I can't believe there is AGAIN no way to play all stages at once! Beta 3.5 had it, why Beta 4 and 5 don' have that? D8Works fine for me, played from stage 1-5
So I guess Ellen is the last boss :V
Points deducted for putting Kana into the game without using her godly theme.
Problems:
I don't know if it is just me, but Ginny's second nonspell doesn't work on normal mode. The way it looks in the game, I think she fires her firework bullets, but the bullets in which they are supposed to explode have a speed of zero.
The first two stages on normal mode have a quite high difficulty for, well, the first two stages of normal mode. The boss battles are a little longer than usualYeah this is basically intentional, the game doesn't start slow like the others. But you also start with five lives instead of three.
I wasn't entirely being serious (see smiley). As much as I love Lost Dream, I don't think the melancholic tune fits Edna that well. Then again, you know your own characters better than me :V.QuotePoints deducted for putting Kana into the game without using her godly theme.
I would've let Edna use it, except just like Maniacal Princess, there are exactly zero remixes of Lost Dream. :'(
Also, OBJECTION!
I like it like thatproof that it's too hard
Josette Y's homing shots do too much damage.... The whole game is a complete cakewalk with her homing shots covering the screen. You never have to go under any boss for any reason, since the spellcards die just as fast for Josette R (or negligably different time intervals). The stages are... They.... Well, they are. I wouldn't know what half the enemies shoot if I didn't play the other characters.
Kotohime is lol hard on both modes, but I like it like that. Others mightn't though. Particularly her first spellcard, Blast Sign "Omnidirectional Bombing", where she approaches really high y-coordinates, considering what she's shooting and the velocity that the shrapnel expands.
No Lunatic mode yet.... Hnnngggh.
Yeah, I'm going to agree that Kotohime caught me off guard, especially the slight curve to her non-spell bullets, which makes it near impossible for me to predict their trajectory until I'm already (failing at) dodging them. And a few of her spellcards seemed to lack any real strategy aside from "get the hell away from the bombs and hope you don't get screwed over by the other crap she's shooting". However, I think that her attack style in general does support her status as a maniacal princess (kaguya who?).
Oh yeah, stage five rapes my framerate :(
QuoteKotohime is lol hard on both modes, but I like it like that. Others mightn't though. Particularly her first spellcard, Blast Sign "Omnidirectional Bombing", where she approaches really high y-coordinates, considering what she's shooting and the velocity that the shrapnel expands.
I guess I didn't make it obvious enough, but in the second wave of Omnidirectional Bombing you're supposed to get in Kotohime's face and go to the center so you don't have the bombs explode right next to you. I'll try to think of an adjustment.
QuoteNo Lunatic mode yet.... Hnnngggh.
Probably not until beta 6 since it'll need a lot of special attention...
Unlike the rest of your difficulty-whores, I actually didn't find Stage 5 fun at all. It's simply too hard, even on Normal. Way too hard.
Well the question I would ask is, how hard is too hard? This is the Stage 5 boss, we're talking Youmu-level here. It should be normal to lose a few lives to her.
Keep in mind that script making is not as democratic as people seem to believe.
QuoteKeep in mind that script making is not as democratic as people seem to believe.
Actually, I would have to disagree on this point. Playtesting is a very important part of game development and responding to criticism on a general consensus will usually lead to an improved product. You guys are basically my playtesters, and it would be foolish to take a "my game, my way" approach when the point of the game is entertain people other than myself.
What does the error say? Does it give you a filename or a line of code or something?I wish.
I think it's saying it can't find Josette's player files. Are they under ...\th_dnh\player\Josette\?What kind of person do you take me for? Of course they are! ...now...
*Josette Y's bombs are pretty overpowered compared to everyone else's, so she really is the easiest character to use. Talking of which, I really like the effects in each bomb. The level of care taken with the art in this game shows very well.Josette Y is getting a beating with the nerf bat in beta 5.5. I was just looking at her raw DPS and not thinking about her ease of use in the last release, so she's pretty overpowered.
*When a player continues, you need to reset the border line for gaining extra lives back down to 200 points. ...Not that I learned this through any means but scientific investigation, of course!I noticed this too but didn't bother to fix it since I figured if you were going to play through the game with continues it was like having infinite lives anyway (I don't intend to limit the number of continues at any point), but since you brought it up I suppose it does look odd.
The slight curve that the laser rain in Crimson Cloud Splitter is... not quite expected or visible until it's right on you though.Man, someone complains about every curving shot in the game. Are you guys trying to graze them or something?
*While the art is pretty and everything, there's a typo in the Stage 2 flavor opener thingy. "Lost andFfff I didn't even know that was wrong!leadastray"~
*Your readme description of Kotohime is amazing and should be canon (or is it already? It's not like there's any contest).Well, all the things she does are canon; she IS a police officer, a princess, a collector, she does use bombs as her primary form of attack, and she is a total weirdo. The problem is as Gensokyo has progressed as a setting, it doesn't make any sense for her to be either of the first two, so I came up with an explanation for her to link all those things together. Though this isn't in the readme, my story for Kotohime is that she has the ability to recover lost memories from the lives of others; as such, she's absorbed the memories of a princess, a policeman, a collector, and a fireworks maker. The catch is that picking up all these skills has made her pretty scatterbrained and nutty. Also, Ellen's bio stated that she often loses her memories, which is how she stays childlike though she never ages, so Kotohime picked up a few of her memories as well - which is why she uses Magic Pendant, Ellen's spell in PoDD. I wonder if anyone noticed that!
Man, someone complains about every curving shot in the game. Are you guys trying to graze them or something?
<Naut> @coin
<Keine> Naut: heads
Tried it out again, a lot of spellcards are balanced much better now, however I still get clipdeathed like mad for some reason.Sadly, Danmakufu just has crappy bullets. Graze isn't a significant part of your score in PoSR for this reason precisely.
One issue is one of Ginnny's non-spells is messed up. She fires out red bullets that do nothing.Iryan pointed this out earlier, it's fixed for next release. Not sure how I missed this one.
I have two ideas for an extra stageI get (http://i591.photobucket.com/albums/ss352/Orichalc71/sigma.jpg) cookie? (http://i591.photobucket.com/albums/ss352/Orichalc71/precious.jpg)
EDIT: Y'know, it occurs to me now that Danmakufu can't possibly enforce the traditional restrictions on Extra and Phantasm access.... *facepalm* Meh. Still way above my skill level.
Also, you can have it so Extra and Phantasm are not available from the start... Make us earn it. Use the Select function in an event script to choose between stuff.It's my understanding that Extra was meant to be... well... an extra post-game stage with a True Last Boss. It always made sense to me at least for the Extra stage to immediately follow the Final stage, assuming some condition was fulfilled. (TRY EXTRA STAGE! *siren*)
You mean like in the later DDR Games? (AA?ing the final song, to play through another song)Also, you can have it so Extra and Phantasm are not available from the start... Make us earn it. Use the Select function in an event script to choose between stuff.It's my understanding that Extra was meant to be... well... an extra post-game stage with a True Last Boss. It always made sense to me at least for the Extra stage to immediately follow the Final stage, assuming some condition was fulfilled. (TRY EXTRA STAGE! *siren*)
You got the reference! *tosses you a cookie*You mean like in the later DDR Games? (AA?ing the final song, to play through another song)Also, you can have it so Extra and Phantasm are not available from the start... Make us earn it. Use the Select function in an event script to choose between stuff.It's my understanding that Extra was meant to be... well... an extra post-game stage with a True Last Boss. It always made sense to me at least for the Extra stage to immediately follow the Final stage, assuming some condition was fulfilled. (TRY EXTRA STAGE! *siren*)
Hahaha, no way. It would be terrible if you had to play through the whole game every time you wanted to try Extra.
Hahaha, no way. It would be terrible if you had to play through the whole game every time you wanted to try Extra.Not what I had in mind.
Quote- Magic Stone #4 ("Out of the five of us, I am the third strongest.")Mother 2, yayz.
Why not have a password protected file containing the extra stage script, with the password being the reward for 1CCing on Normal or higher?After I read Onthenet's post, I decided to throw this thing together, hehe.
#TouhouDanmakufu
#Title[Password]
#Text[If you want the password, you'll need the password you get if you 1cc Normal mode or harder.]
#Player[FREE]
#PlayLevel[Extra]
#ScriptVersion[2]
script_enemy_main {
let a = 1;
let b = 1;
let c = 1;
let d = 1;
let e = 1;
let f = 1;
let g = 1;
let vlchng = 1;
@Initialize {
SetLife(1000000);
Expert;
}
@MainLoop {
//////////////////////////////////
ForbidBomb(true); ForbidShot(true); SetPlayerX(GetCenterX); SetPlayerY(GetClipMaxY-((75+50)/2));
///////////////////////////////////
if(vlchng <= 0) { vlchng = 1; } if(vlchng >= 8) { vlchng = 7; }
if(a <= 0) { a = 1; } if(a >= 27) { a = 26; } if(b <= 0) { b = 1; } if(b >= 27) { b = 26; } if(c <= 0) { c = 1; } if(c >= 27) { c = 26; }
if(d <= 0) { d = 1; } if(d >= 27) { d = 26; } if(e <= 0) { e = 1; } if(e >= 27) { e = 26; } if(f <= 0) { f = 1; } if(f >= 27) { f = 26; }
if(g <= 0) { g = 1; } if(g >= 27) { g = 26; }
//////////////////////////////////
if(GetKeyState(VK_LEFT) == KEY_PUSH) {
vlchng--;
}
if(GetKeyState(VK_RIGHT) == KEY_PUSH) {
vlchng++;
}
//////////////////////////////////
alternative(vlchng)
case(1) { if(GetKeyState(VK_UP) == KEY_PUSH) { a++; } if(GetKeyState(VK_DOWN) == KEY_PUSH) { a--; } }
case(2) { if(GetKeyState(VK_UP) == KEY_PUSH) { b++; } if(GetKeyState(VK_DOWN) == KEY_PUSH) { b--; } }
case(3) { if(GetKeyState(VK_UP) == KEY_PUSH) { c++; } if(GetKeyState(VK_DOWN) == KEY_PUSH) { c--; } }
case(4) { if(GetKeyState(VK_UP) == KEY_PUSH) { d++; } if(GetKeyState(VK_DOWN) == KEY_PUSH) { d--; } }
case(5) { if(GetKeyState(VK_UP) == KEY_PUSH) { e++; } if(GetKeyState(VK_DOWN) == KEY_PUSH) { e--; } }
case(6) { if(GetKeyState(VK_UP) == KEY_PUSH) { f++; } if(GetKeyState(VK_DOWN) == KEY_PUSH) { f--; } }
case(7) { if(GetKeyState(VK_UP) == KEY_PUSH) { g++; } if(GetKeyState(VK_DOWN) == KEY_PUSH) { g--; } }
//////////////////////////////////
if(GetKeyState(VK_USER)==KEY_PUSH) {
if(a == 11 && b == 9 && c == 20 && d == 19 && e == 21 && f == 14 && g == 5) {
AddLife(-1000001);
} else {
ExtendPlayer(-100);
ShootDownPlayer;
}
}
}
@DrawLoop {
SetFontColor(255, 192, 128, 255, 255, 255);
DrawText(vlchng, 40, 35, 20, 255);
DrawText("---------", 40, 55, 20, 255);
DrawText(a, 40, 75, 20, 255);
DrawText(b, 40, 95, 20, 255);
DrawText(c, 40, 115, 20, 255);
DrawText(d, 40, 135, 20, 255);
DrawText(e, 40, 155, 20, 255);
DrawText(f, 40, 175, 20, 255);
DrawText(g, 40, 195, 20, 255);
}
@Finalize {
}
}
FILE ISN'T AVAILABLE FOR DOWNLOAD ANYMORE! :o (DRAMATIC MUSIC)
I need that sfx so badly.FILE ISN'T AVAILABLE FOR DOWNLOAD ANYMORE! :o (DRAMATIC MUSIC)
sfx_ZUN !
finishing 5.5 this weekend.
I don't feel like re-uploading it so I guess I'll commit myself to finishing 5.5 this weekend.Only good things can come out of this.
I don't feel like re-uploading it so I guess I'll commit myself to finishing 5.5 this weekend.
Will it have Stage 6?There's a reason the next beta's called 5.5 and not 6.
There's a reason the next beta's called 5.5 and not 6.
The download link is broken, I really want to try this game, looks interesting.
I don't feel like re-uploading it so I guess I'll commit myself to finishing 5.5 this weekend.
Eh I bothered to reupload it after all, download should work now. Still just beta 5 though.
What! How does it show up in yours, but not mine?different countries mang
except America
Chile:'(
So it comes up under "portrait of s" everywhere except America
PoSR is getting an original soundtrack, I just worked out a deal with a friend of a pro composer buddy I know from way backFUUUUUUUU-
The reduced hitbox size and restored point item generation will hopefully help alleviate some of this difficulty, however.
I got a kick out of the story, but I was left guessing how an "artist from the human village" was somehow flying through the sky. Stage 4 continued the wallbanging over flight with Rikako floating in the air without her jetpack. And while we're at it, Rika should have a floating platform to stand on. I'm probably the only person who cares, anyways.
Stage 4, in difficulty(even by this game's standards), atmosphere, and story content felt like stage 5, and when the actual stage 5 rolled around, the Kotohime encounter felt like a step down.
(about music)
So yeah, I liked it... but I'm wondering where 5.5 is at the moment, since it was apparently supposed to be released 2 months ago.
It pains me to see this project go underappreciatedThis.
Every time someone mentions Periphery of Power and not PoSR I cry a little.
Anyway this game is happening! I just don't know when it'll be done. But you'll love stage 6. I GUARANTEE IT. In fact, the final boss is the whole reason I wanted to make the game.
I hate to post this but since this game is popular...
I came across two malware files (virtumonde.dll) in script/PoSr/Preview/Thumbs.db (infected file) and player/Josette/Thumbs.db(another infected file) so I suggest you check that:X
Sorry, but I figured it must be said. :(
I've done my own virus scans using AVG since I downloaded PoSR, and there were no infected files there. Furthermore, there was no virtumonde.dll in the directory you gave.
Doesn't mean you don't have a virus, just means that PoSR isn't the reason you do.
I can't draw with a mouse at all D:
"Unexpected end of archive"
._.
Well done stuffman, you completed your full game before we could complete Iji or I could complete Dcs. Downloading this.Uh I still need to make Stage 6...and Extra :V
Crash on stage 2 for me...:(
Uh I still need to make Stage 6...and Extra :V
Did you apply the patch?
So, when are you going to plug in a custom shot sheet to make the bullets less ugly, Stuffman?:V
-Still can't figure out Parlor Trick for the life of me. Orz.It's just aimed silly :V
-Being able to display the features of each shot in the menu would be neat.The current menu is very lacking in effects and graphics. It will be improved as such. (Actually, I want to try to make pictures of Josette in each shot type's respective art style for the menu, but I might not be a good enough artist to pull this off. We'll see)
-Beautiful menu music~ <3 <3 <3 but then it did a really awkward loop :<It's by Sensitive Heart, who makes really great soft tunes. I almost used their version of Ghostly Eyes for Stage 3 way back when. However, being a remix also means it's a placeholder, so it's gonna get replaced later. :V
-Still can't figure out Parlor Trick for the life of me. Orz.Try getting close to her and playing it horizontal-only. It gets harder the farther away you are from her, because the knife lines take up more space. STAY OUT OF THE CORNER. When she throws yellow knives, it's possible to switch across them, or you can just go around Edna in a circle if you don't want to deal with that.
-Can you reset the #/### score counter whenever the player continues? As is, it becomes impossible for me to ever acquire another 1UP from gathered score items because only the 'current' number resets to 0, the latter/'maximum' just stays at wherever it was before.This was brought to my attention earlier but I'm still trying to figure out how to fix this, since there is no way for Danmakufu to tell if it just continued, only if it has continued at some point. So any solution I can come up with offhand will only fix it for the first continasfsdfajdadf nevermind I just figured it out, I'll just restore the point items instead of resetting the counter.
So, when are you going to plug in a custom shot sheet to make the bullets less ugly, Stuffman?Last time I tried this I used shot_all and didn't like it at all, but there are some more interesting shot sheets to try now, so maybe I will.
The number of lives given out at the beginning is rather small. Usually Touhou games give lives at increasing numbers of points (ie 50, then 100, then 200, then 500 etc), but for this you only give a life every 200 points so you dont get any extra lives on stage 1 and like only 1 on stage 2 (well at least one easy modo).I just made it a flat 200 per life and made enemies drop more points (or just made more enemies...) in the later stages, so that you gain lives faster as the game goes on, since you'd be using them more often. I want to finish the game before I decide how many lives I want to give out over the course of it. Also, there's still no way to replenish bombs in the game besides dying, which I'll address at some point.
I seem to be having a little problem with DMF crashing at the end of any stage though.. started arcade mode and it happened at the end of s1, and did stage practice on stage 3 and it died at the end again. :<Is this with the patch? I'm going to rage if it's still happening with the patch.
Uh I still need to make Stage 6...and Extra :V
Oh damn it, you got my hopes up pretty a lot Stuffman :V. Never less, you will still finish it before us.
Also honestly it's incredibly embarrassing that I'm not done already. It'll be horrible if Ijjy-yutsu finishes before me.Iji didn't yet enter the rapid development waters. We are still busy creating a shell that handles everything. So you don't need to be afraid of that.
Iji didn't yet enter the rapid development waters. We are still busy creating a shell that handles everything. So you don't need to be afraid of that.
Although I have to say Stella's "Swan Dive" looked more than familiar, what with the white bullets forming a wing like pattern while the boss moves frantically over the field shooting some random bullets as well as homed attacks.
wouldn't be surprised if somebody's already had the same idea. D:
- Please use custom bullets instead of Danmakufu's original ugly ones :V
Is this with the patch? I'm going to rage if it's still happening with the patch.
- Josette needs a bigger graphical hitbox, I routinely lose track of where my hitbox is on her just because I can't see it with so many bullets flying around.
Josette needs a bigger graphical hitbox, I routinely lose track of where my hitbox is on her just because I can't see it with so many bullets flying around.Noted. I'll need to steal that code that makes the hitbox an object bullet that hovers above the stupid default red dot.
Stella's Draco Sign "Star Sea Serpent" can be beaten by staying perfectly still at the very bottom of the screen. Even slight movements to dodge the random assortment of slowly moving small stars will almost always lead to an easy capture.Crap, I thought I had adjusted the turning radius just enough to fix that. (It was more prevalent in testing before I made them turn sharper, but if it's still happening...) I'm probably going to rework this card anyway because it doesn't create the smooth trailing effect I imagined, the stars all bunch up together and I don't like that.
Kotohime's last card is garbagelol I know, it'll be gone or different or something next time, I'm just burnt out on Kotohime.
You need new sound effects for all shots, these current ones are ear bleed tier. Try lowering their volume too.Okay okay I'll look into some new media geez
Please use custom bullets instead of Danmakufu's original ugly ones :V
All the new music is great, save for the looping. I suggest looping the song once (in Audacity or a similar program) so that you can at least give the illusion that the song is looped in game. Ups the file size, but it's better than the sudden halt in the music that Danmakufu invariably gives.
I regret not mentioning this earlier, but I think you should try to rely less on reusing enemies to fill up stages. ...This is honestly the hardest criticism I've received on PoSR thus far, because this won't be an easy thing to fix, but honestly I know it needs to be done. In the real touhou games fairies are always flying in from all sides of the screen and doing new crap, in PoSR a lot of them tend to just fly in from the top, fire a shotgun, and leave, and really it's because I often face a sort of writer's block in trying to come up with interesting enemy patterns and get lazy with stuff. Stage 2 and 4 in particular I'm still very dissatisfied with (even though I've already remade 4 once!), but since you've brought this up I'll take a hard look at coming up with new content for the stages.
Josette's changing expressions are not perfectly matched up with each other, so there's weird shifting effect in the head/face when she changes from certain expressions to others. This is most noticeable when going through the spellcards in spellcard practice, but occurs in the main game as well.I was hoping nobody would notice~ but fine I'll go make the pixel adjustments (I pasted the altered faces on the original cutin due to technical issues with resizing the whole cutin with the altered face)
Note that as far as making enemies goes, you don't need 12034871028 different patterns. Most stages only have 10 at max, but they vary depending on their movement and positioning. You can go ahead and count how many bullet patterns enemies use in a stage; it's not usually that many.
This is probably the best solution I've heard so far to the sound problem, but it's going to basically double the filesize. As long as the game is under 100 MB I guess it's okay though.
Also, Naut, ffs
Nightmare Mode is a joke, it's not going to be there in the next release, only you would think you're supposed to play it seriously
For enemies I would suggest to study simply a lot of replays from all Touhou games and just try to figure out some patterns like how ZUN does it.
We all know he syncs everything to music, so maybe you can play around with that.
This is honestly the hardest criticism I've received on PoSR thus far, because this won't be an easy thing to fix, but honestly I know it needs to be done. [...]
And like Naut generally says, he has yet to see actually someone creating GOOD stages. And I support this, making stages is seriously something totally different than spamming some random bullets on your screen.
Don't do this. Your stages will just become copies of ZUN stages before you realize it. You want your game to be yours, not a ZUN wannabe (which sounds weird given it's a Touhou fangame, but you get my point. We'll play Touhou if we want to play Touhou).I never said copy it =.= I said study it as in looking how he handles it all and then try to design your own.
people definitely need to remember not to make their stages too long. seriously, it takes too long in most stages to get to the boss. You can also make the part before or after the midboss a little shorter, which is a nice touch.
I played up to Stage 4 and died shortly before the boss.
Saving my replay and I appearently die right at the beginning of Stage 3.
to ONE Tiny bullet whice I actually dodged. :V
Also, a rule should be that you may not use CreateShot01 AT ALL.This seems...excessive.
What is wrong with CreateShot01?CreateShot02
What is wrong with CreateShot01?CreateShotA
What is wrong with CreateShot01?CreateLas- *shot*
Basic Touhou-style Stage Design Concepts and Ideas.
I got some jerkiness starting around Stage 3.
Eh? Screenshots?
I got some jerkiness starting around Stage 3. This caused me to lose many, many lives in Stages 3 and 4 just from running into displaced bullets.Jerkiness? What was your FPS at during those parts?
Is this a problem with PoSR or Danmakufu itself?
...Neither, I have the 1/2 filled.Then that's probably your problem. Select the option that says "可変". 60FPS GO!
...Neither, I have the 1/2 filled.Uh yeah this means every other frame is skipped, so no wonder it's so choppy.
Then that's probably your problem. Select the option that says "可変". 60FPS GO!Actually that option changes the frameskip accordingly if you lag. If your computer is good enough, then you should just stick to the first (leftmost) option.
I am sorry for bumping this but I had an idea, even if it makes the sprites size times 4.
Every different shottype of Josette has a different colored brush, whice has the same color as the shottype.
http://dl.dropbox.com/u/5128007/PoSRbeta5.5.1.zip
Whoa. Dropbox is sweet. Totally using this for all my uploads from now on.
I dunno, but I take the DOOM music and the fairy death sounds as a yes. :V...DOOM music? The stage was silent, and the boss music was the normal one.
...is Nightmare supposed to be impossible?No, no, they're really easy to dodge o_o Should be a big gap inbetween each laser.
Srsly, the final card of the first stage has such huge lasers that you can't dodge them.
speaking of ressurrection, what happened to the guy who was working on the game with arc and ender in it? he released stage 5 early, but I haven't heard of any other news.
Also got an error and crashed around stage 6
~~~
J:\Games\Danmakufu\dnh\script\PoSR\PoSR_boss6m_e.txt
Stage 4 constantly dropped 4-6 frames with multiple drops to 42 or 53.
That "_e.txt" indicates it was looking for the easy mode file, which doesn't exist; like I said, Stage 6 only has Normal mode right now.:colonveeplusalpha:
2. Stella's midboss card still bugs be, not anymore because the attack kills you suddenly, you fixed that, but because the arrow bullets looks washed out when used as a laser, especially against the bulet background. Not sure what to do about that, though.I could make a special high-res arrow bullet just for her!
4. For some reason the dialogue with Rinnosuke didn't appear for me. You might want to look into that.Oh, I forgot to mention this in my To-Do list: I took it out when I was working on the stage because I got tired of skipping it when I was playtesting, but actually, I am going to remove it from the final version since it kinda interrupts the flow of the game and shift the plot information elsewhere. The Rikas will go into detail about what the forest is, and Kotohime will explain that Rinnosuke had something stolen there. I just didn't get around to rewriting dialogue this release.
One thing I noticed is that Impressionist Blue's bomb completely wrecks the Prismrivers' shit. It may have to do with the bomb hitting the entire screen and there being 3 targets taking damage from it but it essentially does 3x the damage it would normally do. If you aren't worried with capping the card you can completely wreck it with little effort.Oh whoops. Yeah, two problems here:
I could make a special high-res arrow bullet just for her!That would obviously work. :derp:
Oh, I forgot to mention this in my To-Do list: I took it out when I was working on the stage because I got tired of skipping it when I was playtesting, but actually, I am going to remove it from the final version since it kinda interrupts the flow of the game and shift the plot information elsewhere. The Rikas will go into detail about what the forest is, and Kotohime will explain that Rinnosuke had something stolen there. I just didn't get around to rewriting dialogue this release.Yeah, that is probably better. I didn't mind as much back then, but overall you are right. The only problem could be that the end dialogue of Rika and Rikako could get a bit too lengthy, but I am confident that you can handle that. :3
My Danmakufu crashes when i start the game, but i can see replays. Crazy.To my understanding, usually when Danmakufu gets a windows crash during a script it's because it's trying to do stuff before it's finished loading everything. I can add a second of wait time before the title menu comes up in the next beta and see if that helps.
This version actually lags less than the last one for me, (the previous version lagged a lot on stage 5.)Great, I'm glad it worked! I made two major changes for the sake of optimization:
The sound effects could probably be a little less obnoxious, though. Especially during Kotohime's fight, (where it can be hard to hear the song,) (and especially especially during Ginny's midboss card.) Maybe have louder music?Yeah it gets on my nerves at times too, I intend to make the SFX softer when I get around to looping the music. (IIRC other people have complained about this too)
(It's too bad the next version won't be final, by the way. Will it have a finished Final and only lack extra?)Actually, my current plans are to not release a beta 6 at all and jump straight into beta 7, complete with extra. If I released beta 6 it'd pretty much just have the final boss added and that's it; I'd rather have more new content than that, to get people more excited to play it. So, when I get the next beta done, that'll be the final beta, so at that point I'll let people playtest it a bit, look for bugs, make some minor adjustments accordingly, do as much as I can to prevent crashes, then make the official release and finally distribute it (although besides maybe Poosh I have no idea where to release it outside of MotK...)
To my understanding, usually when Danmakufu gets a windows crash during a script it's because it's trying to do stuff before it's finished loading everything. I can add a second of wait time before the title menu comes up in the next beta and see if that helps.