Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Helepolis on October 27, 2009, 02:27:39 PM

Title: 東方宝演舞 ~ Treasured Dance Performance [ version 1.50 released ]
Post by: Helepolis on October 27, 2009, 02:27:39 PM
Circle: ドリル乳繰り presents:
東方宝演舞 ~ Treasured Dance Performance v1.50

(http://www.taihou.nl/touhou/thheb/gamecover.jpg)

Disclaimer: Ingame portraits may contain mild forms of fan service. Gamer discretion is advised.

☆☆☆ Download ☆☆☆
Bulletforge (http://www.bulletforge.org/u/helepolis/p/treasured-dance-performance/v/111)
Mega (zip) (https://mega.nz/#!MSZ30I7T!mNv2qLsnBvQZ5xbQFJO8yy1QLn5AF2tmE1ACHFDw2CM)


[Story]
A rumour spread around the area that a certain mythical place exists where you can eat, drink and dance your heart out. It seems our ordinary magician, Kirisame Marisa had obtained this information from an unknown person and carefully told Reimu to avoid the Tengu from hearing about it so it wouldn't spread uncontrolled. Marisa claimed she had never seen the person around and she also looked quite foreign. Our girls didn't exactly knew what to do with the information, except laugh at it as it was some sort of tale a child would come up with. However, that 'tale' was soon to come alive. The beginning of the tale: 東方宝演舞 ~ Treasured Dance Performance.


[Media and screenshots]

(http://www.taihou.nl/touhou/thheb/thhebu01a.png) (http://www.taihou.nl/touhou/thheb/thhebu01.png) (http://www.taihou.nl/touhou/thheb/thhebu02a.png) (http://www.taihou.nl/touhou/thheb/thhebu02.png) (http://www.taihou.nl/touhou/thheb/thhebu03a.png) (http://www.taihou.nl/touhou/thheb/thhebu03.png) (http://www.taihou.nl/touhou/thheb/thhebu04a.png) (http://www.taihou.nl/touhou/thheb/thhebu04.png)


Links and such:
Helepolis' pixiv (http://www.pixiv.net/member.php?id=1198372)
Helepolis' twitter (https://twitter.com/HelepolisH)
Warugaki's pixiv (http://www.pixiv.net/member.php?id=167132)
Warugaki's twitter (https://twitter.com/warugaki9841)
Game website (http://touhou.taihou.nl)
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Naut on October 27, 2009, 03:28:30 PM
How exciting! Update your progress often, I'm looking forward to this.

Look at those sexy man legs!


[Playable Characters]
...
- Sanae A & B ( going to ask permission first from Naut )

Very yes. 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).
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Nimble on October 27, 2009, 06:04:48 PM
Any seat ticket? ;)

I hope that Marisa don't need to avoid multi laser shooting from Fromage Pierre's leg.
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Lawence Codye on October 27, 2009, 07:17:30 PM
This is something I look forward to playing upon completion...

...Fromage Pierre ought to be an entertaining boss...with those man legs & all...
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: DgBarca on October 27, 2009, 09:02:22 PM
Really I don't know if calling someone "cheese" is a good idea...(unless it's nuclear)
But otherwise...can't wait
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Naut on October 28, 2009, 01:57:59 AM
[Playable Characters]
...
- Sanae A & B ( going to ask permission first from Naut )
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).

http://dmf.shrinemaiden.org/wiki/index.php?title=Players
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Helepolis on October 28, 2009, 06:54:45 AM
Balls. Thanks Naut, I will look into it tonight or so.

Also I don't expect huge progress in this game yet, especially the upcoming november month and first two weeks of december. Why? Because 15th of December I have to finish my graduation paper :V So untill then I will be scripting like bits but after that I got all the spare time in the world untill january atleast!

Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Helepolis on October 29, 2009, 10:58:00 AM
I am right now tackling all the graphics such as framework, System.png, Effects.png. After that I will start constructing stage 1 2 and 3 and find suitable music for them. Because looks and music motivates me. For me this way Danmaku is more fun to script.

Here is the STG_Frame.png. Probably going to be the final design look for the framework. The text ' Dance Contest ' might be tweaked but this keeps the disco feeling in and also gives the same mood like Uwabami Breakers. ( Too bad Danmakufu doesn't have a left border )
Here we go little miss!  O0
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Infy♫ on October 29, 2009, 07:09:22 PM
HELL YEAH
SATURDAY NIGHT FEVER TURNED INTO A MOVIE!
and knowing what kind of things you can make i expect something twice as good as imperishable night :o
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Garlyle on October 30, 2009, 10:20:06 AM
HELL YEAH
SATURDAY NIGHT FEVER TURNED INTO A MOVIE!
Wait what?


(Also I will totally play this)
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Chronojet ⚙ Dragon on October 30, 2009, 04:38:20 PM
Wait what?


(Also I will totally play this)
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Janitor Morgan on October 30, 2009, 04:54:33 PM
Iku needs to be a boss somewhere.

(Also I will totally play this)
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Chronojet ⚙ Dragon on October 30, 2009, 06:13:04 PM
Iku needs to be a boss somewhere.
Rice gruel.
JKJKJK
Iku for final Lolz boss.
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Infy♫ on October 30, 2009, 06:15:36 PM
Why actually is the stage 1 boss' name cheese peter? xD will he have cheese-based spells?
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Helepolis on October 30, 2009, 07:36:29 PM
Info in first post is what you get. Everything else which I have and have not planned is a secret and won't be revealed untill the game is actually released.

>:3
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Prime 2.0 on October 30, 2009, 08:15:03 PM
Iku for Extra boss.

Fixed.
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Chronojet ⚙ Dragon on October 30, 2009, 11:10:09 PM
Phantasmed.
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Helepolis on November 02, 2009, 02:50:50 PM
-- Updates updates updates --

With the help in the Q&A I formed my own Lifebar which will be replacing the the standard one as that one is ugly, and is not spawned on the top layer which is often blocked by bullets or bullet effects. ( You might have seen it already in my halloween script in action ).

Further more I got some textures for stage 1 and also the stage layout on paper.

I updated the first post's progress section which roughly lists the tasks I have to perform to form the game. It is quite a list and I am guessing most of the time will be "wasted" on custom features.

Also I decided it is kind of useless to continue using the original Reimu and Marisa characters in danmakufu. They are bit too dull and there is no power system for them. Therefor I decided to only implement only one shottype of each girl. ReimuA like dnh, homing,  MarisaB spread + laser and Naut's SanaeA snake type.
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Helepolis on December 15, 2009, 08:29:12 PM
Graduation period is over o/  and guess what that means. More time for Danmakufu o/

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. )
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: TheMasterSpark on December 15, 2009, 08:39:13 PM
This is simply going to be oh-so-very-cool. I'm still hard at work to crack your Afro script on Lunatic but I can't wait to see this full release you're planning on. :)
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Solais on December 15, 2009, 09:17:01 PM
Afro-Hele Should be the Extra Boss.
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Lawence Codye on December 15, 2009, 10:50:29 PM
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.

hot damn, hot damn...I do like what I just saw...
looking awesome so far...can't wait for the finished beyond awesome stuff...
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Helepolis on December 16, 2009, 03:59:08 PM
I am happy it is starting to take shape. Graphics always put a smile on my face when they turn out good. Because it is a motivation for me. I keep things in harmony because I hate to script danmakufu patterns on a black background with no music. I need it all to be complete to make it feel and play correct.

The best part of this game is, I am scripting it together with Ijiyatsu. So what benefits Dance contest will possibly benefit Ijiyatsu and visa versa ( ofcourse I am not going to blatantly copy over code from Drake or Naut for example into Dance contest ). I plan to make Dance contest scripted in my own style and lend aid to Ijiyatsu.

Today I plan on tackling minor things like title bgm + some more work on the textures for stage 1 and perhaps trying to sprite fairies for the first stage.

Aside from that I am experimenting most of the time with functions and stuff. I got an english test coming up saturday only then I can go into 5th gear and get some serious work done.
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Helepolis on December 29, 2009, 05:47:30 PM
Serious business is serious business. And Le Swan Ballet restaurant is almost open for business. I am quite satisfied about the textures which I modified quite alot. Also lighting effects suddenly make it more moody. And this was exactly the kind of mood I was looking for. Looking at ZUN stuff really helps understanding things better.


I am going to try to make the spotlights animating on the ground like swaying around a bit, but that will probably show up as a question in the Q&A or so. Also in the meanwhile, updating first post.
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Gc on December 29, 2009, 06:08:40 PM
This is quite possibly the best looking 3d background I have ever seen for Danmakufu.
Good jod (^.^)=b

(no offense to any other 3d background maker)
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Suikama on December 29, 2009, 06:49:48 PM
HOLY SHIT HELEPOLIS
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Blargel on December 30, 2009, 01:13:32 AM
Holy shit lights.
I can do cool stuff in 3D too. D:

EDIT:
FINE BLUEMOON I WONT POST IT D:<
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Lawence Codye on December 31, 2009, 07:42:35 AM
This is quite possibly the best looking 3d background I have ever seen for Danmakufu.
Good jod (^.^)=b

Very much this...it's top notch gorgeous...
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Lloyd Dunamis on December 31, 2009, 03:16:11 PM
YYYEEEAAAAH, TOUHOU RHYTHM GAME, Danmakufu STYLE! :dragonforce:
... wait, what? Danmakufu!? *desperately tries installing WinXP for the heck of it*

*notices OP date* Ohp-- This game is under development for some time now? hWow xD

This is quite possibly the best looking 3d background I have ever seen for Danmakufu.
Good jod (^.^)=b
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Suikama on January 09, 2010, 05:36:34 AM
You misspelled "Practice".
http://www.world-english.org/practise_practice.htm
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Nimble on January 10, 2010, 01:52:48 PM
I feel like watching FPS screen instead of shooting for a bit - serious sam or something ...

Good job =w=b
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Chronojet ⚙ Dragon on January 10, 2010, 05:27:27 PM
          Groove!
[___________]
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Helepolis on January 21, 2010, 07:23:08 PM
Updates ze:

Too bad school starts again in february, so I started changing my building priority. I started working on the most ( personally ) intensive stage 3 which is going to be the cherry on top of the pie. I got nothing to show yet as it is heavy under construction. But updated first post progress, basically the major announcements would be:

Edit info into first post
Title: Re: Dance Contest! Showdown [Full game in the make]
Post by: Helepolis on June 20, 2010, 05:25:05 PM
Old post:
I am proudly to announce that roughly the major construction of stage 3 done. Transitions between the stages are also fully set so the jumping is occurring nicely.

I spend pretty long hours with lot's of music, tea to create something hopefully pleasing. Today I will be touching up some stuff then return probably back to Stage 1 boss scripting. I am kind of exhausted with stage creation that I seriously refuse to see any stage code. I want to work Pierre actually now because his stage music and boss music are all present, thus allows me to finish this.

And I probably got enough to show about Stage 3, but I am not going to show it here. No this isn't tease people but simply because I personally hate showing my work to public before it is actually worth of showing. I in fact, plan on making a preview movie just like they do with games with narration from me and explaining how it all came together. This will be of course done when everything is scripted and working.

Besides, the pretty detailed information given already and one screen shot + an small movie pretty much shows what you can expect visually. About gameplay - - - well, I hope I can please people with this: I never made stage designs before and people are pretty much critical about stage gameplay and such.

Hey I wrote too much again here. Oh dear.




Shameless update:

I noticed people started asking me what the hell happened to Dance Contest. Nothing. It is still there but due to my University life I simply was "forced" to stall it for two months or more. No inspiration means no work getting done.

-Hele
Title: Re: Dance Contest! Showdown [Reboot]
Post by: Helepolis on July 17, 2012, 02:59:03 PM
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.

Title: Re: Dance Contest! Showdown [Reboot]
Post by: Leopold621 on July 17, 2012, 04:31:28 PM
 ... Too. Little. Description of gameplay... I'm confused... ???
Title: Re: Dance Contest! Showdown [Reboot]
Post by: Blargel on July 17, 2012, 06:11:39 PM
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.

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.
Title: Re: Dance Contest! Showdown [Reboot]
Post by: TwinGhosts on July 17, 2012, 07:40:32 PM
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.
but knowing you, you should be able to surpass our expectations  :V
Title: Re: Dance Contest! Showdown [Reboot]
Post by: Helepolis on July 17, 2012, 09:41:49 PM
... 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.
but knowing you, you should be able to surpass our expectations  :V
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)
Title: Re: Dance Contest! Showdown [Reboot]
Post by: TwinGhosts on July 25, 2012, 03:02:40 PM
I have to say that you also made a great choice of music on your Barman Boss, really catchy.
and the danmakufu are like a '' triple rainbowgasm''.

So that made me rather curious about the music and bullet patterns for the other ones  :V
Title: Re: Dance Contest! Showdown [Reboot]
Post by: KaiserKnuckle on July 27, 2012, 08:48:39 PM
Oh wow this game i mean holyshit :*

And then the backgrounds ohhhhh man they're giving me a contact high :*:*

I can't wait for alpha/beta/gamma testing once you guys get the work going.

and since when did dj usagi remind me of guitar maiden orin i mean srsly must be the shades :V
Title: Re: Dance Contest! Showdown [ Fever is rising, so is my inspiration. ]
Post by: Helepolis on March 09, 2013, 12:05:01 AM
That is right, fever is rising. And somehow I collected inspiration again to actually start working on this. "Good for you Helepolis", you might say though some unprecedented (positive) affair has happened which will be for now a secret. I don't want to boast up this game necessary but for me this game has become better. Mainly starting with a fresh look helped me brainstorm lots of new ideas and methods. The results will be satisfying, I will do my best. For the last week I have actually committed a lot of work that I surprised my self. Had to look up a lot of functions again from the wikis and also re-read my own code 10x to figure out what I tried to do. Lots of garbage code around that confuses me, but nothing dramatic.

So yea, I'll probably stick to 0.12m with this game. Porting it over seems at this point of stage for me impossible and 0.12m is pretty fine for me for now. Ph3 offers me nothing what I could use (well, the volume control and maybe smart camera control for stages). But those two don't seem to work well so I'll stick with this one.

I updated the first post with a better overview. There is no major story or huge essay explaining the game. I dislike those so omitted a lot of information and keeping everything more "secret".

Same for the progress info. I dislike it because planning ahead is for me silly. Real life or other unexpected incidents might stall or delay so there is no reason for me to make up a whole planning. When screenshots or information is added, you'll be spotting it in here or on my website.

Speaking of my website, I should probably update it as well. Maybe in two languages, since I do plan on releasing my game in Japanese and English.
Title: Re: Dance Contest! Showdown [ Follow the updates on Twitter ]
Post by: Helepolis on May 30, 2013, 08:16:21 AM
I decided my self I should try to let people at least know somewhat how far this project is and how it is going. When it comes down to "showing people", I rather keep it all secret and closed until the game is will go into beta testing).

If you're interested you might want to follow my twitter https://twitter.com/HelepolisH . I dislike social networks in general, and this account of mine is purely intended for gaming purposes or as some might have noticed, random Japanese talk.

"So Helepolis, when is this game of yours is going to be finished or revealed?" Wait, I already shown you people 3 screenshots revealing like the entire game. What else do you want? The full game? Yes it has been in development since 2009. And this is no joke. Remember Stuffman's work? I think we roughly started our projects around the same time. Stuffman though already had a playable demo consisting out of 3 stages. At this moment Stuffman already has 6 stages but not sure why he didn't finish it proper. I should ask the same thing myself, why didn't I finish it?

Well, life is strange and inspiration as well. I had lost my inspiration after 2010 until like 2013 February. The long delay I cannot explain again. But a certain someone gave me a helping hand which had changed my mind and somehow gave me both a feeling of guilt and inspiration. Few people only know who this person is and that person will receive my proper thanks.

Enough of this! Let me just tell you that this project will not go at waste. It won't get shoved away in a corner. I am actually working as much as possibly on it. Mostly on a daily basis and sometimes I leave it for 1-2 days to collect new ideas/inspiration or obtain sources. The biggest problem is finding the right feeling. I design stages in style with passion and feeling. If something looks bad/off, I will reconsider it. Stage 2 actually took different shapes 3 times. So imagine the major burden of doing something with care. Last thing I want to do is release half-ass work with poor looks and gameplay. Everything for me has to be as good as possible, music, sound effects, looks and logically game play.

I really wish I could show you all the little details and things I am putting in this game, but I will save that for a promotional demo video with me explaining the treat the community will be getting. Because not only for the western community, but also for the eastern community I want to show this.

If there are any questions or things you want to know, don't be afraid to ask. I'll try to answer them as much as possible. Thank you for your patience everybody and your contribution as either player or scripter to this community. (  ',')b
Title: Re: Dance Contest! Showdown
Post by: Helepolis on January 06, 2014, 09:56:59 AM
Dance Contest 0.12m → → → Ph3 is a fact.

An update which isn't much of a surprise since the ph3 release is an ignorable fact. Ph3 simply grants more possibilities which are only a plus for my set of levels. Since I am aiming for quality (for several reasons), I prefer to take my time and care a lot.

Without writing too much of an essay, 0.12m to ph3 transition was a nightmare, but I figured it out mostly and currently steam rolling forward. A design of my own boss system (spell circles, transitions) allowed me to instantly set a core for all boss fights. In fact, it could be used by anyone in their own game. This core system delayed everything a bit, but it is called 'core' for a reason. Definitely don't want to have half-assed work.

TL DR: I have some serious plans. I expect finishing up the transitions this month so I can finish up boss #3 which is lacking several spell cards.

Unfortunately, not providing any extra screenshots.  And no, I don't do "alpha version 954394839583748" releases. You get the full thing when it is done.
Title: Re: Dance Contest! Showdown
Post by: TheTeff007 on January 07, 2014, 04:41:11 PM
I would like to ask, to your point of view, seeing as you made your game originally in 0.12m, what specifically was that made you decide to change the engine of your game from 0.12m ro Ph3? Maybe I will do the same thing with my game... It has been in development ever since I joined the forum hahaha... oh, the procastination...
Title: Re: Dance Contest! Showdown
Post by: Helepolis on January 07, 2014, 05:16:24 PM
A very good question I asked my self countless times as well.

The biggest concern was whether I could transform the 3D stage drawing. Because 0.12m uses @BackGround/DrawLoop and ph3 no longer had these. I did lots of testing before I started the 0.12>ph3 conversion. If my stages could not be converted without breaking their original looks/mechanics, I would've stick with 0.12m. Thank god my days of testing and mindbreaking sessions paid off. I did had issues moving over in ph3, but that was due to development issues and bugs (like with 3D drawing/stages/meshes). However, those were all covered by bug submissions by various people besides me.

Let me highlight the most important parts of ph3 I researched (besides the above) that made me move over with certainty:
- Running scripts parallel: Multiple scripts can be run and using the @Event system, they can communicate (or with traditional commondata). Therefore I can create a better core system.
- Efficient Object rendering and usage: Possibilities are major increased. I am a person of many effect abuse, therefore this was interesting though not necessary a requirement.
- Package based releases for your game: No more pseudo-menu scripting. You can mimic original touhou games immense. As said, I aim for quality as well and this is a huge plus.
- Advanced camera usage: No more pseudo-earthquake scripting. You can even mimic IN stage 5 now easily! I feel sorry for Blargel who had helped me with a special quake script, but now it is no longer required.
- Advanced sound / music control: More precise looping abilities, sfx, control. My player scripts have special sound effects which always canceled out the music or were unable to be heard. A huge plus for me.
- Overall improved performance of the engine. Even though I will build in "turn off fancy stuff" option like MPP, I would want to have a smooth engine

These made me realise ph3 was going to fit me better than 0.12m, because a lot of things could be easily made. Additionally, it allowed me to rescan all of my scripts/code and immediately clean up my code. I mean, originally my Afro boss was a solo boss from 2009. I have gained a lot of knowledge and understanding over time.

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
Title: Re: Dance Contest! Showdown
Post by: Helepolis on February 26, 2014, 10:31:04 AM
I would like to announce a mile stone being reached in the creation of this game. We all know the story of sudden disruption in inspiration which is extremely fatal for any 'artist'. So I'll save you my life story but bring the news that the conversion from 0.12m to ph3 has been completed. Yes, that is correct: Dance Contest has been reformed in ph3 and from this point on I can continue what was stalled for almost 2 years.

My old code during the conversion has been retouched, which was a bless as from my newbie moments (2009) a lot of the code was cluttered, inefficient and hard to adapt. Some parts were completely rewritten but retaining the originality of the attack. Yesterday night I was extremely excited and pleased to actually work on a fresh new attack for my 3rd boss. Nothing is more beautiful than to see it all coming back to me.

For now, the inspiration is flowing. Let us hope it stays that way.

PS:
This is also the reason why I dropped any tutorial videos for ph3 for now. Eventually I will pick those up again but for now please forgive me as I cannot do both tutorials and my own game at the same time. A tutorial quickly takes 3-5 hours of my time (including video editing, narrating, encoding, uploading). Those 3-5 hours are now invested in progress and idea summoning.

Title: Re: Dance Contest! Showdown
Post by: TheTeff007 on February 26, 2014, 03:11:24 PM
Well, congratulations on picking up the pace once again, Helepolis.  I find... both amusing and amazing that you have finally done the porting after two years, but it's good nonetheless
Title: Re: Dance Contest! Showdown
Post by: Helepolis on August 09, 2014, 05:09:00 PM
I thought I'd never see this day but apparently some determination, inspirational music/ideas keeps one going.

I want to announce that all three bosses are hereby done in their singular difficulty form. Meaning if it were to be a boss-rush, it would've been releasable after proper testing. But since this is going to be a half-assed Touhou-game with only three stages, much more work needs to be done. Such as summoning difficulty levels (which is roughly planned so it shouldn't be too much of a hassle to adapt). Here and there card tweaking will be required if I am not satisfied.

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 the stages themselves are done in graphical forms, all that is left to do is design my enemies, items and script in their order/patterns.
Title: Re: Dance Contest! Showdown
Post by: TheTeff007 on August 09, 2014, 10:41:48 PM
Glad to hear some progress getting done in this game, Helepolis!

After that single boss battle you scripted long ago, and the plot of your game (As silly as a regular touhou, which is a plus), I'm expecting to see what you come up with on your game.

Awaiting Eagerly.
Title: Re: Dance Contest! Showdown
Post by: CK Crash on August 11, 2014, 02:27:18 AM
As advice on stage design:
1) It will take a lot more revision than bosses, so don't be afraid to separate it into blocks that can be commented out for quicker testing.
2) Don't overuse enemies with high health. If the player can hardly shoot down enemies before they fire, the stage feels less interactive and the player feels powerless. If you must have an enemy like this, complement it with weaker swarms so that the player has something to do besides dodge.
3) For the same reason, avoid overusing danmaku that must be dodged head-on and cannot be navigated around. The player should be rewarded for finding clever ways to clear the stage.

Anyways, I'm glad to see that release is getting closer. It will be exciting to finally play it!
Title: Re: Dance Contest! Showdown
Post by: TheTeff007 on August 11, 2014, 04:36:22 AM
A little off topic, but I am unclear on the third point. If you (or anyone) could clear it up for me, it would be very appreciated.
Title: Re: Dance Contest! Showdown
Post by: Helepolis on August 12, 2014, 02:22:03 PM
I am also curious about the third point.

Head-on dodging, do you mean danmaku that needs to be streamed?
Title: Re: Dance Contest! Showdown
Post by: Kaze_Senshi on August 12, 2014, 09:22:45 PM
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.

Interesting articles about shmup game design and cia: http://shmups.system11.org/viewtopic.php?f=9&t=39679
Title: Re: Dance Contest! Showdown
Post by: CK Crash on August 13, 2014, 12:22:14 PM
By my third point, I meant dense danmaku that doesn't do anything but force you to stay in place and just (sigh) micrododge, typically ring danmaku. It offers very few options to the player as far as "risk vs reward". It's hard to explain, so instead I'll show examples of good danmaku that avoids this:

1) SA stage 4 has big fairies that shoot amulets that unfold into static or aimed patterns. Advanced players can get close up for additional graze or for more damage against the fairies.
2) DDC stage 3 does have a fairy that shoots a dense pattern of blue orbs, but it's important to note that the bullets don't all spawn at once. There is a tradeoff where you can focus on it to reduce the number of bullets, or focus on other enemies that provide more items.
3) SA Extra has a deceptively simple start with dense rings, but there is a subtle gimmick in play. The big fairies continue to move downwards and shoot, making the situation increasingly risky for the player. Additionally, because the autocollect line is hard to reach here, the player has the option of aggressively grazing so that they can max out their power before Sanae.

I guess now that I think more about it, having dense and boring danmaku is a symptom of a problem more than a cause:  thinking too much about what the enemies are doing and too little about what the player can do in response. Some people make this mistake with bosses, but it's extremely prevalent with stages. Don't design with just dodging in mind, but also preventive shooting and item collection.
Title: Re: Dance Contest! Showdown
Post by: Helepolis on August 13, 2014, 12:45:13 PM
@ Kaze Senshi, too bad majority of the discussed material is non-touhou (which also is reflected by the posters). Though I can pick some topics that discuss things in general.

@ Lucas I am not quite sure how to exactly place your advice in comparison to official Touhou games. As far as I know, IN Ex stage is one huge memorization + (micrododging)dodging thing.  I understand the difficulty to explain. Perhaps you're referring to luck vs skill danmaku patterns? Since you mentioned circle patterns, these are often spawned straight forward or curving / crossing (if twin circles). Plain static circles expanding don't really force you to stand still. They allow you to stand still. But often circle patterns are mixed with aimed bullets or bullets having a different flight where the static expanding circle suddenly becomes a barrier.

Also you're mentioning "don't design with dodging in mind" sounds like you're either forcing the player to play the stage specifically as intended by the author or giving the player extremely freedom. Then that means that the patterns will be extremely static/fixed so multiple flight paths are possible? The options a player is given depends on what you're giving them to digest. A player will always be dodging, regardless of how you design it as that is the whole point of a stage run in its core gameplay: "Survive to reach the boss".
If we were to take a few extreme examples:
- Waves consisting of homing bullets will cause a player to stream because it is minimum effort for maximum reward.
- Waves consisting of random bullets will cause a player to micrododge as maximum risk is automatically present. RNG is a dangerous tool (was also mentioned in one of the topics by Kaze Senshi)
- Waves consisting of fixed patterns will cause a player to memorize and take optimal flight paths. Risk and reward here is depending on playstyle, as scoring and surviving are styles.
Title: Re: Dance Contest! Showdown
Post by: Sparen on August 15, 2014, 10:09:03 AM
Regarding stages:

I've been working on stages for about two years now, from crummy and horrifyingly bad stages in NetLogo to the pitiful stage in TC Extra to PDD and beyond.

I'll share some of what I've realized.

-The stage needs to be balanced for the difficulty. Higher difficulties should change patterns slightly so that the difficulty increases in a way that is not dependent on bullet count or bullet speed. As I replay DEC Stage 4's stage portion, I can't help but think about just how poorly done I made the second half of the stage on Hard and Lunatic - harder difficulties are just excessive bullets flying at unholy angles with no real gain except for extra graze that is impossible to get because the walls of bullets are not done well.
-From Artifact 2, I realized that phases can't be entirely separate. They need to flow together or the stage lacks any kind of rhythm. Also, as said before, too many enemies with a lot of health are bad ideas.

For future reference, my best stage is DEC Stage 2, which was actually pure BS that I threw together. It just happened that many of the enemies worked together very well, with simpler enemies complementing more difficult patterns. This is the aim for early stages - flow and rhythm that keeps the player busy while having fun.

Also, if you feel something is too hard, reduce the difficulty immediately. Don't doubt that gut instinct, or you'll end up like me - changing an enemy in Stage 1 months afterward due to denial about the difficulty of the stage.
Title: Re: Dance Contest! Showdown
Post by: Helepolis on August 18, 2014, 08:58:39 AM
Although I am not going to judge the final difficulty on my own experience. That would be a terrible decision either way.

I have a set of players I will approach once the game is ready for testing. These are skilled and trusted persons who I believe can provide valuable feedback on stages, scoring and bosses. That way I can apply possible tweaking or change things effectively. Logically this will be a closed 'beta' test when the time is there. Once everything has been 'accepted', it will be a matter of hope.

We shouldn't forget that you cannot please everyone.
Title: Re: Dance Contest! Showdown
Post by: Helepolis on December 23, 2014, 03:17:37 PM
Since Sunday I have been blasting away my procrastinating nature and happy to announce that Stage 1 is actually ready. A stage game play, stage midboss and stage boss fight is all here. It is as if I am slowly realising my "dream" to finish this bloody game.

Speaking of finishing things: I have to finish this game, as time is ticking. That is right. This game needs to be done before Reitaisai 12 in 2015 is happening. The reason for that: This game will be released at Reitaisai together with a certain well known and precious friend of mine. The very reason I will finish the game is to not disappoint him nor let his reputation harmed! (Maybe a bit dramatic and over the top here :V but you get the point).

So a rush against the deadline has begun. We're almost out of December and May is so close. No time for nonsense or excuses. Whenever I got the time to script and the inspiration to utilize, things like this will happen.

I just hope I don't end up with the classic "high expectations and high disappointment" scenarios. To be honest, my goal with this game is not to show of "The best" fanmade dnh game. No, that was perhaps 4 years ago a silly thought. Nowadays my goal has become entertainment. As long as people are entertained, charmed and stunned then my goal is achieved. The pro-players or score-runners will probably burn my game for lack of mechanics or other valid reasons, but that is all right, since I'll take it all.

Programming on...!

Edit
PS I am shocked that I just realised I unintentionally posted news update almost exact every 3 months. Does that mean that March will be the announcement for the game to be finished? Gaaaah, I hope so!
Title: Re: Dance Contest! Showdown
Post by: TheTeff007 on December 23, 2014, 05:51:23 PM
Sweet news! Ever since the announcement of Touhou 14.5 I have been expecting new danmakus to play, and yours is surely one of those.

So May, huh? Wild guess, but will you try to use the Reitaisai to release your game, by any chance?

Quote
As long as people are entertained, charmed and stunned then my goal is achieved.

I agree completely. This should be the motto of every game maker ever
Title: Re: Dance Contest! Showdown
Post by: Helepolis on December 23, 2014, 07:05:16 PM
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.
Title: Re: Dance Contest! Showdown
Post by: Helepolis on December 26, 2014, 10:44:46 PM
Progress is sweet. I think I am almost half way with enemy pattern design for the 2nd stage. And that while my stage 1 was finished day before yesterday. Due to Christmas 1st day, I took a 'break' from programming the entire day to recharge myself and boy, I've been really productive this week. Been listening to this random playlist I discovered: https://www.youtube.com/watch?v=xIltkM_ipNg&list=RDxIltkM_ipNg#t=0 And that somehow keeps me fuelling while designing Afro's stage. Quite interesting and sweet songs among them which act as 'background song without disturbing too much' and I love those!

As said in the news log, going along with the Christmas spirit, here are two new screenshots from beneith the veil of design and programming. Also updated stage 3 screenshot.

Merry Christmas!


(http://www.taihou.nl/touhou/images/dcs04a.png) (http://www.taihou.nl/touhou/images/dcs04.png) (http://www.taihou.nl/touhou/images/dcs05a.png) (http://www.taihou.nl/touhou/images/dcs05.png) (http://www.taihou.nl/touhou/images/dcs03a.png) (http://www.taihou.nl/touhou/images/dcs03.png)
Title: Re: Dance Contest! Showdown
Post by: gtbot on December 26, 2014, 10:55:37 PM
Those are really nice looking backgrounds ;)

The only thing I'd bring up is how those tables look massive at that angle, compared to the sprites
Title: Re: Dance Contest! Showdown
Post by: TheTeff007 on December 27, 2014, 04:48:23 AM
Those are some impressive BG effect there! Looks awesome so far.

Hey, Helepolis, any tips on enemy pattern design? I can make spellcards and nonspell just fine, but Stage Design just escapes me :/
Title: Re: Dance Contest! Showdown
Post by: Chronojet ⚙ Dragon on December 27, 2014, 07:41:43 AM
I can't believe you made the table and chairs o_o

Very visually appealing, well done~ I'm curious on what they're made of, actually... Meshes~? 3D primitive, perhaps?
Title: Re: Dance Contest! Showdown
Post by: Helepolis on December 27, 2014, 09:00:30 AM
The only thing I'd bring up is how those tables look massive at that angle, compared to the sprites
Damn you Shinmyoumaru!
You're probably right though. I've been pondering about that ever since I made the stage but eventually gave up because it will never look "realistic". I just blamed ZUN's stage design where he also oversized things here and there. Maybe not as much though  :X

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.

My own personal "rule" about design stays though. Play your own work dozen of times, if you feel it is really bad, than it is really bad. And don't be afraid to actually criticize your own work.


I can't believe you made the table and chairs o_o

Very visually appealing, well done~ I'm curious on what they're made of, actually... Meshes~? 3D primitive, perhaps?
Aye. 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.

(http://i62.tinypic.com/53waoo.jpg) (http://i61.tinypic.com/14ug678.jpg)

This code: http://pastebin.com/JmRy3Mq2

Became this:
Code: [Select]
// 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)];
}

I've pushed ph3 to quite some limits my self as well. And it will be included in the final release, though it lags so hard on lower-end machines that logically I will allow people to adjust graphic settings. Beauty is one thing but thing needs to be playable.
Title: Re: Dance Contest! Showdown
Post by: Helepolis on January 10, 2015, 06:15:27 PM
Not much time has passed since I have finished stage 1. Exactly 18 days ago. That means that I've managed to produce a 2nd stage which is slightly lengthier and more complex in just over 2,5 weeks. I am surprised and nothing is rushed. In fact, stage 2 has been transformed quite some number of times by adding/removing/redesigning wave patterns and danmaku patterns. I am quite satisfied about the play through myself as it is quite dynamic and more thrilling (I hope).

With the help of several friends I've dispatched some mails regarding release requirements for Reitaisai.

Well then, onwards to stage 3. It is going to be a blast.
Title: Re: Dance Contest! Showdown
Post by: Sage Ω (Ultima) on January 10, 2015, 06:46:14 PM
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.

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.
Title: Re: Dance Contest! Showdown
Post by: Moogs Parfait on January 10, 2015, 07:16:13 PM
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.

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
Title: Re: Dance Contest! Showdown
Post by: Sparen on January 10, 2015, 07:17:45 PM
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.

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
Lol. Still, it's nice to see work on this project being done.
Title: Re: Dance Contest! Showdown
Post by: Helepolis on January 10, 2015, 09:52:14 PM
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.

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.
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.

My own careful playthrough is to gauge the enjoyment. As I said few posts before: If you think it is bad, it is probably bad. So I play my own stage several times, spanned over several days. Sometimes I leave the code alone for 2 days to replay with godmode and regular and ask myself: "Is this still interesting?" If yes > good. If not > try to do something about that. Again, this could be an endless iteration so eventually you need to move on.

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.

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
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.
Title: Re: Dance Contest! Showdown
Post by: PhantomSong on January 15, 2015, 12:39:50 AM
Good good, I don't like it when people throw out thousands of demos.

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?
Title: Re: Dance Contest! Showdown
Post by: Helepolis on January 15, 2015, 06:56:07 AM
Good good, I don't like it when people throw out thousands of demos.

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?
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
Title: Re: Dance Contest! Showdown
Post by: Helepolis on January 16, 2015, 08:59:46 AM
Not really dev blogging but I guess this will look like it:

While taking a momentary break from stage design, to recharge for stage 3, I did not entirely waste my time. Since this game will contain multiple playable characters, I've already set in a 2nd team (in terms of temporary sprites, animations, shot type). It also reminded me that player character balancing is another thing. Or basically their shot type + dmg but that is a thing for the future. The new team is lacking spell cards so all I can do now is graze and shoot.

There will be 3 teams available eventually for this game.

Artwork and graphical UI
I've also sketched some things on paper roughly like how the menus will look like when I will be doing the UI. I usually do these sketches on a small noteblock at work or somewhere and stash them at home. Maybe I'll show some examples when I am at home.

Speaking of sketching, I have this really cheap Wacom bamboo pad which was sitting in dust. After reinstalling the driver software I started practising some drawing skills in photoshop. The goal is to sketch my own ending screens like ZUN does. I can't draw beautiful artwork but the ending screens have that charm of simplicity and dreamy look with simple colours. I wish to mimic that feeling and thus will try to get that done as well.

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.

Extra stage or not
Depending on how fast I am able to actually develop perhaps an Extra stage but for now the realistic goal is 3 stages because well, being realistic :V there are 3 stages designed in terms of graphics. Trying to develop an extra now will take lots and lots of time such as designing the textures, layout, coding, potential 3D models and such. If I only didn't procrastinate professionally on this game I could've perhaps summon a 6 stage-game but too late for regrets now.

ZUN's fan creation rules and permissions
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.

So basically the stages and large portion of the graphics are safe for distribution. This will somewhat prevent the infamous STOP HELEPOLIS issue. For some elements in the game carefully composed mails have been distributed as said before. All I can do is patiently wait and hope.

Edit:

Ah if people are concerned about payment because this will be released at Reitaisai. That is something I have been thinking about a long time and still undecided. To be honest I also don't make this decision entirely myself as I need to contact my artist partner for this. If the permissions allow it, I have two methods:
- A small fee for the effort my partner took to draw the material, sign us up for Reitaisai and such.
- A gift when someone buys something at our booth. (For example a doujin bought == get CD).

Personally myself I don't need or want money for this game. I'm treating this opportunity as a Touhou Fan Achievement and therefore for me the actual experience is more valuable than w/e price. I also told my partner that I will be covering any expenses made such as signing up, printing costs, CD burning costs etc etc etc.

That is why if I have the proper permissions, post Reitaisai I will also release it on my homepage. Otherwise the data needs to be replaced with self-made material or free-to-publish and eventually released that way. So yea, quite some challenges ahead.
Title: Re: Dance Contest! Showdown
Post by: PhantomSong on January 16, 2015, 01:38:31 PM
Ah, thank you for the clarification. Hope everything goes well!
Title: Re: Dance Contest! Showdown
Post by: ExPorygon on January 16, 2015, 05:41:42 PM
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.
Title: Re: Dance Contest! Showdown
Post by: Helepolis on January 16, 2015, 06:59:26 PM
Good point you're making there, didn't thought of that one to be honest. The only pixelation that is bothering me are my portraits for the dialogues. Otherwise the stage, bullets, enemies and such are pretty decent looking.

About the data. Well, don't want  to take risks to be honest. This has been bothering me since I started porting to ph3 with the entire game. I did make a few sound effects myself through several free-to-use sound samples. But it is a 50/50 thing at this moment. I wonder how CtC even did that as their sounds are like very very close to ZUN's except as if they got "downtuned" in quality or pitch and resaved. Not sure if that is really the deal.
Title: Re: Dance Contest! Showdown
Post by: KaiserKnuckle on January 16, 2015, 10:01:49 PM
- A small fee

Honestly I understand your ways of giving games away, since I will do that when anything 'big' I make comes out; You can download it if you so wish to for free, but you can purchase a physical edition at convention X if you so desire as well.

I wish you the best of luck for your releasing at the next Reitaisai, I bet it's gonna be really good since I've last posted here(which was veeery long ago)!
makes me wonder how the chichikuris will think once you release it since you showed them during the first report manga :v
Title: Re: Dance Contest! Showdown
Post by: Helepolis on January 20, 2015, 02:21:50 PM
@ Soichiro W, aye you have indeed a good point there and is explained below:

---    

※So regarding the ZUN guidelines and my temporary use of his data is probably to be concluded. I haven't received an official reply yet from him but after re-reading his guidelines and asking on Twitter to several people and in my near area I have drawn the conclusion that I need to replace the data. It is clearly stated in the guidelines that using anything else than screenshots is forbidden. It also states that ZUN-data is defined as music, sounds, sprite, and such extracted from the games. I will await the official reply until end of this month, but surely the silent answer would be: "No, make them yourself"

I will contact my partner soon to explain him this. Maybe he can find helpful people who can perhaps help us out.

※ There is one question though remaining about ZUN data. In 2012 I have received permission to use Tenji's sprite (the artist gave me his permission at Reitaisai). However, I wish to utilize Tenji's theme as well.  The problem here is that Lemuria is a song composed by ZUN but made for Uwabami Breakers. I don't want to be a dick and ignore the ZUN guide-lines assuming things so I have iterated on the previous mail and asked them whether this song can be utilized or not.

Again the case here is, if I receive no answer or a no then I will have to ask a RL friend (who is into music) to remaster it for me. Or my partner perhaps has an idea.

※Approval for usage of other circle's music has been obtained but with strict guidelines. I'm utilizing a song or two from a particular circle in my game. I was allowed to use the soundtracks with the strict condition of only publishing/selling the game at Reitaisai or Comiket and similar offline places. If I were to publish/sell my game at stores such as Toronoa, MelonBooks and Doujin shops online/offline, I had to pay royalties for each sale. This is not my goal anyway so I thanked the artist for this permission.

This does put one constraint on the release of the game on Bulletforge or my website. Probably post-Reitaisai I will have to replace the music as well. Unless I am allowed to distribute it in "closed" circles but I highly doubt that because Internet = public. This will need some work.

This is probably the good news so far, meaning I can reward my partner with a small for his effort.

--

I will probably start mimicking the bullets, enemies which are pretty easy but for the characters I might seek professional help.

--Helepolis
Title: Re: Dance Contest! Showdown
Post by: ExPorygon on January 20, 2015, 02:54:38 PM
I'm curious, what do you use for your sound effects? This is one of the things that I have no answer for at the moment other than using official ripped sounds. If they are your own would it be possible for me to borrow them, with all proper credit given of course?
Title: Re: Dance Contest! Showdown
Post by: Helepolis on January 20, 2015, 03:06:43 PM
ExPorygon, I think I probably worded it wrong. Not all SFX are mine. The ones made by me are custom sounds like a sound effect when the spell card breaks. Sound effect when the red magic circle appears in a dialogue event. I can provide them them if you wish but they are specific designed for specific events.

I am unfortunately also using the se_tan00 or se_tan01 (bullet shots) or se_cat00 se_power for the spell card sfx from ZUN. The sound effects I currently use are specifically created. I have no generic sounds for bullets or lasers  :ohdear: I am also troubled in finding replacement for this but it must be done.

If I create the sound effects by any chance myself, I will share them with you. After all, my game needs to be done before Reitaisai so I need to start doing some serious things for replacement.
Title: Re: Dance Contest! Showdown
Post by: ExPorygon on January 20, 2015, 03:13:02 PM
Ah that is fine, sorry for the misunderstanding. I wish you good luck in those endeavors.
Title: Re: Dance Contest! Showdown
Post by: Helepolis on January 20, 2015, 09:57:32 PM
Thanks for the concerns. Once the game is finished I intend to release it public anyway. And if people wish to use my code for their projects than I wouldn't care honestly. But until that time, I am going to see how far it gets.

Also perhaps an update too soon, but I have analysed a few of ZUN's bullets. For example the pellet bullets (I call them pellets at least) or rice-look alike. They are actually "squashed" round bullets. I mimicked the round bullet myself using 4 circles with different pixel size. After that I copy-pasted ZUN's original pellet on top of my round bullet. Then I used simply the resize tool and squashed it. Guess what, a perfect fit. The inverted pellets or dark centre bullets are also squashed round bullets but slightly longer (covering the full 16 pixels in length) but width being same to pellets.

By this small experiment, I actually already mimicked 3 types of bullets in pink/purple colour. By adjusting the hue, it will allow me to mimic all 16 colours. The more complex bullets are actually the daggers or Cirno icicles. They are formed of 2 colours forming a more "3D" feel.

The bullets are probably no big deal and just time consuming. The character sprites are logically the biggest challenge.

Sample below is from ZUN's official bullet sheet.

Edit:
Can you guess the ZUN bullets?  :V  (shouldn't be hard)
Title: Re: Dance Contest! Showdown
Post by: Helepolis on January 31, 2015, 04:15:04 PM
Dialogue images and progress
Today I had the honour to receive 2nd set of portrait images from my partner. As usual, it is supreme quality and very fitting for the dialogues I 've written (we're actually discussing the expressions while I explain the dialogue lines from my script). Either way it might be bit too soon to say but I'm almost done with my Stage 3 enemy waves. Of course the bullet patterns will follow but I had been working hard lately to get as much as done. Logically I've presented everything so far to my partner and he was pleased as well.

ZUN data dilemma and emergency plan
Aside from the high-fiving and admiring each other's work, we also discussed serious business. That's right. I've explained him the current dilemma about ZUN data and our game and shown him the guideline links. He initially thought it would be ok to use ZUN data but after showing him the guidelines, he said: "I see, after all we can't use it huh". So yea, a Dutchy and Japanese guy have to conclude that in order to secure our game, we're going to change all ZUN data (sounds, images, etc). While it may be really dumb, resizing his original portraits to boss sprite size actually turned out pretty decent at first glance. I'm going to try to animate a few and see how it works/looks. If I fail to do the job, my partner will probably try to draw them. Either way, there is no choice but to revert to drastic measures. It is bit sad that I cannot get the ZUN-look I desire, but to secure our game we have no choice. The enemy fairies, yin yang balls and bullets will be traced or remade by me. I'll also draw the ending images as discussed.

Regarding free-to-use material. He had hunted the web finding a few player characters and other samples from the internet from probably Danmakufu sites. Except those are only to be used if you intend to publish your game for free. There was a slight misunderstanding between my partner and I. He initially thought I would deliver the game for free, which is true but only if we were unable to obtain proper permissions on some external material. Since that is cleared (I've shown him the permission mails to double check), we could ask a certain fee. Due to this, using certain danmakufu material published on the net by other artists is not allowed.

???? $$$$ ????
The final parts of our skype conversation was regarding sales and pricing. I have 0 experience with any pricing for Doujin stuff so I let him decide. So that is to be decided later on. All money will be going to him as he deserves it in my opinion. I could care less. I've told him this and he was bit confused and worried (Japanese culture ho!). Oh well, I will convince him later either way :V

And finally he has also registered himself as a circle for Reitaisai so that one is cleared. All that there is left is to finish this bloody game!
Title: Re: Dance Contest! Showdown
Post by: Moogs Parfait on January 31, 2015, 04:39:33 PM
Congratulations on hitting another big milestone! 

On sound effects, you could always do what this guy did:
https://www.youtube.com/watch?v=MGPpMmXmxH0
Title: Re: Dance Contest! Showdown
Post by: Helepolis on January 31, 2015, 04:49:48 PM
Oh wow that video. Hahaha, I had to laugh.

If I were to do that for my game, it would turn my game into Aniki script :V
Title: Re: Dance Contest! Showdown
Post by: ExPorygon on January 31, 2015, 08:43:16 PM
Regarding the sound effects, Helepolis, did you see what I posted in the Q/A thread recently? That might help you.
Title: Re: Dance Contest! Showdown
Post by: Helepolis on January 31, 2015, 11:06:15 PM
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.
Title: Re: Dance Contest! Showdown
Post by: KaiserKnuckle on February 01, 2015, 01:40:45 AM
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.
(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.
Title: Re: Dance Contest! Showdown
Post by: Helepolis on February 01, 2015, 08:34:08 AM
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.
(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.
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".

Cheers.
Title: Re: Dance Contest! Showdown
Post by: Helepolis on February 07, 2015, 08:51:19 PM
A rare moment to see me working live on a 3D stage for the transition part. It might not look as flashy or exciting because of the boring coding and trial & error, but in case you're interested. I'm going to stream for an hour or so.

Currently: Live @ http://www.hitbox.tv/helepolis

Edit: End of stream.

As explained, it will probably the only stream shown of me working. Because this was piece of a 3D stage, I felt it couldn't do harm. Of course I avoided all potential other areas of my game. But was just to show that making 3D stages can be easy, but getting everything align is bit tedious work. Working with powers of 2 (512x512 / 256 (ry) can make that easier. The part I worked on was a piece of a midboss fight with stationary background (normally you scroll through). But for this part the player will be in place (Similar to 10D's stage 4 fight at the end). The camera will be swaying around and that is about it.

Further more I am busy polishing the enemy wave patterns before tossing myself on the difficulty scaling. Stage 3 needs some work and tomorrow I will be making the first difficulty scales for stage 1 I think.
Title: Re: Dance Contest! Showdown
Post by: Helepolis on February 09, 2015, 07:18:53 PM
Maybe you might have noticed it on my pixiv or twitter or youtube channel with the colourful mirror ball. It will indeed start playing a role in the HUD design. Therefore the screenshots have been "updated". And yes, the last ones are removed  :3 so if you happened to see them, lucky you.

So yes. Lots of work being committed. My partner and I already made a template for the sprite animating and had discussed the approach on Skype. So the boss sprites are definitely going to be in house. That leaves me to handle the player sprites, bullet sprites. But first, difficulty scaling as shown in the first post!

I'm also researching the costs and methods for printing our CDs. Sending out some more questions through mail. Purchasing my plane ticket. Oh dear. So this is what happens when you start taking things serious. I never imagined this would happen like this 3 years ago.

Could this be... fate?! O-ojousama!

Enjoy the HUD update!
Title: Re: Dance Contest! Showdown
Post by: Helepolis on February 18, 2015, 01:01:27 PM
I've decided to archive the video of me working on a 3D stage almost 2 weeks ago. You can watch/skim through it here. If you have questions regarding the video or content, I can see how far I can answer them.

Archived video: http://www.hitbox.tv/video/423492
Title: Re: Dance Contest! Showdown
Post by: Helepolis on March 09, 2015, 09:31:07 AM
Hello everyone, thank you for your patience until now. While I wish I could announce the game to be finished, much work is to be done but that doesn't stop us from reaching milestones. And a lot of mile stones have been reach in the past month.

First, important to note that a group of testers answered my request to help me out. I am greatly in debt for their efforts and feedback. Today the 2nd testing phase will kick-off to re-evaluate the previous issues and also check other things.

Second, the game itself is almost complete in terms of gameplay and such. What is lacking is the frame work, as in main menu, options, selecting stuff and so on. This will be worked on once the 2nd testing phase has kicked off. I will focus hard on getting the game together so the next (hopefully) final test, we'll have actually a real "tangible" game.

Third, good news regarding the game itself in terms of release and Reitaisai. With my partner, we've decided to make the game completely free. It was his decision and for me, it doesn't matter as I repeated countless times. So that means the game will also be free to download, which takes away all issues or troublesome obstacles for an online release. However, some content might change as we only received explicit permission for Reitaisai release.


Speaking of "his" decision and such. You're all aware that I have partner in this grand adventure. I consider him a good friend. A valuable friend. Someone who I've admired for a long time and actually also met in real life. Probably many people had guessed it or had a suspicion who my partner might be. Since we're closing in on Reitaisai, I feel like revealing bit more of my game. The reason why this game is our pride and also will impact the East and West.

My partner is no other than Warugaki (http://www.pixiv.net/member.php?id=167132) him self.

Warugaki, already a close friend who I respect a lot, had answered my request for doing the artwork. All portraits, all character sprites are his work. That is right. We've actually replaced almost everything from ZUN by adding Warugaki's personal artwork. Not only we did this to avoid STOP HELEPOLIS issues, but also to give the game more that Warugaki-style. And I wish I could show you more, but for now: You get a Warugaki style Marisa picture (see first post) and if you look carefully on the second screenshot, you might spot Pierre.

The rest remains a secret for now. Like ZUN does, we will also create a cover for the game in a odd silhouette or w/e. Since the Reitaisai version will be a physical release.

Please watch warmly as Helepolis & Warugaki do their best to prepare.

Arghhh so much to do! So little time. D-do your best! Kogasa-chan!
Title: Re: Dance Contest! Showdown
Post by: Leon゠Helsing on March 09, 2015, 09:38:53 AM
Wait, THE Warugaki? This party's getting crazy! :D
Title: Re: Dance Contest! Showdown
Post by: akj on March 09, 2015, 02:44:09 PM
Holy cow, that came out of NOWHERE! That's freakin' sweet! Wow wow I'm at a loss for words.

Warugaki's art is just crazy awesome.

I know you've been at it for YEARS now, so this is a nice announcement.

Looking forward to the release!

===

Speaking of a Reitaisai release, I assume that'd it be physical? Wouldn't making copies of that burn quite a hole in your pockets?
Title: Re: Dance Contest! Showdown
Post by: Helepolis on March 09, 2015, 03:21:37 PM
Yes, it is Warugaki and this isn't a prank or joke. I kept it a secret for various reasons. One of them being is that the game has been in "vaporware" status for long long time. I had received Marisa and few from Warugaki when I had asked him if he wanted to help out or not. He asked me several times when to start drawing the next ones but I had politely asked him not to draw any until I had stopped procrastinating and actually committed. With this announcement you can safely assume that things got real.

I take this fangame serious and therefore held back on this announcement until we reached beta-testing to be "worthy" of it. Hence it is quite an honour for me to do this collaborative Doujin fangame with one of the most awesome and crazy artists in the Touhou scene. Of course there are better or equal awesome artists, but this friendship kind of felt like fate.

@ Akj, yes. The fan game being physical copy is going to smash my wallet. But I am going to take it with all my heart. Warugaki will be paying 0 cents for this production or distribution. Everything is covered by me. This is kind of a last wish as I am not sure what is going to happen with my future life. I might get married, I might move, I might get a different job and it might impact my future in some sort of way. Don't worry, I won't be quitting the Touhou scene though this game have been a dream that needs to be completed.

More official announcements about Reitaisai details will occur once I actually have anything. We're waiting for the Reitaisai booth distribution (like which circle gets which space) so I can update that. Furthermore, the game depends on me and the testers from now on.

We will do our best and hopefully bring you an enjoyable game at all fronts. You won't be disappointed with the artwork, that is for sure.

Edit: I've also made the announcement on Twitter and Pixiv and seems we drawn attention of eastern fans now as well. This is going to be quite the peer pressure to get it right. Too late for regrets now!
Title: Re: Dance Contest! Showdown
Post by: Drake on March 10, 2015, 12:26:18 AM
I'm still a bit surprised that other people are surprised about this since I've been in on it since the beginning lol
Title: Re: Dance Contest! Showdown
Post by: KaiserKnuckle on March 10, 2015, 12:52:05 AM
Warugaki

Honestly, I saw this coming since you two are bros beyond bros (the "worry that you don't want any money from the Reitaisai release" was a red flag even if the Japanese culture thing is justifiable) but this is still a nice development and holy shit that is a very nice Marisa.

Also, I assume y'all don't need help with the cover? I just want to know.
Title: Re: Dance Contest! Showdown
Post by: Helepolis on March 10, 2015, 07:44:07 AM
The news was spread around in Eastern fanbase as well and they too seem pumped about this. I wonder if we're going to be all right.  Oh well ┐('~`;)┌

@Soichiro, I will have to thank you for your offer but everything is pretty much covered/planned. ヽ(?ー`)ノ
Title: Re: Dance Contest! Showdown
Post by: Firestorm29 on March 10, 2015, 09:54:52 PM
Hehe, have to say, I didn't think Warugaki at first, but when I was reading the lead up, it kinda made sense then. I'm sure this is going to have a really good unique look to it when it's done with him. :) Wish I could be there for this Reitaisai.
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu (previously: Dance contest showdown)
Post by: Helepolis on March 15, 2015, 06:36:41 PM
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.

Also the game has now an official title which will be the official publishing title as well: 東方宝演舞 ・ Touhou Hou Enbu

The Reitaisai space has been also announced. Me and Warugaki's Circle will be invading booth number K-36a and b at Big Site Halls 東-4,5,6.

The testers are submitting their second testing forms so there is work to be done.
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu (previously: Dance contest showdown)
Post by: Mr_Bob on March 16, 2015, 05:34:44 AM
This is really awesome Helepolis. Congratulations for this fantastic achievement.  Eagerly looking forward to this.
Since you and I have sort of similar tastes, what is the music going to be like, and where is it going to be coming from?
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu (previously: Dance contest showdown)
Post by: Helepolis on March 17, 2015, 06:39:16 AM
Music is currently troublesome, I have some permission-given pieces which aren't mine. But I am discussing with a real life friend whether we can replace these too. For the reitaisai release we won't make it on time perhaps with our own music. The type of genre or style will be reflected with the stage or boss you're running. Since we all know Tenji features in my game and you can see the screen, 2nd stage will be disco-ish  :D
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu (previously: Dance contest showdown)
Post by: KaiserKnuckle on March 21, 2015, 05:01:41 PM
Music is currently troublesome

I'm curious; Assuming you are still having trouble with Drunkard's Lemura since it's ZUN-composed, why not use the Age of Ethanols cover (http://m.youtube.com/watch?v=cY49294zxvY)? I remember you had some sort of connection with the devs (though I forgot the thread x-x) so it may be possible.

Unless, however, you have already solved that dilemma, then I'm just a crazy dum dum~~ :V
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu (previously: Dance contest showdown)
Post by: Helepolis on March 21, 2015, 09:46:54 PM
Ye, Lemuria is a no go. Even though I love the song until the max (which is main reason why this game happened), I have to respect the guidelines. I did ask to use it for Reitaisai, but I was not allowed to. Painful but yea, can't be helped.

It isn't solved and tbh I don't wish to use too much scattered data. Right now the spriting/graphics are being isolated as Warugaki/Helepolis' original work. Music and sounds will be temporary borrowed with permission and then eventually changed when possible.
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: ExPorygon on March 21, 2015, 10:44:16 PM
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.
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Vigor (NecroHeart) on March 23, 2015, 12:57:16 PM
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.

Wow, not much people can do that, i think...
Maybe can i ask for a request to arrange one of my original song? (all of them area midi file)

For Helepolis, just a suggestion, i might be able to help you with the music too, i have a lot of unused original songs, though i don't know if it fits well to your game or not...
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Helepolis on March 23, 2015, 06:10:03 PM
Thanks for the offers but to make more music for this game is simply impossible due to time constraints. When it comes to music I am extremely focussed on the theme + the harmony. Just 'music' isn't going to do it for my game. My main concern is Lemuria which is too fitting for the game to be replaced, so I've contact Ozzy based on his response. Original music is something I will be focussing in the future and perhaps even try to also create it myself. I got the equipment to do so, just not the time to learn + make.

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.
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Sparen on March 23, 2015, 06:50:01 PM
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.

Yeah. This is one of the reasons why music needs to come first - because the pacing of the stage, the style of the stage, the mood of the stage, and how everything fits together is based on the music used.
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Vigor (NecroHeart) on March 24, 2015, 03:42:23 PM
Well, if you're fine with that way...

Come to think  of it, what if the fps is down and makes the music out of sync with the gameplay, wouldn't that ruin the harmony?
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Trickysticks on March 25, 2015, 02:21:12 AM
In most cases a small fps drop (to say 57 or 53) wouldn't affect the pacing of the stage too much, while a large one (like outright halving it) definitely would.

I think in most music in Touhou games, either by ZUN or otherwise, allow for a bit of leeway when it comes to music synching. Unless your game is some resource hog or it's otherwise your fault, accounting for large fps drops shouldn't really be considered by the creator in my opinion.
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Helepolis on March 25, 2015, 12:47:04 PM
Good points being made.

Average performance during testing was found ok with no FPS choking during play. And this was even while no optimization was applied yet. I also tested my game on my 5 year old Laptop which has internal mobile GPU and that one also stuck close to 60 fps majority of the time.

The harmony is so far not endangered.
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: TheTeff007 on March 25, 2015, 05:08:39 PM
So you do the same as I, eh? Testing on an older computer to see how the FPS run.

Honestly, I was also concerned by the FPS, after seeing previous scrips by you and the fact that you indeed abuse effects :V

Also, I love how your game has the same hype as an official danmaku :D
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Helepolis on March 29, 2015, 11:46:09 AM
Testing performance is quite important yea. Can't expect everybody to have 60 FPS all the time.



Another rare moment to see me working on the ZUN replacement bullets. It isn't looking flashy or anything interesting :V but yea if you're curious:

Stream live at: http://www.hitbox.tv/helepolis

There is no duration for the stream, I need to finish the bullets so it might happen today or another day, who knows.
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Vigor (NecroHeart) on March 29, 2015, 02:35:36 PM
As far as i can see from your live stream,
It looks like you were trying to remake the zun bullets with some little changes which makes yours better than the original...
Especially in the area of hitbox in each bullet
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Helepolis on March 29, 2015, 03:41:46 PM
Aye, tracing his original or close 1:1 can be said of my own sheet. I don't know if they are by default better. For example: I didn't manage to get the same shape as the rice pellets for example (mine look little more fat :V) and my butterflies look completely different so that might need some work too.

That said, a small break on live stream due to food + sudden RL. Will continue streaming later on.

Edit: Stream is being continued.
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Sage Ω (Ultima) on March 29, 2015, 08:22:53 PM
Replicating ZUN's bullets for the most part aren't hard, I've been doing alternates for my own shotsheet as well. It takes awhile to get things right, pellets are one of the hardest due to the small shape. I've replicated my own versions of almost all of ZUN's bullets. It takes time.

Though I didn't trace over them, I spent hours figuring out how to get the exact shapes for the more complex shots. Traces would be alot easier though. Gore, a japanese danmakufu scripter traced over ZUN's shotsheet to create HD versions (which look 5x better).
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Helepolis on March 29, 2015, 09:05:37 PM
If only Ph3's collision and animating would cooperate then we would have some beautiful and painless bullet sheets.

Drake had already pointed out in the Q&A the weird drawing effect and blurry stuff. Well, the same happens in your bullet sheet and there is nothing you can do about it. If you start angling anything beyond each 90 degrees, the result will be blurry mess. Also ZUN's bullets are packed tight in his shot sheets. This absolutely DOES NOT work if you try to replicate. I just did similar style by pixel-perfect packing the bullets. But unfortunately when you try to show an amulet, you will get a piece of your neighbour bullet and so on. Becomes worse for the outer-ring round bullets.

The only solution is to leave gaps. So I am going to jump 16 pixels before the next bullet row starts. The same happens if you blacken the background for your ADD bullets, if you don't add extra pixels outside the boundaries of your bullet, it will try to render transparent bg as ADD and result in disgusting things.

TL DR: ph3 is a pain in the ass.

I finished converting all bullets in rough form but above issue stands to be solved. I'll take a look at that tomorrow.
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Sage Ω (Ultima) on March 29, 2015, 09:59:04 PM
Assuming the texture size follows n^2 rule, I don't see how there is any blurriness. However, I do remember a member of LoCaA having a similar issue in which he had to space out his bullets to prevent the other sides from leaking in (inclusive and exclusive sides). I never had that problem ever. It may be a gpu issue possibly.

Anyway, good luck.
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Drake on March 30, 2015, 02:28:09 AM
The first thing is that you should always be using fixed_angle for shots that don't rotate, like circles. This at the very least gets rid of some artifacts.

The explanation I wrote earlier (https://www.shrinemaiden.org/forum/index.php/topic,16584.msg1172274.html#msg1172274) sort of showed that effect but here it is more obviously:

(http://i.imgur.com/rPuAbNB.png)

Ultima: try this (https://gist.github.com/drakeirving/1f0ea18bcd28fcfa044c)  (with attached image)
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Sage Ω (Ultima) on March 30, 2015, 02:47:10 AM
Oh I see now, never actually payed attention to it unless it was the shot type in the picture, the solution was to just create a sprite object on top of the bullet that would be bound to the bullet's truncated positions. Obviously on slow bullets its not the most eye friendly thing to watch. I guess we just have to deal with it for now, mkm is gone and there's no telling when he'll be back. (last time it lasted almost 5 months of no updates and late email responses)
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Drake on March 30, 2015, 03:36:12 AM
Well he does have a kid now too.

You can fix it without using another object, but either way requires a task in order to attach extra processing per frame, and the addition of a thread for every bullet introduces some significant overhead. You can do it without extra tasks with Render objects (as I showed in that post), but since Shot objects aren't Renders you can't manipulate their drawing location and you're kind of stuck with a crappy not-solution.
Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Helepolis on March 30, 2015, 05:47:26 AM
Mkm has a kid? That explains a lot on my bbs post as well.

---

Bullet sheet here shows the blackened parts I mentioned. Packed bullets (mainly on left) will "bleed" into each other, in particular the stars and amulets. Rice pellets are fine because they have space above.

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.


Title: Re: Touhou fangame: 東方宝演舞 ~ Touhou Hou Enbu
Post by: Sage Ω (Ultima) on March 30, 2015, 09:03:14 PM
Mkm has a kid? That explains a lot on my bbs post as well.

Yeah he had mentioned it sometime after pre4a's release that he was leaving for awhile due to his newborn child.

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.

angular_velocity is the same as ObjRender_SetAngleZ(obj,ObjRender_GetAngleZ(obj)+v);.
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Reitaisai release finished]
Post by: Helepolis on April 18, 2015, 06:57:05 PM
Sorry for the lack of updates. But I prefer less nonsense announcements and more accurate announcements. I guess a glorious moment to reach this milestone: A 'finished' game, some what. I'll spare you all the nonsense explanation and give a short summary.

Not all assets of the game were able to be finished on time. Because I was racing against a deadline, I had no time to keep fooling around with certain things. From one side, the feedback from the testers were crucial and needed to be processed but on the other hand I also have the replacement of images, like sprites. How awful as it might be, (and I fully blame myself), the game isn't perfect. Yes it is done. Yes it is playable, but some spell cards / noncards feel weird, weak or perhaps not proper balanced. Unforgivable at maximum but doesn't make the game unplayable, perhaps bit annoying. So eventually I had to bite some dust to drop parts of the game like a proper scoring mechanism (unrefined and weak), spell practise (almost done but was buggy / crashing). These issues will be processed and eventually released as an update/patch. Because they are important. I am sorry for failing this part. Truly I am.


Enough /emo crap, tell us some good stuff!
So is the Reitaisai 12 release version a fail? No. Actually I am quite proud of it, hopefully the helpers/testers are too for now, despite I had to hold their critics. Speaking of our helpers/testers. We should name them and thank them. Can I have an applause and most of all my own personal thank you to:

Drake - He has been like my personal teacher and duplicate. Helped me solve some things where I was crashing my head. I know we have the forum for help, but exchanging the code was necessary here and I cannot just toss in my entire project online now can I? :V I am not sure how I can repay Drake back for his efforts and assistance. I need to think about this.

Jaimers - Respected and well known player. He isn't afraid, he isn't tired and helped me improve and understand many things. Having Jaimers as one of the active testers until the end was an honour. Not because he is just a fellow Dutchy you know!!  :V

Erppo - Respected and well known player. Erppo has his unique way of giving feedback and as Jaimers and Erppo both used different player characters, it became even more intersting. Let's just say he has a weak heart towards the Border Team in my game and was quite annoyed when I was not proper fixing their damage rates. I am sorry  :ohdear: though Warugaki at least didn't let you down with his art, right?

Shimatora - We brain stormed a good hour for scoring / mechanics and other things. Sadly, due to RL stuff, Shima-chan had to drop from the further testing. But that doesn't mean her feedback went in vain, it is still present and I am sure she will continue the discussion when things better. Hang in there Shima-chan!  :]

ExPorygon - He has actually been one of the most key persons in my life for this game. Since I couldn't receive permission for Lemuria for the Flying Drunkard, I had to find either another song or cover it. But there was simply no time! And then came ExPorygon. With high fever he covered and composed the track. And I can tell you this: I - was - f**** happy and full of joy. Almost cried manly tears. Cheers ExPorygon! I hope I can also receive your permission to use it for my online release?  :o

Masuo-san - He isn't on MotK nor known among us. He is actually a good friend of N-Forza who out of said 'Sure' when I asked him to help me with the translations. I showed him a few Warugaki artwork and he was immediately in love. Masuo-san is responsible for the immense Japanese dialogues for this game. He translated them all with supreme quality. Warugaki even personally noted how well it was all written. So this game is enjoyable in two languages!

N-Forza - He helped me getting in touch with Masuo-san and also yesterday helped me with the CD artwork upload + placement of order. We're probably burning about 200 copies of Touhou Hou Enbu for Reitaisai. It isn't much but the impact on my wallet is quite huge. As said: I don't expect anything in return, because this is all solo funded.

Warugaki-san - Of course I shouldn't forget my good friend and supporter Warugaki. He drew the art, the portraits, the sprites for the bosses. Extreme high quality and that with immense speed. I keep being fascinated when he draws on Skype while discussing our sketches. It is just godlike.

koutaq-san - He gave me personal permission to utilize a few songs from one of his albums. But the permission only goes for the Retiasai physical release. I am not sure if he will allow me to do an online version, this will be discussed post-Reitaisai. Thank you koutaq-san for this honour and your album is supreme. I would definitely recommend people to buy it. It is called Sensitive Heart 月射録 ~ The Moon-shooter and is based on Imperishable Night.

Infinity - He helped me translate important e-mails to few Japanese persons regarding permission for material usage and also replies from locations. Infinity also helped me fully translated an informative document which will be added to the CD. Thank you Tanaka!

Monhan - Helped me translate important tweets from also few Japanese persons regarding permissions. One of them was a member of the Drinking Party who made Uwabami Breakers. It seems we got their attention for this game too. I hope we won't let them down!
 
They couldn't help out due to busy RL but I think I should name these people too: Emuser, Naut, Sapz. I still thank you for listening to my offer. Please look forward to the Online release.

And last but not least, I need to thank our forum community. You're all awesome. The scripters, the players, the casual roamers, the elitists. Thank you for your interest and support so far.


So, what is next?
REITAISAI DA ZE. In 12 days I will be flying to Japan. First I will be fooling around but on 8th of May, another epic meeting shall take place with Warugaki and Vegas-san too! Yea, that is right. The party is hot. And slowly, as each day passes I am getting more and more excited. Tomorrow I will be presenting the game to Warugaki himself fully. So yea, things are getting quite fever-matic.

My ultimate goal for this Reitaisai mission: Hand over ZUN a copy of my game together with Warugaki and hopefully get a photo of us three. My dream is then complete.

Enjoy the three updated screenshots on the first page!

--Helepolis
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Reitaisai release finished]
Post by: Moogs Parfait on April 18, 2015, 07:52:02 PM
Congratulations on your release!  Releasing is always painful, but we cannot let perfect be the enemy of good.  I hope your dreams bear fruit this Reitaisai.
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Reitaisai release finished]
Post by: Spotty Len on April 18, 2015, 08:57:10 PM
Congratulations. Finishing a project before a deadline is no easy task, so as long as you know what is right and wrong with your game, I would say you're in pretty good shape. Though you are probably already aware of that.

Good luck for the Reitaisai.
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Reitaisai release finished]
Post by: Sparen on April 18, 2015, 10:07:09 PM
Congratulations, Helepolis!

You've been working on this project longer than I have been studying Computer Science and scripting Danmakufu, and I can understand part of the struggle it took to complete your game. You have done a fabulous job, and I say that not just because of respect but because I have seen the work and effort you have put into this project, as well as how well made it is.

I look forward to the release!
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Reitaisai release finished]
Post by: aUsernameIsFineToo on April 18, 2015, 10:34:10 PM
Just dropping in here to say a big CONGRATULATIONS FOR YOU CONTRIBUTION! It's people like you and their work that keep the doujin community alive and thriving, and I hope you sell all those copies!
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Reitaisai release finished]
Post by: Uruwi on April 19, 2015, 12:34:10 AM
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!
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Reitaisai release finished]
Post by: KaiserKnuckle on April 19, 2015, 01:53:49 AM
Aaah, I'm glad this is on it's way to a release! I wish you and Warugaki the best of luck at Reitaisai, Helepolis! i may also ask forza to get me a copy when he starts doing reitaisai stuff for the kourindou thread

Makes me wonder if old things may have another shot at coming to true fruition... I am not talking about any games in particular, Ijiyatsu, but still...
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Reitaisai release finished]
Post by: Helepolis on April 19, 2015, 07:00:10 AM
Cheers all. I just indeed realised that I have been working on this game since 2009. Bloody hell

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.

Ijiyatsu :V ** calls Drake **
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Reitaisai release finished]
Post by: Sage Ω (Ultima) on April 19, 2015, 11:20:34 PM
Oh man, that's a long time. I bet this is a huge weight off your shoulders now that its complete. Anyway, congrats on finishing, hope you make decent sales at Reitaisai.
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Reitaisai release finished]
Post by: Drake on April 19, 2015, 11:39:16 PM
"sales"
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Reitaisai release finished]
Post by: Helepolis on April 21, 2015, 06:56:25 AM
Small updates regarding the game:

Received 3 e-mails from the CD printing shop. Asked Forza to check the content and they are confirming all data is complete and CD printing will most likely take place this week. I might get my hands on a physical copy next week when I am in Japan, probably not any sooner than 8th of May.

Further I will probably take a look at the Spell Practise mode upcoming days whether I can get that working.

And as last, I dispatched e-mails/pms to material owners to ask for permission so I can work towards an online release.
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Reitaisai release finished]
Post by: Sparen on April 21, 2015, 02:45:45 PM
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.
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Reitaisai release finished]
Post by: Uruwi on April 21, 2015, 08:21:59 PM
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.

Actually, I planned ahead so I probably had much less trouble getting Spell Practice to work. I just needed to add in the boss healthbar and name, which are ordinarily handled by a plural script.
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Reitaisai release finished]
Post by: Helepolis on April 22, 2015, 05:48:36 AM
It is working in the sense of the spell card is being launched / loaded, but I was running into Array out of bound errors due to probably my own mistake. I haven't taken a look at all at the replay functionality.

What I did for myself was array up all spellcards using 2D array for difficulty. So example: 
Code: [Select]
cardnorm = [
[spell1, spell2], // stg1 spells
[spell1, spell2, spell3], // stg2 spells
[etc......]
];

Then using area common data to set correct values during spell select, Stage / Card / Difficulty. The spell card is loaded by a dummy plural which simply checks these values and adds the correct card 1x to the boss scene. A dummy stage is launched which also checks these values to set the correct BG / music. Rest is all handled by my system file (healthbars, name, spellcard name etc).

Regarding spell history, Drake had helped me with that. We decided to give all spell cards an EV_USER + GetOwnID which answers back their spellID name as a string. That string is then inserted into a GetAreaCommonData which is the spell history. You need logically pre-made AreaCommonData per spellcard. I have for example: SetAreaCommonData("game","boss1stg1norm",[0,0,0]);   The array stands for [ status, N captures, N seen ].

Inside the system file with the event BOSS_START_SPELL (forgot exact spelling) an event trigger is send to that specific script. Then in my history handling in system file:   
let result = getresult(ry....)
SetAreaCommonData("game",result ,[0,0,0]);

Noticed how I set a variable for it now, because the spell card will tell us what/who he is. If you want to separate spellhistory like in IN for stage / practise you can extend the array with 1-2 more indexes.

SetAreaCommonData("game","boss1stg1norm",[0,0,0,0]);  <<  status / N captures in stg / N captures in prac / N history

Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Reitaisai release finished]
Post by: Helepolis on April 26, 2015, 08:44:13 PM
Small updates, because I haven't left the country yet :V

Warugaki-san has received info about shipping, so he will be receiving the physical CDs hopefully Tuesday. Further more I printed a mini poster to put at our space. Hotel and everything has been set so we're pretty much ready for Reitaisai.

About the game: Spell Practise Mode is also coming along quite nice. I've dispatched it to few testers whether they can check for stability and performance. And if anything else is broken. I'm still waiting for permission from koutaq-san for the online release. So that will simply require patience. I'll logically immediately inform this thread if that magical permission lands.

And finally the website for this game has been updated, which was actually my own personal website. But now it actually has a purpose instead of rotting away with useless information. http://touhou.taihou.nl/index.html (http://touhou.taihou.nl/index.html)

That is it for now I guess.
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Permissions completed, online version possible]
Post by: Helepolis on April 27, 2015, 02:13:50 PM
Faster than I expected, both ExPorygon & koutaq have approved the usage of the song files as long as the game is for free. As said, they are proper credited in the ending credits + documentation on the physical CD. The same documentation will be also released with the online version. This means I can work towards an online version as well. And it can perhaps come out even faster than I had originally planned.

Please look forward to it!
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Permissions completed, online version possible]
Post by: Sparen on April 27, 2015, 04:28:41 PM
Excellent news! I look forward to the official release!

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.
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Permissions completed, online version possible]
Post by: Helepolis on April 27, 2015, 05:30:01 PM
Excellent news! I look forward to the official release!

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.

Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Permissions completed, online version possible]
Post by: Sparen on April 27, 2015, 06:36:58 PM
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.

But yeah, really looking forward to this!
Title: Re: 東方宝演舞 ~ Touhou Hou Enbu [Permissions completed, online version possible]
Post by: Helepolis on April 27, 2015, 08:11:00 PM
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.

But yeah, really looking forward to this!
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 yea, first things first is solving a few critical issues I discovered for the Reitaisai release (yes unfortunate) and the Spell Practise mode.

Cheers, and thanks for the support.
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ full release v.1.11 ]
Post by: Helepolis on May 14, 2015, 09:06:11 PM
Time to do this I guess. Here goes nothing!

Edit: Added BulletForge link and added direct Mega links based from website.


Circle: ドリル乳繰り presents:

(http://www.taihou.nl/touhou/thheb/gamebanner.png)

東方宝演舞 ~ Treasured Dance Performance

(http://www.taihou.nl/touhou/thheb/gamecover.jpg)

Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ full release v.1.11 ]
Post by: Sparen on May 15, 2015, 11:54:19 PM
OK. I've played a little bit of the game, and I now have some feedback.

Firstly, this game is amazing in terms of music and graphics. Effects are wonderful, everything is beautiful, and it looks both professional and fantastic.

However, user experience and gameplay are compromised slightly.

First and foremost, the menu select, and the menus in general. Everything looks sharp and polished, but there is no indication of how many menu options there are or how to navigate. You don't know to do left/right or up/down, etc. I love what you did in terns of fonts, and your replay select menu is amazing, but navigating was a painful experience.

Secondly, the default sound volume for SFX is 100%, which really hurt my ears. I suggest lowering the default to around the 80-95 range.

And now, the gameplay itself.

I never actually got anywhere in the game, mind you. The stages are long and the danmaku tends to be... uninteresting, as far as stages go. But my biggest issue was the players themselves. It seems that you either have no power (Reimu/Yukari) or no spread (Marisa/Alice). I can't really say much about later stages, but the fact that Marisa and Alice are completely unable to hit enemies (especially the Stage 1 mid boss) is a big issue. It's better to have a large spread with weaker power than to have no spread and high power, especially since both options for the player had no spread. In Imperishable Night, Marisa had spread and Alice was focused, and most player shots need to have one of each or a twist that makes the game bearable.

Overall, I was completely surprised that Stage 1 ran at 60 FPS on my computer when my own games don't run that well, so I highly applaud your system and effects, which are both beautiful and efficient. The moving camera (with player movement) was slightly unexpected, but overall, you did an excellent job.

I have much to learn from you in regards to effects.

--Sparen of Iria
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ full release v.1.11 ]
Post by: Helepolis on May 18, 2015, 08:14:13 AM
No worries, feedback is welcome at any time.

There is still the Last Word and Sanpo mode to be added but that will be slowly over time.

I am also happy to teach effects or my approach towards them, but I am sure you're capable of eliciting it from my code yourself :V otherwise let me know.



By the way, now that the full release is out:

I am happy to explain or elaborate any code or technical mechanics in my game (without spoiling the actual play system of course) if people are wondering how some things work or are put together. I am not a proficient coder but I think the general explanation might help people get on their way.

If you want to rip / use code from my game or adapt it, I honestly  don't mind in general but please highlight me in this thread that you're intending/planning to. You don't need to explicitly credit me in some specific way (I find that all too troublesome and we're all operating under the Doujin mindset (I hope)). Any way, I am sure people know the deal on how to treat other people's effort with respect.

Regarding use of artwork / sprites: They are from various sources including Warugaki and self-made. Highlight me here in this thread as well and we'll see how we can work things out.

--Helepolis
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ full release v.1.11 ]
Post by: BlueDigitalDragon on May 19, 2015, 02:59:58 AM
So I stayed up really late last night to download this once I had seen that it went up. Where do I begin?

The art: AWESOME. 'Nuff said Maidens. (I Laughed so freakin' hard when I saw the first boss X3)
The Music: I got the 2nd Boss's Theme/Arrange stuck in my head, plus 1st Boss Arrange was also DAMN sweet.
System: Very well made! I don't know anything about coding and whatnot, and love the layout. I can see where Sparen said it'd be a bit confusing, but that's honestly fixed with a few button presses ^_^
Shots and Bombs: I find that the best shot is Reimu/Yukari because homing HELPS A LOT, but Marisa/Alice (Forward focus) have the better, more effective bombs. Everything gets rekt by those two!

The Game: Oh my! I liked what I saw, it felt very new, the patterns and use of danmaku in general. First Stage was that classic warm-up and the Boss was pretty good, plus the Last Spell there. (How is the proper way of doing that? Clearing all spells and Non-Spells without Dying? Getting enough of those rainbow token thingys (listed under graze, I can't read Japanese)? I'd like to understand more of how to get that. As I have yet to properly determine it X3

Stage two took a while for me to perfect. Hell even get to the freakin' midboss part. Though countless retries later I did it. (ART = <3) The second phase of the spell caught me of guard a bit and after the midboss I felt it was easier than the beginning of the stage. Stage 2 boss worked perfectly, and on it's third spell, I noticed a safespot in the lower right section of the screen that you can use to micro dodge the danmaku and make easy adjusts for the lasers. It's last spell was pretty damn cool too!

Stage 3...ugh, pretty much a shitstorm for me. Even if I somehow managed to hold onto all bombs and lives up till then, and I only did 4 times, I would still get obliterated. Though stage practice is helping out~ Midboss section was really fun, and glad you made use of those character's specific traits for the spells and nonspells. The boss of that one is pretty damn tough! I have a hard time reacting to some attacks, but it still felt fair. I have yet to get to it's last spell, but second last had me accidentally smack into a Laser cuz I panicked X3

All in all, it's tough, but I really enjoy the challenge and I've pretty much spent all of today trying to 1CC it X3 I'm only on Normal too but have tried Hard and Lunatic and somehow managed to get to stage 3 before getting rekt. I think you guys/gals/people made something great! And am curious what the next updates will bring!

I should mention that I encountered a glitch after beating the midboss or boss of stage 1 where, I thiiink the midboss was half stuck in the top left corner of the screen with an active hitbox. So my Reimu/Yukari team lost it's effectiveness by half since Reimu's amulets would NOT stop homing in on the hitbox. So I pretty much was stuck with just using Yukari. And this lasted up until I lost on Stage 3. I didn't take a screenshot at the time because I had some personal windows open and by then I had died >.<

EDIT: Just thought I'd tag a little extra info onto this now that I and a few friends have played the game. A few were wondering about an easy mode happening? Aaand some also wondered about additional resources. As I've only a very limited amount when I play.

Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ full release v.1.11 ]
Post by: Lefkada on June 04, 2015, 06:50:11 PM
I didn't notice that you realse the oneline version of your game :O

I try to play it but... it's me or it's very fucking hard? I try five of sic times ad I can't finish the first stage, even in normal. And I'm not a really bad player :(.
The first stage is good and well made but very long for a stage 1 I think. But I like it. Thz first boss design is especially excellent. Same for the midboss. Funny character XD
And I don't know if it's normal or not but I can't use any continue. When I have no life left, it game over and I just can giveup and retry, save replay or return to title :(

Anyway, good job to have made a full game.

edit: OMG I reached the second boss... but I die before the end... How many stage there are? It's a very long boss figh for a second boss. Like a final boss.
Also, I see many Uwabami Breaker inspiration in stages design. I like it.
Title: Re: 東方宝演舞 ~ Treasured Dance Performance
Post by: Helepolis on June 16, 2015, 01:57:58 PM
Thanks for the support and cheers.

Not exactly what I expected but I am quite getting a lot of signals that the game is difficult on Normal. Also as there is no continue system, the player is quite burdened for failing. Originally I didn't want to put in a continue system because it is only 3 stages. I will see what I can do about this.

Seems Nue is quite erotic received by many people. Keep in mind that I didn't ask anything at all in terms of looks/design/poses for the portraits. I just asked for the expressions and Warugaki was free to do the rest. Yet, he chose to make an erotic Nue. I think many are pleased :V. (Except for the "panty showing", I requested that).

The game is more of an eye candy due to the many things but that is fine with me. My goal was to mainly entertain but I will try to make it also better.


Right, I think it is time to slowly re-pick a leisure development pace to work on several things for the game. The replays will break/desync with the current plans I have that is why I will probably "take some time" to get it done.

The bugs / glitches reported will receive high priority. I've picked up quite some through feedback and also discovered myself while playing.

As for new content, thought about the following roughly:
- Last Words
- Sanpo Mode
- Redesign some parts(?)
- Rebalance gameplay(?)
- Continue system(?)
- Scoring(?)
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ full release v.1.11 ]
Post by: Ruka on June 17, 2015, 11:33:34 AM
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.
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ full release v.1.11 ]
Post by: TalosMistake on June 18, 2015, 04:57:26 AM
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 want to see continue system, too, but it might be hard to implement cuz it will break the replay if you don't do it right.

Helepolis, if you don't have a time. I suggest allowing players to choose their initial life (from 3-8) would be a good way to help them survive the earlier stages, and it can be done easily.

The game is pretty neat so far. Hope to see it get better and better. xD
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ full release v.1.11 ]
Post by: Mr_Bob on June 24, 2015, 06:32:42 AM
Been saving up my reaction for awhile now.  But wow.  A damn fine piece of work you and people in the credits put together. 
I can't quite articulate how excited I was when I heard Disco Inferno on the main menu.  The music selection is pretty great.
The art, visuals, and character interactions are superb.

There are a few considerations to balance though.  I've only made it to the 2nd Stage on Normal, but I find Stage 1 harder than 2.  I haven't played much on the harder difficulties.
There are a lot of death fairy patterns on Stage 1.  Stage 2 seems like its shorter too.
Border Team's spread is so much more useful than the slight power and speed MariAli have, considering how much the 1st stage bosses move around.
I think Alice's bomb could use an additional explosion in the center.  If lives could be earned through score, like in EoSD, that would help a lot.
I noticed there are extra bosses according to Warugaki's comic.  Are those in?  What are the criteria for those to unlock?

Anyway, thanks and congratulations for releasing your game Helepolis.  Really excited to see you make the best game as you see fit.
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ full release v.1.11 ]
Post by: KaiserKnuckle on June 24, 2015, 06:44:53 AM
I noticed there are extra bosses according to Warugaki's comic.  Are those in?  What are the criteria for those to unlock?

From what I could guess with the term 'high result', it either means you have to get through the stage without a certain number of deaths or by collecting enough Fever points.
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ full release v.1.11 ]
Post by: Helepolis on June 24, 2015, 08:24:03 AM
I have been bashing my head for making the "Ex" bosses bit more obvious in how/where they appear when I had already launched the game. Even though I have a solid plan in my head on making this bit more easier to discover with the next update, I will try to hint a bit without plain spoiling it:

Hina, Iku and Tewi
These bosses are not really "Extra" but are the actual Owner/Master of each area and usually don't bother with the management. The bosses you face and challenge, like Pierre, are underlings and operate under their owner/master. They won't show up to waste their time on a lousy dancer like you. Unless...

...you somehow manage to "lure out" or "piss off" the owner/master of each stage. So you will need to shine with Fever and also cause a lot of trouble by performing almost perfectly against their spell cards! 

Maybe then the owner/master might notice you.

Rumours also say the owners are aware of each other's business. So they will keep an eye on the news.


Note
- The reportmanga-like advertisement of Warugaki actually spoiled the owner/master. Initially we planned on hiding them so people had to discover them, but eventually we didn't care :V
- Well, not that it would stop people from simply browsing the folders and notice the portraits :V
- Also clever programmers can seek out the information anyway.

Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ full release v.1.11 ]
Post by: HalfGrand on January 06, 2016, 08:21:43 AM
I found this game recently on the Doujin Style website on the front page. I'm glad I did because I find this game quite enjoyable!

Everyone who worked on this game should give themselves a pat on the back. The backgrounds look just like ZUN's, the music fits the game like a glove and the character art is fantastic. Great work all around!

Pierre Fromage honestly had me in stitches and fighting him with Beethoven's Virus in the background really got my blood pumping like playing ZUN's games douse. Great choice for a boss theme. Ero Nue was great, don't nerf the sex appeal there ; P.

I guess I was one of the rare ones who made it past the first stage but I still have yet to make it to Amakasu Barley Tenji on stage 2. I really think this game can do with at least a set amount of continues (3 at most I would think) just so that people who are not as experienced at Danmaku can experience the whole game for themselves instead of replaying stage 1 over and over. Make a bad ending for if people do continue as well, just to keep them on their toes.

The game can use a little more polish though. The sprites for the in game characters could use some animations besides just being 1 frame as they are now. A small music room could be a good addition as well so some people won't bombard you with "OMG, What music is this. Sauce plz!" Apart from that, I'm loving the game.

Thanks for making an English option for your game and I will definitely look forward to seeing what additions you will put in the game later on. Keep up the good work! ; )

*Edit*

I made it to Amakasu! Seriously, I love that guy ^^.

Yukari's Laser bomb sounds so powerful and destructive. it gives me shivers every time!
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ full release v.1.11 ]
Post by: Helepolis on January 07, 2016, 02:10:59 PM
I am glad you experienced it here and there as we intended. I have to thank of course Koutaq, ExPorygon for their help with music (more people offered but due to time constraints I had to make some choices).

Your feedback is interesting. I am not saying this because "I have to say this and you have to accept feedback regardless". No I really mean it. And I will tell you all why. First of all the feedback I received from various choices indicates that several things are missing or need to be done differently. This made me brainstorm a small list of things to-do to improve the experience.

Of course I am very proud of the overall result / art. I love Ero-Nue. I love to entertain. And it seems this love and entertainment has reached the players. Good! However! Yes, there is a classic 'but'. Work needs to be done. Sprites, music perhaps more ZUNish, continue system and the list goes on.

I do have also immediately a small announcement to make.


People who roam/lurk the Cafe section probably discovered that I have a new job which made me very happy. After a month of holiday and heading out for a week to embrace Letty in Iceland, I feel completely recharged. Not just in my life but also for possible Danmakufu work. You might have noticed the three tutorials I suddenly summoned within just a week period. That is the effect of inspiration bombs and energy fuses. However, for Danmakufu they still lack a little bit. As in, I don't have the exact urge yet to start steaming again. Though I think that might change if I realise my Reitaisai 2016 visit.

I don't intend on re-releasing the game on CD (well, not yet so far) but I do intend on releasing an update by that time and just be circle-space seller for the fun. (I love the Doujin community activities for some reason).

Anyway, there are some things being planned. Not going to sum them up down here as in "Do A, Do B". But do expect an update for Touhou Hou Enbu, with both new content to play as well as fixes/changed. There won't be new stages like Stage 4, 5 or 6. I am suspecting Warugaki wants to work very hard on his own personal work so therefore I am not going to burden him with more requests for portraits or sprites. (That is also the reason why the attack animation sprites are only 1 sprite). We simply did not have the time and doubting will have them now. Unless I learn to do it.

Therefore the version might be magically upped to v1.2 due to this. Or if something big happens version 2.0 :V  We'll see.

Funny how you also noted Bad Endings HalfGrand, those were originally planned for the initial release. Including the ending screens. So that is something you can definitely expect in the upcoming update.

--Helepolis
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ full release v.1.11 ]
Post by: Sparen on January 09, 2016, 09:42:32 PM
So after seeing the recent posts, I decided to give this game another shot (I never made it past the Stage 1 boss on my previous playthroughs).

The game is in fact significantly more balanced than I had initially expected, though the general lack of extends and extra bombs can be painful. The main complaint I have, however, is the Stage 2 Boss. But not the boss - the background, or something. Because the moment the pre-boss dialogue started, the FPS went straight from 50+ to a solid 10, and remained that way through the non spell and into the next spell. Since it did not fix itself upon the start of Nonspell 2, I suspect you have some kind of extremely expensive task running in the background.

This seems to be more of a potential flaw in object and resource control since the danmaku is not to blame. I personally believe it to be an issue with the background at that point but it could also be an issue in regards to something the boss is doing (that other bosses are not doing).

Just wanted to point it out, because a captured spell card at 10 FPS is not rewarding in the slightest.

Edit: For some reason, it mysteriously fixed itself halfway through Spell 2.



Other concerns
-FPS Bug - FPS of 8 will left-align, FPS of 09 or above will right-align and have two digits, ex: 09
-Spellcard Practice HighScore issue - shows the high score for the difficulty. Better to have the high score for the spell itself or simply 0s.
-0 position Enemy Marker - when an enemy is defeated, the enemy marker, instead of deleting right away, first moves to (0, bottom of screen), as can be seen in spell practice. Not really a problem but after clearing a spell card, you can see the enemy marker, which may or may not be optimal.
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ full release v.1.11 ]
Post by: Helepolis on January 10, 2016, 12:29:04 PM
The dialogue pre-fight is indeed something that has been bothering me. Good point being raised here. Troublesome to hear the FPS lags at 10. Even though you're the first one to suffer from it. I shall take a look into the process in which the dialogue is handled. Perhaps it is the BG.

Other concerns noted for research and fix where possible.
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ full release v.1.11 ]
Post by: Helepolis on December 24, 2016, 07:27:12 PM
Hello everybody. Merry Christmas first of all to those living in GMT+++ time zones.

Perhaps some people might have caught a glimpse on my twitter about progress for a future update. If not, then let me announce it again here. Again. Because if I read back my initial response in January, I was a bit too over-confident that I would get an update going for 2016 Reitaisai. Silly me. With a job-change around that time and lots of RL stuff, it was a terrible promise to make. I should slap myself multiple times for that. Making promises and unable to meet up is something I dislike personally. I sincerely apologise for this.

So, without further false promises but possibilities: I intend on attempting to release an update for this game in 2017's Reitaisai. Initially I also said I wouldn't release it on CD. That might be reconsidered, depending on whether Warugaki has the time to draw me new art. I will discuss this with him.

So is there a point to this post? Yes, there is:

What is done?
- Continue system has been implemented. Undecided how many you get and whether this will be hard-defined in code or user-defined through options menu.
- Some nifty HUD improvements have been made to aid the player and make things bit more flashy. This includes the aid through hints of unlocking the true bosses.
- Yukari's Ran have been edited to make it as close as similar to Imperishable Night.

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.

No promises but once above done, then I will try to do:
- Allow single girl to be selected instead of forced teams (like IN)
- Add ending art.
- Replacing the music.
- Reworking SFX.

I have a full list composed from e-mail, PM and forum post which shows exactly what is done and not. Expect a full list like those developers where each change is reported somewhat in a fashionaaabluh list. Because we all love lists, right? Right!?

That is all for now. Merry Christmas!
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ working on new version ]
Post by: Sparen on December 24, 2016, 08:42:02 PM
It's nice to see that work is still being done to improve this project. Hope everything goes smoothly!
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ working on new version ]
Post by: Mr_Bob on December 27, 2016, 08:24:09 AM
I'm looking forward to your work Hele. Admittedly, I will be sad if Disco Inferno isn't the menu music anymore. Also, what's Sanpo mode?
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ working on new version ]
Post by: Helepolis on December 27, 2016, 09:10:20 AM
Woops, why do I keep using the Japanese name for that. Will edit that out.

Sanpo Mode is an adventure mode with boss only fights (with limited attacks/spellcards) or very short stages. See it as 'Going for a walk'.



Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ working on new version ]
Post by: Golbez on December 27, 2016, 09:22:54 PM
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:
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ working on new version ]
Post by: Danicky98 on January 07, 2017, 10:19:21 AM
A bit late to the party perhaps, but I'm oh so glad to see the things in store.
Especially Sanpo mode and scoring mechanics. Would be fun to try out both~
And despite playing the game so much and still finding it interesting, I bet those two will make things even better.

Also good to see bugs and glitches being fixed. Sure most of them were minor ones, but things like dying to an invinsible star on the second boss (the first run getting to them on hard mode even) or things not unspawning on the final boss are still painful memories.

I already bet changes being made on (non)spells and fairy patterns are really gonna throw me off. Darn muscle memory.

I wonder if someone will be able to beat lunatic someday.

Anyway, good luck on the hard work! I'll be very much looking forward to see the results~
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ working on new version ]
Post by: Helepolis on January 08, 2017, 12:35:26 PM
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.


Adventure Mode will be minor addition to the game, so don't expect it to blow away your mind. The real value hopefully will be realised through Last Words and Scoring system.
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ working on a new version ]
Post by: Helepolis on April 16, 2017, 08:53:07 AM
Hey there everybody. Reitaisai is closing in fast on me and therefore it is time to update on this whole project. Without making up too much excuses or TL DR post let us look at what I said during Christmas:

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.


And now let us announce what has been fulfilled or not:
- Sanpo Mode → Scrapped,  it didn't fit. Felt bad. And I hate making bad things.
- Stages and fairy patterns → won't do this version
- Edit/adjust players → Done
- Potential boss attack/spell card rework → Very minor tweaks. No major changes or new stuff.
- Reworking Spell Practise → Done.
- Scoring → Various classic scoring partially implemented.
- Spelling(ry → Based on received feedback from players corrected
- Bugs and glitches → Quite a lot fixed


Technically I am splitting the releases at this point. At Reitaisai I hope to release version 1.5 and in the future version 2.0


Please watch warmly for the v1.5 release.

Edit:
That said, I hope the continue system doesn't cause de-syncing in the replays. Will require some extensive testing.
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ working on v1.5 ]
Post by: Helepolis on April 23, 2017, 07:48:22 PM
Howdy all, I am currently in full testing mode for the last changes. This week I've fixed quite a lot of things from simple graphical errors to major script errors. Tomorrow I will do final testing of all game modes, spell cards and replay system. After that I am left at the player's mercy. Praying that they won't encounter nasty bugs or errors. Proper play testing is unfortunately not conducted, something I would really want to but there is simply no time. There were a lot of major changes planned, such as redoing the collisions for the bullets, replace spell cards etc etc. As said in previous posts, these had to be postponed. The core game play is hardly modified and thus I don't expect people to experience a shock in v1.5.

These are the changes which will take place:
v1.50
    New:
    - Spell Practice updated. Now displays total captures and high score
    - Continue system added. In Story Mode the player has 2 continues
    - Implemented partially general Touhou Style scoring (clear bonus, graze, point value, etc.)

    Game play:
    - Minor adjustments on boss attack or spell card pattern adjusted

    HUD & User Interface:
    - HUD or messages have been adjusted to guide the player during story mode
    - Incorrect number display for counters fixed
    - ENEMY marker hides correctly when the boss or duo is defeated
    - Score value for Stage and Spell Practice is now separately tracked

    Player Characters:
    - Marisa shot type slightly adjusted. Fires now extra missiles at angle for wider shot
    - A problem with Alice' laser has been fixed
    - Yukari's Ran homing abilities adjusted. Now resembles Touhou 8 better
    - Invincibility after pichuun 2s -> 4s

    Bugs and optimisation:
    - Game menus adjusted for smoother transition (hopefully)
    - An invisible menu option at the pause screen for replays has been fixed
    - Exiting to title after death resulted in missplaced graphics. This has been fixed
    - Marisa's spell card caused lots of unnecessary objects. These are now correctly deleted
    - Selected Team is now memorized when exiting or entering menus
    - Some undeleted sprites (effects, mini fifi-chan, etc) now are proper deleted when they no longer exist (unsure)
    - All duet bosses now proper process their effects

    Other improvements:
     - English and Japanese text corrections
     - BGM usage slightly modified
     - Some spell card backgrounds changed or modified


Well, there you have it folks. I hope to be able to post the new download links tomorrow evening.  Patching won't be necessary, the full package will be released to avoid bad installation.
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ version 1.50 released ]
Post by: Helepolis on April 25, 2017, 05:33:17 PM
Version 1.50 has been now released on BulletForge and Mega. You can find the download links in the opening post.

I am keeping my fingers crossed for any nasty things. I have been testing and fixing things for almost a week but nothing can prevent the mercy of players who will run into different things in comparison to a developer. Arghhhhhhhhhhhh no turning back now! Anyway, there you have it! Version 1.50 is released.

Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ version 1.50 released ]
Post by: Sparen on April 26, 2017, 03:41:00 AM
My impressions:

-Stage 1 is extremely easy on Normal mode until right after the mid boss, when the difficulty spikes massively. I was able to capture the mid boss spell on my first try in over a year. Overall I felt the mid boss and prior were too easy, while immediately after the mid boss was a little too hard. Pierre's difficulty is a little hard but otherwise appropriate for the difficulty level.
-Midboss 1 ran at 60 FPS. Boss 1 (Pierre) ran at 13-15. I had this problem before and I don't know the cause. Halfway through second boss non, FPS gradually increased to 30. After that, Spell 2 ran at 40 FPS and was 60 by the time Nonspell 3 happened.
-After Pierre, music just abruptly ends rather than fading out. Sort of sudden, can be improved.
-The moment Tenji's boss scene begins to load, FPS crashes like with Pierre, except the dialogue runs at 2 FPS. Once the battle starts, Tenji's magic circle appears in bottom left hand quarter of screen for some reason, and pausing the game also lags for some reason. At this point the game was unplayable.

(https://puu.sh/vwqmD/1c263eb53e.png)

Mixi? and Kogasa-Nue runs at 60 FPS, so I assume the sharp lag only happens with bosses and not mid bosses. So the cause is likely something specific to how you handle bosses.

As usual, running via Wine 2.6 on macOS Sierra.
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ version 1.50 released ]
Post by: Danicky98 on April 26, 2017, 08:12:24 AM
Ah man, this makes me quite happy~
Did a quick test run because I couldn't resist. I'm clearly getting rusty though, seeing as I couldn't even get to half of the 3rd boss.
Guess I'll try to find some time later to play this endlessly again though, and keep an eye out for bugs.
Still, my fps issues actually seem to have improved somewhat so far (aside from a specific Tenji spell as usual).
Though I do agree with Sparen that the music ends a bit too abruptly.
Speaking of sounds, the stage 3 midboss for the magic team did get some new sound effects I hear, but when pausing during them, they do kinda transition weirdly to the pause screen. While I'm at it though, the new spellcard background there is quite pretty.
And... my. I actually have hopes again for getting the Magic team good ending. Marisa's shottype improvement makes quite the difference already.
Seriously. Best change.
...
Also is that an easter egg I spot somewhere in the image folders?
Anyway,
Thanks for the great work so far~
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ version 1.50 released ]
Post by: Helepolis on May 11, 2017, 09:07:13 AM
I'm back from holiday so I had time to study the two posts.

@ Sparen, I honestly can't seem to detect the cause for the framerate issues. Tested it on three different machines ranging from desktop to laptops. Windows OS. As far as I know, midbosses are handled similar as regular bosses (plural scripts, dialogue, death, etc). I find it quite interesting to read that midbosses cause less frame issues compared to the actual bosses, curious.

The patterns for stages / fairies haven't been changed. Music advise is noted.

@ Danick98, the easter egg you might have spotted is actually unwanted image :V the idea had been removed permanently. The sfx has been noted.
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ version 1.50 released ]
Post by: Colticide on May 11, 2017, 08:05:44 PM
Oh! Is this the game you were working on I heard about a few years ago? I really should pay attention to these a lot more cause this looks amazing! is this a paid product?
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ version 1.50 released ]
Post by: Sparen on May 12, 2017, 12:29:45 AM
The patterns for stages / fairies haven't been changed.

o_O

I swear it's easier now. I guess it's just my imagination? Or maybe there was another change that made it easier. idk.
Title: Re: 東方宝演舞 ~ Treasured Dance Performance [ version 1.50 released ]
Post by: Helepolis on May 12, 2017, 10:06:15 AM
is this a paid product?
No, free to play and download.

o_O
I swear it's easier now. I guess it's just my imagination? Or maybe there was another change that made it easier. idk.
If you're using Magic Team, then Marisa's wider shot can be the cause of that conclusion.