~Hakurei Shrine~ > Rika and Nitori's Garage Experiments
※ Danmakufu Q&A/Problem thread 3 ※
TalosMistake:
--- Quote from: iVAwalys on February 17, 2016, 08:04:42 PM ---What are the easiest Touhou bosses to replicate, or base on, in Danmakufu?
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Cirno.
Just follow Helepolis tutorial. Very easy xD
iVAwalys:
--- Quote from: Sparen on February 18, 2016, 05:47:08 AM ---Depends on what you mean by 'base on' or 'replicate', as well as the general availability of graphical assets. This question is extremely broad, but characters with simpler danmaku (Stage 1-2 bosses) without custom graphics (IE not Nazrin) tend to be less of a logistical hassle. It is for this reason that Rumia used to be one of the most commonly used bosses in early scripts.
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Hmm... Rumia seems to be a good option. I'll try to replicate her boss battle, maybe add some new spells.
--- Quote from: TalosMistake on February 18, 2016, 09:13:28 AM ---Cirno.
Just follow Helepolis tutorial. Very easy xD
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Well, she DOES use pretty simple patterns, and to top it all off, there is indeed the Helepolis tutorial...
...At this rate, I'm going to recreate the entire EoSD...
DLS:
I'm sure you'll have trouble replicating Patchouli I guess :V
And then there's also Meiling's 1st spell which is probably the most confusing to replicate...
ExPorygon:
--- Quote from: iVAwalys on February 18, 2016, 01:20:21 PM ---...At this rate, I'm going to recreate the entire EoSD...
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If you're aiming to practice making patterns, EoSD is honestly a good game to replicate patterns from. The majority of bullet patterns in EoSD are relatively basic, probably due to ZUN's relative inexperience in pattern making. The only big part that really comes to mind as difficult to replicate would be Sakuya's spellcards, as those rely on a mechanic that's by default absent from Danmakufu Ph3: the time stop. A few other hard ones like Kagome Kagome, Laevateinn, and maybe Royal Flare come to mind, but they aren't very numerous and limited mostly to the extra stage.
Edit: That said, many older PC-98 patterns might be even more simple so that's not a bad option either.
DLS:
But can't you simulate time stop by stopping the pellets / knives and using SetPlayerSpeed(0, 0);, and if possible get the player speed before "stopping time"?