well... I'm not sure what to say... I'm use to Windows continues or the Vista eras continues... But this game isn't fun, I can die so many times and it doesn't make a difference... it's really hard to kill the "minions" without bombs (until you have 350+ power)...
I suppose I was working more on difficulty than on playability. The "minions" were supposed to have enough HP to be able to shoot, but still be killed if targeted specifically. It's not very Touhou-esque, so I guess it's my bad.
I'm not sure... This is a decent Touhou danmaku game but.... it's not fun, because the death are less noticable and stuff...
Hm, I always thought that the bright bullet disappearance animation was enough. Then again, lots of the other objects clear the bullets as well. Maybe a sound effect would help, and some more invincibility time, instead of just clearing the bullets and moving the player back to its(his?) start position.
V-V I don't mean to complain... I'm just not use to this kinda stuff...
Thanks for your input. Although comments like, "Good job," are nice, comments telling me what I've done wrong are great, too.
The patterns are alright (save for the red ovals on stage 3(4?) that I can't dodge for the life of me).
After playing Double Spoiler, I've noticed that that part of the stage looks quite a lot like one of the spells in level 10.
I'd suggest lowering the enemy's health. Drastically. It just took wayyyyy too long for me to want to see what else the game had in store. If not lowering the enemy's health, up the shot power. Better yet, add a second shot type - a typically ReimuB forward-focus instead of the homing one, so it's easier to kill enemies that linger on the screen only very briefly. Consider that in most Touhou games, every enemy that comes on the screen ends up dead. Only about 20% of yours do!
Along with what I said above, I admit that I had been stalling on implementing another shot-type and ended up not implementing it at all. Upon making this game, I can safely say that designing bosses is far easier than designing stages (which, in this game, is just a compilation of very weak bosses). That's why
- The enemies have very advanced attacks compared to the ones from Touhou
- The boss is more like a boss than stages are like stages
- The enemies have too much HP
I'll be sure to lower the enemy HP and enemy shot difficulty in my next project.
omygawd I totally overlooked that whole C++ thing *downloads*
its remarkable that you've managed to understand and USE C++ to a point where you made an actual entertaining game! good for you!
Well, as Drake said, it's not extremely difficult to make a game in C++. If you have a solid engine down and know how games work, you should be able to make one easily (Game Maker helps in this). The hardest part might as well just be making the engine or getting the mathematical formulas for moving or collision detection.
The danmaku in the game is really good and feels unique and I like the effects and how you use them. Although sometimes the player shot just has epileptic effects on me and I can't tell what shots are coming from the player and the enemy sometimes.
I'll try to make the shots less visible in my next project (or possibly a revision to this one?). It certainly does look like the homing bullets are a bit too bright.
And to me this game seems really hard. Maybe it's just me but Normal was kicking my ass.
That's my bad. I had too many overpowered enemies and decided that beauty of Danmaku was more important than playability of Danmaku.
eh? i thought i said i was impressed by the game O_o
- game runs fast on slow comp
- effects aren't lacking anything
- game looks pretty good
- i wanted to see his danmaku code
- You can thank SFML for that.

- You can thank SFML for that.

- Thanks for bringing that up. I might have focused a bit too much on the graphics and difficulty, and completely forgot about playability (then again, this
is an engine test, haha).
- You could PM me and tell me which parts you want, or if you want an outline of what the engine looks like.
Not sure if there will be a noticeable slowdown when backgrounds get implemented but this is looking really good :3
Unfortunately, SFML Graphics is a 2D graphics library. I'll have to read up on OpenGL (or DirectX, but SFML Window works with OpenGL well) if I want to implement 3D backgrounds.
This is quite a long post; Sorry if it forced you to scroll down. Is there a hide BBcode?