Maidens of the Kaleidoscope
~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Demonbman on November 21, 2009, 07:29:42 PM
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Hello, this is where I will be posting my amateur scripts for all to play and such... first item in the market:
Random V0.2 (http://www.mediafire.com/?vnutdzz1t4v)
A few random scripts i have put together, more to come... Version 2
Ninja Boss (http://www.mediafire.com/?mzgzdd4y3du)
my horrible attempt at a ninja boss...
My first ever boss (http://www.mediafire.com/?jwjmyzlhmjz)
Script Ideas for those who need Help (http://www.mediafire.com/?tjmnmhjdwdc)
Just some ideas for those who need them :3
A quick video of me messing around with variables! (http://www.youtube.com/watch?v=4qdl5Pj5RkE)
Challenges 10-19 for Rena (http://www.mediafire.com/?twgytnjcmmw)
Updated Rena's Challenges, fixed issues, added sound effects (http://www.mediafire.com/?t2yzjjjngtj)
Even more Script Ideas for those who need help (http://www.shrinemaiden.org/forum/index.php?topic=3908.msg365270#msg365270)
ugh! how do i get rid of the annoying hyperlink and replace it with a word???
THANKS SUIKAMA!!!
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Like this (http://lol)
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I guess they're okay...
Also, the "死" familiars (from teh random cards) can trap you at any time.
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Also, the "死" familiars (from teh random cards) can trap you at any time.
thats the point!
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thats the point!
*edits to make the familiars slower but spawning more frequently*
Nuehehehehehehehehe.
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Version 2 of the Random scripts up, Also I threw in my first ever boss i made in danmakufu. As in first post I will be editing it. Help on how to make it better is most appreciated, almost desperate.
Working on:
Boss Sprite
Damage Ratio - Will probably remove
Improving the overall quality of the danmaku
Background
more...
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Decide to work on a seperate project for a while, and please, I honestly need more feedback,
Rena's Challenges (http://www.mediafire.com/?qo1yfllnmzo)
Rena has some challenges for you! Note this is only a demo for feedback and further suggestions for challenges. PLEASE I NEED FEEDBACK!
Credit to Always 9 for the Rena Sprites
Onthenet for the idea of functioning the stuff you type alot :P
Requires Shot Replace
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Third(?) challenge has a safespot (RIGHT THERE. just off the center. that's why i never use a factor of 360.)
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Rena's Challenges Update, sorry for bump.
Added Challenges 10-19
Music, Dear You ~ Destructive, in the complete updated version.
Challenge 3 no longer has a safe spot
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I don't want to sound mean, but man, this script has problems.
First, it is so hard that it definitely should have multiple difficulty settings. A script should be accessible to a reasonable number of players, and this one excludes pretty much everything but the lunatic crowd.
Second, on a good third of the cards this difficulty comes from being quite unfair on the player. Bullets with a speed of way past 6 aimed directly at the player without any warning sound, huge amounts of bullet-delay-glow that obscures bullets, and sometimes even outright impossible walls are examples. Stuff like that is not really fun to play.
Third, some of the spells have requirements that you have to fulfill, but the text that tells you what to do is there only for about a second, making it impossible to read what to do. At least it was for me on the card with "multiple requirements". Also, some of these requirements seem to break if you die or use a continue.
Fourth, as a minor detail, including sound effects makes the attacks generally more fun and lessens the unfairness on certain parts. You'd want to do that in a future revision.
There are definitely several interesting attack ideas in your script, but the above reasons keep me from really enjoying it. :-\
A question: Have you beaten the whole 19 challenges in a row? Because you seriously have some intense stuff there...
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YESSSSSS NO SAFESPOT
also beaten with 1 life left on second try.
Was it freaking hard!
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I don't want to sound mean, but man, this script has problems.
First, it is so hard that it definitely should have multiple difficulty settings. A script should be accessible to a reasonable number of players, and this one excludes pretty much everything but the lunatic crowd.
Second, on a good third of the cards this difficulty comes from being quite unfair on the player. Bullets with a speed of way past 6 aimed directly at the player without any warning sound, huge amounts of bullet-delay-glow that obscures bullets, and sometimes even outright impossible walls are examples. Stuff like that is not really fun to play.
Third, some of the spells have requirements that you have to fulfill, but the text that tells you what to do is there only for about a second, making it impossible to read what to do. At least it was for me on the card with "multiple requirements". Also, some of these requirements seem to break if you die or use a continue.
Fourth, as a minor detail, including sound effects makes the attacks generally more fun and lessens the unfairness on certain parts. You'd want to do that in a future revision.
There are definitely several interesting attack ideas in your script, but the above reasons keep me from really enjoying it. :-\
A question: Have you beaten the whole 19 challenges in a row? Because you seriously have some intense stuff there...
First off, its feedback, there is no reason for me to get mad. And you don't sound mean, "any critisim/feedback is good critisim/feedback.
Wow, and here I though that the requrements were displayed too long, I will change that, and if you would, please, elaborate on which challenges were difficult for you?
Sound effects are things I have been working on, I don't want to DIRECTLY use ZUN's sound effects, so I am slightly tweaking them in Audicity
And to answer your question, yes, I have beat all 19 challenges, I've died everyonce in a while, but only because of my error.
Edit: oh and by the way, Problems are the key to success!! The more you make (or have) the more challenging in this case to fix them....that made a whole lot more sense in my mind.....
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Okay, let's go through these challenges one by one...
1 - Not really interesting, but otherwise okay.
2 - Actually gets much more difficult if you move horizontally because of the boss's movement. It also makes the second, third and fourth waves overlap to make one really nasty wave, but is easy before and after that.
3 - If you are not using a character with a small hitbox like Reimu, this attack is pretty much a wall in the face.
4 - Tap... Tap... Tap... Tap... Done.
5 - Due to the random nature, it is possible for the knives to completely block the path through the red balls. Also, the motion doesn't form a real pentagram.
6 - On the first time seeing this, you will die. You will wonder why you died. Then you will die again, and maybe you'll notice that you get bullets of such a high speed in the face that with human reaction time the only way not to get hit is to tap once you see the delay glow. An attack like that without a sound effect that would tell you to move away is just mean, even if it gets easy on the third try or so. Also, the win condition of grazing a certain amount of bullets seems to break now and then. I don't know what causes it, though. Additionally, I cannot run the script if I try to access it outside of the plural script.
7 - That one is fine.
8 - "DODGE AND WATCH THE METER!" "You need this much: " "This much to go: " I', sorry, but, what?! I have no idea what I am supposed to do here, so I just keep shooting and try to survive. First and second form are okay, if still incredibly hard. Third form will, again, kill anybody who sees it for the first time with instant grey arrows to the face. And then, of yourse I am forced to bomb/die because I didn't fulfill the requirements that I don't know.
9 - Would be okay, but I have to mention that if you wanted the blue bullets to be reflected from the bottom realistically, they aren't.
10 - Well, well. The huge clouds of delay mist make both the player character and her hitbox invisible. You cannot dodge stars if you cannot see where you are. Also, it can happen that a ring is placed after one or more stars are already put on a trajectory towards the ring, meaning that you can see neither the charcter nor her hitbox nor the bullets you are supposed to dodge. Also, due to the random placement of the rings, two things can happen. Either the ring is spawned almost on top of the boss, making it almost impossible to dodge the stars, or two consecutive rings are spawned so far away from each other that it is impossible to stay in the one ring until the knives move outwards and then reach the other ring before that one explodes. The card would be nice if it was playing fair, but most of the time it isn't.
11 - Difficult, but it looks nice, so this one is good. Only problem is that the boss's hitbox has a diameter larger than the width of the boss sprite.
12 - That one is okay, too.
13 - When switching from the first to the second form or from the second to the third, the old bullets overlap with the new ones and become garbage. The final form is imposssible when you stay in the middle and extremely easy if you move to the corner. Otherwise, number 13 is very difficult but has nice patterns.
14 - This is a good one. A little more colour could make it look prettier, though.
15 - "Carfeully of the red Bullets. They may aim up, but what comes up Must come down!" Actually, they don't. Also, the language is... improvable. Aside from that, it is like one of Nue's non-cards, but less interesting because the bullets are slower and fly at the exact same angle.
16 - The pattern is okay, if difficult. My main complain here would be that the "meteors" look... :-X
17 - Probably your best one. The colour of the bullets seems odd, but otherwise it is a nice and simple, if difficult, attack.
18 - If you find one spot to stay in, you can stay in that spot until the timer runs out. Finding such a spot, however, is a paint for non-Reimus.
19 - Purple glowing stuff layered on purple glowing stuff.
All in all, most of your attacks die with just one bomb, but even then no attack should be so difficult or unfun that the player is practically supposed to bomb it to oblivion. Except when the script is meant solely for Naut, in which case you can make it as difficult as you want and he still will make it. :V
So, yeah. The general complaints of a lack of sound and more difficulty settings remains. Also, the boss sprite looks oddly stretched.
I hope this wall of text will help you. ;D
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Also, the boss sprite looks oddly stretched.
Ah, yes. it was sort of... ...
er... mm... to see Rena stretched like that.
Yeah, that.
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Also, the boss sprite looks oddly stretched.
Ah, yes. it was sort of... ...
er... mm... to see Rena stretched like that.
Yeah, that.
The reason I "streatched" Rena is because in fact (sorry Always) her sprites are to small, I merely made them bigger using SetGraphicScale.
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The reason I "streatched" Rena is because in fact (sorry Always) her sprites are to small, I merely made them bigger using SetGraphicScale.
Too small? At least use SetGraphicScale(a_number, the_same_number); so it isn't stretched so... ... ...umm...
Yeah, that.
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Too small? At least use SetGraphicScale(a_number, a_number); so it isn't stretched so... ... ...umm...
Yeah, that.
like I said I did use SetGraphicScale. Now I get what you mean...
On another note, Video (http://www.youtube.com/watch?v=ekSPlM66QB4) a quick video of me Experimenting with AddShot
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/Bump
My First Two Players (http://www.mediafire.com/?rytj35luyzn)
Ichimi A has a straight forward shot type unfocused, and a rotating homing type while focused
Bomb is a Giant Shield that engulfs the player and some of the screen
Ichimi B has an odd shot, two streams rotate in opposite rotations with one stream shooting forward while unfocused
Focused fire is a stream of five bullets going back in forth, left to right, unfocusing and focusing again aligns the streams to all fire up.
Bomb is "Demonic Mist" that engulfs the screen, and I mean the whole screen and abosrbs all bullets~
Ichimi Stats:
--IchimiA--
Forward and Rotation Homing
Bomb~Ultimate Shield~Damage:1820
Unfocused~Straight~Damage:170~172
Focused~RotationHome~Damage:217
--IchimiB--
Rotation and Back and Forth
Bomb~Demonic Mist~Damage:1456
Unfocused~Rotation~Damage:180~190
Focused~Back and Forth~
1 Stream-118~119
3 Streams-176~217
All Streams-500~600
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Only one bomb D:
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Ichimi A
Focused shots don't follow their options... Looks kinda weird. Unfocused options spin really slowly, which also looks weird. The left and right movement images go off center, which is disorienting. Also, the overall size of the sprite seems somewhat big. Unfocused speed seems abnormally fast, though this could be intentional. The bomb needs to spin or have other effects or something, the expanding circle looks like it was half-assed. I suggest adding glowing effects and spinning shit everywhere, just for badness. Also, the invincibility lasts for a rediculusly long time after bombing, you might want to change that.
Constructive criticism aside, the player's shot types look pretty neat, but the focused homing shots leave something to be desired. DPS is great. Unfocused shots are oddly pleasent, given their simplicity.
Ichimi B
Excessively wide shots for both unfocused and focused firing, though focused is certainly better. I'd make it less screen covering, though a wide shot-type still needs wide shots... 360 degree firing area is kinda "errr". Probably a little less coverage than wide-focused firing for unfocused methinks. "Concentrated" focused is good. Shotgun DPS for the unfocused pattern is ~850(!!!!!!), and focused shotgun DPS is ~720(!!!!!!). Definately put your character through more extensive damage testing, not everybody will be sitting at the bottom of the screen. Also a very fast unfocused movement speed, though again, could be intentional. Unfocused shots are pretty lame-looking, focused looks much better. Bomb is eye-rape, please change it to be less epileptic.
Obvious a large area of effect shot type, this character could probably look much better if you had it cover less of the screen with bullets. I prefer Ichimi A simply becuase it looks more refined, though Ichimi B could certainly go places if you added more garnish and tested damage more thoroughly.
Overall, you should add more ancillary effects to "pretty up" the script. A good attempt for you first player characters. You'll get better quickly, no doubt.
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I'd like to add the following:
I don't know if that is just me, but the B type's bomb creates a BLAAAAARGH huge eye-cancer pattern that covers the entire danmakufu screen, including the non-playing field.
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Bomb is eye-rape, please change it to be less epileptic.
I don't know if that is just me, but the B type's bomb creates a BLAAAAARGH huge eye-cancer pattern that covers the entire danmakufu screen, including the non-playing field.
The bomb is drawn on Layer 8, which draws above the STG_Frame. Hooray object effects!
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Ichimi A
Focused shots don't follow their options... Looks kinda weird. Unfocused options spin really slowly, which also looks weird. The left and right movement images go off center, which is disorienting. Also, the overall size of the sprite seems somewhat big. Unfocused speed seems abnormally fast, though this could be intentional. The bomb needs to spin or have other effects or something, the expanding circle looks like it was half-assed. I suggest adding glowing effects and spinning shit everywhere, just for badness. Also, the invincibility lasts for a rediculusly long time after bombing, you might want to change that.
Constructive criticism aside, the player's shot types look pretty neat, but the focused homing shots leave something to be desired. DPS is great. Unfocused shots are oddly pleasent, given their simplicity.
Ichimi B
Excessively wide shots for both unfocused and focused firing, though focused is certainly better. I'd make it less screen covering, though a wide shot-type still needs wide shots... 360 degree firing area is kinda "errr". Probably a little less coverage than wide-focused firing for unfocused methinks. "Concentrated" focused is good. Shotgun DPS for the unfocused pattern is ~850(!!!!!!), and focused shotgun DPS is ~720(!!!!!!). Definately put your character through more extensive damage testing, not everybody will be sitting at the bottom of the screen. Also a very fast unfocused movement speed, though again, could be intentional. Unfocused shots are pretty lame-looking, focused looks much better. Bomb is eye-rape, please change it to be less epileptic.
Obvious a large area of effect shot type, this character could probably look much better if you had it cover less of the screen with bullets. I prefer Ichimi A simply becuase it looks more refined, though Ichimi B could certainly go places if you added more garnish and tested damage more thoroughly.
Overall, you should add more ancillary effects to "pretty up" the script. A good attempt for you first player characters. You'll get better quickly, no doubt.
YAY~ Constructive Criticism!
Hmmm...looking closer at Focused Ichimi A the options don't follow their option...which are actually just graphics because I can't do options :X
And the player graphics....ehehehe I'll work on those right away, I feel bad for just making one graphic, and using MSPaint's Skew :X
And yes Ichimi unfocused is supposed to be that fast...
Hehe the bomb....I have no idea how to make it spin...or glowy effect and all that, I'll look into that. And for some reason the bomb effect stops before I set it to so it just fails like that...
Ichimi B, nothing much but the damage, I'll get on that.
Bomb-hahahaha "eye-rape" Ill work on that as soon as I can, but the point of the bomb was supposed to look like a demonic mist
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Bump
Time to revive an old project of mine, Rena's Challenges~
I believe that I have fixed or worked around almost everything everyone told me to do, if not tell me~
New Version (http://www.mediafire.com/?t2yzjjjngtj)
Grr Mediafire work~
EDIT: Download UP~
EDIT: lol empty url link~
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I havent released anything in over a month, thats not good for me, so heres a boss battle!
Shikieki has a bone to pick with you! (http://www.mediafire.com/?nvnmjngonh3)Features 6 nonspells and 7 spells, one survival and one Build-Up spell
Graphics, Music, and Sound Effects go to their respective owners
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I havent released anything in over a month, thats not good for me, so heres a boss battle!
Shikieki has a bone to pick with you! (http://www.mediafire.com/?nvnmjngonh3)Features 6 nonspells and 7 spells, one survival and one Build-Up spell
Graphics, Music, and Sound Effects go to their respective owners
Yay! Now pit this one against MCXD's Shikieiki :V
EDIT: Holy fuck, ShootDownPlayer; !? Suggestion: Make it so that it doesn't kill the player when it has invincibility!!
Also, lolstickman.
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I think I'll release some scripts I've made over the past month so Here you go (http://www.mediafire.com/?tjmnmhjdwdc) Please give me all the feedback you want, as long as it is not none please!
EDIT: Fixed bugged post
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WHAT THE HELL IS AN "ExpandedShotDatav4"!? I GOTTA GET IT!
Found it.
Ugh. It'd be nice if you included it in your own script.
Now playing. Please wait warmly~
Y"know what, I'm not posting everything for every idea. :V
I'll just say, these patterns somehow seem a hell lot ZUNlier than mine :3
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Could you post your thoughts on the attacks? I need feedback to get better. Perhaps you could write it all up in a .txt and then link to it? I really appreciate your feedback
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I probably shouldn't say too much, considering I'm a huge 'Makufu novice myself, but here we go.
Some of these patterns are pretty, but also very messy, like 11 and 15. It's hard to tell just why the pattern is mesmerizing, which makes it just seem like you messed around with functions and numbers.
16 and 18 could be really cool Extra stage type spellcards.
Anyway, I'm no Lunatic player, but a lot of these aren't meant to be playable, are they? 5, 7, 8, 14, and 20 would be good patterns if you lightened them up - That is, of course, if you were to implement them into a boss fight or something.
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Could you post your thoughts on the attacks? I need feedback to get better. Perhaps you could write it all up in a .txt and then link to it? I really appreciate your feedback
Sure. I'll replay 'em after I finish my homework.
BGM: "Comment Posting ~ Be of much patience!"
All scripts: :Vstickman. Also, the boss can be killed way too easily. Try setting the damage rate to like, (5, 5) or something.
Idea 1: Hey, pretty colourful. But what's with that boolean that's being displayed in the middle of the field? Also, big safespot around the boss, like in Satori's BoWaP copy. :V
Idea 2: Oh god, the walls. VoWG flashbacks have resurfaced. Dammit, Bran.
Idea 3: Hm... This needs toning down. But very good concept behind this one nonetheless... Just don't make them heart-shaped and fire trailing danmaku behind them!
Idea 4: Oh, god, this one took me a few tries to get the hang of in Touhou 12 (read: against Byakuren), and it did the same thing here.
.................... I think this one needs improvement.
Idea 5: Hey neat. Streaming rocks. I can't really say anything on this, but it's really colourful.
#6: Hm... this one's sorta simple. Try combining it with something else and it could make a good spell card.
#7: China? Also, the idea behind this one's sorta overused, too. Improve it.
#8: WTF BUTTERFLIES. WHY SO PRETTY?!
#⑨: This one's impossible. It could make a good 2nd Extra card, though.
#10. Border of Wave and Particle, is this? The beginning is really pretty, but it's impossible. Better make it start off with like, the waves spinning faster.
#11: Not much to say about this... But I can imagine a Cyclone-based spellcard with this one.
#12: Error Sign "Inside "script_enemy_main", "{ ... }" cannot be found. -Normal-"
#13. :V big safespot. Is this aimed?
#14. Fuck this, this is impossible, but pretty. :3
#15: OH GOD 30 FPS ON MY COMPUTER!! Are there any gaps in this one? Tone this one down too.
#16: :V Youmu's Last Word. 'Nuff said. Have you been playing too much Touhou recently?
#17: Hm... How'd you get the ring to spin that way? Gotta look into the code.
#18: Hurrrrcannon.
#19: Make this one faster, it's too easy. :3 But it's a really nice pattern anyways...
/me steals #19
#20: No comment. Sorta overused concept of small hitbox, I believe.
#21: :VReisen. Ok, anyways, this is really impossible, tone it down. But it's really pretty.
#22: Make it harder.
Insert more negative comments here
How come only the hard ones are nice-looking?
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I probably shouldn't say too much, considering I'm a huge 'Makufu novice myself, but here we go.
Some of these patterns are pretty, but also very messy, like 11 and 15. It's hard to tell just why the pattern is mesmerizing, which makes it just seem like you messed around with functions and numbers.
16 and 18 could be really cool Extra stage type spellcards.
Anyway, I'm no Lunatic player, but a lot of these aren't meant to be playable, are they? 5, 7, 8, 14, and 20 would be good patterns if you lightened them up - That is, of course, if you were to implement them into a boss fight or something.
Please, tell me all you want to! Don't feel bad about it! I want to know everyone's thoughts!
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Personally, my main thought: where do you come up with this?
I keep beating my head against the wall on how people install Basic Prettiness into their Danmaku scripts. Your Idea scripts, while a lot of them bullshit, pull off the 'pretty' factor really well. I should probably peek at the code and see how you do it.
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Thank You all for your feedback! It is hugely appreciated! I warn you, people *cough*NautBlargelOnthenet*cough* Have said that my code is "Hard to read" due to my "problems" with tabbing, but knock yourselves out!
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Oh, and one question...
Did you give up on the spritesheet I gave you some time ago? Did your expectations raise a hell lot again?
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Oh, and one question...
Did you give up on the spritesheet I gave you some time ago? Did your expectations raise a hell lot again?
=3
I lost those
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I lost those
:derp:
So..... You're just gonna use an MSPaint stickman as a replacement?
⑨ly!
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Well, I wanted something plain and simple, so lolstickman worked, I didn't want to spend time on something otherwise pointless. These scripts are just ideas, thats why they have such low life, and low quality graphics
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Well, I wanted something plain and simple, so lolstickman worked, I didn't want to spend time on something otherwise pointless. These scripts are just ideas, thats why they have such low life, and low quality graphics
Use a circle nine as a graphic next time. :V
And just remove the SetCollisionAs in the idea danmaku :3
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Well, I've managed to pump out 23 more Ideas for people who have trouble with making patterns. As with my last batch, please, feel free to take any of the scripts and tweak them a bit to see what it does! 25% of the reason I made these is to help those who have trouble with patterns. Although some I made just to look pretty, you can mess with them all you want! And feel free to post any feedback you feel comfortable with~
Mediafire isn't working for me right now so I'll upload as attachment
EDIT: Oh yeah, I forgot to work on Idea 1 hahahahaha
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Now that the contest is over, I will be working on my latest project!
as some of you may or may not know, I will be working on a dojo to help people improve their dodging skills. Using This list (http://www.shrinemaiden.org/forum/index.php?topic=6435.msg368338#msg368338) of suggestions to impliment into the dojo.
As soon as I hear back from this one person I will be able to give a ETA of a Demo, as well as more details, so stay tuned!
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Hi, I'm new to your scripts and just played your Rena challanges... :derp:
Anyway I like them all except the actaul challanges... which I deem unfair ::) but when have they ever been fair XD But really... >.< Challanges in Danmuku....? I understand catching flowers and strange things DX but I think challanges are a bit extreme, but do mind me I am made of abesolute fail.
PS: >.< I am a huge when they cry fan, let us unite 8D! Have you played the Higurashi VNs yet? The anime may be awesome but the VN is original, so the original is always better, if you get what I mean XD
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Anyway I like them all except the actaul challanges... which I deem unfair ::) but when have they ever been fair XD But really... >.< Challanges in Danmuku....? I understand catching flowers and strange things DX but I think challanges are a bit extreme, but do mind me I am made of abesolute fail.
PS: >.< I am a huge when they cry fan, let us unite 8D! Have you played the Higurashi VNs yet? The anime may be awesome but the VN is original, so the original is always better, if you get what I mean XD
Huh, collecting flowers, that would have been a good challenge damnit ><; why couldn't I think of that!
I haven't played the VNs yet, I probably will soon thought!
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I haven't played the VNs yet, I probably will soon thought!
Well, I know where you can download them and with also the Original BGM XD, ??? They took out the Dear You music DX unforgivable...
btw:
Anyway I like them all except the actaul challanges... which I deem unfair ::) but when have they ever been fair XD But really... >.< Challanges in Danmuku....? I understand catching flowers and strange things DX but I think challanges are a bit extreme, but do mind me I am made of abesolute fail.
I meant don't DX argh I overlooked it, sorry---
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Thanks for your ideas, they help me for making my first spellcard :*
They are awesome ^^