I know about the lag.
The issue is that the only way to stop the lag is to lower the amount of bullets, and that breaks some of the patterns.
Oh well. Might as well make that 'Easy Mode.' [Well, it's a Phantasm stage... but if it needs to be more playable, I'll cut the bullets]
Edit: Scrap that. I don't have a copy of the pre-obfuscated Phantasm only stage. I should've kept a copy. Either way, Extra isn't that great, so I don't want to risk it. And the main game... well, you'll have to wait for me to port it to Danmakufu. That'll take about a year or more, depending on how much free time I have and how quickly I learn Danmakufu. Still, an Utsuho player script would be pretty damn awesome if I can draw. [I.E, I can't draw pixel art]
You mean 300 across and 360 up/down?
The cut in works now. Also, the CutIn(KOUMA, etc.), when used in a player spellcard, does not accept the coordinate values. I tried and Danmakufu returned an error stating that a closing parenthesis was needed, i.e. no more arguments were allowed.
I've drastically slowed down my development speed of my current Touhou NetLogo game. If anybody wants to try it out, they are welcome to, but I'd prefer not to release it just yet, since I'm a third of the way through Stage 3.
Danmaku For Dummies freezes when I try to open it :(
Please specify how and when it freezes.It's the middle. What do you need?
If it crashes, it's an Locale error.
If it (Danmakufu) freezes after selecting the script without an error message, then I will need more info.
If it freezes before selecting the script, something is wrong with Danmakufu.
It's the middle. What do you need?
@LadyScarlet: Firstly, your Danmakufu version. This script is only compatible with 0.12m. Secondly, how does it freeze? Does it crash? Does the window freeze (need to force quit Danmakufu)? Which scripts are affected?Now it works. That's probably because I wasn't trying to run any other music. I'll try adding some music and see how that goes.
Now it works. That's probably because I wasn't trying to run any other music. I'll try adding some music and see how that goes.
I was running 0.12m, I have to force close the window after choosing my character and this script was the only one affected.
That's probably because I wasn't trying to run any other music.
Preview of Touhou 13.2: Terranean Cataclysm Extra Stage
(http://i1164.photobucket.com/albums/q570/SparenofIria/Terranean%20Cataclysm%20Misc/02ts_zps71d2e7b5.png)(http://i1164.photobucket.com/albums/q570/SparenofIria/Terranean%20Cataclysm%20Misc/01te_zps2e092e51.png)
Omai Seems quite spammy, no?
Everything works fine for me, no bugs to report.
Your midspells are pretty boring, but I did like the last one there. As for the difficulty, well, most everything is quite evenly balanced. The only issue I see is with Rent of The Blue Claw, which is extremely easy due to being simple streaming. It's not even hard to figure that out, so it's not good as a puzzle spell either.
My favorite card was Pentagramic Virtue; It was so pretty that I felt bad about shooting it down piece by piece. By the way, did you make those familiars just for this character? They're quite unique. You should make them spin around or something.
EDIT: Wait, huh? Is that another version up already? You might want to explain the differences... Well, anyways, I'll just post this message anyways!
[size=14pt]WINE: AppBP/BugZilla[/size]
Below, state what exactly it is that has been done. I will check your data ASAP.Some non-spells are a little to difficult.
Amulets might be used to much.
Thepoint items might be too close tgehr.
Rent f blue claw, the small bults are too dense, ad I thogh I could go inside the lasers xD
I liked it! :DDD
I know about the difficulty of Nonspells 3 and 7. However, I'm not changing them. It's meant to be Extra level. (Nonspell 7 is the only one I personally have not cleared).Well, i'm bad at feedback xD
All Suiroga originally used were amulets. Not going to be changed.
Small bullets in Rent of the Blue Claw are supposed to be dense. It's streamable, so I had to make the bullets very dense to make sure that it wasn't uber easy.
Point items, I'll consider changing. But maybe not.
Well, i'm bad at feedback xD
WOAH, now 6 down votes!!
Testing ONLY. The scripts do not run, and I am uploading this only for reference. I highly suggest not running the script stage and instead looking at the non spells, because they are the only things that actually work correctly.Nonspells don't even work. Error message saying some Japanese that I don't understand.
This post may be deleted at a later date.
Nonspells don't even work. Error message saying some Japanese that I don't understand.
But it indicates @DrawLoop. Hope you fix this.
Wow! Sounds like a lot of updates!
But i'm going to wait for the next version to download it.
And by stuff, what do you mean? Just everything else? My feedback?...
...There most likely will NOT BE another version. Unless I can get motivated enough to add to the stage section. My other issue is finding Akyu sprites, because making my own would be overkill.Aww, well are you going to eventually release the whole game?
Feedback is fine~
Aww, well are you going to eventually release the whole game?
Give me a few years and maybe yes. I highly doubt that I have the skill right now to make the graphics required. Music is a separate issue.Well i'm looking forward to it! And did you see my feedback on BulletForge?
Well i'm looking forward to it! And did you see my feedback on BulletForge?
Yes, I saw. I'm not going to risk tampering with the music though. From later experiences, I know that a small edit may make the music a failure. I'm not going to swap non spells, and the Spell 4 laser heads are more visible now (I used bubble bullets!)1. ok
Feedback on Suiroga Stage v0.27 Release:
1. In Rent of the Blue Claw, make it more clear that you CANT go inside the lasers.
2. The stage is too short.
3. Reflection of Frozen Ice is WAY too easy.
4. In Yin and Yang of Pentagramic Virtue, did you purposly make the enemy take no damage until 5 seconds left?
Good script!! :D
3) ...Should I make that last part longer? Or should I return to the original where there were twice as many bullets?I think you should go back to double bullets
Maybe fade in and out the stage title?1) Will do if I can.
Easy:
-Bullets are ttoo slow and dense.
-Too much yellow.
-That non-moving enemy gives too many/too dense points.
-Too much streaming.
Boss-
-2nd spell is too hard for stage one easy. Maybe make it the last one?
-3rd spell MY EARS WTF
Lunatic:
-Too easy.
Sorry no time for normal and hard.
1 - You make is so the player has to search your projects to get a player... Why don't you include it?1) ... It'll be included from here on out.
2 - THE SOUND HOLY CRAP MY EARS!
3- Hello... Official art?
4 - OKAY! After the midboss: WHAT? TOO MANY BULLETS
5- You have awesome music, but it's block out by the freaking sound effects.
6 - Too much yellow, look really bland.
7- This is the first stage? I'd sure hate to see the 6th stage...
8 - I overall felt like I was playing a bad remake of PCB Phantasm...
Tips:
Make the sound effects quieter
Change the bullet colors
Change the bullet patters so it doesn't look like you ripped it from PCB
And finally
FREAKING MAKE IT EASY!
@Qwertyzxcv1) Will do if I can.1. ok
E1) ...Might change. Might not change.
E2) Will deal with the yellow.
E3) I'm not going to be using the point counter for lives, so it really doesn't matter.
E4) Will change. Have already begun to change.
B2) Will send up one difficulty and send Lunatic to Overdrive.
B3) Explain please
L) ...Do you play SA Ultra for fun?
I'll give feedback on all difficulties tommorow, and play on full screen to make it accurate feedback.
The bullet patterns throughout the stage are much too predictable; every single attack is fired towards the player. This makes the stage very dull, since by slowly shuffling to the left/right, one can completely avert the attacks and essentially turn the stage into two boss scripts. This also makes the difference between difficulties somewhat meaningless.OK. Will change some/most of it.
There are many, MANY bullets on the screen at once during the stage. In fact, there are enough to occasionally lag the game, even on lower difficulties. I hope you do something about the regular enemies' attacks so as to correct both this and the complaint above it.I'll think about it when playing/testing through Lunatic and Overdrive.
I feel I must emphasize this: There is too much yellow on the screen! Even if Pichu/Pikachu are lightning-type pok?mon, that does not justify every single bullet being yellow! (It's not like yellow is the only colour symbolizing lightning, either.)It was always meant to be a forest of Pichu, but now I've added Hoppip. A sad excuse to use non-yellow bullets.
Note: This might be less of a complaint if there weren't so many bullets on the screen at one time, but as it stands, it's an eyesore.
Note 2: Why are there only lightning-type pok?mon in the forest anyways? I'm pretty sure bug-types or plant-types would have a more dense population in these areas. It would give an excuse to use other colours of bullets, if nothing else, if there were different types of pok?mon.
Just a small qualm: the banner that appears at the beginning of the stage just flashes on, then back off. I think it would be more attractive to have it fade in and out instead. (I don't know if that's too much to ask since I'm not that familiar with Danmakufu, but it can certainly be done.)I'd have to create another annoying variable that might screw things over, but I;m sure it can be done.
In general, the stage could benefit from not having so many attacks based on player position.Understand one and two. The spell names won't be changed because this is, once again, a port (at least stages 1 and two are ported). As for the enemies... I'll think about it, although it'd be a massive pain to alter every single number in all four stage scripts.
I agree that it seems unfair to not have the Veemon player file included in the package if he is necessary to play the scripts.
The spell names might be a bit dry for my tastes.
Some of the enemies appear immediately on the side of the screen instead of offscreen.
Now, I'll try to express my concerns with the bosses and their attacks as well as I can...Bullets are not cleared before a midboss in Touhou, I think. Only before a boss.
-----------------------------------
Midboss: Pichu
-----------------------------------
Before even talking about the attacks, I find it odd and annoying that the bullets were not cleared when Pichu appeared.
Non-spell Attack (Player-aimed shots + lasers)For the first, I really either use GetAngleToPlayer or rand in situations like this. Once again, this attack was directly ported. As for the spell, I was probably sleeping if I didn't see that. It's been fixed now. (Also, if that was meant to be insulting, I'm fine with it because it's clever.)
This attack is very basic; I guess that's to be expected of a Stage 1 midboss, though. It's a little different from the attacks used by the other Pichus, but unless the lasers are anywhere near you, the same tactic of shuffling left/right still works. This attack is fine; however, I don't like obsessions with shots aimed at the player.
Spell Attack "Miniature Jolt"
There seems to be a sudden 'jolt' in the difficulty level coming from the non-spell... maybe there isn't? I couldn't tell because of the glaring existence of SAFE SPOTS in many places in the attack. Standing still in specific areas of the attack turns this attack into a "Stand Still to Kill" situation. (This can be remedied by adding angles that don't divide well into 360, or by using irrational numbers.) This would be a less flawed attack if you could get rid of the safe spots.
Overall, a midboss doesn't really inspire much in general, so I guess Pichu's simple attacks fit in well enough to the script.
-----------------------------------Understand the first, has been changed. As for the spell, it's not meant to be a hard spell, even on Lunatic. It's meant to give a breather before the hell that is spell 2 sets in. Also, they are supposed to bend because that's the only way Pikachu will really hit the player. It's the only danger the spell actually poses.
Boss: Pikachu the Thunder God
-----------------------------------
Non-spell Attack #1 (Electric waves)
Not a particularly enthralling attack; waves of yellow bullets emanate from Pikachu in a spiral pattern. The bullets move a little slow on this one, but otherwise it isn't a bad introduction to the first boss. I feel like there could be a little more variance in the attack, though (such as a small break in fire followed by a change in direction for the spiral increment, or another element of attack mixed in).
Spell Attack #1: "Sparkle: Lightning Shocker"
This is another of those attacks that rely on player position; what makes this attack different from the patterns of the enemy Pichus is a combination of multiple different speeds of bullets (particularly the slower ones) and the fact that Pikachu continues to move throughout his attack. However, I believe this attack could benefit from having more complex patterns than "all of the bullets aim at the player"; some of the bullets could be shot at random or incrementing angles to add some variety to the attack. Also, should the streams of yellow bullets be bent whenever Pikachu moves?
Non-spell Attack #2 (Double electric waves)For the spell, I'll be shifting the spells one difficulty upwards. I realized that I can't beat Hard without sweating profusely or bombing at least once.
A like mind to the first non-spell attack, now with double the trouble! Although this attack does play a little differently than the first one, it feels like there's little effort put into making this one much different from the last. This attack could definitely use some variance added to it, or simply rethought altogether.
Spell Attack #2: "Thunder Sign: Spiral Thunder Blast"
I don't like these kinds of attacks. ?_? They take the powers of curving bullets and use them for evil! Well... that's not my main complaint; this attack is quite a bit more difficult than those preceding it, and I notice that this becomes a pattern as you progress through the boss. Even if this is your intention, it's not a subtle change in difficulty at all. I'm sure this attack could survive being dumbed down a little for the sake of being less overwhelming. (Of course, I may just have a personal bias...)
Non-spell Attack #3 (Stray sparks & sonic booms)...That's the entire point.
This attack can be a little overwhelming the first time you see it, and it may take time to remind yourself that this is still a stage 1 script. I like this one, though; if it were made a bit less surprising, it would make a solid non-spell attack. I would recommend turning the waves of large bullets into singular shots; they cover a wide area as they are right now, making the other bullets a hassle to work around.
Spell Attack #3: "Thunderbolt: Electrical Storm"Angles no longer divide into 1080, less dense. It's not meant to be hard, but I doubt I'll be scrapping it.
I don't think this kind of barrage belongs in the first stage. :p This attack is just ridiculous; an unpleasant, repeating pattern which floods the entire area with obnoxious trails of bullets makes this attack less than enjoyable. It isn't actually hard to overcome if you stay in the back, but even disregarding whatever difficulty issues it has, this simply isn't an easy attack to get interested in at all due to its monotony. I believe this is an attack worth rejecting in favour of another. (Also, it suffers from the same illness as the midboss's spell attack in that the pattern is predictable enough to exploit.)
Spell Attack #4: "Crackle: Rain of Thunder"The waves are actually easier on Hard and Lunatic than on Easy and Normal. That has been fixed and they are no longer dense to the point of oblivion.
The waves of slow bullets making tight spaces to fit in consequently draws attention away from the main attraction of the attack, which is the thunder rain. On top of that, making it through the waves is made even more ridiculous by the fact that the thunder rain can actually close in on the angle it's going at and trap the player. These can make the attack seem both slow and unfair. If the waves were faster, less dense, or more spaced out from each other -- or maybe replaced with something else -- I believe this would become a much more engaging spell attack than it is right now.
I don't know if anyone mentioned it yet, but what I know a stage 1 boss usually only has 2 spellcards and 2 nonspells, by ZUN standard. At the moment Pika has the amount of spellcards of a stage 3 boss (I think).
You do know that TD Yuyuko has 3 spellcards (4 when Hard and up) and 2 nonspells, but yes, it's too many spellcards. Seiga doesn't even have that many spellcards (only 3! (Not counting mid-boss battle))
(I know that Yuyuko has more spellcard than Kyouko and Yoshika in Hard and Lun. and most other st. 2-3 bosses for that sake :P)
I don't know if anyone mentioned it yet, but what I know a stage 1 boss usually only has 2 spellcards and 2 nonspells, by ZUN standard. At the moment Pika has the amount of spellcards of a stage 3 boss (I think).
Reviewed on BulletForge more. :D
...Is there a difference from your previous comments? And the continue issue might be addressed soon, although you should really practice deathbombing and you should try Normal instead of Lunatic.Nope theres more somments...
I want to fastforward if I want to review a specific spell...
If Lunatic is too easy, then you shouldn't be complaining about there not being enough continues.
:P :P :P :P :P :P :P :P :P
I want to fastforward if I want to review a specific spell...
THAT'S WHAT SPELL PRACTICE IS FOR!!!YAY :D epic derp :derp:
DNH:Directory=>Pok?DigiDanmaku=>Data=>Script
The spells are named and numbered. It even says that there's spell practice in the ReadMe! (I hope)
I'm finally going and throwing together a website for my projects. Hopefully, it'll portray things in a better light than here or on BulletForge.:o
I'll post a link to the website in my sig and over here once the preparations are done (probably once I've fixed the mess that is PDD Stage 1).
I want to fastforward if I want to review a specific spell...
and, AHHHHHH!1! Kogasa everywhere :persona:
You do know you can press I to turn invincible and U to get normal again. Should fix that problem easily. (Or did Sparen disable it? In that case, my bad for not noticing it.)
I would highly suggest you to stop double posting continuously. -Hele
? Where?I had merged your posts to get rid of the double post which could be perfectly edited in (wasn't a release post, but mere responses), but now you seem to have entirely deleted the post and just replaced it with this question. (No idea why)
If you're talking about the challenges page, I understand, but I've only made one double post on this thread in the past week or so, and in both cases, the posts were made as to not interfere with releases or more important posts.
I had merged your posts to get rid of the double post which could be perfectly edited in (wasn't a release post, but mere responses), but now you seem to have entirely deleted the post and just replaced it with this question. (No idea why)
I have no idea what the hell you are doing, all I know is that you shouldn't be erasing your own mistakes carelessly because now my modline looks out of the blue.
Don't make me revert your posts again.
About your website:
In wat it touhou:
I think you should mention focusing slows down the player.
And I dunno but, I think MoF has the worst art out of all the games IMO.
And a question:
Can/How can I make an account?
:D
2) Oh, I wasn't reading it correctly...I thought you meant the character art.
3) Still says: You have no permission to add comments.
4) I'll modify this message soon.
Apparently, Google Sites does not allow other people to comment on your site. Not only that, they have a limit of 100 MB per site, so there go my images. That sucks.Oh...
And you really don't need to say 'I'll modify this message soon'
Just played through your PokeDigiDanmaku v0.16.
Check it out here here! (http://www.youtube.com/watch?v=iYHUpOPJtos)
It contains my "review" of sorts.
-See if music can be started during the boss event script [MINOR]It definitely can, I've done it. GetEventStep and SetStep are your friends. Look them up and if you have any questions on how to use them, feel free to ask. Just make sure you don't call GetEventStep when an event isn't running, or it will error.
Wow, I'm very impressed! Your spriting has really improved!
Maybe change Kogasa's shots to Talismans and/or Murasa's Droplets? Because the laser looking shot looks meh...
Well Kogasa DOES use them... So... That wouldn't be completely ironic...AAH. :colonveeplusalpha:
Edit: I'm talking about Talismans...
Interesting script. Just some things I reacted to:
- The second nonspell (The one with the shiny bullets) is way too dense.
- The boss isn't bombresistant, which IMO makes this extra boss easier than most of the "original" ones by zun, even if the patterns may be difficult here, because you can just bomb through alot of the patterns.
- The last spellcard becomes a bit unfair atthe end. What am I saying, it becomes BS really fast here. Atleast Ran's and Yukari's final (not for Yukari, ofc) had a feeling to be dodgeable even at the end. Also, ADD blending everywhere.
- I seem to get some error with a file names 01 Seiryuu "Talisman Eruption".png. Doesn't seem to change playability of the script though.
A) Do you mean the second spell/third nonspell?
B) I did that on purpose, although it seems to have partially backfired.
C) If you're talking about the Last Word, I couldn't get it to be like the original, so the port version wasn't that great.
D) You mean when unzipping the file? Because those are in the spellcard gallery and have nothing to do with the script itself.
A) The second NONspell.
B) Kind of, only the "final spell" seems to survive bombs.
C) Nope, I mean the "final" spell, before the last word.
D) Ok then.
SOUND EFFECTS! asogeouibeouib! Severe Earrape... Change it... That's a major thing, not a minor...
Which script? TCX? PDDVee? PDD? Kogasa? Okuu?TC!
TC!
Time to review the currently-in-progress Stage 2 of Pok?DigiDanmaku.
Okay, let's start by reviewing the stage portion, then comment a little more on the bosses and their attacks.
Wave 1: Some Pichus walk up to you and fire rings of 5 bullets for a while; more Pichus pour in from the side, shooting directly at you and then fleeing like cowards.
Those Pichus must really be pumped, because they're shooting much larger bullets than any of the other ones, in addition to how much longer they take before going down. (On Lunatic, those bullets become especially obnoxious because, in addition to their increased hitbox, the bubbles flood the stage and turn it into yellow hell, much like what was seen in the early releases of the first stage.) Nothing else glares at me much; the Pichus that flood in from the boundaries seam in well enough to compliment the pattern, I think.
I know about the autocollecting issue, but I'm more worried about the stage being longer than the music. I'll see what can be done.
Banner: "The Forest of Time"
Another forest, so close to the first one... :p
Wave 2: Hoppips cause some trouble with their spiral patterns, as more Pichus dive in to assist.
I don't really have much to comment on here; the Hoppips are fine, the Pichus are fine... the only thing I could consider arguing about is that there isn't always time to auto-collect items before the next wave comes in, since it starts as soon as the screen is clear of enemies.
I'll make it so that they either enter the screen farther up or create bullets that go upwards.
Wave 3: Pichus stop using their moves and start throwing trinkets at you.
That's a pretty neat pattern... even if it is completely safe at the top. It feels like a bit of a warm up for the entrance of the midboss, and most of the bullets have lingered off the screen by the time of its arrival. If you shoot them all in the center, though, they don't give much offense to hit you with anything.
I'll see about this, but then again, Stages 1 and 2 are a port, so I'm sort of adamant against changing things too much.
Midboss: Celebi gives you a taste of just how much pain she'll cause you at the end of the stage.
I've commented on this below.
Wave 4: More Pichus play with toys, and yet more Pichus cause minor interference with their huge balls of electricity.
The Pichus that spawn on the left side just... appear out of nowhere. Even though they probably won't spawnkill you, it isn't as attractive as if they had some kind of entrance. Nothing much to say here.
Wave 5: Hoppips try again to dissuade you or something.
The enthusiasm kind of dies down here, because this exact pattern has been seen before, only there's less going on here than in their first appearance. If there were more of them, or in different places, or if they moved differently, or something else, then this would be a bit of a different case. Granted, I'm examining this past my first playthrough, so this probably isn't as much of a concern as I'm making it seem.
No it's not going to happen. Originally, there were three of them, but I decided that that was too much and that I wasn't going to port it a third time.
Wave 6: Chikoritas hop into the scene, dogged to cause you some grief.
The final part of the stage portion is familiar to the Stage 1 script, where a "final" enemy delivers a pattern before allowing you to fight the boss... is this going to happen in every stage? (I'm just wondering.) Anyways, I don't have any major qualms with them or their patterns (and it's refreshing to see a different enemy graphic :p).
Transition=pain to program. The main issue is when I link the stages together. The thing about the coordination is that Stage 1 was my third stage script ever, with the former two being total failures. Not only that, it was done on NetLogo originally. Now that I have Danmakufu, making things more intricate is much easier, so the coordination and stage quality should increase as I continue forwards.
Boss: Celebi greets you, then tries to kill you.
Please look below you. :p
Something I noticed in the script was that there was more coordination in the enemy patterns (as well as less streaming) than in the first stage. As well, it isn't as painful to look at as Stage 1 was in its infancy (unless you play on Lunatic). These kinds of things I like to see. (But the banner still doesn't have any transition. >_>)
I was wondering if this would murder people. I lowered the difficulty about two-three times already. Looks like I'll keep Overdrive the same and cut the difficulty of all of the other difficulties.
------------------------------
Midboss: Celebi Part 1
------------------------------
Nonspell Attack: Headed lasers and player-bound shots
Ehh, it's nothing too fantastic. This attack doesn't seem to be that much different from the nonspell attack of the midboss in the first stage, and it sometimes feels that way as well. It's definitely more intense, but not really exciting or interesting to play through. Even if this is the midboss, it could use some new ideas to meet with the new stage. (Also, on Lunatic, the attack appears to be quite difficult to weave through, but the lasers' hitboxes are cut short on the tail end, so you can just go through them as the next laser approaches you. Not exactly pretty...)
Spell Attack: Spring of Life "Leaves in the Bright Sky"
Well, this attack is more interesting than the last, to be certain; it's also a very sudden difficulty rise, and it hardly fits in a Stage 2 script, bearing its teeth as it does. It could benefit from having less bullets per circle or fewer circles or wider circles or even different angle incrementations of the circles, but it's far out of place in this script as it is.
For this one, I doubt I'll replace it. I don't really want to go back to the original non spells.
------------------------------
Boss: Celebi Part 2
------------------------------
Nonspell Attack: Near-repeat of the first nonspell attack
Now, at first I thought this was pretty much the first attack with a few things tweaked, but after some study, I've realized that the concept of this attack is entirely different from it. Though it may appear to be the same attack waiting in the back, what you're SUPPOSED to do is stand close to Celebi so those pesky lasers don't get in the way. (In other words, this attack is broken.) Honestly, though, this is way too much like what Celebi was using in the middle of the stage (and I wasn't terribly fond of that one either). Fix the hole if you want to keep this, but I would recommend replacing it entirely.
Nice. Not that most of what I complained about was a serious problem (barring the boss attack difficulty/exploits), but I've mostly been silenced... mostly. I'm not absolutely sure the easiest solution to fixing the hole in the boss's attack is making lasers shoot in both directions; would it not be simpler to just have all of the lasers from the original attack be shot towards the boss? (Or you could make the boss shoot bullets at you if you get too close, like in IN ;P)I'm just really scared that the bullets will flood the screen. They were originally bubble bullets.
Also, the Pichus after the midboss that fire the rings of 5 bullets don't appear to scale in difficulty.
And don't worry too much about the banners; I'm just being a bother. :VXD
(And good job on the 1CC! :))Thanks~ Although beating Easy Mode should have come much earlier since I did manage to 1cc SA Easy. Still, ending with 3 lives is much better than I imagined. That first spell has always annihilated me, and I never expected to last that long in her Final Spell and Survival Spell. Butterfly bullet hitboxes for the win!
Suggestions: 1. Lunatic on stage 2 is way too easy! Its easier than stage 1!!! 2. Those kunai look like Yoshika, and those spinning bullets look like EoSD stage 4. Dont change it, just an observation. 3. The boss comes in before the text starts 4. The mid-boss non-spell on lunatic walls you to the edge, forcing you to go inbetween tiny spaces that the graphics cover up! Take out the walls and make it faster or somthing. Very fun though :D
4) ...Timing, planning, memorization. Start on one side and move to the other. Celebi doesn't have much of a chance against ExVeemon in that attack because she's stationary.That would unfair for a first try...but alright.
The spells are coming out really slowly, but I plan to get Stage 2 finished ASAP because I've decided that I'm probably not going to port Stage 3. It looks really bad in the original, and it's probably better to make it from scratch. If there are any ideas or suggestions for a fire-based stage, please feel free to comment. Also, I really have no clue about what I'm going to be doing for the boss except for my plans here:You just need patience. I haven't even started working on my real game. (Still stuck on player scripts.)
Stage 3: The Mountains of Flame
Enemies: Charmander, ???
Stage Gimmicks: ???
Midboss: Charizard
Boss: Charizard: The Flaming Torch of Battle
Boss Nonspell: Flame lines
Boss Gimmicks: Enemy calls
If anyone wants to suggest a stage enemy or stage gimmicks, feel free to tell me. Out of the three or so enemy scripts I have for the original, I don't think most of them will work, simply because, well... people were scared of the pichu walls in Stage 1, so... I don't think a Charmander Army would receive positive reviews.
Torchic: This Pokemon can make simple spirals that aren't that dense.
Vulpix: Umm... I imagine Vulpix making many tails streams behind him, and the bullets wait a little before falling, but I usually portray that as a water danmaku. (Since it reminds me of rain. Water is affected by gravity also.)
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Mid-boss: Dense Nonspell and the spellcard seems a bit hard for stage 2.
Boss:
Nonspell 1: Too dense.
Spell 1: It's okay. Kind of tricky, but fun.
Nonspell 2: Normal mode is really easy, even though it looks intimidating. Are the lasers supposed to be ever so slowly inching to the left after each laser. You might want to increase the adding for difficulty.
Hard is a whole different story. It's pretty dense.
Spell 2: Yellow bullets kind of walls you off a lot. But this is just my opinion. This is really, not that important.
Spell 3: This reminds me so much of Sakuya. :3 But, there is no need to fix this that much. Except that is can be dense on some levels.
Overall: Stage 2 seems to be dense for a stage 2. It was fun, but make the stage harder, and the boss easier/less dense.
Suicune + Polar Equations? Sounds fitting :)
SPAREN STAHP WITH THE EAR RAPE SEs... They KILL my ears, and will most likely kill the judges'... You don't really even need SEs... But still if you're going to use SE makes sure they don't kill people's ears!
...What kind of volume do you have? Everyone keeps on complaining about the SFX when they came straight from a Touhou game's data rips. It befuddles me.Well maybe from the conversion(being mostly everyone uses Windows) from Mac to Windows, the sound somehow gets louder...
Which SFX are problematic? If you say 'all of them,' I'm going to suggest that you lower your volume, because the bullet SFX volume has been lowered like five times already. If it's the ice SFX, that can be fixed.
The things below are gags.I don't get it...
VOTE TO REDUCE SFX:
For: TT, Sparen, JpMr [3]
VS: PhtmSg [1]
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Also, What's a Polar Equation. :derp:
SetShotDirectionType(PLAYER);
make it alot easier? Should work for all types of bullets in 0.12m. (The function list seems to say enemy to player, but it should be coordinates to player, as where the angle 0 starts from.) Just reset back to coordinate type ABSOLUTE afterwards, or an obvious problem will appear.
Edit: Actually, I'm totally lost. After "How to Use Trigonometry in Danmakufu"
For your information, there are multiple sets of coordinates used by Danmakufu. They've been merged into an uncomfortable yet fitting mixture. The first system is the rectangular coordinate system, with your standard x and y axes. This makes up the Cartesian plane, which is basically the x-y plane. However, because the creators decided that the origin was to be crammed in the upper left corner, you obviously can't do anything based off of negative values (unless you move the origin). Anyway, this is why you use GetX and GetY. These two values anchor your initial position. This is the pole, C(GetX, GetY), which is the point from where all stuff is done. From the initial point, you do all of the weird trig, alterations, etc.So you're telling people that Danmakufu uses quadrant 1, except, it is mirrored vertically?
There is also the parametric system, which is how Danmakufu accesses the individual alterations to the X and Y coordinates. The X and Y coordinates are altered individually, and that's because of the influence of the parametric system.Can you word it a little differently, I'm having some kind of weird trouble with reading the quote. I think it's about the first two parameters of Creating shots.
cos(60) is .500 while cos(30) is .866
-Celebi's boss sprite is really... ugly? [MINOR?]
It is... try using the main game's sprites, they'd look much better!
main game as in Black and White... I got some just for convenience
Well, thanks for the offer, but I've decided that using small sprites won't help the game. Besides, I personally like Stage 1's sprites. I may replace the Celebi with a less-ugly one, but I can't guarantee more than that.Honestly, official portrait art =/= good boss sprite, it looks bad because you shrink it down to scale and it's all pixly. Also that it's out of place from all the other sprites...
Celebi: I'm Celebi the guardian of timeSomething about that seems really off... I don't know why... Probably because I'm spending too much time with lolis instead of Digimon... xD
Veemon: Oh. That sounds nice.
That Charizard midboss is pretty cool, but are the two Charmander (I'm not sure if I got the name right. Please forgive my lack of knowledge about Pok?mon.) that shoot orange arrowheads supposed to stay on the screen as the midboss appears and starts attacking? It makes the battle more difficult, maybe a little difficult for Easy Mode.
Good point Ozzy raises. If the script is exactly the same, but improved due to version change then I don't see a reason either to clutter bulleforge with bugged/faulty scripts.
But this cannot be complete stopped since it is a scriptwriter's discipline as well. If you keep spamming updates for every little bullet/function change (which I see a lot because the same threads are always bumped to top) then logically we're going to run into problems like these. Maybe we can encourage people to thoroughly workout their scripts before uploading. Logically singular scripts or simple plural bosses are exceptional, since those are mini-projects. I am more like talking about examples such as: "Player Script <Girlname>" version 0.1 0.2 0.3 0.4 0.41 0.411a 0.411abc (you get the idea)
While it cannot be forced, people should learn to release things once they are completed (a 1.0 version at least). Releasing a fixed release due to critical bugs or discovered issues is very common and falls under "patching". I am seriously raising my eye brows in confusion every time I see a thread being bumped for micro changes. Then again, it isn't illegal or against the rules particular. Just not classy. And I don't want to force dumb rules people should follow. RikaNitori has to stay a flexible and relaxed place and not constrained by guidelines.
Stage 3 Easy~
?Too hard for easy mode.
?It keeps bringing me to the side.
?The first nonspell's bubble bullet is too fast...i thought id just have to move a bit to the left.
?This is confusing, what is the midboss and boss?
1) Really? I'm pretty sure that Stage 1 is harder than this.1- I played EoSD stage 3 on normal, and bombed once, then I played this on easy and died 5 times.
2) What do you mean?
3) There's a delay laser to notify you that it's coming. Also, it's not that hard if you're paying attention
4) The boss isn't done yet. I'm trying to be like Yuugi and have the boss be inside the stage as well. Only modern army commanders sit halfway across the world as their men die. Charizard doesn't. He likes to take out intruders personally.
1- I played EoSD stage 3 on normal, and bombed once, then I played this on easy and died 5 times.
2- Nevermind
3- Can you atleast mae the graphic smaller?
4- Ok
It's here! It's finally here! My long-awaited release of my LOCAA Contest Submission! A Suicune boss battle with 5 nonspells and 7 spells, lots of polar and parametric experiments, and lots of shiny bullets! If you love curvy lasers (...) or love dying (...) or love Suicune (!!!) or love non spells (!!!) then get it now! Rate and Review! And more importantly, enjoy!
Please do not use a white color player character because I can guarantee that you will die.
Just a few comments...
1. The stage 1 boss has too much yellow.
2. The beginning of stage 2 is really easy. (but fun)
3. The stage 2 boss is over the player in the dialogue.
4. The stage 2 midboss has too much health.
3) ...Uh... what does this mean?3) During the dialogue, the one on the right overlaps the one on the left. It might not really be a problem, but...
4) It has the least amount of HP of any boss in the game.
3) During the dialogue, the one on the right overlaps the one on the left. It might not really be a problem, but...
4) ...Oh, I must've meant somehing else, or maybe it's because of the movement of the player and boss?
//In the event script
SetStep(x);
//In a task in the enemy script which contains the event script
task mainTask{
let check1 = 0;
loop{
if(OnEvent){
if(GetEventStep==x && check1==0){
PlayMusic(bgm);
check1++;}}
yield;}}
- The way you put the music for download is annoying, since it takes alot of time to download each file separately...Interesting stuff you have here...
Maybe I shouldn't have stopped trying Danmakufu stuff back in seventh-eighth grade... back in 2010...
I'll probably read your tutorials once finals are done(Sophomore... except of course I decided not to go to the school that offered programming stuff... meh)
Nearly made it into Stuyvesant, but I did get into Brooklyn Tech... Of course the inner sloth in me decided not to go there... Meh.
Anyway, you have some great tutorials. Really impressive stuff.
Cheers.
- The way you put the music for download is annoying, since it takes alot of time to download each file separately...Nothing I can do about this; I'm constantly updating this makes updates much smaller. I can't zip them all up though, simple because I need to test each music track to make sure it doesn't crash (which happens ALL the time with my version of Audacity).
After playing:
Stage 1:
- Way too many bullets for stage 1. The bullets are also quite fast and confusing, so it's close to being the hardest stage in the game (atleast on normal).
- The boss circles layout isn't transparent at all.
Stage 2:
-Celebi's sprite still looks strange.- Celebi's second spellcard: Sudden green cheapshot out of nowhere. Even when you know it's coming, it is kinda cheap. Almost on par with the Mrs.Estacion cheapshots.
- Celebi's third spellcard: The sudden timestop actually makes the pattern ALOT harder than neccessary in this case.
Stage 3:
- Midboss Charizards second nonspell is a cheapshot in most cases.
- In lunatic mode, Charizards dash attacks after the midboss gets close to undodgeable at the end.
- Charizard retreats, then explodes???
- Just wondering, have you thought about using a 3D background here? Nothing wrong, but it would look alot better.
Simply some feedback on what could be better.
Stg 1:1. Normally (even on lunatic) stage 1 doesn't have that many bullets. At the end of the stage the different bullets with different speeds starts to make the pattern harder to read, so maybe you could slow down the bullet speed on the last part of stage 1?
Please elaborate on where you're having the density issue.
What do you mean by Boss Circle Layout? If you mean the magic circle, I can just lower the Alpha value.
Stg 3:
Uh... I'll try to have him explode higher up on the screen so it doesn't look as cheesy.
DL: Skype onlyYou're posting on a public section, if you have no intention of sharing/releasing, instead keeping it inside a private (? Skype only?) group why bother? Unless you're private testing first before releasing to public. Which again I don't see why it is being reported like this. *scratches head*
Secondly, most of these releases are completely bug-infested and people don't like buggy or incomplete versions (hence the reason why most releases aren't released and why most Skype-only downloads have such a weird selection of features).No offence, but your last four releases report Bugs: < void >. Isn't there discrepancy if that is the case? Incomplete versions, from the sounds of your releases they sound complete. Which is why I noted the confusion in the first place. Your announcing a version for download, yet you tell us these are incomplete versions. Wouldn't it be better to actually complete something first then announce it?
Thirdly, (and most controversially), making a new post prevents this thread from moving to the next page of RaNGE, and since there is no bookmark function on MotK, finding the thread easily involves going to Notifications and finding it that way (and posing the danger of clicking the Delete This Account button, which I've almost clicked accidentally when I'm not clear-headed)Afaik, MotK has bookmark abilities for threads. Also for other people there is the A to Z listing for reference. Perhaps you should check this out if it makes your life easier.
Fourthly, it shows that I'm not dead.I wouldn't be worried too much about the "dead" status. By those standards you could declare 90% of RikaNitori dead :V since most people are silently working on their projects but post on the board as regular member activity.
I understand that some of my reasons aren't exactly legitimate and are selfish, but the number of releases will continue to plummet (especially since I plan for Stage 5 to be the longest stage in the main game, at about 6-7 minutes for the stage portion.)Whether they are legitimate or selfish isn't the issue, more like the confusion occurring along with your updates. I think you're taking this too hard on yourself.
I will refrain from posting as much, but I will still post placeholder versions when I think that I've either added a lot or when the thread is about to fall into the abyss of RaNGE.
Either way, a major demo release of PDD will be out within a month, and once my domain name is purchased, I should have an independent website update sometime after to promote my new projects site.
I apologize for my selfishness and for whatever other reasons, but I plan to move my focus to my own website after it's made, so I will most likely stop posting devel releases on MotK entirely then.I don't understand this motive.
No offence, but your last four releases report Bugs: < void >. Isn't there discrepancy if that is the case? Incomplete versions, from the sounds of your releases they sound complete. Which is why I noted the confusion in the first place. Your announcing a version for download, yet you tell us these are incomplete versions. Wouldn't it be better to actually complete something first then announce it?
Afaik, MotK has bookmark abilities for threads. Also for other people there is the A to Z listing for reference. Perhaps you should check this out if it makes your life easier.
I wouldn't be worried too much about the "dead" status. By those standards you could declare 90% of RikaNitori dead :V since most people are silently working on their projects but post on the board as regular member activity.
Whether they are legitimate or selfish isn't the issue, more like the confusion occurring along with your updates. I think you're taking this too hard on yourself.
I don't understand this motive.
Maybe you should screenshot a spell or nonspell?
public class hellogensokyo{
public static void name(String[]args){
System.out.println("Hello Gensokyo! Hello MotK! Welcome Back, Trickysticks!");
}
}
Less lag version.Just so you know, the final spellcard comes close to killing danmakufu for me (yes, it was phantasm) . My graze meter tells me it's because there's 6 bullets inside each bullet in that pattern.
Just so you know, the final spellcard comes close to killing danmakufu for me (yes, it was phantasm) . My graze meter tells me it's because there's 6 bullets inside each bullet in that pattern.
I still think your magic circle graphic looks strange, because it looks like a square ingame.
ObjText_SetText(objEText, "Yo.");//WGarurumon
ObjText_SetText(objEText, "Hey. So you must be...");//Player
ObjText_SetText(objEText, "WereGarurumon.[r]Veemon told me you were on the way.");//WGarurumon
ObjText_SetText(objEText, "I've heard quite a bit about[r]your strength.");//Player
ObjText_SetText(objEText, "Really? I'm not that strong.[r]Though I always give it my all.");//WGarurumon
ObjText_SetText(objEText, "So I guess it's time to battle?");//Player
ObjText_SetText(objEText, "Yeah.[r]You're not going to win, of course.");//WGarurumon
//Music
ObjText_SetText(objEText, "We'll see about that!");//Player
ObjText_SetText(objEText, "Prepare to be amazed!");//WGarurumon
Adding links to the video tutorial thread if that is ok with you.
NOTE: I will soon begin making a step by step tutorial for ph3, similar to my 0.12m one except significantly better - and perhaps I will actually finish it. Chances are it will be completely linked with existing tutorials in the hope that it provides a solid foundation and support network for new scripters to begin using ph3.
Yay! I'm really considering making my own game by daisy chaining some ridiculous number of stages together into one long game.
Err, keyboard input and file objects aren't "super advanced" IMO. Common data and using the debug console should be moved to the Intermediate section as well.
UPDATES
Hengenei - So it seems that with my willpower to finish DEC dwindling even more by the day, this project will never come to fruition. I will still consider doing the Marisa-Reisen dual boss as a way to prepare for the cleaning of my system, but I doubt Hengenei will ever come into being as a full game
Digital Earth: Conquest: This is pretty bad for procrastination, even for me. I've been sitting on the Extra Boss with a to-do list of player experience improvements, and I have a grand total of 0 willpower to complete the game, mainly due to the ever-growing fear of copyright infringement cases and the seeming lack of support for the project. If I can get some free time, I may try to at least write some attacks and finish the Ex Boss, but I don't know when that will happen.
Tutorials:
As with DEC, time constraints are making this painful. If I have some free time on the weekend and someone reminds me, I will probably finish writing Lesson 10 and some of the supplemental lessons.
SeitenTouji: For a project that nobody knows about, it's gradually becoming more and more solid. Rough concept art is done for the player of the first game and for the stage 5 boss as well - I'm working on some design things and back anatomy. I will probably make an official announcement about this once I have a working system ready to go with all-custom resources
PMD DNH: I have not really announced this project here on RaNGE as this is a Touhou forum, but yes - I am making a Pok?mon Mystery Dungeon engine in Danmakufu ph3 based off a proof-of-concept made by FrenticPony. The devlog can be found at my website (http://sparen.github.io/projects/projectspmddnh_devlog.html). This project is going pretty well, even though it will never be completed and will most likely not feature a complete plot or all *600+* Pok?mon due to sheer manpower limitations. If someone wants me to turn it into a Pok?mon Mystery Dungeon x Touhou crossover, the game will become 1000x more possible because we will be dealing with 70 or so non-evolving players rather than 600+ Pok?mon with evolutions, different base stats per evolution, different move sets per evolution, different graphics per evolution, and *different TM sets and egg moves and abilities and terrain abilities and sizes and ....*
...needless to say, I currently have no plans to bother with most of the Pok?mon available simply because my proof of concept is for the dungeon crawling and not the ability to write 50 MB text files comprising of move sets.
Quite disappointed that Hengenei never came to fruition, especially given that I applied to compose its BGM. Same with DEC; however, I'm excited to see what SeitenTouji will become.
For those who are interested, I just finished my Extra Lesson 1 (Tutorial 8a)
http://sparen.github.io/ph3tutorials/ph3u1l8a.html (http://sparen.github.io/ph3tutorials/ph3u1l8a.html)
I hope this helps people out in regards to using some of the rand and math functions in DNH
Congratulations with your relase Sparen! even if I'm not a digimon fan I will play it, because I liked the demo and wanted more of it. your scripts really show that graphics doesn't matter when you have a nice gameplay ^-^
Congratulation!
//Bug reports
HOORAY!Looking at the contents really quick, it's a good thing my math class learned how to use trig functions a few weeks ago. :)
Ph3 Tutorial Lesson 11 (http://sparen.github.io/ph3tutorials/ph3u1l11.html) is the gateway to all things coordinates and parametrics! It's probably completely useless to most people and it was an add-on lesson to begin with, but now I can move on towards the good stuff! It covers basically everything in my first video tutorial, but in the form of a wall of text with lots of math and gifs embedded in it. :)
Looking at the contents really quick, it's a good thing my math class learned how to use trig functions a few weeks ago. :)
Honestly, I'd like to use your random card name generator (along with CK Crash's random boss generator for a script of PURE RANDOMNESS). It just never works for me for some reason.
simplemente doble clic en el ejecutable (th_dnh.exe).
Edit 1: both the English and Spanish versions of Lesson 2 claim that the user keys are C and D, while they are actually C and V.
Clicking on the "Run Damnakanvas Simulation" button multiple times in quick succession really messes it up. Its a really neat idea, however.
More people would probably see that announcement if you posted in the contest's actual thread.
Hi Sparen. I joined way back but I just had the chance to open up Danmakufu PH3 today. By code dump, you are saying we can use this to learn how to make our own scripts or implement some of the codes here for our own complete game, correct? I just want to make sure. I don't want to violate anything.