~Hakurei Shrine~ > Rika and Nitori's Garage Experiments
pikaguy900's scripts (NEW: MoF MarisA-styled options code!)
Nimono:
--- Quote from: Hizengar Byakuren on September 20, 2009, 06:28:36 AM ---Playing this with REIMU_B is nothing short of Self-hating. You might want to revise that.
--- End quote ---
How so? All the moving? I'll try to fix that. Maybe make her move slower on the spells.
Johnny: I made her move because in my opinion, bosses that don't move can get really easy. I don't really like that. What do you think I should do, slow her down or make her hold one position and maybe rotate the lasers in the opposite direction every other shot?
Also, I guess I'll redo the survival spell from scratch. Honestly, survival spells are difficult for me because everyone says that if you make them long, you need to make them change as the spell goes on... But that becomes difficult for me, because I start losing ideas for that. I'm better off with just one single shot pattern for each spell, but I don't want to make the spell too short. Otherwise, I'd be better off just making it a normal spell. :/
Thaws: I'll try making it easier after fixing up things with this version. Also, I did the streaming thing at the start as both a test of what all those bullets would look like and to start it off simple, make you think it's gonna be easy or something. ...I think. I can't remember now. Also, not gonna make that part denser. My laptop has a hard time playing some scripts, so if my scripts start lagging, I try to remove bullets. Like, the second spellcard. That honestly wasn't my original plan for it, but I HAD to leave it as it is now because any more bullets and I start dipping down to about 35 FPS... Seriously need a better laptop.
By the way, any suggestions for how I might be able to make the survival spell actually fit its name and imply "extreme destructive force that must never be seen again"?
Thanks for all the feedback, everyone. What are your favorite spells in this boss? I want to know! Also, what happened to feedback for Alice's 9th spell? Feel free to test it outside the stage script! :D
Nimono:
NEW: Suwako A update
Download
Frog Sign -Frog Bomb-
It's basically like UFO SanaeB, but the explosions LINGER a bit. ...maybe it's TOO much like SanaeB?
Divine Tool "Moriya's Iron Ring" (taken from UNL) is good for wiping out bullets, but so is Grand Rapids "Overflowing of the Nile", which is also very powerful...and meant to be like Master Spark in a way. Yes~
Also included (because I am too lazy to take it out) is Suwako B, but I haven't made Bombs for it yet. It's a homing type based upon Suwako's 22B/C in UNL. Curses...heeheehee. Anyway...
Also, Suwako flaps her arms now. Rejoice~
Enjoy, everyone.
Suikama:
Hmm that freeze is kinda weird. Are you sure you aren't accidently running a bunch of yields somewhere?
Nimono:
--- Quote from: Suikam⑨ on September 25, 2009, 03:30:35 AM ---Hmm that freeze is kinda weird. Are you sure you aren't accidently running a bunch of yields somewhere?
--- End quote ---
I'm sure. I have the same problem with some of my other player scripts, and when I asked about this problem, I was told to remove the cutin... That didn't help any. :/ I'm really not sure why it's freezing. Maybe it's because the task "run" is being started in Initialize, which has no yield;?
EDIT: Nope. That's not it... AHA! The problem has been solved! It's the size of the file being loaded for the spells! I shrank it by a lot, and lo and behold, the thing's sped up! Reuploading very soon!
Naut:
Hi hi. I decided to just post about it instead of PMing you, just because some of this information could be useful to other people (despite the fact I'm just gonna rail on your script like there's no tomorrow).
Man she shoots a lot of shit. Oh well, that's cool. Shotgunning is beastly. So the first thing she needs is some left and right movement animations. They themselves don't need modulus-influenced/array animated sections, just the one frame is fine for left and right movement. But it is practically necessary from an aesthetic point of view (which I say because some people completely disregard aesthetics... Read: Me). Also on the subject of prettying things up, I think he arms flap way too fast. As I mentioned on IRC, that's fine for a bomb phase since I think it would look cool, but for normal movement I think they should be slowed down, mostly because it's very distracting. Now this doesn't mean wait more frames before moving to the next section of arm flap, I mean animate an in between animation for the arm flap. For example, if the arms are at 0 degrees starting and then 45 degrees for the next animation frame, then I think the animation could do with a 22.5 degree frame stuck in between there, lasting for just as long. The less difference between each frame the better, since it looks more fluid. Plus animating arm flaps isn't very high on the animation difficulty tier.
Next order of business: hitbox. Set her intersection circle to have a radius of 0. THis is to allow her to be used with all current scripts, since both REIMU and MARISA have hitboxes of 0, so all scripts are balanced to allow for that size hitbox. A larger one feels extremely clunky and practically unplayable for more difficult scripts (anything I make). Stuffman's Sakuya A suffered from the same problem, but he's released a fixed version. Same with Josette. Also, steal the hitbox code from my Sanae player scripts, that little red dot is garbage (it also appears under bullets, unlike Drake's and my hitbox code, which appears on top of XXX03's and the like).
You know about the obscene damage her focused bomb does, so as a reminder to other people:
Test your scripts on spellcards that have 100/100 damage/bomb ratios! Compare the damage output to the default REIMU and MARISA players on the same spellcards, or use Stuffman's damage output calculation script. Just make sure it's consistant! This makes your player script more playable!
Alright, this is all I have time to write up for now, so yeah. It's a pretty well done script, dispite the lack of prettiness. I'll test it's damage output a little more in a bit (don't have the time at the moment). Keep up the good work.