~Hakurei Shrine~ > Rika and Nitori's Garage Experiments
PT8's script thread (latest: UNL's catfish extra)
Zengar Zombolt:
This is...
I cried tears of FUCKING AWESOME
Seriously, the boss is so goddamn fun to play, the difficulty (Played normal and Easy) is actually well-scaled and well, HOLY SHIT GIANT CATFISH.
Seriously, for a week's work, this is GREAT.
PT8Sceptile:
Okay, I've finished adding point items and spell capture bonuses (I forgot the capture bonuses on the first time, a minor oversight). In the next version, the boss will drop point items porpotional to the remaining life on a spellcard, so the faster you clear a spell the more points you get. The amount of point items dropped also decreases on more difficult difficulty levels, but the capture bonus increases. You can also get 2 extends through points, altough getting the second one is quite hard on difficulties higher than easy.
I'll post the updated version tomorrow after sleep, but before that, I'd really like some input on the harder 2 levels by someone who actually has the necessary skills to play Touhou hard/lunatic. If the difficulty levels are too easy or too difficult, I'll still be able to fix them for the update tomorrow morning, but after that I can't do any fixing for about a week, since the computer I'll be using the next week has no Danmakufu for script testing (curse you Windows XP installation CD for having gone missing so I can't install the japanese locale).
Primula:
If I ever get myself a replay, I'm trying to deathbomb as I can with the China I found :p
Iryan:
Tried normal and lunatic mode.
First of all, an ex-boss battle for the catfish is by definition awesome. The last card's name puts it very well. :V
Though, as always, I will focus more on the negative parts because that criticism is always the most important for self-improvement, I believe.
The main problem with the script, in my opinion, is that the graphical effects, namely the glowing and transparency of the bullets but also the lasers in "concerto of the earth fish", sometimes become very distracting or start to obscure the bullets. Large amounts of round, glowy, translucent bullets merge together optically and become a mess where you can't tell one bullet from another. This makes some forms on lunatic mode basically unplayable. This goes especially when adding more glowing lasers to the mix, especially when these move at very high speed, which is another problem on lunatic: some of the aimed lasers are just too fast to react, at least when they are obscured by a sea of glowing bullets.
So yeah, normal mode is fine, but lunatic definitly needs a graphical revision. Didn't test the hard mode, though.
PT8Sceptile:
--- Quote from: Iryan on August 29, 2009, 09:50:55 PM ---The main problem with the script, in my opinion, is that the graphical effects, namely the glowing and transparency of the bullets but also the lasers in "concerto of the earth fish", sometimes become very distracting or start to obscure the bullets. Large amounts of round, glowy, translucent bullets merge together optically and become a mess where you can't tell one bullet from another. This makes some forms on lunatic mode basically unplayable. This goes especially when adding more glowing lasers to the mix, especially when these move at very high speed, which is another problem on lunatic: some of the aimed lasers are just too fast to react, at least when they are obscured by a sea of glowing bullets.
So yeah, normal mode is fine, but lunatic definitly needs a graphical revision. Didn't test the hard mode, though.
--- End quote ---
Excellent point. I tried to fix the hardest to view correctly parts in the new version.
Anyways, version 1.1 posted. Download link has been added into the original post. Changelog:
- The boss is now a stage file and not a plural file.
- Added spell capture bonuses (a minor oversight)
- The boss drops point items upon spell card end depending on the time left. Less items are dropped on harder difficulties. Gives an extend at 100 and 200 points (do note however that 200 is hard to reach above easy).
- Made the earlier nonspells (2 to 5) to have solid bullets instead of glowing ones, which should make them easier to see. The sight problem is smaller on the latter nonspells since the bullets are aimed there, but especially nonspells 2 and 5 had the tendency of becoming a huge mess of hard-to-see bullets.
- Reduced the amount of spinning restriction lasers in spell 3 to 2 (instead of 4 on easy/normal and 8 on hard/lunatic), since they distract the player and 2 of them is enough to do their required job (keeping the player inside the swinging lasers).
- Slowed down red bullet streams of spell 1 on hard/lunatic
- The blue raining bullets on spell 5 are now solid to improve vision (the yellow ones still glow, though).