Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Dark Kitsune on April 10, 2013, 12:50:07 AM

Title: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: Dark Kitsune on April 10, 2013, 12:50:07 AM
-gmc.yoyogames.com topic for this game- (http://gmc.yoyogames.com/index.php?showtopic=577554)

(http://i41.tinypic.com/2wdyn4h.jpg)

Description:
Touhou Jinkoutensai (Eastern Artificial Disaster) is one of my first danmaku games, and it's aimed to carefully replicate the style of the main series, with some unique aspects. It only has 4 stages at the moment, but I aim to make this a great game!

I need dialog scriptwriters!


Downloads:
Game and auto-updater (http://www.mediafire.com/?muaq4mr9po3up3o)
Mirror: https://www.dropbox.com/s/aunhm3xjv6182zr/IB.zip

Game Features:
- Completely hand-written engine sort of like Danmakufu, called Bloom Engine 2
- 5 stages
- 9 difficulty settings, custom difficulty setting
- 3 playable characters (Reimu, Marisa, and Rin)
- Absolutely no randomness in any bullet pattern in the game. (Everything is pre-planned)
- Remixed music

Bloom Engine 2 Features:
- Auto-updater
- Completely coded from scratch
- Loads almost all code and graphics externally
- Uses .dat archive system similar to the official series
- Powerful and flexible code-handling system
- Dialog scripts
- Automatically edits spell card codes to adjust difficulty (In other words, infinite difficulty settings are possible with only 1 script per spell card)
- Has a nice effects system
- Compatible with Bullet Pattern Studio 1.3.0 and up
- 30 FPS but still smooth looking

Screenshots:
(http://i39.tinypic.com/bjb9t3.png)
(http://i41.tinypic.com/ek3gut.png)
(http://i44.tinypic.com/4q2cx.png)
(http://i39.tinypic.com/2n1w6f4.png)

Videos:
http://www.youtube.com/watch?v=QMKffen-Fp4 (http://www.youtube.com/watch?v=QMKffen-Fp4)

Soundtrack
https://soundcloud.com/darkwalker247/sets/iridescent-bloom (https://soundcloud.com/darkwalker247/sets/iridescent-bloom)



Dialog script tracker:
Stage 1 vs. Cirno
 [  ] Reimu
 [  ] Marisa
 [X] Rin (by PhantomSong)
 [  ] Koishi

Stage 2 vs. Momiji
 [  ] Reimu
 [  ] Marisa
 [X] Rin (by PhantomSong)
 [  ] Koishi

Stage 3 vs. Mugetsu
 [  ] Reimu
 [  ] Marisa
 [X] Rin (PhantomSong and me)
 [  ] Koishi

Stage 4 vs. Honouko
 [  ] Reimu
 [  ] Marisa
 [X] Rin
 [  ] Koishi

Stage 5 vs. Flandre
 [  ] Reimu
 [  ] Marisa
 [X] Rin
 [  ] Koishi

Stage 6 vs Onishi Kageyumi
 [  ] Reimu
 [  ] Marisa
 [  ] Rin
 [  ] Koishi

Extra vs Pikuro
 [  ] Reimu
 [  ] Marisa
 [  ] Rin
 [  ] Koishi


General plot outline:
Onishi Kageyumi is a shadowy demon-type youkai with the powers of natural disaster (tornado/cyclone, wildfire, flood, blizzard, etc.), and is also an arrogant rebel and refuses to follow normal spell card rules. She offers a hefty reward to anyone who can beat her in battle, and the resulting battles result in disasters all over Gensokyo. Because of the nature of her powers, she often completely ravages the surrounding environment, as well as her opponent.

The heroine(s) go in search of her for whatever reason (maybe to fight for the reward). But  they find that Onishi is beginning to get out of control, with a sudden fire in the forest (stage 4; Honouko is falsely accused of causing it), a powerful tornado near the Scarlet Devil Mansion (stage 5; Remilia battle, Somehow Flandre gets out), and a deadly flash flood at the base of Youkai Montain (stage 6). The heroine decides to fight Onishi in a dangerous attempt to stop the rampaging, as well as get the reward.
Title: Re: Iridescent Bloom Alpha 1
Post by: LadyScarlet on April 10, 2013, 03:23:58 AM
So I just tried it out a bit, and wanted to make a few criticisms.

- Why is the stage theme a remix of Locked Girl? Patchy would barely leave her library, let alone get involved in this! I know it's a pre-alpha, but this irks me.
- I don't have the patience get past midboss Momiji. She moves all over the damn place and is nigh impossible to hit.
- Please make the game exitable from something other than task manager. It'll really help with reputation.

If you would fix those things (except maybe the first if you feel like it), this would be pretty good for a pre-alpha. Just be sure not to use too many of ZUN's graphics; you know what happened with the iPhone game that must not be named.
Title: Re: Iridescent Bloom Alpha 1
Post by: Dark Kitsune on April 10, 2013, 03:57:10 AM
Quote
- Why is the stage theme a remix of Locked Girl? Patchy would barely leave her library, let alone get involved in this! I know it's a pre-alpha, but this irks me.
Substitute music.

Quote
- I don't have the patience get past midboss Momiji. She moves all over the damn place and is nigh impossible to hit.
Ah, okay, I'll lessen her movement.

Quote
- Please make the game exitable from something other than task manager. It'll really help with reputation.
Hit Esc in the "menu" for now.

Quote
If you would fix those things (except maybe the first if you feel like it), this would be pretty good for a pre-alpha.
Thanks.

Quote
Just be sure not to use too many of ZUN's graphics; you know what happened with the iPhone game that must not be named.

No idea what game you're talking about, but I'm not planning to go commercial or anything. I'm definitely gonna try to use more custom graphics though.
Title: Re: Iridescent Bloom Alpha 1
Post by: Helepolis on April 10, 2013, 06:03:37 AM
So I just tried it out a bit, and wanted to make a few criticisms.

- Why is the stage theme a remix of Locked Girl? Patchy would barely leave her library, let alone get involved in this! I know it's a pre-alpha, but this irks me.
- I don't have the patience get past midboss Momiji. She moves all over the damn place and is nigh impossible to hit.
- Please make the game exitable from something other than task manager. It'll really help with reputation.
You know, this is hardly criticism since #1 en #2 are extremely subjective where #2 is a design feature from the creator, I am sure we know another girl in 10D who moves all over the place. #3 is probably the most valid one here for a new engine.

If you would fix those things (except maybe the first if you feel like it), this would be pretty good for a pre-alpha. Just be sure not to use too many of ZUN's graphics; you know what happened with the iPhone game that must not be named.
I think mainly that is more like due to the ZUN rule for releasing on Android/Applestore platforms. Those were disallowed afaik.

Title: Re: Iridescent Bloom Alpha 1
Post by: Dark Kitsune on April 10, 2013, 06:45:01 AM
I think mainly that is more like due to the ZUN rule for releasing on Android/Applestore platforms. Those were disallowed afaik.
So I'm unlikely to get in trouble the way it is right now? I'd like to avoid too much gray area.
Title: Re: Iridescent Bloom Alpha 1
Post by: Helepolis on April 10, 2013, 07:16:55 AM
So I'm unlikely to get in trouble the way it is right now? I'd like to avoid too much gray area.
ZUN does state, if you want to use gamedata, use screenshots and not ingame data. He requests politely to make your own.

If you want to avoid gray area, you'll eventually want to make your own graphics/data/everything.

Edit:
You might want to read this wiki article. http://en.touhouwiki.net/wiki/Touhou_Wiki:Copyrights

Quite insightful.
Title: Re: Iridescent Bloom Alpha 1
Post by: Dark Kitsune on April 10, 2013, 11:11:30 PM
ZUN does state, if you want to use gamedata, use screenshots and not ingame data. He requests politely to make your own.

If you want to avoid gray area, you'll eventually want to make your own graphics/data/everything.

Edit:
You might want to read this wiki article. http://en.touhouwiki.net/wiki/Touhou_Wiki:Copyrights

Quite insightful.
Okay, thanks for that. Although I've seen lots of games on here that use gamedata <_<
Title: Re: Iridescent Bloom Alpha 1
Post by: Helepolis on April 11, 2013, 06:28:08 AM
Okay, thanks for that. Although I've seen lots of games on here that use gamedata <_<
Indeed, discussable topic but I think in the end it boils down to personal choices. So I shouldn't be bothered with it if you follow the guidelines, especially since this is your own engine it seems.
Title: Re: Iridescent Bloom Alpha 1
Post by: Dark Kitsune on April 12, 2013, 03:55:59 PM
Alpha 2 - "Cirno" is out!

Game changes:
- Moved Momiji's stage to stage 2 and added a stage 1 vs. Cirno
- Added Rin Kaenbyou is playable character #3
- Added bombs to all characters
- Added "Item Get Border"
- Added custom difficulty selection
- Added some missing sounds
- Tweaked sound volumes

Engine changes:
- Improved difficulty handling code
- Added glow support to bullets
- Improved pickup chasing
- Added conflict prevention to game data extraction

Topic changes:
- Moved download links up to just below description
- Added version changes section

Download:
http://www.mediafire.com/?de1nn7jbeixuk4b
Title: Re: Iridescent Bloom Alpha 2
Post by: Darkness1 on April 12, 2013, 08:11:36 PM
Looks really cool and has potential. I know it's a WIP, but you know:
- Bombs doesn't work properly. (No Invincibility.) Ok, you can consider it working properly, but it is so bad at doing it's job. Deathbombing is alot worse than in EoSD and since you have no invincibility, random bullets can still kill you.
- Boss appearance and cutins (especially Momiji's which covers her fastspeed small bullets) are annoying.
- Death spawning is broken, you can die like three times in a sec against momiji with her fastspawning - fast speed bullets which hits you way too fast upon death. With that I mean, death respawning should have an invincibility timer.

The custom difficulty was a fun setting, using 20 was kind of interesting which reminded me of ultra mode :P.
Title: Re: Iridescent Bloom Alpha 2
Post by: PhantomSong on April 12, 2013, 09:24:53 PM
:P Hmmhmn... I like it! I LOVE those player sprites, do you sprite them youself? And pretty much Darkness took what I had to say... :P
Title: Re: Iridescent Bloom Alpha 2
Post by: Dark Kitsune on April 13, 2013, 01:25:55 AM
Alpha 3.1 - "Rin" update:

Alpha 3.1 Engine changes:
- Added tails to Rin Kaenbyou
- Increased midboss Momiji's spell health
- Fixed auto-updater so it always updates the version number
Title: Re: Iridescent Bloom Alpha 3
Post by: Delfigamer on April 13, 2013, 04:05:07 PM
I wonder how long have it taken to write all your code?
What systems are written by you?
Title: Re: Iridescent Bloom Alpha 3
Post by: Dark Kitsune on April 13, 2013, 04:26:46 PM
I wonder how long have it taken to write all your code?
What systems are written by you?
It took about a week to write the engine.
I wrote every single line of code in it, too.
But I used a few DLLs by other people to handle file downloading and drawing 3D graphics on surfaces.
Title: Re: Iridescent Bloom Alpha 3
Post by: Dark Kitsune on April 14, 2013, 05:46:58 AM
Player involvement opportunity!
I'm thinking of bringing back either Mima or Shinki. I made sprites for both, so which should appear in the game?

Oh, and expect much abuse of lasers in the next stage!
Title: Re: Iridescent Bloom Alpha 3
Post by: Darkness1 on April 14, 2013, 08:13:42 AM
My vote is for Shinki.
Not because I don't like Mima, she is cool too, but I would enjoy more to see danmaku of Shinki because:
1. Her danmaku is very interesting.
2. She isn't used much at all...
Title: Re: Iridescent Bloom Alpha 3
Post by: LadyScarlet on April 14, 2013, 04:46:45 PM
I've had an idea for a while. Shinki could be the boss of the Extra stage, with Yumeko as the midboss, and Mima could be the boss of the Phantasm stage, with pretty much anyone as the midboss. How about that?
Title: Re: Iridescent Bloom Alpha 3
Post by: Dark Kitsune on April 14, 2013, 08:02:44 PM
I've had an idea for a while. Shinki could be the boss of the Extra stage, with Yumeko as the midboss, and Mima could be the boss of the Phantasm stage, with pretty much anyone as the midboss. How about that?
Sounds like a good idea, but who should be the 3rd stage boss/midboss then? I'd like to use either a dark stage with lasers, or a sort of red-orange tinted stage with light/rainbow bullets.
Title: Re: Iridescent Bloom Alpha 3
Post by: Darkness1 on April 14, 2013, 08:32:51 PM
Mima could be the boss of the Phantasm stage, with pretty much anyone as the midboss.

I think the best would be to have Marisa as the Phantasm midboss then.
who should be the 3rd stage boss/midboss then? I'd like to use either a dark stage with lasers, or a sort of red-orange tinted stage with light/rainbow bullets.

Dark stage with lasers makes me think of Yuuka/Yukari/Rumia/Gengetsu
Red-orange stage: Meiling/Kurumi/Flandre/Three Mischievous Fairies :V

Just random thoughts/ideas. May be abit silly.

Title: Re: Iridescent Bloom Alpha 3
Post by: Sparen on April 14, 2013, 10:24:47 PM
The game crashes for me. It says that there's a resource conflict over the .cfg file (as in, it can't make another copy because one already exists). Don't know what happened. It automatically updated to 3.1, then crashed. Restarting gave the error message.
Title: Re: Iridescent Bloom Alpha 3
Post by: PhantomSong on April 14, 2013, 11:32:15 PM
Sounds like a good idea, but who should be the 3rd stage boss/midboss then? I'd like to use either a dark stage with lasers, or a sort of red-orange tinted stage with light/rainbow bullets.
You could always pull a PC98 and have a really powerful unnamed fairy/creaturethingy
Title: Re: Iridescent Bloom Alpha 3
Post by: Sparen on April 15, 2013, 12:48:41 AM
You could always pull a PC98

XD. Is that the new scripter excuse for a BSsed piece of work?

And yeah, I wish I could play it.

Edit: If you want a Touhou character, it might help to use a lesser known one.
Title: Re: Iridescent Bloom Alpha 3
Post by: Dark Kitsune on April 15, 2013, 01:15:23 AM
The game crashes for me. It says that there's a resource conflict over the .cfg file (as in, it can't make another copy because one already exists). Don't know what happened. It automatically updated to 3.1, then crashed. Restarting gave the error message.
Odd... I'll look into it. Did the game process get terminated while updating or loading at any time?

For now, you can probably fix it by going to your C:\ drive and deleting the folder called .bloom2 or .be2temp or something like that.



And as for stage 3, I'm thinking of having either Keine or Mugetsu as boss, having Lily White as midboss, and bringing back the "Cheetoh lasers".
How does that sound?
Title: Re: Iridescent Bloom Alpha 3
Post by: Sparen on April 15, 2013, 01:37:43 AM
Odd... I'll look into it. Did the game process get terminated while updating or loading at any time?

For now, you can probably fix it by going to your C:\ drive and deleting the folder called .bloom2 or .be2temp or something like that.

A) No
B) Oh. Hidden files. perfect. *Whips Houdini out*

Edit: Actually, the files were never written. Most of the folders have 0 bytes in them.
Title: Re: Iridescent Bloom Alpha 3
Post by: Dark Kitsune on April 15, 2013, 02:20:14 AM
A) No
B) Oh. Hidden files. perfect. *Whips Houdini out*

Edit: Actually, the files were never written. Most of the folders have 0 bytes in them.
Try the new version. I added a manual file_delete command in the start of the game to make sure it doesn't already exist.



Warning: I found a bug in the auto-updater, that causes people updating from alpha version 3 to 3.2 to not get some of the changes in version 3.1! The game still works, but you may not see Rin's tails and Momiji's spell will have too little health again...
I will fix this bug soon!



Added some remixes of songs from Touhou 5 (Mystic Square) to the soundtrack. These are essentially the same as the original, but the synthesized instruments are switched out with the more realistic ones from the newer games.



Also, here's a link to my first ever Touhou game, Incandescent Bloom. I started it like a year and a half ago, but never finished it. It's pretty bad, and as you can guess by the title, Iridescent Bloom was intended to be a remake of it.
http://gmc.yoyogames.com/index.php?showtopic=535602 (http://gmc.yoyogames.com/index.php?showtopic=535602)
Title: Re: Iridescent Bloom Alpha 3
Post by: Dark Kitsune on April 15, 2013, 10:49:38 PM
Alpha 4 - "Shikigami" is out!

Alpha 4 Engine changes:
- Fixed updater bug, all features from 3.1 should now work
- Added complex 3D scene support
- Added 2D background support for boss fights
- Added laser bullet support
Title: Re: Iridescent Bloom Alpha 5
Post by: Dark Kitsune on April 18, 2013, 02:18:46 AM
Alpha 5 - "Mugetsu" is out! Get it now!

Alpha 5 Game changes:
- Added Stage 3 (Vs. Keine Kamishirasawa & Mugetsu)
- Switched some songs around
- Added temporary invincibility for bombs and for some time after death
- Increased point drops for some enemies
- Removed laggy shockwave effect from Reimu's and Rin's bombs
- Improved laser animation

Alpha 5 Engine changes:
- Added point counter
- Added life extend
- Fixed spell handler so that bullet count can't go below 1
- Moved spell name display further to the right
- Improved enemy destruction effect

Known bugs:
- The high-health enemies only shoot 2 bullets before leaving the screen
- Sometimes (rarely) crashes when checking for updates
Title: Re: Iridescent Bloom Alpha 5
Post by: PhantomSong on April 21, 2013, 11:26:43 PM
Hm... May I suggest making the boss wait to fire/be attacked and fade out the music so the transition seems for fluent?(Obviously where the conversation would happen). Also have a slight pause when the mid-boss appears so you can react? Also have the bosses come in from the side so they can't spawn on top of you.
Title: Re: Iridescent Bloom Alpha 5
Post by: Dark Kitsune on April 22, 2013, 04:35:21 AM
Thank you for the suggestion, I will work on it.

I just can't really catch these details by myself, since I've playtested it so many times I've gotten used to all the problems. So, I appreciate these comments a LOT.
Title: Re: Iridescent Bloom Alpha 5
Post by: The Noodles Guy on April 24, 2013, 02:18:23 PM
Deity Mode isn't human :V

PS, after defeating Mugetsu, what happens?
Title: Re: Iridescent Bloom Alpha 5
Post by: Delfigamer on April 24, 2013, 02:27:39 PM
I guess, the scenario ends.
Game end requires special implementation, which seems to be still undone.
Title: Re: Iridescent Bloom Alpha 5
Post by: Dark Kitsune on April 25, 2013, 12:47:40 AM
I'm still working on making more stages, hence "Alpha 5" in the name. It doesn't end, because there will be more levels. When you defeat Mugetsu, it tries to load the next stage, but it doesn't exist so it just does nothing.

I'll start making stage 4 after GMC Jam #10 (http://gmc.yoyogames.com/index.php?showtopic=578250&page=1) competition ends. My entry for that competition will be made with this same engine, too! I might post stuff about it on here to get input on the patterns and stuff.


Also, has anyone beaten Stages 1-3 on Deity yet?
Title: Re: Iridescent Bloom Alpha 5
Post by: Dark Kitsune on May 05, 2013, 06:07:08 AM
Began work on stage 4.


Stage music: Entering Inferno (Original song)
Boss music: Haven't decided yet

Mid-boss: Haven't decided yet, maybe Rumia.

Boss: Honouko Ryujin (Salamander Youkai)

Basic summary for stage 4: The heroine sees smoke in the forest and goes to find clues/suspects/whatever for the incident. Along the way, they run into Rumia(?), who is escaping in the opposite direction. After a quick fight, she explains that the light from a forest fire had weakened her and she is fleeing to areas her darkness can touch. The heroine continues further until reaching the edge of the inferno. A cheerful Honouko greets them, the heroine accuses Honouko of causing the fire, and a fight ensues. After the fight, Honouko defends herself, saying that she hadn't created the fire, rather she was attracted to it because she is a salamander youkai. She says she saw some human-like silhouette leave the site, then it suddenly disappeared.
Title: Re: Iridescent Bloom Alpha 5
Post by: Maths ~Angelic Version~ on May 05, 2013, 11:02:21 AM
This is not a problem, more a question of style, but your bosses' attacks seem to rely more on speed and less on intricate bullet patterns than the attacks you can find in most Touhou games and danmaku fangames.

Possible issues I've found:
-You might want to add/improve deathbombing
-I think the invincibility after death should be extended. It's easy to die twice because the period of invincibility is short.
-Bosses appear very suddenly. It feels like I'm just playing the stage, then the boss suddenly appears on the top of the screen without warning, then it's battle time. At least have the boss enter the screen like Touhou bosses do.
-The stage 1 fairies shoot fast bullets if you fail to kill them in time. The bullets are fast, so it's hard to react to them if you don't know it in advance. Getting killed by a fast bullet in stage 1 may not be the most motivating experience to a new player.
-Cirno's last noncard is annoying with the icicles changing direction without warning
-Bomb damage carries over between attacks (if you bomb near the end of an attack, the bomb can damage the next card as well)
-For some reason, I find Mugetsu's noncards very hard to read, even on Easy and Normal.
-Some of the bosses have annoying movement patterns (too fast and too unpredictable. I know some Touhou bosses, like Futo in one of her Spell Cards, move around a lot, but at least Futo's movement is predictable)
- If you plan to make your bosses drop items after the end of a Spell Card attack when it's not the last card of the battle, you should make small pauses between attacks.

Anyway, I hope some of that helps and that I wasn't too harsh. It's pretty interesting to see someone code a danmaku game from scratch (no offence, Danmakufu users). I really like the effects. The game looks great  :)
Title: Re: Iridescent Bloom Alpha 6
Post by: Dark Kitsune on May 05, 2013, 10:55:41 PM
Okay, updated again! (Alpha 6)

Alpha 6 Game changes:
- No changes

Alpha 6 Engine changes:
- Added pause between all boss attacks
- Decreased damage to bosses by 40%
- Bosses now fly in instead of appearing
- Added an energy gathering effect at the start of each attack
- Boss health-bar-thingy now increases and decreases smoothly
- Fixed some bomb delay issues

Known bugs:
- The high-health enemies only shoot 2 bullets (on lunatic and below) before leaving the screen
- Sometimes (rarely) crashes when checking for updates
Title: Re: Iridescent Bloom Alpha 5
Post by: Kaze_Senshi on May 06, 2013, 11:20:59 AM
Today I got some time to play your game, it looks pretty good, I think that you are reusing too much the same fairies (that shoots aimed red shards and yellow balls). Also in my computer I can't open your game if I am without internet connection.

+1 to everything that Maths said:
-For some reason, I find Mugetsu's noncards very hard to read, even on Easy and Normal.
It reminds Yukari's Double Black Death Butterfly, hard hard :V

Title: Re: Iridescent Bloom Alpha 5
Post by: Dark Kitsune on May 07, 2013, 01:37:44 AM
Also in my computer I can't open your game if I am without internet connection.
I need to fix the auto-updater so it doesn't crash if it can't connect to the update server...

+1 to everything that Maths said:It reminds Yukari's Double Black Death Butterfly, hard hard :V
Working on it.

And the next version will have another stage, boss animation, improved focus graphics, improved emulation of the Touhou sound system, and better effects.
Title: Re: Iridescent Bloom Alpha 6
Post by: Kaze_Senshi on May 07, 2013, 02:46:52 AM
Sorry if someone asked this question before but does your game support fullscreen?
And why it only support 30fps?
Title: Re: Iridescent Bloom Alpha 6
Post by: Dark Kitsune on May 07, 2013, 10:57:58 PM
Sorry if someone asked this question before but does your game support fullscreen?
For now, press F4.

And why it only support 30fps?
It's made in Game Maker 8, so the engine has painful lag spikes on the larger spells if I turn it up to 60 FPS.
Title: Re: Iridescent Bloom Alpha 6
Post by: Dark Kitsune on May 19, 2013, 04:01:40 AM
I started making Stage 4 yesterday, and it's about... 70% done as of now. This one is going to use some cool new mechanics I created for the bullet emitters.

(Not to toot my own horn, but I love this spell card maker I designed. It allows me to reel out quite complicated spell cards within 10 minutes each!)
Title: Re: Iridescent Bloom Alpha 7
Post by: Dark Kitsune on May 22, 2013, 04:01:10 AM
Update! (Alpha 7, "Salamander")

Alpha 7 Game changes:
- Added Stage 4!
- Redesigned HUD thingy.

Alpha 7 Engine changes:
- Better emulation of the Touhou sound.
- Improved graphics here and there.
- Fixed a mistake that made your hitbox actually 2 pixels to the right of where it should be...

Known bugs:
- The high-health enemies only shoot 2-3 bullets (on lunatic and below) before leaving the screen
- Sometimes (rarely) crashes when checking for updates
Title: Re: Iridescent Bloom Alpha 7 - "Salamander"
Post by: PhantomSong on May 22, 2013, 09:38:59 PM
An error pops up near the beginning
Title: Re: Iridescent Bloom Alpha 7 - "Salamander"
Post by: Evil_Nazgul0616 on May 22, 2013, 10:35:55 PM
Every time I lost all my lives, I got this:

Code: [Select]
ERROR in
action number 1
of Draw Event
for object back3d:

Trying to use non-existing surface.

Played "Salamander" version, normal difficulty, all characters.

Otherwise it was good, I liked the patterns and the gameplay. You've done a good job with this game.

I also loved how you nerfed Icicle Fall.
Title: Re: Iridescent Bloom Alpha 7 - "Salamander"
Post by: Dark Kitsune on May 22, 2013, 11:18:43 PM
Ah, thanks for notifying me. Uploading a fix update, and it should be ready within an hour.
Title: Re: Iridescent Bloom Alpha 7 - "Salamander"
Post by: Kaze_Senshi on May 23, 2013, 11:04:30 PM
Oh I played it here, it is working, the first time after updating it crashed but it is working now. I only think that the graze system isn't working well, I beat stage 3 with 2 graze points :V
Well I didn't have many time to play so I can't give you good feedback about the 4th boss, I played on normal and I think that it is a bit weak compared to touhou stage 4 bosses.
Also maybe Mokou's bomb is too overpower when you move yourself over the boss, it does a lot of damage. Maybe you should reduce her speed while bombing to avoid this.

Title: Re: Iridescent Bloom Alpha 7 - "Salamander"
Post by: Dark Kitsune on May 30, 2013, 06:55:16 AM
>_< Just realized the description still said "1 basic stage". Fixed.

Some ideas for stage 5:
Thinking of bringing back Reisen and Mokou. Stage theme will probably be dark red and misty.

And still absolutely no ideas for a plot -.- I need a scriptwriter or something.
Title: Re: Iridescent Bloom Alpha 7 - "Salamander"
Post by: Kaze_Senshi on May 30, 2013, 12:55:16 PM
You should have a story before starting to create the game :o
At least a final objective , a final boss, after creating it you can "fill" the game with minor bosses and connect them with some story. As far as I know in the Touhou series the fifth boss is strongly connected with the 6th one.
BTW will your game have dialogues?
Title: Re: Iridescent Bloom Alpha 7 - "Salamander"
Post by: PhantomSong on May 31, 2013, 12:21:10 AM
Story Writers you saay~ I could be of some use~  :3

Edit:
http://pastebin.com/8WdANR9c
(Cirno and Momiji dialogue with Rin

And to clear confusion on Momiji's dialogue:
Aya told Momiji that Lord Tenma wanted all the tengus on guard duty.
Title: Re: Iridescent Bloom Alpha 7 - "Salamander"
Post by: Hinacle on May 31, 2013, 12:30:58 AM
I keep getting this error:
(http://i.imgur.com/VJ12itC.png)

I was just flying around and then when a fairy reached the middle of the screen that error popped up. Pressing ignore just makes it pop up again.
Title: Re: Iridescent Bloom Alpha 7 - "Salamander"
Post by: PhantomSong on May 31, 2013, 12:48:50 AM
I keep getting this error:
(http://i.imgur.com/VJ12itC.png)

I was just flying around and then when a fairy reached the middle of the screen that error popped up. Pressing ignore just makes it pop up again.
I also keep getting it on Stage 2
Title: Re: Iridescent Bloom Alpha 7 - "Salamander"
Post by: Lavalake on May 31, 2013, 04:44:54 AM
I kind of want to try to make all the scenarios because no story just makes stage 1-3 seem pointless and just a string of random boss fights.
In EOSD, The Heroin fought Rumia because they needed practice. They also fought Cirno because she got in the way.
I would help with the story if you want.

Other than that, I find it unique to have a custom character after four Touhou characters. I see you have some kind of story there, I kind of like it, but make sure, at the end, to make a story for having to fight the first four Touhou characters.
You are making good progress and I hope to see more from you.
Title: Re: Iridescent Bloom Alpha 7 - "Salamander"
Post by: KrackoCloud on May 31, 2013, 07:14:53 AM
Looks pretty good, although those stages are pretty boring. The attacks are relatively conservative in design; it would be nice to see just a small handful of gimmick cards, but that's just personal preference.
Title: Re: Iridescent Bloom Alpha 7 - "Salamander"
Post by: Dark Kitsune on June 01, 2013, 06:54:35 AM
Still can't find the source of those errors -.-

I've kinda been rushing out the stages (At most 2 days work each) and I'm gonna go back and fill the holes after the layout is done. And don't worry, I've had a basic plot set out since I started working on this project. I actually came up with an idea for the 6th stage boss long before the first line of code was written.

I'm gonna keep most of it secret until I get there, but I will tell you that the 6th stage boss is a rather creepy girl named "Onishi Kageyumi".
Also, the next playable character will most likely be Rinnosuke.

I'm working on a new IDE to streamline working with Bloom Engine 2, so future updates should be quicker and more organized.
Title: Re: Iridescent Bloom Alpha 7 - "Salamander"
Post by: PhantomSong on June 02, 2013, 12:13:37 AM
You should make Koishi or Satori playable :3
Title: Re: Iridescent Bloom Alpha 8 - "Kappa"
Post by: Dark Kitsune on June 05, 2013, 12:41:03 AM
Update! Alpha 8 - "Kappa"
Alpha 8 Game changes:
- Improved some stage appearances
- Fixed those enemies!
- Fixed the "o.speed" error!

Alpha 8 Engine changes:
- Fixed the complex 3D scene handler
- Added extra 2D drawing handler
- Redesigned some internal code to work with BloomDev

Known bugs:
- Sometimes (rarely) crashes when checking for updates
Title: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Dark Kitsune on June 08, 2013, 04:42:55 PM
Update! Alpha 9 - "Florescence"

Alpha 9 Game changes:
- Heavily improved stage 1 & 4 backgrounds
- Made Momiji's spell cards less aggravating

Alpha 9 Engine changes:
- Added more changable appearances
- Added spell bonus
- Added timeout
- Added score tables and saving

Known bugs:
- Sometimes (rarely) crashes when checking for updates
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Darkness1 on June 08, 2013, 09:55:19 PM
I tried playing this one again and it sure has improved now. All the effects are wonderful and the stages are more interesting. Still some generic complaints:
- Stage 3 and 4's bosses both seem to have in common to have decent spellcards but unfair nonspells.
- Stage 4 has a really annoying background movement, especially with the shiny color.
- I got an error at the beginning of stage 4, which probably had something to do with that I got no warning from the fairies suddenly appearing underneath me and cheapshotting me.
- Bombs still feels unresponsive and kind of weak in that way.
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Dark Kitsune on June 08, 2013, 11:36:16 PM
I tried playing this one again and it sure has improved now. All the effects are wonderful and the stages are more interesting. Still some generic complaints:
- Stage 3 and 4's bosses both seem to have in common to have decent spellcards but unfair nonspells.
- Stage 4 has a really annoying background movement, especially with the shiny color.
- I got an error at the beginning of stage 4, which probably had something to do with that I got no warning from the fairies suddenly appearing underneath me and cheapshotting me.
- Bombs still feels unresponsive and kind of weak in that way.
Thanks for giving me those complaints, especially thanks for making them in a list like that. It helps me eliminate anything that detracts from the game.

And a little sneak preview of the next stage (Vs. Remilia and Flandre)
(http://i42.tinypic.com/35hl4xe.png)
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Darkness1 on June 09, 2013, 10:33:51 AM
And a little sneak preview of the next stage (Vs. Remilia and Flandre)
Looks nice (especially considering Remilia is one of my favorite characters, both in personality and danmaku).
Another thing, which isn't that important, but having the delayed lasers length going from 0 to max before they activate often looks better and less startling.
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Sparen on June 09, 2013, 11:57:29 PM
It crashed for me. Again.
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Dark Kitsune on June 10, 2013, 07:05:22 AM
It crashed for me. Again.
Are you trying to run it in Wine? Because your images didn't look like Windows. This game probably doesn't work on Wine...

If that's not the case, I don't know how to fix that crashing, because you're the only person who seems to be experiencing this crash.
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Sparen on June 10, 2013, 09:53:54 PM
Are you trying to run it in Wine? Because your images didn't look like Windows. This game probably doesn't work on Wine...

If that's not the case, I don't know how to fix that crashing, because you're the only person who seems to be experiencing this crash.

The crash has to do with video.
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Dark Kitsune on June 10, 2013, 11:18:13 PM
The crash has to do with video.
Video? Maybe your video card can't handle it or something? Do you have the newest version of DirectX?
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Sparen on June 10, 2013, 11:27:06 PM
Video? Maybe your video card can't handle it or something? Do you have the newest version of DirectX?

I don't have DirectX. I SHOULD be able.. wait a sec.

I have up to d3dx11_42.dll. D3DX10 is installed in the 32-bit system folder within Wine.

It's a gstreamer error, and I'm pretty sure my computer's video card is good enough to run this game, given that it was able to run DDC Stage 2 without dropping to 5 FPS. Gstreamer has been giving me problems recently. More specifically, I think it's giving the same error as it gives to Marine Benefit Stages 1-3, where the background is actual video being manipulated and not just image rendering. I was wondering if you used some form of video or non-effect (to put it in Danmakufu 0.12m terms) imaging on your main screen.

P.S. The reason I've been obstinate about fixing this is because I'm overconfident (b/c I actually found a small bug in one of EthanSilver's projects that crashed the program on Wine) and because I really want to be able to play the game. It looks awesome.
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Dark Kitsune on June 10, 2013, 11:45:05 PM
I think it's giving the same error as it gives to Marine Benefit Stages 1-3, where the background is actual video being manipulated and not just image rendering. I was wondering if you used some form of video or non-effect (to put it in Danmakufu 0.12m terms) imaging on your main screen.
The backgrounds are accomplished by creating a raw surface on the video card, drawing the scene through Direct3D, then drawing the final surface to the game window, scaled to fit in the playing area. No videos involved.

It looks awesome.
If you mean this game, thanks. Though it does need a LOT of work, and I want to redo the entire second stage from scratch. It's definitely the worst stage in the game (maybe because it was the first).


P.S. Apparently Game Maker games may not work on Wine http://gmc.yoyogames.com/index.php?showtopic=525259 (http://gmc.yoyogames.com/index.php?showtopic=525259)
This game uses a runner built in Game Maker...
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Hinacle on June 13, 2013, 02:41:44 AM
I always get this error at the end of stage 3: http://gyazo.com/24c052677b4da3b462f9cff3fce27518
Pressing ignore allows me to go to stage 4.

One main problem I have is Stage 1 and 4's backgrounds are very distracting. Stage 1 during the Cirno fights is a major offender. The icicles blend into the background.
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Dark Kitsune on June 13, 2013, 05:04:40 AM
I always get this error at the end of stage 3: http://gyazo.com/24c052677b4da3b462f9cff3fce27518
Pressing ignore allows me to go to stage 4.
Yeah... I don't know what's causing that error, because texture0 DOES exist...

One main problem I have is Stage 1 and 4's backgrounds are very distracting. Stage 1 during the Cirno fights is a major offender. The icicles blend into the background.
Stage 4's "fiery" effect was kind of a mistake... I'm gonna change that.
And I'm thinking of adding some kind of dark blur effect to those icicles. Or maybe I'll change it to night time or something.
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Dark Kitsune on June 14, 2013, 05:30:01 AM
Almost done with the whole dialog system, so now would be a great time if anyone wants to pitch in with the dialog scripting. (of course I will give credit)

Dialog script tracker:
Stage 1 vs. Cirno
 [  ] Reimu
 [  ] Mokou
 [X] Rin (by PhantomSong)
 [  ] Koishi

Stage 2 vs. Momiji
 [  ] Reimu
 [  ] Mokou
 [X] Rin (by PhantomSong)
 [  ] Koishi

Stage 3 vs. Mugetsu
 [  ] Reimu
 [  ] Mokou
 [X] Rin (PhantomSong and me)
 [  ] Koishi

Stage 4 vs. Honouko
 [  ] Reimu
 [  ] Mokou
 [X] Rin
 [  ] Koishi

Stage 5 vs. Flandre
 [  ] Reimu
 [  ] Mokou
 [  ] Rin
 [  ] Koishi

Stage 6 vs Onishi Kageyumi
 [  ] Reimu
 [  ] Mokou
 [  ] Rin
 [  ] Koishi


General plot outline:
Onishi Kageyumi is a shadowy demon-type youkai with the powers of natural disaster (tornado/cyclone, wildfire, flood, blizzard, etc.), and is also an arrogant rebel and refuses to follow normal spell card rules. She offers a hefty reward to anyone who can beat her in battle, and the resulting battles result in disasters all over Gensokyo. Because of the nature of her powers, she often completely ravages the surrounding environment, as well as her opponent.

The heroine(s) go in search of her for whatever reason (maybe to fight for the reward). But  they find that Onishi is beginning to get out of control, with a sudden fire in the forest (stage 4; Honouko is falsely accused of causing it), a powerful tornado near the Scarlet Devil Mansion (stage 5; Remilia battle, Somehow Flandre gets out), and a deadly flash flood at the base of Youkai Montain (stage 6). The heroine decides to fight Onishi in a dangerous attempt to stop the rampaging, as well as get the reward.
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Hinacle on June 14, 2013, 06:37:04 AM
If you're talking about dialogue writing, then I'd be happy to do Koishi's scenario.
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Kaze_Senshi on June 14, 2013, 12:26:52 PM
Maybe it's a good idea to let the same person write all scripts from one character to avoid inconsistencies  or different writing styles.
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Dark Kitsune on June 14, 2013, 02:21:51 PM
Maybe it's a good idea to let the same person write all scripts from one character to avoid inconsistencies  or different writing styles.
Well, I've been changing little things in the dialog I get from other people so that it's more consistent and sounds more like the character, but I don't change too much. For example, I fixed some grammar problems in the scripts I got for Rin, and removed the ", sis" parts because they sounded out of character.
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Zoriri on June 14, 2013, 03:07:46 PM
I'm just played your newest version, and i must say i really like the game so far. Although, for some reason i can only choose easy mode. Also, in stage there are some fairies that leave the screen without firing any bullets (not sure if that was intentional, but i just thought i'd let you now.)

EDIT: Ignore that, I clicked the wrong thing to play.  :V The only complaint i have now is that cirnos bullets are kind of hard to see against her stage background.
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: PhantomSong on June 14, 2013, 04:09:53 PM
For example, I fixed some grammar problems in the scripts I got for Rin, and removed the ", sis" parts because they sounded out of character.
Out if character? Rin in SA says "sis".

Quote
Rin
お姉さんならきっとあいつもやってくれるわね!
期待して待ってるわ
Hey, sis, I bet you can beat her for me!
I'll be waiting for you!
-quoted from Reimu/Yukari arc from the Touhouwiki-

EDIT Another Rin dialogue with Mugetsu (http://pastebin.com/5SSnwT7A)
Title: Re: Iridescent Bloom Alpha 9 - "Florescence"
Post by: Dark Kitsune on June 14, 2013, 07:13:01 PM
Out if character? Rin in SA says "sis".
-quoted from Reimu/Yukari arc from the Touhouwiki-

EDIT Another Rin dialogue with Mugetsu (http://pastebin.com/5SSnwT7A)
Oh, alright, I'll add some of them back in. I just don't want too many.
And thanks for another script. I already had something for that stage, so I'll sort of merge yours with mine. just so you know, I can't do dialog before the boss enters. The boss flies in, then the dialog starts.

Rin and Mugetsu
Code: [Select]
-route=Rin Kaenbyou
-speaker=Player
(Finally, someone I can talk to)
Hey! What is this place?!
And how did I get here?
-speaker=Boss
Oh? What's a cat doing here?
-speaker=Player
Answer my question!
-speaker=Boss
Oh! You must be the one I summoned!
-speaker=Player
...
-speaker=Boss
I'm looking for my sister Gengetsu.
Have you seen her?
-speaker=Player
Wait, so you summoned me here...
... to ask if I've seen your sister?
-speaker=Boss
Well, you didn't seem busy...
-speaker=Player
I am very busy!
I'm looking for spirits to bring to Hell~
Say sis, are you powerful?
-speaker=Boss
I'm pretty powerful.
-speaker=Player
Then I'm gonna take ya to Hell!

Code: [Select]
-route=Rin Kaenbyou
-speaker=Boss
Before you take me...
Let me find my sister please...
-speaker=Rin
You really aren't that powerful...
-speaker=Boss
Powerful, you say?
I've heard of a very powerful youkai.
-speaker=Player
Oh, where can I find her?
-speaker=Boss
I think she hangs around the forest.
But you shouldn't-
-speaker=Player
Thanks sis, now get me out of here!
-end

Rin and Honouko:
Code: [Select]
-route=Rin Kaenbyou
-speaker=Player
Hey, are you the powerful youkai?
Wow, you even burned half the forest!
-speaker=Boss
What? I-
-speaker=Player
Great!
I'll bring you with me now!
-end

Code: [Select]
-route=Rin Kaenbyou
-speaker=Player
Hey, you're weak, sis!
You can't have caused this fire.
-speaker=Boss
I was trying to tell you that...
I only came here to enjoy the fire.
But I saw a shadowy figure fly away earlier!
-speaker=Player
Which way?
-speaker=Boss
I think she was heading towards Misty Lake.
-end
Title: Re: Iridescent Bloom Alpha 10 - "Nekomata"
Post by: Dark Kitsune on June 15, 2013, 06:19:50 PM
Update! Alpha 10 - "Nekomata"

Alpha 10 Game changes:
- Added dialog to Rin's path (up to stage 4)
- Made stage 4's background a bit less annoying

Alpha 10 Engine changes:
- Updated to use GM8.1 interpreter as a backbone to increase the drawing speed
- Added capability for dialog
- Did some little fixes and tweaks here and there
- Increased time limits

Known bugs:
- Certain enemies don't shoot anything on Easy mode
- Sometimes (rarely) crashes when checking for updates
Title: Re: Iridescent Bloom Alpha 11 - "Storm"
Post by: Dark Kitsune on June 27, 2013, 07:03:47 PM
Update! Alpha 11 - "Storm"

Alpha 11 Game changes:
- Added Stage 5 vs. Remilia and Flandre Scarlet
- Added another enemy and tweaked the old ones

Alpha 11 Engine Changes:
- Fixed text and memory leak issues with speech bubbles

Known bugs:
- Certain enemies don't shoot much on easy mode
- Sometimes (rarely) crashes when checking for updates

(http://i39.tinypic.com/2n1w6f4.png)
Flandre on Deity Mode <_<
Title: Re: Iridescent Bloom Alpha 11 - "Storm"
Post by: Lavalake on June 27, 2013, 08:34:42 PM
I played through it another time, after a while. And I didn't get far but let me tell you some things I took note of:
Cirno's bullet could be darker to make it easier to see. That's just my opinion.
The enemies have the same attack patterns in stage 1 and 2, don't know about the other stages, couldn't get that far.
I'll tell you more when I get farther. But that's just my preference.

I could do Reimu's dialogue if you want. She's usually grumpy, and not that patient. I also like creating dialogue and stories in my past time. It could be fun to write it.
Title: Re: Iridescent Bloom Alpha 11 - "Storm"
Post by: Kaze_Senshi on June 27, 2013, 08:44:14 PM
Quote

___________________________________________
ERROR in
action number 1
of Other Event: Game Start
for object setup:

Error in function real().

___________________________________________
FATAL ERROR in
action number 1
of Other Event: Game Start
for object setup:

COMPILATION ERROR in code action
Error in code at line 2:
   fx_destroy(x,y,c_blue)
   ^
at position 2: Unknown function or script: fx_destroy



I got this error after updating the game in the "please wait warmly" screen :(
Title: Re: Iridescent Bloom Alpha 11 - "Storm"
Post by: PhantomSong on June 27, 2013, 09:14:35 PM
(http://i39.tinypic.com/2n1w6f4.png)
Flandre on Deity Mode <_<
WAT
Title: Re: Iridescent Bloom Alpha 11 - "Storm"
Post by: Dark Kitsune on June 27, 2013, 11:19:50 PM
I played through it another time, after a while. And I didn't get far but let me tell you some things I took note of:
Cirno's bullet could be darker to make it easier to see. That's just my opinion.
The enemies have the same attack patterns in stage 1 and 2, don't know about the other stages, couldn't get that far.
I'll tell you more when I get farther. But that's just my preference.

I could do Reimu's dialogue if you want. She's usually grumpy, and not that patient. I also like creating dialogue and stories in my past time. It could be fun to write it.
Sorry, I'm working on the enemy patterns in the stages, they are pretty much identical up to stage 4.
And that would be nice if you could write it :D

I got this error after updating the game in the "please wait warmly" screen :(
Strange. Try deleting your C:\.bloom2 folder



Also, I did another quick update to fix some things.
Title: Re: Iridescent Bloom Alpha 11 - "Storm"
Post by: Kaze_Senshi on June 28, 2013, 12:17:22 AM
Ah deleting the folder worked. Some feedback:

* I miss CTRL-button to pass dialogs;
* You should give to player more invincibility time after being killed;
* You should change more Flandre's non-spellcard attacks, they look pretty identical;
* Flandre's first spell attack looks too easy, maybe it is broken;

Talking about bugs, I found tree bugs, one with Mugetsu's speech ballon, one after beating Mugetsu and one while fighting with Flandre, the last one started to occur everyframe so I couldn't beat her :(
Also there are some ballons leaving the screen.

Title: Re: Iridescent Bloom Alpha 11 - "Storm"
Post by: Dark Kitsune on June 28, 2013, 01:14:17 AM
Ah deleting the folder worked. Some feedback:

* I miss CTRL-button to pass dialogs;
* You should give to player more invincibility time after being killed;
* You should change more Flandre's non-spellcard attacks, they look pretty identical;
* Flandre's first spell attack looks too easy, maybe it is broken;

Talking about bugs, I found tree bugs, one with Mugetsu's speech ballon, one after beating Mugetsu and one while fighting with Flandre, the last one started to occur everyframe so I couldn't beat her :(
Also there are some ballons leaving the screen.
Gah, I can never get those bubbles/balloons working quite perfectly...
I can't figure out how to solve that first error. Thanks for telling me about the 2nd one, I know why that happens and it's easy to fix.
Play the game again in maybe half an hour and it should fix itself with an update~
And thanks for telling me about that
Title: Re: Iridescent Bloom Alpha 11 - "Storm"
Post by: Dark Kitsune on June 28, 2013, 01:50:48 AM
Alpha 11.2 Game changes:
- Fixed several spells

Alpha 11.2 Engine changes:
- Offset all difficulty handlers by 1. (Easy = the old Normal, Normal = the old Hard, etc.)
Title: Re: Iridescent Bloom Alpha 11.2 - "Storm"
Post by: Lavalake on June 28, 2013, 03:00:00 AM
Since you can't make a dialogue before the boss appears, can you make one for when the player is defeated?
I might just make a defeated player dialogue just in case you happen to implement that later, if you don't already.

Edit: And is the fifth boss both Remilia and Flandre, or just Flandre?

Edit #2: Anyways, here's Reimu up to stage 4. The stage 4 talk is very simplistic. You can modify any of the conversations, as they are what I depict of them as.
http://pastebin.com/EtncQ8Kw (http://pastebin.com/EtncQ8Kw)
Title: Re: Iridescent Bloom Alpha 11.2 - "Storm"
Post by: Dark Kitsune on June 28, 2013, 05:00:51 AM
Since you can't make a dialogue before the boss appears, can you make one for when the player is defeated?
I might just make a defeated player dialogue just in case you happen to implement that later, if you don't already.

Edit: And is the fifth boss both Remilia and Flandre, or just Flandre?

Edit #2: Anyways, here's Reimu up to stage 4. The stage 4 talk is very simplistic. You can modify any of the conversations, as they are what I depict of them as.
http://pastebin.com/EtncQ8Kw (http://pastebin.com/EtncQ8Kw)
Thanks, these'll work just fine. Although I'll probably change the transitional parts like "I sense a tornado somewhere" because they just sound kinda... odd...
And thanks for not making it reasonably canon-sounding. I'm trying to keep out all that "depurifying" fanon stuff.


Edit: And the actual stage 4 boss is just Flandre.

Edit 2: I'm probably gonna change Mokou to either Sanae, Marisa, or a custom character, so if you were thinking of writing something for her, don't.
Title: Re: Iridescent Bloom Alpha 11.2 - "Storm"
Post by: Lavalake on June 28, 2013, 05:18:11 AM
And thanks for not making it reasonably canon-sounding. I'm trying to keep out all that "depurifying" fanon stuff.
Wait, so are you trying to make it sound canon, or fanon, because these sentences sound like they defy each other. Unless you meant canon in the second sentence.
And doesn't depurifying mean to make not purified. Huh?
Edit: And the actual stage 4 boss is just Flandre.
Just making sure that you meant stage 5 boss. Did you?
Edit 2: I'm probably gonna change Mokou to either Sanae, Marisa, or a custom character, so if you were thinking of writing something for her, don't.
I wasn't because I have no idea what Mokou's attitude is.

And the Reimu dialogues are almost rewords of the canon dialogue.
Except Momiji and Honouko, because of obvious reasons
Title: Re: Iridescent Bloom Alpha 11.2 - "Storm"
Post by: Dark Kitsune on June 28, 2013, 05:21:30 AM
Wait, so are you trying to make it sound canon, or fanon, because these sentences sound like they defy each other. Unless you meant canon in the second sentence.
And doesn't depurifying mean to make not purified. Huh?Just making sure that you meant stage 5 boss. Did you?I wasn't because I have no idea what Mokou's attitude is.

And the Reimu dialogues are almost rewords of the canon dialogue.
Except Momiji and Honouko, because of obvious reasons
I said I'm trying to keep OUT the fanon.

And I meant stage 5.
Title: Re: Iridescent Bloom Alpha 11.2 - "Storm"
Post by: Dark Kitsune on June 28, 2013, 11:15:07 PM
Marisa's coming soon  :D
(http://i42.tinypic.com/vrzmfk.jpg)
(http://i39.tinypic.com/2rzfkhs.png)
(http://i41.tinypic.com/2ylnr4l.png)
Title: Re: Iridescent Bloom Alpha 12 - "Magician"
Post by: Dark Kitsune on July 03, 2013, 10:21:31 PM
Update! Alpha 12 - "Magician"

Alpha 12 Game changes:
- Replaced Mokou with Marisa
- Fixed dialog issues with stage 3
- Fixed midboss Honouko's spell

Alpha 12 Engine Changes:
- Added a directory cleaner to reduce memory usage and prevent conflicts
- Tweaked automatic health bar adjustment
Title: Re: Iridescent Bloom Alpha 12 - "Magician"
Post by: Dark Kitsune on July 09, 2013, 06:35:54 PM
Alright! I am officially changing  Iridescent Bloom's name to Touhou Jinkoutensai (basically means Artificial Disaster/Artificial Natural Disaster)

And here's the official new game cover:
(http://i41.tinypic.com/2wdyn4h.jpg)

I will soon begin to redesign all the interfaces to match the name and new color scheme.
Title: Re: 東方人工天災 - Touhou Jinkoutensai
Post by: Kaze_Senshi on July 09, 2013, 06:42:26 PM
Ehhhnnmm... isn't the word  人工 supposed to be something "man-made"? So the last boss from this game is a human?
Title: Re: 東方人工天災 - Touhou Jinkoutensai
Post by: Dark Kitsune on July 09, 2013, 06:57:56 PM
Actually, I still haven't fully established WHAT Onishi is yet.
But I'm kinda using it in the sense of artificial, not literally made by a human.

Edit: And I'm gonna have to make the updater change the game's name automatically soon.
Title: Re: 東方人工天災 - Touhou Jinkoutensai (Alpha 12)
Post by: LadyScarlet on July 09, 2013, 10:18:36 PM
I think instead of Touhou Jinkoutensai, the title should go like this:
東方人工天災 ~ Iridescent Bloom
It's more fitting to what a Touhou game would normally be called, and the gratuitous Japanese is kind of odd.
Great work, though. I hope this turns out to be a great game once completed.
Title: Re: 東方人工天災 - Touhou Jinkoutensai (Alpha 12)
Post by: Dark Kitsune on July 09, 2013, 11:35:09 PM
I think instead of Touhou Jinkoutensai, the title should go like this:
東方人工天災 ~ Iridescent Bloom
It's more fitting to what a Touhou game would normally be called, and the gratuitous Japanese is kind of odd.
Great work, though. I hope this turns out to be a great game once completed.
Yeah, I guess that makes more sense. Thanks!
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 12)
Post by: touhoumaniac on July 16, 2013, 10:10:12 AM
I liked the backgrounds. The game is difficult to play because backgrounds and player bullets are far too bright. Also 30 FPS feels choppy.
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 12)
Post by: Dark Kitsune on July 16, 2013, 04:08:06 PM
I liked the backgrounds. The game is difficult to play because backgrounds and player bullets are far too bright. Also 30 FPS feels choppy.
Yeah, I'll most likely darken the backgrounds a bit. And I can't increase the FPS to 60 unless I redo every spell card in the game to cut the number of bullets in half...

I'll get back to work on the project after my 2 weeks of camping and 3 day game competition.
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 12)
Post by: Dark Kitsune on July 31, 2013, 03:15:55 PM
Well, I'm done with the competition, so now I should get back to work on this.

But I'd like to ask for opinions. Who should I have as the midboss of Stage 6? (Onishi's stage)
It can be anyone, pretty much, but it would be best if they might have some kind of relation to floods/rain/storms.
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 12)
Post by: The Noodles Guy on July 31, 2013, 03:25:46 PM
Kanako should be Stage 6 midboss.

Or Nitori.
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 12)
Post by: Lavalake on August 01, 2013, 02:35:46 AM
Look towards Scarlet Weather Rhapsody and pick one of the two new characters.
I think Tenshi will be a good candidate
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 12)
Post by: PhantomSong on August 01, 2013, 05:35:23 AM
Look towards Scarlet Weather Rhapsody and pick one of the two new characters.
I think Tenshi will be a good candidate
Agreed
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 12)
Post by: Evil_Nazgul0616 on August 01, 2013, 03:24:17 PM
Tenshi or Iku would work.
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 12)
Post by: Dark Kitsune on August 01, 2013, 05:16:19 PM
Well, thanks for the feedback, I have an idea of what I can do with Tenshi :D
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: Dark Kitsune on September 24, 2013, 01:02:37 AM
Update! Alpha 13 - "Judgement"

Alpha 13 Game changes:
- Redesigned every spell and non-spell in Stage 3 & 4
- Absorption effects changed to DDC style

Alpha 13 Engine Changes:
- Fixed some absorption effect bugs

If you already have a copy of the game, just run it to automatically receive the new update!
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: Failure McFailFace on September 26, 2013, 09:40:34 PM
Er, the link's broken.

Infinite redirect loop, my browser says.
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: Dark Kitsune on September 27, 2013, 06:39:54 PM
Er, the link's broken.

Infinite redirect loop, my browser says.
??
Works for me.

And as a side note, I just realized that the dialog system broke again in this update -.-
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: Dark Kitsune on October 02, 2013, 05:26:54 AM
So I decided that I might scrap the Tenshi idea. Instead, I'm thinking of mixing my plans for the 6th stage and Extra stage, and having stage 6 be made up of 2 big boss battles. Boss 1 would be Onishi of course, and boss 2 would be Pikuro.
The Onishi battle will be made up entirely of flashy endurance-style spell cards, with a giant cyclone encircling the stage in he background (I came up with this setting idea before DDC came out...) and this battle will be the climax. But Onishi, losing control of herself, decides that she is exempt from spell card rules...
Then the final battle will be when the storm dissipates and Pikuro gets there (too late to face Onishi). The heroin fights her in a normal, fair battle.
The extra stage will tell more background story but I won't reveal much yet :) (Just assume that Yukari is involved)
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: Kaze_Senshi on October 02, 2013, 01:03:29 PM
Fair Battle = PC-98 style boss?
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: Failure McFailFace on October 02, 2013, 08:44:21 PM
??
Works for me.

Tried again, still didn't work....

This seems to happen on all MediaFire links for me... I already reported this to the MediaFire guys....

Maybe upload it somewhere else? It works for me everywhere else...
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: Dark Kitsune on October 04, 2013, 09:43:45 PM
Tried again, still didn't work....

This seems to happen on all MediaFire links for me... I already reported this to the MediaFire guys....

Maybe upload it somewhere else? It works for me everywhere else...
Odd. I guess I could put up a mirror, but that makes things more difficult to keep track of for me...

Fair Battle = PC-98 style boss?
?
I'm not sure what you mean.
I tend to make bosses more PC-98 style anyway.



And I just finished drawing Koishi Komeiji's sprites. I'll add her as a playable character soon.
(http://img.acianetmedia.com/i/XLRVW.png)
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: SilentYukiro on December 17, 2013, 11:46:47 AM
Tried the download link a few times, it's still showing a redirect loop problem.

Since I saw about the post about BloomDev, I got interested to Iridescent Blossom :)

I might try BloomDev in creating my own fan game, but I gotta learn the basics first (aka Danmakufu). I hope the game you're making will be successful in the future.
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: Dark Kitsune on December 18, 2013, 12:14:17 AM
I might try BloomDev in creating my own fan game, but I gotta learn the basics first (aka Danmakufu). I hope the game you're making will be successful in the future.
Thanks. Just a warning, don't try to use the GUI editor for editing the enemies and bullets and characters, etc. It's very... um... badly made. You should probably only use it to create the game project and compile it. Use the Windows file browser and notepad++ etc. to edit the files.

Try this link? https://www.dropbox.com/s/aunhm3xjv6182zr/IB.zip
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: Luizsan on December 18, 2013, 09:17:01 AM
I'll give my impressions on this game:

1. At least for me, 30 fps doesn't seem smooth at all;
1b. With the game at 30 fps, you are probably going to have problems detecting collisions on small but fast bullets, as they can go through the player in a span of two frames;
1c. I've read somewhere that "you cannot change the game fps otherwise you'll need to modify the patterns too, which probably means you tied the ingame time to the fps. Does that mean you cannot change vsync on/off? What if I play the game on a higher refresh rate display and on fullscreen mode?;

2. Everything hitbox seems too big, probably another result from running it at 30 fps;
3. The current stages are basically nonexistant, they even fail to fullfill the "filler" role because:
 - The patterns are either too easy (even for Lunatic) and/or repeated over and over;
 - The duration of stage portions before/after midboss are really, really short;
4. Don't know if the soundtrack is a placeholder - I'm assuming it isn't, since you linked it on the first post but I didn't opened it yet - but it's not fitting the stages/bosses at all;
5. The "ice spears" bullets on the first stage are almost impossible to read with this water background if I don't (almost literally) put my face on the screen;
6. The transitions from [menus > gameplay], [stage portion > boss] and [stage > next stage] are nonexistant too;
7. Might be a biased opinion, but every character seems to have the same movement speed, and it's damn slow;

I am extremely sorry to give you such negative feedback, but when everything said above sums up, I end up not enjoying the game in the slightest and basically rage quitting.
I'll give you credits for coming up with an original engine - I know it's not an easy task - but I honestly think you should work on polishing the game on said points. You came so far, so I think you can do it.
:D
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: Dark Kitsune on December 19, 2013, 12:54:13 AM
Yes, I realize how badly I did on this game, and as such I haven't really been working much on it lately.

I actually started work on a whole new game, from scratch. This one works a lot better and it's much, much, much faster and runs at 60 FPS even with 6000 bullets on the screen at once. I don't really have the motivation to make a full game anymore though...
(http://img.acianetmedia.com/i/fqw5.png)
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: Kaze_Senshi on December 19, 2013, 01:56:24 AM
Ohh 6000 bullets with 60fps, you should make a video about that (A 60fps video, using fraps or something like). And I think that it is normal to lose your motivation with long projects. Try to take a break of it, play other games and go back to it later if you want. You have a lot of experience from your previous game.
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: Kimidori on December 19, 2013, 10:36:37 AM
he actually showed a screenshot of pushing it to 10000 bullet at full and stable 60fps.
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: Dark Kitsune on December 21, 2013, 05:55:38 PM
he actually showed a screenshot of pushing it to 10000 bullet at full and stable 60fps.
Yeah, but that was without the 3D background and effects and stuff, so I don't know how fast I can get it with all that other stuff.
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: gtbot on December 21, 2013, 07:50:04 PM
What are you using for that new game? Are you still using Game Maker?
Title: Re: 東方人工天災 - Iridescent Bloom (Alpha 13 "Judgement")
Post by: Dark Kitsune on December 21, 2013, 10:44:53 PM
GM Studio with the YoYo Compiler.