And now, in light of the fact of four days of topic silence, I present a progress dump.
(Sorry, Hele.)
Lunacy Star might not make a 1/2012 release
Although I have been sexifying it quite a bit.
And by quite a bit, I mean that I did one thing.
PROGRESS
On another side, I have done the following:
Gear Axis bomb now does ~28,000 damage, opposed to the Hydra's 21,000, to compensate for lack of range
Catharsis: Release Ruin advances stages faster
Removed Nategasa's twitchiness on the Entombing spells (tempted to keep though)
Made her move to the top of the screen during it
Stage 3 difficulty editing
Light Leaf Storm, retaining its record for "most times a card has been modified," gets modified about five more times following a comment from Qwilderwibben that it was too easy
Storm Danmaku is less bullshit
Direct Shot travels slower
Large Purple Head's survival cut from 40 seconds to 20
Changed the healthbar display
Moved the entire boss-centric HUD down to the bottom if the player is too high on the screen
Added milliseconds to the timer indicators (lol useless)
Made the active boss lifebar flash (lolol useless)
Made spell card capture bonus displays tick up from 0 (LOLOLOL USELESS)
Unified the entire game to one font
Changed some music room text
Extended the Zero Stage- there is now almost 1:50 of content and it now contains all the text explaining Overdrive
Made the configurations menu
Added some Spanish text
Realigned some of the overflowing Zero Stage text
Added the Extra Stage midboss, currently has four attacks out of five
Edited the Stage 6 theme, "Calm," so that it pierces your ears less
Added track numbers to Music Room
Added arrows to ship selection screen
Changed the deal where it would display "Calm" instead of "Zero" when selecting the ship before the Zero Stage
Extra Stage was made more difficult (It's full of fast bullets.)
Decreased Idiot Box HP
Added attacks for the Lunacy Star I, I now have four attacks out of five.
Added the Lunacy Star II, created a near-seamless transition between the forms complete with as-ominous-as-text-gets laughing
Added enemies to the 6th stage to encourage overdriving there
Changed fire patterns of Green Bubble Bullet Shooting Pink Things in Stage 5
I turned on "Interpolate colors between pixels," and I hated it. Everything was too fuzzy. So I turned it off.
Made it to where dying, in fact, ceases overdrive (After the charge loss post-death, of course >
)
Fixed a bug pertaining to timing out Sousuke's spells in Stage 5. It's in the 0.69 release. Don't do it! Ever!
You can't cheese Stage 4 intro as easily by staying on the sides anymore (YOU HAVE TO DODGE THROUGH THE KNIVES HAHAHA THAT WAS WHAT YOU WERE SUPPOSED TO DO)
Things I have left to do* / am considering doing:
*Stages 3, 4, 5, 6, 0, EX backgrounds
*EX Stage patterns
*Final bosses patterns
*Zero stage patterns
*Recording player movements for replays
*Integrating gamepad control and custom setup for which
*Tie all sound effects into one global sound object for SE volume settings
*Same with BGMs
*Find out just what in the hell is causing that "ones digit of score isn't zero" bug (Closing in on it- the instigator appears to be high graze combos)
More "testing" :V (
WHY THE FUCK CAN'T I GET 300,000,000 I AM THE WORST and
I SHOULD BE ABLE TO BEAT STAGE 3 ON LUNACY.)
Shortening the game, as it currently stands at about 35 minutes
More sophisticated stage introductions, rather than little bits of text in the corner
Attack practice menu (this is about selecting a difficulty, a boss, and a lifebar of that boss, and trying it repeatedly until you capture it.)
Stage practice gives 5 bombs per life, rather than three, and 19 lives rather than 11.
Your last life gives you five bombs.
Add a stage progress to boss indicator, after watching Qwilderwibben wait 15 seconds for the Idiot Box to show
Make the difficulty text less "insulting"
So, is there anything I missed? :V