~Hakurei Shrine~ > Rika and Nitori's Garage Experiments
My Danmakufu scripts by JDude :P
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Gregory:

--- Quote from: jao on January 09, 2018, 11:34:05 PM ---You've played the V1 or the V2?
The V1 is the old one
The V2 is the fixed one

--- End quote ---

I played the V2 haha
JDude :3:
My LoCAA 11 Entry!!

It took me 3 weeks to make this, improve my skills and create better patterns...
I want that everyone be 100% honest about my script, and don't hold back anything  :blush:

The Immaterial Team by JDude
Arcvasti:
Played through it a few times and I think I've got a good handle on it.

General Comments:
-You've definitely improved a fair bit since your Mamizou script. This is a pretty solid, if still kind of basic, script.
-First off, your non spell background is generally pretty good[If you made it yourself, then its better then anything I can do], but the red gridlines can make it a little hard to see the red bullets that both Doremy and Reisen prefer. Its not usually a big deal, but the red could probably stand to be toned down a little bit. The spell background is kind of in the same boat, where the gridlines can occasionally occlude your view of the bullets.
-Your pause script menu is still in Japanese, even though your win/loss script menu is translated. Not a big deal, especially not for someone like me who knows the options by heart, but translating the pause menu adds more polish.
-I like the general layout of the "System" stuff[E.G., the display for points, graze, title of the script, blue starry background]. Its unique without being distractingly flashy.
-I'm not really sure why you included three players, especially since Mr. Blue's Reimu and Ultima's Reimu are pretty similar. I can see how Medicine's infinite lives would be useful for testing, but I don't know if its a good option for playing through the script in survival mode. If it matters, I mostly went with Ultima's Reimu.
-You didn't make much use of the Perfect Possession mechanic, namely by having the bosses switch places during attacks instead of in-between them. That's perfectly fine, especially since this is still one of your early scripts, but it might be something to consider playing with in the weeks remaining before the contest deadline.
-The music loop point is kind of abrupt, although you'll only notice it if you have the script open in another tab while doing something else, since the script is short enough that it won't loop during it.

Now on to more detailed feedback:

Non Spell 1[Doremy]:
-Overall, its OK. The big fixed bullets are made relevant because you might have to weave between them to avoid the small random bullets. Basic, but serviceable.

Spell 1[Doremy]:
-This is probably my favorite spell.
-The basic concept's been done before, but its still fairly well executed. If you were anyone besides Reimu, the allowed dodging area would be too small, but you're using Reimu.

Non Spell 2[Reisen]:
-Once again, its OK. Its harder then the previous non spell because of how tight the dodges are, but its still not difficult once you get into the rhythm.

Spell 2[Reisen]:
-This is my least favorite pattern.
-I get the basic concept: The bullet lines drive you into a corner and you have to play Frogger with them in order to not die/damage the boss.
-The problem is that the bullet lines simply move too fast to dodge consistently. I never managed to capture this one despite a couple dozen attempts.
-Move the bullet speed down and maybe introduce a new sub pattern and it'd be a solid spell.

Non Spell 3[Doremy]:
-I like this non spell the most, although its still pretty basic. It seems like it would be well suited to an Extra boss's first couple non spells.

Spell 3[Doremy]:
-This is pretty cool, but also quite hard.
-I did capture it, but it took a few tries, so I'd say its at a reasonable difficulty.
-The first time through, I freaked out because I thought the dark blue bullets would hurt me and ran smack into the red ones. Maybe make it slightly clearer that they won't hurt you, like by making them slightly transparent?
-Sometimes bullets from this attack will linger into the next attack instead of being properly deleted, which seems like a bug to me.

Non Spell 4[Reisen]:
-Its the hardest non spell while still being fair. Good pattern, overall.
-Only complaint is that it comes right on the heels of the last spell and both of them involve similar bullets bouncing off the wall. It could maybe stand to be swapped with Reisen's first non spell, although it isn't really a big deal either way.

Spell 4[Reisen]:
-This spell is literally just "Move back and forth repeatedly"
-Not that that's necessarily a bad pattern, just not the most exciting.
-Presumably the point of the spell is that you get into your rhythm and then you see an empty space in the bullets, think that the pattern is changing and lose your rhythm. It almost got me the first time through and probably would have if the title hadn't clued me in.
-Its probably unintentional, but its pretty neat that the proper rhythm to dodge the bullets aligns almost perfectly with the beat of the background music.

Final Spell[Reisen?]:
-Its overall a good spell, although its very hard to get right on your first try.
-It could be made more clear that the bullet lines set up above your position, maybe by a warning laser or something.
-I'm not really sure who's actually working this spellcard behind the scenes. The bullets suggest Reisen, but the title implies Doremy.
JDude :3:
Thank you for your feedback, and here are my reponses:

- Yes, I totally feel that I improve a lot, because I think since my script is going to be judged in a contest that I enter because I wanted; I can't make a bad/lazy script. (of course)
- I made myself both bg using some images from LoLK and StB (just putting layers, mixing layers and modifing them), it's basic but is the best choice for a starter like me :3
- I didn't have the problem of the lines blending the bullets, even though spell bg has a raging pink moon.
- For me, none of the situations are translated, which is weird...maybe it's your default_system that makes you see it translated.
- I make that the player was choosing Reimu or Medicine, because the battle is kinda made for them(the dodges, the tight hitbox and etc.)
- I actually made this way (just switching) because I couldn't think of a way to make them work together :blush:


Spell 2[Reisen]:
- I'm sorry if this sounds rude, but I actually was looking for that way of "always dodging, don't stop, keep moving"
- It's repetitive, could be annoying, but it was intencional (no hard feels)


Spell 3[Doremy]:
- FIXED!(so satisfying to see the bullet bounce from the wall and be fully nitid)


Final Spell[Reisen?]:
- To be honest, after I published my script, I noticed that for a Last Spell is was kinda a let down, and it felt like Doremy wasn't involved in this (in my head I thought that if the bullet is there, she's there... That is really stupid)
- I'm going to change that rn.

I'm so lucky to post it so early, now I can update it (I think)
JDude :3:
UPDATE!!!
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* Better patterns
* Difficulty changes(not much)---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Immaterial Team by JDude
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