[Playable Characters]
...
-Sanae A & B( going to ask permission first from Naut )
[Playable Characters]I'll upload finished copies tonight (I rebalanced them from the IRC version, Froggy did less overall damage than Snakey, which was just not right).
...
-Sanae A & B( going to ask permission first from Naut )
HELL YEAHWait what?
SATURDAY NIGHT FEVER TURNED INTO A MOVIE!
Wait what?
(Also I will totally play this)
(Also I will totally play this)
Iku needs to be a boss somewhere.Rice gruel.
Iku for Extra boss.
Phantasmed.
And today I have been busy shaping my title screen images. And after plundering hours with UnrealEditor and photoshop. It became this. ( the menu options are fake because I haven't started scripting that yet as it will come at the very end of it all. But I tend to tackle graphics first. Also fontshape / colours will change into groovy stuff. This is just placeholder stuff. )
(http://i45.tinypic.com/2qmmcs7.png)
But the best of it all is, it is an animating titlescreen. See attachment for a sneak preview.
This is quite possibly the best looking 3d background I have ever seen for Danmakufu.
Good jod (^.^)=b
This is quite possibly the best looking 3d background I have ever seen for Danmakufu.
Good jod (^.^)=b
You misspelled "Practice".http://www.world-english.org/practise_practice.htm
Now that I am finished with my Uni and busy looking for a job. I might waste my time in a "more useful way". Additionally, my trip to Japan somehow inspired and motivated me to reboot my work and finish what I started. Originally I was planning on porting it to Ph3 dnh, however not all functionality seems to be working there and therefore I don't see any critical reason to port over.
... Too. Little. Description of gameplay... I'm confused... ???Gameplay description for a danmaku game? Does that exist?
I don't think there's any reason for you to port to ph3 anyway because you don't need any of the newer things it gives... except maybe camera shake.I know right. And about the camera is indeed not necessary. Mostly mimicking in the 3D stages anyway and so far working fine.
Well that's one sweet announcement, I (and alot of people) can't wait to see how the next parts are going to turn out.That is what I was afraid of :V I'll try to do my best. (Not to mention I also intend some serious "closed beta" testing before making it available but that is all worries for the future)
but knowing you, you should be able to surpass our expectations :V
It has been in development ever since I joined the forum hahaha... oh, the procastination...Well thank god I am not the only one procrastinating. 2009 to 2014.... orz
Stage gameplay next! To be honest I have 0 experience with stage designing (pattern, flows and such) so I'll be studying ZUN's patterns a lot. I have the feeling that stage design will be more rapid than boss designing. Bosses require some flashy nature as it is a spell card battle after all. So the extra mumbo jumbo requires effort scripting. On the other hand, stage design is an important element for Shmups. Nobody wants to play a boring stage just to reach a boss which is nothing meaningful than some flashy effects. Everything needs to be in harmony. Everything.
As long as people are entertained, charmed and stunned then my goal is achieved.
So May, huh? Wild guess, but will you try to use the Reitaisai to release your game, by any chance?Ah maybe it wasn't clear in my previous post but yes Reitaisai will be used to release.
The only thing I'd bring up is how those tables look massive at that angle, compared to the spritesDamn you Shinmyoumaru!
Hey, Helepolis, any tips on enemy pattern design? I can make spellcards and nonspell just fine, but Stage Design just escapes me :/Honestly since this is my first time designing patterns I cannot really judge. I studied ZUN's work by viewing people's Hard/Lunatic runs (like Jaimers etc) on youtube. And also made this thread at Eirin: https://www.shrinemaiden.org/forum/index.php/topic,17396.0.html asking the players for tips and advice. Quite some was given so perhaps read it through.
I can't believe you made the table and chairs o_oAye. The stage designs were completed in 0.12m before, meaning they are all DrawGraphic3D rectangle sprites. Everything was like that. When I ported to ph3, I abused the Metaseq hard to summon several meshes as mqo files. So I turned for example the chairs as mesh so it hopefully becomes less code-clogged.
Very visually appealing, well done~ I'm curious on what they're made of, actually... Meshes~? 3D primitive, perhaps?
// stoel
function makestoel(px,py,pz,dir) {
let obj = ObjMesh_Create;
ObjMesh_Load(obj, "script/thdcs/tex/stg02/stoel.mqo");
ObjRender_SetPosition(obj,px,py,pz);
ObjRender_SetAngleXYZ(obj,0,dir,0);
Obj_SetRenderPriorityI(obj,20);
ObjMesh_SetColor(obj,128,128,128);
ObjRender_SetScaleXYZ(obj,2,2.5,2);
ObjRender_SetBlendType(obj,BLEND_ALPHA);
ObjRender_SetZWrite(obj,true);
stageSpriteObj = stageSpriteObj ~ [obj];
stageSpriteZpos = stageSpriteZpos ~ [ObjRender_GetZ(obj)];
}
So I finally came into this thread to see what you were up to and it looks really cool, I was going to ask you to make a video of it because I wanted to see.Lol. Still, it's nice to see work on this project being done.
Then I realized that could sound jerkish since you're always asking me for videos about Danmaku!! and it was not my intent to be like "Hey Helepolis, where's YOUR video?"
So with that disclaimer out of the way, I look forward to you being comfortable showing more. :D
The visuals look nice, alot of people are using meshes in their games these days I should hop the on bandwagon lol. As for stage design, one thing I have learned is to abuse the same types of enemies multiple times, zun does this alot and it saves your ideas for future stages and or games. Get others to test, the opinion of one alone even if its your own may not be enough. Also, don't really over think stages, just code them and tweak afterwards. I've been working on my game for over a year and I'm barely finishing up stage 2 due to me trying to create impressive stage and enemy patterns. Once I let go of that I felt better about my work as well as I was able to produce better work than what I did when I was giving myself headaches in the past. Having a universal gameplay gimmick is also fun.Pretty much how I am flowing through my designs. Though I do design them with care and not just program away. ZUN does indeed repeat a lot of his patterns yet makes it look new, smart placement and numbers mostly. And of course, the game will be proper tested, I had approached few people for that but they have been waiting forever so I don't blame them if they lost interest.
Oh, and count redesigns is something I am familiar with, its apart of the process of making games, the final product is never exactly like the initial ideas.
So I finally came into this thread to see what you were up to and it looks really cool, I was going to ask you to make a video of it because I wanted to see.Haha, I knew that question would arise. And you're absolutely right. But I am equal jerkish to say that none of this will reach a video preview before it is in closed beta testing. :V :V :V :V Though in all fairness. You had a playable game, mine isn't technically playable yet. Besides, ZUN only shows like 1-3 screenshots where nothing is visible from the bosses. But he does release a demo so it compensates.
Then I realized that could sound jerkish since you're always asking me for videos about Danmaku!! and it was not my intent to be like "Hey Helepolis, where's YOUR video?"
So with that disclaimer out of the way, I look forward to you being comfortable showing more. :D
Good good, I don't like it when people throw out thousands of demos.No worries it is indeed bit vague and odd though the former one. I will release this game at Reitaisai, on a CD, live, as a "circle". :D
However a question. I'd hate to ask because youve answered, but I don't fully understand. So your intent is to either release it AT Reitaisai, or are you just releasing when it starts?
Portraits are done by a way more skilled person than me so those are all secure and the quality will be really really high. The only thing that annoys me is that Danmakufu Engine has horrible way of pixelating images if you for example go full screen or larger resolutions. Recently the developer allows us to set resolution like 640x480, 800x600, 1024x768 and such. So I need to see what works best to avoid this pixelation. Maybe provide each portrait in multiple sizes and load the one. But that will still lead to pixelated portraits if someone on 640x480 goes full screen.The only way to fix the full size pixelization of images is to just render the entire game at a higher resolution. That, however, means that all textures, sprites, etc. will need to be at a higher size. In my experience, the pixelization has not really bothered me personally and it would be a huge pain if not impossible to scale up my images properly.
A struggle we all have, there are logically a few issues that are important to consider. Mainly that currently as placeholder I am utilizing ZUN's data. This needs to be most likely replaced. Yesterday I've analysed my content and was quite surprised to see that I was using relatively small amount. Mainly the bullets, few boss sprites, enemy sprites and SFX. The stage textures are made by me and few free-to-use/edit and publish materials which I edited. 3D models seen in the screenshots are fully made by me.As far as I can tell, sounds effects do not seem to apply. For example, almost any fangame game made by ido (The Last Comer, Mystical Power Plant, Riverbed Soul Saver, etc.) seem to use ZUN's sound effects as the only borrowed asset. Other fangames seem to also use several ZUN sound effects as well, though I cannot name any names atm. I'm not sure if it's just a clever recreation, but it is possible that ZUN's sound effects are considered ok to use, possibly because they may not have originally been made by ZUN in the first place. This is all technically speculation though and I wish there was some way to verify it.
- A small fee
Regarding the sound effects, Helepolis, did you see what I posted in the Q/A thread recently? That might help you.I missed that probably. I noticed you were discussing it in the guideline thread. I'll check it out, thanks for the heads up.
Hey; I want to know; Do you and your artist friend need assistance in making a cover for DCS? I have done quite (https://www.dropbox.com/s/mz7r7elqfospp31/KgzCover.png?dl=0) some (https://www.dropbox.com/s/g3817hpt9085hkl/Kkd1cover1.png?dl=0) few (https://www.dropbox.com/s/j3agqf1x2disfqb/LtLCover.png?dl=0) during various times, the last of which is the most recent.I thank you for your offer, I'll keep it in mind if we are unable to pull it off. Also the name of the game is also currently subject to change at this rate because of the storyline "tweaking".(shameless plug o3ob)
If y'all are interested, then PM me or something and I'll see what I can do if you do so desire.
Warugaki
I'm sure this is going to have a really good unique look to it when it's done with him.I just hope the engine will cooperate to display his artwork proper, knowing how this engine usually has terrible reputation for pixelating resized images.
Music is currently troublesome
I could attempt to help you out with music actually. I'm better at arrangements of existing pieces and work faster when working with established MIDIs but I can also make original music too.
The tracks I've used or received permission for are also fitting in their own style. Maybe not exactly what I had in mind but I've been building those stages and bosses while listening to those songs over and over. So there is a like a relationship between the stages, bosses and game play.
That is the harmony that I am seeking.
Mkm has a kid? That explains a lot on my bbs post as well.
Also Drake, what you mentioned about fixed_angle = true is applied pretty much to all circular bullets, including the ones that rotate. Though I am not sure if angular_velocity is the same as ObjMove_SetAngle in ph3.
Congratulations! If you really didn't have time, then I'd advise you to include a sincere apology with a link to where the upcoming patch will be. Anyway, have fun at Reitaisai!Aye, that is covered/handled in the JP/EN documentation on the physical CD. I hope the owners will understand.
Further I will probably take a look at the Spell Practise mode upcoming days whether I can get that working.
For Digital Earth: Conquest, Spell practice was one of the hardest things to get working if you want replays to support it. I don't know how far you are, but I'd say that implementing all of the base functionality (I have abandoned certain functionalities entirely) took a few days to start and another 5 or so hours to get spell history working.
cardnorm = [
[spell1, spell2], // stg1 spells
[spell1, spell2, spell3], // stg2 spells
[etc......]
];
Excellent news! I look forward to the official release!I actually ditched a few complex meshes out of my game because I didn't had time to implement FX settings (they are in there, but disabled / not used). So currently it runs at full FX. The meshes I use are generally square or simple shapes (example: the table/chair you've seen before). So far no FPS issues reported by the testers nor my older Laptop. Also, all my stages are actually made using mostly 3D sprites, so I guess I'm going easy on the engine which benefits the FPS stability.
Btw, how's the FPS on the game? I understand that there are many meshes and 3D backgrounds, and I am wondering how the effect settings work.
I actually ditched a few complex meshes out of my game because I didn't had time to implement FX settings (they are in there, but disabled / not used). So currently it runs at full FX. The meshes I use are generally square or simple shapes (example: the table/chair you've seen before). So far no FPS issues reported by the testers nor my older Laptop. Also, all my stages are actually made using mostly 3D sprites, so I guess I'm going easy on the engine which benefits the FPS stability.
Fabulous! If you do decide to implement effect settings, you may run into issues with replays recorded on different effect settings - Just letting you know in advance.Oh, good to remember. Replay playback is already giving me a big adventure. And I take your info as a warning and probably shouldn't even attempt to implement FX settings. Well, I guess it depends on.
But yeah, really looking forward to this!
Seeing as I haven't gotten past Stage 1 yet, I can't say anything about rebalancing. However, a continue system would be nice since the game is pretty brutal. 3 coins tops.
I noticed there are extra bosses according to Warugaki's comic. Are those in? What are the criteria for those to unlock?
I would really like an easy mode. I liked the style but lack the patience to get good enough to even get past the first stage. :ohdear:Easy mode is something has been crossing my mind a lot of times. Except I don't think I will implement it, as for a 3-stage game it would be too much coding. If I do ever intend to expand up to six stages, perhaps considerable. I hope the continue system will somewhat grant the players the ability to reach at least stage two, so it can be unlocked for practise.
I already bet changes being made on (non)spells and fairy patterns are really gonna throw me off. Darn muscle memory.There won't be drastic changes on existing patterns. They might be fully be changed (so it becomes a new spellcard / nonspell). The most bothersome thing for me personally is the flow of the stage patterns. I feel like there is too much idle sitting or less excitement through some parts. Especially stage one is problematic.
What is being made or ongoing?
- Sanpo Mode have been initiated. Work in progress. (Series of small fights or stages. Until I have a better name for describing: "Going for a walk" I'll call it さんぽ 'Sanpo'
- Stages and fairy patterns.
- Edit/adjust players
- Potential boss attacks / spell card rework.
- Reworking Spell Practice.
- Scoring
- Spelling / English / Grammar where encountered.
- Bugs and glitches, where reproduced have been tackled / are being tackled.
The patterns for stages / fairies haven't been changed.
is this a paid product?No, free to play and download.
o_OIf you're using Magic Team, then Marisa's wider shot can be the cause of that conclusion.
I swear it's easier now. I guess it's just my imagination? Or maybe there was another change that made it easier. idk.