Enemies coming from the bottom at the center of the screen and they also spawn bullets after deathYou mean red orbs? That's their purpose to spawn bullets after being killed. So in some cases its better NOT to kill them. There surely will be a lot of patterns based on this.
The beginning word is unreadable because the front is too small and the color kinda blends in with the back ground.OK i'll fix it
I can't tell where is the ship's hit box though.I've disabled SetAutoEffect so it doesnt show the builtin danmakufu hitbox. It's located just under ship's cockpit. Maybe i'll add a sprite for it when focused. And i also made SetIntersectionCircle(GetPlayerX,GetPlayerY,2); I dunno if this makes the hitbox big or not?
Enemies coming from the bottom at the center of the screen and they also spawn bullets after death derp derp surprise but sek
NO
That's just really cheap way of killing the player. :flamingv:
Oh gog what, enemies coming from every corners, oh gog why are they so fast. Oh gog they spawn bullets after their death, oh gog the bullets are too fast to react FFFFFFFFFFFFFFF. Ok the hit box is HUGE . . that means in the part where enemies come from left - right up - down you have to kill the enemies and it's almost impossible to dodge.
I really dislike the part where the orange balls come from the lower right corner because it's too fast and their beside the player and meanwhile when you kill them they spawn bullets that are too fast to dodge and too many.
*bomb spam
Overall conclusion
Good
Graphics
Decent player character
effective player bomb
Bad
HUGE HITBOX
spazzing enemy movement
terrible enemy spawn point
Larger hitboxes do not make a game bad. Take Battle Garrega, for example.Hehe. Nice to see a player with arcade shmup experience (i have touhou only). Speaking of hitboxes, how do you think, do i need to make a visible hitbox while focusing or leave it like now (a spot right below the cockpit)? And once again on suicide bullets. Those red orbs gonna be kinda "trademark" of gameplay here. I'll even make several types of barrage they can throw at player :V And no. They will explode point blank too, so it's better to avoid killing them in a close range. (though it's a good idea for easy mode, so i'll think about it ;) )
Suicide bullets? I'm surprised I haven't seen more of these. Ketsui likes to throw a lot of these at you, but they don't spawn if the destroyed enemy is close enough to the player. This might be something to consider adding.
Finally, enemy spawn points are always memorized.
Hehe. Nice to see a player with arcade shmup experience (i have touhou only). Speaking of hitboxes, how do you think, do i need to make a visible hitbox while focusing or leave it like now (a spot right below the cockpit)? And once again on suicide bullets. Those red orbs gonna be kinda "trademark" of gameplay here. I'll even make several types of barrage they can throw at player :V And no. They will explode point blank too, so it's better to avoid killing them in a close range. (though it's a good idea for easy mode, so i'll think about it ;) )
Hey there, just tested the game.Thanx for reply ;) I'm currently working on a final version of this stage completely rebuilding it from scratch, so expect more stuff, especially on hard mode.
Hitbox: I have no problems with it's size - just something different for the Touhou-only players to get used to. I do think it would be a good idea to show players where and how large the hitbox is though. If you don't want to have the hitbox glowing every time the player focuses, an alternative would be just to show it to the player during the Stage 1 screen.I've already decided to make hitbox visible while focusing, though it can be surely recognized even when unfocused, watch drawloops in player scripts where i've made an adjustments for it's appearance.
Power: I've never been a fan of the death = you need to collect 100 power items that UFO introduced, but that's your prerogative. The amount of shots to take down enemies in the stage was fine, but I think the boss has significantly more HP than it should (particularly given the random movement of the boss and the long delay on the Waverunner missiles). I don't think I killed a single 'spell' or 'nonspell' within the time allotted, even the during final one where the boss stands still, I remained under it the whole time and didn't kill it fast enough. I died once in the midpoint of the stage, so I may never have reached the power level expected for the first boss (though I would argue this isn't an excuse).I've got familar with this power system in Ten Desires and found it fair. 1st stage is about collecting the precious power, and this test one was designed to make player easily collect 3 power before the boss (or even 4 with some effort). As for fighting bosses with low power - dont forget that both players (especially Waverider) have powerfull primary "weapons of last hope" wich allow to deal good ammount of damage even at low power. Waverider's Gamma Ray fires a short laser impulse on a single shot button click when player doesnt move. It deals 50 damage with total penetration. I'm even thinking about nerfing it a little cause once you can stand still in front of an enemy you can trivialize it's attack by rapid clicking :) Just try it on boss and see how it works.
Gameplay: Liked what I saw. I'd adjust the boss's second nonspell such that staying perfectly still wouldn't let you dodge all the bullets. The mindfuck turrets were awesome, I can imagine some ridiculous stuff happening when the patterns get more intense and those things are around. The suicide bullets were fine too.That nonspell is easy enough for easy mode :) It will surely be more trickier on hard. Glad, you liked the turrets. They'll make a lot of fun in this game.