Maidens of the Kaleidoscope
~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: EPICI on August 26, 2016, 11:56:34 PM
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Hello everyone! I'm kinda new to the forums and Danmakufu. I found Danmakufu through some other stuff and after seeing Sparen and Helepolis's tutorials I managed to create some functioning scripts. I found it so much fun that I set aside programming my game temporarily to go make my first boss fight. School's coming up and I likely won't have time but I'm making a new thread incase I do stick to Danmakufu, so I have a place to organize all my creations.
Since I haven't seen much of the forum yet I'm not entirely sure how stuff works. Other forums I've seen have very different rules and such. If I can't edit this I apologize in advance for the disorganization. Same thing goes if the formatting is different. And if me making a new thread is against the rules I am terribly sorry.
Do edits bump the thread?
Scripts and stuff:
Unless otherwise specified, feel free to use, modify and distribute any of my stuff. Credit goes to ZUN for anything that came from the original games.
Bundle: My very first scripts [download] (https://www.mediafire.com/?eri19hr743gtbac)
Now some other people post their first scripts ever and they are definitely good for a first script, but I highly doubt they never made even a test script before. So these are my actual first scripts. Not very impressive.
tests contains the scripts I made while first learning Danmakufu. (thx Sparen)
Cirno's Revenge is my first boss fight. Knowing that Cirno shows up often enough that she may as well be a main character I thought it wouldn't be hard to find some resources. Music is straight from Youtube and unedited. Keep in mind though that in the process of making this I was about halfway through Sparen's tutorials and hadn't seen any of Helepolis'. After I went back and made some minor changes, as well as created a Lunatic aka unnerfed copy from memory. I assure you all the spells are possible, difficulty is intentionally high. "Eye'm the strongest"
I made the Reisen player first, then Yuyuko after seeing Helepolis' player creation videos. These are sort of just tests, and instead of recreating the players from the actual Touhou games I used their boss battles and lore as inspiration. Reisen is part based on her Imperishable Night boss fight and part based on her lore. Yuyuko's attack and bomb are based on Resurrection Butterfly. Also, if you're on your last life there's an extra powerful bomb which can very quickly kill bosses. Yuyuko's attacks scale with both power and time alive, and the bomb only scales with time alive. Though these players lack animation, sound and proper balancing they're far better than the default Rumia. Sprites are either from the official games (in some easy to access place), the default shot sheet (with a little editing) or drawn by me.
If you're wondering what happened with EV_GET_ITEM, since I only saw power and spell items in the official documentation I assumed power and spell items needed to be manually coded for, and everything else was done automatically.
Boss: Yukari's Exploit
Download: [1.0 (https://www.mediafire.com/?6katqimwp4fakj1)]
This is meant more as an experience than a challenge. I recommend you download and play it yourself before reading anything about it, especially my comments. System file is included. Use the latest version of Reimu C. I assure you, all spellcards have been tested to be capturable.
Spoilers ahead!
Yukari is basically the border god. Not surprisingly, she decides to manipulate the border of sanity and make Reimu deal with her new spellcards. Reimu is forced to comply.
Spell 1 - Border of Respawn and Death - Undodgeable attacks are coupled with 1UP spawns. Use the invincibility frame to your advantage. Don't bomb, you'll need the power later. If done perfectly you'll get the spell capture and have a net live loss and power loss of 0.
Spell 2 - Border of Hit and Miss - Keep your focus. The bullet rings never stop. Stay centered so you don't get pushed to the side, you can end the spell early as well.
Spell 3 - Border of Deterministic and Random - Contrary to what the name suggests it's entirely deterministic. It's a bit of a break from the previous ones and it's meant to catch you off guard.
Spell 4 - Border of Cheat and Exploit - Bullets now have some more advanced behaviour. Always be ready, react fast, and don't test your luck.
Spell 5 - Border of Fair and Unfair - These attacks focus mainly on invisible bullets and lasers. Just because you can't see them doesn't mean they're not there. It's easiest if you keep a moderate distance from Yukari, so that you can still see the bullets but at the same time you have time to react and space to move.
And just when Reimu thought she was done...
Last Word - Border of Win and Loss - The one that messed up my otherwise perfect run. If the timer runs out you get killed by lasers. Your own bullets get converted and used against you. Don't bomb, the bullets spawned by the bomb will also get converted and just cause more trouble. There are 4 phases, each one harder than the previous. Take your time, and don't hold shoot.
Boss: Not My Spellcard
Download: [1.0 (https://www.mediafire.com/?irzc1cxgw25wxxo)]
Looks like Marisa decided to steal something else for once. Reimu, Sakuya and Alice (depending on player) are in for a treat! Spellcards are intentionally different from the originals.
Download players separately. System files are included.
There are 3 difficulties. Normal has the regular difficulty, and you should be able to win no problem. Lunatic has the insane difficulty, and all spells are shortened to 50s, and it took several tries. Lunatic+ has extra hard 30s versions tagged on, and I was only barely able to beat the spellcards individually.
I've beaten Normal without any bombs or lives lost. I now have a replay. Sakuya and Alice have been tested as well, hopefully I'll get replays of those too sometime.
I wasn't able to get very far in Lunatic. On Lunatic+ I barely managed to get to Youmu's part. All individual spells were tested carefully for difficulty though.
Spell overview:
1 - Reisen - Pretty basic. Dodge to the side when the lines of circles come down, and weave to the side. Just repeat the pattern and you should be fine. Lunatic+ requires rather fast reflexes, there's much less room to dodge.
2 - Youmu - Try and stay below Marisa. Difficulty will determine the bullet count. On Lunatic+ you pretty much have to be pixel perfect, it's very claustrophobic.
3 - Utsuho - On Normal, very low effort, stay in the center safe spot and move a little to the left or the right to dodge the rings. On Lunatic+ you have barely any room to move and the rings are much faster.
4 - Yuyuko - Once you figure out the pattern you'll be good to go. Lunatic and Lunatic+ demand faster reflexes and more precise movements.
5 - Kaguya - You get a break. Unless it's Lunatic+, in which case you have to constantly move. The gaps between the ring bullets are smaller too so you have to be precise.
6 - Flandre - On Normal, bait the trigger bullets to clear out the lines. On Lunatic and Lunatic+ bullets move in different directions meaning you have to dodge pretty much constantly.
7 - Suwako - 10 attempts later, more or less, an otherwise perfect run was ruined by this. That's why I nerfed it. Move fast, get between the white bullets, and bait the stars.
8 - Yukari - Practise this one. Memorise the patterns. Lunatic and Lunatic+ have much harder execution.
9 - Kanako - Basically the same as the original. On Lunatic+, the cycle is sped up a lot and you need very good precision.
10 - Koishi - Pay attention to where Marisa is and stay away from her. At the same time, look for gaps between the curve shots.
11 - Suika - The lasers are rather thin, but they're still restricting. You don't actually need to move that much to dodge the bullets. Find the largest opening you can and get in there.
12 - Tenshi - The thin lasers have a pseudo-safespot. The massive lasers force you to get as far away as possible. Don't get caught off guard by the small ones though.
13a - Reimu - The extremely messy version of Fantasy Heaven. Read where the bullets are going, there's always a gap.
13b - Sakuya - Your large hitbox makes this hard. If you're on Normal, move around to not get caught by the fan of knives. On Lunatic and Lunatic+ there is nowhere to hide. Read and dodge.
13c - Alice - Find the gaps and go through. Each volley is a bit different from the previous. Don't be intimidated by the high bullet count, most of them will miss you anyways.
Player: Reimu C
Download: [0.9 (https://www.mediafire.com/?h9eqirqm0bq9rhh)] [0.9.1 (https://www.mediafire.com/?bng1fcr3gsv1j0t)] [0.9.2 (https://www.mediafire.com/?3m8oeuab5i0fyxx)]
Pretty good movement speed, 1 pixel hitbox. 3 bombs per life. Bombs sacrifice half your power, so it may actually be advantageous to not bomb unless absolutely necessary.
Unfocus attack: Fires a bunch of low damage blue talismans which curve outwards creating a quadratic distribution. Scales with power.
Focus attack: Fires the same number of equal damage red talismans in a cone forward with a linear distribution. Scales with power.
Tier 1 Bomb - Gathered Spirits "Fantasy Seal": Fires high damage large orbs split across all available targets. These orbs clear enemy bullets around them. Scales linearly with power sacrifice.
Tier 2 Bomb - Original "Fantasy Heaven": A straight upgrade from tier 1. Fires purple talismans outward in a line which slow to a stop before targeting an enemy. Talismans clear bullets around them. Scales quadratically.
Tier 3 Bomb - Hakurei Symbol "Hakurei Barrier": Primary attack has cubic scaling and fires high damage barriers which clear bullets around them and split into lots of talismans. Secondary attack has quadratic scaling and fires fast white talismans at all enemies on screen. These talismans also clear enemy bullets around them. The invulnerability period is extended by 2s.
This Reimu is inspired mainly by her Imperishable Night and Scarlet Weather Rhapsody boss fights. While I could have also used her ying yang orbs and teleport barriers they really only exist to make her patterns harder to dodge, and since no enemies that I've seen dodge, it would be pretty much pointless. Instead I chose to make the tier 1, tier 2 and tier 3 secondary spellcard attacks all aimed. Just incase the enemies are able to dodge though, the tier 3 primary attack pretty much covers the whole screen, and is likely to do at least a few thousand damage. As for the shots, Reimu already has a small hitbox and good damage, if the shots were homing or at least aimed Reimu would just be too good. So rather than just having the damage be bad I made the shots aim forward. That way all the people who want to stand right in front of the boss can have their fun.
Player: Sakuya C
Download: [0.9 (https://www.mediafire.com/?1i8llhwxx7gn4qb)]
Faster move speed, 2 pixel hitbox, 4 bombs per life, and a larger graze area. Bombs only sacrifice a fifth of your power, and are relatively strong to compensate for the larger hitbox.
Attack: Arc of knives in front. Slow speed when focused, fast when unfocused. Knives can change speed mid-flight.
Tier 1 Bomb - Time Pause "Knife Storm" - Spiral shots, basically a screen clear. Barely scratches the enemies. Linear scaling.
Tier 2 Bomb - Instant Revolution "Killing Doll" - Spiral shots, knives fan out half a second after being shot. Basically a full screen clear. Quadratic scaling, slower at first but at higher levels can deal significant damage.
Tier 3 Bomb - Illusion World "Revenge" - Burst of shots which reflect off the walls. Cubic scaling, or quadratic if you don't count the ricochet. Due to the ricochet the shots can linger around for quite a while after the invincibility is over.
This is inspired mostly by her EoSD (mid)boss fights. I was really tempted to actually freeze enemy bullets but with certain patterns it can make the attack undodgeable. So instead the bombs are all screen clears. While I could have slowed bullets with focus it would likely cause the same problem, plus lag. Since your own shots move at 10% speed while focused you can set up a trap and unfocus to release all the bullets. Alternatively you can stay unfocused and use the spread shots to clear waves of enemies quickly. While it may seem like this Sakuya is overpowered at first remember that a 2 pixel radius hitbox makes you a lot more susceptible to tight waves of bullets, which are common in most difficult scripts.
Player: Alice C
Download: [0.9 (https://www.mediafire.com/?lt8jghcgujax947)] [0.9.1 (http://www.mediafire.com/download/4xcx5f2qaii5zaz)]
Good move speed, 1.5 pixel hitbox, 3 bombs per life which sacrifice 1/5 of your power. Bombs have cubic scaling. Every 100 power trades shot power for a doll. Bombs use dolls, if you have no dolls bombing will not have much of an effect.
Focus: Dolls orbit you. Forward shot spreads less.
Unfocus: Dolls fly around the screen.
Tier 1 Bomb - Puppeteer "Telekinesis" - Rings that fire from dolls clearing bullets around them and dealing moderate damage.
Tier 2 Bomb - Colour Sign "Blinding Trap" - Waves of coloured clearing bullets from dolls. High damage and aimed at the player. Use when focused and near the boss to deal maximum damage.
Tier 3 Bomb - Hourai Doll "Sentience" - Rings of white clearing bullets from dolls. Damage scales as well making the scaling tetracubic. The ability to clear the screen is reduced but it chews through boss life very fast.
Mainly inspired by her PCB boss fight. While I really wanted to include the mitosis attack it would create a lot of bullets and therefore a lot of lag. It was a lot of fun to make this one. It probably isn't quite balanced, if it's too unbalanced I'll make an update to try and fix it. In unfocus mode the dolls reach pretty much everywhere at the cost of being less focused. This Alice isn't particularly good against bosses (use Reimu instead) but has good damage and no need to aim. She starts out rather weak but once you get your first doll it becomes much easier.
I have a couple pretty unique ideas (at least that I haven't seen yet) for bosses as well as players. I want to make more players in the same manner, using my own set of rules:
1.Inspired by lore and/or boss battles rather than playable character appearances.
2.Attacks scale with power and/or something else.
3.Bombs scale with power and/or something else. Any spell is tier 1, last life triggers tier 2 instead and last bomb on last life triggers tier 3 instead.
4.Must be unique.
5.Must be relatively balanced. (current base: 1 power = 1 DPS)
6.Hitbox sprite shows actual hitbox.
I have a bunch of concepts ready to go. Too bad I can't find the spritesheets or sound effects I need anywhere. I know that since they're ZUN's work you guys aren't allowed to distribute them (and I am technically breaking the rules too by including official sprites and music), but if you could help in some other way it would be appreciated.
Shotsheet 2.0 is WIP. It will include all the shots I can get from IN, MoF and SA. 64 shot definitions down, many more to go.
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Heya and welcome to MotK and RikaNitori.
There aren't much of rules for formatting a thread or post. Since this thread is your first and general collection of scripts then you're fine to post them all in here.
As for sprite sheets and sounds, check here:
https://www.shrinemaiden.org/forum/index.php/topic,18158.msg1171507.html#msg1171507
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First player has been made! Reimu C.
I wonder why nobody uses power? I guess I'll be the first to incorporate power.
Sprites are pretty easy to find, sound seems to be really hard to find. Can't even get a pichuun. Oh well, I guess I'll add sound effects later when I find some.
<content removed, see history if you're interested in debugging>
Do edits bump the thread?
Anyways, I'd like to see someone try doing a score run of Not My Spellcard. Any difficulty/player combination is fine, I just want to see what the limits are since I'm relatively bad at these games.
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Edits do not bump threads, but they place a shiny red "new" label next to the name of your thread, so people will know that something has been updated.
Also, welcome and please enjoy your stay.
ALSO: You mentioned score runs in your last post. You're new to Danmakufu and I don't think anybody mentions this anywhere, but score in general is not built into most players and when it is, it is done differently depending on the scripter and the player's usage. Since there is no consistent means for calculating score if the player set is not restricted, 'score runs' with any difficulty/player aren't really a thing.
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Aren't score runs still valid for individual scripts? Any legit script should have legit score calculations, etc. and while it may vary between scripts surely for individual bosses/stages/whatever it should be deterministic.
Anyways I plan to make a standard dedicated score run player in the future. If I have time I'll try and make that a thing.
Anyways since I couldn't find a good shot sheet anywhere I've decided I'll "borrow" the shotsheets from Imperishable Night, Mountain of Faith and Subterranean Animism and merge them with the default one. Those 3 games together should cover every single exotic shot type, including the suns, glowy fire, shadows (why do those even exist? are they dark bullets?), and 6 point stars.
If anybody wants any other shots from Perfect Cherry Blossom, Scarlet Weather Rhapsody or another game with a few unique shots, ask politely, and I'll do it if I have time. School's going to be brutal.
My current naming system is similar to the default:
<game acronym>_<shape/type>_<variant>_<colour>(_<extra tag #1>_<extra tag #2>_etc.)
so IN_ELLIPSE_S_DCYAN is a small dark cyan ellipse shaped bullet from Imperishable Night, IN_BULLET_S_LIME_SH is a small lime bullet shadow, MOF_ELLIPSE_SSS_BLACK_BLUR is a blurry tiny black ellipse from Mountain of Faith and SA_SUN_C_LRED_GL is a glowy light red sun with custom/controllable size (you are responsible for setting the scale) from Subterranean Animism. These examples are made up, I haven't actually checked the shotsheets yet.
Shades of grey will generally be referenced as light/dark grey rather than shades of black or white. DDDGREY is very close to black and LLLGREY is very close to white. Figuring out the colour code may be hard but it's certainly easier than figuring out the hex code.
On a side note, anything labelled BEAM is meant for straight lasers while anything labelled LASER is meant for loose/curve lasers. For lasers variant means brightness/saturation rather than size, so L is low, M is medium, H is high and multiple characters means more descriptive.
Hopefully with this naming system I'll be able to accurately name every single exotic projectile so that people don't need to think much or actually look at the shot sheet to get the shot they want.
Am I posting too much?
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Lol it's fine since it's your own thread. Though I doubt people are going to read through the wall of text.
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I added some font size changes to the titles to make it a bit more noticable. Hopefully it's easier to find what you want now.
So far the forums seem very friendly. I think I'll keep it open in a separate tab.
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Your scripts are really good for a beginner :)
You also have a working dialogue system (though it is rather plain), which is cool.
cooler than my scripts xd
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Update! Stage 1 of Incidental Paradox has been complete (thx Helepolis).
https://youtu.be/zzGfEu3kxOs
New mechanics and stuff:
Adaptive Difficulty - There is no difficulty setting. The difficulty depends on how well you play. The highest difficulty is on a no-death-no-bomb run. The first death or bomb will increment the counter and give you a lower difficulty for the rest of the game. Don't say it's too hard for a Stage 1, this is a perfect run.
Last Words - Triggered by having a perfect run, tagged on at the end of a boss. They come with their own non-spells. They're far harder than even the hard difficulty spells.
Extra Spells - At least here, I decided to have the perfect difficulty include a second spell per life.
Passive Enemies - Only in this stage. Mokou and Kaguya fought each other, not you, and you can't damage them. That's why I didn't attack. The first half (before Mokou) has a static difficulty, the second half adjusts.
Mokou specific:
Ignition - Fireballs can ignite other bullets. In the first spell, it creates more fireballs and a chain reaction, in the others, it spawns regular bullets.
Eirin specific:
Chasers - Bullets chasing the player isn't new, however, having them constantly curve towards the player and spawn in a line adds extra challenge. If you didn't know the trick for Paralysis you would likely get pushed to the sides and die.
Reactive Bullets - The green bullets move faster while you're moving. I constantly jitter left and right because the waves are timed and it gives me a gap between the current and next, otherwise they can overlap. Yellow bullets are aimed at you and spawn a laser as soon as you move at all.
Grid - I had to make it different enough that it wouldn't be called a lame ripoff of Kagome, Kagome. Pseudo-random bullets are placed in a grid pattern. It's easiest where I was, other places are more dense.
Refraction - Not trying to copy the Prismrivers' last spells in PCB. Here there's a single laser and I use an approximation to reduce lag.
You see, you can take something old and make something new out of it.
I'll make the other 5+EX stages and the package sometime. I have some really unique concepts ready, I'm just not very confident I'll be able to create them, since I know how little I actually know about Danmakufu.
On the subject of safespots, even if there isn't a safespot, if there's a repeated set of movements or one simple low effort strategy that works I'll call it a pseudo-safespot. I didn't really care about them here, but in the later stages, I need the spells to be actually challenging and so I'll have to do a lot of testing to get rid of them.
Also I'll probably need some helpers to try and get a perfect run. I'm aiming for at least Lunatic difficulty.