Author Topic: TH:ESP [Demo v0.80, Full Game and locked features]  (Read 20633 times)

FurryYunSeong

  • The brave furry anon, now with danmaku
Re: TH:ESP [Demo v0.50, 6 Stages and 3 Modes available!]
« Reply #30 on: December 23, 2009, 02:54:20 PM »
I've never really played a proper danmaku game, so it was a little hard to know what works and what doesn't. I'm still balancing it, but the main thing with this release was to show the whole thing put together.  Extra and Phantasm are done, so the next release will be up shortly.  There's a lot of balancing to be done, and I thank those who post their reviews for their help.  I'll see what I can do with your recommendations.  The story is a little convoluted, maybe I'll polish it, maybe it'll stay as weird as it is.  As for Patricia C, I guess making the Dash use up your Bombs would help.  All Max Power Patricias are kinda overpowered, but she looks a bit badass at Max.

Furthermore...

Stage 5: I'll check the empty corridor thing, I had a similar problem and fixed it (or at least, I thought I did).

Stage 6: The stage ending at the middle of the boss fight is a misplaced flag.  Easy fix.

Patricia A at full power is still the weakest but not by much.  And the fireball shot (CTRL) can plow through weaker enemies at some sections, and make some spell cards easier.  But that's just what I think.

I'll check the spellcard BGs.  For the next release, don't expect a big rebalancing, just fixed issues and playable Extra/Phantasm stages.  The one AFTER that will brign the balance and the recorded story/locked out stages.
« Last Edit: December 23, 2009, 03:01:59 PM by FurryYunSeong »

KomeijiKoishi

Re: TH:ESP [Demo v0.50, 6 Stages and 3 Modes available!]
« Reply #31 on: December 23, 2009, 03:13:09 PM »
I finally playtested it. What do I have to say?

There are some problems.

1. For some reason, there are moments where you have overlayered bullets even though they have the same speed, angle and appearance. (at least when I'm playing against the Stage 5 boss). It only slows the thing unnessecarily down.

2. You have to reupload the music. Mediafire doesn't seem to have them anymore.

3. The Power counter doesn't seem to work. I guess you're still working on this. After all, this is only version 0.5

4. The difficulty. But this has already been mentioned.

I can't deny that you put a lot of effort in this and it looks very good. It still needs a bit polishing, though.

Lawence Codye

  • The Nine Tails of Subconscious...
  • Come & your desires shall all become reality...
Re: TH:ESP [Demo v0.50, 6 Stages and 3 Modes available!]
« Reply #32 on: December 23, 2009, 08:51:02 PM »
I'll check the spellcard BGs.  For the next release, don't expect a big rebalancing, just fixed issues and playable Extra/Phantasm stages.  The one AFTER that will brign the balance and the recorded story/locked out stages.

Ohh, okay...I see...& the thing with Patricia A...I agree...the Fireball ability works as a substitute for her being the weaker shot type due to it being the best ability...this is imo...

Patricia C's ability doesn't exactly make her anymore powerful in comparison to the other 2...

welp, can't wait for the next release...& the player's aren't horribly overpowered...since yes, this was at full power...
I am the Nine Tails of Subconscious...

Come & your greatest desires will be reality...

FurryYunSeong

  • The brave furry anon, now with danmaku
Re: TH:ESP [Demo v0.50, 6 Stages and 3 Modes available!]
« Reply #33 on: January 06, 2010, 01:38:06 PM »
I waited to post unitl I had another downloadable update, but my internet hasn't been the best in the past 3 weeks.  I had a pretty good update (v0.68), but it just wouldnt upload, so I'll just keep polishing it til the internet becomes easier to work with.

Added so far:
-Difficulty is toned down
-All stages fully playable
-Extra and Phantasm added
-Practice mode has 46 spells now
-Loading screen ( :V )
-Results Screen
-Fixed Practice history
-Further improved Patricia

And so it goes...

FurryYunSeong

  • The brave furry anon, now with danmaku
Re: TH:ESP [Demo v0.50, 6 Stages and 3 Modes available!]
« Reply #34 on: February 01, 2010, 05:58:38 PM »
Update!

I was supposed to upload v0.68 a while ago, but I couldnt, so here's v0.80:

http://www.mediafire.com/?sharekey=49d4d877b2dccdeba0f2f20c509059d95646ce8cfcfc2732a543906a5faff527

Should have a readme and everything you need to know to play.  The game's pretty big when fully compiled, so it's split up. 

Things are locked up this time, so if you want to play the Extra and Phantasm, you'll have to beat the first 6 stages.  If you have trouble with such ordeal, you can tweak lives, continues and what not in the Options menu.  I fear Boss Rush and Survival modes are not that appealing, but still, they need to be unlocked.  Along with that fear is the fact that those modes maybe underestimated.

Officially:

Practice mode has 46 Spellcards, which are the total of spellcards used by the bosses.

Survival mode has 40 waves.  Anywaves past 25 are downright inhuman (I don't think I can balance it that much). I barely get past Wave 6, and its not even that bad at that point.

Ignore the ramblings and enjoy.

Next update will include harder and easier difficulties (and a lot of common data-related work for me, ugh).

KomeijiKoishi

Re: TH:ESP [Demo v0.80, Full Game and locked features]
« Reply #35 on: February 01, 2010, 06:42:01 PM »
You forgot to add the "Batch/lib" folder.

FurryYunSeong

  • The brave furry anon, now with danmaku
Re: TH:ESP [Demo v0.80, Full Game and locked features]
« Reply #36 on: February 03, 2010, 05:14:16 PM »
I actually missed some things (first upload is always the worst for me).

http://www.mediafire.com/?nmctuyxormw that goes in {script\ESP\Batch\lib} and fixes the Items problem

http://www.mediafire.com/?gny2a5gymjo that goes in {script\ESP\Batch\img} and fixes some image problems

or you can download the actualized lib and replace the old one, but it's only just 2 files.

http://www.mediafire.com/?ntgmmzuimmj

Now that I have a streamlined format, it wont be so bad to update it.

Re: TH:ESP [Demo v0.80, Full Game and locked features]
« Reply #37 on: February 03, 2010, 05:25:40 PM »
I am lost, I have no idea how I am supposed to play your game, can you make just one big upload label
 
DOWNLOAD THIS (CONTAINS ALL YOU NEED)
 
That would help alot

FurryYunSeong

  • The brave furry anon, now with danmaku
Re: TH:ESP [Demo v0.80, Full Game and locked features]
« Reply #38 on: February 03, 2010, 06:05:57 PM »
Sorry, it's just that it's a big download.

http://www.slingfile.com/file/grmRLV8puA

DOWNLOAD THIS (CONTAINS ALL YOU NEED)

~200MB.

And it's not that complicated to download the smaller parts, but I can further explain it if need be.

Re: TH:ESP [Demo v0.80, Full Game and locked features]
« Reply #39 on: February 03, 2010, 06:07:26 PM »
Sorry, it's just that it's a big download.

http://www.slingfile.com/file/grmRLV8puA

DOWNLOAD THIS (CONTAINS ALL YOU NEED)

~200MB.

And it's not that complicated to download the smaller parts, but I can further explain it if need be.

HOLY SHIT 200MB~!
 
I'll download it tonight~

KomeijiKoishi

Re: TH:ESP [Demo v0.80, Full Game and locked features]
« Reply #40 on: February 06, 2010, 11:06:31 AM »
Y'know, I'm not really a fan of the midboss spell in Stage 2, so I modified it a bit.

Code: [Select]
#TouhouDanmakufu
#Title["Drought Sign ?uMalevolent Sandstorm?v"]
#Text[Yume's midboss spellcard.]
#PlayLevel[Normal]
#Player[FREE]
#ScriptVersion[2]


script_enemy_main
{
#include_function "script\ESP\Batch\lib\CommonVariables.dnh"

@Initialize
{
CutIn(YOUMU, "Drought Sign ?uMalevolent Sandstorm?v", imgYumecutin, 0, 0, 376, 574);
BossInitializeSpell(10,6,60,160,50000);
SetLife(320);

SetGraphicRect(1,1,64,64);
LoadGraphic(imgYumestand);
LoadGraphic(imgYumebg);
LoadGraphic(imgYumecutin);
SetColor(255,64,255);
Concentration01(120);
SetMovePosition02(cx-60*step,120,60);
CreateEnemyFromFile("script\ESP\Game\CustomItems\SpellMonitor.txt",GetX,GetY,0,0,3);
CommonShotData(1);
InitLife=GetLife;
}

@MainLoop
{
SetColor(255,64,255);
SetCollisionA(GetX(),GetY(),32);
SetCollisionB(GetX(),GetY(),24);
count++;
count2++;
frame++;
frame2++;
frame3++;
BossDamageSound(0.15,0.05);

if(count==0)
{
Concentration01(120);
SetMovePosition02(cx,160,60);
}

if(frame3>=120){
loop(1){
CreateShot01(GetX, GetY, 3, GetAngleToPlayer+rand(-10, 10), YELLOW02, 14);
PlaySE(Shot);
angle += 360/36;
}
angle += angleAcc;
angleAcc += 0.1;
frame3 = 100;
}
 
if(count2==120){CreateFamiliar(YELLOW,GetClipMinX, GetY,3,0,0);}
if(frame>=120){
loop(1){
CreateShot01(GetClipMinX, rand(GetClipMinY, GetClipMaxY), 2, rand(-6,6), YELLOW12, 14);
CreateShot01(GetClipMaxX, rand(GetClipMinY, GetClipMaxY), 2, rand(174,186), YELLOW12, 14);
PlaySE(Don);
angle += 360/36;
}
angle += angleAcc;
angleAcc += 0.1;
frame = 117;
}

if(radius>=140||radius<=-140){
radius=0;
}

if(frame2>=-140 && frame2 <=110){
radius++;
}
if(frame2>=111 && frame2 <= 300){
radius--;
}
if(frame2==300){
frame2=-141;
}

if(count==180)
{
step++;
count=89;
SetMovePositionRandom01(50,3,10,GetPlayerX-20,90,GetPlayerX+20,100);
}

}

@Finalize
{
DeleteGraphic(imgYumestand);
DeleteGraphic(imgYumebg);
DeleteGraphic(imgYumecutin);
      let amnt = 14;
  let bmnt = 1;
  storysucceed=GetCommonData("Story 1 Success D");
      if (GotSpellCardBonus)
      {
         amnt = 45;
bmnt = 4;
SetCommonData("Story 1 Get D", 1);
storysucceed++;
      }
      let b = 0;
  let c = 0;
      while (b < amnt)
      {
SetCommonData("Story 1 Success D", storysucceed);
         CreateItem(ITEM_SCORE, GetCenterX() + prand(-100, 100), 100 + prand(-60, 60));
        b++;
      }
  while (c < bmnt)
      {
CreateItemEx(rand_int(0,1),GetX,GetY+rand(-10,10));
        c++;
      }
      if(GotSpellCardBonus){
        CreateItem(ITEM_BOMB, GetCenterX() + prand(-100, 100), 100 + prand(-60, 60));
      }
PlaySE(Dead);
}

@DrawLoop
{
draw++;
SetRenderState(ALPHA);
SetGraphicScale(0.8,1.5);
SetColor(fdin,fdin,fdin);
SetTexture(imgYumebg);
SetGraphicRect(0,0,556,409);
SetAlpha(fdin);
DrawGraphic(GetCenterX(),GetCenterY());
SetGraphicScale(1,1);
SetColor(255,255,255);
DrawText("Sunayume Minami", GetClipMinX()+20, GetClipMinY()+16, 12, 210);
SetRenderState(ALPHA);
SetAlpha(255);
SetGraphicScale(0.22,0.22);
SetTexture(imgYumestand);
if(draw%16<4){
SetGraphicRect(22,0,242,556);
}else if(draw%16<7){
SetGraphicRect(22+(220*1),0,242+(220*1),556);
}else if(draw%16<=10){
SetGraphicRect(22+(220*2),0,242+(220*2),556);
}else{
SetGraphicRect(22+(220*3),0,242+(220*3),556);
}
DrawGraphic(GetX,GetY);
if(fdin<200){fdin+=5;}
}
}

FurryYunSeong

  • The brave furry anon, now with danmaku
Re: TH:ESP [Demo v0.80, Full Game and locked features]
« Reply #41 on: February 06, 2010, 01:05:26 PM »
Nice, I didn't think of that.

I'll go ahead and implement it, if you don't mind?

KomeijiKoishi

Re: TH:ESP [Demo v0.80, Full Game and locked features]
« Reply #42 on: February 06, 2010, 01:20:04 PM »
Nice, I didn't think of that.

I'll go ahead and implement it, if you don't mind?
Sure, you can use it.

FurryYunSeong

  • The brave furry anon, now with danmaku
Re: TH:ESP [Demo v0.80, Full Game and locked features]
« Reply #43 on: February 09, 2010, 05:03:59 PM »
See the final stage:

http://www.youtube.com/watch?v=jmEC5yvIYeI

I do thank you for the suggestion.

If you have any more like that, feel free to post.

As for the next update, I'll take a small break and resume work around next week.   Hopefully this wont take me long to finish, but I fear I may be wrong.

KomeijiKoishi

Re: TH:ESP [Demo v0.80, Full Game and locked features]
« Reply #44 on: February 09, 2010, 05:33:11 PM »
Well, there are a few things:

1. There are many times when you overlap bullets unnecessarily, which can slow the game down.

2. You could make the backgrounds move slower. It doesn't look too good now.

3. The game is REALLY flashy. Sometimes, it's very hard to see what you're actually dodging. Combined with the sometimes abrupt start of some cards, it really becomes a game of luck.

4. You maybe should adjust the speed Patricia moves with. This can for example be really frustrating with second Boss's first spell card, where micrododging is essential and very hard to accomplish with at least one of your shot types. Also, the hitbox marker is nearly invincible.

5. Patricia C unfocused is broken beyond belief. By that I mean "full power can insta-finish a card".

But I still do appreciate your work, especially because I'm too lazy to do an entire game by myself ;)

See the final stage:

http://www.youtube.com/watch?v=jmEC5yvIYeI

Didn't you plan to do a Phantasm Stage as well?
« Last Edit: February 09, 2010, 05:35:47 PM by Patrick Alexander »

FurryYunSeong

  • The brave furry anon, now with danmaku
Re: TH:ESP [Demo v0.80, Full Game and locked features]
« Reply #45 on: February 09, 2010, 05:42:10 PM »
Well, there are a few things:

1. There are many times when you overlap bullets unnecessarily, which can slow the game down.


I'll need a magnifying glass for this one... =/


2. You could make the backgrounds move slower. It doesn't look too good now.


This looks quite reasonable.


3. The game is REALLY flashy. Sometimes, it's very hard to see what you're actually dodging. Combined with the sometimes abrupt start of some cards, it really becomes a game of luck.


Hah, I guess I do have to slow it down some more. (It was faster/more abrupt on earlier releases).


4. You maybe should adjust the speed Patricia moves with. This can for example be really frustrating with second Boss's first spell card, where micrododging is essential and very


Slower, I guess?


5. Patricia C unfocused is broken beyond belief. By that I mean "full power can insta-finish a card".


And I have to say, she's toned down from earlier releases.  Guess she still has to be further toned down.

The Phantasm stage has been implemented since v0.60-ish.  I'll post the video sometime next week.

FurryYunSeong

  • The brave furry anon, now with danmaku
Re: TH:ESP [Demo v0.80, Full Game and locked features]
« Reply #46 on: February 17, 2010, 03:43:46 PM »
Forgive this double post, but an update is due, either way.  The double post was coming sooner or later, as is with every update.

I have a question that if answered, might help me a lot.

Talking to a friend, the idea of adding "Achievements" popped up, but I think that it might not boost the gameplay by that much.  Still, he said to go for it, but I'm not sure what experienced players have to say.

Achievements? Yay or Nay?

In another note.

I'll produce an update by the end of this week, with minor tweaks to Patricia and difficulty.  Spellcards are slowly getting a revamp, and the story needs one too.  I need to hire me some testers ._. .



And on a further note, I have an idea for another game, I'll post it once I have some concepts done.