only dropping FPS on some Curvy-Laser-Parts on higher difficulties.Curvy Lasers are known to be quite heavy on the CPU yes. On low-end PC's it is quite difficult in general regardless of optimizations. Needs i3 at minimum. Even though we can somewhat assume people have i5 these days, it still remains an issue.
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It still won't run on low-end computers even though I already did a lot of optimizations.
On my mediocre Laptop (4x2.5GHZ) it runs on constant 60 fps, I have some reports though that it would drop to 40 on some computers during some curvy laser parts.
and I use this project as preparation for studying game programming.oh, BRO! Same story here!) Just, I felt that I studied game programming fully long before even half of my game has been ready :V
Maybe Jaimers will take a shot at the lunatic mode when released.so, "Jaimers making a lunatic 1cc" is the finest possible stage of development of any touhou danmaku fangame? ::)
For now, I'll be guessing what MPP characters you will use. Possibly, "electric girl"? Or "mathematician teacher"? Or "Yuyuko#2"?
I will add an Option to disable visual effects and Backgrounds as some Bosses (Especially the - not in the demo included - Stage 4 boss) have some rather cpu killing effects.
I think you should try to branch out to other pattern types. A lot of the danmaku used during boss fights is fairly slow yet dense micrododging, so why not try some faster patterns or other types of dodging?
The last thing we need is a bunch of sleeping players.
4.4 Bullet density's gradation per stage should changed (more at stage 1, less increase with each stage).
1.1 Density (total amount) of bullets in preboss part of the stage looks low. Mostly, I'm talking about lots of free space on screen. Suggest increasing.I actually like the density. It's stage 1, usually stage 1 is quite nice and easy ^.^ Don't worry, some of my testers said that the game would get pretty brutal in stage 4/5 so be happy to have those easy parts ^.^ (Lunatic harder than UFO)
1.2 Reisen's spellcards look a lot like her non-spells. Suggest more "special mechanics" (like in that spellcard, last or prelast? where bullets "classically" disappear in certain area), and some bullet recolour/sprite replace (red circles, for example, if it fits the idea).I think for a stage 1 boss thats not too bad. Look at Seirans last card for example ^.^
2.2 Were 100% of bullets green-coloured? Good idea, but I suggest recolouring 15-20% of bullets into dark blue or black, it will fit the Bamboo forest background.I will change some of the bullets, that's a good idea ^.^ And you can if you want to, even though the boss boss is inspired by the japanese Legend of the Furaribi: http://yokai.com/furaribi/
2.3 May I call the boss "Hedhehog girl"? :V
3.2 Density (total amount) of bullets in preboss part of the stage is way too high.It's actually fine if you know HOW to do the parts. Problem is apparently it's not intuitive enough. Most of the thing is just streaming (Bubble Fairys) or searching for the blind spot(Butterfly Fairys).
3.3 Butterfly faires with purple-white large circles that spawn elliptic ballets should be nerfed. They are too difficult for this difficulty and this character, and make way too much walling (at the very beginning of the stage I was blocked to the death). I suggest 1.5sec-pause between each 4-6 bullets or smth like that.See comment above. You can stream them up (Not to the side) without any problems.
3.4 Last spell of Boss - I was killed twice by the yellow sun before actually understanding what had killed me. :V The sun looked like the part of spellcard background :]I will add a better indicator that the sun is actually a bullet
4) Total:
4.1 Liked the music, liked the 3D background
4.2 Liked the difficulty of bosses. Balanced just like specially for me.
4.3 Liked the spells, mostly.
4.4 Bullet density's gradation per stage should changed (more at stage 1, less increase with each stage).
4.5 Looking forward to the next update.
Wanwan, yes that one, the one who did the OSTs of RSS, MPP, and others, has tweeted the video with The Shattered Sky's Stage 3 Boss theme.
Hey look, it's this game again! I was honestly wondering if it was dead, even though the website said it wasn't...
I'll post a more detailed review after playing this demo some more, but right now, I've got two questions:
-I see some characters got new portraits with a different style. Will all the other characters get these in the final release?
-Is there an explanation of the new mechanics anywhere? The website isn't up to date, and it seems to be the only place that has information on them in the first place.
On a side note, does anyone have any on idea how to unlock Phantasm? I cleared Extra with ReimuB but it still appears locked, do you have to 1cc the game on any particular difficulty to unlock it?You need to clear Extra and 1cc Hard mode to unlock Phantasm; similarly, you need to 1cc Lunatic if you want to unlock Heaven.
Another thing of note is that I'd personally wish the thin laser lines to be slightly thicker, as they often end up completely transparent in many parts of the line and visually in certain situations (e.g. Ex/Phan boss survival) where there's a lot going on it's extremely easy to miss a laser that will spawn on you.