My first weekend back at college hasn't allowed me quite as much time as I had hoped, but I did managed to get to work on fixing some patterns. Here they are, in case you'd like to try them out and give me feedback on them. I'll probably put up a few more downloads in this format, releasing bits and pieces of stuff as I tweak things, now that I managed to accumulate a lot of feedback on the whole battle in general.
http://www.mediafire.com/?359c3uup8rab8caChangelog:- Nonspell 2 ~ Made much prettier (there's a much more tangible pattern to it now)
- Nonspell 3 ~ The fast aqua kunai wave is reduced in density, and the reversing kunai will slow down and stop while still on-screen before changing direction
- Nonspell 4 ~ The green kunai no longer restrict and wall you off, are slower, and sweep across wider ranges--it is entirely possible to stay underneath Yukari the whole time now
- Nonspell 6 ~ The slowest strand on each "arm" has been removed, but the arms now move a little faster. The red kunai now fire slightly faster, but are now only in one speed, rather than fast and slow. Also, every several seconds, Yukari will take a brief break and stop firing--this is to allow you to regather your bearings and get in position if you manage to get trapped by the restricting arms in an unfavorable spot
- Nonspell 7 ~ Restricted Yukari's movement a bit more
- Spell Card: "Boundary of Gradual and Rapid" ~ First of all, fixed up a derpy line of coding in her movement. Sorry bout that. :derp: Also, the firing rate has been bumped up a tiny bit. (For those who say it's too hard, just try to think back to "Xanadu of Straight and Curve". It works out a lot like that, but just with aimed bullets thrown in :3. I actually thought it was a tad easy, which is why I bumped up the firing rate)
- Spell Card: "Boundary of Expansion and Recession" ~ Bullet density reduced, longer delay for spawning of bullets (hopefully this will fix the issue of people reporting bullets spawning on top of them >.<), bullets sit still for a bit after spawning before moving, bullet speed increased, and the familiars now travel outward from Yukari slightly faster, giving them a little less screen-time
- Spell Card: "High-Velocity Projectiles" ~ Number of bullets that Yukari fires reduced--It feels much easier now (to me at least >.>)
- Spell Card: "Boundary of Earth and Sky" ~ The gigantic lasers now come in from the sides of the screen, rather than suddenly spawning (WHY THE HELL DIDN'T I DO THIS FROM THE BEGINNING). The bullet walls fire slightly faster, and themselves are a tiny bit faster to preserve the vertical gap between them. (By the way, I tried making the bullet walls glowing to resolve the "stars hide behind the walls" issue, but this created a new problem--You could barely see the walls until they had emerged from the brightness of the laser, by which time you have a very short time to react and plan your route. So, you'll just have to deal with it :ohdear:)
- Spell Card: "Boundary of Here and There" ~ [BTW, can someone think up a better spell card name? :derp:] The very first wave has its lasers aimed around you, so you don't get cheap-shotted from the very beginning. In addition, Yukari now pauses for a much longer time between finishing her quick-teleporting phase and her Last Word-like red amulet phase, giving you more time to shoot her (since you're not intended to be able to hit her during the quick-teleporting phase, in response to those who complained that they couldn't hit Yukari during this time). Also, for aesthetics, the butterflies are now blue, providing a contrast to the purple lasers.
Also, for the future, I'm planning on scrapping "Boundary of Beginning and End" in favor of a simpler card. It will be called "Boundary of Order and Chaos". In it, Yukari will start out firing a random cluster of small bullets (not that small though), which will organize themselves once they hit the edges of the screen (to clarify, when they hit the sides, they will begin moving perpendicular to the side they hit. So hitting the right side will make it travel straight left, hitting the top will make it go straight down, etc. Yes, it sorta sounds like one of my Flandre spell cards, but it's a bit of a twist). Yukari will be vulnerable the entire time, as opposed to her current Kaguya-like health system for her final spell, and the bullet speed will remain constant, but her firing rate will directly correlate to how much health she has remaining--smooth transition, not in phases (I gave her the health system for BoBaE quite a while back because I wasn't too confident on making a spell that shifted phases depending on remaining health, but I think I've figured out how to pull something like that off, so I'm gonna give it a shot). What are your thoughts on this?