Author Topic: Portrait of Strange Relic: Beta 5.9 (updated 11/29/10)  (Read 133130 times)

Chronojet ⚙ Dragon

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #150 on: February 17, 2010, 10:22:59 PM »
  • Please use custom bullets instead of Danmakufu's original ugly ones :V

Lol. I used my own imgShot.png so the bullets look SO MUCH BETTER.

Nobu

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #151 on: February 17, 2010, 10:56:01 PM »
Is this with the patch? I'm going to rage if it's still happening with the patch.

Yeah, shoulda dug a bit more deeply the first time (I assumed the latest megaupload link you posted in thread was the 'patched version', but I applied the patch from the opening thread and it works \o/)



Stuffman, this is really really cool. But I realize that endless praise is useless to a game designer, so i'll just give you the couple things I noticed while playing through a few times.

- Echoing Naut about the hitbox, it doesn't stand out enough for me to get a good impression of where it is exactly.
- Josette's changing expressions are not perfectly matched up with each other, so there's weird shifting effect in the head/face when she changes from certain expressions to others. This is most noticeable when going through the spellcards in spellcard practice, but occurs in the main game as well.


I don't feel like I can make any more comments without playing through the game a bunch more times (but for some reason I don't see myself having a problem bringing myself to do that ;3) But here's the less-useful comments:

- Stella's changing constellation spellcircles *___* So awesome~
- Stage 4 is just all kinds of hilarity.
- I want to kidnap Josette and take her home with me. :3
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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #152 on: February 18, 2010, 01:57:48 AM »
  • Josette needs a bigger graphical hitbox, I routinely lose track of where my hitbox is on her just because I can't see it with so many bullets flying around.

More visible, you mean. Danmakufu's default hitbox graphic is really, really bad... isn't there code out there for a PCB-like hitbox graphic? I'm pretty sure I remember some scripts that do that...
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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #153 on: February 18, 2010, 07:23:32 AM »
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Josette needs a bigger graphical hitbox, I routinely lose track of where my hitbox is on her just because I can't see it with so many bullets flying around.
Noted. I'll need to steal that code that makes the hitbox an object bullet that hovers above the stupid default red dot.

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Stella's Draco Sign "Star Sea Serpent" can be beaten by staying perfectly still at the very bottom of the screen. Even slight movements to dodge the random assortment of slowly moving small stars will almost always lead to an easy capture.
Crap, I thought I had adjusted the turning radius just enough to fix that. (It was more prevalent in testing before I made them turn sharper, but if it's still happening...) I'm probably going to rework this card anyway because it doesn't create the smooth trailing effect I imagined, the stars all bunch up together and I don't like that.

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Kotohime's last card is garbage
lol I know, it'll be gone or different or something next time, I'm just burnt out on Kotohime.

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You need new sound effects for all shots, these current ones are ear bleed tier. Try lowering their volume too.
Please use custom bullets instead of Danmakufu's original ugly ones :V
Okay okay I'll look into some new media geez

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All the new music is great, save for the looping. I suggest looping the song once (in Audacity or a similar program) so that you can at least give the illusion that the song is looped in game. Ups the file size, but it's better than the sudden halt in the music that Danmakufu invariably gives.

This is probably the best solution I've heard so far to the sound problem, but it's going to basically double the filesize. As long as the game is under 100 MB I guess it's okay though.

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I regret not mentioning this earlier, but I think you should try to rely less on reusing enemies to fill up stages. ...
This is honestly the hardest criticism I've received on PoSR thus far, because this won't be an easy thing to fix, but honestly I know it needs to be done. In the real touhou games fairies are always flying in from all sides of the screen and doing new crap, in PoSR a lot of them tend to just fly in from the top, fire a shotgun, and leave, and really it's because I often face a sort of writer's block in trying to come up with interesting enemy patterns and get lazy with stuff. Stage 2 and 4 in particular I'm still very dissatisfied with (even though I've already remade 4 once!), but since you've brought this up I'll take a hard look at coming up with new content for the stages.

~
Also, Naut, ffs

Nightmare Mode is a joke, it's not going to be there in the next release, only you would think you're supposed to play it seriously

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Josette's changing expressions are not perfectly matched up with each other, so there's weird shifting effect in the head/face when she changes from certain expressions to others. This is most noticeable when going through the spellcards in spellcard practice, but occurs in the main game as well.
I was hoping nobody would notice~ but fine I'll go make the pixel adjustments (I pasted the altered faces on the original cutin due to technical issues with resizing the whole cutin with the altered face)

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #154 on: February 18, 2010, 07:44:55 AM »
Actually I noticed that making Program of Silly Restrictions :V

Note that as far as making enemies goes, you don't need 12034871028 different patterns. Most stages only have 10 at max, but they vary depending on their movement and positioning. You can go ahead and count how many bullet patterns enemies use in a stage; it's not usually that many.

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Nobu

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #155 on: February 18, 2010, 08:50:35 AM »
Nitori should be replaced with Rikako in the new forum title in honor of Stage 4. :3
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Chronojet ⚙ Dragon

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #156 on: February 18, 2010, 10:04:31 AM »
Note that as far as making enemies goes, you don't need 12034871028 different patterns. Most stages only have 10 at max, but they vary depending on their movement and positioning. You can go ahead and count how many bullet patterns enemies use in a stage; it's not usually that many.

This.

Everyone who wants to make a full game should keep this in mind. Including me, of course.

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #157 on: February 18, 2010, 11:19:39 AM »
Be less afraid to make enemies that go lower on the screen, and even try to ram Josette. Maybe it would be a good idea to add some big fairies to the mix as well.

Infy♫

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #158 on: February 18, 2010, 04:00:50 PM »
Lei Lei's theme is too quiet, i could barely hear the melody during the fight.
also, some graphics look surprisingly ugly, like the stage 1 background and the warning sign for when the flower tank appears. this might be caused by my PC though.
on a side note, flower tank's 2nd attack is too hard D:

Helepolis

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #159 on: February 18, 2010, 04:21:37 PM »
For enemies I would suggest to study simply a lot of replays from all Touhou games and just try to figure out some patterns like how ZUN does it. We all know he syncs everything to music, so maybe you can play around with that.

And like Naut generally says, he has yet to see actually someone creating GOOD stages. And I support this, making stages is seriously something totally different than spamming some random bullets on your screen.

Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #160 on: February 18, 2010, 11:45:28 PM »
This is probably the best solution I've heard so far to the sound problem, but it's going to basically double the filesize. As long as the game is under 100 MB I guess it's okay though.

Keep in mind that Touhou is 400+mb, don't worry about it.

Also, Naut, ffs

Nightmare Mode is a joke, it's not going to be there in the next release, only you would think you're supposed to play it seriously

Don't make me beg.

For enemies I would suggest to study simply a lot of replays from all Touhou games and just try to figure out some patterns like how ZUN does it.

Don't do this. Your stages will just become copies of ZUN stages before you realize it. You want your game to be yours, not a ZUN wannabe (which sounds weird given it's a Touhou fangame, but you get my point. We'll play Touhou if we want to play Touhou).

We all know he syncs everything to music, so maybe you can play around with that.

Do this, when you can. Don't feel you need to sync every wave, but major shifts in gameplay should correspond with a major shift in the music, like a midboss spawning or something. Given you're likely to rework how you spawn your enemies in stages (and hopefully implement a few other elements), this should fit in nicely with your editing process. I know not all the music is done, but you have enough to certainly get started on something cool.

Also, please make sure you're syncing to 60fps, not 57. And if I catch anybody syncing danmaku with GetTime I will come to their house and cut them.

This is honestly the hardest criticism I've received on PoSR thus far, because this won't be an easy thing to fix, but honestly I know it needs to be done. [...]
And like Naut generally says, he has yet to see actually someone creating GOOD stages. And I support this, making stages is seriously something totally different than spamming some random bullets on your screen.

This is true. Though there have been stages that have been "neat", but nothing has ever come close to being great. Most of the time the only reason I like a script is because of the boss waiting at the end of it. It seems like absolutely nobody knows how to design stages. And if they do, they seem to forget what's happening as they design it, and then end up going "what happened this is not nearly as good as what I pictured".

So let's see if we can fix that...

I'll give some pointers on basic stage design, or at least what I believe makes a great stage. Doesn't apply to just Stuffman obviously, since I know he's likely to be aware of >90% of this, but I'd like to see more of it implemented in PoSR (as well as all stages being made in Danmakufu). Even if this list serves only as a reminder to people, I'll be happy.

This list applies to everybody.

Basic Touhou-style Stage Design Concepts and Ideas.

  • First off, stages are long and varied. The best thing to do is imagine how it'll play out in your mind. If you enter stage design without having an idea of what you'd like it to turn out to be (other than "ttly awsum"), it's almost always going to turn out to be shit. A great way to do this is to imagine what you'd like to play, and then quickly scribble it down. Include small diagrams.
  • Mix up big enemies and little enemies. Little enemies will usually only fire a basic flurry of bullets and leave the screen quickly, and are often used in larger "waves" of enemies, where multiple file in at the same time. Big enemies will often fire a more complex pattern that'll cover most of the screen, and can be used in addition to small enemy waves to create more complex ways to progress through a stage (kill the smaller enemies first, or get rid of the big one?).
  • You'll want about six to ten different types of enemies in one stage. This is only an average, shorter stages can have less and longer stages pretty much need more. Using combinations of enemies and varying movement patterns is what gives each stage it's flavor.
  • Try not to use smaller basic enemies only once, instead send them in with different movement patterns to provide some sort of uniqueness to each wave, since they'll be firing the same flurry of bullets. However, don't spam them constantly (unless their movements significantly change the danmaku they throw), since this will get boring fast. Sending in one or two waves at the beginning of the stage, proceeding along with other stuff, and then sending them in later on in the stage may be a good strategy to get maximum utility out of that enemy type, and won't seem as boring.
  • Big enemies are a little harder to manage. There are a few good ways to handle them, and which one you use will greatly depend on the danmaku they throw. One good strategy is to send in a smaller wave of enemies, then send in a large enemy proceeded by the same smaller wave of enemies. This way the player knows the gimmick to the smaller enemies and can easily handle them (having just seen them), but has the added challenge of dealing with this special enemy which could significantly alter his strategy. You can also send in small groups of big enemies, filling the screen with bullets. Usually these groups would only consist of two or three big guys though, since any more and you'd probably be better of making them smaller fairies. Sending in repeated "waves" of big enemies should only last for 2-4 repeats, sending in any more gets boring fast when they are in succession. A good example of this is at the end of the SA Phantasm stage. The pattern that the enemy fires is really cool, but that portion of the stage is awfully boring -- and lasts for a full minute(!!!). Typically the focus of the stage should be on the big enemies, and people will remember key points in the stage by them primarily (unless you overuse small enemies, then people will just remember "that streaming enemy spam" or whatever), which is what you want. You should have a reasonable idea of what's coming at you after 2-3 playthroughs, and larger enemies are a great way to section off remembering blocks of the stage.
  • Many bullet patterns are aimed at the player, and you need to really be careful about this. You don't want too many aimed patterns for your enemies, since the player will just feel like he's streaming the entire stage (usually a bad thing). On the same coin though, you don't want too many patterns to not rely on the player at all, since he'll feel like he's not really interacting with the stage. Typically, smaller enemies will fire bullets depending on player actions (movements, whatever), whereas bigger enemies will fire static patterns. It's not a law or anything, but a good rule to follow.
  • Enemy bullet patterns and wave designs are great, but how should we string them together to form a stage? Well as you may know, syncing enemy waves to background music adds so many layers of awesome that can't really be expressed accurately in text. Even if the player is not conciously aware that the enemies are in sync to the music, it subconciously adds to the whole experience of the stage. Each enemy wave has that much more impact on the player. That said, you don't need to sync every single wave of enemies to the background music, most of the time just the big waves or midboss encounter will do, and best results are acheived if you can get it to sync with a significant shift in the musical progress (if the music suddenly speeds up or goes silent, que midboss, etc.). Even if you don't regard music as a big part of your stage designing process, you should definately try to get waves to sync up with these key musical shifts, it'll do wonders to the people playing your script.
  • Enemy movements needs to be more varied than "enemy approaches from the top of the screen, shoots bullets, leaves". Coming from the side, curving around, shooting bullets while moving, all of it works well. Try to avoid enemies coming from the bottom of the screen, unless you're certain the player isn't going to be there. Avoid enemies spawning in the middle of the screen, unless you have some sort of warning animation to show where the enemy is spawning. As expected, the enemy should not be able to kill the enemy as it's spawning, as that would be a horrible cheap shot and only serve to piss off the player.
  • How about player actions? Most of the time spent in a Touhou game is at the very bottom of the screen. How boring is that!? Get the enemy waves to force the player all around the screen. Get him into the game. You don't necessarily need to make walls of bullets that force him up or anything, but if a pattern is getting denser on one side of the screen, usually he'll try to go to the other to get away from all the bullets. Use this to your advantage. A player who isn't just micrododging his way through a stage is usually having a better experience than if all he has to do is hold shift and tap left or right occasionally. If you plan on stringing stages together into a full game, you could try mixing up the primary dodging strategy for each stage. For example, you could have one stage that has primarily macrododging (moving around the screen unfocused), and then the next stage can be primarily micrododging (minimal focused movement). A good Touhou example actually comes in spellcard form -- Kanako's Virtue of Wind God mixes up macro dodging (getting around denser waves of bullets) and micrododging (slipping inbetween the waves), which makes for a really fun dodging experience. This, coupled with the cool looking pattern the bullets form, the music, and the background, makes for a really emotionally powerful and fun spellcard.
  • Speaking of the background, in terms of stages, you should almost always "keep it simple". You do not want the background to be distracting in any way, but you also don't want it to be horribly boring. If stuff is always happening in the background, shit's flying everywhere or something like that, it can take the focus off the danmaku and actually makes for a bad experience. The focus should always be on the danmaku, when danmaku is present. Now that's not to say that you can't have a pretty background, but make sure it isn't too distracting. Shifts in the background location (moving from a forest to a clearing or something similar) should be accompanied by a brief pause in the danmaku. You can play with this a little too, sometimes you want to confuse the player into thinking "how did I get here!?" or something like that.
  • You don't want to just throw random assortments of bullets everwhere. It doesn't work in spellcard form, and it doesn't work in stage form. Spamming a whole bunch of different kinds of bullets everywhere in all sorts of different colors looks ugly and plays horribly. Make sure your enemies actually have some sort of pattern, and try to use a limited amount of bullet graphics in the stage so it doesn't feel all over the place. Use a set amount of colors that go well with eachother (ask somebody else if you're not so aesthetically gifted). Pick a theme if you want, though it's certainly not required.
  • Finally, get somebody to play test your stage before you release any sort of version of it to the public. If you weren't sure of something, that second opinion will go a long way. Actually, even before you get to that, ask yourself a simple question "does this feel like shit?" If it does, chances are people will feel similarly. Unfortunately, it doesn't always apply for the vice versa, so you'll definately need another opinion on whatever you make.

I do believe that PoSR suffers from a good portion of this (mostly regarding enemy waves), but I also believe that you are aware of it, Stuffman. Hopefully the list will give you some ideas on what to do with your stages. Also, forgive me for posting what may seem like really basic information in your thread, but there aren't many places I could put it, and it flowed pretty well with the primary concern for your game at this point. Hopefully this'll help people with stage design, which I know is lacking around here. Even if you don't agree with everything here, you should have a firm idea of what you want in a stage, even if just by contrast.

Stuffman

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #161 on: February 19, 2010, 07:09:51 AM »
Actually Naut, I do appreciate it. If you hadn't posted that comment I probably would've been content to leave most things as-is, but now that I'm examining it seriously I can see that I really do need a lot of improvement in this department.

I'm probably going to wipe the slate clean in terms of stages and totally re-think my approach. It's not a lot of work lost because each stage is maybe, like, two spellcards worth of actual enemy code (which is probably a bad sign on its own).

This is a fine example of why serious criticism is important and why you need to be prepared to accept it. Expect big changes and shiny new things in beta 6!

Helepolis

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #162 on: February 19, 2010, 07:40:43 AM »
Don't do this. Your stages will just become copies of ZUN stages before you realize it. You want your game to be yours, not a ZUN wannabe (which sounds weird given it's a Touhou fangame, but you get my point. We'll play Touhou if we want to play Touhou).
I never said copy it =.= I said study it as in looking how he handles it all and then try to design your own.

Also huge post. Needs time to be read.

Infy♫

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #163 on: February 19, 2010, 06:16:23 PM »
people definitely need to remember not to make their stages too long. seriously, it takes too long in most stages to get to the boss. You can also make the part before or after the midboss a little shorter, which is a nice touch.

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #164 on: February 19, 2010, 06:47:08 PM »
people definitely need to remember not to make their stages too long. seriously, it takes too long in most stages to get to the boss. You can also make the part before or after the midboss a little shorter, which is a nice touch.

Length isn't such a bad thing when there is variety. In the 'current' Stage 4 (as of 5.0 EDIT: 4.0), I find that the stage drags on for way too long... probably because it's also extremely repetitive.

I haven't played this version yet since I don't have DMF working on this new computer of mine. Can someone post a video of the new Stage 4? Assuming that Stella's is there.
« Last Edit: February 19, 2010, 10:01:46 PM by MCXD »

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #165 on: February 19, 2010, 07:35:26 PM »
Stage 4 was changed back in beta 5, that's the most recent version of it. (The triangle enemies started firing those helix bubbles instead of spirals, non-death mecha fairies were added, etc)

I'll try to get videos of the new bosses up, though.

Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #166 on: February 19, 2010, 09:10:45 PM »
I think I encountered a replay bug, i don?t know if it is my Danmakufu through.

I played up to Stage 4 and died shortly before the boss.
Saving my replay and I appearently die right at the beginning of Stage 3.
to ONE Tiny bullet whice I actually dodged.  :V

Infy♫

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #167 on: February 19, 2010, 09:25:53 PM »
Also, a rule should be that you may not use CreateShot01 AT ALL. Stage danmaku can not be as pretty as boss danmaku so you'll have to make up for that using special movement of the bullets and acceleration. Danmaku with even the slightest acceleration look better.

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #168 on: February 20, 2010, 07:03:21 AM »
I played up to Stage 4 and died shortly before the boss.
Saving my replay and I appearently die right at the beginning of Stage 3.
to ONE Tiny bullet whice I actually dodged.  :V

Huh, that's odd. Must have desynced. Replays are entirely automated by Danmakufu so there's not really anything I can do if they get messed up.

Also, I forgot to mention, even though Azure explained how to skip the menu in the replay I obviously didn't get around to implementing that in this version :V

Quote
Also, a rule should be that you may not use CreateShot01 AT ALL.
This seems...excessive.

Helepolis

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #169 on: February 20, 2010, 10:46:06 AM »
What is wrong with CreateShot01?

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #170 on: February 20, 2010, 11:27:19 AM »
What is wrong with CreateShot01?
CreateShot02
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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #171 on: February 20, 2010, 12:11:44 PM »
What is wrong with CreateShot01?
CreateShotA

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #172 on: February 20, 2010, 12:13:33 PM »
What is wrong with CreateShot01?
CreateLas- *shot*
Old Danmakufu stuff can be found here!

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Helepolis

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #173 on: February 20, 2010, 02:31:10 PM »
Seriously who the hell cares you use CreateShot01.

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #174 on: February 20, 2010, 02:43:28 PM »
Any form of acceleration evidently makes it look better. Even if you just want the bullet to have a speed of 1, making it go from 0->1 via acceleration makes it more visually appealing, no matter how quickly you have to do it.

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #175 on: February 20, 2010, 03:17:43 PM »
or if you want to have it EOSD-esque, have it start at a high speed then quickly decelerate to the speed you want it at.

Infy♫

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #176 on: February 20, 2010, 03:41:09 PM »
CreateShot02 is so much better.

Nobu

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #177 on: February 20, 2010, 04:22:30 PM »
I'd think a good programmer would make use of his entire toolbox, including things like CreateShot01. Sometimes the correct tool in a situation is not always the most complicated one.
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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #178 on: February 20, 2010, 05:12:11 PM »
Basic Touhou-style Stage Design Concepts and Ideas.

Thank you Naut. This help me a lot.
To much thing to learn for danmaku.

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Re: Portrait of Strange Relic: Beta 5.5 (updated 2/16/10)
« Reply #179 on: February 22, 2010, 06:37:10 PM »
I got some jerkiness starting around Stage 3. This caused me to lose many, many lives in Stages 3 and 4 just from running into displaced bullets.

Is this a problem with PoSR or Danmakufu itself?