~Hakurei Shrine~ > Rika and Nitori's Garage Experiments
New DMF character: Sakuya A
Garlyle:
New characters what!?
Sweet :3
I should create a character myself. Seriously. I've got odd little characters sitting around that do stuff as is... and if I want to follow through on any of my inspiration I should probably put one together. Or... a few :3
Stuffman:
Updated download in original post. Sakuya now has four bombs per PCB but they've been nerfed greatly. Purple knife damage was also reduced.
Since I already have most of the media I may go ahead and make Sakuya B at some point.
Naut:
What's the main difference between the two versions of each bomb?
Stuffman:
Just damage. They were overpowered before and I nerfed them even harder since I upped it to 4 bombs, they should do less damage than Reimu's now. Also the knives on Killing Doll do only marginally more damage if they spawn on top of the boss while spinning now, I found out that it made the damage insane if you did it before.
Of course having four bombs is great, but you'll need more than one if you want to clear a spell outright, probably. I suppose it makes her better for stage portions.
Naut:
I see what you mean. Right now "Indescriminate" does so little damage to anything you're not directly on top of. I would suggest increasing the damage by a fairr bit, but setting half the knives' intersection point after about 10 frames have passed (for example, only the blue knives have an intersection circle immediately, while the purple knives have one after ten frames or something). This way you still do more damage if you're on top of an enemy, but the rest of the screen is still taking a decent amount of damage as well.
I've been really concerned about your focused Sakuya's homing attack. I've been trying a few things to get it to select another target if the current one is out of it's test_angle, but I really don't understand how enemy enumeration works, or how to diddle with it properly. I was thinking something like, if(test_angle>-60 && test_angle<-120){ Re-enumerate, but select a different enemy, then run through the angle portion again}, but I'm not sure how this would work out. As you've said, if the enemy it's currently selected moves out of it's homing angle, it just shoots upwards instead of enumerating another another enemy. I just don't know how to select a different enemy out of an enumerated list.
I hope that thought bubble aids you in finding a way to fix this, at this point I think this enemy enurmeration thing a bit over my head for me to really be of assistance.