Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: ChaoStar on November 23, 2009, 12:32:27 PM

Title: Kaguya's Eternal Plate of Bullets (Stuff added)
Post by: ChaoStar on November 23, 2009, 12:32:27 PM
Touhou 初運眠
http://www.mediafire.com/?2fj1ndwnymm Only for those who want to play something really bad. Purging will happen eventually.


Solar Fury(Complete.)
http://www.mediafire.com/?gtzqyzlmq4r

Monochomatic Wonderland(Complete.)
http://www.mediafire.com/?nmywmxr5grm

Beatrix(As Complete as it will ever get.)
http://www.mediafire.com/?mhvgn1 (this was from Disturbance of Aria, yeah.)

Sprites:
Kaguya: http://i880.photobucket.com/albums/ac9/Zrathgar/Kagu-chan.png
Okuu: http://i880.photobucket.com/albums/ac9/Zrathgar/Utsuho2.png

Players:
Kaguya: http://www.mediafire.com/?qtnmldakjzz - Features: Press C to cycle between impossible requests! 10 shot types, 2 bombs.

Remilia ScarletC: http://www.mediafire.com/?vkdmnwtgzzw - Features: Strange Power up system and 50 graze 2 second invincibility. Yeah, it's broken. That's why I like it.

Remilia ScarletB: http://www.mediafire.com/?zzziczitao2 The better, cooler Remilia that isn't broken. Also, better bomb :V Oh it's missing a good graphic for the spear. If anyone wants to make one, please do *sucks at making large graphics :V*

Music:
Stages 1-6(minus 3): http://www.mediafire.com/?3tmlitdzjzz
Stage 3: http://www.mediafire.com/?mh5j5wmy3mn

I would really appreciate feedback, so I can improve myself~<3
Title: Re: ChaoStar's scripts thread(Monochromatic Wonderland out!)
Post by: Naut on November 27, 2009, 10:48:50 PM
Sanae shot orange froggies :D

Some cool ideas, and definately impressive for a beginner. You should try to focus more on making some of your patterns more complex (most of the monochrome script), so it's not as boring-looking. Especially since you're only using two colors. Solar Fury was pretty fun to play, and I loved the effect on the 03 bullets in Afternoon Tea :V
Title: Re: ChaoStar's scripts thread(Kaguya Player Beta version out!)
Post by: Lawence Codye on December 01, 2009, 06:39:36 PM
umm...what is those "_MACOSX" folders for...?
Title: Re: ChaoStar's scripts thread(Kaguya Player Beta version out!)
Post by: ChaoStar on December 01, 2009, 07:40:59 PM
umm...what is those "_MACOSX" folders for...?

ignore them, I code on my mac, so that's probably why they're there.
Title: Re: ChaoStar's scripts thread(Kaguya Player Beta version out!)
Post by: Lawence Codye on December 01, 2009, 09:07:54 PM
ignore them, I code on my mac, so that's probably why they're there.

okay I see...oh, & awesome character so far...I've been trying to get this far making a multiple shot type character for the whole second half of fall...
Solar Fury is safe with me until the second to last spell kicks in & it's painful, even to me with my glasses that gives me beyond 20/20 vision...I mean I see everything but at the speed everything is moving, transparent bullets are just a terrible idea...especially with the default bullets & all...I rate it a 3.5 out of 5...
As for Monochromatic Wonderland...well let's see...nothing wrong until...last spell, well not really...just beyond my difficulty...that's all as I see it as undoable due to no clue how to tackle those speedy kunai...& I 1cc, with Kaguya though so...it's a 4 out of 5 for me...
Title: Re: ChaoStar's scripts thread(Kaguya Player Beta version out!)
Post by: Zengar Zombolt on December 02, 2009, 12:03:37 PM
Hahaha that Kaguya script needs SERIOUS nerfing damage-wise, it kills Phantasm Romance (Lunatic mode) deader than CtC MarisaB. But otherwise it seems p. cool.
Title: Re: ChaoStar's scripts thread(Kaguya Player Beta version out!)
Post by: ChaoStar on December 02, 2009, 10:32:03 PM
Hahaha that Kaguya script needs SERIOUS nerfing damage-wise, it kills Phantasm Romance (Lunatic mode) deader than CtC MarisaB. But otherwise it seems p. cool.

Yeah, I nerfed all that, in the update. (although, I dunno about the bomb.)
Title: Re: ChaoStar's scripts thread(Kaguya Player Beta version out!)
Post by: Lawence Codye on December 03, 2009, 12:28:10 AM
Yeah, I nerfed all that, in the update. (although, I dunno about the bomb.)

yeah...your bomb does 5084 damage from the position the character starts off at the start of a level in danmakufu...I hate to be this guy but...
it also killed the damage tester quick as hell from close to the boss & it goes on for what is in my opinion wayyyyyyyyyy to long...maybe, maybe drop the damage down a tiny bit & maybe don't let the bullets do any damage until they(each bullet in the circle) actual have just separated from each other...however I do like it very much visually...
& I don't know if this is intentional or not but the "Stone Bowl" shot type does god-tier damage the same way that the spellcard does up close & this is before stamping on the enemy...
Title: Re: ChaoStar's scripts thread(Kaguya Player Beta version out!)
Post by: ChaoStar on December 03, 2009, 12:53:14 AM
your bomb does 5084 damage fr...
..it also killed the damage tester quick as hell...

How do you tell this? Is there some sort of damage tester I can use? That would be really helpful. Also, stone bowl is kind of meant to have godly damage. But not too godly.
Title: Re: ChaoStar's scripts thread(Kaguya Player Beta version out!)
Post by: Zengar Zombolt on December 03, 2009, 01:20:59 AM
How do you tell this? Is there some sort of damage tester I can use? That would be really helpful. Also, stone bowl is kind of meant to have godly damage. But not too godly.
Here are them. (http://www.box.net/shared/khrz6x79n2)
There's a DPS (Damage per second) and a regular Damage tester. Both have 10k life.
Title: Re: ChaoStar's scripts thread(Kaguya Player completed!(well, kinda.))
Post by: Naut on December 03, 2009, 03:50:14 AM
The damage testing scripts are linked in the player tutorial.

Seriously. Read it.
Title: Re: ChaoStar's scripts thread(Kaguya Player completed!(well, kinda.))
Post by: ChaoStar on December 03, 2009, 01:17:39 PM
The damage testing scripts are linked in the player tutorial.

Seriously. Read it.

Shame on me for skimming.
Title: Re: ChaoStar's scripts thread(Kaguya Player nerfed!)
Post by: Nimble on December 03, 2009, 02:48:56 PM
I see kunai moveing backward :-X

Monochomatic Wonderland hurt my eye :'(
Script's theme is good, but your pattern need to be more unique.

...
...
...

Power Of Super Natural Border and white BG own me twice oTL~



//------------------------------------------------

How much DP(3)S for normal/focus CtC MarisaB shot? I know only for Danmakufu MarisaB.
Title: Re: ChaoStar's scripts thread(Kaguya Player Completely Completed!)
Post by: Stuffman on December 05, 2009, 01:24:27 AM
DPS test results and observations on latest version.
Code: [Select]
Shot Damage (far/max)
---------------------------------
Jeweled Branch  123/277
Fire Rat        105/230
Dragon Necklace 70/160
Stone Bowl      15/320
Cowrie Shell    125/290

Bomb            870/9000

Jeweled Branch and Cowrie Shell are your anti-boss options and neither are very good, given their poor damage at long range and lack of ability to focus. Usually you want to be doing at least 200 DPS to bosses, and only Cowrie Shell does more than 150 at a reasonable distance from the boss.

Fire Rat is interesting in design but doesn't have enough punch to be useful, given the other spreadshots in her arsenal.

The only time you would use Dragon Necklace is if you were to the side of or above the boss and thus unable to hit with anything else. Might as well squeeze out that 50 DPS.

Stone Bowl is altogether awful unless you can spawn it RIGHT on top of your target.

Bomb spawns too much stuff on the screen, it creates slowdown when I use it. It also lasts waaay too long. Furthermore, the damage varies wildly depending on how close you are to the target, spawning on top of the them does OVER NINE THOUSAND damage. You want to figure out some kind of formula that makes the shots do a small amount of damage at first and scales it up the farther they travel, this makes the damage more consistent.

I noticed someone mentioning earlier that she was tearing through Phantasm Romance too easily; any good spread shot should be able to do that, as PR is designed for default Reimu/Marisa and thus has swarms of enemies with very little HP, fullscreen coverage eliminates them very effectively.
Title: Re: ChaoStar's scripts thread(Kaguya Player Completed again)
Post by: ChaoStar on December 06, 2009, 05:17:08 AM
Aaah. Thank you so much for the advice, Stuffman. Everything updated, download again, please.
Title: Re: ChaoStar's scripts thread(Kaguya Player Completely Completed!)
Post by: Lawence Codye on December 06, 2009, 07:52:29 AM
It also lasts waaay too long.

I told you that the bomb did this...glad to it fixed & the other spellcard is fantastic...

& as for the shot types...you did a gooood...they're fixed & have focused shots plus they do balanced damage which still differs with each shot type...

then the sprite & shot graphics(& other graphics) which were updated to look better...success...

I hope to hear about Stuffman opinion on Kaguya's recent update in the future...
Title: Re: ChaoStar's scripts thread(Graphical errors fixed, please download again)
Post by: ChaoStar on December 06, 2009, 03:00:40 PM
Graphical errors with Stone Bowl shots were fixed, so you don't get blinded. <3
Title: Re: ChaoStar's scripts thread(Graphical errors fixed, please download again)
Post by: Lawence Codye on December 06, 2009, 03:40:11 PM
Graphical errors with Stone Bowl shots were fixed, so you don't get blinded. <3

ah, okay...downloaded again...
Title: Re: ChaoStar's scripts thread(Graphical errors fixed, please download again)
Post by: Stuffman on December 07, 2009, 12:05:51 AM
Much better, the addition of focus variations makes it more playable.

Jeweled Branch, Dragon Necklace, and Cowrie Shell all work well now. Fire Rat is good now, but the focus version has considerably less power for some reason? Stone Bowl focus seems really buggy, it causes a lot of slowdown, it occasionally doesn't fire at the correct delays (sometimes overlaps salvos), and when I tried to read the DPS value of it it came out in the negatives for some reason! I'm not sure what's going on with that.
Title: Re: ChaoStar's scripts thread(Graphical errors fixed, please download again)
Post by: Suikama on December 07, 2009, 12:31:13 AM
and when I tried to read the DPS value of it it came out in the negatives for some reason!
MEDIC!
Title: Re: ChaoStar's scripts thread(Touhou 初運眠 Stage 1 beta released!)
Post by: ChaoStar on December 13, 2009, 01:26:07 AM
Bump. Touhou 初運眠 Stage 1 beta. It was a blast to make. Credit to Blargel Water_and_Wind for the fairies.
Title: Re: ChaoStar's scripts thread(Touhou 初運眠 Stage 1 beta released. Sprites included.)
Post by: Stuffman on December 14, 2009, 02:52:53 AM
Okay. Okay! I just got through playing this.

- The first thing that came to mind when I started the stage is that it plays more like an Extra Stage than a Stage 1; it immediately starts with fast, solid streaming, then that huge purple bullet spammer gets spawned right in your face...it's not difficult or anything but the main game is usually a bit more free and less structured, with slow, loose patterns littering the screen that you can traverse across, rather than dodge-or-die mechanically planned stuff.
- The white arrowheads on the midboss's third attack might be too slow, as they barely reach the player if you're playing a high power type like MariB.
- You should really always declare SetEnemyMarker any time a boss is onscreen.
- Spawning enemies at bottom center with no warning isn't very nice :D
- Seventh Sanctuary is a bit hardcore for Stage 1; a survival card + those spinny blue/white bullets getting thrown in your face is pretty tricky.

Other than that, it feels solid danmaku-wise. Obviously things like sound, the stage background, spell declares, and stuff like that still need to be done but I'm sure you're already aware of that. Looking forward to seeing how this looks down the line.
Title: Re: ChaoStar's scripts thread(Touhou 初運眠 Stage 1 beta released. Sprites included.)
Post by: ChaoStar on December 14, 2009, 04:25:22 AM

- The white arrowheads on the midboss's third attack might be too slow, as they barely reach the player if you're playing a high power type like MariB.

- You should really always declare SetEnemyMarker any time a boss is onscreen.

...things like sound, the stage background, spell declares, and stuff like that still need to be done but I'm sure you're already aware of that. Looking forward to seeing how this looks down the line.

I actually noticed that. I test with MariB~ SetEnemyMarker? what?

Sound, check. Background, lol. Spell declares is what?

Thank you for wonderful feedback.

...oh and you do realize that there's a preview of stage 2 in there, if you uncomment it~
Title: Re: ChaoStar's scripts thread(Touhou 初運眠 Stage 1 beta released. Sprites included.)
Post by: Stuffman on December 14, 2009, 04:51:33 AM
The function SetEnemyMarker makes the little "ENEMY" icon appear below the play area, to show you where the boss is without looking up. It appears automatically for spellcards that start with the CutIn function, but it should really always be on for any of a boss's attacks.

By "Spell declares" I mean Cut Ins. But also the short bit of delay between attacks. Right now the bosses start their next attack/spell right after their lifebar hits zero, there's usually a second or two of delay to let the player get their bearings.

I'll let you actually finish Stage 2 before messing around with it :V
Title: Re: ChaoStar's scripts thread(Touhou 初運眠 Stage 1 beta released. Sprites included.)
Post by: ChaoStar on December 14, 2009, 06:57:34 PM
Finished~
Title: Re: ChaoStar's scripts thread(Touhou 初運眠 Stage 1 beta released. Sprites included.)
Post by: Helepolis on December 14, 2009, 09:16:37 PM
This is far from being finished. I can only quote Stuffman's post as I got the same opinions. Don't release unfinished work. It is a bit dull to play without any sounds or music or images. But I can understand the urge of showing people you are working on something.

Hint/tip: Don't let people pressure you to release something that isn't finished yet. Unless it is exclusively for alpha/beta testing purposes.
Title: Re: ChaoStar's scripts thread(Touhou 初運眠 Stage 1 beta released. Sprites included.)
Post by: ChaoStar on December 15, 2009, 01:13:47 AM
Hint/tip: Don't let people pressure you to release something that isn't finished yet. Unless it is exclusively for alpha/beta testing purposes.

Got it. *won't release unfinished stuff*
Title: Re: ChaoStar's scripts thread(Touhou 初運眠 Stage 2 beta released. Sprites included.)
Post by: Suikama on December 15, 2009, 03:53:47 AM
Brb sign and Lazy sin get the Prinnyma Seal of Approval


The rest needs a lot of playtesting though dood. You say this was two stages but I had no way of knowing when stage 1 ended and stage 2 began. Also difficulty level fluxed like a sin wave with period limx->0 pi*x


dood
Title: Re: Nekoguya's scripts thread(Touhou 初運眠 Stage 2 beta released. Sprites included.)
Post by: ChaoStar on December 23, 2009, 04:57:07 PM
Bump. Music released. Critique, please~<3
Title: Re: Nekoguya's scripts thread(Touhou 初運眠 Stage 2 beta released. Sprites included.)
Post by: Iryan on December 23, 2009, 06:17:14 PM
I listened to all six music files, and I must say that I generally like them, good job.

That being said, here there be criticism:

Usually, latter stages get themes that are either darker and/or more thriving in pace (there are exceptions, of course). Aside from the seperated stage 3 theme, I cannot really tell which of the themes would belong to which level, meaning that the tunes sound too similar and that you may want to change the ones meant for the latter stages so that the player can actually hear that he progresses in tha game and to make every single theme stand out more.

Also, the themes last for a relatively short time before reaching the loop point. Unless you plan on having very short stage portions, you may want to change that, lest they get too repetitive during gameplay. By comparison, even the shorter stage themes like MoF stage 6 are longer than the longest theme you put up for download. In most of these cases I'd recommend trying out to simply take the theme or the core part of it, modify it through slight variations of melody and/or instruments, put the altered version after the regular version, then add some form of musical climax. That usually suffices. Then again, who am I to dish out advices like that? You'll find your own way to make them work in your game.  :V


All in all, I'm looking forward for what will come out of this.

(?_?)-b



On an unrelated note, I noticed that, in the (revised?) Kaguya scripts, the focused version of Stone Bowl has a very erratic shooting pattern and that the shot of it that are shooting backwards are healing the boss. I'd look at what is causing the healing, but as the formatting is pretty much unreadable for me, I can only assume that it relies on having the damage of the bullets depend on a variable that will assume such a value for the shot fired behind you that the total damage is negative.
Title: Re: Nekoguya's scripts thread(Touhou 初運眠 incomplete, but yeah)
Post by: ChaoStar on January 08, 2010, 09:23:26 PM
Necromancy! =O

Anyway, after a rigorous 9-week period, it has come to an end. I'm releasing what I have, as I can't work on it, and I want some critique on the danmaku. :V

Enjoy~
Title: Re: Nekoguya's scripts thread(Touhou 初運眠 incomplete, but yeah)
Post by: CK Crash on January 09, 2010, 12:01:37 AM
TBH, you were really lazy with spell design. The only gimmick you used throughout the game is that your bullets curve like hell, changing direction randomly with no warning, which is a bad one to begin with. There was little to no variation in danmaku, and no effort to balance difficulty. Bullets appearing on the bottom of the screen with no delay is NEVER a good idea.
Title: Re: Nekoguya's scripts thread(Touhou 初運眠 incomplete, but yeah)
Post by: ChaoStar on January 09, 2010, 12:30:09 AM
TBH, you were really lazy with spell design. The only gimmick you used throughout the game is that your bullets curve like hell, changing direction randomly with no warning, which is a bad one to begin with. There was little to no variation in danmaku, and no effort to balance difficulty. Bullets appearing on the bottom of the screen with no delay is NEVER a good idea.

I've noticed this too. T___T Most likely, half the danmaku in the game will be replaced with better Danmaku.

Must improve Danmaku, must improve Danmaku... @_@
Title: Re: Nekoguya's scripts thread(Touhou 初運眠 incomplete, but yeah)
Post by: Iryan on January 09, 2010, 06:05:34 PM
Hm.
Hmmm...  :-X
Hrrrrrrm...   :-\


Ok, before we get to rest of the critique, I want to get some things out of the way:

I don't know if it is just me, but both when trying to play stage 3 in practice and when I play stage in the regular game all the bullet graphics become muddy abominations of their former selves for some reason.  ::)
Pictures of this will be attached to the post.


So, now that we have got this out of the way, the general criticism:

1. You have a high number of incredibly cheap moments. Enemies spawning at the bottom of or two thirds down the screen who instantly figher high-to-mid-tempo danmaku are the worst offenders here.

2. The dificulty is way off. The earlier stages are pretty much just as difficult as the latter ones in terms of danmaku, they only don't last as long.

3. The majority of your attacks have no timer given, meaning that they cannot be timed out and will go on forever unless shot, even nonspells, and the majority of your spellcards all have the same name "Creation Sign - Bonds of Life".

4. Sound effects are your friend. Not only do they improve the atmosphere, but sometimes the use of sound cues can turn utterly cheapness into a playable spellcard.

5. Many attacks have semi-safe spots. Some other attacks are just plain random or have other factors that make them unfair; see also point #1.

6. Many attacks have way too little life, some are even not getting their bullets close to the player before they're shot down.

7. On several spots in the stages, you have enemies that do not leave the field after they shot all their danmaku at points where you used WaitForZeroEnemy.

8. On the matter of spell card design: What Onthenet said.



Now to the specific criticism:

Stage 5 is a concept stage, and its general quality suffers badly from this. You have way too similar stuff repeated several times: A small number of fairies which simply get streamed, a non-card which is just a spiral of monochrome bullets or bullet lines, a spell that consists of the enemy moving randomly about the entire field while shooting a specific kind of danmaku from a circle around him (the random movement also makes the spell cards quite luckbased, especially the green and yellow ones). Rinse, repeat. The purple spell card is a breath of fresh air, but it is also again quite random. The final attack of the stage is alright, but way too little a payoff for the stage that goes before it.
My suggestion: reduce the randomness of the spellcards and change the non-cards to something else entirely.


I'd cover more stuff, but I've got to do other stuff now and the project is just too huge for me to go in depth for every stage, sorry.


Overall, there are tons of stuff that needs to be fixed. To me, right now, the entire game is little-to-no fun at all.   :-\
Title: Re: Nekoguya's scripts thread
Post by: ChaoStar on February 24, 2010, 03:50:11 PM
*Necromancy*

So after all this non action, I decided to make a Remilia Player. Mainly it was for testing some ideas I had, so feel free to critique and insult it. <3

if Mediafire is still down: http://dl.dropbox.com/u/4934601/RemiliaScarletB.zip
Title: Re: Nekoguya's scripts thread (Remilia Player!)
Post by: Iryan on February 24, 2010, 06:04:36 PM
Huh. Well, ummm...

Positive:

Your sprite looks nice. If it was animated, it would probably look really good.

Negative:

1. The dps of the attacks is fine without an focused bomb. After 2 focused bombs, it becomes overpowered. After 10 bombs, you deal 3 times as much damage per second as the regular forward focus types (ReimuB and MarisaB).

2. The unfocused bomb spits out so much stuff that it causes slowdown for me.

3. The unfocused bomb deals high damage at the regular player spawning height. It deals too much damage about halfway to the screen. If you are close to the boss, it is absolute overkill. It murdered the damage tester like it was nothing.

4. Getting additional invincibility per graze is a ability that is balanced only for certain scripts. Anything that throws a too high number of bullets at you becomes significantly easier, especially when you add the duration increase of the unfocused spellcard. Why does she even have this ability? And I don't mean an explanation why it fits the flavour of the character, that one is obvious. I mean why she should have an ability like that from a gameplay stand point?

5. On another note, if you really put in an ability like that, make shure to give the player a way to know he can use the ability again. Having the character sprite flash in red for a fraction of a second and adding a little sound cue would make the ability much better, design wise.

6. Even if it doesn't remove bullets, a bomb that has no graphic or sound effect whatsoever aside from the invincibility circle is very boring. That the other bomb uses the regular danmakufu enemy bullets without additive blending and has no sound effect either is another nail in the coffin.


So yeah... this character needs to be refined on pretty much every conceivable angle.
Title: Re: Nekoguya's scripts thread (Remilia Player!)
Post by: Stuffman on February 25, 2010, 09:11:13 AM
Yeah a character that gains permanent bonuses is probably not well thought out :V

I do find the idea of a bomb raising your normal shot power intriguing, but it should only be temporary (15~30 secondsish, depending on how big the boost is) and not stack with multiple bombs.

Otherwise yeah, pretty much totally broken. Sorry.
Title: Re: Nekoguya's scripts thread (Remilia Player!)
Post by: ChaoStar on February 25, 2010, 04:06:06 PM
Alright, guys.  :V I'll post some of the changes I've made (No upload just yet, I still need Gungnir)

First: Remilia's Damage is 218/265.

Second: You only start with two bombs

Third: Gungnir made. It's a spear, with explosions. 'nuff said. (does ~2604 damage if the spear hits, 1242, otherwise.)

Fourth: When you Focus Bomb, Remilia glows Red, and then returns to normal. Not to mention the Focus bomb now just gives you a p nice power up, but only for 10 seconds, upon which it fades away.

Fifth: When you achieve the goal needed to activate the invincibility, you glow gold. If you have 2 or more saved up, it glows when you activate it, too.

So that kinda sums up the changes. So I learned how to do Object Effects. :V
Title: Re: Kaguya's Eternal Plate of Bullets (Remilia Player soon but you can have a be
Post by: Demonbman on February 28, 2010, 08:46:52 AM
posting for updates
Title: Re: Kaguya's Eternal Plate of Bullets (Remilia Player With Stand-in spear :V)
Post by: Dr. Katz on February 28, 2010, 08:37:53 PM
If you still need the Gungnir, I have cropped yours...

http://i1015.photobucket.com/albums/af278/Kaenbyou/Gungnir.png (http://i1015.photobucket.com/albums/af278/Kaenbyou/Gungnir.png)

Just change the ObjEffect_SetRenderState to alpha...
Title: Re: Kaguya's Eternal Plate of Bullets (Stuff added)
Post by: ChaoStar on April 20, 2010, 03:16:16 PM
Buuuuump.

Stoff from DoA uploaded. Fixing Sakuya first, though.
Title: Re: Kaguya's Eternal Plate of Bullets (Stuff added)
Post by: ChaoStar on May 05, 2010, 10:02:32 PM
A wild bump has appeared!

My AI is pretty complete, and is packaged in the form of a player.

http://bulletforge.org/u/chaostar/p/ai-concept-testing-and-player-chie/v/1

Eventually, if enough people ask, I'll put the code in an easy to plug in package, so anything can have an AI. how about a function :V
Title: Re: Kaguya's Eternal Plate of Bullets (Stuff added)
Post by: Infy♫ on May 06, 2010, 03:25:05 PM
hahahaha... finally i have that player. though it's not as good as you told me :<
Title: Re: Kaguya's Eternal Plate of Bullets (Stuff added)
Post by: ChaoStar on May 10, 2010, 09:28:44 PM
hahahaha... finally i have that player. though it's not as good as you told me :<

 :ohdear: terrible. Anyway, I really need some feedback on this, so I can improve! Cmon' you feedbackers.
Title: Re: Kaguya's Eternal Plate of Bullets (Stuff added)
Post by: Elementoid on May 10, 2010, 10:03:19 PM
Problems I've noted:

-Chie is way too fast. You can't always use her focus shot to attack a boss, and it's suicidal to not use it when dodging bullets.

-She seems to run into bullets when dodging other bullets. She couldn't weave through one wave of bullets from this pattern (http://i684.photobucket.com/albums/vv203/Elementoid3/Danmakufu%20Sprites/DaylilyInClosing.png).

-Although probably out of the realm of possibility, she should be able to analyze basic patterns. Instead of just going up and around an enemy in a windmill pattern, she'll dodge bullets (in the process moving up a bit) and then dodge them again when the wave catches up.

-She should be able to take advantage of her actual hitbox, analyzing the trajectory of danmaku and not dodging if it shouldn't hit her in her present position. She should also be able to quickly switch between analyzing bullets to avoid the aforementioned "steering into bullets" problem.

-Aesthetically speaking, a marker for when she's in autopilot mode would be nice (sometimes I forget and the AI and I fight for control). Also, those were meant to be animation sprites in the sheet.  :V
Title: Re: Kaguya's Eternal Plate of Bullets (Stuff added)
Post by: Nimono on May 16, 2010, 11:08:29 PM
I agree with Chie being too fast unfocused, but I also have other problems with it...

1: Not very useful. The unfocused shot is a focused shot, and the focused shot is a killing machine when you're close? If you're going to do that, at LEAST give her a focused shot along with that, or make it a weak bomb. :( My Miracle Matter player's cutter form has lasers that can only be used at close-range, but to go with that, it also has a weak spread shot for when you can't get near the enemy.
2: AI isn't very good, IMO. Try it on EX-Rumia's second spellcard. If you activate it at the start, Chie goes left and down into the corner until she dies. She doesn't seem to take the bounds of the play area in mind...

That said, why does her shot change when in autopilot mode? o_O I think that the autopilot mode should auto-fire and auto-focus when need be.
Title: Re: Kaguya's Eternal Plate of Bullets (Stuff added)
Post by: Chronojet ⚙ Dragon on May 17, 2010, 03:37:46 AM
I agree with Chie being too fast unfocused, but I also have other problems with it...

blah blah

2: AI isn't very good, IMO. Try it on EX-Rumia's second spellcard. If you activate it at the start, Chie goes left and down into the corner until she dies. She doesn't seem to take the bounds of the play area in mind...

That said, why does her shot change when in autopilot mode? o_O I think that the autopilot mode should auto-fire and auto-focus when need be.

My own Ex boss (Mikarei Ryousatsu, to be released at a later date) KILLED Chie, even on the Easy Mode I made after testing.
Any chance of you remaking Chie's AI some time later?
Title: Re: Kaguya's Eternal Plate of Bullets (Stuff added)
Post by: ChaoStar on May 17, 2010, 10:14:46 AM
My own Ex boss (Mikarei Ryousatsu, to be released at a later date) KILLED Chie, even on the Easy Mode I made after testing.
Any chance of you remaking Chie's AI some time later?

There's limits to what I can do. It's basically impossible to programm intuition into a bot.

Chie dies mostly because of:
-dense networks of bullets
-hueg bullets
-She wants to go off the screen(I'm fixing this one atm)
-she can't see the future.
Title: Re: Kaguya's Eternal Plate of Bullets (Stuff added)
Post by: Chronojet ⚙ Dragon on May 17, 2010, 04:26:26 PM
Chie dies mostly because of:
-dense networks of bullets
/me makes Easy Mode even eaiser
/me tests
Crap. Not wanting to go off-screen will make things so much better.

Someone please hack PoFV's AIs.
Title: Re: Kaguya's Eternal Plate of Bullets (Stuff added)
Post by: Elementoid on May 17, 2010, 05:43:47 PM
Couldn't she "see the future" by analyzing bullets right after they're fired? It seems to me that at any given time she should have a "map" worked out of where certain bullets will be at certain times so she knows not to be there. Even if this were only taken into account in her immediate surroundings.
Title: Re: Kaguya's Eternal Plate of Bullets (Stuff added)
Post by: ChaoStar on May 18, 2010, 10:47:16 AM
Couldn't she "see the future" by analyzing bullets right after they're fired? It seems to me that at any given time she should have a "map" worked out of where certain bullets will be at certain times so she knows not to be there. Even if this were only taken into account in her immediate surroundings.

Welcome to lag city. :V

She'd have to calculate the trajectory of every single bullet ever. That would suck.