Hello and welcome!
For all of you I'm first meeting, hello!
For all of you whom I already know, hello!
I'm releasing my first script and stage to the public today! It has taken a lot of effort to complete and it's a bit short, but it is, after all, my first script.
I hope you all enjoy it.
(http://img641.imageshack.us/img641/5303/89866702.png) (http://img15.imageshack.us/img15/7006/29302468.png) (http://img838.imageshack.us/img838/9503/88982424.png)
yes, I tried to replicate IN in several ways.
special thanks to the guy who made the Sanae Player script. (you know who you are)
The data and game engine is within its own as a whole, instead of being something you can already drag and drop to your already existent script folder in th_dnh. Due to bugs and DNH's default format, I recommend NOT moving the data in the script folder over to your previous one. This is a complete package.
Feel free, however, to change the default STG_FRAME to give the game an extra spark.
I apologise for the large space it takes (88mb). It will not load sound files in any format other than .WAV without crashing, so which takes up alot of space.
link here (http://www.mediafire.com/?vevl07qzdrgcuig)
It's packaged in a RAR file. For those of you who don't know how to extract it, you can use this (http://www.rarlab.com/rar/wrar393.exe).
Known Problems
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Q:Sanae Script -snake isn't shooting at the boss for the first several seconds when each it spawns!
A: This is done on purpose to increase difficulty
Q:it crashes as soon as it loads!
A:This is normal the first time the script runs. I load every graphic, sound, and script all at once to prevent in-game lag and loading times as much as possible. It should only go slow the very first few seconds, and proceed to running smoothly when it's done.
Feedback is welcome.
And yes, I know my scripting is a bit chaotic. And so is the dialogue. I really hated DNH's built-in mechanics, so I had to make my own to replace it.
RAEG REAG >:( >:( nice graphics RAAEEGG >:( >:( >:( >:( :flamingv:
Haha, sorry about most of that. Aren't I a little devil? >:D
Please keep in mind, this was in fact my first and only script. Most of those small problems, such as enemy markers, timers, and healthbars were only available in the CreateEnemyBoss; function. But that in itself had problems too, as it Bosses won't run @Finalize no matter what I do, so I had to make the boss a normal child enemy over and over again. Still I could have given the child enemy those same things to make it look more like a boss... but I started getting lazy and rushed through that part, and didn't want to go through the pain of doing it.
Well, I tried making the graphics to the best of my ability obvious lie, but for the most part the main reason I re-did it was because I hated DNH's defaults.
As for the child enemies' lives, well, I don't have a problem with it. Maybe it's easy to me because I made it, but I get through the entire stage with no deaths. Some of them are designed to show up, fire, and run away without dying, so I gave them more health.
"Three Days of Happiness" bug? Hmm, that does sound bad. I didn't have such problem, but I'll look into it and fix it if I can.
Oh, and the RED03 is actually very easy to not die in. You're not supposed to hold shift for focus on that, and just manuever over to the big gaps.
"Immortal" Is designed to be a phantasm-tier spell. I tried to make it a bit like "Imperishable Shooting", hence why I made Mokou completely invincible and forbided bombing. Again, I find it a little too easy, but that may be simply because I made it and know what to specificly look out for.
Hmmm, the only thing I regret is not making it longer and more flashy. I probably should have made more lasers and thought more deeply in the spellcard patterns. But I was just too anxious to try out my first stage. Haha, sorry about that. But I promise I'll make my next stage better. I think I'll clash Umineko with Touhou next. Maybe make Marisa or Yukari the playable characters, and make the bosses Beatrice and Battleer? Red truths for spellcards and whatnot... Yeah. Maybe give it some of that mystery-horror feel to it and Beatrice that despicable cocky attitude? I'll see how it works...
Anyhoow :V Thanks for the input. I'll be sure to improve next time around.
Please keep in mind, this was in fact my first and only script. Most of those small problems, such as enemy markers, timers, and healthbars were only available in the CreateEnemyBoss; function. But that in itself had problems too, as it Bosses won't run @Finalize no matter what I do, so I had to make the boss a normal child enemy over and over again. Still I could have given the child enemy those same things to make it look more like a boss... but I started getting lazy and rushed through that part, and didn't want to go through the pain of doing it.
Hmm, truth. How about this: create a task at the beginning of the attack so the death particles are created and stop drawing Mokou/her hitboxes for a little while. Then have her reappear at the default respawn place. Could be a tad tricky, but I think it ought to work if you can wield a MainTask properly.
Then again, that sounds very difficult and I don't blame you for not trying. :V
Well, I tried making the graphics to the best of my ability obvious lie, but for the most part the main reason I re-did it was because I hated DNH's defaults.
As for the child enemies' lives, well, I don't have a problem with it. Maybe it's easy to me because I made it, but I get through the entire stage with no deaths. Some of them are designed to show up, fire, and run away without dying, so I gave them more health.
Yeeeaaah... no. We should be able to kill our gosh-darned enemies, gosh darnit! Otherwise, yeah, PCB and MOF would have really freakin' hard EXes. >.> But yeah, please let us kill them. Just for the sake o' balance.
"Three Days of Happiness" bug? Hmm, that does sound bad. I didn't have such problem, but I'll look into it and fix it if I can.
Oh, and the RED03 is actually very easy to not die in. You're not supposed to hold shift for focus on that, and just manuever over to the big gaps.
Mountain o' Faith, hm? I can try, but it's still kinda ugly. :/
"Immortal" Is designed to be a phantasm-tier spell. I tried to make it a bit like "Imperishable Shooting", hence why I made Mokou completely invincible and forbided bombing. Again, I find it a little too easy, but that may be simply because I made it and know what to specificly look out for.
Put this in Initialize:LastSpell;That'll make it a last spell. See, you can't actually lose on "Imperishable Shooting," but you can lose on "Immortal.[/b]
Hmmm, the only thing I regret is not making it longer and more flashy. I probably should have made more lasers and thought more deeply in the spellcard patterns. But I was just too anxious to try out my first stage. Haha, sorry about that. But I promise I'll make my next stage better. I think I'll clash Umineko with Touhou next. Maybe make Marisa or Yukari the playable characters, and make the bosses Beatrice and Battleer? Red truths for spellcards and whatnot... Yeah. Maybe give it some of that mystery-horror feel to it and Beatrice that despicable cocky attitude? I'll see how it works...
Can't wait to criticize that unfairly give it a shot. :V
Anyhoow :V Thanks for the input. I'll be sure to improve next time around.