Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: ExPorygon on September 06, 2011, 06:02:56 AM

Title: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: ExPorygon on September 06, 2011, 06:02:56 AM
Well hello all, and welcome to my projects thread. Here you'll find all of the scripts I've made ever since I first started.

Current Projects

Touhou: Kingdom of Mushrooms Demo (http://www.mediafire.com/?qsletdfbxck194g)

Finished Scripts

Patchouli Battle (http://bulletforge.heroku.com/u/ozzy/p/patchouli-boss-battle/v/10)      Youtube (http://www.youtube.com/watch?v=C_UMUhJ2GoA)

Satori Boss Recollection Rush (http://bulletforge.heroku.com/u/ozzy/p/satori-boss-battle/v/10)      Youtube (http://www.youtube.com/watch?v=NLmi1xxGQmM)

Triple Finish Spellcard (http://www.mediafire.com/?hasdfaiho559o3r) inspired by Super Smash Bros. Brawl

Doopliss's Halloween Special  (http://bulletforge.heroku.com/u/ozzy/p/dooplisss-halloween-special/v/21)      Youtube (http://www.youtube.com/watch?v=8StEKqrfRvQ)

Mario and Luigi Player Scripts (http://bulletforge.heroku.com/u/ozzy/p/mario-and-luigi-players/v/10)

Cirno      Youtube (http://www.youtube.com/watch?v=qf3VCIcTlWI)

Stalled Projects

Yuyuko Boss Battle (Now Version 2.0) (http://bulletforge.heroku.com/u/ozzy/p/yuyuko-boss-battle/v/20)

Currently looking for constructive comments on the recently released KoM demo.
Title: Re: Ozzy's Beginner Scripts
Post by: Chronojet ⚙ Dragon on September 06, 2011, 06:08:45 AM
Right, I've given my own criticism on Patchouli already. Posting to follow!
Title: Re: Ozzy's Beginner Scripts
Post by: KrackoCloud on September 06, 2011, 11:46:29 PM
This Patchy fight is actually really nice, imo. How long have you been working with Danmakufu?
Title: Re: Ozzy's Beginner Scripts
Post by: ExPorygon on September 07, 2011, 12:11:46 AM
Thanks! I started learning somewhere in the middle of the last summer. I started my Cirno script then, and as I got better, I made this one. I did have a lot of help testing from some of my friends, otherwise it would be much more unbalanced, probably.
Title: Re: Ozzy's Beginner Scripts
Post by: touhoumaniac on September 14, 2011, 10:53:14 AM
Didn't like the dialogue at all.

1-simple and enjoyable
2-didn't like this and i don't know how to "fix" it
3-not bad, but not good either. Maybe the green bullets are too static? I have no reasonable suggestion.
4-unfolds quickly, thus it is enjoyable
5-fun and beautiful. Maybe it could be funner if the sawblades would come from other directions? This change could be continious or just left/right side switch.
6-one of the best patterns
7-I have nothing to say for this one
8-didn't like it
9-Should move down faster while not becoming much more difficult, overall enjoyable
Title: Re: Ozzy's Beginner Scripts
Post by: ExPorygon on September 14, 2011, 07:07:50 PM
Didn't like the dialogue at all.

That's fair, I know it's pretty cheesy. Honestly, the main reason it's there is to allow for the buildup to the intense part of the music that I timed so that it would start exactly as the spell starts. The single version doesn't have the dialogue or the music intro.

2-didn't like this and i don't know how to "fix" it

This is one of the only cards that I really have trouble capturing on a run. I wonder if that's a coincidence. Probably not, if it was too hard then you probably would have said so. Perhaps it's too random? I'm as clueless as you when it comes to fixing it.

5-fun and beautiful. Maybe it could be funner if the sawblades would come from other directions? This change could be continious or just left/right side switch.

Thanks! Glad I got at least one of them right. I've always been proud of this one in particular. As for your suggestion, I never really thought about changes like that (it was hard enough back then to get the sawblades working at all). It could be worth a try

7-I have nothing to say for this one

I'm wondering if that's a good thing or a bad thing.

8-didn't like it

Any particular reasons why? To be honest it's not my favorite, and I dislike the randomness of the butterflies, but I'm not sure what to do. However, I have noticed that yellow was a poor color to pick for the butterflies since it blends in with the logs way too much. I'll definitely fix that.

9-Should move down faster while not becoming much more difficult, overall enjoyable

This will be easily changed.
Title: Re: Ozzy's Beginner Scripts
Post by: touhoumaniac on September 15, 2011, 09:49:48 AM
Don't take my opinions as the ultimate truth :V Follow your own lead.

2-The difficulty is ok. Everything else is just not fun. It is pretty random, not sure if thats the issue though. Maybe also bullets coming from too many different directions makes it unenjoyable.
7-For me it means neither of them, i'm completely neutral
8-I would say it is the way the butterflies act in that spellcard
Title: Re: Ozzy's Beginner Scripts
Post by: Trickysticks on September 19, 2011, 01:24:48 PM
1st Nonspell: Nice. Maybe have the bullets rotate in the same direction as the lasers? Creative take on Non-Directional Laser, 10/10.
Fire & Water Sign - Crystalline Elementals: Me - Well this is easy THOSE BULLETS BOUNCE WHAT *pichuu~n*. Of course I'm not that great at Touhou anyway. 9/10.
2nd Nonspell: Familiars, blah blah. Are those green walls? Eh, only thing I could say is make the familiars shoot nicer looking bullets. 9/10 again.
Earth Sign - Nature's Fury: Oh, this can't be that bad oh look bullet rain. Found it rather easy to be had. Not that it's a bad spell. 8/10.
Metal Sign - Sawblades of Bloody Dismemberment: What a nice name. Didn't know Patchy was like that. Reminds me of Mt. Ooe, one of my most hated spells ever in the history of forever. 7/10 just because.
3rd Nonspell: Immediately lasers. And some shotgun bullets afterwards. Surprised me a bit, but I still dodged it. Normally I hate quick attacks like this  :3. It's not bad, just a bit, er, cheap? 7/10.
Sun & Moon Sign - Elemental Orbs: Yawn. Crystalline Elements, but with different patterns. Easy. Honestly, bored me. Didn't last a while and was easy to move through imo. 6/10.
Wood Sign - Rotting Firewood: Oh those are nice logs. Wait, they hit me? Didn't think they'd all move, hurr. Nice wood eating butterflies. 9/10.
Lol Survival Card: Me: Does that timer say 99? It does, doesn't it. Some simple dodging COUNTER CLOCK LASERS. Back to simplicity...Did I hear a familiar being spawned? Oh great, more stretched out bubbles. Timeout achieved. 8/10.

Total Score: 73/90 or B+.
Was great even if I was horrible at it.
Title: Re: Ozzy's Beginner Scripts
Post by: ExPorygon on September 26, 2011, 06:02:43 AM
First of all, thanks for the feedback Trickysticks, I've played your battle as well and will comment on it sometime soon.

Now I've been working on a few things lately including a now completed Satori battle, the link to which I will post sometime tomorrow, probably. As you may expect, the spellcards are all recollections of other ZUN-created spellcards. Most of them are pretty much exactly the same, except for the last. The last one is an original idea inspired from some of ZUN's cards. So don't expect much from the rest of the battle.

In addition, I recently whipped up this spellcard for fun:

http://www.megaupload.com/?d=QPJHR06H

Combination Attack "Triple Finish"

Anyone who has played Super Smash Bros. Brawl should be familiar with the inspiration for this one. I made it mainly because I'm a huge Pokemon fan. I also think it might be cool to make more Pokemon themed spellcards in the future.

Since it was for fun, I wasn't really trying too hard to balance the difficulty or anything, but it's definitely playable. It just came out so well that I thought I should post it here. I know that the boss sprite is missing and that some of the animation is a little messed up. I'm working on the former problem, and the latter seems like too much for me to bother to do right now, but maybe sometime in the future. It's not like it looks THAT bad (IMO).

Well as always, feedback is appreciated.
Title: Re: Ozzy's Beginner Scripts
Post by: I have no name on September 26, 2011, 05:42:02 PM
The current version of Triple attack has a bug, where if you bomb twice before the pokemon come out it goes straight to the "Eric is out of usable pokemon!" dialogue that's supposed to come up if all 3 are defeated.
The Patchouli script is a lot of fun, nice job on that.
Title: Re: Ozzy's Beginner Scripts
Post by: ExPorygon on September 26, 2011, 07:16:40 PM
The current version of Triple attack has a bug, where if you bomb twice before the pokemon come out it goes straight to the "Eric is out of usable pokemon!" dialogue that's supposed to come up if all 3 are defeated.
The Patchouli script is a lot of fun, nice job on that.

That's been fixed, and ill reupload soon. The problem was that the bombs delayed the pokemon from coming out, causing the check for the number of enemies on screen to occur before they came out.
Title: Re: Ozzy's Beginner Scripts
Post by: ExPorygon on September 27, 2011, 12:11:30 AM
Alright, as promised, here is the link to my Satori Battle:

http://bulletforge.org/u/ozzy/p/satori-boss-battle/v/10

I'll edit the initial post to add the latest completed projects.
Title: Re: Ozzy's Beginner Scripts **New** Recollection Rush and Triple Finish Spellcard
Post by: Trickysticks on September 27, 2011, 01:50:28 AM
Recorded a replay and will upload video soon. With soon most likely meaning tomorrow =P.

It was nice, but the recollections seem pretty exact and the spells chosen weren't the most exciting.
Title: Re: Ozzy's Beginner Scripts **New** Recollection Rush and Triple Finish Spellcard
Post by: ExPorygon on September 27, 2011, 02:31:53 AM
Recorded a replay and will upload video soon. With soon most likely meaning tomorrow =P.

It was nice, but the recollections seem pretty exact and the spells chosen weren't the most exciting.

Yep I expected this, this is why I warned everyone not to get high hopes for Satori. This battle was actually designed to be a boss in a full game type project that some of my friends and I were going to work on. It still may happen, but so far I'm the only one who's done any real amount of work for it. I have a Yuyuko battle in the works as one of the final bosses for the game (my Patchouli is the other). It's supposed to be in the style of Imperishable Night (Final A and Final B). An altered version of Cirno is going to be the stage 2 boss probably.

I'm really more excited to find out what people will think of my Triple Finish card. That one is far more original than anything in the Satori battle.

EDIT: The spell choice was basically limited to what I was confident that I could actually pull off in danmakufu. I haven't the slightest idea where to start with most of the more interesting spells from ZUN. Hence why the spellcards chosen were all REALLY simple.
Title: Re: Ozzy's Beginner Scripts **New** Recollection Rush and Triple Finish Spellcard
Post by: Trickysticks on September 27, 2011, 02:17:11 PM
I am a bit jealous/curious about familiars though, so yeah. Good job.
Title: Re: Ozzy's Beginner Scripts **New** Recollection Rush and Triple Finish Spellcard
Post by: Darkness1 on September 27, 2011, 02:37:10 PM
I enjoyed the Satori boss, most of all maybe the last spellcard. I really like the concept of a "Jumbled Recollection".

The Patchouli script was awesome, both graphics and danmakuwise. But damn, her last non-spell is really scary. Also, those explosion-effects on the first spellcard covers a large area too fast for it to look good, can't really describe it.
Title: Re: Ozzy's Beginner Scripts **New** Recollection Rush and Triple Finish Spellcard
Post by: ExPorygon on September 27, 2011, 02:48:34 PM
I am a bit jealous/curious about familiars though, so yeah. Good job.

What about the familiars? I'm not sure what you mean. If you're wondering how I made them, would you believe that I made them in Microsoft Word?
Title: Re: Ozzy's Beginner Scripts **New** Recollection Rush and Triple Finish Spellcard
Post by: Trickysticks on September 27, 2011, 07:18:26 PM
What about the familiars? I'm not sure what you mean. If you're wondering how I made them, would you believe that I made them in Microsoft Word?
I mean how you made them. You use quite a lot of them. Though I don't really need em anyway.

Title: Re: Ozzy's Beginner Scripts **New** Recollection Rush and Triple Finish Spellcard
Post by: ExPorygon on October 10, 2011, 05:27:25 PM
Alright, I've got Triple Finish updated with a boss sprite and background. I've also got that pesky glitch fixed. Still no one has commented on Triple Finish, so the spell itself remains unchanged. I'll probably be posting a video of the spell to youtube sometime soon. The sprite was courtesy of a close friend of mine (I can't draw for my life) and the background is from Super Smash Bros. Brawl.

Anyways, here it is:

http://www.megaupload.com/?d=9K4CXDHJ

I've got a Yuyuko battle in the works, as mentioned before, and I'm thinking about posting what I have so far so I can make necessary changes. So expect that soon.
Title: Re: Ozzy's Beginner Scripts **New** Recollection Rush and Triple Finish Spellcard
Post by: ExPorygon on October 10, 2011, 08:51:03 PM
Well it turns out that Yuyuko was coming quicker than even I thought:

http://bulletforge.org/u/ozzy/p/yuyuko-boss-battle/v/10

It's still incomplete, as I said, and I'm not too sure about the last spellcard.
Title: Re: Ozzy's Beginner Scripts **New** Triple Finish Spellcard and Yuyuko Boss Battle
Post by: Trickysticks on October 10, 2011, 09:25:36 PM
Feedback~

1st Nonspell: Eh, okay? Interesting bullets. Somewhat scary. Maybe.
1st spell: Fine. I don't like butterflies for some reason. Still captured it.
2nd Nonspell: Kind of chaotic. Easy to get cornered.
2nd spell: Kind of easy. Made me lazily stand still and get hit by a bubble. Interesting concept, though.
3rd Nonspell: Couldn't get under Yuyuko for the life of me. Timed it out :<.
3rd spell: Combining a bunch of spells is WIN. Even if I got trapped on the right side :V.

Verdict: Good, just tone down the 2nd nonspell and 3rd Nonspell's health?
Title: Re: Ozzy's Beginner Scripts **New** Triple Finish Spellcard and Yuyuko Boss Battle
Post by: ExPorygon on October 10, 2011, 11:23:57 PM
Feedback~

1st Nonspell: Eh, okay? Interesting bullets. Somewhat scary. Maybe.
1st spell: Fine. I don't like butterflies for some reason. Still captured it.
2nd Nonspell: Kind of chaotic. Easy to get cornered.
2nd spell: Kind of easy. Made me lazily stand still and get hit by a bubble. Interesting concept, though.
3rd Nonspell: Couldn't get under Yuyuko for the life of me. Timed it out :<.
3rd spell: Combining a bunch of spells is WIN. Even if I got trapped on the right side :V.

Verdict: Good, just tone down the 2nd nonspell and 3rd Nonspell's health?

Thanks for the swift reply. Yeah, I'll tone down the nonspells' health, especially the 3rd one. When I put the life up that high, I was thinking of Yuyuko's nonspells in PCB. All of them seemed to last an eternity to me, especially the one with the knives.

I'm more surprised that you found the second one easy. I don't think I've ever captured it, I guess you're just better than me?

The first noncard uses bullets that I thought looked sort of like flowers, but probably look more like shuriken now that I think about it. I agree, Yuyuko shooting bladed danmaku is very strange.

Glad you liked the 3rd one, though I think it has far too much damage resistance.
Title: Re: Ozzy's Beginner Scripts **New** Triple Finish Spellcard and Yuyuko Boss Battle
Post by: Darkness1 on October 11, 2011, 05:10:04 PM

Good script overall and visually impressive, but the first spellcard and non-spell are a little confusing.
Title: Re: Ozzy's Beginner Scripts **New** Triple Finish Spellcard and Yuyuko Boss Battle
Post by: ExPorygon on October 11, 2011, 09:51:10 PM
  • First non-spell: Autobomb, i suck.

You're not the only one who sucks at it, I've had plenty of trouble doing it on multiple occasions. I should probably tone the speed down or make it last for a shorter amount of time. Probably the former.

  • First spell: Are you meant to stay in the square? Nicely made, but i don't really understand the concept.

Yeah, that was the idea. The confined space means that you'll have to dodge through every butterfly wave that comes. Although I couldn't think of some way to indicate this to the player other than to just hope they get it. Hmm... I'll need to think more about this.

  • Third non-spell: Surprisingly easy compared to the other non-spells. Looks good visually though.

It is relatively easy, isn't it? I think a lot of it is because many of the bullets go offscreen initially and are thus deleted before they ever reach the player. Is there some way to prevent the auto deletion of regular shots? If not than I may just make Yuyuko stay further down the screen.

  • Third spell: Nice looking and fun to play, but maybe you could add a chargeup animation or something for when the laser is about to materialize?

I'm not sure what kind of animation that you have in mind, but I was thinking of adding a sound effect right before the laser materializes, or something.
Title: Re: Ozzy's Beginner Scripts **New** Triple Finish Spellcard and Yuyuko Boss Battle
Post by: Trickysticks on October 11, 2011, 10:19:19 PM
To prevent the auto deletion use SetShotAutoDeleteClip(left, top, right, bottom). Default is 100. Change it to 200 or so. Don't make it overly huge though, since you might want shots to delete themselves  :3
Title: Re: Ozzy's Beginner Scripts **New** Triple Finish Spellcard and Yuyuko Boss Battle
Post by: ExPorygon on October 15, 2011, 10:34:29 PM
Thanks for the tip Tricky, I was always wondering how that function worked, I always thought i needed to set the values lower. And with that I have a new version up with 2 new attacks. I tried to take most criticisms (especially those regarding the life of nonspells) into account. Here's the link:

http://bulletforge.org/u/ozzy/p/yuyuko-boss-battle/v/20
Title: Re: Ozzy's Beginner Scripts **New** Triple Finish Spellcard and Yuyuko Boss Battle
Post by: Trickysticks on October 15, 2011, 11:30:09 PM
More feedback...
1st Nonspell: Seems much better. Slower?
1st Spell: Just the right "net" location and health. Pattern repeated twice before I captured it.
2nd Nonspell: Seems much better. Captured with 15 seconds on the clock.
2nd Spell: Can't notice any changes. Still great.
3rd Nonspell: Seems faster. Offscreen bullets magically appearing killed me once, but that's not really a bad thing(?). Also, for me she keeps moving to the left side of the screen and is content to fly back and forth over there. Maybe have her move towards you?
3rd Spell: Always stops in the center now? Nice job of telling the player when it would stop.
4th Nonspell: Ooh. I just like it. Flying all over the screen dodging butterflies = Great!
4th Spell: Looks somewhat frightening but is somewhat easy to me.

Also some suggestions:
Butterfly Net: Make the "net" out of butterflies? Have the lasers appear as usual, then make them butterflies. Somehow.


I'll actually make that video now.
Title: Re: Ozzy's Beginner Scripts **New** Triple Finish Spellcard and Yuyuko Boss Battle
Post by: ExPorygon on October 16, 2011, 12:06:53 AM
1st Nonspell: Seems much better. Slower?

By a lot, this should give players enough times to see the gaps.

2nd Nonspell: Seems much better. Captured with 15 seconds on the clock.

Huh, that's funny, a friend of mine said it still lasted too long. I am still inclined to believe him since it apparently lasts longer than the 2nd spell. I may lower it's length by a little.

2nd Spell: Can't notice any changes. Still great.

That would be because there were none, I thought it was fine as it is, and apparently it is.

3rd Nonspell: Seems faster. Offscreen bullets magically appearing killed me once, but that's not really a bad thing(?). Also, for me she keeps moving to the left side of the screen and is content to fly back and forth over there. Maybe have her move towards you?

That is probably the result of using a random movement function. I'll look into that.

3rd Spell: Always stops in the center now? Nice job of telling the player when it would stop.

It actually always stopped in the middle, I don't remember changing that. And yeah, the sound effects were much needed.

4th Nonspell: Ooh. I just like it. Flying all over the screen dodging butterflies = Great!

I am very proud of this one myself. Thanks

4th Spell: Looks somewhat frightening but is somewhat easy to me.

Shou was the inspiration for this one (even though i hate the spell it's based off of). I'm still trying to get the right difficulty for this one.

Also some suggestions:
Butterfly Net: Make the "net" out of butterflies? Have the lasers appear as usual, then make them butterflies. Somehow.

An interesting idea, though I'm not sure how to implement it. I'll keep it in mind though.

I'll actually make that video now.

Perhaps you may want to hold off on that for a little bit. I've still got one last spell I want to design for the finale (much like in my Patchy battle) and I still need to do some tweaks for the rest.
Title: Re: Ozzy's Beginner Scripts **New** Triple Finish Spellcard and Yuyuko Boss Battle
Post by: Darkness1 on October 16, 2011, 09:13:40 AM
Replay made, shouldn't be desynced.

I'm really surprised that i managed to survive through the last non-spell, though. But i panicked on her second spell...
Title: Re: Ozzy's Beginner Scripts **New** Triple Finish Spellcard and Yuyuko Boss Battle
Post by: ExPorygon on October 21, 2011, 08:18:27 PM
Ok, I've been working really hard on something new that I'm trying to finish in time for Halloween. So I've temporarily postponed making the last spell of Yuyuko in favor of this:

Doopliss's Halloween Special (http://bulletforge.org/u/ozzy/p/dooplisss-halloween-special-work-in-progress/v/10)

This is a tribute to one of my favorite (if not my favorite) bosses from Paper Mario: The Thousand Year Door. I've been wanting to make this for some time now and figured what better time to do it then Halloween. Even if you know nothing of Paper Mario (or care) I hope you will enjoy this fight, nonetheless. As it says in the link, this script is not yet finished and hope to finish by Halloween. I think it's roughly a little more than halfway done.

If you want to have the full experience (i.e. dialogue) then play the stage. Otherwise, you can skip right to the action with the Plural version also included. I urge everyone to play the stage at least once. Moreover, I'm still getting around to adding in spell backgrounds, so those are on the way. Finally, you may notice that I have placeholder spell names for 2 of the spells. If anyone would like to suggest names, please don't hesitate.

P.S. Anyone who gets what the 3rd spell refers to gets a cookie :p
Title: Re: Ozzy's Beginner Scripts **New** Halloween Special
Post by: Trickysticks on October 21, 2011, 09:29:00 PM
Oh god

doopliss

YES YES YES

*Trickysticks goes to play it

I loved that game ^_^.


Review below here!

1st Nonspell: Well that's fast. Died once, and then got the pattern down. Though not that bad, nonspell life is a bit high. It's just me, but maybe the pattern should repeat ~4 times before the nonspell ends? I used ReimuA by the way, results will vary.
1st Spell: Doopliss is being slick with some sticky bullets. Nice, nice. Just the right difficulty.
2nd Nonspell: Results in me trying to rush up to dodge bubbles, and running into a yellow bullet. Maybe I'm just bad at it, though.
2nd Spell: Purple lasers + purple bullets = :<. I like it a bit, though you might want to change the color of something.
3rd Nonspell: Seems a bit easier than the rest. Then again, I'm getting at relatively plain patterns than other things.
3rd Spell: Mario's Final Smash. I like it, though the red round bullets are what kills me. Might want to synch up the sound effect to when the laser dissapears, but that's me being picky.
4th Nonspell: My screen flashes for some reason. Anyway, Crystal Star Familiars, woo! Seems easy, though.
4th Spell: Seems more like a combination of Art Attack and Supernova. Pretty good. I got stuck in the corner and died, poor me  :derp:.

Verdict: Pretty good, seems like danmaku Doopliss would use.
Title: Re: Ozzy's Beginner Scripts **New** Halloween Special
Post by: ExPorygon on October 31, 2011, 10:56:09 PM
Alight, it's been a while, but I've finally got the entire battle complete. The link to the full version will be in the first post. Thanks for your timely feedback Tricky as always, I'm sorry I haven't done the same for yours yet, but I haven't forgotten. Anyway as today is Halloween, I'm cutting it a bit close as I would have liked a youtube video of it up today. Oh well, whatever happens happens. I took most of your comments under consideration and revamped a couple of spells a bit. The last one hasn't been tested very well because I just made it today, so it may be a too hard, just a warning. Other than that, enjoy.

Oh, and Happy Halloween to all!!

Title: Re: Ozzy's Intermediate Scripts **New** Halloween Special (Completed)
Post by: ExPorygon on November 07, 2011, 02:36:29 AM
Alright this is totally not an excuse to bump my thread.

Alright, the video for the Doopliss Battle has been uploaded. You can find it here. (http://www.youtube.com/watch?v=8StEKqrfRvQ)
Title: Re: Ozzy's Intermediate Scripts **New** Kingdom of Mushrooms (Stage 1)
Post by: ExPorygon on December 01, 2011, 03:14:06 AM
Well it's about time for another new project. Therefore, I present to you Touhou Danmakufu: The Kingdom of Mushrooms!

It's going to be a full game with 6 stages plus extra and probably phantasm. Will hopefully have a menu as well, but that won't come until later. No clue when it will be finished but I've got stage 1 finished up for the most part.

Stage 1 (http://bulletforge.org/u/ozzy/p/touhou-kingdom-of-mushrooms/v/01)

Just a disclaimer, this project, despite being a full game, will not have as much polish as other full games for various reasons, the main one being that I don't know how to do a lot of fancy stuff with menus and other stuff. Expect the rest of the stages to look like this one.

Edit: Here's a link to the video for stage 1: http://www.youtube.com/watch?v=RHCnpuvX1YM&lc



Title: Re: Ozzy's Intermediate Scripts **New** Kingdom of Mushrooms (Stage 1)
Post by: Chronojet ⚙ Dragon on December 01, 2011, 05:27:56 PM
Guh... I'll try this when I come home from school later.
Title: Re: Ozzy's Intermediate Scripts **Updated** Kingdom of Mushrooms (Stage 2)
Post by: ExPorygon on January 01, 2012, 02:20:14 AM
Well it sure has been a while. Anyway, Stage 2 of Kingdom of Mushrooms has (finally) been finalized. Link here (http://bulletforge.org/u/ozzy/p/touhou-kingdom-of-mushrooms/v/02) for those who care.

The new stage introduces the 1up mushroom system of gaining extra lives. At at a certain point (or points) during a stage, a series of bricks and ? blocks appear. Destroying the ? blocks has a chance of releasing a 1up mushroom (the blocks and bricks have also been added to Stage 1). After acquiring a particular number of 1up mushrooms, the player will gain an extra life. This is in addition to extends by point items and 1up items given at specific points in the game. Note however, that ? blocks that appear in later stages also have a chance to release a poison mushroom that will remove 1 from the 1up mushroom counter if acquired. So be extra careful, especially when using the POC, as all mushrooms are drawn in by it (Poison mushrooms do not appear in Stage 2, however).



In addition, I finally feel ready to release these player scripts that I worked on a while back. Naturally, since KoM is a Mario/Touhou crossover, I made Mario and Luigi players (http://bulletforge.org/u/ozzy/p/mario-and-luigi-players/v/10). Note that these players are NOT meant to be used alongside KoM, since the dialogue wouldn't make any sense. They are completely separate projects. If there's anything I'm looking for feedback on, it's those players, since I'm relatively new to player scripts and am not sure if these have been balanced correctly, are fun to use, etc.

Mario is a pretty normal shot type. Focused attack is a straight shot and the unfocused shot is a spread. Mario focuses on high attack power and speed. Bombs are Smash Sign "Mario Finale" and FLUDD Sign "Aqua Cyclone" which are pretty self explanatory.

Luigi is, well, pretty weird in comparison to his brother. The deathbomb window is slightly greater and Luigi's hitbox is slightly smaller. The unfocused and focused shots are the same. Some of Luigi's shots home in on enemies, and those shots can be manipulated in a similar way to ReimuC's shots from Subterranean Animism, if that makes any sense. It's kind of hard to describe his shooting, so just go take a look for yourself. Bombs are Smash Sign "Negative Zone" and Wind Sign "Poltergust 3000." The former, creates a supernatural border and a green "negative zone" around Luigi. The negative zone deals very minor damage but slowly increases in size. After a certain amount of time, the negative zone suddenly increases in size to encompass the entire playing field, dealing damage to everything on screen and amount proportional to the number of bullets that were inside the negative zone when it has it's large increase. However, if Luigi is hit before the negative zone's "activation" then the supernatural border is broken and the bomb is cancelled, so be careful. The second bomb is pretty self explanatory.

Whew, that felt like quite a long update. I'll get around to updating the main post with all this information soon.

Edit: I forgot to mention that I have a video up for Stage 2 here (http://www.youtube.com/watch?v=j9RhjRFK1_Y)

The dialogue is different in the video because I decided to change it after a chat on IRC.

Also as you may have noticed, the entirety of the artwork for this game is not my own. I have mentioned before that I can't draw for my life, so I'm asking if there is anyone out there who would be willing to contribute, particularly stage backgrounds. 3D backgrounds would be awesome, but I don't have the knowledge nor the resources to do so. So if anyone would be willing to help please don't hesitate to let me know. Thanks!
Title: Re: Ozzy's Intermediate Scripts **Updated** Kingdom of Mushrooms (Stage 2)
Post by: ExPorygon on March 07, 2012, 04:41:58 AM
Well it certainly took long enough, but here it is:

Touhou: Kingdom of Mushrooms Demo (http://www.mediafire.com/?qsletdfbxck194g)


Everything you need to know to play should be explained in the HOWTOPLAY file contained inside. The demo contains the first 3 stages as well as 2 of the playable characters. Every other feature (except extra and phantasm) should be available, including stage and spell practice. Replays, for the time being at least, will include all parts of the play time from the start of the game to when you quit, including the menus. If anyone knows of a way to remove the menu parts from a replay, please don't hesitate to let me know.

One additional note, the game will fail to run if the files, unlock_youmu.dat and unlock_sakuya.dat, are removed, so don't bother with them.

Finally, I hope you all enjoy the demo. I urge those who play to please tell me what you think so that I can hopefully improve it for when the full game is eventually finished. Thanks in advance, and have fun!
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: I have no name on March 07, 2012, 05:05:47 AM
[4:30:21 PM] I have no name: Go, perfect Stage 3 Youmu run
[4:30:57 PM] DarkDespair5: XD
[4:51:45 PM] I have no name: k...haven't gotten past the block part yet

[7:14:15 PM] I have no name: I captured all 4 of Yoshi's spells in a row in Spell Practice
[7:14:36 PM] Ozzy: see, not so hard
[7:14:51 PM] I have no name: the blocks part of the stage is
[7:15:10 PM] Ozzy: what's hard about it? i made it hard to get all the mushrooms, yes
[7:15:14 PM] Ozzy: but not to survive
[7:15:30 PM] I have no name: Then I must have been REALLY unlucky with knife spawns

[7:15:08 PM] I have no name: and General Guy's second attack is memorize, get lucky, or die/bomb
[7:15:30 PM] Ozzy: strongly disagree, it's not THAT bad
[7:23:58 PM] Ozzy: have you tried focusing on the shyguys rather than the general
[7:24:00 PM] I have no name: I found a consistent quick kill for it
[7:24:13 PM] I have no name: and yes, my strategy for it involves killing 1 column.
[7:24:43 PM] Ozzy: that's a STACK. general guy's most dangerous military unit is the shy stack
[7:24:54 PM] I have no name: Well how was I supposed to know that
[7:25:05 PM] Ozzy: u need to play paper mario

Selected Skype quotes :V


Didn't 1cc but that was because I didn't bomb at all.  Stage 2 midboss nonspell can have a bullet spawn on you out of nowhere, don't have the replay because of continuing.
Peach's nonspells...feel different.  Were they changed?  With Youmu's focused speed if you're out of position on the first nonspell you need to move unfocused precisely (YES I KNOW THE IRONY OF ME SAYING THIS)
Yoshi's first nonspell lasts 3 and a half waves minimum, is it supposed to?
Yoshi's Story is pretty chaotic, I like it though because it's short.  I might attempt a timeout at some point.
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: ExPorygon on March 07, 2012, 05:20:58 AM
Didn't 1cc but that was because I didn't bomb at all.  Stage 2 midboss nonspell can have a bullet spawn on you out of nowhere, don't have the replay because of continuing.
I think you just weren't paying close attention, the bullets are spawning in the path that the large bullet takes, and there is a delay cloud to let you know where it's appearing. Nevertheless, I'll look into it, but I'm not sure how to make it any better.

Peach's nonspells...feel different.  Were they changed?
The 1st one hasn't been touched since the first time I released stage 2. I changed the 2nd one to make it not ridiculously easy.

With Youmu's focused speed if you're out of position on the first nonspell you need to move unfocused precisely (YES I KNOW THE IRONY OF ME SAYING THIS)
Don't know about that, I don't recall ever having trouble with that 1st attack. Could you get a replay?

Yoshi's first nonspell lasts 3 and a half waves minimum, is it supposed to?
Yeah it's supposed to, I've been back and forth on whether I should shorten it.

Yoshi's Story is pretty chaotic, I like it though because it's short.  I might attempt a timeout at some point.
Yoshis' Story came out really nicely, IMO. I'm afraid that it might be too hard for stage 3 normal as it is now though. But like you said, it's relatively short so perhaps it's fine.
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: I have no name on March 07, 2012, 07:08:15 PM
In spell practice Youmu still gains a bomb when dying. (Found while timing out Yoshis's story).

Also check Skype for a replay you might be able to use for the video (I fast forwarded the first dialogue which is why maybe not, but it's a perfect run)

The glowing bullets used by Yoshi are very hard to see, and it's not clear where the boundary of them is.
SEE IT'S NOT JUST ME
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: Zil on March 10, 2012, 12:40:46 AM
I tried it out. I think the catfish is a pretty big difficulty jump, and it's very hard to tell if a bullet will spawn on you. The General Guy's first phase seemed to last a very long time (I was Sakuya). The glowing bullets used by Yoshi are very hard to see, and it's not clear where the boundary of them is.

Otherwise pretty nice and interesting. Are you going to add higher difficulties?
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: ExPorygon on March 10, 2012, 03:04:30 AM
I think the catfish is a pretty big difficulty jump, and it's very hard to tell if a bullet will spawn on you.
Are you referring to the entire midboss fight or just the 1st attack? I've gotten complaints about bullets spawning on the player in the 1st attack before. Perhaps increasing the delay on the bullet spawns would help. I'll try something out and probably tone down the catfish a bit.

The General Guy's first phase seemed to last a very long time (I was Sakuya).
Yeah, I was afraid that might still be an issue, I'll need to lower the shy guys' life some more.

The glowing bullets used by Yoshi are very hard to see, and it's not clear where the boundary of them is.
I've been working to reduce the glow and the hitbox of those bullets since then. You're probably the 3rd person who didn't like them. :V
Hopefully, the new bullets will be less cheap.

Otherwise pretty nice and interesting. Are you going to add higher difficulties?
Yes, I definitely will. I realize that a large number of players of Danmakufu scripts are probably at the hard and lunatic level so I definitely won't disappoint. Though I haven't planned to make an easy mode, I'll definitely add hard and lunatic probably after most of the patterns and main stages are finished. No idea how long that will take though. Please wait warmly! :D

And I'm glad you enjoyed it. Hopefully I can make the rest of the game just as nice.
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: Darkness1 on March 10, 2012, 03:22:09 PM
Love it! But one question, is it something special which determines the color of the koopa in one of yoshi's spells? Or is it random? (Like red koopa = fire breath)
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: I have no name on March 10, 2012, 04:38:24 PM
Love it! But one question, is it something special which determines the color of the koopa in one of yoshi's spells? Or is it random? (Like red koopa = fire breath)
Shot type.
Youmu gets the red one, Sakuya gets the green one.
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: Zil on March 12, 2012, 11:23:12 PM
Are you referring to the entire midboss fight or just the 1st attack? I've gotten complaints about bullets spawning on the player in the 1st attack before. Perhaps increasing the delay on the bullet spawns would help. I'll try something out and probably tone down the catfish a bit.
Kinda late here, sorry. I admit, I ended up bombing the catfish's second attack everytime, but there's probably a general strategy that I hadn't figured out. Mainly what I meant was the first spell. I think increasing the delay of the bullet spawning will actually make it harder. What happens is that the initial bullets all fly past, and since the others take so long to spawn you can't tell what paths the first wave followed. If they spawned immediately you'd know right where they'd be: just behind the initial bullets.
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: ExPorygon on March 12, 2012, 11:59:19 PM
Kinda late here, sorry. I admit, I ended up bombing the catfish's second attack everytime, but there's probably a general strategy that I hadn't figured out. Mainly what I meant was the first spell. I think increasing the delay of the bullet spawning will actually make it harder. What happens is that the initial bullets all fly past, and since the others take so long to spawn you can't tell what paths the first wave followed. If they spawned immediately you'd know right where they'd be: just behind the initial bullets.

Now that I think about it, you're completely right about the 1st attack. Reducing delay should greatly improve it, I'll probably do that. As for the 2nd attack, I'll probably end up toning it down on normal. What you have now might just end up being the hard version or higher.
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: ExPorygon on April 02, 2012, 03:43:10 AM
Update!!

Kingdom of Mushrooms v0.4 is released HERE (http://bulletforge.heroku.com/u/ozzy/p/touhou-kingdom-of-mushrooms/v/04)

Changes:
*Added 2 player characters and corresponding Yoshi spellcards.
*Added super mushrooms as a collectible item.
*Altered some attack patterns, most prominently the Catfish's 1st attack.
*Collisions with Bricks and ? Blocks will no longer kill the player.
*Fixed an issue with Youmu's bomb on Stage 2.
*Altered the hitbox and graphic of the glowing bullets like the one's yoshi uses in his first card.
*Rebalanced the existing player characters. Youmu now has 2 bombs to start while Sakuya starts with 4. The others both start with 3. Additional minor changes were made to shot power.
*Altered Sakuya's bomb so as to reduce potential lag.

Be sure to read the manual file for additional change information. Work has begun on stage 4, so please wait warmly for that.
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: Daemoniken on April 02, 2012, 07:13:01 AM
*Downloads newest Kingdom of Mushrooms demo, and sometime later* Argh, Peach! Just as evil as in Mario Party. I WILL defeat you someday, you dumb broad!

In all seriousness, I'm really bad at danmaku games at this point (I need to remember to use bombs), but I'm loving everything here so far! I kinda wonder if you plan to have each player character say something different at each boss, but then again, none of the lines seem out of place for any of the four to say.
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: ExPorygon on April 02, 2012, 08:54:28 AM
*Downloads newest Kingdom of Mushrooms demo, and sometime later* Argh, Peach! Just as evil as in Mario Party. I WILL defeat you someday, you dumb broad!

In all seriousness, I'm really bad at danmaku games at this point (I need to remember to use bombs), but I'm loving everything here so far! I kinda wonder if you plan to have each player character say something different at each boss, but then again, none of the lines seem out of place for any of the four to say.

I was wondering if anyone was going to ask that, actually. I haven't ruled out the possibility of making different scripts (or at least slightly different) but like you said, I can picture any one of them saying the current lines.

Glad you're having fun! I'm going to add in more difficulties, including an easy mode if there's a demand for it. Honestly, I've probably made my normal mode more difficult than other normal modes as an unintended side effect of the fact that the normal mode for most of the games has become too easy for me.
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: チソウ タイゼン on April 02, 2012, 10:43:58 PM
hrrrrgh i can't danmakufu

video plz
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: ExPorygon on April 02, 2012, 11:33:53 PM
hrrrrgh i can't danmakufu

video plz

Should have mentioned this before, but there is a video of stage 3 in version 0.3 up on my channel here:
http://www.youtube.com/watch?v=qjm2KDWH10M

Just curious though, why can't you danmakufu?
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: チソウ タイゼン on April 03, 2012, 12:20:47 AM
> dad why can't we install the japanese language packs
> dad where is the windows xp cd
> dad how else do you expect me to run this
> no dad applocale isn't going to break anything


Anyway, that looks a little difficult for a Stage 3 ._.
Do consider turning down the brightness of the backgrounds, though, it's a little bright :I
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: Zil on April 03, 2012, 02:36:54 AM
Marisa's lasers seem overpowered. The General Guy's minions all died at once, and Yoshi's Story only lasted a few seconds. I'm not sure if that was because each Yoshi was taking laser damage or something else. Peach's parasol shield thing became pretty funky as well. Also it's hard to see through the lasers themselves. I feel like I already said this but apparantly I didn't. If it turns out I double posted or something... ignore one of them. :V
Title: Re: Ozzy's Kingdom of Mushrooms Demo is Released!!
Post by: ExPorygon on April 03, 2012, 02:50:45 AM
> dad why can't we install the japanese language packs
> dad where is the windows xp cd
> dad how else do you expect me to run this
> no dad applocale isn't going to break anything
Aww, that's a shame.  :(

Anyway, that looks a little difficult for a Stage 3 ._.
It probably is, I have a habit of making them harder than they should be. The update, however, has nerfed a bit of stage 3.

Do consider turning down the brightness of the backgrounds, though, it's a little bright :I
Noted. I'm thinking about replacing the backgrounds for stage 2 and 3 with 3D backgrounds anyway. Or is it a spell background that's too bright? Because I tried to keep those at a reasonable brightness level.

Marisa's lasers seem overpowered. The General Guy's minions all died at once, and Yoshi's Story only lasted a few seconds. I'm not sure if that was because each Yoshi was taking laser damage or something else.
You are correct, Marisa's piercing is what makes those attacks go down extremely fast, but that's pretty much it. Other than make the lasers weaker (which I would prefer not to do but will probably end up doing it anyway), I don't really know how I can fix that. I might be ok with Marisa having a big advantage on some cards because she's not very effective at stage portions in comparison to the others. We'll see though, I'll probably end up repeatedly balancing and rebalancing the characters until the entire game is done.

Peach's parasol shield thing became pretty funky as well.
That was intended. The parasol reflects more bullets when it takes more damage. In addition, it's much harder to avoid hitting the parasol due to the lasers' piercing, making that card more difficult for Marisa. This is one of the reasons why I suspect that Marisa's piercing is fine as is: It helps and hurts her in different situations. However, let me know if that card gets too overwhelming with Marisa.

Also it's hard to see through the lasers themselves.
That I will definitely fix. A simple matter of lowering the lasers' opacity.