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Kinghidrorah:
I'm not sure of who will see this, but here goes nothing..

Here is the third game in my maths-themed boss battles! The enemy this time is Dave Wood, director of undergraduate studies and researcher at Warwick in dynamical systems (hence all of the references to dynamics, vector fields, chaos theory and all of the emphasis on the boss's movement). This is by far the largest project I have made thus far and I am very pleased with it, but I wanted to have some feedback concerning it (on all aspects, but especially on the difficulty: do you find it reasonable?). In any case, I hope you enjoy it and I look forward to hearing news from you all!
Thank you in advance,

Maximilien Dralet (aka Kinghidrorah)

https://drive.google.com/open?id=1ls1GyEhc4W0FevVXIqnx2n0iJorGRXnZ
Sparen:

--- Quote from: Kinghidrorah on April 13, 2019, 05:18:32 PM ---https://drive.google.com/open?id=1ls1GyEhc4W0FevVXIqnx2n0iJorGRXnZ

--- End quote ---

When I try to unarchive it, my unarchiver says that the RAR is corrupted.

EDIT: Nevermind; something weird happened on my end.


Dave Script by Kinghidrorah

General Notes:
- Boss Icon (the yellow "Dave" at the bottom) should be on the HUD, not in the playing field. When in the playing field, it can be very distracting.
- I can't say much about the color scheme since I don't know much about Dave, but it can be a little... overkill to have the nonspells all be rainbow colored.
- Music doesn't loop properly

Nonspell 1:
- Fairly generic. Not much to say here

Spell 1:
- Really nice-looking opener
- Arrows and butterflies have no delay or warning on them when they spawn.
- It's a really nice spell to look at, but it's very easy to die and for the pattern to be broken
- Overall a spell that is much better appreciated on a second playthrough

Nonspell 2:
- A well-executed and fun to play nonspell.

Spell 2:
- Now THIS is how you do math in danmaku form... or so I'd like to say, but it lags a lot and the background can obscure the bullets since it's so bright

Nonspell 3:
- Interesting, for sure. May want delay clouds on the bullets that spawn from the stars

Nonspell 4:
- Similar to Nonspell 1. Not much to say here

----------

Nonspell 5:
- Now THIS nonspell looks a lot better, graphic wise. Can be a little too difficult though

Spell 3:
- Unfortunately, the colors you utilized are quite dark and given how thin the strokes are, it becomes hard to spot the bullets on the background. One of them in particular (Integral of e^(x^2) ?) is very hard to see

Nonspell 6:
- Bullets are a little too dense, especially with the angular velocity. Otherwise a nice spell.

Spell 4:
- Opener is unnecessarily long and non-threatening to the player, and doesn't even match up to when the first actual laser appears
- Bullets come with no warning and there is no sign of it stopping; depending on the player's position, it could be quite unfair

[ End of second run]

I haven't played the entire thing so I don't know what else you have in store, but you seem to have a good mix of interesting attacks and simple yet effective attacks. I'd be careful about your use of graphics (contrast, readability, etc) as well as difficulty balancing. However, those are more advanced aspects of general game design, and will come with practice, feedback, and iteration.
Kinghidrorah:
Well well well, Sparen playing my script. This is an honour, sir, so thank you for that. In any case, the feedback did not fall in deaf ears:

-First things first: how do you make the boss icon appear on the HUD? I used this method because I did not know of any other.
-The nonspells are not all multicoloured; the first ones tend to be (this represents the chaotic nature of Dave's behaviour) and then they tend to become more monochrome as the fight goes on (though the spells are still colourful) until the grand finale (which I hope you will experience :).*
-I'm aware of my music not looping properly, but I'm unsure of how to test it other than waiting for two minutes in front of my computer to see if I got the timing right (which is tedious). Do you have any hints in order to do that?

I agree with some of your comments regarding the first spell. I tried adding delay to the butterflies but found it visually unappealing and less threatening; also the "unstable fixed point" of blue arrows is, well, fixed, so I found delay on these arrows to be unnecessary. I have changed the spawning area of the green circles (which do have delay) to make the spell consistently fair (ie the ones on the bottom spawn closer to the player, so they don't accelerate as much anymore).

I'm actually surprised you like NS 2; I find it OK but it acts more as a breather in my opinion before the craziness really starts.

Spell 2: oh boy, this one gave me trouble to balance. I have now darkened the background considerable which makes the spell, I have to admit, far better to play. Also the number of unnecessary bullets has been greatly reduced, resulting in the disappearance of lag (at least on my computer, I don't know about other people's).

You are correct about NS3. I have added clouds, and they look pretty as well. NS 5 is hard, I agree, but I can do it 3/4 approximately and have not intention of changing it, since I want it to fit the music.

I remade the bullets for Spell 3 and it is now far more doable (and the hitboxes have been reduced a bit). Keep in mind this was an experiment, since this is my first time making my own bullets, so sorry about it not being optimal earlier.

NS 6 is actually very easy. The first part can be misdirected, then safespotted, and the second is just a bit of spiral dodging (no angular velocity though).

Spell 4 has been tweaked: I have controlled the randomness greatly and also now 3 lasers spawn instead of one when the spell really starts (that was a bug). Sorry if you find the opening too long, but I actually like it that way, so that is how it will remain.

In any case, if you carry on (and please do, your feedback is gold and the end of the script is by far my favourite part!), please redownload the script since I have updated it again with all the previous changes. Thanks in advance, Sparen!
Sparen:

--- Quote from: Kinghidrorah on April 14, 2019, 09:33:09 AM ----First things first: how do you make the boss icon appear on the HUD? I used this method because I did not know of any other.

--- End quote ---

You use render priorities to do this. When assigning a render priority between 0.2 and 0.8 (which is the case for the 'default' render priority when you create a sprite), the sprites are rendered inside the playing field, with (0, 0) being the top left corner of the playing field. Outside of that range ( <0.2, >0.8 ), they render with respect to the top left of the window.


--- Quote from: Kinghidrorah on April 14, 2019, 09:33:09 AM ----I'm aware of my music not looping properly, but I'm unsure of how to test it other than waiting for two minutes in front of my computer to see if I got the timing right (which is tedious). Do you have any hints in order to do that?
--- End quote ---

Welcome to the club. :)

I recommend using Audacity (https://www.audacityteam.org) to better find loop points.


--- Quote from: Kinghidrorah on April 14, 2019, 09:33:09 AM ---NS 6 is actually very easy. The first part can be misdirected, then safespotted, and the second is just a bit of spiral dodging (no angular velocity though).
--- End quote ---
The important thing to note is that just because you may consider an attack to be easy doesn't mean that others will think the same way. Everyone plays games in a slightly different way, and as the creator, you get used to things that others may not see.

A good example of this that I remember is the following:

A beta tester was invited to a studio to test a game. He had no idea how to open his inventory. When he asked, they said 'Oh, just triple-press this key' as if it was obvious. It was something that was obvious to the devs who had been using that system for months, but was not obvious to someone who had sat down in front of the game for the first time.

For this particular nonspell, I'd likely fare much better on a repeat attempt.


--- Quote from: Kinghidrorah on April 14, 2019, 09:33:09 AM ---In any case, if you carry on (and please do, your feedback is gold and the end of the script is by far my favourite part!), please redownload the script since I have updated it again with all the previous changes. Thanks in advance, Sparen!

--- End quote ---
No problem; keep on iterating and improving. You have some great ideas in there and with better execution, you can definitely release their potential.
Kinghidrorah:
Hello again, so I have finalised the script and am pleased with the result, hence I would like to post it on Bulletforge if possible. BUT I noticed back in January that it apparently wasn't accepting any new registrations and have been looking rather frequently since, and that still hasn't changed. So how does one register if registration is never a thing?
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