one I'm pretty sure.
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Thanuris on November 07, 2011, 05:13:52 PM
Standalone! I really want to play the script but i have no idea why that happens
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on November 07, 2011, 06:04:36 PM
Standalone! I really want to play the script but i have no idea why that happens

Have you tried it a second time? There's something about the main menu and deleting its data that randomly makes danmakufu crash. This only happens on the main menu though, and very rarely as well.
Does the main menu even appear before it crashes? If not, then I'm not sure how to prevent that. Maybe your computer just can't handle it somehow. :/
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on November 07, 2011, 06:07:37 PM
Wow, this is absolutely incredible! I can't even imagine how much time/effort went into it.

The graphics are astounding, from the care that went into the backgrounds to the beautiful danmaku. Though the music doesn't have the ZUN catchiness factor, it fits the game really well and is also great. The patterns are creative, fun, and pretty to look at; a combination I know from experience is hard to achieve once, let alone throughout the entirety of a 6 stage game.

Congratulations! Your hard work really has paid off, and I eagerly await the full release of the game (and I still need to run through extra and nightmare as well).

I'll probably be replaying the game later today, and if I can think of any constructive criticism I'll let you know via PM :)

Thanks for liking it so much :D
I can't make my own music, so unfortunately I had to borrow from other games/animes. Maybe I can find someone crazy enough to make replacement music for me.
Or for the next game. Yes, I said next, I'm not done yet! I hope.


Edit: Oh, shi- I forgot to edit the last post and accidentally double posted. Forgive me, admins ;_;
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: TheTeff007 on November 07, 2011, 06:54:59 PM
Expect a detailed report this Sunday, my parents are harassing me into getting a job while I'm waiting for the college issues :V
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Thanuris on November 07, 2011, 10:37:36 PM
Yes, the menu isn't showing, but i don't think that my computer can't handle it, oh well, guess i'll just watch a video of it! (i really wanted to play it though)
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: J.O.B on November 08, 2011, 12:48:30 AM
Stop scripting, you're too good :V

This game. This game. I mean seriously this game.
This game is just awesome.
The graphics are like sex.
The danmaku patterns look awesome.
And the music (yay Okami) is very fitting.

This game is really awesome.
The only things I don't like about it is the length of the stage, the fact that the length is basically made up of lot's of repeating patterns in different ways, and the overall difficulty seems one difficulty too high for the mode you're on (tested on normal and lunatic).

So basically you should shorten the stages by making a max of 3 variants of the patterns in each stage (maybe a bit more), and you should make the patterns a bit less dense.


Also I really, really, really hate limited continues.
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on November 08, 2011, 11:30:56 AM
Stop scripting, you're too good :V

This game. This game. I mean seriously this game.
This game is just awesome.
The graphics are like sex.
The danmaku patterns look awesome.
And the music (yay Okami) is very fitting.

This game is really awesome.
The only things I don't like about it is the length of the stage, the fact that the length is basically made up of lot's of repeating patterns in different ways, and the overall difficulty seems one difficulty too high for the mode you're on (tested on normal and lunatic).

So basically you should shorten the stages by making a max of 3 variants of the patterns in each stage (maybe a bit more), and you should make the patterns a bit less dense.


Also I really, really, really hate limited continues.


Rawr :3
-Don't worry, I'll cut it in length. But I'll still keep a version with the overly long stages around and call it Juuni Jumon M, for true masochists.
-Yeah, the last parts of the game need to be nerfed on normal. A little bit.
-And the limited continues thing goes out, because I don't like it either.

I should release another beta with Extra and Nightmare already unlocked, so people can test those right away.
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: TheTeff007 on November 12, 2011, 03:42:27 AM
I just need to beat the Nigthmare and the game with the Water Shoot (Fire is my favorite, and cleared with all the other types on Lunatic)

BTW, dunno if this has happen to anyone playing the game, but I managed to get infinite bombs!  If you counter-bomb, somehow the game thinks you're dead and refills you the bomb stock, but you still use one bomb and the game just doesn't register it. So... anyone?
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on November 12, 2011, 08:14:05 AM
I just need to beat the Nigthmare and the game with the Water Shoot (Fire is my favorite, and cleared with all the other types on Lunatic)

BTW, dunno if this has happen to anyone playing the game, but I managed to get infinite bombs!  If you counter-bomb, somehow the game thinks you're dead and refills you the bomb stock, but you still use one bomb and the game just doesn't register it. So... anyone?

Yeah, I know of that bug. It'll be fixed.  ;)
Did you beat Extra already? Was it too long as well? (probably), difficulty balanced enough? I think the 2nd part of the stage is probably too hard.
Nightmare isn't changing though, because that's supposed to be a real challenge.
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: TheTeff007 on November 12, 2011, 02:30:01 PM
The First Portion of the Stage
(Before Nanami)
feels fine, but the rest of the stage is awfully long and repetitive. The Spellcards where alright with the exception of
Kurumi and Tomoko
which were too hard and easy respectively.

Today I'm going to play the Nightmare stage, oh boy, this will be good.

Ayano is Cute <3
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: touhoumaniac on November 12, 2011, 04:23:26 PM
first impression feedback after getting to stage5 and losing all continues in hard mode:

+sound effects in proper places
+shooting enemies before the could do anything and collecting stuff felt fun
+bullets stand out from the background
+bullet patterns that were well defined, fun to dodge


-bullets don't stand out from background at all
-parts that are too slow paced
-dialogue text appears slow
-dieing with bombs in stock
-bullet patterns that lacked character and were unfair


About everything else i'm neutral. Not going to try the game out another time until it becomes much faster
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Foremoster on November 13, 2011, 03:20:01 AM
Quote
Normal Mode

(http://i477.photobucket.com/albums/rr139/namethecool/tumblr_lg2ixf9V4p1qzfqrx.gif)
And the first time I was playing I played the earth shot type which is kinda bad because of it's low accuracy.

Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: TheTeff007 on November 13, 2011, 04:47:13 AM
I just beat the Nightmare (which is very fitting for the setting BTW) and I have to say that is quite challenging, but as puremz said, it will stay that way.

I'll send you a PM Tomorrow Puremz, or maybe the Monday, because there is a chance I wont be able to use the computer tomorrow


Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on November 13, 2011, 09:40:53 AM
(http://i477.photobucket.com/albums/rr139/namethecool/tumblr_lg2ixf9V4p1qzfqrx.gif)
And the first time I was playing I played the earth shot type which is kinda bad because of it's low accuracy.

(lol at picture)
Earth may have a bad accuracy, but it's very good against enemies that come from all sides (actually I had to nerf it a bit). But you can always switch types with C if you're in a boss fight.
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Excelsus on November 13, 2011, 12:48:00 PM
Why didnt you talk about the changing shot earlier?:V
Anyway, if you change your shot in the middle of the game, do bonus properties from each shot change as well?
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on November 13, 2011, 12:57:08 PM
Why didnt you talk about the changing shot earlier?:V
Anyway, if you change your shot in the middle of the game, do bonus properties from each shot change as well?

Notes.txt:
Quote
You can press C to switch elements midgame.
After 150 frames your selection will be chosen, and you lose 20 power.
If you select the element you already have, it'll get cancelled of course.

Readme - Incomplete.doc:
Quote
C: Switch elements. This will cost 20 power though. Or less if you don't have 20 power yet.

See, I told you! :V

And yes, special powers change as well. So if you feel like collecting items, switch to Metal. If you're bad at deathbombing, pick Fire.
(And the bomb conserving Water caused an unlimited deathbombs bug for all types, so I'm fixing that)

Changing types midgame will stop you from unlocking Hotaru and Takeo's Trump Cards though. (The last Trump Card doesn't care if you change types midgame)
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: TheTeff007 on November 13, 2011, 06:26:39 PM
(The last Trump Card doesn't care if you change types midgame)

So I can start with Water and then change to another one and it will count it like that?
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on November 13, 2011, 08:08:08 PM
So I can start with Water and then change to another one and it will count it like that?

Indeed.

So far I fixed all bugs, now I'm shortening certain stages. Stage 6 has been cropped a bit, but not too much. Stage 3, 4, 5 and Extra are also on my list. Especially Extra.
Some enemies will also become a bit stronger on harder difficulty modes so the spellcards' difficulty vs the stages' difficulty is more balanced.

Things I've also done:
-The bosses of stage 5 and 6 are a little easier than before.
-The stage part of stage 6 became a tiny bit harder on lunatic.
-Masahiro's sprite has been edited so the hitbox centers on him better. And he got some graphical improvements.
-The hitbox now has a red edge, making it look more like Touhou stand out more.
-A few spellcards that may have caused lag have been toned down. Like the final boss' 2nd nonspell.
-Amaya's glowy bullets stand out more. They're still glowy because otherwise bullets will appear behind them. And that's a lot worse.
-Fixed the "overdrive" unlimited bombs bug. (Yay)
-The game now properly ends after stage 6 if you continued.
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Toyosatomimi on November 29, 2011, 02:34:54 AM
Oh wow this game is too addicting *-* even tho... I can't beat it T.T I'm possibly the only noob at danmaku around here... Easy gets hellish for me around stage 5... I love the casino themed danmaku, and I just can't unlock the spells in practice cus I get a continue before I see them... I was gonna ask if it was possible to make easy mode a bit... easier... YEAH noobs need love too ;-;
I'd also love to get a separated file for every shot type... I wanna use him in other games and I can't XD I'm one of those who love danmaku but suck at playing, scripting...
Anyways, the game is just too awesome, all spellcards are ridiculously well made and the story is reeeally cute ^^ Awesome job o/
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on November 29, 2011, 09:47:17 AM
Oh wow this game is too addicting *-* even tho... I can't beat it T.T I'm possibly the only noob at danmaku around here... Easy gets hellish for me around stage 5... I love the casino themed danmaku, and I just can't unlock the spells in practice cus I get a continue before I see them... I was gonna ask if it was possible to make easy mode a bit... easier... YEAH noobs need love too ;-;
I'd also love to get a separated file for every shot type... I wanna use him in other games and I can't XD I'm one of those who love danmaku but suck at playing, scripting...
Anyways, the game is just too awesome, all spellcards are ridiculously well made and the story is reeeally cute ^^ Awesome job o/

Thanks, I'm glad you like the story that way, because I intended to make it too sugary. :P
I'm toning the last few stages down a bit, lengthwise, so they should become a bit easier too. Level 5 is a lot more doable now, but if you can tell me which parts are the hardest, I'll see if I can make easy mode a bit easier. After all, easy mode was intended to be really simple, so even beginners can finish it (with a bit of practise).
Remind me to make Masahiro compatible with other scripts, I'll surely forget :V
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Helepolis on November 29, 2011, 01:44:07 PM
Stuffman! STUFFMAN. YOU ARE GOING TO GET BEATEN BY THIS DUTCH GUY YO.

On a serious note: I am proud as mod of Rika to see projects, actually any projects, being completed or near completion. Of course quality above quantity and I am sure Stuffman will someday be arsed to complete his PoSR as well.

Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Toyosatomimi on December 01, 2011, 02:52:57 PM
Thanks, I'm glad you like the story that way, because I intended to make it too sugary. :P
I'm toning the last few stages down a bit, lengthwise, so they should become a bit easier too. Level 5 is a lot more doable now, but if you can tell me which parts are the hardest, I'll see if I can make easy mode a bit easier. After all, easy mode was intended to be really simple, so even beginners can finish it (with a bit of practise).
Remind me to make Masahiro compatible with other scripts, I'll surely forget :V

Oh it gets a bit crazy after the mid boss... Moisture Control and Fallacy (forgive me if I got the spellcards naes wrong ^^;) are pretty hard (even tho I managed to capture them these days... in easy, yeah, but that's a lot to me xD)... Stage 6 inst' impossible, the bosses are the problem, I barely manage to survive the mid boss, the final boss (SORRY X.X) is a big challenge to me, she got some tricky spellcards...
Also, I love the music of the whole game ^^ The first stage music reminds me of Okami~ And we need the boys in swimsuit >.>  <.< *ahem*
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on December 01, 2011, 06:11:51 PM
Oh it gets a bit crazy after the mid boss... Moisture Control and Fallacy (forgive me if I got the spellcards naes wrong ^^;) are pretty hard (even tho I managed to capture them these days... in easy, yeah, but that's a lot to me xD)... Stage 6 inst' impossible, the bosses are the problem, I barely manage to survive the mid boss, (spoiler control alpha activated!) is a big challenge to me, she got some tricky spellcards...
Also, I love the music of the whole game ^^ The first stage music reminds me of Okami~ And we need the boys in swimsuit >.>  <.< *ahem*

Okay, I was getting close to difficulty testing those, so I'll keep an extra eye open for them. The final boss is supposed to be extra challenging, but if I overdid it... The game was originally made on Lunatic, and nerfing the spellcards hurt me :(
The stage 1 music actually IS from Okami, Agata Forest. I should really get that that game if I had the time, because it seems to be pretty popular.
The boys in swimsuits?! Blasphemy! :V Maybe if you patiently wait on my DA account you get to see them some day... :P
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Toyosatomimi on December 01, 2011, 07:10:18 PM
SORRY i fail at noticing when i'm posting spoiler and when i'm not x.x hopefully no one besides you noticed *quickly edits* and i understand ^^; their spellcards are tricky, but honestly, they're actually ok as they are, that's what practice mode is for, right? i just gotta get better at them o/
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: Infy♫ on December 01, 2011, 08:22:52 PM
<3<3<3

Now I didn't reach the final boss yet (played only once) but man, this game is cool~ 'twas nice to see the characters in all their glory.
some of the spells are indeed tricky! and the game overall has a bit of an overwhelming look xD
*shows it to people*
Title: Re: Beta is up! - Juuni Jumon (Twelve Spells) - Summer Interlude
Post by: puremrz on December 05, 2011, 11:40:18 AM
Almost done again...!

I made some minor additions, like a post continue warning, and balanced the difficulty some more.
-Most stages are now different and shorter than in the beta.
-Switching elements costs only 10 power now.
-The enemies in Nightmare each have their own strength and weakness in elements, so you should switch a lot.
-Some spellcard changes. For example: Tomoko's Extra spellcard is now more fun (and harder). Hotaru's Blast Shelter became faster on Normal+.

Soon the release candidate (stealing terminology heard in Minecraft) will be up, followed by the actual release. After that... Preparations for the next game? :3

*

I'm also recruiting people who want to make original music for this, as I'm not too happy with using music from other games/anime.
So far I got Excelsus helping me, and got me a new Main Menu theme. But anyone is free to help of course!
It still needs music for all stages and bosses, and the credits and trump cards.
So if you're up to it, let me know!
Title: Re: Juuni Jumon - Summer Interlude **Looking for original music artists**
Post by: Excelsus on December 06, 2011, 01:29:20 AM
Yeah, and i'll mention that im  busy these 2 weeks, and the next early january, because it is my final weeks and and  a final semester test, if i dont study i cant possibly graduate, but if i had SOME free time, i will try make some music, but if anyone can do much better than me(Im a beginner in this actually), dont mind to change the music.
Title: Re: Juuni Jumon - Summer Interlude **Looking for original music artists**
Post by: Chester-low on December 06, 2011, 07:24:19 PM
Mmh I want to create musics for your game if you want. I'm not a begginer in making musics (and I can emulate ZUN trumpet if you want ):
                                                                     
-http://www.youtube.com/watch?v=LMyDo68hd_4
-http://www.youtube.com/watch?v=BCzZDaJxdyA&feature=related


 
Title: Re: Juuni Jumon - Summer Interlude **Looking for original music artists**
Post by: puremrz on December 06, 2011, 09:00:42 PM
Mmh I want to create musics for your game if you want. I'm not a begginer in making musics (and I can emulate ZUN trumpet if you want ):
                                                                     
-http://www.youtube.com/watch?v=LMyDo68hd_4
-http://www.youtube.com/watch?v=BCzZDaJxdyA&feature=related

I like your style, those sound pretty good. :D (Does that soundfont make anything sound like it came straight from a Touhou game?)
Of course the music I'm looking for doesn't have to sound like Touhou games like your examples (although ZUNpets for a final boss/trump cards are pretty epic...), it can just as well be completely un Touhou-like as you may have heard in the music I currently use.

I'm pretty strict when it comes to requirements, I really want the music to fit the mood and characters. (Kind of like the music that I use now)
I can give you detailed descriptions if you're up to making some music for Juuni Jumon. ^_^
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: puremrz on December 10, 2011, 09:49:30 AM
It's done! Hopefully no more stupid bugs. There have been a lot of modifications:

-Shorter stages 2-6 and Extra
-Difficulty balance: Later bosses are easier on Easy, most stages are harder or Lunatic/Hard
-Extra and Nightmare are also nerfed.
-Lose 10 power upon switching. Lose 12 (or 8 with the Water element) if you get killed.
-Changed Youko's personality :V It took me that many years to flesh out her character, lol.
-Player sprite looks a bit better.
-Infinite death-bomb fixed >: V
-Elements are more balanced (fire is weaker, water is stronger)
-Enemies' weaknesses are fixed, but I don't think anyone noticed that.
-Some bullets stand out more.
-Added a warning if you continued.

-I bet there's much more, but I forgot.
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: Excelsus on December 10, 2011, 03:41:07 PM
Uhmmm sorry, you should have just edited your last post, double-post arent allowed here..
And oh yeah, how about the music, have you get some? I have half-finished some of it actually,but i still dont know if it suits your taste though... But the next two weeks is finals...T_T
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: Chronojet ⚙ Dragon on December 10, 2011, 03:43:50 PM
> double posting because of an update

Yeah, that's allowed here. (Most likely.)
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: Trickysticks on December 10, 2011, 09:50:56 PM
> double posting because of an update

Yeah, that's allowed here. (Most likely.)

It is  :V.

Anyway, now to download this and hopefully 1cc it, then fail at extra for a few weeks.
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: puremrz on December 10, 2011, 11:07:23 PM
There are some minor things that will change.
-You unlock a Trump Card with Metal, while it should have been Water. (fixed for the next update)
-The white birds kept making a shooting sound even if they weren't shooting. (fixed for the next update)
-The flame circle enemies in stage 6 cause a bit of lag, even on my computer. I think I can solve that without removing any bullets.
-Extra got a tiiiny bit shorter again. And more blue items. And an easier boss battle.

Anyone else run into a situaton where the score, power, bombs etc just suddenly vanish? I've had that twice so far, both happened during the final battle. It can't possible be something I did wrong, it's Danmakufu related, so fixing it wouldn't be possible. Unless jamming all that data in the player file will do the trick, but that's a lot of work... :<

You can keep playing the game though. There's nothing game breaking. I'll update it when it's done.
(Man, I really wish this was just done, I'm getting so sick of working on this game :V)
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: Yukari-Chan on December 10, 2011, 11:21:36 PM
This game seems promising. Of course I like the 3d texture and advanced dialogue. The water bullets could use some work....
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: puremrz on December 11, 2011, 07:16:32 PM
Another update with some bugs fixed:
-You can continue now.
-Inifinte deathbombs refixed.
-etc
Zzzz...
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: Yukari-Chan on December 11, 2011, 07:54:15 PM
This game is FUN!
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: blackrider19 on December 12, 2011, 08:36:10 AM
even on easy, its really hard, as if the difficulty is somewhere btwn normal to hard mode when compared to normal touhou games. the earlier stages should be easier, facing the 2nd boss' second last spell card feels like utsuho's ten evil stars all over again -_-
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: puremrz on December 17, 2011, 10:55:14 PM
Another week, another release.
I'll just start naming them now, and this is version 1.3
Nerfed the two extra stages a bit, made continuing possible again. Yay!
Also fixed one of the lines in stage 6, does nobody read the text? o_O
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: Toyosatomimi on December 29, 2011, 07:18:33 PM
Ack is it me, or stage 5 just got... harder? Those fairies that shoot yellow bullets are insane now ._. And the ghosts have higher HP... Didn't even get to stage 6 after I got my continue, stage 5 bosses somehow seem... buffed... Such tiny gaps for easy mode XD Visually everything is just amazingly done, just like before X3
I still think a Masahiro script for any stage or game would be awesome ^^ Cus in his own game, I start to suffer on stage 4 ;-;
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: puremrz on December 29, 2011, 08:56:03 PM
Ack is it me, or stage 5 just got... harder? Those fairies that shoot yellow bullets are insane now ._. And the ghosts have higher HP... Didn't even get to stage 6 after I got my continue, stage 5 bosses somehow seem... buffed... Such tiny gaps for easy mode XD Visually everything is just amazingly done, just like before X3
I still think a Masahiro script for any stage or game would be awesome ^^ Cus in his own game, I start to suffer on stage 4 ;-;

Harder? But I thought I made it easier! D: The ghosts have more HP though, but only on higher difficulties.
Bosses should be a bit easier too, which spellcards gave you trouble? I want easy to be really easy, so tell me and I'll see what I can do.
Also, be sure to use up all bombs before you get killed. Even if you just panic, it's better that to waste 1 bomb than to waste them all by getting killed.
Fire gives you extra reaction time to counter bomb, try to practise with that.

I'm now working on the next game, starring Ryo. And his player script is so much fun (and it's not even done yet)
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: Excelsus on December 30, 2011, 05:10:31 PM
Oh... but what plot will it be, and will the character be the same?
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: puremrz on December 30, 2011, 06:25:39 PM
Oh... but what plot will it be, and will the character be the same?

The setting will be their home town in autumn, and the story will be about Ryo not wanting to help with the cultural festival. (It gets more serious :V)
Everyone will return in this game. Well, 3 characters won't be like how you remembered them.

If you remember what Ryo was like in Summer Interlude, you know what you can expect of his personality and attack types. The whole Alchemy thing is gone here, since that is Masahiro's theme.
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: Toyosatomimi on December 30, 2011, 08:47:50 PM
Oh wow, Ryo? XD That sounds really awesome, can't wait... It really must be super fun, his danmaku in Summer Interlude is pretty cool already~ Looking forward to playing it o/

So hmm... I did mess up in stage 4 XD Like, just bad movements... But in 5 it got harder... The fairies that shoot yellow bullets used to be easier... at least I could dodge most bullets, and now I can't not-bomb when facing them... I use Metal most of the time, and the bomb isn't really helpful in most occasions XD It's just a nice immunity moment, but damage and aiming...
In spellcards, I think Foam party is more luck-based and I just had really bad luck with the amount of water drops... Moisture, Slots and Roulette spellcards have such tiny gaps, I get claustrophobic during the roulette one...

But really, it mustn't be that hard and I just had bad luck... You said you toned the game down already, so Idk...
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: Excelsus on December 31, 2011, 03:21:46 AM
The setting will be their home town in autumn, and the story will be about Ryo not wanting to help with the cultural festival. (It gets more serious :V)
Everyone will return in this game. Well, 3 characters won't be like how you remembered them.

If you remember what Ryo was like in Summer Interlude, you know what you can expect of his personality and attack types. The whole Alchemy thing is gone here, since that is Masahiro's theme.
Alchemy is masahiro theme? I thought
dream
was masahiro's theme
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: puremrz on December 31, 2011, 08:44:50 AM
Alchemy is masahiro theme? I thought
dream
was masahiro's theme

Nightmare stage is unrelated to the rest of the game :P (But I thought people would think dreams would be his theme) Actually nobody has dreaming as their theme. His cousin Haruna would get closest though.
I called it Nightmare because it's both his dream and the theme of the stage. And it's challenging.

Masahiro's player script has the 5 elements as shot type, and his Trump Card (which is hard to unlock) is called Philosopher's Stone "Panacea", both indicating alchemy. Plus the player decription when you start up the game says his attack type is 5 elements.
Confusing stuff :]

To make it worse, Ryo's Nightmare stage will have one of the ladies (not himself) show off a theme totally unrelated to her own theme.
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: Excelsus on December 31, 2011, 09:07:17 AM
Nightmare stage is unrelated to the rest of the game :P (But I thought people would think dreams would be his theme) Actually nobody has dreaming as their theme. His cousin Haruna would get closest though.
I called it Nightmare because it's both his dream and the theme of the stage. And it's challenging.

Masahiro's player script has the 5 elements as shot type, and his Trump Card (which is hard to unlock) is called Philosopher's Stone "Panacea", both indicating alchemy. Plus the player decription when you start up the game says his attack type is 5 elements.
Confusing stuff :]

To make it worse, Ryo's Nightmare stage will have one of the ladies (not himself) show off a theme totally unrelated to her own theme.

Panacea.,.. is something that all alchemists want to make right, to achieve that kind of thing is so hard, that i t will be considered as a DREAMLIKE OBJECT. :P
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: 4DMuffin on January 24, 2012, 12:41:11 AM
Can I maek musics? I'm pretty good at it BUT I can't do any ZUNpet stuff  :ohdear:

Alas, the limits of GarageBand...
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: puremrz on January 24, 2012, 09:44:23 PM
Can I maek musics? I'm pretty good at it BUT I can't do any ZUNpet stuff  :ohdear:

Alas, the limits of GarageBand...

Of course, the more the merrier. So far Excelsus and I are on it too, but it's progressing very slowly. (Especially me, since I'm just learning, and way too picky)
I'm messing around with FL, mostly collecting rare instruments. Such as the woodblock-ish sound you often hear at the beginning of Japanese theater. So if you need instruments, sound effects or soundfonts, I have plenty.
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: DX7.EP on January 24, 2012, 11:33:04 PM
I may be able to assist in the musical bits as well; I've got some musical gear (including ZUN's beloved SD-90) sitting around, and use a combination of Logic and Sonar.

However, I haven't gotten to playing this game yet; all I've heard of it are through puremrz over on the MC server, and thus will have to play it to get an idea of what to write ^^;;. Also, as I'm also working on my own stuff, probably what I may be able to assist with are covers and arranges of motifs or songs that you three send over (in MIDI, Garageband, Logic, or Sonar 8/X1 CWP format), as well as feedback. That might help with a more ZUN-esque sound.
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: Excelsus on January 24, 2012, 11:45:46 PM
I may be able to assist in the musical bits as well; I've got some musical gear (including ZUN's beloved SD-90) sitting around, and use a combination of Logic and Sonar.

However, I haven't gotten to playing this game yet; all I've heard of it are through puremrz over on the MC server, and thus will have to play it to get an idea of what to write ^^;;. Also, as I'm also working on my own stuff, probably what I may be able to assist with are covers and arranges of motifs or songs that you three send over (in MIDI, Garageband, Logic, or Sonar 8/X1 CWP format), as well as feedback. That might help with a more ZUN-esque sound.

Puremrz, said that it didnt have to be sound like ZUN, as long as it fits with the stage and characters' theme it will be fine.
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: DX7.EP on January 24, 2012, 11:57:09 PM
Ah, so it seems. Points still stand otherwise.
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: Yukari-Chan on January 24, 2012, 11:57:17 PM
Puremrz, said that it didnt have to be sound like ZUN, as long as it fits with the stage and characters' theme it will be fine.

Well, since I lack music experience, I'll just say this, Good Luck. Hope you are Successful!
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: puremrz on January 25, 2012, 11:27:25 AM
I may be able to assist in the musical bits as well; I've got some musical gear (including ZUN's beloved SD-90) sitting around, and use a combination of Logic and Sonar.

However, I haven't gotten to playing this game yet; all I've heard of it are through puremrz over on the MC server, and thus will have to play it to get an idea of what to write ^^;;. Also, as I'm also working on my own stuff, probably what I may be able to assist with are covers and arranges of motifs or songs that you three send over (in MIDI, Garageband, Logic, or Sonar 8/X1 CWP format), as well as feedback. That might help with a more ZUN-esque sound.

Yay! ^_^ Do you have any samples of things you made before?

In my first post you will find the link to the game, and a link to the current music.
Those songs are close to what I want the music to sound like, so you can use them as reference.

And yeah, I'm not aiming for ZUN-like per se. Of course there's no problem if it does sound ZUN-like, as long as it's good and suits the mood.
The game is quite slice-of-life like, like a visual novel, or the anime of it. Set in a normal world with no youkais and such (but with magic though), where they use danmaku as a game and dispute resolution. A la Yu-Gi-Oh.
Ah, it's best if you play it and see for yourself.
I said no youkais and such, because the enemies are just metaphores or something.

I should write up a more detailed list for what each song should sound like, maybe even make a topic for it. But right now I'm slurping down noodles at work, so that'll have to wait a bit :V
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: Excelsus on January 25, 2012, 11:55:14 AM
Yay! ^_^ Do you have any samples of things you made before?

In my first post you will find the link to the game, and a link to the current music.
Those songs are close to what I want the music to sound like, so you can use them as reference.

And yeah, I'm not aiming for ZUN-like per se. Of course there's no problem if it does sound ZUN-like, as long as it's good and suits the mood.
The game is quite slice-of-life like, like a visual novel, or the anime of it. Set in a normal world with no youkais and such (but with magic though), where they use danmaku as a game and dispute resolution. A la Yu-Gi-Oh.
Ah, it's best if you play it and see for yourself.
I said no youkais and such, because the enemies are just metaphores or something.


I should write up a more detailed list for what each song should sound like, maybe even make a topic for it. But right now I'm slurping down noodles at work, so that'll have to wait a bit :V

This is why, it is so hard to make good stage music, Puremrz :V, ah dealing with school works here, i wish my school closed down so i can get on the music.
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: DX7.EP on January 25, 2012, 12:55:04 PM
I tend to not upload most of my work, thought I intend on changing that.

Well, I am not really into writing ZUN-style, so that makes things easier, actually. :V

BRB downloading game and DNH, then.
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: puremrz on January 25, 2012, 01:31:50 PM
I tend to not upload most of my work, thought I intend on changing that.

Well, I am not really into writing ZUN-style, so that makes things easier, actually. :V

BRB downloading game and DNH, then.

DNH is included with it, like with CtC. Otherwise you'd get "missing player script" errors and such.

Excelsus: Pah, boss music is much harder! :P
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: Maav on January 25, 2012, 02:16:50 PM
Well, do you still have a version with the old soundtrack, even if it's "stolen" from anime and things? :C
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: puremrz on January 25, 2012, 03:39:15 PM
Well, do you still have a version with the old soundtrack, even if it's "borrowed" from anime and things? :C

It was in the first post, a little under the download link :V
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: Maav on January 25, 2012, 06:47:58 PM
Stealing is borrowing without letting the owners know of it. :P

Anyway, thanks. Didn't notice that. You can shoot me for that.

Edit:
It won't download on my end. o_o
Asked for a friend to DL it, he gets a trojan detection upon clicking the link. That doesn't happen with other mediafire links. x_x
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: puremrz on January 25, 2012, 08:14:39 PM
That's strange. Are you sure it's not detecting anything because of the ads you get?
And it won't download for me either right now, so I'll just remove it then.
Well, here's a video playthrough (old version), http://www.youtube.com/watch?v=-frXZJ8sKpk
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: Maav on January 25, 2012, 11:45:31 PM
Will download now. Gonna do an AV scan with the same antivirus software he uses to ensure that it was an ad-related positive, not file-related.

Avast said it's safe. :D
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: puremrz on February 08, 2012, 10:21:10 AM
How's the music making going?
I haven't been able to whip up anything myself, because I'm mostly working on the character art of next game.

Creating a face that will satisfy me takes very long... Moving the eyes, mouth and nose a bit can give you such different impressions of her face.
(http://i32.photobucket.com/albums/d49/puremrz/tomoquatro.jpg)
(I like the 3rd best, but... Maybe I can make it better if I use other eyes...) (...That's why I'll be busy for a while)

Ah, it's Tomoko again, but she's not important in this game. She just happened to come first. And I haven't drawn her glasses on yet by the way.


...And that game will also need music, whelp!
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: puremrz on March 17, 2012, 05:40:00 PM
I've been silent for a while now, that's because I've been busy drawing character art (see last post). So how about some info on Ryo's game?

I'm doing things quite different this time. Much more organised. The real fun of danmakufu is of course to make enemy scripts and stages.
But if you want to keep things as orderly as possible, it's best to save those for last. I certainly learned that during the making of Summer Interlude!
So I built a little chart of my ideal building order:

Code: [Select]
Player Script: The player script affects the game, and not the other way around. So this is best to do first.
-Shots
-Bombs
-Gui
-Mechanics

Main Menu: If you're willing to go as far as to make a full game that also has a main menu, don't wait with it.
-Main Screen
-Player Type Select
-High Score
-Spellcard Practise
-Stage Practise
-Start Game/Extra/Nightmare options

Main Mechanics: With the main menu out of the way, build the mechanics first, such as custom items and other small details
-Dialogue
-Boss sprites
-Custom Enemy Deaths

3D Backgrounds: Not many people like doing this. It is complicated and a drag after all. But when you get the hang of it, you can use the same layout for each stage.

Stages: Adding bosses and enemies. Fun stuff, not complicated at all compared to your previous ordeals.
-Bosses
-Enemies

Any Time: You can make spellcards whenever you want. But without the proper planning, you'll keep modifying them. (Like I did with custom health bars, include function, lack of knowledge)
-Spellcards
-Cutins
-Art


As for the next game's progress:
I'm messing around with cutscenes now to make them more dynamic and fun.  cooked up some fun ideas for that, like the option to make choices, a la visual novel, and cute animations.
But for now, I'm applying new techniques such as "functions" and "tasks" as a main part of scripting. (Yes, those are still very new to me! :V But they'll save a lot of time in the long run.)


Anyway, a random snapshot to get you wondering what the hell is going on here:

(http://i32.photobucket.com/albums/d49/puremrz/lolplaceholders.jpg)

Place-holder graphics galore!
-A recolored Masahiro with square familiars because I haven't made Ryo's sprites yet.
-A faceless Kurumi because I'm saving faces for the last. (Also, my scanner won't get the colors the way I want them)
-And the standard background!


By the way, do you know anyone who uses Supernatural Border in danmakufu?

Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: 4DMuffin on April 03, 2012, 09:41:22 PM
Kurumi is scary without her eyes and mouth...

Anyways puremrz I am working on the music for stage 1 but I am a bit busy with this: http://nolimits-exchange.com/coaster/incomplete-deathtrap-mini/5025 (http://nolimits-exchange.com/coaster/incomplete-deathtrap-mini/5025)

It's a fun rollercoaster I made but getting the bumps out IS SO FREAKING HARD.
Title: Re: *Full Game Released* Juuni Jumon - Summer Interlude (Looking for music artists)
Post by: puremrz on April 04, 2012, 05:22:39 PM
Kurumi is scary without her eyes and mouth...

Anyways puremrz I am working on the music for stage 1 but I am a bit busy with this: http://nolimits-exchange.com/coaster/incomplete-deathtrap-mini/5025 (http://nolimits-exchange.com/coaster/incomplete-deathtrap-mini/5025)

It's a fun rollercoaster I made but getting the bumps out IS SO FREAKING HARD.

Drawing the faces will be a pain. No matter how much I move the eyes and mouths around, it never looks good. (I'm picky) D:

Anyway, I'm glad you're still alive, looking forward to the music you're making.
Better hurry though, as I'm working hard on the next game.

Also, what game is that? It's not Rollercoaster Tycoon 3, is it?

*Goes back to making new enemy bullets and player bombs*
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: steamcat on April 10, 2012, 05:03:11 PM
http://www.youtube.com/watch?v=-5QU69A9P2Y&feature=youtu.be
There you go! Here is a sample of my music. If you'd like me to help just ask because I'm free as of now. ;)
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 10, 2012, 05:32:09 PM
http://www.youtube.com/watch?v=-5QU69A9P2Y&feature=youtu.be
There you go! Here is a sample of my music. If you'd like me to help just ask because I'm free as of now. ;)

For how long have you been making music? From the looks hears of this song,  I can suspect that you haven't made much music before. It sounds about the same as what I can do at my level.
I'm pretty strict when it comes to music, and judging from the two songs on your account, I'll probably reject a lot of samples. (Especially if they use only 1 instrument. :P)
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: チソウ タイゼン on April 10, 2012, 06:19:16 PM
I'm still hardly treading water when it comes to things such as music compositions, but if you would like, I can probably put stuff together.

Samples include the Stage 1-1 theme of my own shmup, Lunacy Star 2 (http://dl.dropbox.com/u/48264981/TheGreatCityHorror.mp3)
the second boss theme to it, (http://dl.dropbox.com/u/48264981/PresidentialPunchingWarrior.mp3)
a collection of the entire OST to the first in MIDI format (http://dl.dropbox.com/u/48264981/LunacyStarMusic.zip)


I completely understand if you reject my offer, I would reject me too (it's just that no one would compose for me so i tried to do it myself :getdown: )

I saw Fox Fanatic play through the game on YouTube- is all of that music from other stuff?
It's a shame, because I really liked the final boss theme. Where did it come from?
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: fondue on April 10, 2012, 06:29:27 PM
omfg sanity how did you


you inspired me to make music for this game aswell but I cant because I use fl studio 10
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: チソウ タイゼン on April 10, 2012, 06:34:56 PM
you inspired me to make music for this game aswell but I cant because I use fl studio 10

but i use fl studio 9
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 10, 2012, 06:35:35 PM
I'm still hardly treading water when it comes to things such as music compositions, but if you would like, I can probably put stuff together.

Samples include the Stage 1-1 theme of my own shmup, Lunacy Star 2 (http://dl.dropbox.com/u/48264981/TheGreatCityHorror.mp3)
the second boss theme to it, (http://dl.dropbox.com/u/48264981/PresidentialPunchingWarrior.mp3)
a collection of the entire OST to the first in MIDI format (http://dl.dropbox.com/u/48264981/LunacyStarMusic.zip)


I saw Fox Fanatic play through the game on YouTube- is all of that music from other stuff?
It's a shame, because I really liked the final boss theme. Where did it come from?

I like what you made, it's got a bit of a retro feel to it. That boss theme is great too! I'd love to hear more. ^_^

What I'm looking for in the music is that they will give you the same impression as the current music does.
The first stages being calm, the middle stages sounding Japanese, and the last stages tensing up.
As for the boss music, themes that fit their personality/danmaku theme. (And the last boss is just general epicness)

Quote
I would reject me too (it's just that no one would compose for me so i tried to do it myself :getdown: )
Same here, lol :V (Incidentally, yesterday I got the 3DSware "Rytmik Retrobits" for my 3DS, so I can spend more time practising music without needing my pc)


-Actually, I've been wondering where the final boss theme comes from too. I'm 80% sure I found it somewhere in a game's soundtrack on YouTube, but I never managed to find the source. :(


Edit: You people move fast, 2 posts while I was replying :V
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: steamcat on April 10, 2012, 06:39:32 PM
For how long have you been making music? From the looks hears of this song,  I can suspect that you haven't made much music before. It sounds about the same as what I can do at my level.
I'm pretty strict when it comes to music, and judging from the two songs on your account, I'll probably reject a lot of samples. (Especially if they use only 1 instrument. :P)
That's okay! I actually have made other songs but these were me expirimenting with a new music studio and using youtue to put links to other places. But no I am certainly not the best musician, but I'll try one more song see if I can include another instrument. But it looks like I'm getting pretty out done by everyone. (I can only play the piano :P)
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: チソウ タイゼン on April 10, 2012, 06:43:58 PM
I like what you made, it's got a bit of a retro feel to it. That boss theme is great too! I'd love to hear more. ^_^

"surprised" doesn't even begin lol

Quote
What I'm looking for in the music is that they will give you the same impression as the current music does.
The first stages being calm, the middle stages sounding Japanese, and the last stages tensing up.
As for the boss music, themes that fit their personality/danmaku theme. (And the last boss is just general epicness)

I'll have to actually play the game :>

Oh, well, sure. I did just get Danmakufu configured on my home computer after all, I don't see why not.
(some weird business due to applocale that got sorted out now)
(and now i can curse at marine benefit's ludicrous lunatic mode)

Quote
Edit: You people move fast, 2 posts while I was replying :V

I am in programming class. This is what I do.


I'll see if I can get anything out to you within a few days. The last thing I made was the fourth boss theme in LS2, and that was on 30 March.
(I am tabling the game for a little bit anyway, to focus on an RPG competition that will last three months, so I figure that leaves me plenty of time :] )
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 10, 2012, 06:52:25 PM
Oh, well, sure. I did just get Danmakufu configured on my home computer after all, I don't see why not.
(some weird business due to applocale that got sorted out now)
(and now i can curse at marine benefit's ludicrous lunatic mode)

You don't actually need Applocale for my game though. There are no weird foreign characters in any of the scripts, so the game will work fine even without Applocale.
You do need to run it on the danmakufu that comes with it though. Some people dumped it in their own danmakufu folder, resulting in a "player character is missing lol" error.

Retro: The main instrument reminded me a bit of older games :( (Also, blame Rytmik Retrobit)
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: fondue on April 10, 2012, 06:53:11 PM
@puremrz
Give me a stage atmosphere. any one and ill see if I can beat Taizen at it >:D
Probably wont though. im just bored
I am talking about music

EDIT: Taizen it is then.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 10, 2012, 07:01:42 PM
@puremrz
Give me a stage atmosphere. any one and ill see if I can beat Chisou Taizen at it >:D
Probably wont though. im just bored

lol :V

In that case, I'm curious what you can make of the stage 4 theme. It's the Japanese festival ("matsuri" just in case you didn't know yet (omg)) stage. Tanabata themed.
Currently I'm using this song: http://www.youtube.com/watch?v=QS50NvcfZKc because it has the right cheerful mood to it. The instruments are also nice, but it's missing the real matsuri feel though, like drums
If you need Japanese instruments/soundfonts, I collected a lot, so I can PM them to you.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: チソウ タイゼン on April 10, 2012, 07:02:21 PM
@puremrz
Give me a stage atmosphere. any one and ill see if I can beat Chisou Taizen at it >:D
Probably wont though. im just bored
I am talking about music

Taizen, if you will.
(weird japanese backward name convention.)

Allow me to make it easy for you:
something horrible i put together in six minutes because let's not realize that class is over (http://dl.dropbox.com/u/48264981/aharsnagha.mid)
(and that's with calm in mind haha first stage forest)

I usually take at least 45 minutes or so to make things, and this is usually how all my midis (and by extension MP3s as my MP3s are reskinned midis) begin. Terribly sorry ;_;

I'll take another crack at it sometime. I haven't composed in days, so something will hit me soon enough.

Now if you'll excuse me, I'm going to be late to pre-calculus.
CONIC SECTION ROTATIONS.

~Taizen
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: fondue on April 10, 2012, 07:03:29 PM
lol :V

In that case, I'm curious what you can make of the stage 4 theme. It's the Japanese festival ("matsuri" just in case you didn't know yet (omg)) stage. Tanabata themed.
Currently I'm using this song: http://www.youtube.com/watch?v=QS50NvcfZKc because it has the right cheerful mood to it. The instruments are also nice, but it's missing the real matsuri feel though, like drums
If you need Japanese instruments/soundfonts, I collected a lot, so I can PM them to you.
YAY! Wait a minute...OH SHI-
Well whatever ill do it for money fun. Please PM me the soundfonts :D
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: fondue on April 10, 2012, 07:08:33 PM
something horrible i put together in six minutes because let's not realize that class is over (http://dl.dropbox.com/u/48264981/aharsnagha.mid)
~Taizen
Actually, with a bit of editing it sounds like a very eerie giant dolls house stage. Not for Alice, for some reason.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 10, 2012, 07:18:58 PM
Actually, with a bit of editing it sounds like a very eerie giant dolls house stage. Not for Alice, for some reason.

To me it sounds like it will go great with "Pick a box. Its contents will help you on your way." :V
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: fondue on April 10, 2012, 09:09:10 PM
Oh God.
Guess what i'm gonna say.
Sanity wins.
Yes he does and i've made a fool of myself.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: チソウ タイゼン on April 12, 2012, 12:40:53 AM
Hurk

Game's too hard :getdown:

Never before have I been driven to tears by a second stage boss on Normal Mode


i would love to make music
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: TheTeff007 on April 12, 2012, 03:52:21 AM
The only Trump Cards I cannot Unlock are Haruna's (Just how do you pass most bosses without hitbox!?), Tomomi (Are you freaking kidding me!?) and Shinichi (No Way! That's Impossible!)

Oh, and the Witches one, but that's because I haven't played a lot lately
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 12, 2012, 07:06:08 AM
Hurk

Game's too hard :getdown:

Never before have I been driven to tears by a second stage boss on Normal Mode


i would love to make music

Oh it's not that hard :V I can easily finish the game with about 5 lives left on normal, better than SA, UFO, 10D, MoF... any Touhou game actually. But then again, I made the thing.
But just stick with Easy for now. And try spellcard practise when you clear Easy. You can practise any difficulty if you've unlocked the spellcard. And that goes for stage practise too.

The only Trump Cards I cannot Unlock are Haruna's (Just how do you pass most bosses without hitbox!?), Tomomi (Are you freaking kidding me!?) and Shinichi (No Way! That's Impossible!)

Oh, and the Witches one, but that's because I haven't played a lot lately

Yeah, those are quite insane aren't they? Just remember to play on Easy mode. Capturing their Trump Cards is harder than unlocking them >:D (Except maybe Tomomi's. Hers isn't even danmaku)
...I could modify the requirements a bit though. -50% focus time. 5 lives. 5 bombs.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: チソウ タイゼン on April 12, 2012, 06:21:21 PM
Oh it's not that hard :V I can easily finish the game with about 5 lives left on normal, better than SA, UFO, 10D, MoF... any Touhou game actually. But then again, I made the thing.

Not related to your game:

I invite you to play Lunacy Star :getdown:
I can beat the Normal Mode with 12 lives left in stock, and it gave Jaimers a little bit of trouble.
(Then again it was a first play. But oh well.)
(Then again again he did clear.)
(And it took me several tries to clear the first time.)
(You get my point. It's really flippin hard. ._. )

Or rather, wait until the second one is done because it's easier.

Related to your game:

Since I know what I'm working with in regards to the moods that are being set out, I'm starting work on it. ;)
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 12, 2012, 07:21:43 PM
Not related to your game:

I invite you to play Lunacy Star :getdown:
I can beat the Normal Mode with 12 lives left in stock, and it gave Jaimers a little bit of trouble.
(Then again it was a first play. But oh well.)
(Then again again he did clear.)
(And it took me several tries to clear the first time.)
(You get my point. It's really flippin hard. ._. )

Or rather, wait until the second one is done because it's easier.

Related to your game:

Since I know what I'm working with in regards to the moods that are being set out, I'm starting work on it. ;)

*Played and replied in your topic*

Ah, your game's music sounds quite fit for a shooting game with lots of machinery in it. So you'll have to step out of that habit if you're working on the music for my game because there are no mechs in it. :V
(Well, Shinichi's theme is close enough: War and tactics. But I won't need his theme until the 2nd game.)
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Thanuris on April 17, 2012, 05:05:18 AM
Since Danmakufu decided to stop making me suffer, i was able to play this! These are my opinions (played it on easy and normal because lunatic is too crazy and i have yet to try hard, but i did clear some cards on lunatic):

1) The first stages are too long.
2) The boss fights were really enjoyable, but there were some "unfair" patterns ("The Moon is Orange because It's made Out of Cheddar" was too hard for a Stage 2 and i'm not sure if you can clear it all the time)
3) Some elements are kind of bad, like Metal and Water (Metal's bomb mechanic is really nice, but the power of the shot isn't good enough compared to Fire and Wood).

The story was nice, and i liked the characters,so i'll be waiting for the next game!
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 17, 2012, 05:38:47 PM
Since Danmakufu decided to stop making me suffer, i was able to play this! These are my opinions (played it on easy and normal because lunatic is too crazy and i have yet to try hard, but i did clear some cards on lunatic):

1) The first stages are too long.
2) The boss fights were really enjoyable, but there were some "unfair" patterns ("The Moon is Orange because It's made Out of Cheddar" was too hard for a Stage 2 and i'm not sure if you can clear it all the time)
3) Some elements are kind of bad, like Metal and Water (Metal's bomb mechanic is really nice, but the power of the shot isn't good enough compared to Fire and Wood).

The story was nice, and i liked the characters,so i'll be waiting for the next game!

I'm glad you managed to play it. Did it cause any lag at moments? Some spellcards can get rather heavy, especially when object bullets are used and I used arrays to move them (=Inefficient, and quick to lag stuff) (But I got better at fixing that for the next game!)

1- Did you think the first stages were too long? Most people won't say anything about the length of the game until stage 4-5 :V
Yeh, it's a bit too long. I had so much fun making stages, I ended up not noticing how huge the game became. lol... >_>

2- Oh? You're not the first to say Amaya is too strong. I wonder why... I think she's really easy myself, even the spellcard with the long name. It's just a matter of moving in circles. I'd make a video, but I'm waiting for a reply from my nephew who knows a really nice program for that that can both record and edit videos.

3- I tweaked the shot types so many times. At one time, water was one of the best, and earth too. Then I ended up changing water to an all-round type, best used for mowing down enemies, but not so against bosses.
Fire still rules all though. Thanks to the extended reaction time you get for counter bombing.

I'm going to update it again soon. The penalty you get when changing types should be a lot lower. And the Nightmare stage is a tiny bit too hard right now.


As for my next game, I've practically finished the awesome player script (missing some graphics though), and other mechanics such as talking events.
I have the whole thing planned out already, but making art costs so much time. There are 3d backgrounds, character sprites, character portraits, new enemies, tons of new bullets, the gui, the main menu... Phew!
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: MMX on April 17, 2012, 07:56:23 PM
I still haven't played this game, but i'm curious. Does elements changing affect anything but player's shot/bomb behaviour, or there are some weapon_choosen/boss's_weakness combos like in MegaMari for example?
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 17, 2012, 08:08:14 PM
I still haven't played this game, but i'm curious. Does elements changing affect anything but player's shot/bomb behaviour, or there are some weapon_choosen/boss's_weakness combos like in MegaMari for example?

Each boss has their own weakness to certain elements. In Nightmare, the enemies do too.
Different elements also give you certain special skills, like an increased item collection radius or the ability to keep unused bombs when you die.
And the shots + bombs differ per element of course.
I'll lower the cost of switching types when I update again. It shouldn't matter much for the main game, but you need to switch a lot in the Nightmare stage.


...In my attempts to record myself beating Amaya's cheese spellcard, I once again discovered that decent (and free) video editing software is hard to find.
And I'll lower her health on Hard/Lunatic. Even though she has just as much HP on Easy as on Lunatic, the latter takes much longer to kill, near timeout, because you'll be dodging like mad.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Thanuris on April 18, 2012, 01:27:06 AM
I only had lower FPS on Yohno's Extra spell card, but it runs smoothly on Spell Practice...

And the last stages being long is alright, but the Stage 1 is TOO long!
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: 4DMuffin on April 22, 2012, 12:00:54 AM
Stage 1 Theme Preview here!

http://www.4shared.com/music/R6_yLJ1K/A_Forest_Of_Summer__preview_.html
 (http://www.4shared.com/music/R6_yLJ1K/A_Forest_Of_Summer__preview_.html)

hope you like it :D
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 22, 2012, 08:50:57 AM
Stage 1 Theme Preview here!

http://www.4shared.com/music/R6_yLJ1K/A_Forest_Of_Summer__preview_.html
 (http://www.4shared.com/music/R6_yLJ1K/A_Forest_Of_Summer__preview_.html)

hope you like it :D

It's great! No, it's awesome! No, it's...

(http://i32.photobucket.com/albums/d49/puremrz/RainbowTomoko.jpg)

That's what it is like!
(I really like it)
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: 4DMuffin on April 22, 2012, 04:19:32 PM
wat




Yeah I might not be able to finish it this week because THERE IS THIS STUPID STANDARDIZED TEST THE WHOLE STATE IS TAKING I MUST DO FOR 4 DAYS AND IT WILL NOT BE FUN. :( :( :( :( :( :(



Also can you make a spellcard for me puremrz????
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 22, 2012, 04:33:06 PM
wat




Yeah I might not be able to finish it this week because THERE IS THIS STUPID STANDARDIZED TEST THE WHOLE STATE IS TAKING I MUST DO FOR 4 DAYS AND IT WILL NOT BE FUN. :( :( :( :( :( :(



Also can you make a spellcard for me puremrz????

Ohnoes :O

I can make you a spellcard. What kind of spellcard are you looking for?
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: 4DMuffin on April 23, 2012, 08:18:19 PM
Kinda like Miko's Guse Flash/Cannon/whatever but kinda like a survival, where it gets harder as time goes on. Also you are kinda pushed back like Utsuho's final card but in reverse. That is all  :)
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Hinacle on April 23, 2012, 11:51:41 PM
It's a great game but, some stages drag on longer than they should. Like stage 3 where it seems like your trying to drag the stage even though it feels like it should have a ended awhile ago. Oh and how does the metal bomb work?
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: チソウ タイゼン on April 24, 2012, 12:06:47 AM
You suction up bits of metal that appear from bullets and at the last second Masahiro will burst them at the boss.

At least, as far as I've figured it out.
I thought it was the Master Spark at first.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 24, 2012, 10:41:54 AM
It's a great game but, some stages drag on longer than they should. Like stage 3 where it seems like your trying to drag the stage even though it feels like it should have a ended awhile ago. Oh and how does the metal bomb work?

I shortened stage 3 about 5 times, and it's still too long :V Just wait until you see stage 4.
Next game will be shorter!

You suction up bits of metal that appear from bullets and at the last second Masahiro will burst them at the boss.

At least, as far as I've figured it out.
I thought it was the Master Spark at first.

Metal Spaaaaark!
That's right, with a bit of timing you can collect ~90% of the metal orbs and launch them at an enemy you wish to destroy. It's quite gimmicky.

Ryo's attack type (whose game I will probably call "Juuni Jumon - Cultural Festival") is quite different from Masahiro's. He uses ninja skills and weapons, and is really fun to play with.
That reminds me to draw his last 2 familiars before my break is over... *hurries*
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Yao-Kun on April 25, 2012, 01:45:10 AM
I played this game, and my first try quite bad, I can reach stage 4 mid-boss (being backstabbed not funny)
IMO, this game very well made, but I think you should input some delay between spellcard break and next attack to give opportunity collect item.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: チソウ タイゼン on April 25, 2012, 02:15:22 AM
That too.
Amaya's nonspells frown upon players who enjoy the POC :ohdear:
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Thanuris on April 25, 2012, 02:57:37 AM
By the way...

Anyone knows where the themes of Amaya and Kurumi/Hotaru are from?
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Yao-Kun on April 25, 2012, 02:14:25 PM
And, here goes my 3rd attemp at normal  :V
I can reach stage 6 mid-boss, and recording it while playing (holy shit it's 45 minutes play).
I'll upload that vid tomorrow, it's freakingly huge (59.3 GB uncompressed), and I'm tired from working.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 25, 2012, 05:08:45 PM
And, here goes my 3rd attemp at normal  :V
I can reach stage 6 mid-boss, and recording it while playing (holy shit it's 45 minutes play).
I'll upload that vid tomorrow, it's freakingly huge (59.3 GB uncompressed), and I'm tired from working.
Nearly 60 Gb? That's huge! But I bet the quality will be great too.
It's a shame replays mess up so easily in danmakufu. I hope to find a solution for the next game.
Until then, maybe splitting it to 6 parts (one for each stage) will make it easier to record?
I can reach normal mode's final battle with quite a few lives left. But that battle lowered my life count quite a bit. So don't get your hopes too high for reaching the midboss without continuing :V
You're using the latest version, right? It's shorter than the first "beta"release. A bit.

By the way...

Anyone knows where the themes of Amaya and Kurumi/Hotaru are from?
Stage 2, Amaya's is "SHUFFLE! - Don't Be Afraid" http://www.youtube.com/watch?v=H6Q7h5IUsSQ
And stage 4, Kurumi and Hotaru's is "Ys Seven - A Sunbacked Throb" http://www.youtube.com/watch?v=skcxeW__I8Y
At least, until the custom music is done.
(And I don't know where stage 6's boss music is from :()

I played this game, and my first try quite bad, I can reach stage 4 mid-boss (being backstabbed not funny)
IMO, this game very well made, but I think you should input some delay between spellcard break and next attack to give opportunity collect item.
The name warns you - Yoji Gakure "Backstabber" :V
It's best not to go up between attacks, as you don't really need to go up to collect the items in this game: They're pretty close together. But I guess habits from Touhou stay!
I'll increase the time between attacks for the next game. I'll have to, because there'll be some new items that don't fall.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Thanuris on April 25, 2012, 05:20:24 PM
The stage 6 boss music is this (http://www.youtube.com/watch?v=5t3y29tIFno&feature=related)

And thank you for telling me the names of the songs!
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Yao-Kun on April 25, 2012, 05:24:29 PM
Nearly 60 Gb? That's huge! But I bet the quality will be great too.
It's a shame replays mess up so easily in danmakufu. I hope to find a solution for the next game.
Until then, maybe splitting it to 6 parts (one for each stage) will make it easier to record?
I can reach normal mode's final battle with quite a few lives left. But that battle lowered my life count quite a bit. So don't get your hopes too high for reaching the midboss without continuing :V
You're using the latest version, right? It's shorter than the first "beta"release. A bit.

Done compressed, video quality quite good, but their conversation unreadable, I'll put annotation when done upload it.
Yes, I'm using the latest version, still long gameplay, but it's okay, make this 1st long danmaku gameplay  :3
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 25, 2012, 05:35:16 PM
The stage 6 boss music is this (http://www.youtube.com/watch?v=5t3y29tIFno&feature=related)

And thank you for telling me the names of the songs!
No wonder I couldn't find it, it's a remix! (Yay I know the music now, my life is complete *ascends to a higher plane of existence*)

Done compressed, video quality quite good, but their conversation unreadable, I'll put annotation when done upload it.
Yes, I'm using the latest version, still long gameplay, but it's okay, make this 1st long danmaku gameplay  :3
I hope many people will watch the video, might help promoting the game :D
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Yao-Kun on April 26, 2012, 02:32:35 AM
I did it, I clear normal 1cc with 3 lives left at 5th attemp  :V
My reaction at final spellcard : WTF is this, almost impossible to dodge!
... Why my replay messed up?? I watch it and lost all lives at very beginning  :ohdear:
Anyway, extra mode music, I think I've heard that but forget what music.

EDIT : Video now are uploading, please wait 100 minutes until done.
Done, you can see here (http://www.youtube.com/watch?v=MAMMVsi89yg).
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 26, 2012, 09:09:19 AM
I did it, I clear normal 1cc with 3 lives left at 5th attemp  :V
My reaction at final spellcard : WTF is this, almost impossible to dodge!
... Why my replay messed up?? I watch it and lost all lives at very beginning  :ohdear:
Anyway, extra mode music, I think I've heard that but forget what music.

EDIT : Video now are uploading, please wait 100 minutes until done.
Done, you can see here (http://www.youtube.com/watch?v=MAMMVsi89yg).

Woohoo!
I think you should've just continued and finished the game, you were so close to the end. D:
Can you put "puremrz's description:" above my quote? Knowing YouTube, people will only read half of what's written, and then start asking you all the questions, thinking you made the game. :V
And put up my YouTube channel as well? http://www.youtube.com/user/w00tcake?feature=watch
Aaaaand can you link to the first page of this topic instead of Mediafire? I update the files every now and then, so your links will break when I do. The real music is still being worked on, and I still have to make a minor update to the game.
[/messy post]

Now try Hard!
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Yao-Kun on April 26, 2012, 09:26:06 AM
And, done :P
Yes, I consider to continue, but it says "You can't get any spellcard because you use continue" (or something like that)
Well I'm gonna try extra mode first.
Anyway check again my description at youtube, just in case I messed something again.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 26, 2012, 10:39:31 AM
And, done :P
Yes, I consider to continue, but it says "You can't get any spellcard because you use continue" (or something like that)
Well I'm gonna try extra mode first.
Anyway check again my description at youtube, just in case I messed something again.

The message you get after continuing means you can't unlock any more spellcards and stages for spellcard practise. You can continue the game normally, except the ending/credits is missing.
Good luck with Extra, it's tough! (and the stage is really long)

Oh, and maybe you should write in the description of the video that you didn't complete the game because you continued. It might disappoint watchers who thought they were watching a full run-through of the game.
Although this way it won't spoil the final boss "Play it yourself to see the ending of the story!"

*Cough* Remember the annotations over the blurry text? *cough* [/giving you too much work]
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Yao-Kun on April 26, 2012, 11:20:55 AM
*Cough* Remember the annotations over the blurry text? *cough* [/giving you too much work]

Let player see their dialogue themselves  :derp: (because I'm lazy to put it lol)
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 26, 2012, 11:25:41 AM
Let player see their dialogue themselves  :derp: (because I'm lazy to put it lol)

Good argument! :V

And the extra stage's music is Atelier Iris 2 - Exploration At The Beach: http://www.youtube.com/watch?v=gOAPwlymaQ8
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Yao-Kun on April 27, 2012, 02:08:53 AM
YESSSSSS, I CLEARED EX MODE!!
So damn extreme, but at last I cleared it  :3
Here's (http://www.youtube.com/watch?v=km5eEG4XuTg&feature=youtu.be) EX clear video  :V
Now, let's pack thing for Nightmare mode!!
N.B. nice choice for last battle music, that's my favourite YS music  :D
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 27, 2012, 10:42:12 AM
YESSSSSS, I CLEARED EX MODE!!
So damn extreme, but at last I cleared it  :3
Here's (http://www.youtube.com/watch?v=km5eEG4XuTg&feature=youtu.be) EX clear video  :V
Now, let's pack thing for Nightmare mode!!
N.B. nice choice for last battle music, that's my favourite YS music  :D

Nice! Everyone picks fire because of its death-bomb time :P
If you think Nightmare is too hard right now, wait until I get home and update it. Nightmare will become a bit easier in that version. (Bosses will have less HP, and minor spellcard alterations) (And some Trump Cards will be easier to unlock)
You should try the Trump Cards too some time, they're nearly impossible :V
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Zil on April 27, 2012, 01:46:58 PM
I just started playing, so I've not seen much yet, though I have some questions.

What do the stats Powering Speed, Versatility, and Accuracy do? I assume Strength is shot damage and Bomb is bomb damage, but I'm not sure about the others.

Also, there is a power number on the side (xxx/150) which seems to be how many power items you pick up, but there is also a vertical bat that says power under it. Is the bar just another display for power items, or does it mean something else?

Sorry if these were explained somewhere and I missed it. :V
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 27, 2012, 01:54:22 PM
I just started playing, so I've not seen much yet, though I have some questions.

What do the stats Powering Speed, Versatility, and Accuracy do? I assume Strength is shot damage and Bomb is bomb damage, but I'm not sure about the others.

Also, there is a power number on the side (xxx/150) which seems to be how many power items you pick up, but there is also a vertical bat that says power under it. Is the bar just another display for power items, or does it mean something else?

Sorry if these were explained somewhere and I missed it. :V


Powering speed is how fast you get new familiars. The more familiars a type has, the quicker it gets stronger, which is more important for the first 2 stages and doesn't matter if you're at full power.
Versatility is how many different things you can do with your element. Metal only shoots forward in 1 direction, so it has a low versatility. Fire shoots forward, but you can stick it in one place by focussing, so it has a higher versatility. Earth flies in many directions, high versatility.
Accuracy is how much the bullets aim at one spot. High for metal (straight beams), low for earth (scattered shots). Not exactly the opposite of Versatility, but close to it.

The vertical bar is just a quick color-coded display for your power level. It saves you the distraction of reading the number/150. ;)
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Yao-Kun on April 27, 2012, 02:23:48 PM
Okay, my 1st impression on Nightmare : not so difficult until death fairy and boss
And,
holy shit the boss has so much health!!
Even I have 6 lives, I can survive until 4th spellcard...

EDIT : Manage until last spellcard but dead (dude, that 2nd card before last is crazy)
All of my Bombs gone at last nonspellcard, doh!
Well, hope you'll make it more balance, IMO Nightmare almost impossible (or maybe just me)
List spellcard that I can capture (http://s413.photobucket.com/albums/pp218/archaozz/?action=view&current=snapshot000a.jpg) (I give up for the rest)
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 27, 2012, 06:50:55 PM
Okay, my 1st impression on Nightmare : not so difficult until death fairy and boss
And,
holy shit the boss has so much health!!
Even I have 6 lives, I can survive until 4th spellcard...

EDIT : Manage until last spellcard but dead (dude, that 2nd card before last is crazy)
All of my Bombs gone at last nonspellcard, doh!
Well, hope you'll make it more balance, IMO Nightmare almost impossible (or maybe just me)
List spellcard that I can capture (http://s413.photobucket.com/albums/pp218/archaozz/?action=view&current=snapshot000a.jpg) (I give up for the rest)

You are in luck! I nerfed Nightmare a bit, gave the boss less health, made the 5th, 8th and 9th spellcards easier too (especially 9th).
Furthermore, losing a life costs only 10 power, and switching costs 4. So be sure to adjust your element to the situation. Did you switch elements during the stage portion?
Also there's a bigger death response time for all elements, so try out the others too. Metal works wonders now combined with its big item collection radius.

http://www.mediafire.com/?iwb9f36xrfdi8e5 1.4!
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Yao-Kun on April 28, 2012, 04:07:33 AM
Well, I prefer use fire since longer deathbomb and standby option  :P
Anyway, this is my Nightmare Clear (http://www.youtube.com/watch?v=HFif53aOS1o)
Now I want to finish my Touhou GTA  :3
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: チソウ タイゼン on April 28, 2012, 04:36:26 AM
Well, I prefer use fire since longer deathbomb and standby option  :P
Anyway, this is my Nightmare Clear (http://www.youtube.com/watch?v=HFif53aOS1o)
Now I want to finish my Touhou GTA  :3



Wow. That's ridiculous.

Welp! Now I know what to out-do in my extra!
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Hinacle on April 28, 2012, 05:06:49 AM
I really love the patterns in this game. One question though what is the hit box on those bubble-like bulllets?
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 28, 2012, 08:36:56 AM
I really love the patterns in this game. One question though what is the hit box on those bubble-like bulllets?

It's where the light part of the bullet begins. Approximately.

Well, I prefer use fire since longer deathbomb and standby option  :P
Anyway, this is my Nightmare Clear (http://www.youtube.com/watch?v=HFif53aOS1o)
Now I want to finish my Touhou GTA  :3
Awesome! You made it seem easy with 3 lives left!
Now I'll try it too, since I haven't cleared Nightmare yet.
Edit: Finished it, last life, no bombs, phew!
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: MMX on April 28, 2012, 07:23:16 PM
Anyway, this is my Nightmare Clear (http://www.youtube.com/watch?v=HFif53aOS1o)
Just watched this. Some patterns are pretty ridiculous, but firebomb is ridiculous too, so it looks kinda unbalanced, but doable.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Zil on April 28, 2012, 10:26:30 PM
Holy crap this game is good. I wish I didn't have such terrible input lag so I could actually play it properly! Someday, when I have a better computer, I'll try Lunatic mode.

As it is I'm having trouble with Normal. You wouldn't be against telling me which bosses are weak to which element, would you?

Oh, and thanks for the quick reply with the info from before. :V
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 29, 2012, 08:03:08 AM
Holy crap this game is good. I wish I didn't have such terrible input lag so I could actually play it properly! Someday, when I have a better computer, I'll try Lunatic mode.

As it is I'm having trouble with Normal. You wouldn't be against telling me which bosses are weak to which element, would you?

Oh, and thanks for the quick reply with the info from before. :V

You said bosses, so:

Amaya, ?? and Takeo are weak to Wood.
Hotaru, ?? and Sayuri are weak to Earth.
Setsuko, ?? and Shinichi are weak to Water.
??, Mai and Tomomi are weak to Fire.
Kurumi, ?? and ?? are weak to Metal.
The final boss has no weakness.
The question marks are mid-bosses, but I'll let you figure those out. ;)

Be sure to master death-bombing, you'll need it! Although with the Fire element that everyone is using it's really easy to death-bomb... But since the last update, the other elements also have a long death-bomb time!
Metal is really good, for collecting items and its focussed shot. And Earth for killing enemies. And Water for... uh... And Wood is very strong too. ._.


Soon I'll upload a video that shows off the next game's character script for Ryo. And if I don't, remind me of it.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Zil on April 29, 2012, 08:44:32 AM
I've mostly been using the wood type because it's strong and gets more items, which translates into more lives. Personally I've never been one to rely on deathbombing for survival, so is there some reason I should worry about it other than just saving myself? Relying on deathbombs with my level of input lag would be... questionable.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: fondue on April 29, 2012, 09:18:25 AM
Holy hell this game is amazing as fuck
I would totally buy this
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 29, 2012, 09:30:54 AM
I've mostly been using the wood type because it's strong and gets more items, which translates into more lives. Personally I've never been one to rely on deathbombing for survival, so is there some reason I should worry about it other than just saving myself? Relying on deathbombs with my level of input lag would be... questionable.

Nah, no need to rely on them. It's just that things can get a little tough in Extra/Nightmare. Luckily there's Spellcard Practise.
But I may need to nerf Extra a bit more...

Holy hell this game is amazing as fuck
I would totally buy this

8)
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Yao-Kun on April 30, 2012, 03:56:40 AM
28 minutes of fail (http://www.youtube.com/watch?v=PbKtg7jZ6IA&feature=youtu.be) from last word  :getdown:
Now let's hear other opinion about this spellcard.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 30, 2012, 08:44:50 AM
28 minutes of fail (http://www.youtube.com/watch?v=PbKtg7jZ6IA&feature=youtu.be) from last word  :getdown:
Now let's hear other opinion about this spellcard.

I normally get sick of it after 5 minutes :V
Just tried it again myself, and I got this far after about 25 tries: http://www.youtube.com/watch?v=9EJQKhXQ3PE&feature=youtu.be
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: OverCoat on April 30, 2012, 12:46:44 PM
What's with all the projects on these forums that need composers?

Are you still looking for one? How much music do you need?
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 30, 2012, 06:04:36 PM
What's with all the projects on these forums that need composers?

Are you still looking for one? How much music do you need?

I still need composers. The menu music is done, and someone is working on stage 1. I still need songs for the rest of the stages and bosses.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: Yao-Kun on April 30, 2012, 06:36:05 PM
At last  :V
(http://i413.photobucket.com/albums/pp218/archaozz/snapshot002a.jpg) (http://i413.photobucket.com/albums/pp218/archaozz/snapshot001a.jpg)
5 hours streak practice, now I need to resting my hand.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 30, 2012, 06:43:00 PM
At last  :V

5 hours streak practice, now I need to resting my hand.

I'm surprised you didn't unlock Kurumi's (capture 25 spellcards in 1 run) and Ryo's (graze 2500 bullets in 1 run) Trump Cards yet. I'm not suprised about Hotaru's though :V (Now unlock Takeo's >;D)
Good job on capturing Tomoko's and Ayano's, those are really tough. And False Awakening too.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: TheTeff007 on April 30, 2012, 07:46:25 PM
I haven't unlocked Kurumi's, Tomomi's, Haruna's, Shinichi's and the Witches.

I haven't captured Tomoko's, Youko's, Mai's and Ryo.

All the other are under my possesion. I think that my current spellcard points are 300 or so...
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on April 30, 2012, 08:34:14 PM
I haven't unlocked Kurumi's, Tomomi's, Haruna's, Shinichi's and the Witches.

I haven't captured Tomoko's, Youko's, Mai's and Ryo.

All the other are under my possesion. I think that my current spellcard points are 300 or so...

Did you download version 1.4? It makes it easier to unlock Tomomi's, Haruna's, and Shinichi's Trump Cards.
Just open the script folder, and backup Juuni Jumon - Full Game_save.dat so you don't lose your save data.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: TheTeff007 on May 01, 2012, 08:42:49 PM
Uuhh.... downloading now...
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: SuccinctAndPunchy on May 20, 2012, 03:17:01 PM
Just played this game from start to finish.

First problem I had was getting the game to run, running config didn't seem to help much. But running a spellcard under the "Single" option, letting that crash and kick me out to the danmakufu main menu and then booting the game up seemed to get it working just fine so whatever! Moving on!

It just worries me since I have another Danmakufu project I'm waiting on and I will cry if I can't get it working since I've been looking forward to it for so long.

It looks fantastic and has a very unique twist on the formula. I really have the commend the whole effort here, you really pulled out all the stops, creative spellcards, interesting gameplay mechanics, absolutely gorgeous looking background and sprite work. It's a fine specimen of a shooter game and one I would whole heartedly recommend to anyone

The only real problem I have with how it plays is that of it being absurdly difficult when compared to standard Touhou fare. Consider this anecdotal evidence but I am a person who managed to 1cc UFO Normal on his first time playing said mode after playing through Easy to get the grasp of the UFO mechanic, so I consider myself decent enough to be able to 1cc Normal in a couple of tries.

I played up until about Stage 3 on Normal to get used to the mechanics and also because the game crashed thereafter because I thought I'd be bright and unplug my sodding controller mid-game.   :V

I ended up burning three continues before finishing, I don't really know what you were going for with difficulty balancing but this game Normal is leagues above a standard Touhou game, even considering this game gives you a crapton of time to deathbomb. 

Also, you seem to have a great many spellcards that arbitrarily kill you for being in the wrong place at the wrong time. Tree Of Life spawns bullets directly on top of you with no warning, Tomoko's "loads a bubbles" nonspell will kill you if you're more than a third up the screen and Dancing Furin which will probably kill you immediately if you're not hugging the bottom outright. While they're not a huge problem since planning and practice will have you overcome these kinds of spellcards quite fast I find it really, really annoying to do since it seems to run counter to the strategy of positioning fire familiars directly under the boss to shotgun them for massive damage.

Unlimited continues is a great idea regardless, limited continues in games are dumb and need to GTFO.

Besides my gripes with the game being crazy hard it's an incredibly good game all around. Really well done!
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: 4DMuffin on May 20, 2012, 04:01:34 PM
I have a thought, puremrz...

Are you going to put a music room into your game and stuff ?

It would have the songs and comments, like ZUN does, you know.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on May 20, 2012, 06:20:03 PM
I have a thought, puremrz...

Are you going to put a music room into your game and stuff ?

It would have the songs and comments, like ZUN does, you know.


Not in this one, it'd be too hard to add it in. So I'll write it in a txt file instead.
But the next game will have a music room when I get there.

Just played this game from start to finish.

First problem I had was getting the game to run, running config didn't seem to help much. But running a spellcard under the "Single" option, letting that crash and kick me out to the danmakufu main menu and then booting the game up seemed to get it working just fine so whatever! Moving on!

It just worries me since I have another Danmakufu project I'm waiting on and I will cry if I can't get it working since I've been looking forward to it for so long.

It looks fantastic and has a very unique twist on the formula. I really have the commend the whole effort here, you really pulled out all the stops, creative spellcards, interesting gameplay mechanics, absolutely gorgeous looking background and sprite work. It's a fine specimen of a shooter game and one I would whole heartedly recommend to anyone

The only real problem I have with how it plays is that of it being absurdly difficult when compared to standard Touhou fare. Consider this anecdotal evidence but I am a person who managed to 1cc UFO Normal on his first time playing said mode after playing through Easy to get the grasp of the UFO mechanic, so I consider myself decent enough to be able to 1cc Normal in a couple of tries.

I played up until about Stage 3 on Normal to get used to the mechanics and also because the game crashed thereafter because I thought I'd be bright and unplug my sodding controller mid-game.   :V

I ended up burning three continues before finishing, I don't really know what you were going for with difficulty balancing but this game Normal is leagues above a standard Touhou game, even considering this game gives you a crapton of time to deathbomb. 

Also, you seem to have a great many spellcards that arbitrarily kill you for being in the wrong place at the wrong time. Tree Of Life spawns bullets directly on top of you with no warning, Tomoko's "loads a bubbles" nonspell will kill you if you're more than a third up the screen and Dancing Furin which will probably kill you immediately if you're not hugging the bottom outright. While they're not a huge problem since planning and practice will have you overcome these kinds of spellcards quite fast I find it really, really annoying to do since it seems to run counter to the strategy of positioning fire familiars directly under the boss to shotgun them for massive damage.

Unlimited continues is a great idea regardless, limited continues in games are dumb and need to GTFO.

Besides my gripes with the game being crazy hard it's an incredibly good game all around. Really well done!

Danmakufu and its problems! I can't guess why it won't run properly for some people. There's no Japanese text in it, which usually causes problems. Hm!

As for the difficulty, am I the only one who easily has 3+ lives left at the end on Normal? I consider this game easier than UFO, maybe SA level. Even if I know it by heart myself, I'm not that good at danmaku games. Now Extra and Nightmare are tough (maybe Extra needs more nerfing). But still, beating a shooter game on your very first attempt is pretty boring. It has Easy mode and Spellcard Practise for a reason!

Tree of Life has a very big "bullet delay" :(
Dancing Furin is one of my least favorites. Just like Mai herself.

Which type(s) did you use? Don't say Fire only.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: SuccinctAndPunchy on May 20, 2012, 09:29:05 PM
Not in this one, it'd be too hard to add it in. So I'll write it in a txt file instead.
But the next game will have a music room when I get there.

Danmakufu and its problems! I can't guess why it won't run properly for some people. There's no Japanese text in it, which usually causes problems. Hm!

As for the difficulty, am I the only one who easily has 3+ lives left at the end on Normal? I consider this game easier than UFO, maybe SA level. Even if I know it by heart myself, I'm not that good at danmaku games. Now Extra and Nightmare are tough (maybe Extra needs more nerfing). But still, beating a shooter game on your very first attempt is pretty boring. It has Easy mode and Spellcard Practise for a reason!

Tree of Life has a very big "bullet delay" :(
Dancing Furin is one of my least favorites. Just like Mai herself.

Which type(s) did you use? Don't say Fire only.

To be fair on the count of the difficulty, you did make the game. I remember a good quote from Extra Credits about this sort of thing "If you (from a developer perspective) think your game's difficulty is just right. It's probably way too hard".

I don't think the increased difficulty is a bad thing. Since you've got unlimited continues it's not something I mind terribly much, just something I figured was worth pointing out, it's difficulty curve is much steeper than that of a regular Touhou game, not implying it's a flaw that needs to be corrected. Just that it makes the game less accessible to people not well versed in bullet hell shooters, although granted, given that you have to find this game through the forums of a fan site for a bullet hell shooter series, I don't think that's much of an issue.  :V

For stages, I primarily used Wood type since more points = more lives, right? Seemed like a good idea on paper.

For bosses, yeah I did primarily use Fire type. Sorry, not really sure why you're a downer on the Fire type there, is it because it's the type everyone uses or something? The deathbomb timer makes it nearly impossible to waste bombs (unless you get blind sided by aforementioned two third of screen kill cards) and is thusly good for survival. It's like Border Team from Imperishable Night with that deathbomb timer.

Since Fire makes it difficult to actually lose bombs, I never saw much of a point to using Water type and for the stages, since Wood generates more points and that directly translates into more lives I never found a good reason to be using Metal. And Earth slows you down... sounds like kind of a crap special ability if you ask me, that sounds more like a downgrade than anything.

The above was just my initial reactions to the varying shot types, further playing might reveal more interesting uses for the varying shot types since I can switch between them on the fly (which is a fantastic idea by the way). Just giving you the feedback of a first time player to the varying shot types.


Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on August 08, 2012, 12:45:05 PM
After high *cough* demand, I released the Masahiro player script for everyone to enjoy.
Download the player file (http://www.mediafire.com/?9ha5mgbermgtizh)
Now with a file for the life and bomb icons (Framework2), I haven't tested it, so you'll probably have to script it in yourself
Or change the location if that works. Meh. *Crawls back in cave*

There are some lines which I added that let you change settings easily:
Code: [Select]
let allowchangeelement=true; // Allow usage of C to switch types
let showelementswitch=true; // Shows the element switcher in the bottom right

SetCommonData("PlayerType",1); // 1= fire 2=metal 3=wood 4=earth 5=water
SetCommonData("InEvent",0); // 1 disables bombing & shooting
SetCommonData("Power",160); // random high number

========

Also, it seems to have gone by unnoticed (http://www.shrinemaiden.org/forum/index.php/topic,1050.msg860064.html#msg860064), but I recently released a new shot sheet for the coming game:

(http://i32.photobucket.com/albums/d49/puremrz/th_ShotsPreview.jpg) (http://s32.photobucket.com/albums/d49/puremrz/?action=view&current=ShotsPreview.jpg)
This one is about twice the size of the previous. Have fun with that!

Download the shot sheet (http://www.mediafire.com/?oglm03o834cx173)
See them in action (http://www.youtube.com/watch?v=4_DZN0AZspA&feature=youtu.be)


Note to future self: Please remember to find this post back if you want to make more hyperlinks.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: saturnascends on August 08, 2012, 11:56:58 PM
I'd like to make some music for the  game. Is there a time frame you need all the music done by? What kind of music do you want? Should it be very reminiscent of Touhou? Since, I imagine, there are multiple composers, does the lack of compositional cohesion bother or worry you?
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: チソウ タイゼン on August 09, 2012, 01:46:35 AM
If anything, it'll ease the load off me :V
I've yet to come up with any songs that I deem of ample quality :fail:
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: KaiserKnuckle on August 09, 2012, 05:32:29 AM
Masahiro player script

argh ilu so hard puremrz

Cultural Festival shotsheet

Oh wow. It's very versatile I must say. And dem colors, man. But I can't help but notice the oddballs (in my opinion) in the sheet;

-Music notes (I'm guessing since that noone else in Summer Interlude had music as their theme, I am assuming Ryo's nightmare boss will use this, I bet.)

-Claws/Fists (Or this, if I am wrong.)

-Cutlery set (...Nanami, possibly? Though the spell cards I've seen of her do enough for her theme.)

-Neutron symbols (???)

-Leaves (Wouldn't the hit boxes on them make the boss a tough customer, though?)

Also, there's this for the main game;

-Bad ending (I don't think stopping the plural completely if you continue would do good.)


*sleeps*
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on August 09, 2012, 07:36:35 AM
I'd like to make some music for the  game. Is there a time frame you need all the music done by? What kind of music do you want? Should it be very reminiscent of Touhou? Since, I imagine, there are multiple composers, does the lack of compositional cohesion bother or worry you?

Anyone is welcome, it's been ages since I last heard anything from the others, so as far as I know, you'd be the only one (*forever alone*)
Have you heard the current in-game music? You can use that as an example.
It doesn't have to be Touhou-ish, the setting is mostly casual, so overly hyper music would only sound out of place.
Do you have any samples I can listen to?
  ;)


If anything, it'll ease the load off me :V
I've yet to come up with any songs that I deem of ample quality :fail:

Gimme!

argh ilu so hard puremrz

Oh wow. It's very versatile I must say. And dem colors, man. But I can't help but notice the oddballs (in my opinion) in the sheet;

-Music notes (I'm guessing since that noone else in Summer Interlude had music as their theme, I am assuming Ryo's nightmare boss will use this, I bet.)
Actually, Mai's theme (3rd boss partner) is sound/music.
There'll be less double battles for Ryo's game, so it's easier to make out themes.


-Claws/Fists (Or this, if I am wrong.)
Claw/Fists? Which? The video has the names of the bullets in the upper right. Claws/Fists sounds like a good idea though...!

-Cutlery set (...Nanami, possibly? Though the spell cards I've seen of her do enough for her theme.)
Cutterly... *adds to dictionary* Yup, Nanami.

-Neutron symbols (???)
For the lulz. And even though Haruna's theme is psychology, this suits her too.

-Leaves (Wouldn't the hit boxes on them make the boss a tough customer, though?)
Mwah, the hitboxes on these aren't so bad. The fans' are worse though. I may add a glowy effect to the center like with the musical notes. Maybe.

Also, there's this for the main game;

-Bad ending (I don't think stopping the plural completely if you continue would do good.)
But at least it fades out!
I don't think the next storyline will even allow a good ending :V



*sleeps*

Oh yeah, I was going to re-upload the player script with added life/bomb icons file.
Processing.......... http://www.mediafire.com/?9ha5mgbermgtizh

Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: チソウ タイゼン on August 09, 2012, 05:55:20 PM
Whenever I don't like a song enough to give to other people, I usually end up sticking it into one of my own projects. This is among the reasons why Lunacy Star 2 has so many original tracks, versus reconstituted / reused old works like everything else I've made.

See > http://soundcloud.com/taizenchisou/sets/lunacy-star-second/
Stage 5-1, 5-3, and the fifth boss theme started out as Summer Interlude projects, but they didn't fit anywhere, I don't think >_>
Lunacy Star 2 is still on hiatus and therefore the entire fifth stage doesn't exist, so you could still have them if you wanted? I'll probably come up with something else later, and I'm much more comfortable composing to my standards :getdown:
(You know, the whole "but what if they don't like it" deal and the limitation of the FL Studio demo of making every song in one sitting definitely helps)

I'm also trying to come up with mess for Hanzo's project, (http://dl.dropbox.com/u/48264981/hanzo's%20stuff/Stage6.mp3) but that's also a challenge and a half.

Other than that, the inspiration's been pretty dry recently, the only other compositions I've been able to produce were for Dungeon Quest Man. (http://soundcloud.com/taizenchisou/dqm-boss-theme-2nd-version)
(and half of those are still reused)
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on August 09, 2012, 06:12:54 PM
Whenever I don't like a song enough to give to other people, I usually end up sticking it into one of my own projects. This is among the reasons why Lunacy Star 2 has so many original tracks, versus reconstituted / reused old works like everything else I've made.

See > http://soundcloud.com/taizenchisou/sets/lunacy-star-second/
Stage 5-1, 5-3, and the fifth boss theme started out as Summer Interlude projects, but they didn't fit anywhere, I don't think >_>
Lunacy Star 2 is still on hiatus and therefore the entire fifth stage doesn't exist, so you could still have them if you wanted? I'll probably come up with something else later, and I'm much more comfortable composing to my standards :getdown:
(You know, the whole "but what if they don't like it" deal and the limitation of the FL Studio demo of making every song in one sitting definitely helps)

I'm also trying to come up with mess for Hanzo's project, (http://dl.dropbox.com/u/48264981/hanzo's%20stuff/Stage6.mp3) but that's also a challenge and a half.

Other than that, the inspiration's been pretty dry recently, the only other compositions I've been able to produce were for Dungeon Quest Man. (http://soundcloud.com/taizenchisou/dqm-boss-theme-2nd-version)
(and half of those are still reused)

*Listening to music*
lol, "Nuclear Sex Hell"
I'm also in need of music for the 2nd game. So there's plenty of room for unwanted music.
But doing a whole song in 1 sitting? Dayumn. That'd be horrible beyond words for me, especially if you find a part you don't like and can't edit it. Brr... You really need to find a way to avoid that limit!
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: チソウ タイゼン on August 09, 2012, 09:11:08 PM
Yeah, the song titles were randomly generated and then voted by my blog readers.

Quote
I'm also in need of music for the 2nd game. So there's plenty of room for unwanted music.

Oh, maybe I could come up with some stuff here too? Or maybe my plate's already full ._.

Quote
But doing a whole song in 1 sitting? Dayumn. That'd be horrible beyond words for me, especially if you find a part you don't like and can't edit it. Brr... You really need to find a way to avoid that limit!

Hence why most of my material I don't think is really good for much else than what I make >_>
I'd really have to strike gold to make something in a paltry two hours and be comfortable to hand it off to someone else.

As for Stage 5-1, 5-3, and the fifth boss, you should listen to it in MIDI format (http://dl.dropbox.com/u/48264981/Stage%205.zip)
This is how I compose everything first before transferring them to an MP3 format.
Perhaps this could, I dunno, usher in some optimism for when you listen to the first cut of a song I make and then hate it.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on August 09, 2012, 09:58:31 PM
Perhaps this could, I dunno, usher in some optimism for when you listen to the first cut of a song I make and then hate it.

What made you think I'm a pessimist and hate your music? I never said anything like that.
Maybe you misunderstood the part where I said I'd hate to be forced to make a song in one run because of a limited program that won't save in between.
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: チソウ タイゼン on August 09, 2012, 10:08:37 PM
I'm the pessimistic one, here, because in my opinion, my music probably won't get better than this. (http://soundcloud.com/taizenchisou/stage-4-2-renegade-bedtime)
I'll still make music, but it'll be hard for me to like what happens more than half the time :qq:
Refer to some recent works (http://dl.dropbox.com/u/48264981/New%20folder/stuff.zip) for some insight as to why
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: saturnascends on August 10, 2012, 12:33:20 AM
Quote
Have you heard the current in-game music? You can use that as an example.
It doesn't have to be Touhou-ish, the setting is mostly casual, so overly hyper music would only sound out of place.
Do you have any samples I can listen to?

Well, when I'm making music for shits and giggles; as opposed to making music for, say, a video game (Read: every time I make music), I tend to just do whatever. But if you'd like to listen to music I've made in the recent past you check out my soundcloud here: http://soundcloud.com/saturnascends

http://soundcloud.com/saturnascends/03-a-teal-mania-i -- Is probably my most video game like song, which isn't saying much. But feel free to take a listen to the stuff.

I've yet to hear much of the in game music (can barely get through stage 2 (I'm so out of practice.  :( )). I'll play some of it and see what I can come up with.


Edit: Also, if I do character themes, maybe I can get a brief personality description of them?
Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: チソウ タイゼン on August 10, 2012, 02:06:48 AM
Or you could root through the /music directory :getdown:

Anyway, puremrz, I made another song for you, but lo and behold! it also doesn't fit anywhere :qq:

Edit: The square was supposed to be a sine?

Title: Re: *Full Game* Juuni Jumon - Summer Interlude (Looking for music composers)
Post by: puremrz on August 10, 2012, 09:24:20 AM
I've yet to hear much of the in game music (can barely get through stage 2 (I'm so out of practice.  :( )). I'll play some of it and see what I can come up with.

Edit: Also, if I do character themes, maybe I can get a brief personality description of them?

You can look in the script>Music folder to find the songs.
Seeing as your music sounds mostly electronic, perhaps you could make a nice song for Haruna (stage 6 midboss).
She appears as a stage 2 boss in the next game, so she'll need a song too. She uses psychology as her theme.

Anyway, puremrz, I made another song for you, but lo and behold! it also doesn't fit anywhere :qq:

That one is indeed hard to fit!
I think, with some tweaking (longer, slower beginning), Unsanctuary 4 would go pretty well with stage 5.