Author Topic: Qwertyzxcv's RAD Danmakufu Scripts! :D A PRACTICE PH3 THING!!!!  (Read 58329 times)

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Danmakufu Game - "..." Version 0.16 and other stuff!
« Reply #90 on: February 26, 2013, 11:29:38 PM »
Whoops...
All I know is the bosses I want in the game are:
[/size]The season character, the water one, Wriggle, Yuuka, and Parsee. The reason im not making other boss fights yet is because i'm having trouble orderdering them according to a map of Gensokyo. ???
P.S. About the "rain", in the request thread maybe I can ask for the acceleration and stuff based on what I already made.

P.S. Try to upload a music-free version of the script to Bulletforge. 100 MB of music is a lot, and since you're posting it there for feedback on the game rather than feedback on the music, some people might  not download it because it's simply too large and takes forever to download.

Qwertyzxcv

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  • k!
Re: Danmakufu Game - "..." Version 0.16 and other stuff!
« Reply #91 on: February 26, 2013, 11:37:24 PM »
P.S. Try to upload a music-free version of the script to Bulletforge. 100 MB of music is a lot, and since you're posting it there for feedback on the game rather than feedback on the music, some people might  not download it because it's simply too large and takes forever to download.
Mkay. (I see you found eht  :V )

Qwertyzxcv

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  • k!
Re: Danmakufu Game - "..." Version 0.17 and other stuff!
« Reply #92 on: March 01, 2013, 11:38:56 PM »
Version 0.17 is up! :D
What to see in the next version:
-Stage 2!
-Stage 6 will be longer!
-Updated everything!
AND MORE!
I'm still trying tlearn how to mak custom player scripts so there will be a custom Reimu and maybe Marisa by 0.3
And SORRY i keep forgetting to make the enemies autodelete correctly D:
« Last Edit: March 02, 2013, 02:41:09 PM by Qwertyzxcv »

Maths ~Angelic Version~

  • Aspiring Mathematician of Brilliant Laziness
Re: Danmakufu Game - "..." Version 0.17 and other stuff!
« Reply #93 on: March 02, 2013, 11:11:56 PM »
For the rain in the stage 5 boss's spring Spell Card, I'd recommend using CreateShot12 for the gravity effect. You may for instance replace "fireb" with this:
Code: [Select]
task fireb{
wait(100);
loop{
CreateShot12(GetEnemyX,GetEnemyY,rand(-1.5,1.5),rand(-1,-2),0,rand(0.05,0.015),0,rand(2.5,3.5),185,10);
wait(3);
}}

Feel free to change some of the variables if you don't like the speeds I chose. This is just an example after all.
If you do this, you won't need the "bullet" task.

Edit: Changed
Code: [Select]
wait(2);
yield;
to
Code: [Select]
wait(3);I just think the latter looks better.
« Last Edit: March 02, 2013, 11:15:54 PM by Maths ~Angelic Version~ »

Qwertyzxcv

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  • k!
Re: Danmakufu Game - "..." Version 0.17 and other stuff!
« Reply #94 on: March 02, 2013, 11:16:08 PM »
For the rain in the stage 5 boss's spring Spell Card, I'd recommend using CreateShot12 for the gravity effect. You may for instance replace "fireb" with this:
Code: [Select]
   task fireb{
      wait(100);
      loop{
         CreateShot12(GetEnemyX,GetEnemyY,rand(-1.5,1.5),rand(-1,-2),0,rand(0.05,0.015),0,rand(2.5,3.5),185,10);
         wait(2);
         yield;
   }}
Feel free to change some of the variables if you don't like the speeds I chose. This is just an example after all.
If you do this, you won't need the "bullet" task.
I'll try it,
I'm thanking you in advance if it works :3
AND IT DID :D
IT LOOKS AWESOME THANK YOU ^_^
« Last Edit: March 04, 2013, 02:55:15 AM by Qwertyzxcv »

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Danmakufu Game - "..." Version 0.17 and other stuff!
« Reply #95 on: March 03, 2013, 01:22:44 AM »
v0.17
Stage 1 banner looks really? trite, stale, and too commercial.
Stage 4 is too repetitive. Midboss?
Stg 4: WTF lasers at end. (O_O)
Stg 5: Repetitive
5: Spring Sign: Nice~ But you might want to make then fall at a higher point.
5: Winter Sign: ?Yeah. This is the best spell I've seen from you in any of your scripts.
5: Summer Sign: Dizzying, way too fast, and ? too watery? I don't know.
*Might want to stop using so many of those large bullets.
6: Second to last: WTF. I don't know how to dodge this? Bullets are too are to stream. Looks like a non spell.
6: Final Spell: ?MY EYES HURT. I hope you didn't learn that from me? (But yeah.Fast, and you're not really supposed to go unfocused through a card like that.)

Qwertyzxcv

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  • k!
Re: Danmakufu Game - "..." Version 0.17 and other stuff!
« Reply #96 on: March 03, 2013, 01:34:21 AM »
v0.17
Stage 1 banner looks really? trite, stale, and too commercial.
Stage 4 is too repetitive. Midboss?
Stg 4: WTF lasers at end. (O_O)
Stg 5: Repetitive
5: Spring Sign: Nice~ But you might want to make then fall at a higher point.
5: Winter Sign: ?Yeah. This is the best spell I've seen from you in any of your scripts.
5: Summer Sign: Dizzying, way too fast, and ? too watery? I don't know.
*Might want to stop using so many of those large bullets.
6: Second to last: WTF. I don't know how to dodge this? Bullets are too are to stream. Looks like a non spell.
6: Final Spell: ?MY EYES HURT. I hope you didn't learn that from me? (But yeah.Fast, and you're not really supposed to go unfocused through a card like that.)
Stg 1: Banner is just a placeholder.
Stg 4: Ill add one or two more patterns?
Stg 5: Ill add one or two more patterns?
Spring: Ill fix it. :)
Winter: woot woot
Summer: Oh, at first I thought you said dazzling, but I guess not..xD Ill fix it. Slow it down, but ill keep it watery.
Mkay, in spell 3 ill change 02s to 03s
and in spell 4 ill change 02s to 04s.
:D
Stg 6:
Spell 4: Ill make them wait more?
Spell 5: oh...ill slow it down.
Thanks for playing :DDDDD

Qwertyzxcv

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  • k!
Re: Danmakufu Game - "..." Version 0.15 and other stuff!
« Reply #97 on: March 09, 2013, 02:38:17 AM »
Then, comes the main one that YOU SHOULD BE USING if your enemies are supposed to die upon leaving the screen.

Code: [Select]
let Xmin = 0; let Xmax = 448; let Ymin = 0; let Ymax = 480;The above code states the boundaries of the Danmakufu window. You can also opt to replace this with GetClipM(in/ax)(X/Y). The code deletes enemies after they pass a certain distance out of the screen.
Hoow do I get it to not give a point item when leaving the screen?

Sparen

  • Danmakufu Artist
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    • AFCDTech
Re: Danmakufu Game - "..." Version 0.17 and other stuff!
« Reply #98 on: March 09, 2013, 11:17:54 AM »
create a variable that is set to some value. If it dies by leaving the screen, set that variable to a different variable before using VanishEnemy. Afterwards, in finalize, if the variable is a certain value, create the items.

Introduction to Danmaku should have examples.

Neal Kawashiro

  • The yokai of the 7th element
  • Drums, A smooth Rai~ko!(from youtube)
Re: Danmakufu Game - "..." Version 0.17 and other stuff!
« Reply #99 on: March 09, 2013, 11:37:44 AM »
Hmm. I just thought of A story for this game. What if the final boss(The Greatest Fairy?) Thought of spreading chaos(flooding Gensokyo) for others underestimating Fairies. Reimu Goes Underground with marisa to resolve it. They meet parsee, who stops them out of jealousy and knowing that she needs to "test" them. she meets the final boss. She talks about blah blah. then she is defeated. Then, in the extra stage, They heard that someone actually controlled the flow of energy in the water, making it violent. they investigate. They meet upon "Insert Name here" And blah blah. Then,they meet "Insert energy manipulating fan made character here" Talking about blah blah...
Raiko!Raiko!Raiko Sama~!

Qwertyzxcv

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  • k!
Re: Danmakufu Game - "..." Version 0.17 and other stuff!
« Reply #100 on: March 09, 2013, 04:08:18 PM »
Hmm. I just thought of A story for this game. What if the final boss(The Greatest Fairy?) Thought of spreading chaos(flooding Gensokyo) for others underestimating Fairies. Reimu Goes Underground with marisa to resolve it. They meet parsee, who stops them out of jealousy and knowing that she needs to "test" them. she meets the final boss. She talks about blah blah. then she is defeated. Then, in the extra stage, They heard that someone actually controlled the flow of energy in the water, making it violent. they investigate. They meet upon "Insert Name here" And blah blah. Then,they meet "Insert energy manipulating fan made character here" Talking about blah blah...
Wow, thats a good idea! I'll see how that would work with my season character thing, yuuka, and wriggle. :D

Neal Kawashiro

  • The yokai of the 7th element
  • Drums, A smooth Rai~ko!(from youtube)
Re: Danmakufu Game - "..." Version 0.17 and other stuff!
« Reply #101 on: March 09, 2013, 10:26:25 PM »
I actually tried to modified some of the troll scripts i edited(the rina one). I actually made one the looks wintery. That can work good for the winter spell...
Raiko!Raiko!Raiko Sama~!

Qwertyzxcv

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  • k!
Re: Danmakufu Game - "..." Version 0.2 and other stuff!
« Reply #102 on: March 16, 2013, 04:11:57 PM »
Danmakufu Game Version 0.2:
So there is a lot of updates, and they are in the changelog...
Summary:
-Stage 2 started.
-Stage 4 and 5 updated.
-Stage 5 Boss spells rearanged, and updated
-Stage 6 Boss updated.

Maths ~Angelic Version~

  • Aspiring Mathematician of Brilliant Laziness
Re: Danmakufu Game - "..." Version 0.2 and other stuff!
« Reply #103 on: March 16, 2013, 05:46:26 PM »
Would you mind uploading a version without music again? Some of us are too impatient to wait for 149 MB to download  :V

Qwertyzxcv

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  • k!
Re: Danmakufu Game - "..." Version 0.2 and other stuff!
« Reply #104 on: March 16, 2013, 09:27:24 PM »
Would you mind uploading a version without music again? Some of us are too impatient to wait for 149 MB to download  :V
The BulletForge link has it...:)

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Danmakufu Game - "..." Version 0.2 and other stuff!
« Reply #105 on: March 23, 2013, 01:55:10 AM »
Version 0.2 Review

Test Spells:
Spell: God the lasers make my eyes hurt.
Spell 3: You need to give a warning if the boss is going to crash onto the player.

Stage 1:
-You still have issues with deleting enemies after they're out of the screen.
-After mid boss, include a wait(180)
Other than those, it's fine.

Stage 2:
-Those green strings of arrowheads are too much of a wall.
-Wall-reflecting red bullets are interesting, but they sometimes come too close to the bottom when reflecting.
-You need time before you dump the mid boss in. Maybe wait(180)
-Post mid boss needs some delay.
-After mid boss, green rings are too fast for Normal Mode.
-Oh, and all those fast, random bullets make it hard to concentrate.

Stage 3:
-Music is very low. Amplify volume.

Stage 4:
-Walls of giant bubbles are too difficult.
-Random spam is sort of hard. Also sort of disappointing.
-The giant kunai-spewing thing needs delay. I keep on getting speared trying to descend from the POC. I suggest making the enemy come from the top before spewing the bullets.
-That ring of red bullets was completely unexpected in the mid boss.
-Post non spell red walls are hard to see.

Stage 5:
-Opener is way too easy, but those green oval bullets are very hard to dodge.
-Spring Sign looks good.
-Summer Sign is so fast that you can't appreciate the pattern
-Slowdown in Winter Sign does more harm than good.

Stage 6:
-The Under Construction Spell is completely boring and trollish. I know you can do better than this.
-The Final Spell is too fast; it smashes you into the bottom of the screen. Seeing the bullets on the side curving gave me a panic attack because I thought they'd come back up from the bottom of the screen.

Qwertyzxcv

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  • k!
Re: Danmakufu Game - "..." Version 0.2 and other stuff!
« Reply #106 on: March 23, 2013, 04:58:28 PM »
Test Spells:
Spell: Oh, i'll replace it with bullets?
Spell 3: Alright.

Stg 1:
-UGZHHGHGHGGHJDSUYHBESO RUG.
-Ok.
-Yay.
Stg 2:
-I'll make it less dense.
-Ok.
-Ok.
-Ok.
-I already am working on that.
-I'll make less and slow them down.
Stg 3:
-I'm waiting till i'm all finished for that, because i'm still editing the music.
Stg 4:
-They are aimed pretty far from the player...
-Ok.
-Ok.
-I don't even know why that's there. Seriously. I posted it on the Q&A thread, but it didn't help much.
Fixed nevermind!
-Ok.
Stg 5:
-Faster for opener, less dense for ovals.
-Yay.
-Ok.
-I am keeping the slowdown, BUT, I will make less "Snow". :)
Stg 6:
-Trollish? Just redirect the mass amounts of bullets. But I could make it less boring.
-I'll slow it down. And I took out that random curvy bullet.
« Last Edit: March 29, 2013, 02:59:23 PM by Qwertyzxcv »

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Danmakufu Game - "..." Version 0.2 and other stuff!
« Reply #107 on: March 23, 2013, 05:04:12 PM »
*Regarding the red bullets, check your Finalize loop and the stages. You really need to organize your stage scripts better and give them their correct names.

Qwertyzxcv

  • yas
  • k!
Re: Danmakufu Game - "..." Version 0.2 and other stuff!
« Reply #108 on: March 23, 2013, 05:22:59 PM »
*Regarding the red bullets, check your Finalize loop and the stages. You really need to organize your stage scripts better and give them their correct names.
The only thing in finalize, is deleting graphics. Explain about the organizing?

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Danmakufu Game - "..." Version 0.2 and other stuff!
« Reply #109 on: March 24, 2013, 02:50:12 PM »
I.E. don't name Boss Spell 1 as Midboss, and delete all of your experiments when you're releasing a version of the script. Also, you have to label things better. For example, some of your scripts say "Stage X mid boss" when they're a stage script. That kind of stuff.

Qwertyzxcv

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  • k!
Re: Danmakufu Game - "..." Version 0.21 and other stuff!
« Reply #110 on: March 30, 2013, 03:33:08 PM »

Version 0.2: !!! :D
Updates:
-SOUND EFFECTS*!!!!!!!!!!!!!!!!! (took me days to add)
-Everything is more organized
-Point system on stage 1 :3
-Stage and boss updates.
Please look in changelog for more updates.
And don't ask about the winter spell, I forgot to fix it when I was uploading ._.
*The sound effects overpower the music.

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Danmakufu Game - "..." Version 0.21 and other stuff!
« Reply #111 on: April 02, 2013, 02:44:08 PM »
V2.1

Don't Know:
Spell: Meh. Boring.
Spell2: You already used this.
Spell3: It's still cruel.
Spell4: This is non spell tier
Spell5: OH GOD. Nope. Don't use rand(1,255). Not a good idea.
Spell5b: WTF? Is that last part supposed to troll you?
[attach=1]
Spell6: Too dense
Spell6b: Even worse
Spell6c: Too hard to move between.
Spell6d: BEAUTIFUL! But equally undodgeable.
Spell6e: This is so beautiful that I really enjoy using the blind spot.
Spell6f: Ew.
Spell7: Troll tier.
Spell8: ?OK, and??
Spell9: You saw the reviews for Spiral Thunder Blast, right? I suggest you don't use this.
Spell10: This'd make a nice non spell if the boss was higher up.

Stage 1:
-You get walled instantly if you go pacifist
-Enemy deletion issues~
[BUG]:You have an error message with fire; It's called by two enemies, then two more, then 4 more.

Stage 2:
-Seriously, don't create bullets on the bottom half of the screen that fly up at the player.
-I'm referring to those red bulelt enemies at the start
-The stars and ellipse bullets are nice, but you have too many random bullets on the screen when you add the kunai. Tone it down a bit.

Stage 3:

Stage 4:
-Opener phase 2 walls player.
-You have error messages again.
-Walls of small bullets are uglier than walls of big bullets. Change both. (Post-midboss)
-Task xklm has an error.

wait(rand(30,50));

You forgot the closing parenthesis for wait.

Stage 5:
DON'T HAVE ENEMIES BLAST WALLS AT YOU FROM THE BOTTOM OF THE SCREEN!!! >_<
SFX are better, but you keep all of those walls?
-SFX control needed for enemies off of the screen

Stage 5 Boss:
-NS2 walls.
-Winter Sign is beautiful, but it's Hard Mode Tier, not Normal Mode.

Music is unhearable!

Stage 6:
-Using rand in the opener means that nothing actually hits the player.
-Preset rings are not cool. Especially since their graphics are cut off.

Stage 6 Boss:
-Under Construction Spell: you need to delete and completely revamp this one.
-Last spell has error message.

Overall:
-Need less blunt SFX
-Need louder music
-Need to stop walling
-Need to play your scripts before you release them
-Need to check to see if things are playable
-Need to give spells names
-Need to give your tasks names that allow for debugging
etc.


Qwertyzxcv

  • yas
  • k!
Re: Danmakufu Game - "..." Version 0.21 and other stuff!
« Reply #112 on: April 02, 2013, 09:49:01 PM »
V2.1

Don't Know:
Spell: Meh. Boring.'
          :(
Spell2: You already used this.
         Yeah but it would fit Parsee. :D
Spell3: It's still cruel.
          Im thinking of making the enemy slightly above the player.
Spell4: This is non spell tier
            Yup, or add more.
Spell5: OH GOD. Nope. Don't use rand(1,255). Not a good idea.
             yup
Spell5b: WTF? Is that last part supposed to troll you?
             mmhmm
[attach=1]
Spell6: Too dense
Spell6b: Even worse
Spell6c: Too hard to move between.
Spell6d: BEAUTIFUL! But equally undodgeable.
Spell6e: This is so beautiful that I really enjoy using the blind spot.
Spell6f: Ew.
            none of these are supposed to be possible. the just look awesome.
Spell7: Troll tier.
           yup needs fixing
Spell8: ?OK, and??
           im trying to make it stay at the edge, and shoot up bullets that explode into fireworks :D
Spell9: You saw the reviews for Spiral Thunder Blast, right? I suggest you don't use this.
            yeah, i was seeing how it would work. :)
Spell10: This'd make a nice non spell if the boss was higher up.
            yay

Stage 1:
-You get walled instantly if you go pacifist
         whoops.
-Enemy deletion issues~
         ...does it really matter? just wondering
[BUG]:You have an error message with fire; It's called by two enemies, then two more, then 4 more.
          trying to fix that

Stage 2:
-Seriously, don't create bullets on the bottom half of the screen that fly up at the player.
          okay
-I'm referring to those red bulelt enemies at the start
           okk
-The stars and ellipse bullets are nice, but you have too many random bullets on the screen when you add the kunai. Tone it down a bit.
          ok

Stage 3:

Stage 4:
-Opener phase 2 walls player.
            no it doesnt.
-You have error messages again.
           fixed a few, not all of them though.
-Walls of small bullets are uglier than walls of big bullets. Change both. (Post-midboss)
           oh
-Task xklm has an error.
wait(rand(30,50));
You forgot the closing parenthesis for wait.
            ok

Stage 5:
DON'T HAVE ENEMIES BLAST WALLS AT YOU FROM THE BOTTOM OF THE SCREEN!!! >_<
           ok
SFX are better, but you keep all of those walls?
         ok
-SFX control needed for enemies off of the screen
           ok

Stage 5 Boss:
-NS2 walls.
            ok
-Winter Sign is beautiful, but it's Hard Mode Tier, not Normal Mode.
           forgot to fix it...(in the post about 2.1)

Music is unhearable!
            yup...im waiting til im finished to make it louder.

Stage 6:
-Using rand in the opener means that nothing actually hits the player.
             oh
-Preset rings are not cool. Especially since their graphics are cut off.
            trying to make something else out of that but it didnt work

Stage 6 Boss:
-Under Construction Spell: you need to delete and completely revamp this one.
                    ...
-Last spell has error message.
                   fixed

Overall:
-Need less blunt SFX
-Need louder music
-Need to stop walling
-Need to play your scripts before you release them
-Need to check to see if things are playable
-Need to give spells names
-Need to give your tasks names that allow for debugging
etc.
                  ok, thank you for taking your time to review this! :D
« Last Edit: April 05, 2013, 07:59:29 PM by Qwertyzxcv »

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Danmakufu Game - "..." Version 0.21 and other stuff! (reimu boss fight!)
« Reply #113 on: April 02, 2013, 10:56:39 PM »
Reimu Troll Script:

NS1: ...Wow. (Not a compliment)
SP1: At least you had the decency to create the bullets at the bottom.
NS2: Actually, those lasers with the colorful amulets look good.
SP2: You know, this one isn't all that bad.
NS3: This one is awesome! I'm going to use laser amulets next time! NOT.
SP3: If you can make something look this good in a troll script, maybe you should apply that to a normal script.
SP4: ...XD

You just found a really creative way to reuse the same algorithm like five times. Not a bad troll script, though it's not particulary great either.

Spell 3: If you lessen speed and bullet number, this would make a much better second-to-last spell for your Stage 6 boss than the one you currently have.

SP5: AHAHAHA. Yuke's 1Up was more creative. Still, you crashed Danmakufu, so that's impressive.

      SetEffectForZeroLife(100, 255, 5);

      loop(20000){CreateItem(ITEM_SCORE,GetX+rand(-200,200),GetY+rand(200,200));}
      CollectItems;

AHAHAHAHAHA. End of review.
« Last Edit: April 02, 2013, 11:00:07 PM by Sparen »

Qwertyzxcv

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  • k!
Re: Danmakufu Game - "..." Version 0.21 and other stuff! (reimu boss fight!)
« Reply #114 on: April 02, 2013, 11:41:09 PM »
Reimu Troll Script:
more of an april fools joke

NS1: ...Wow. (Not a compliment)
xD
SP1: At least you had the decency to create the bullets at the bottom.
?
NS2: Actually, those lasers with the colorful amulets look good.
DARNIT
SP2: You know, this one isn't all that bad.
ill fix that
NS3: This one is awesome! I'm going to use laser amulets next time! NOT.
lolz
SP3: If you can make something look this good in a troll script, maybe you should apply that to a normal script.
??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ? Wow :D
SP4: ...XD
yup

You just found a really creative way to reuse the same algorithm like five times. Not a bad troll script, though it's not particulary great either.
ooh, ill make version v. version ver. 2 better!

Spell 3: If you lessen speed and bullet number, this would make a much better second-to-last spell for your Stage 6 boss than the one you currently have.
Woah, i dont really think so. I could make the second to last spell a tiny bit similar though.

SP5: AHAHAHA. Yuke's 1Up was more creative. Still, you crashed Danmakufu, so that's impressive.
:D

      SetEffectForZeroLife(100, 255, 5);

      loop(20000){CreateItem(ITEM_SCORE,GetX+rand(-200,200),GetY+rand(200,200));}
      CollectItems;

AHAHAHAHAHA.
xD
End of review.
end of review's reply
« Last Edit: April 02, 2013, 11:51:44 PM by Qwertyzxcv »

Qwertyzxcv

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  • k!
Re: Danmakufu Game - "..." Version 0.21 and other stuff! (reimu version 2!)
« Reply #115 on: April 06, 2013, 01:33:41 AM »
New stuff!
Two things :)

Reimu boss fight version 2: http://www.bulletforge.org/u/qwertyzxcv1/p/raeoimu-hackuray-bos-fite/v/ver-v-version-222222-two-to-too
Basically, I fixed everything in Sparen's feedback, "updated" the BGM, and fixed some spells/nonspells.

Sparen's challenge 10: http://www.bulletforge.org/u/qwertyzxcv1/p/challenge-10/v/1
A parsee spellcard, with three phases. And its a 77 second time-out.
There aren't enough Parsee scripts D:<
« Last Edit: April 06, 2013, 01:48:32 AM by Qwertyzxcv »

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Danmakufu Game - "..." Version 0.21 and other stuff! (reimu version 2!)
« Reply #116 on: April 06, 2013, 02:12:13 AM »
I've PMmed you my opinion of your 'Parsee Script.' However, it seems that I neglected to tell you that Reimu isn't Parsee. XD.

Having a Reimu cutin doesn't mean that you're playing against Parsee.


Version 2 of Reimu TROLL

NS1: OK. Music trolls just as much as the script.
SP1: ?Those bullet from the top make me want to cry.
NS2: What the HELL did you do to the SFX?! Looks really interesting though.
SP2; Boring.
NS3: Meh. Looks the same as before.
SP3: Excellent trolling. But? looks like that Sakuya timestop abuse.
SP4: Boring.
SP5: ?Overrated.

More of an eartroll this time.
« Last Edit: April 06, 2013, 02:17:51 AM by Sparen »

Qwertyzxcv

  • yas
  • k!
Re: Danmakufu Game - "..." Version 0.21 and other stuff! (reimu version 2!)
« Reply #117 on: April 06, 2013, 02:30:34 AM »
I've PMmed you my opinion of your 'Parsee Script.' However, it seems that I neglected to tell you that Reimu isn't Parsee. XD.

Having a Reimu cutin doesn't mean that you're playing against Parsee.


Version 2 of Reimu TROLL

NS1: OK. Music trolls just as much as the script.
SP1: ?Those bullet from the top make me want to cry.
NS2: What the HELL did you do to the SFX?! Looks really interesting though.
SP2; Boring.
NS3: Meh. Looks the same as before.
SP3: Excellent trolling. But? looks like that Sakuya timestop abuse.
SP4: Boring.
SP5: ?Overrated.

More of an eartroll this time.
n1 ooh
s1 lol :D
n2 err
s2 will add like a wave of bullets that are unfair and dense and fast and big ;)
n3 it is
s3 yay
s4 D:
s5 explain.

Qwertyzxcv

  • yas
  • k!
Newer stuff! :D

Challenge 10 version 2
Read the description.

raeoimu Hackuray bos fite version 3
I made it less boring. :D

My own challenge: Qwertyzxcv's challenge

Game version 2.2: not available for download because not much was changed. ( http://pastebin.com/EFkMfTte )
« Last Edit: April 08, 2013, 09:37:04 PM by Qwertyzxcv »

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Challenge: There's still a Reimu cutin you know...

Your challenge: There're links in the Table of Contents for a REASON, you know.

On a side note, please don't link like that.

Code: [Select]
[url=www.sites.google.com/site/...etc]Link[/url]
This way the name of the website isn't as obvious.