Author Topic: Kaguya's Eternal Plate of Bullets (Stuff added)  (Read 21503 times)

ChaoStar

  • Dark History Boy
Kaguya's Eternal Plate of Bullets (Stuff added)
« on: November 23, 2009, 12:32:27 PM »
Touhou 初運眠
http://www.mediafire.com/?2fj1ndwnymm Only for those who want to play something really bad. Purging will happen eventually.


Solar Fury(Complete.)
http://www.mediafire.com/?gtzqyzlmq4r

Monochomatic Wonderland(Complete.)
http://www.mediafire.com/?nmywmxr5grm

Beatrix(As Complete as it will ever get.)
http://www.mediafire.com/?mhvgn1 (this was from Disturbance of Aria, yeah.)

Sprites:
Kaguya: http://i880.photobucket.com/albums/ac9/Zrathgar/Kagu-chan.png
Okuu: http://i880.photobucket.com/albums/ac9/Zrathgar/Utsuho2.png

Players:
Kaguya: http://www.mediafire.com/?qtnmldakjzz - Features: Press C to cycle between impossible requests! 10 shot types, 2 bombs.

Remilia ScarletC: http://www.mediafire.com/?vkdmnwtgzzw - Features: Strange Power up system and 50 graze 2 second invincibility. Yeah, it's broken. That's why I like it.

Remilia ScarletB: http://www.mediafire.com/?zzziczitao2 The better, cooler Remilia that isn't broken. Also, better bomb :V Oh it's missing a good graphic for the spear. If anyone wants to make one, please do *sucks at making large graphics :V*

Music:
Stages 1-6(minus 3): http://www.mediafire.com/?3tmlitdzjzz
Stage 3: http://www.mediafire.com/?mh5j5wmy3mn

I would really appreciate feedback, so I can improve myself~<3
« Last Edit: April 20, 2010, 03:15:43 PM by Wonderful☆Life »

Re: ChaoStar's scripts thread(Monochromatic Wonderland out!)
« Reply #1 on: November 27, 2009, 10:48:50 PM »
Sanae shot orange froggies :D

Some cool ideas, and definately impressive for a beginner. You should try to focus more on making some of your patterns more complex (most of the monochrome script), so it's not as boring-looking. Especially since you're only using two colors. Solar Fury was pretty fun to play, and I loved the effect on the 03 bullets in Afternoon Tea :V
« Last Edit: November 28, 2009, 01:03:52 AM by Naut »

Lawence Codye

  • The Nine Tails of Subconscious...
  • Come & your desires shall all become reality...
Re: ChaoStar's scripts thread(Kaguya Player Beta version out!)
« Reply #2 on: December 01, 2009, 06:39:36 PM »
umm...what is those "_MACOSX" folders for...?
I am the Nine Tails of Subconscious...

Come & your greatest desires will be reality...

ChaoStar

  • Dark History Boy
Re: ChaoStar's scripts thread(Kaguya Player Beta version out!)
« Reply #3 on: December 01, 2009, 07:40:59 PM »
umm...what is those "_MACOSX" folders for...?

ignore them, I code on my mac, so that's probably why they're there.

Lawence Codye

  • The Nine Tails of Subconscious...
  • Come & your desires shall all become reality...
Re: ChaoStar's scripts thread(Kaguya Player Beta version out!)
« Reply #4 on: December 01, 2009, 09:07:54 PM »
ignore them, I code on my mac, so that's probably why they're there.

okay I see...oh, & awesome character so far...I've been trying to get this far making a multiple shot type character for the whole second half of fall...
Solar Fury is safe with me until the second to last spell kicks in & it's painful, even to me with my glasses that gives me beyond 20/20 vision...I mean I see everything but at the speed everything is moving, transparent bullets are just a terrible idea...especially with the default bullets & all...I rate it a 3.5 out of 5...
As for Monochromatic Wonderland...well let's see...nothing wrong until...last spell, well not really...just beyond my difficulty...that's all as I see it as undoable due to no clue how to tackle those speedy kunai...& I 1cc, with Kaguya though so...it's a 4 out of 5 for me...
« Last Edit: December 02, 2009, 10:14:18 AM by UltimaRepman »
I am the Nine Tails of Subconscious...

Come & your greatest desires will be reality...

Zengar Zombolt

  • Space-Time Tuning Circle - Wd/Fr
  • Green-Red Divine Clock
Re: ChaoStar's scripts thread(Kaguya Player Beta version out!)
« Reply #5 on: December 02, 2009, 12:03:37 PM »
Hahaha that Kaguya script needs SERIOUS nerfing damage-wise, it kills Phantasm Romance (Lunatic mode) deader than CtC MarisaB. But otherwise it seems p. cool.

ChaoStar

  • Dark History Boy
Re: ChaoStar's scripts thread(Kaguya Player Beta version out!)
« Reply #6 on: December 02, 2009, 10:32:03 PM »
Hahaha that Kaguya script needs SERIOUS nerfing damage-wise, it kills Phantasm Romance (Lunatic mode) deader than CtC MarisaB. But otherwise it seems p. cool.

Yeah, I nerfed all that, in the update. (although, I dunno about the bomb.)

Lawence Codye

  • The Nine Tails of Subconscious...
  • Come & your desires shall all become reality...
Re: ChaoStar's scripts thread(Kaguya Player Beta version out!)
« Reply #7 on: December 03, 2009, 12:28:10 AM »
Yeah, I nerfed all that, in the update. (although, I dunno about the bomb.)

yeah...your bomb does 5084 damage from the position the character starts off at the start of a level in danmakufu...I hate to be this guy but...
it also killed the damage tester quick as hell from close to the boss & it goes on for what is in my opinion wayyyyyyyyyy to long...maybe, maybe drop the damage down a tiny bit & maybe don't let the bullets do any damage until they(each bullet in the circle) actual have just separated from each other...however I do like it very much visually...
& I don't know if this is intentional or not but the "Stone Bowl" shot type does god-tier damage the same way that the spellcard does up close & this is before stamping on the enemy...
I am the Nine Tails of Subconscious...

Come & your greatest desires will be reality...

ChaoStar

  • Dark History Boy
Re: ChaoStar's scripts thread(Kaguya Player Beta version out!)
« Reply #8 on: December 03, 2009, 12:53:14 AM »
your bomb does 5084 damage fr...
..it also killed the damage tester quick as hell...

How do you tell this? Is there some sort of damage tester I can use? That would be really helpful. Also, stone bowl is kind of meant to have godly damage. But not too godly.

Zengar Zombolt

  • Space-Time Tuning Circle - Wd/Fr
  • Green-Red Divine Clock
Re: ChaoStar's scripts thread(Kaguya Player Beta version out!)
« Reply #9 on: December 03, 2009, 01:20:59 AM »
How do you tell this? Is there some sort of damage tester I can use? That would be really helpful. Also, stone bowl is kind of meant to have godly damage. But not too godly.
Here are them.
There's a DPS (Damage per second) and a regular Damage tester. Both have 10k life.

Re: ChaoStar's scripts thread(Kaguya Player completed!(well, kinda.))
« Reply #10 on: December 03, 2009, 03:50:14 AM »
The damage testing scripts are linked in the player tutorial.

Seriously. Read it.

ChaoStar

  • Dark History Boy
Re: ChaoStar's scripts thread(Kaguya Player completed!(well, kinda.))
« Reply #11 on: December 03, 2009, 01:17:39 PM »
The damage testing scripts are linked in the player tutorial.

Seriously. Read it.

Shame on me for skimming.

Nimble

  • Broken English Fox
  • Rushing toward the bullet!
    • Viewmix
Re: ChaoStar's scripts thread(Kaguya Player nerfed!)
« Reply #12 on: December 03, 2009, 02:48:56 PM »
I see kunai moveing backward :-X

Monochomatic Wonderland hurt my eye :'(
Script's theme is good, but your pattern need to be more unique.

...
...
...

Power Of Super Natural Border and white BG own me twice oTL~



//------------------------------------------------

How much DP(3)S for normal/focus CtC MarisaB shot? I know only for Danmakufu MarisaB.

Stuffman

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Re: ChaoStar's scripts thread(Kaguya Player Completely Completed!)
« Reply #13 on: December 05, 2009, 01:24:27 AM »
DPS test results and observations on latest version.
Code: [Select]
Shot Damage (far/max)
---------------------------------
Jeweled Branch  123/277
Fire Rat        105/230
Dragon Necklace 70/160
Stone Bowl      15/320
Cowrie Shell    125/290

Bomb            870/9000

Jeweled Branch and Cowrie Shell are your anti-boss options and neither are very good, given their poor damage at long range and lack of ability to focus. Usually you want to be doing at least 200 DPS to bosses, and only Cowrie Shell does more than 150 at a reasonable distance from the boss.

Fire Rat is interesting in design but doesn't have enough punch to be useful, given the other spreadshots in her arsenal.

The only time you would use Dragon Necklace is if you were to the side of or above the boss and thus unable to hit with anything else. Might as well squeeze out that 50 DPS.

Stone Bowl is altogether awful unless you can spawn it RIGHT on top of your target.

Bomb spawns too much stuff on the screen, it creates slowdown when I use it. It also lasts waaay too long. Furthermore, the damage varies wildly depending on how close you are to the target, spawning on top of the them does OVER NINE THOUSAND damage. You want to figure out some kind of formula that makes the shots do a small amount of damage at first and scales it up the farther they travel, this makes the damage more consistent.

I noticed someone mentioning earlier that she was tearing through Phantasm Romance too easily; any good spread shot should be able to do that, as PR is designed for default Reimu/Marisa and thus has swarms of enemies with very little HP, fullscreen coverage eliminates them very effectively.

ChaoStar

  • Dark History Boy
Re: ChaoStar's scripts thread(Kaguya Player Completed again)
« Reply #14 on: December 06, 2009, 05:17:08 AM »
Aaah. Thank you so much for the advice, Stuffman. Everything updated, download again, please.

Lawence Codye

  • The Nine Tails of Subconscious...
  • Come & your desires shall all become reality...
Re: ChaoStar's scripts thread(Kaguya Player Completely Completed!)
« Reply #15 on: December 06, 2009, 07:52:29 AM »
It also lasts waaay too long.

I told you that the bomb did this...glad to it fixed & the other spellcard is fantastic...

& as for the shot types...you did a gooood...they're fixed & have focused shots plus they do balanced damage which still differs with each shot type...

then the sprite & shot graphics(& other graphics) which were updated to look better...success...

I hope to hear about Stuffman opinion on Kaguya's recent update in the future...
I am the Nine Tails of Subconscious...

Come & your greatest desires will be reality...

ChaoStar

  • Dark History Boy
Re: ChaoStar's scripts thread(Graphical errors fixed, please download again)
« Reply #16 on: December 06, 2009, 03:00:40 PM »
Graphical errors with Stone Bowl shots were fixed, so you don't get blinded. <3

Lawence Codye

  • The Nine Tails of Subconscious...
  • Come & your desires shall all become reality...
Re: ChaoStar's scripts thread(Graphical errors fixed, please download again)
« Reply #17 on: December 06, 2009, 03:40:11 PM »
Graphical errors with Stone Bowl shots were fixed, so you don't get blinded. <3

ah, okay...downloaded again...
I am the Nine Tails of Subconscious...

Come & your greatest desires will be reality...

Stuffman

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  • We're having a ball!
Re: ChaoStar's scripts thread(Graphical errors fixed, please download again)
« Reply #18 on: December 07, 2009, 12:05:51 AM »
Much better, the addition of focus variations makes it more playable.

Jeweled Branch, Dragon Necklace, and Cowrie Shell all work well now. Fire Rat is good now, but the focus version has considerably less power for some reason? Stone Bowl focus seems really buggy, it causes a lot of slowdown, it occasionally doesn't fire at the correct delays (sometimes overlaps salvos), and when I tried to read the DPS value of it it came out in the negatives for some reason! I'm not sure what's going on with that.

Re: ChaoStar's scripts thread(Graphical errors fixed, please download again)
« Reply #19 on: December 07, 2009, 12:31:13 AM »
and when I tried to read the DPS value of it it came out in the negatives for some reason!
MEDIC!

ChaoStar

  • Dark History Boy
Re: ChaoStar's scripts thread(Touhou 初運眠 Stage 1 beta released!)
« Reply #20 on: December 13, 2009, 01:26:07 AM »
Bump. Touhou 初運眠 Stage 1 beta. It was a blast to make. Credit to Blargel Water_and_Wind for the fairies.
« Last Edit: December 13, 2009, 01:28:38 AM by ChaoStar »

Stuffman

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Okay. Okay! I just got through playing this.

- The first thing that came to mind when I started the stage is that it plays more like an Extra Stage than a Stage 1; it immediately starts with fast, solid streaming, then that huge purple bullet spammer gets spawned right in your face...it's not difficult or anything but the main game is usually a bit more free and less structured, with slow, loose patterns littering the screen that you can traverse across, rather than dodge-or-die mechanically planned stuff.
- The white arrowheads on the midboss's third attack might be too slow, as they barely reach the player if you're playing a high power type like MariB.
- You should really always declare SetEnemyMarker any time a boss is onscreen.
- Spawning enemies at bottom center with no warning isn't very nice :D
- Seventh Sanctuary is a bit hardcore for Stage 1; a survival card + those spinny blue/white bullets getting thrown in your face is pretty tricky.

Other than that, it feels solid danmaku-wise. Obviously things like sound, the stage background, spell declares, and stuff like that still need to be done but I'm sure you're already aware of that. Looking forward to seeing how this looks down the line.

ChaoStar

  • Dark History Boy

- The white arrowheads on the midboss's third attack might be too slow, as they barely reach the player if you're playing a high power type like MariB.

- You should really always declare SetEnemyMarker any time a boss is onscreen.

...things like sound, the stage background, spell declares, and stuff like that still need to be done but I'm sure you're already aware of that. Looking forward to seeing how this looks down the line.

I actually noticed that. I test with MariB~ SetEnemyMarker? what?

Sound, check. Background, lol. Spell declares is what?

Thank you for wonderful feedback.

...oh and you do realize that there's a preview of stage 2 in there, if you uncomment it~

Stuffman

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  • We're having a ball!
The function SetEnemyMarker makes the little "ENEMY" icon appear below the play area, to show you where the boss is without looking up. It appears automatically for spellcards that start with the CutIn function, but it should really always be on for any of a boss's attacks.

By "Spell declares" I mean Cut Ins. But also the short bit of delay between attacks. Right now the bosses start their next attack/spell right after their lifebar hits zero, there's usually a second or two of delay to let the player get their bearings.

I'll let you actually finish Stage 2 before messing around with it :V

ChaoStar

  • Dark History Boy
Finished~
« Last Edit: December 14, 2009, 10:20:57 PM by ChaoStar »

Helepolis

  • Charisma!
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  • O-ojousama!?
This is far from being finished. I can only quote Stuffman's post as I got the same opinions. Don't release unfinished work. It is a bit dull to play without any sounds or music or images. But I can understand the urge of showing people you are working on something.

Hint/tip: Don't let people pressure you to release something that isn't finished yet. Unless it is exclusively for alpha/beta testing purposes.

ChaoStar

  • Dark History Boy
Hint/tip: Don't let people pressure you to release something that isn't finished yet. Unless it is exclusively for alpha/beta testing purposes.

Got it. *won't release unfinished stuff*

Brb sign and Lazy sin get the Prinnyma Seal of Approval


The rest needs a lot of playtesting though dood. You say this was two stages but I had no way of knowing when stage 1 ended and stage 2 began. Also difficulty level fluxed like a sin wave with period limx->0 pi*x


dood

ChaoStar

  • Dark History Boy
Bump. Music released. Critique, please~<3

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
I listened to all six music files, and I must say that I generally like them, good job.

That being said, here there be criticism:

Usually, latter stages get themes that are either darker and/or more thriving in pace (there are exceptions, of course). Aside from the seperated stage 3 theme, I cannot really tell which of the themes would belong to which level, meaning that the tunes sound too similar and that you may want to change the ones meant for the latter stages so that the player can actually hear that he progresses in tha game and to make every single theme stand out more.

Also, the themes last for a relatively short time before reaching the loop point. Unless you plan on having very short stage portions, you may want to change that, lest they get too repetitive during gameplay. By comparison, even the shorter stage themes like MoF stage 6 are longer than the longest theme you put up for download. In most of these cases I'd recommend trying out to simply take the theme or the core part of it, modify it through slight variations of melody and/or instruments, put the altered version after the regular version, then add some form of musical climax. That usually suffices. Then again, who am I to dish out advices like that? You'll find your own way to make them work in your game.  :V


All in all, I'm looking forward for what will come out of this.

(?_?)-b



On an unrelated note, I noticed that, in the (revised?) Kaguya scripts, the focused version of Stone Bowl has a very erratic shooting pattern and that the shot of it that are shooting backwards are healing the boss. I'd look at what is causing the healing, but as the formatting is pretty much unreadable for me, I can only assume that it relies on having the damage of the bullets depend on a variable that will assume such a value for the shot fired behind you that the total damage is negative.
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."