~Hakurei Shrine~ > Rika and Nitori's Garage Experiments

My Danmakufu scripts by JDude :P

Pages: << < (5/11) > >>

JDude :3:

NEW SCRIPT!!
And Mamizou is back!
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
Contents:

* Fullscreen danmaku! in my way though
* Difficulty = IDK :D
* Fighting Mamizou with known nonspells and spells on her wayI am redeeming myself of the my old Mamizou script ::)
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
If you missed the link, here it is again...dummy
Mamizou 2.0 by JDude
I want that everyone be 100% honest about my script, and don't hold back anything :blush:

Arcvasti:

I played through this script three times, as Ultima's Reimu.

General Thoughts:
-Backgrounds are OK, although the non-spell background could stand to move more slowly
-Please stop including multiple only slightly different players. This script had a whopping FIVE Reimus attached to it, when it could have had only one Reimu and played almost exactly the same. Balancing scripts around multiple players is a big problem in general, which is best avoided by not having too in the first place. For example, there are spells that are hell for a non-homing Reimu, but are well-balanced with a homing Reimu. You should use either one player[Like Ultima's Reimu/Mr. Blue's Reimu], players designed for use in a set[Like the plasmaflame Reimus] or, preferably, make your own player(s). Making your own player is kind of difficult, but it allows you to do some interesting and unique stuff.
-The fullscreen HUD isn't implemented very well. The biggest flaw is that if you're against the bottom of the screen, the score display and such will hide where you and any nearby bullets are.
-Mamizou doesn't disguise herself at all, despite clearly switching between imitating different people. Maybe its actually Satori dressed up as Mamizou?
-Mamizou moves SUPER slowly during the last couple attacks[The Patchouli ones] and you can take out a good third of her health bar before she actually starts shooting bullets
-While you start with 9 bombs, you only get three back when you die, incentivizing you to bombspam the early spells. IMO, you could probably just give out 2-3 bombs at the start and the script would still be fine. Its not that hard a script and bombspamming can take care of the hard spells even disregarding the extra 6-7 you start with.
-The script folder displays all the individual Single scripts, but only has default players defined for the plural itself. If you don't want people to play the patterns on their own, then you can make them not appear in Danmakufu[But still able to be played as part of a plural!] by commenting out the very first line of the header. If you want them to be kind of like spell practice mode, then putting the same player selection as the plural makes it more convenient for people who don't have the standard Reimus in their player folder.

Non Spell 1[Reimu]:
-This is the spell that makes me hate the HUD the most, since it hides the bullets coming from the orb behind you.
-Its actually a pretty good non-spell otherwise, though.

Spell 1[Reimu]:
-Its First and Last Nameless Danmaku, but longer, less fair, less dangerous, and less interesting. This is a bad spell.
-It can also be timed out super easily, if you really want to waste a minute of your life doing that.

Non Spell 2[Marisa]:
-This seems almost exactly like the Marisa non-spell from your last script.
-It also seems more dense, presumably to compensate for the wider playing field, which IMO makes it too hard.

Spell 2[Marisa]:
-This spell is a much better Master Spark then your last attempt.
-This attack is absolutely miserable without homing, but its just fine with a homing Reimu

Non Spell 3[Remilia]:
-The bullets go way way way too fast, making this probably the hardest pattern in the script.
-I might even compare the difficulty here to truly unfair attacks like, fittingly enough, Scarlet Meister.

Spell 3[Remilia]:
-This spell is basically the same attack as the Master Spark earlier, so the same comments apply.

Non Spell 4[Yukari]:
-This non spell isn't hard, but also isn't that interesting.

Spell 4[Yukari]:
-This is generally a cool, but flawed, spell.
-Flaw #1: The blue lasers are so thin you can barely see them, leading to death out of nowhere.
-Flaw #2: The pattern is good, but too short, so you have to dodge basically the same bullets several times.

Non Spell 5[Suika]:
-Pretty easy, but nice concept.

Spell 5[Suika]:
-This seems very similar to one of Doremy's spells in one of your earlier scripts.
-Its generally OK, but is dull and easy.

Non Spell 6[Patchouli]:
-The maze pattern here is neat, but really easy. Some kind of surprise near the end of the maze would make this non-spell pretty good.

Spell 6[Patchouli]:
-The idea is cool and the pattern is interesting, but the red fire bullets go a tad too fast for my taste.
-I found some (0,0) spawning at the end, which looks kind of ugly


There's also the matter of the lifebar not reaching all the way across the top of the screen. I seem to remember you asking about this in the Q & A thread earlier. I looked into it and managed to adjust it to stretch across the top of the screen in an acceptable manner. I have very little idea of how vertexes work, but this was simple enough since the lifebar is just a textureless gray line. The main difficulty is that the lifebar uses arbitrary numbers instead of helpfully named variables to decide where the healthbar starts and stops, which makes it hard to tell what exactly said numbers mean.

Here's the relevant code, taken from Default_System in the middle of the TBossLife task. You should just be able to replace the RenderLife function there with this.


--- Code: --- function RenderLife(){
let countRemStep = ObjEnemyBossScene_GetInfo(objScene, INFO_REMAIN_STEP_COUNT);
if(lastRemStep != countRemStep){
lifeRateRender = 0;
}

let lifeTotalMax = ObjEnemyBossScene_GetInfo(objScene, INFO_ACTIVE_STEP_TOTAL_MAX_LIFE);
let lifeTotal = ObjEnemyBossScene_GetInfo(objScene, INFO_ACTIVE_STEP_TOTAL_LIFE);
let lifeRate = min(lifeTotal / lifeTotalMax, lifeRateRender);
                let arcvastisArbitraryAdjustmentFactor = 1.9;
ObjSpriteList2D_SetSourceRect(obj, 1, 1, 127, 11);
ObjSpriteList2D_SetDestRect(obj, 72, 8, 72 + 270*arcvastisArbitraryAdjustmentFactor  * lifeRate, 12);
ObjSpriteList2D_AddVertex(obj);

ObjSpriteList2D_SetSourceRect(obj, 132, 1, 137, 11);
let listLifeDiv = [0] ~ ObjEnemyBossScene_GetInfo(objScene, INFO_ACTIVE_STEP_LIFE_RATE_LIST);
ascent(iDiv in 0 .. length(listLifeDiv)){
let rate = listLifeDiv[iDiv];
let x = 72 + 270 * arcvastisArbitraryAdjustmentFactor  * (1-rate);
ObjSpriteList2D_SetDestRect(obj, x-1, 4, x + 1, 14);
ObjSpriteList2D_AddVertex(obj);
}

ObjSpriteList2D_SetSourceRect(obj, 1, 1, 127, 11);
ascent(iStep in 0 .. countRemStep){
let remStepRate = 58 / countRemStep;
ObjSpriteList2D_SetDestRect(obj, 4 + iStep * remStepRate + 2, 8,
4 + (iStep + 1) * remStepRate, 12);
ObjSpriteList2D_AddVertex(obj);
}

lifeRateRender += 0.01;
lifeRateRender = min(lifeRateRender, 1);
lastRemStep = countRemStep;
}

--- End code ---


JDude :3:

Too much hype for fullscreen, I never mess with so that's why it isn't good...
Kinda ironic saying I'm redeeming my older script :colonveeplusalpha:

JDude :3:

NEW SCRIPT!!
And it's Satori time!
---------------------------------------------------------------------------------------------------------------------------------------------------------------------
Contents:

* Recollecton of Spells and some fanon spells
* Difficulty = IDK :D---------------------------------------------------------------------------------------------------------------------------------------------------------------------
If you missed the link, here it is again...dummy
Satori Boss Fight by JDude
I want that everyone be 100% honest about my script, and don't hold back anything :blush:

Arcvasti:

I played through this script three times, once as DDC Reimu and twice as Mr. Blue's Reimu

Overall comments:
-I kind of think that the background should have incorporated more copies of the texture you used, instead of just having one? It wasn't distracting or anything, just an unusual way of using the texture
-This is a pretty big improvement over your previous scripts. With a couple exceptions, this was a fun and fair fight.

Non Spell 1[Reimu]:
-Good pattern, the initial spirally thing looks cool
-I'd maybe suggest having some more colour variation between the two different waves[Red/white is the obvious choice]
-It also seems to take a bit too long, no matter which Reimu I used

Spell 1[Reimu]:
-I'll be honest, this is probably my least favourite spell
-Satori always moves to where the death laser will come from, which means that a non-homing player has no choice but to time it out
-The amulets fly out pretty fast, making it really hard to dodge even on the other side of the screen
-Also, its a rare day when you see Satori imitating Reimu imitating Marisa

Non Spell 2[Marisa]:
-This is my favourite non spell
-Its not repetitive at all, but its challenging and not unfair[Although there is one point where you have to get out of the center really quickly]
-I also really like how the starting wave of stars looks like an eye, which is pretty appropriate for Satori

Spell 2[Marisa]:
-This is a neat idea, but could have been executed better
-The biggest problem is that you can't really tell when or where the big red bullets will shoot, making dodging between the lines hard

Non Spell 3[Sakuya]:
-Its a fairly simple non spell, but I quite liked the effects on the knives

Spell 3[Sakuya]:
-Another good spell, tense and challenging, but not unfair
-It just seems like this is more of a Reisen spell then a Sakuya spell, somehow...

Non Spell 4[Tenshi]:
-A fairly simple and easy attack, nothing to see here

Spell 4[Tenshi]:
-IMO, this is a much improved version of the Reimu spell earlier
-The fire moves more slowly, but still has enough bullets for it to be challenging
-Plus, Satori stays still so you can actually beat this without homing
-My only complaint is that there isn't really a good audio cue for the keystones about to be dropped on your head

Non Spell 5[Reisen]:
-I don't quite think that you're given enough warning before bullets explode from behind you
-After the initial surprise, the non spell is fair and of good difficulty though

Spell 6[Reisen]:
-Not much to say here. The effects look pretty cool, but the spell is pretty easy to dodge

Non Spell 7[Yukari]:
-This is probably the hardest pattern in the script
-It feels like the offspring of a Yukari non spell and a Hecatia non spell, with all the difficulty that entails

Spell 7[Yukari]:
-A somewhat simple version of BoWaP
-Thankfully, the bullets flashing didn't really do much: I was NOT looking forward to dodging invisible bullets
-There's one part where the gap you need to go through is really really tight and there's no way to go around it, like there was in the original BoWaP
-Still, the spell is easy enough otherwise that it doesn't matter

Non Spell 8[Yuyuko]:
-Very dense butterflies
-Seriously, by the time the attack is almost over, the whole field is mostly butterflies
-Still dodgeable thought, albeit pretty stressful

Spell 8[Yuyuko]:
-An interesting enough idea, albeit not one I'd associate with Yuyuko
-IMO what this spell needs is a whole bunch of bubble bullets/butterflies everywhere except a cone centered around where the player is
-That would make the field look less empty while also slightly boosting the difficulty
-The spell isn't that hard, although sometimes a butterfly will decide it needs to go super fast for no discernable reason, which is occasionally concerning

Closing comments:
-I think that you've gotten decently good at making creative patterns now
-Difficulty was kind of all over the place, although I'd say that the average difficulty was good. There were just a few outlier patterns that were much harder/easier then the rest of the script.
-One thing I noticed was that there weren't many "advanced" patterns, like the stuff that a Stage 5 boss would use in Touhou. That's probably fine, but I do encourage you to be more aggressive with your gimmicks.

Pages: << < (5/11) > >>

Go to full version