~Hakurei Shrine~ > Rika and Nitori's Garage Experiments
My first script : The Terror of the Underworld
Chronojet ⚙ Dragon:
Hi once again!
@ hitbox:
If you were to ask me, though, learning hitboxes is just a part of the game and you're ready for longer boss fights you probably should have already gotten pretty familiar with most of them. Do see to it that they're realistic though, I suppose...?
Since it's not dependent on the user downloading anything separately, there wouldn't be any problem if you edited the bullet definition file itself.
@Bloom:
I'm not quite sure if it's feasible, but this could be an alternative to slowing down the curvy lasers --
You could try laying out a warning path for where the lasers would travel, similar to what you'd see for a straight laser? That way the player's absolutely sure to know where they should avoid standing. This could be a thin line like straight lasers' warning lines are, or they could be a transparent laser that has no hitbox but has the same width as the real laser. It's up to you whichever one you want to implement, if you want to take a stab at it at least.
@Not-bonus Last Spell:
The whole DPS check I could manage, though I guess the truly annoying part is the end? If you like you could switch up the boss's movement behaviour at the end so that it stays within a couple sprites' worth of horizontal distance from the player, while the chasing factor of the first half stays the same.
I do cry when the boss decides it wants to play hard to get though ;;
@Actual Last Spell:
Oh, I just happened to move out of the safe area by reflex so it was a small oops on my part.
Again it probably could be avoided if the bullet starts higher up on the screen and slowly moves down while the safe area contracts so it's a little larger initially.
That said, I gave it another few goes, though I was wondering if you could also include a separate plural that plays only the bonus spell? It's a routing-type spell and an IN-style one at that, though since it's just a bonus, you could just treat this as a passing thought, really.
And yeah, I did edit the player to toggle infinite invincibility -- it's not on your end, at least by default.
Cheers~
Mr.Ownage:
Hey there, Chronojet!
I have studied how shotdata works in a bit more detail, and while I don't want to say anything prematurely, I think I found the issue with them. I'm guessing the butterfly bullets act the way they do because in the shotdata, there is no collision radius defined, and by default, hitboxes are defined by using a part of the bullet graphic's size (from my understanding. Bubbles don't seem to have their collision adjusted but still work as intended... no idea). Since the butterfly graphic involves the butterfly shape graphic around it, it means the image is somewhat bigger than the actual projectile itself, leading to the hitbox dissonance. Again, I'm not exactly sure about it yet, but I'm guessing that's the most likely cause to it. I'll be definitely looking into that.
Bloom :
Delay lasers (the warning paths) would be definitely a godsend for this one! The only problem is that unlike straight lasers, curve lasers don't have delay laser options, and straight laser lines couldn't be manipulated like curve lasers do (as far as my understanding goes). The lasers themselves also don't spawn at the same time all the time, which means it would be easy for the delay laser timing to go off. There would be sensible alternative options, however : either decrease the speed, so dodging them is easier, or decrease soul density, so there's bigger gaps and the player can focus on avoiding both. If there's more space to move around, avoiding them would be easier, after all, and the less density would be simpler to implement!
Final Spell (not the bonus one) :
A nice idea, I like that one! It wouldn't be hard at all to implement, would give the player more opportunities to focus on dodging while still dealing damage, and adding a bit of random factor (like a couple of x coordinates' worth) of movement based on player location would still encourage movement rather than timeout tactics or sitting in one spot. Thanks a lot for that one, I'll definitely implement it!
Bonus last spell :
I'll be honest and admit that it's actually designed to be a "memo" sort of spell, that is, it's more easier to capture once you've tried it a few times, and have a basic understanding with the path. It's also completely static (same every time, even this basic path of it was quite a nightmare to piece together. Imagine branching pats with millions of if statements, heh...) so that could also help somewhat in the capture regard.
That being said, there's an issue of it missing a piece of code to add the score after it's cleared. It will be fixed along with the rest of the stuff in the next update. And by all means, it'll include a plural containing only the last (bonus) spell as requested.
Many thanks for the taken time and feedback!
Mr.Ownage:
Terror of the Underworld 1.5 released!
The so-far biggest update to the script in an attempt to keep the difficulty high, but at the same time trying to make sure this difficulty is a "fair high".
Changelog :
-Butterfly hitbox tweaked! While I'm not exactly sure it's a 100% sure fix, you may go near butterfly bullets now with (mostly) no problem! Among others, this makes the second spell (revamped!) and Spiral much more clearable!
-Soul blast (first and third non) : Bullet density slightly lowered. The hitbox update should make this one much more enjoyable! HP lowered significantly.
-Constriction Cannon : Unchanged.
-Flamethrowers (second and fourth non) : Bug with sound effects during the spells fixed. HP somewhat lowered. Otherwise, unchanged.
-Second spell : Revamped! Now instead of fast souls coming from everywhere, the spell now relies on extreme density, but very slow movement! Name changed! The hitbox update should make this spell really a "lost amoung souls" experience!
-Trinities : Delay between triangles spawning increased. Unholy Trinities' spawning boundary raised higher (farther from the player Y). This should make the spells easier to clear, while still keeping the thrill and fear Desperate Trinities is meant to provide!
-Descent : Delay between waves increased, giving somewhat more time to dodge. Hitbox update should make passing between tighter gaps less fearful.
-Soul Bloom : Lasers spawn less souls, and wait slightly more for souls to pass before new ones come. After the initial wave, dodging everything should be less problematic if you keep an eye on both the lasers and the souls!
-Melting Point : Unchanged.
-Supernova : Delay between waves increased, giving somewhat more space to move around in.
-Fountains : Delay between shots of the fountains slightly increased, HP moderately lowered.
-En Masse : Lasers spawn less souls, making everything somewhat more managable as the spell kicks in full force. (I personally think it's still the hardest spell in the script!)
-Spiral : Unchanged, but the butterfly hitbox update should make this one much less fearful and more fair!
-Elysium : HP lowered significantly, lowering the time that needs to be spent via unfocused shots. After playing around this myself, I decided to keep the boss movement as is, as the whole point of the spell is to damage race at first, then use the unfocused shots (or for Reimu-C, focused ones) afterward.
-Purgatory : Fixed an issue with the spell not awarding the spell score upon clearing it. Included a new plural script which only contains the bonus spell to practice!
I hope the update will make the script a much more enjoyable experience to play through! Please provide feedback on if it has become better, your experience didn't change, or (Reimu forbid) everything became worse! Good luck, and have fun!
https://drive.google.com/open?id=11vSXn4gZqY58OhKdmnEH0wUHzh9ZQuRO
Kinghidrorah:
Ah, now you're talking! This has been transformed from a frustrating relative slog to a really enjoyable fight. I can tell you've been busy: first off well done for sorting the butterfly hitbox issue out (did you use straight lasers or did you modify the shotsheet?), it really made everything better. However :) , things are still not perfect in my opinion.
OK, so you've clearly abandoned the idea that the boss shouldn't move around very much, since he is now as restless as any character in the DBZ universe. That's fine, but I have my gripes with your new design: you really need to forget combining continuous bullet spam with random movement in a HUGE area. So during some of the nonspells, either you keep the boss immobile (I think that's preferable), or you control its movement by only saying that it can go so far with respect to his current position, or you make him move once he stops shooting, before starting the cycle again. In any case, the first nonspell (and its clone later on) along with the second nonspell are just annoying. What doesn't help is that you are still adamant about not wanting an indicator (note that bosses in EOSD, Mushihesama, Dodonpachi etc practically don't move during fights) when there is no magic circle during nonspells.
Now I still don't like the first spell, but at this point this may just be me. Also you've changed the second spell considerably, maybe for the worse. Indeed the bullets are extremely slow and since the shooting in the four corners is at random angles all the time, it's impossible to know which parts of the screen will eventually get clumped up. I would actually make the bullets faster on this one, since I felt as though me capturing it was only a matter of luck.
The rest of the script is now very good. The trinities one is finally doable and everything else feels fair, which is much more than could be said before. So I liked revisiting it. On another note, I didn't bother with the extra spell since I only tried for a few minutes before my eyes started to hurt. Maybe lower the bullets alpha, since right now I feel as though I will get a migraine if I attempt it.
The script has come a long way, that's for sure. Well done for actually taking note of the feedback, and for not being discouraged even though it was rather negative at first. Keep on going!
A final thing: how do you make your singles invisible in the "singles" directory of danmakufu?
Mr.Ownage:
Hey there! Thanks for giving it another go and re-visiting!
I'll go over by the mentioned points in order to give answers/mention my opinions about them :
-For the butterfly hitbox issue, I edited the shotsheet myself. It wasn't that hard as I imagined it would be, after all, but I'm really glad it helped!
-Boss movement wasn't actually changed for the rest of the script since the previous version. While personally I think the boss location should be easily trackable in the first non by checking where the red laser is coming from (since it is targeted straight from the boss exactly at the player), I do get the concerns that an indicator for nonspells at least would be great, though I'd rather prefer to avoid using text as one, as it feels so... off... but then again, that's just probably me. If I had something like the ones PCB and IN, for example, use, that would be great. I'll see what I could do about it.
-As long as you keep scanning for escape routes, the second spell should be doable fairly easily thanks to the hitbox update. Yeah, I could say it's a sort of "creator bias" in part, but the only times I've died to it in its current form are when I panicked too much or messed up a slip through smaller gaps. Slightly increasing the delay on the bullets would definitely make it more feasible, however.
-Thanks for the notice on the extra spell's visual impact, I'll be changing that! EDIT : Here is an updated version of the Purgatory single file! Replace it with the one you have. This one should have a more managable alpha level! https://drive.google.com/open?id=1f7P8r0ez0Vh3FAGkxwIuybP_dIElBu-W
-I'm rather surprised you're asking me that about the singles when you have been doing much more complicated and beautiful stuff than I have :)
To actually answer the question, though, open the file(s) of the single(s) you want to make invisible, and then add a // to the header line (to #TouhouDanmakufu[Single]) of the single(s) you want to make invisible. This way, Danmakufu will treat that line as a comment, and thus, will ignore it, and a script with an ignored header will not be shown on the script list.
Example :
#TouhouDanmakufu[Single] : visible single
//#TouhouDanmakufu[Single] : invisible script
Thank you once again for the time spent and for the feedback!