Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: チソウ タイゼン on November 22, 2011, 05:57:10 PM

Title: Lunacy Star STG ~ Indefinitely Tabled ~
Post by: チソウ タイゼン on November 22, 2011, 05:57:10 PM
Vell, here it is~!

I'm short on time at the moment, I'm sorry. I'll edit this in a little bit.

Download it ~

http://www.host-a.net/u/Chisou/LunacyStar%200.8.zip

it plays just like Touhou does

Links -
TVTropes page (http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/LunacyStar?from=Main.LunacyStar)
Help page (http://tvtropes.org/pmwiki/pmwiki.php/HowTo/LunacyStar)
SCOREBOARD - post submissions in this thread! (http://64digits.com/users/index.php?userid=Taizen%20Chisou&cmd=comments&id=272325)

All right. I was putting this together in the last 15 minutes of lunch period, so if there's anything off, please don't hesitate to tell.

I would also like to extend a formal apology to the staff members because this is my /third topic./

YouTube playlist. (http://www.youtube.com/playlist?list=PL856F5A4632D962EA&feature=mh_lolz)


BEAT MY HIGH SCORES
Calm Mode
(http://i.imgur.com/8QSZr.png)
(If anyone else gets this annoying "ones-digit-isn't-zero" bug please say so
and note that when it happens round to the next ten)
Standard - 57,654,680
Rage - 66,664,240
Lunacy - 56,226,300 screenshot (http://i.imgur.com/ceu2I.png)


V. 0.69 Screenshots:

(http://i.imgur.com/BlJI9.png)
(http://i.imgur.com/5Ywi1.png)
(http://i.imgur.com/pBfod.png)
(http://i.imgur.com/76pOB.png)
(http://i.imgur.com/6IWWr.png)
(http://i.imgur.com/vMHNL.png)
Title: Re: Lunacy Star 0.69 Release
Post by: Chronojet ⚙ Dragon on November 23, 2011, 12:15:02 AM
this is stupid

going to try it like now, downloading!!
Title: Re: Lunacy Star 0.69 Release
Post by: チソウ タイゼン on November 23, 2011, 02:31:50 AM
Tell me what you think like whenever.

To help give y'all who don't know an idea of what it's like, have a series of YouTube videos about it. (http://www.youtube.com/playlist?list=PL856F5A4632D962EA&feature=mh_lolz)


It's probably cheating because I made it, but

1D3B 1CC Standard 57,000,000
7D11B 1CC Hard 66,000,000
I'd post a Lunacy score, but I suck :V

Title: Re: Lunacy Star 0.69 Release
Post by: Excelsus on November 23, 2011, 08:45:02 AM
I heard you didnt make the last word......
My reaction:
:colonveeplusalpha:
Title: Re: Lunacy Star 0.69 Release
Post by: チソウ タイゼン on November 23, 2011, 03:59:07 PM
Oh, yes, Music Room commentary :V

I was thinking about it...
But Lunacy Star has like....  34 characters.
Last Words would push the current Spell Card count from 268 to 302 :I
(I also cut out spell history to save on save/load time. The savefile is 12 KB and takes a few seconds already)

Just play Lunacy Mode if you want a challenge!  D:<
I can't 1CC (That is, to  beat Stage 6) Easy mode- and I can't reach Stage 3 in Lunacy :P

You can play Stages 4 and 5 in Stage Practice.
Title: Re: Lunacy Star 0.69 Release
Post by: XephyrEnigma on November 23, 2011, 04:21:11 PM
Again, I'm going to mention that your graze hitboxes are double the size of the player, which, has not changed. It would be a better approximation if the player was the size of said graze hitbox at least. also, yay backgrounds :derp:
Title: Re: Lunacy Star 0.69 Release
Post by: チソウ タイゼン on November 23, 2011, 04:39:41 PM
Graze boxes are large cause y not
You get more points that way :P

Don't get used to those backgrounds, either.
No bgs for S3, 4, 5, 6, 0, or EX
And S2 is purple (it used to be something else but it nauseated me)
Title: Re: Lunacy Star 0.69 Release
Post by: XephyrEnigma on November 23, 2011, 04:53:16 PM
Graze boxes are large cause y not
You get more points that way :P

Don't get used to those backgrounds, either.
No bgs for S3, 4, 5, 6, 0, or EX
And S2 is purple (it used to be something else but it nauseated me)

Yeah, they were large (and visible, to some degree) in Touhou too. Something should indicate said hitbox.
Title: Re: Lunacy Star 0.69 Release
Post by: Excelsus on November 23, 2011, 05:00:23 PM
Let's see here:
Zero stage midboss and boss = 2
First stage boss = 1
Second stage midboss and boss = 2
Third stage midboss and boss = 2
FOurth stage midboss and boss =2
FIFTH stage midboss and boss =2 there is the second stage midboss appears again righT????? NOT COUNTED!
sixth stage boss = 1
Extra stage boss = 1
this has not yet counted a midboss that appears: 13 , current last word on touhou: 17
Title: Re: Lunacy Star 0.69 Release
Post by: チソウ タイゼン on November 23, 2011, 05:14:19 PM
Oh-hohoho.
Close. Very close.

Players: Gear Axis, Solar Hydra,
Zero: Practice Drone,
First: Idiot Box,
Second: Spikey Placeholder Thing, Large Purple Head,
Third: Nategasa Kumanichi, Battle Cubes,
Fourth: 6D- 4, Hydra Fleet Ships,
Fifth: Sousuke Kumanichi, Ancient Guardian,
Sixth: Lunacy Star First and Second Formes,
Extra: Extra Bosses, of which there are twenty.

And what do you mean by posting in RaNGE?
Title: Re: Lunacy Star 0.69 Release
Post by: Excelsus on November 23, 2011, 05:22:07 PM
Darn extra boss :V
Hmmm..... you should really moved this to rika's experiments forum... this place feels left-out you know...Akyu's arcade is for game as general, while rika's experiments is more touhou like video game, and your game is touhou like,you should really moved this...
Example:
http://www.shrinemaiden.org/forum/index.php/topic,9647.0.html

See..? puremrz make juuni jumon which is touhou based and posted it there... Akyu arcade is more like... you know general stg that isnt touhou-based danmakufu, yours is a danmakufu right?
Title: Re: Lunacy Star 0.69 Release
Post by: チソウ タイゼン on November 23, 2011, 06:05:12 PM
No. It was made in Game Maker, and while it has much of the same mechanics of Touhou, it has little to no similarities to it otherwise. So I didn't feel it was close enough to Touhou to ask Helepolis to move it for me.
Title: Re: Lunacy Star 0.69 Release
Post by: Trickysticks on November 23, 2011, 10:46:39 PM
There are some other game maker games there as well, more people would probably play it there, anyway ^_^.

Relatedly, ohyay downloading.

Stage1: Fast green bullets, threw me off. But I suck at dodging fast games. I like it already.
Title: Re: Lunacy Star 0.69 Release
Post by: チソウ タイゼン on November 23, 2011, 10:52:38 PM
I'll request to have it moved, then...

In related news, oh, god, I just trial-cleared Lunacy mode
I haven't ever done that before
(and that is scary)
I used all of the lives available to me (You get 8 deaths maximum before game over) and was out of bombs by the end
And I got over 10,000,000 less points than I did clearing Hard mode.

orz
Title: Re: Lunacy Star 0.69 Release
Post by: MMX on November 24, 2011, 01:09:02 AM
wtf? i've d/ld it and there's no gamepad support and configuration menu is unavaliable :( Also can it save replays?
Title: Re: Lunacy Star 0.69 Release
Post by: XephyrEnigma on November 24, 2011, 01:42:58 AM
wtf? i've d/ld it and there's no gamepad support and configuration menu is unavaliable :( Also can it save replays?

This isnt a touhou game, dont expect it to mirror one. Besides, afaik Game Maker probably does support gamepads, but he didnt implement the plugin. as for configuration, again, it's game maker, there is no configuring.
Title: Re: Lunacy Star 0.69 Release
Post by: チソウ タイゼン on November 24, 2011, 01:48:18 AM
There's no config because there's nothing in there yet :V
Sorry dude, this isn't Danmakufu. It's in Game Maker.
Config options will probably contain volume sliders and background switches.

Gamepad support might be added sometime later in the process. I don't have one, though, so I'd need someone to test it.
If it is, that'll be in config too.

Replays are also a no go. I didn't seed the random function because I don't know how to.
Title: Re: Lunacy Star 0.69 Release
Post by: MMX on November 24, 2011, 02:09:24 AM
Okay. Pity i can play shmups only with a gamepad. Checked out the videos though. Nice job ;)
Title: Re: Lunacy Star 0.69 Release
Post by: チソウ タイゼン on November 25, 2011, 06:16:17 AM
Thank you.

I recently played through DoDonPachi Resurrection.
I am no longer taking complaints about fast bullets D:

For those of you who have played it, how well is it going?
Anyone beat Stage 3 yet?
Title: Re: Lunacy Star 0.69 Release
Post by: Trickysticks on November 25, 2011, 06:38:17 AM
I am no longer taking complaints about fast bullets D:

That made up most of my complaints

I beat Stage 3, on Easy. I just suck at fast bullets. Idiot Box's second attack almost seems harder on Easy than Normal, blah blah. Really nice.

The second stage's music made me think that the tempo changed based on...something.

Difficulty: Hard, but fun!
Title: Re: Lunacy Star 0.69 Release
Post by: チソウ タイゼン on November 25, 2011, 07:06:06 AM
Oh, excellent. I was starting to think that no one would get far enough to complain about Release Ruin and Light/Force/Blast/Rocket Tackle.

"WHO THE HELL GIVES BOUNDARY OF LIFE AND DEATH TO A STAGE 3 BOSS"
and other such nonsense

I'd almost be willing to pay money to see someone cap Rocket Tackle :ohdear:

Idiot Box's second attack almost seems harder on Easy than Normal, blah blah.

Difficulty: Hard, but fun!

Excellent. This is what I was striving for.
Not the bit about the Idiot Box, the difficulty.
I don't understand how it's easier on Normal ???
Title: Re: Lunacy Star 0.69 Release
Post by: Trickysticks on November 25, 2011, 07:13:25 AM
Oh, excellent. I was starting to think that no one would get far enough to complain about Release Ruin and Light/Force/Blast/Rocket Tackle.

"WHO THE HELL GIVES BOUNDARY OF LIFE AND DEATH TO A STAGE 3 BOSS"
and other such nonsense

I'd almost be willing to pay money to see someone cap Rocket Tackle :ohdear:

Excellent. This is what I was striving for.
Not the bit about the Idiot Box, the difficulty.
I don't understand how it's easier on Normal ???

Me: "WHO THE HELL GIVES BOUNDARY OF LIFE AND DEATH TO A STAGE 1 AND STAGE 3 BOSS!"

As for Normal --> Easy, probably the same reason why VoWG is. Slower and denser?
Title: Re: Lunacy Star 0.69 Release
Post by: チソウ タイゼン on November 25, 2011, 07:27:34 AM
Easy mode:

Eight bullets, single points, direction changes simultaneous, wide sweep

Normal mode:

48 bullets, columns, direction changes offset, narrow fit

Nah, not seeing it. :V

Also, I guess you could call Storm Danmaku a BoLaD expy too.
Yukari doesn't Aya her way about the screen like that, though :V


Don't forget also that you can play stages 4 and 5 in Practice.

Oh, and there's one specific card I want you all to try.
Lunatic mode - Stage 2 - Large Purple Head - "Brilliant Spin Cycle."
Just this one. Please.
It'll be great.
Title: Re: Lunacy Star 0.69 Release
Post by: Trickysticks on November 25, 2011, 07:43:16 AM

Oh, and there's one specific card I want you all to try.
Lunatic mode - Stage 2 - Large Purple Head - "Brilliant Spin Cycle."
Just this one. Please.
It'll be great.

Why does this scare me D:

Trying...

Cool and colorful, but it's for lunatics, so I die. Alot.
Title: Re: Lunacy Star 0.69 Release
Post by: チソウ タイゼン on November 25, 2011, 07:16:45 PM
Great :V

Lunatic mode. That's the point :D

VIDEO TIME:

Large Purple Head
Brilliant Spin Cycle (http://www.youtube.com/watch?v=KZ9j-BDv8eQ)

Battle Cubez
Innovation: Dimension Network (http://youtu.be/SBSZut9bm4k)
Catharsis: Release Ruin Lunatic (http://youtu.be/g9yp_F13xUk)
Rage: Rocket Tackle (http://youtu.be/4gsBO4yg9OI)
Title: Re: Lunacy Star 0.69 Release
Post by: Trickysticks on November 26, 2011, 07:32:12 AM
Hooray, I reached Stage 3!

Oh look, fast streaming right off the bat. Still awesome.

Quick questionEnemies and/or bullets sometimes orbit around these....things.  Are the things a placeholder? Referring to  http://i.imgur.com/w34Nv.png.

More stage.... Oh look a midboss.

pfft... :getdown:. She just looks hilarious, to me.

Starry trap. Blahblah...

Entombing circle. Is she supposed to be so...jittery?

More stage.

Battle Cubez. They're cubes who must like battling. Incosistent Splitting is clever.  Deadly grid? No, bomb. I can't keep track of things like that, somehow. Oh look, chargee is full, let's activate it! Convergence Cube Easy, Aaaaaah  :ohdear: *die*. Too bad you can't bomb during overdrive.

Complaints: None, yet.

Things I sucked at: Convergence Cube, Deadly Grid.

Things I probably did wrong: Starry Trap. I went behind her, and had to dodge through tons of green stuff. Ended up timing it up.





Title: Re: Lunacy Star 0.69 Release
Post by: チソウ タイゼン on November 26, 2011, 07:50:34 AM
Hooray, I reached Stage 3!
Oh, excellent! :)
Oh look, fast streaming right off the bat. Still awesome.
Ahahaha...
Quick questionEnemies and/or bullets sometimes orbit around these....things.  Are the things a placeholder? Referring to  http://i.imgur.com/w34Nv.png.
Those are merely horrid-looking recolors of the LPH's familiars.
The enemies orbit them and shoot bullets while the things fly around.
More stage.... Oh look a midboss.
...
pfft... :getdown:. She just looks hilarious, to me.
lololol
Starry trap. Blahblah...
Um, it makes more sense on higher difficulties.
Entombing circle. Is she supposed to be so...jittery?
Oh, I keep noting that and forgetting to fix it. It's a fault of decimal misplacement.
More stage.
Yay!
Battle Cubez. They're cubes who must like battling.
They're a defense measure for the Outer Ring Fortress.
Incosistent Splitting is clever.
It's an adaptation of an in-joke :s
Deadly grid? No, bomb. I can't keep track of things like that, somehow.
The other person who provided commentary noted this as the hardest part of the fight *shrug*
Oh look, chargee is full, let's activate it!
RULE OF THUMB: Overdrives are to be done on stages :V
The only other time is when you are out of bombs and want to hasten the defeat of whatever's in front of you.
Of course, since its only practical application is for scorerunners, the best advice on its use for people who want to stay alive is "don't."
Convergence Cube Easy, Aaaaaah  :ohdear: *die*. Too bad you can't bomb during overdrive.
Oh, no, you didn't die any more than once, did you? :ohdear:
Dying is supposed to end overdrive, but it... doesn't.

Complaints: None, yet.
Amazing! :o
Things I sucked at: Convergence Cube, Deadly Grid.

Things I probably did wrong: Starry Trap. I went behind her, and had to dodge through tons of green stuff. Ended up timing it up.
Make large swooping motions, slip between the stars.
On the bottom half of the screen, they haven't diverged enough to swamp a lot of the screen.


Anyway, thanks for playing it!!
Glad that you liked it.
Don't forget to inform me of your high scores :P
I'm still trying to crack 70,000,000 on Hard.



...Now challenge Stage 4 in Practice :V




[/quote]
Title: Re: Lunacy Star 0.69 Release
Post by: MMX on November 29, 2011, 03:05:43 AM
So i've installed xpadder and finally managed to try this thing..

Jesus freaking hell! Fast bullets right on the first boss on easy mode! :o I've barely passed to second stage on my first try. This Baka-Box is unreasonably hard, make it slower especially on calm mode. After game over on a stage 2 i've tried one more time and got owned by second spell of Battle Cubez lol.
As for visual impressions: graphics is not ugly, but mindraping! :* I mean seriously. Make player shots less opaque or at least less bright so they dont mess with enemy shots and stuff. Oh and items fall too fast. And make an option tu turn off music cause its mindraping too >_<

And i havent got how the scoring/extend system works and what that charge does (except from blocking my bombs >_<)
Title: Re: Lunacy Star 0.69 Release
Post by: チソウ タイゼン on November 29, 2011, 03:27:59 AM
So i've installed xpadder and finally managed to try this thing..
Cool. "This thing," heh.

Jesus freaking hell!
Shit.

Fast bullets right on the first boss on easy mode! :o
That's... a very common complaint :/

I've barely passed to second stage on my first try. This Baka-Box is unreasonably hard, make it slower especially on calm mode.
Totally possible. I think I should add the disclaimer "Lunacy Star Is More Difficult Than Touhou" somewhere.

After game over on a stage 2 i've tried one more time and got owned by second spell of Battle Cubez lol.
To be fair, the gap on that spell's hardness between all the difficulties is very thin.

As for visual impressions: graphics is not ugly, but mindraping! :* I mean seriously. Make player shots less opaque or at least less bright so they dont mess with enemy shots and stuff.
This is after already doing so, I'm afraid. You would have hated 0.5 :V
(I mean even more so)

Oh and items fall too fast.
First time I've heard this.
If you mean "bomb and life items" when you say "items" it's because they have higher gravity values than regular points.
And make an option tu turn off music cause its mindraping too >_<
It'll be in the config for 1.0. And SE controls and BG controls and language controls.
If I make support for it, gamepad controls too.

And i havent got how the scoring/extend system works and what that charge does (except from blocking my bombs >_<)

Defeat enemies / collect points to Charge
Charge affects Point Item value and defeated boss value and you also get points for it at the end of stages.
Pressing C converts Charge into Overdrive.
Overdrive cancels bombing, but gives you superpowered shots, makes enemies worth more, and lets you gain Extend points faster.
The extend system in this game is Perfect Cherry Blossom.
250 (End of Stage 1) / 750 (Late boss 2) / 1500 (Late Stage 3) / 2500 (End of Stage 4) / 4000 (Late boss 5) / 8000 (Late final boss).
Coupled with the starter 4 lives and the 5 dropped from midbosses, you get a total of 15 lives to hack away at the game.
Oh, and something fun. If you manage to collect over 8 lives, 8 of them will collapse into a "+8" and the rest will be icons.
This is good because of the "bonus points for lives at the end of stages" thing.
(But 8 in the demo.)
The point value of Points in Overdrive is dependent on your Graze.

Thanks for trying it out ~ I hope you enjoyed at least some of it ~ :P
Title: Re: Lunacy Star 0.69 Release
Post by: MMX on November 29, 2011, 03:39:08 AM
Oh and items fall too fast.
First time I've heard this.
If you mean "bomb and life items" when you say "items" it's because they have higher gravity values than regular points.
No i mean all items what you call "points" they fall too fast and only low placed POC makes collection easier.

Thanks for trying it out ~ I hope you enjoyed at least some of it ~
I'll try it more when the final version will come out. Wanna 1CC it at least on izi modo :qq:

jsyk: red text on a blue background looks irritating. use quote tags, ok?
Title: Re: Lunacy Star 0.69 Release
Post by: チソウ タイゼン on November 29, 2011, 03:46:02 AM
Sorry man, phone internet makes juggling quotes annoying :V
(I have to open a menu for my brackets and click and hold to select and click and hold again to paste :V )
I'll make them like... gray, or something.

As for the point items, the 2/5ths of the way down POC was meant to alleviate the falling speed. A little.
I can totally change it, though.
(Don't expect like... IN!Sakuya slow, or anything)

Also, Page 2.
The effect is lost because I made half the replies, but still.

Also: Screenshots on the main page. Yay.
Title: Re: Lunacy Star 0.69 (Supposedly quite difficult! D: )
Post by: チソウ タイゼン on November 30, 2011, 05:52:09 AM
I would like to know if anybody is willing to translate all the phrases in this game into a different language for the alternate language settings.
If you would please help, that would be excellent.
I'm looking toward English and Japanese, maybe Spanish and any other languages people come up with.
The only prerequisite is that it has no fancy characters incapable of being displayed in Game Maker, such as Russian.

The Japanese translation will be done with images.

To those who are interested, all of the phrases currently present (Sans the Zero Stage, the text present in which will take considerably more effort)

"Stage # Start!"
"End of Stage #"
"Collision."
"### charge was lost."
"Overdrive is activated."
"Overdrive has ceased."
"Bonus! + #######"
"Super Bonus!!! + ########"
"Boss Warning."
"Bosses Warning."
"Midboss Practice Drone has appeared."
"Boss Practice Drone has appeared."
"Boss the Idiot Box has appeared."
"Boss Large Purple Head has appeared."
"Boss Battle Cubez have appeared."
"Bosses Hydra Fleet Ships have appeared."
"More annoying Hydra Fleet Ships have appeared."
"Hey, only one appeared this time!"
"The last of the Hydra Fleet Ships have appeared."
"Boss The Ancient Guardian has appeared."
"Final Boss The Lunacy Star has appeared."
"Final Boss The Lunacy Star has transformed."
"Midboss Spikey Placeholder Thing has appeared."
"Midboss Nategasa has appeared."
"Midboss 6D-4 has appeared."
"Midboss Sousuke has appeared."
"Midboss Large Purple Head has appeared"
"Extra Boss ~~~ has appeared."
"It is the killer. Do not die."
"She is the killer. Do not die."
"He is the killer. Do not die."
"They are the killers. Do not die."
"The screen is rife with killers. Do not die."
"Enemy Defeated."
"First Stage: Descent into the Lunacy ~ Atmosphere of Helios 13"
"Second Stage: Torrent of Travel ~ Great Abyssal Wormhole"
"Third Stage: A Third Party In A War ~ Warring Ring of Planets"
"Fourth Stage: Drifting Through The Unknown ~ Uncharted Space"
"Fifth Stage: Infiltrate The Base! ~ The Outer Ring Fortress"
"Last Stage: A Fateful Encounter at the Inner Sanctum of Lunacy"
"Practice Stage: Learn How To Play! ~ Training Center on Helios 13"
"Extra Stage: Beings From The Dimensional Anomaly ~ The Rend Of Dimensions"
Title: Re: Lunacy Star 0.69 (TRANSLATORS WANTED!)
Post by: MMX on November 30, 2011, 03:34:15 PM
I could translate your texts into russian lol but
why do you need this? Are u seriously sure your game will be so popular all over the world there would be people having problems with reading it in english? Beleive me, that's not the most necessary thing to do ;)
Title: Re: Lunacy Star 0.69 (TRANSLATORS WANTED!)
Post by: チソウ タイゼン on November 30, 2011, 05:55:51 PM
because I want to :V
Title: Re: Lunacy Star 0.69 (TRANSLATORS WANTED!)
Post by: Trickysticks on December 01, 2011, 02:59:03 AM
because I want to :V
GASP

I could probably translate the phrases into Spanish(yay, spanish clase!) with some luck. And a dictionary.
Title: Re: Lunacy Star 0.69 (TRANSLATORS WANTED!)
Post by: チソウ タイゼン on December 01, 2011, 05:19:28 AM
I read that as english-"Spanish" spanish-"clas?" :P

You could help me, then :D

Soy un estudiante quien saca buenas notas porque yo tengo Espa?ol Por Sophomores.

You can see about how well me doing it would go. :P

Also, I have an e-friend who Let's Played Lunacy Star :D

Quote
Hmmm... Lunacy difficulty, "For the challenged?" Are you insulting me, game? *accepts*
*Gets 65% slowdown rate, dies before Idiot Box*
Title: Re: Lunacy Star 0.69 (TRANSLATORS WANTED!)
Post by: Chronojet ⚙ Dragon on December 01, 2011, 05:25:27 AM
I'll do Japanese as well as I can.
Title: Re: Lunacy Star 0.69 (TRANSLATORS WANTED!)
Post by: チソウ タイゼン on December 01, 2011, 05:57:23 AM
Great. :)
I'd need all of those texts placed into little images for Japanese though. Is that possible?
GM doesn't Unicode and that is upsetting.
The text bits that aren't stage headers are all under 14px and the text that are stage headers are sized 24px. Is that even possible? ._.

I think I'll leave the spell names in English though.
There are simply too many of them.
Two hundred sixty five, at my last recount.
Title: Re: Lunacy Star 0.69 (TRANSLATORS WANTED!)
Post by: チソウ タイゼン on December 05, 2011, 06:11:36 AM
And now, in light of the fact of four days of topic silence, I present a progress dump.
(Sorry, Hele.)

Lunacy Star might not make a 1/2012 release
Although I have been sexifying it quite a bit.
And by quite a bit, I mean that I did one thing.
PROGRESS

On another side, I have done the following:

Gear Axis bomb now does ~28,000 damage, opposed to the Hydra's 21,000, to compensate for lack of range
Catharsis: Release Ruin advances stages faster
Removed Nategasa's twitchiness on the Entombing spells (tempted to keep though)
Made her move to the top of the screen during it
Stage 3 difficulty editing
Light Leaf Storm, retaining its record for "most times a card has been modified," gets modified about five more times following a comment from Qwilderwibben that it was too easy
Storm Danmaku is less bullshit
Direct Shot travels slower
Large Purple Head's survival cut from 40 seconds to 20
Changed the healthbar display
Moved the entire boss-centric HUD down to the bottom if the player is too high on the screen
Added milliseconds to the timer indicators (lol useless)
Made the active boss lifebar flash (lolol useless)
Made spell card capture bonus displays tick up from 0 (LOLOLOL USELESS)
Unified the entire game to one font
Changed some music room text
Extended the Zero Stage- there is now almost 1:50 of content and it now contains all the text explaining Overdrive
Made the configurations menu
Added some Spanish text
Realigned some of the overflowing Zero Stage text
Added the Extra Stage midboss, currently has four attacks out of five
Edited the Stage 6 theme, "Calm," so that it pierces your ears less
Added track numbers to Music Room
Added arrows to ship selection screen
Changed the deal where it would display "Calm" instead of "Zero" when selecting the ship before the Zero Stage
Extra Stage was made more difficult (It's full of fast bullets.)
Decreased Idiot Box HP
Added attacks for the Lunacy Star I, I now have four attacks out of five.
Added the Lunacy Star II, created a near-seamless transition between the forms complete with as-ominous-as-text-gets laughing
Added enemies to the 6th stage to encourage overdriving there
Changed fire patterns of Green Bubble Bullet Shooting Pink Things in Stage 5
I turned on "Interpolate colors between pixels," and I hated it. Everything was too fuzzy. So I turned it off.
Made it to where dying, in fact, ceases overdrive (After the charge loss post-death, of course >:) )
Fixed a bug pertaining to timing out Sousuke's spells in Stage 5. It's in the 0.69 release. Don't do it! Ever!
You can't cheese Stage 4 intro as easily by staying on the sides anymore (YOU HAVE TO DODGE THROUGH THE KNIVES HAHAHA THAT WAS WHAT YOU WERE SUPPOSED TO DO)


Things I have left to do* / am considering doing:
*Stages 3, 4, 5, 6, 0, EX backgrounds
*EX Stage patterns
*Final bosses patterns
*Zero stage patterns
*Recording player movements for replays
*Integrating gamepad control and custom setup for which
*Tie all sound effects into one global sound object for SE volume settings
*Same with BGMs
*Find out just what in the hell is causing that "ones digit of score isn't zero" bug (Closing in on it- the instigator appears to be high graze combos)
More "testing" :V (WHY THE FUCK CAN'T I GET 300,000,000 I AM THE WORST and I SHOULD BE ABLE TO BEAT STAGE 3 ON LUNACY.)
Shortening the game, as it currently stands at about 35 minutes
More sophisticated stage introductions, rather than little bits of text in the corner
Attack practice menu (this is about selecting a difficulty, a boss, and a lifebar of that boss, and trying it repeatedly until you capture it.)
Stage practice gives 5 bombs per life, rather than three, and 19 lives rather than 11.
Your last life gives you five bombs.
Add a stage progress to boss indicator, after watching Qwilderwibben wait 15 seconds for the Idiot Box to show
Make the difficulty text less "insulting"
 


So, is there anything I missed? :V
Title: Re: Lunacy Star 0.69 (TRANSLATORS WANTED!)
Post by: Trickysticks on December 05, 2011, 08:57:33 AM

Make the difficulty text less "insulting"
 
No calling people lunatics is fun  :ohdear:.

Anyway, that changelist seems rather good. Will give it a try eventually; I'll also be posting a detailed review of everything!
Title: Re: Lunacy Star 0.69 (TRANSLATORS WANTED!)
Post by: チソウ タイゼン on December 05, 2011, 02:58:56 PM
Awesome.

Also

(http://i.imgur.com/Fo9ca.png)

SHOTTYPES ANALYSIS BECAUSE EVERYONE CARES
http://64digits.com/users/index.php?userid=Taizen%20Chisou&cmd=comments&id=272024
Title: Re: Lunacy Star 0.69 (Supposedly quite difficult! D: )
Post by: Vanhaomena on December 08, 2011, 04:58:39 PM
I would like to know if anybody is willing to translate all the phrases in this game into a different language for the alternate language settings.
If you would please help, that would be excellent.
I'm looking toward English and Japanese, maybe Spanish and any other languages people come up with.
The only prerequisite is that it has no fancy characters incapable of being displayed in Game Maker, such as Russian.

I can do Finnish if ? and ? are compatible with the software.
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: チソウ タイゼン on December 08, 2011, 05:55:27 PM
(http://i.imgur.com/3yIRS.png)

Okay, I was honestly expecting that not to work :V
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: MMX on December 08, 2011, 06:05:49 PM
Wat? Are u working on a new gaem with 8 stages? :o
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: Vanhaomena on December 08, 2011, 06:18:09 PM
Here you go:

"Stage # Start!" Taso # alkaa!
"End of Stage #" Tason # loppu
"Collision." T?rm?ys.
"### charge was lost." ### j?nnitett? menetettiin.
"Overdrive is activated." Ylikierrokset aktivoitu.
"Overdrive has ceased." Ylikierrokset lopetettu.
"Bonus! + #######" Bonus! + #######
"Super Bonus!!! + ########" Super-Bonus!!! + ########
"Boss Warning." Pomovaroitus.
"Bosses Warning." Varoitus: useita pomoja.
"Midboss Practice Drone has appeared." V?livastus Harjoittelulennokki ilmestyi.
"Boss Practice Drone has appeared." Pomo Harjoittelulennokki ilmestyi.
"Boss the Idiot Box has appeared." Pomo Idioottilaatikko ilmestyi.
"Boss Large Purple Head has appeared." Pomo Suuri Violetti P?? ilmestyi.
"Boss Battle Cubez have appeared." Pomo Taistelukuutio ilmestyi.
"Bosses Hydra Fleet Ships have appeared." Pomot Hydra-laivaston alukset ilmestyiv?t.
"More annoying Hydra Fleet Ships have appeared." Lis?? ?rsytt?vi? Hydra-laivaston aluksia ilmestyi.
"Hey, only one appeared this time!" Hei, vain yksi ilmestyi t?ll? kertaa!
"The last of the Hydra Fleet Ships have appeared." Viimeinen Hydra-laivaston aluksista ilmestyi.
"Boss The Ancient Guardian has appeared." Pomo Muinainen Suojelija ilmestyi.
"Final Boss The Lunacy Star has appeared." Viimeinen pomo Hulluust?hti ilmestyi.
"Final Boss The Lunacy Star has transformed." Viimeinen pomo Hulluust?hti teki muodonmuutoksen.
"Midboss Spikey Placeholder Thing has appeared." V?livastus Piikik?s Paikanvaraaja-juttu ilmestyi.
"Midboss Nategasa has appeared." V?livastus Nategasa ilmestyi.
"Midboss 6D-4 has appeared." V?livastus 6D-4 ilmestyi.
"Midboss Sousuke has appeared." V?livastus Sousuke ilmestyi.
"Midboss Large Purple Head has appeared" V?livastus Suuri Violetti P?? ilmestyi.
"Extra Boss ~~~ has appeared." "Extra-pomo ~~~ ilmestyi"
"It is the killer. Do not die." Se on tappaja. ?l? kuole.
"She is the killer. Do not die." H?n on tappaja. ?l? kuole.
"He is the killer. Do not die." H?n on tappaja. ?l? kuole.
"They are the killers. Do not die." Ne ovat tappajia. ?l? kuole.
"The screen is rife with killers. Do not die." Ruutu on v??r?ll??n tappajia. ?l? kuole.
"Enemy Defeated." Vihollinen tuhottu.
"First Stage: Descent into the Lunacy ~ Atmosphere of Helios 13" Ensimm?inen taso: Laskeutuminen hulluuteen ~ Helios 13:n ilmakeh?
"Second Stage: Torrent of Travel ~ Great Abyssal Wormhole" Toinen taso: Matkan virtaus ~ Suuri Abyssaalinen Madonreik?
"Third Stage: A Third Party In A War ~ Warring Ring of Planets" Kolmas taso: Sodan kolmas osapuoli ~ Planeettojen sotaisa rinki
"Fourth Stage: Drifting Through The Unknown ~ Uncharted Space" Nelj?s taso: Ajelehtiminen l?pi tuntemattoman ~ Kartoittamaton avaruus
"Fifth Stage: Infiltrate The Base! ~ The Outer Ring Fortress" Viides taso: Tunkeudu tukikohtaan! ~ Ulkokeh?n linnoitus
"Last Stage: A Fateful Encounter at the Inner Sanctum of Lunacy" Viimeinen taso: Ratkaiseva kohtaaminen hulluuden sisimm?ss? pyh?t?ss?
"Practice Stage: Learn How To Play! ~ Training Center on Helios 13" Harjoitustaso: Opi pelaamaan! ~ Helios 13:n treenikeskus
"Extra Stage: Beings From The Dimensional Anomaly ~ The Rend Of Dimensions" Extra-taso: Oliot dimensionaalisesta poikkeamasta ~ Ulottuvuuksien repeytym?
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: チソウ タイゼン on December 08, 2011, 07:55:12 PM
Jesus, I wasn't expecting it that fast. Thank you :)
I'll update with a screen of some of it in the near future.
I will be contacting you again, soon, however, for what remains in the translation.
This includes the instructional Zero Stage text, the HUD (see the screenshot- that's it), and the main menu.

@MMX
Tutorial + Main + Extra = 8
Oh, wait, technically nine.
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: Zil on December 09, 2011, 12:02:14 AM
Is there a way to fullscreen this? I played for about a minute but I loved them speedy bullets. I just wish I could fullscreen.
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: チソウ タイゼン on December 09, 2011, 12:52:24 AM
Yes, because the configuration was as of yet inoperational, the fullscreen hotkey is F4.
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: Zil on December 09, 2011, 12:59:40 AM
That's good. Also I have one complaint. The diagonal movement seems to be faster then vertical and horizontal. Unfortunately that makes it very difficult for me to play the game without sticking to only horizontal movement, which of course presents its own difficulties. If it's possible, I would definately make diagonal and horizontal the same speed.
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: チソウ タイゼン on December 09, 2011, 01:57:19 AM
Oh, I haven't noticed.
I can simply reduce the speed by decreasing the values involved by a factor of 30%.

I believe that you move 2.2 px when focused (Solar Hydra), which turns into 3.1 px diagonally, due to the fact that you get 2.2 vertical pixels and 2.2 horizontal pixels.

I hope that isn't so bad :ohdear:
I can fix it in the 1.0 release. What do you think about everything else?
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: Chronojet ⚙ Dragon on December 09, 2011, 02:28:23 AM
I loved them speedy bullets.

Who will be the next to say so?
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: Zil on December 09, 2011, 02:30:07 AM
Well I played some more and beat the Battle Cube or whatever it was called, and the game said game over at that point. Maybe because I was playing on the easiest difficulty? Also, I think fullscreening it stretches the screen (as least on my computer), which produces a similar effect to the diagonal speed thing, only horizontal, so all three directions end up with different speeds. Maybe I can change some display settings and it'll keep the length to width ratio when I fullscreen it.
Aside from the wierd diagonal movement, and a few spells which seem very difficult to avoid timing out, it seems like a very solid game. The fast danmaku are a nice break from Touhou's usual slowness, and there seems to be little to no delay between when I press a button and when the ship moves, which is a common problem with shooting games, including the old Touhous (without the Vsynch patches). So the handling is really nice. Even the music is pretty cool. :D
So if you change the diagonal speed I can easily see myself playing this, but right now that makes me kill myself left and right. :(
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: チソウ タイゼン on December 09, 2011, 03:32:43 AM
@Mewkyuu
I thought I was the only one who liked fast bullets :V

@Zil

Widescreen support will be implemented in v. 1.0.
Thanks for the comment on the music. As noted in the Music Room, the general idea is that the songs pick up on complexity the farther you go, so... :V
It said "game over" because that's my cheesed out way of restricting you to the first three stages in the main game mode. Collect those points quickly, because the prompt happens at timeline 6,300 (check below FPS) and it will cut you off from collecting everything.
Tacky ending because version 0.69.
Even though you can practice mode stages 4 and 5. (This is because, well, in the case 1.0 never came to light, I still wanted people to try what they were like)

I still have a lot of bugfixes to go, including timing out midbosses leading to boss identifier conflictions, pausing the game during game over leading to uninitiated variable error, etc.

If you can come up with generally which attacks pose a danger of timing out on, I'd be happy to lengthen their timers.

Of note is that I have already (effective as of v 1.0)
• decreased all Idiot Box spells by 4,000 HP
• Set the Blue Droplets timer on Battle Cubez to 70
• Shortened second boss survival to 20s from 40s
• Fixed some deal with timing out Sousuke's parameters (He won't be getting any extensions, sorry.)
• Tacked on 12s to the second boss attack where it gets close to you
• Added 10s to the second boss shaky bullets + large yellow bullets pattern
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: Zil on December 10, 2011, 06:22:20 AM
I feel like some of the purple head's spells take a long time. (I didn't notice one was a survival spell though :V) And you added 10s to that other one, so maybe it's fine now.
Also that midboss in stage 3 has spell with red bullets that almost timed out.
The other thing I was thinking of was the cubes' last spell, but I realized that's also a survival spell.
All of this was on the easiest difficulty, and I haven't checked out stages 4 and 5. Also you can dodge the idiot box's leaf spell by sitting at the bottom and not moving, but it's the first spell on easy mode, so maybe you meant it to be that easy.
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: チソウ タイゼン on December 10, 2011, 09:40:47 AM
Oh, yeah, there's a total of 9 survivals in the main game and in the extra. That's among the differences from Touhou :V
(Of which there are not many :fail: )
On the subject of them, if you do try out Stage 5, do noooot clear Sousuke's "Mysterious/Amazing Magical Mirror" with less than three seconds remaining
Bomb on them if need be; the boss will begin descending and his dramatic entrance will conflict with Sou's second spell


I'd give the S3 midboss more time, but that comes close to cutting into the boss if you choose to time them out.
I tried giving it less HP, and she managed to die before the red bullets were ever a threat.
Anyway, as it stands, you can clear both her lifebars with a well-placed bomb from the third player ship.
So you know, I dunno. Did you follow her left and right, or sit in the middle?

Do try Practice on some of the higher difficulties, please! :D
I think I've only got one Standard player so far...

For reference, the fourth stage survival is "Spirit of Hydra" (boss, seventh lifebar) and the fifth stage one is "[Adjective] Dimensional Holes" (second midboss, second lifebar)

The Idiot Box's leaf attack was changed, but retains the safespot. It just looks harder now.

Miscellaneous addition: Rank system
(no, not dynamic difficulty)
As in an exponential curve that is based on your score
Added because I wanted to be able to say "I got Rank 95" instead of "I got three hundred thirty three million two hundred seventy thousand five hundred sixty points."
I also wanted to not sound like an ass to my friends, who barely crack Rank 15 (which... is about 1,500,000 >_> )
"I can't get rank 93!"
Versus
"I can't get 300,000,000 points!" (My highscore on Easy being 260m and Standard 275m)
You get rank 1 at about 1000 points, which I think is literally impossible to not get.
You would have to lose all of your lives, all of your bombs, and then pacifist to the point of steering at least 60 px away from bullets
And then the stage bonuses would bring you to rank 20 anyway
The last rank, rank 100, is attained at 400,000,000
so um good luck with that :V
I was able to get to rank 70 (103,000,000) in Practice Stage 5 Standard alone...
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: Zil on December 10, 2011, 10:06:57 PM
So you know, I dunno. Did you follow her left and right, or sit in the middle?
Sat in the middle. :]
Do try Practice on some of the higher difficulties, please! :D
I think I've only got one Standard player so far...
I'd love to really, but the whole diagonal movement thing screws me up horribly. I just crash into everything. I can probobly handle Normal or Hard though, so I'll check them out. (I play Touhou on Lunatic, after all.)
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: チソウ タイゼン on December 10, 2011, 11:35:01 PM
Well, hey, chin up. The diagonal issue was fixed and widescreen support is right around the corner.
I just might make a January release after all!
Wait, no, I still have that much stuff to do.


Touhou Lunatic is probably about where Lunacy Star is on Hard.
Plus one half.
It's like somewhere in the middle.
The only thing that eases it up is the fact that LS showers you in resources :I
I'm sure I could 1CC MoF Lunatic / PCB Lunatic if I was given 15 lives...
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: Yukari-Chan on December 11, 2011, 04:57:53 PM
I wonder what's this game about. No offense, but it doesn't look too interesting too me. Unless it has a good story, then I won't play it. If it's written in danmakufu, it has Japanese text(Only if you open it up with a specific program). Just copy the Japanese text and translate it at Google Translate.
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: チソウ タイゼン on December 11, 2011, 06:00:47 PM
It's firstly a throwaway sort of story.
A S5 midboss with powers over dimensions, wanting to apply his powers in attack form, rips apart some nondescript space from which all this weird shit springs out.
Including an animate sun / starship thing that has a fabulous want to kill things.

The Zero Stage is a training facility on the home planet Helios 13, where the player ships are instructed basic danmaku.
Stage 1 is spent leaving the "home planet" and encountering the first of the Odd Things.
Stage 2 is in a wormhole. The dimensional anomaly is far away, so this saves time.
Stage 3 cuts across some fighting planets. The sister of the dimensional guy is fought here. A defense measure for the location that is Stage 5 is also fought here.
Stage 4 is coming closer to the Lunacy Star in some open and uncharted space. You encounter a band of Hydra Fleet ships scouring the place for potiental recruits.
Stage 5 is an installment ("The Outer Ring Fortress") by this dimension's "governmental" entity that tries to keep the Lunacy Star at bay. Also to keep all traces of the world outside, well, outside.
Stage 6 is inside the large enclosement in the Outer Ring Fortress, a sort of prison for the Lunacy Star. You fight and destroy it.
The Extra Stage is inside the dimensional tears. You fight a bunch of humans from another world. The "extra boss" is no less than 20 such people with impressive attack potiental. You fight some of the midbosses again, including Dimension Guy.

(Oh, look, another difference from Touhou. You spend the entire game knowing what to do, rather than spend the first three stages beating up random morons.)
There's no actual dialouge in it, so it has to be "All There In The Manual."
Sorry if the story turns you off of it, but I just wanted to make an STG :V

Oh, and it was written in Game Maker, not Danmakufu. Sorry.
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: Yukari-Chan on December 11, 2011, 06:55:49 PM
I see. Does the manual display Japanese text? Or does it have random code things like "?A???X?X?y??1?\?????u???????D???v" If so, just download the Japanese text displayer.
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: チソウ タイゼン on December 11, 2011, 07:20:27 PM
Because GM only supports ASCII 0 - 255 and not Unicode, I'm saving all of the translated phrases into images that will be loaded and displayed, rather than rendering text.
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: Yukari-Chan on December 11, 2011, 07:52:46 PM
Ah, I see. Oh well, best of luck. Maybe I'll try the game before I judge it.
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: チソウ タイゼン on December 11, 2011, 08:13:40 PM
Please do. And if you find that it isn't to your liking, I would gladly listen to any suggestions you have before 1.0 is released.
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: チソウ タイゼン on December 21, 2011, 03:21:46 AM
An announcement
Due to my circumstances at home, the next and hopefully not final version I release will be 0.8 soon, rather than 1.0 late January.
This will happen after the completion of the final boss. (Currently ~60%)
0.8 will not allow access to the Zero Stage, the Extra Stage, the Config menu, saving replays, or gamepad support.

What 0.8 will have is some amount of updated graphics, access to the fifth and sixth player shottypes, and all of the main game (stages 1 - 6) available for continous play and clearance.
Stage 6 will be unlocked in Practice (only stage 5 is now), and you won't have to have cleared/seen a stage to begin it in Practice.
Unfortunately, there are no backgrounds for stages 5 or 6.

Ideally, since there should be no changes made to the standard game, all scores from 0.8 should be compatible with scores from 1.0.
Due to the new shottypes, however, all 0.69 scores will be rendered obsolete, and will be deleted when you try to boot a newer version.
(Don't think this is a bug because the game closes itself if there's a savefile error...)

And... I think that's it.
Thanks for all of your support, everyone...
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: Zil on December 21, 2011, 10:41:34 PM
Are you changing the diagonal movement to be equal to the horizontal? I strongly recommend it if you aren't. Personally I'd be enabled to play the super tough difficulties, and I'd think that most people are more familiar with that kind of movement.
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: チソウ タイゼン on December 21, 2011, 11:01:07 PM
Oh, no, that was fixed as soon as you mentioned it.

I uh, don't feel a difference, however.
It's like... a 0.6px change :V

I just added some attacks (woot final boss) that require you to have faith in the hitboxes (lolololol that means micrododging in a game full of fast bullets) so I'm sure it'll have helped /some/ people.

I've also fixed/added some other points.

Someone on another board talked about his deathbombing habit leading him to expend a bomb right after expiring.
So now there's a one second wait.

Widescreen settings have been implemented, but don't work, unfortunately. I'm working at fixing it soon.

Scoring leans more heavily on point items now (I just got to drive their value up to 71,000 each during overdrive mode today...), which might be a good thing or a bad thing.

And some quirks from 0.69 have been addressed.

Such as the bug that results from hitting Escape on a Game Over screen.

Still haven't figured out the ones-digit-isn't-zero thing. And...
I think that's it.
Title: Re: Lunacy Star 0.69 (8-stage Touhouesque in the works)
Post by: チソウ タイゼン on January 05, 2012, 05:50:14 PM
Zil, that diagonal business may or may not have been fixed. I certainly can't tell.

HEY LOOK IT'S A NEW VERSION
http://www.host-a.net/u/Chisou/LunacyStar%200.8.zip

New things include graphics and

oh yeah stages 4 - 6

MY HIGHSCORE CHALLENGES FOR THE LOT OF YA STILL STAND

Calm
294,000,000
Standard
172,000,000
Rage
81,000,000
Lunacy
67,000,000

None of them are clears because I suck at this game
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: Trickysticks on January 05, 2012, 09:13:03 PM
Congratulations! Developer Rank 2!

Anyway, will play and judge
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: I have no name on January 05, 2012, 10:00:49 PM
Alright, so remembering how annihilated I was on hard/normal on v.69, I went to easy.

Stage 1:Those green fast bullets are ridiculous.  I died to them.
Stage 2:Pretty good.
Stage 3:The boss has very little balance, we go from easy stuff to some what is this on the third to last, before a BoLaD thing that walled me, before a Red Frog thing that I was forced to time out.
Stage 4:I hate those zig-zag bullets, Every time they showed up I bombed or died.  The sideways enemies are kind of cheap.  Whatever the streaming Hydra fleet was (with the lasers) killed me twice because lasers spawned on me and activated before I could react, I aced the rest of the fight.  Stage 4 easy should not kill me 4 times blind.
Stage 5:Pretty good, except the last 2 boss attacks, and also the one with the boss moving back and forth.  I timed that out, and the last 2 boss attacks are too hard for an easy mode.
Stage 6:The stage was fine until the end (except the intro), right before the boss.  The boss itself...I game overed to laser 'sine'.  Snow 'sine' lasts way too long, I dodged it for a full minute before dying.  The lasers have enough warning here, but it's like Yuuka's spark in LLS-I thought I was safe but I died because it took up more space then I thought.  The midboss is also pretty cheap, with its precision dodging.  I had flashbacks to Mima at the end of SoEW; not a good thing.

Ok...went to Stage 6 stage practice, didn't get through it.  Snake Sine is too hard for easy, the 5th thing was too easy, and the transformation stuff I saw was complete BS.  Honestly, I think the reason none of your scores are 1ccs isn't because you suck at this game, it's because this game is pretty much impossible!

Basically, easy mode is more like normal, a few attacks I had to dodge next to nothing while others were pretty much impossible.
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: MMX on January 05, 2012, 11:36:02 PM
Ok...went to Stage 6 stage practice, didn't get through it.  Snake Sine is too hard for easy, the 5th thing was too easy, and the transformation stuff I saw was complete BS.  Honestly, I think the reason none of your scores are 1ccs isn't because you suck at this game, it's because this game is pretty much impossible!

Basically, easy mode is more like normal, a few attacks I had to dodge next to nothing while others were pretty much impossible.
That's what i was afraid of. Cmon dude! Make some really easy mode so everyone can enjoy your game! ;)
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: チソウ タイゼン on January 05, 2012, 11:48:57 PM
Ahaha... The game has a number of survival cards, you didn't "time them out."

Stage 2: Fourth Attack - Small Trap 15 seconds
Stage 3: Seventh Attack - Light Tackle 36 seconds
Stage 4: Seventh Attack - Spirit of Hydra 40 seconds
Stage 5: Second Midboss - Second Attack - Dimensional Holes 12 seconds
Stage 6: Second Boss - Fifth Attack - Resonance 35 seconds

I was afraid all the post-stage-3 stuff would be crazy. This is really the first time anyone has given me feedback on any of it.

Snow Sine has some 56,000 HP, I think.
I guess that was one of those "ignored middle child" moments because
Death Sine used to have 70,000 HP,
Laser Sine used to have 70,000 HP,
Snake Sine used to have 80,000 HP,
And Lightspeed Lunagun used to have 50,000 HP.

As you may or may not have noticed, all four of those were decreased. A lot. Snow Sine retained it's original HP count :V
I can fix that, totally. 32,000 should be fine.

Consider using the 6D-4 A shottype some time. It's shotgun damage, but at close range it puts out over 4000dps. Focusing causes the familiars to lock position as well. Cheeses so many things.

Difficulty for Snake Sine... Is it a matter of curving lasers?
How would I turn this down...?
Lightspeed Lunagun doesn't shoot any extra bullets on Easy, but it does on S....
Shit, I just realized that people are probably going to gripe about white tiny bullets among white enormous bullets.

The second form of the Lunacy Star...
The first attack is probably it's hardest... I should fix that...
But then there's the erratic BoWaP clone that is the second attack... and then there's the incredibly simple and easy third attack...

You see, this is what playtesters like y'all are for!
All my IRL friends suck too much to test it :V
(As in... Game Overs to the Idiot Box on Easy Practice...)

Ancient Guardian's final and semifinal, "The Final Plea of the Guardian" and "Solitude: Divine Protection"

Oh, no, I completely agree.

The 5th boss final is ridiculous on higher difficulties.
But Divine Protection didn't seem that difficult to me? On Easy I mean. (It's evil on Hard in particular...)
Let's see...

Second midboss, stage 6, "precision dodging?"
You mean Rainy Season, right? I can make that easier.
Or Macro Circle.

What was wrong with the stage 6 intro?

Stage 4:
The sideways enemies' hitboxes are turned off, but so is the distance to player check.
I turned it on, but turned it back off after it was producing really large gaps.

Stage 3...
Schizophrenic difficulty?
Circle Shot is basic.
Blue Droplets is basic.
Inconsistent Splitting is basic.
Deadly Grid is static.
Converge Cube is streaming.
Release Ruin is a BoLaD clone, yes, but where'd you get walled? I've never gotten walled on it..
Light Tackle is aimed at you, and the red bullets are randomised.
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: ExPorygon on January 06, 2012, 04:49:40 AM
Alright just played all the stages (not in one playthrough though, i game overed in stage 4 on easy). Now the game is a bit big to go into all my specific critiques, but I have to say one general trend that stuck out in my mind while playing. A LOT of the game's bullets are just too fast. Now this may just by me sucking terribly at fast moving bullets, but I noticed more so in your game than any other I've played, that the patterns with slow moving bullets were just about the right difficulty for easy mode. However, it was all of the patterns with high bullet speeds that I thought were far too hard for easy mode, and sometimes even normal. I highly suggest just slowing down most of the patterns that have high speed bullets. This is just a general suggestion for the game mind you. I would more specific critiques, but for now it seems as though Ihavenoname has already done that, so a lot of what I say now will be redundant. I'll probably review this more in-depth later (perhaps after an update).
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: チソウ タイゼン on January 06, 2012, 05:29:57 AM
Well okay :V

The game is for y'all to enjoy anyway.
With moderation, hand over a list of every attack that needs modification, from speed, to rate of fire to, I don't know, acceleration?
If it can't be done then I'll explain why and try to find some compromise.

I... was really hoping that the next update would be 1.0, but if something goes on, I don't know version 0.9 or something. Really hoping I don't have to, but it'll probably be better if it's full of "fixed" danmaku.

So I guess, on my fix list right now includes:

Stage 1
Storm Danmaku - make slower

Stage 2
Joy: Assault Rush - make easier

Stage 3
Starry Trap (Lunatic) - remove blindspot
Entombing Cross - remove walling tendency
Apathy: Deadly Grid - make easier
Science: Converge Cube (All difficulties) - make less impossible
Catharsis: Release Ruin (Standard) - make easier

Stage 4
Mysterious Angular Rain (All difficulties) - make easier
Trick Formation - lengthen laser wait time

Stage 5
Solitude: Divine Protection - make easier
The Final _______ of the Guardian - make easier

Stage 6
Surprise: Macro Circle (Easy) - make slower
Torment: Rainy Season - make less dense
Snow Sine: Blizzard Bullet - lessen HP
Snake Sine: Curves Barrage (Easy, Standard) - make easier, lessen HP
Lightspeed Lunagun (Easy) - make harder
First Trial: Disbelief - less bullshit
First Trial: Denial - less bullshit
Third Trial: Torment - make harder
Fourth Trial: Depression - less bullshit
Fifth Trial: Resonance - less bullshit
Fifth Trial: Realization - slower
Sixth Trial: Acceptance - make harder
Sixth Trial: Embracement - make slower
Lunacy Star Supernovae (Easy) - make harder



Anything else? Open to all suggestions!
And they have to be specific- not just "slow everything down," I mean the attack name and difficulty.
And it would be excellent if people would check out the higher difficulties :V

GOD DAMN IT I DIED ON THE LAST CARD BEFORE THE FINAL BOSS

(http://i.imgur.com/KdeY7.png)
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: Yukari-Chan on January 06, 2012, 07:08:59 PM
Congrats on the improvements! Thee Kitty is happy >:3
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: チソウ タイゼン on January 06, 2012, 07:27:52 PM
Thank you.

I also found some other problems.

The highscores setup from the main menu only shows you the scores up to the Rage difficulty for the Gear Axis or so.
That's because the highscore table ID for Rage Gear Axis B is 24- the old limit before I added the new ship and expanded to 36 high score tables.
But it isn't serious.

I'm removing the sound from the Ancient Guardian's first attack, as well.

Probably moving the Overdrive indicator to the side of the playfield kind of like how DDP does it.

Also, I've calculated the highest bonus possible in Overdrive to be 89 million points. That is, were the Charge actually capped at 999.
I don't know if it's possible. Cookies to anyone capable of showing me a legitimate charge counter out of 999 or more~
I got the counter in Standard up to 615 (Point Item = 56k+), where card captures add 3 Max Charge. Lunacy card captures add six.
(I captured 30 attacks.)
The rest of the Max Charge comes from killing enemies, grazing bullets, stage progression, and I think that's it.

402,000,000 is a new high score ~
That's worth Rank 94... I'm certain I could break 100 and 1CC the game if I sucked less...
I had three bombs in stock and was only 1000 points from the 8000 extend...
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: Yukari-Chan on January 06, 2012, 08:15:28 PM
That's a lot of problems. I'll just wait for all of them to be fix before I download then.
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: チソウ タイゼン on January 06, 2012, 11:06:37 PM
Wh... where's the problem?

I mentioned the high score viewer bug.
And the sound issue during Stationary Giant.

And then talked about making the display fancier, and then about score, which weren't really issues.

Unless you mean the list of things I'll have to edit, in which case knock yourself out.
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: Yukari-Chan on January 06, 2012, 11:20:05 PM
I am meaning the problems your listing. Is there a Phantasm? I've only played till Stage 3. Other than that, Good work!
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: チソウ タイゼン on January 06, 2012, 11:52:16 PM
Okay, then.

There is not a Phantasm.
It goes Stage 0, Stages 1-6, Extra Stage.

I would count the sub-game, but I don't believe it qualifies.
What sub-game? Scroll to the bottom of the music room for details.

Thank you and thanks for playing~
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: Zil on January 07, 2012, 12:24:03 AM
Ok, played easy to re-familiarize myself, but I'll give the higher difficulties a shot soon.

So far the difficulty seemed mostly consistent. Admittedly it's higher than what a Touhou player might expect from easy mode, but it seems consistent, like I said. A few problems I found:

Stage 2 boss's first spell seems like it can put bullets on top of you. It never happened to me, but it seems like it could.
"In Your Face" takes a really long time. There's no chance of timing it out, but it still takes much longer than most spells.
That spell with the green bullets and and the circle that forms around you was quite difficult, though very awesome. I guess it's your call if you want to make that easier, I have to face it on the harder difficulties anyway though.
The battle cubez first spell lasted about 2 seconds. Maybe give that more health or something.
When the spell where it chases you ends, it shoots back to the top of the screen. It almost hit me when it did that, which would have felt kinda cheap if it had happened. Though maybe the hitbox isn't active or something, idk becuase it didn't actually hit me, just looked like it could've.
The stage 4 midboss's attacks felt very freakin difficult, though there might be a "trick" I didn't see. The boss was a little easy. (but this is easy mode so whatever)
Stage 5 one of the midboss spells seemed to have very little hp
Sabers of Flame I ended up timing out, but I was going in circles around the boss.
Rainbow things in stage 6 seemed completely impossible.
Angle Blaster was impossible to capture because the box kept moving over and the timer doesn't last long.
Snow Sine was total hell.
So was Disbelief
Resonance timed out before I could kill it.

All that was easy mode. Mostly 5 and 6 is where the difficulty starts getting wacky. I'll see about the other modes.

Also, in general: The hitbox goes off the bottom of the screen, it's hard to stay under the boss when they move around a lot, the time given for spells is very unforgiving. I'm getting used to the diagonal thing, possibly from playing Battle Garegga, though I'd still like it more if it weren't like that.
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: チソウ タイゼン on January 07, 2012, 01:06:38 AM
So I haven't fixed the diagonal business? Hmm, sorry. I put the code in, I'll have to double-check.
I'm just going to like push the player boundaries a couple pixels in because this isn't the first time I've heard of hitboxes touching the border being a problem
Extending every non-survival timer again, looks like. I'll try by ten seconds this time instead of five.

Stage 2
Those familiars in the opener have distance checks, the bullets won't spawn on you. Just next to you.
In Your Face already has one of the lowest HP counts for attacks among stage bosses, although I see where you're coming from.
Assault Waves was going to be easier, but I screwed up somewhere on the for loop apparently.

Stage 3
Circle Shot usually lasts about thirteen seconds for me, or six under Overdrive. You must have been doing some serious distance hax with 6D4 A shottype or something :V
Regarding tackle card: That's happened to me numerous times, but it doesn't appear as though the hitbox is active then. Which is odd, because I didn't program it that way.

Stage 4
Mysterious Angular Rain on Easy is the only one where they continue to shake on their way down. The shake cooldown is several seconds long on higher difficulties and you're expected to camp out in the empty columns the "rain" forms.
Deathcircles is something I struggle with, mainly for the rotation the bullets do after converging. But eh :V
Hydra Fleet boss is much more serious on higher difficulties.

Stage 5
It won't help not to know which one? The four midboss spells are Sparse Stream, Resentment Misdirection Mysterious Magical Mirror, and Dimensional Holes. The latter two I can't modify an awful lot due to timing out / boss appearance conflictions.
Sabers of Flame / Lightning: Yeah, circling is really only possible on Easy. It's also not what you're supposed to do :]

Stage 6
Rainbow death fairies: That's because I probably made the divisor for the direction too high, causing the bubble bullets to not spread far enough, right? I've made a note of it.
Angle Blaster: I'll have to impose caps on it's movement because right now it's random :/
Snow Sine: Geez, I hope this isn't what kills everyone. I only have so much nerf to go around.
Disbelief: I have problems with it too. BELIEVE IT OR NOT HOWEVER I HAVE ACTUALLY CAPPED IT BEFORE AND IT WAS GLORIOUS :*
(I immediately began to cry though because that meant my probable card history on an Easy mode attack is 1 / 60)
Resonance: Survivaaaaal :V There's a trick to it. I'm trying to figure out what it is, because I can't seem to predict where that large flow of green bullets gets tossed.

I know you didn't mention it, but I think the Sixth Trial for the final boss is too easy and will be fixing that momentarily.

Wait, does this mean you cleared the game?

Before I ever did?

Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: Zil on January 07, 2012, 01:36:49 AM
Oh no I game overed in stage 5 and then went to stage practice. I can probably clear it though, on Easy. We'll see about Normal. Also, you can easily tell if the diagonal thing is fixed because holding the down arrow when you're at the bottom of the screen should slow you down. (Because you're really moving diagonally but not going down at all.) I use that trick in Touhou all the time. Of course, if I'm the only person who minds it then you don't have to change it I guess.
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: チソウ タイゼン on January 07, 2012, 04:48:00 AM
Ah, okay.

I can still fix it, though.


Also, for those of you who still might be struggling (which I doubt because your problems here are the danmaku and not the control like everyone else) there is a write-up on gameplay and scoring here. (http://tvtropes.org/pmwiki/pmwiki.php/HowTo/LunacyStar)
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: Trickysticks on January 07, 2012, 05:13:14 PM
Uh, well I think I found a bug of sorts.

Using the Wanderer's mine bomb on Nategasa obliterated her lifebars and then....
(http://i.imgur.com/uVLLX.png)
So, yeah.

Edit: It even continued through to the battle cubes. Entombing Circle Shot!
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: チソウ タイゼン on January 07, 2012, 05:57:51 PM
God damn.

It is... severely unrecommended you do that. I thought I fixed that last time but I guess I forgot the check for the mine objects.

If you capture Circle Shot with the prompt for Entombing Circle, you get the bonus for Entombing Circle, which is guaranteed to be lower.
You do, however, receive the extra Max Charge from both.

So until I fix that it's your choice what to do :D

Fail it and lose the extra three Max Charge, or capture Circle Shot and lose a potiental 200,000 points.

Quote
obliterated her lifebars
Nategasa was given 0.5 second invincibility and wait between her bars, unlike the 4 seconds almost everyone else gets. (Her brother also gets 0.5 seconds. Must be a human thing.)
The 6D4's bomb is not only the strongest at 30,000 damage, but the longest lasting at five seconds.
So um it can do that.

I'd love to edit it, but I love the bomb too much and anyone who says it's less awesome than the others is a liar.
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: Yukari-Chan on January 07, 2012, 07:22:56 PM
Gay Question, but I've  been playing on windows mode. How do you make it fullscreen.
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: チソウ タイゼン on January 07, 2012, 07:25:56 PM
Oh, I forgot to point this out.


Again. >_<

Fullscreen is F4.
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: Yukari-Chan on January 07, 2012, 07:27:29 PM
Thanks. Like the game. I suck at windows mode so maybe I'll be better at Fullscreen.
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: チソウ タイゼン on January 07, 2012, 07:43:48 PM
Oh, no, I can't do windowed mode either.
I probably should have set the default to fullscreen, but I'm not sure if some people would appreciate that?

The config menu is still inoperable, so I have to use hotkeys. Sorry :(
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: Trickysticks on January 07, 2012, 11:28:56 PM
Oh, and though you probably know this, the same bug I mentioned earlier happens with the Stage 4 Midboss.

Now to give you some feedback...
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: Yukari-Chan on January 07, 2012, 11:37:05 PM
Played it in Fullscreen. You might wanna make it a little bit easier though. It mindfucks you sometimes.
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: チソウ タイゼン on January 08, 2012, 12:54:25 AM
Like where? :V

The only real case of outright mindfuck I ever get is on the second boss :V

Also Trick Formation Lunatic. It's not for the faint of heart :ohdear:
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: Yukari-Chan on January 08, 2012, 02:56:33 PM
The speed is a little too high. Some of them move nonstop, and it's a little bit hard on normal. In between normal and hard I suppose.
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: チソウ タイゼン on January 08, 2012, 07:55:38 PM
Ahahaha, sorry.
Once again, taking suggestions for which ones to modify ~


Any clears yet? :V
I can.. almost 1CC Normal...

I can't seem to beat 402 million, either...
I keep dying in the middle of a Stage 5 overdrive and losing over 200 charge and 12 million potiental bonus points...
Dying is supposed to cancel overdrive, but something didn't work, I guess.

Also, I'm still writing the guide, but I'm grounded from the house computer (don't ask how I make this game because it is complicated), so can someone confirm for me or something that the (S1) Idiot Box, Nategasa, the 6D4/Gear Axis, and Sousuke all drop extra lives?
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: チソウ タイゼン on January 09, 2012, 05:45:51 PM
Pardon the expression, but

(http://i.imgur.com/OFby0.png)


impossible, my ass

okay fine me having made the game miiiiiight have factored into it

580, 118, 340
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: I have no name on January 09, 2012, 07:43:12 PM
impossible
I knew the easiest difficulty was possible-I would have had it if I'd used all of my bombs  :V

For the ease of testing out patterns, can you add an infinite lives code or something?  It can be removed for the final version, but it would make testing the bullet patterns much easier.
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: チソウ タイゼン on January 09, 2012, 08:08:52 PM
Totally, I can get that up within a matter of hours hopefully.

It will however be incompatible with the score.ini and will be incapable of pausing.

Still 51 captures out of 59, though. I should try to cap everything sometime, and on Lunatic so I can get that extra 240 max Charge.

Oh, and I captured Disbelief, too :V


Speaking of using bombs, the 6D4 doesn't count bombs on the evaluation screen for some reason.
I'll fix that too...

Anything horrid I should fix then... like Snow Sine...?
Title: Re: Lunacy Star 0.8 (Full 6 stages out now!)
Post by: チソウ タイゼン on January 10, 2012, 02:54:54 PM
Here's the infinite-lives version.
By "infinite," I mean "locked at nine."

Since pause is unfunctional right now, pressing Escape boots you back to the menu.

I realized I forgot to disable the pause function, so it's broken and will error.
I can fix this soon hopefully.
In the meantime, hit "escape" to pause, press "abort" on the error screen, launch the exe again. Sorry :(

Also, don't be an idiot like me and forget to copy over the score.ini.
This version is incompatible with all the others and will erase the old score.ini.


Other changes:


Snow Sine decreased 12,000 HP and made easier
An average of 11 seconds added to every single boss attack timer, midbosses, sorry
Ancient Guardian's final decreased 12,000 HP
Angle Blaster's movement limited to 30 pixels
Lightspeed Lunagun Easy added bullets
Storm Danmaku made easier
Odd Blue Whirl made easier

http://www.host-a.net/u/Chisou/LunacyStar%20e.exe

Just add the LunacyStar e.exe file to the folder.

You're going to get an error if you end the game / end a stage in Practice. "Ignore" it and nothing will happen. Press a button to go to Evaluation.

I have to go to first hour, so if anything wrong crops up, please tell me :/


Oh, yeah, I forgot.
I also bumped Lunacy Star Supernovae to 164,000 HP (which is more than the first boss :V )
Takes about seventy seconds to terminate.
You see this way it's not only more tedious but it won't end before hitting max rank
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: I have no name on January 12, 2012, 04:52:00 PM
Alright, re-did the first 2 stages, and I found a couple minor things, no big deal (still testing lowest difficulty)
1: Stage Practice advances to the next stage.
2:It's VERY easy to back into a bullet as it's leaving the screen-could you restrict movement so you can't get to the very edge?
3:In Your Face isn't worth trying to capture with most shot types-and it's easy to supergraze.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 12, 2012, 06:23:20 PM
1 : What
Edit: Oh, yeah, because the lives = 9 command happens before the game over check. I end the main game and stage practice by failing the player, so it doesn't go through.

2 : Working on it.

3 : I was considering turning off graze points for it, like I did in the Ancient Guardian's Stationary Giant, but I decided not to. I guess I am :V

If you cared enough to replace the LS e .exe that you have with one that actually is capable of pausing, you can go to the link again because I have updated it.

Updated it again to fix point 1.

http://www.host-a.net/u/Chisou/LunacyStar%20e.exe
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: I have no name on January 13, 2012, 01:44:35 AM
If you cared enough to replace the LS e .exe that you have with one that actually is capable of pausing, you can go to the link again because I have updated it.
Didn't know that would work-unless you meant play the old version.
I'll probably do some more testing later, although I'd like to be able to test the spells quicker, since the stages require 1-3 runthroughs (so 6 stages times 4 difficulties times 1-3 is 24-72 runs-I'm willing to do this) but trying to figure out the spells is more of a pain without that feature.  If it would take a lot of effort to add in then I understand it not being in this version, but otherwise it makes testing the higher difficulty spells not take full stage runthroughs.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 13, 2012, 03:34:57 AM
I don't follow?
I uploaded an initial "LunacyStar e.exe"- one with infinite lives, but one where I forgot to fill a particular hole in the code.

After a day or so, I upload another "LunacyStar e.exe" in the same place- infinite lives, doesn't error when you pause.

Sorry.


As for spell practice, I have not so much as begun the framework, I am sorry. It's quite a ways off, like flawless replays.

And post-v0.69 copies have the fast-forward button removed because I actually remembered to take it out this time

I appreciate the amount of effort you're willing to expend on it, really grateful.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: I have no name on January 13, 2012, 04:17:58 AM
I don't follow?
I uploaded an initial "LunacyStar e.exe"- one with infinite lives, but one where I forgot to fill a particular hole in the code.

After a day or so, I upload another "LunacyStar e.exe" in the same place- infinite lives, doesn't error when you pause.
This was what I was missing-I thought it was the same thing, or I move a file around on my end.
Sorry.
No need to be.
As for spell practice, I have not so much as begun the framework, I am sorry. It's quite a ways off, like flawless replays.
Please add for v 0.9
I appreciate the amount of effort you're willing to expend on it, really grateful.
No problem, it's a fun game, if frustrating and/or seemingly cheap at times
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 13, 2012, 04:47:57 AM
Aha, now, I'm sincerely hoping to skip a 0.9 and jump right onto 1.0 because I'll be wrapping up the Zero and the Extra soon.

(Extra boss is probably past Flandre levels orz)

Buuuuut the likelihood is that there will be a 0.9 because gamepads/widescreen/replays/what-have-you decided to stall the release another three months.
Lunacy Star Second will be programmed from the get-go to handle that nonsense :I

Thank you, though. I realize it's frustrating at times, because hey, I'm making it for myself too.
That's what the Normal mode is for :V

 I'd like die to get some AA-level player like Naut/Jaimers/Baity/Zengeku/T/Heartbeam here to play the higher levels and utterly humiliate me at my own game.

Quote
GREAT JOB BREAKING THE GAME YOU GUYS I DIDN'T ADD SUPPORT FOR SCORES THAT HIGH

Seriously though if it is possible (i doubt it) do not get over 2,100,000,000 you guys :<
NEGATIVE SCORE LOL
You might... also do something funky with the commas, I dunno. My highest is 580m on Easy.




I'm releasing versions before 1.0 so people can help me iron out the cheapness :V
I'm not quite ZUN yet in terms of game balance.
...Oh wait, am I?




OH AND if you needed a list of attack names because you forgot look here (http://64digits.com/users/index.php?userid=Taizen%20Chisou) under
"Lunacy Star Attack Compendium"
listing 234 out of the 236 spells in the main game.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: Zil on January 13, 2012, 05:21:52 AM
I'd like die to get some AA-level player like Naut/Jaimers/Baity/Zengeku/T/Heartbeam here to play the higher levels and utterly humiliate me at my own game.
I guess I'm not considered a AA-level player yet. T^T At least olAlolilo called me god Zil.
godzilla
:D
I was meaning to try the higher difficulties, I cleared easy btw, but I'm suddenly drowning in multivariable calculus homework. I think I'll devote myself to this for a bit though because SA is making me angry, and I can't just not play anything. (I'd still like it if you didn't speed up when you went diagonal though.)
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 13, 2012, 06:07:04 AM
What was your score? I'll feel perfectly fine calling you such if you beat out my 580,118,340. :V
I can't scorerun my game for shit
It's like "oh, you have to put special attention into not dying in overdrive" but then it's all "LET'S GRAZE SOME OF THOSE OVER THERE TO RAISE POINT VALUES"

I should make a highscore table again. I might get actual entries this time.

Hrk.

My code for movement (6D4 speeds) can be chalked up as

If pressing left, NOT pressing either up or down, NOT pressing shift
X -= 4.5
If pressing left, pressing either up or down but not both, NOT shift
X -= 4.5 * 0.71 (3.2)
Y ?= 4.5 * 0.71 (3.2)

If pressing left, NOT up or down, shift
X -= 2.5
If pressing left, up or down but not both, shift
X -= 2.5 * 0.71 (1.8)
Y ?= 2.5 * 0.71 (1.8)

(The Gear Axis' and Solar Hydra's speeds are Unfoc/Foc 4/2 and 3.6/2.2, so the Wanderer moves fastest anyway, they all have a 2x2 hitbox)

I'm not sure how it entirely skips the bit with the "not moving diagonally" check.
I'll probably toss it out and rewrite it anyway because for the first few days in production the ships would only move left and right.

And I cannot for the life of me remember the name of the Lunatic level variant of "Leaf Storm" for the Idiot Box, someone help me out? I almost remembered all 236 spells.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: Zil on January 13, 2012, 06:44:54 AM
The game seems to have forgotten all but one of my scores. :wat: Maybe I'll redo it.
Also, you may want to put  some delay between when you die and when you respawn, because sometimes I try to bomb right before I die but end up bombing right after I die. :V
As for those numbers, it seems like it should be right, but... that's not how it moves in the game. ???
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 13, 2012, 01:11:18 PM
Um, you didn't jump from 0.69 to 0.8 or 0.8 to 0.8.2, right?
Running each successive version wipes the scoreboard because
In 0.8's case, there were parameters not covered in 0.6's scoreboards
In 0.8.2's case, infinite lives :V

Other things might be things like "you didn't unpack everything into its own folder" or for the truly ridiculous, "you don't have the fourteen kilobytes of free space necessary for the score.ini" :V
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 14, 2012, 06:34:25 PM
Scoreboard formed, here
http://64digits.com/users/index.php?userid=Taizen%20Chisou&cmd=comments&id=272325

I'm the only person on it, please fix that :V
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: Jaimers on January 14, 2012, 09:35:35 PM
Okay I gave it a shot and played through it. Got a Standard ALL clear with 626,340,900 max rank Hydra A.

I don't really remember a whole lot of it but here are some things I noticed.

Maybe it's just that I'm not used to it yet, but it felt pretty awkward to control my ship. One of the reasons being that your hibox can go under the screen which completely fucks up my dodging sense because I'm used to it being at a general set distance from the bottom of the screen. But whatever the manner, this is just completely awkward in general and I'm pretty sure no other shmup does this. Not to mention that you can run into bullets that already went down the screen this way. There also felt like there was some sort of input lag that I couldn't get rid off.

A bug I've noticed is that pressing Z again right before starting a run makes the effect loop again.
Difficulty seems all over the place. There are attacks that were incredibly easy and ones that seemed borderline impossible.
About the vibrating bullets. They seemed fine the first time they showed up but the later times it seemed incredibly cheap. And I'll tell you why. The reason being that these are unpredictable patterns in a medium where dodging primarily happens on a bases of predicting the patterns of bullets in order to dodge them. You can see how this can give problems. I'm not sure if there is indeed a pattern to them but if so then disregard this.
The attack with the lasers during the stage 4 boss seems to cause impossible situations way too much and I'm not sure how you're supposed to do the attack with the aimed squares of bullets. The Guse Cannon attack also seemed pretty impossible with these hitboxes.
The Last Boss seemed to have very questionable attacks while the True Last Boss was much better and was surprisingly easier.
I have no idea what is up with the final pattern though. It seems very pointless and easy.

Fast bullets are much more fun than slow ones. However I can see how they can be a pain in the ass for less skilled players who haven't developed their reflexes much yet.
Stages can be a bit more developed to make up for the death air that occurs sometimes but otherwise this is a good first try at making an STG.

[/first impressions]
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: Zil on January 14, 2012, 10:25:17 PM
I just did Standard. I don't know what my score was since the game is forgeting them whenever I close it. I cannot find a score.ini. :derp:

As for the gameplay. Most of what was true on Easy remains the same. In fact, difficulty is almost unchanged in alot of places, so when you change what's been mentioned on Easy before, you ought to check the spell on every other difficulty too.

Things I noticed that are different:
The blue spell used by the first boss is easier.
The fomerly impossible rainbow things in stage 6 are now possible.
The aimed squares that Jaimers mentioned seem too fast, though it may be possible with a faster ship. It should be possible with all of them though.
The "grid" attack can't hit you if you go under the screen. Actually that works on Easy too, but I don't think it's been mentioned. It'll be fixed along with the "going off-screen" thing so I guess you don't need to change the attack though.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 14, 2012, 11:53:42 PM
Oh, that figures, Jaimers plays it and hates it :V
Well, I'm a long ways off from 1.0, so let's see:



Okay I gave it a shot and played through it. Got a Standard ALL clear with 626,340,900 max rank Hydra A.
Rank is just a rating system- kind of like a grade. Great score though, beat mine out by 200 million.

I don't really remember a whole lot of it but here are some things I noticed.

Maybe it's just that I'm not used to it yet, but it felt pretty awkward to control my ship. One of the reasons being that your hibox can go under the screen which completely fucks up my dodging sense because I'm used to it being at a general set distance from the bottom of the screen.
Yeah, that's going away :/

But whatever the manner, this is just completely awkward in general and I'm pretty sure no other shmup does this. Not to mention that you can run into bullets that already went down the screen this way. There also felt like there was some sort of input lag that I couldn't get rid off.
Any and all input lag appears to be completely and utterly dependent upon the processing power of the user's computer. I played it on a shitty school computer once and was getting several seconds of it, while the one at home runs it just fine.

A bug I've noticed is that pressing Z again right before starting a run makes the effect loop again.
You see, it's things like this that I never try.

Difficulty seems all over the place. There are attacks that were incredibly easy and ones that seemed borderline impossible.
Something I'm trying to fix. I don't see it nearly as badly, myself, but it's there, supposedly. Taking names, again.

About the vibrating bullets. They seemed fine the first time they showed up but the later times it seemed incredibly cheap. And I'll tell you why. The reason being that these are unpredictable patterns in a medium where dodging primarily happens on a bases of predicting the patterns of bullets in order to dodge them. You can see how this can give problems. I'm not sure if there is indeed a pattern to them but if so then disregard this.
The "pattern" being that they shake left and right? They first show up in Stage 2, but appear again in Stage 4, so, I'm assuming you mean then. The midboss attack requires you to go up about halfway on the screen where they all have stopped being angular, btw.

The attack with the lasers during the stage 4 boss seems to cause impossible situations way too much and I'm not sure how you're supposed to do the attack with the aimed squares of bullets.
Lasers always appear in the same places, while the red ones are aimed at you, it's about finding a route?
Not sure what "aimed squares of bullets" refers to. If "Science : Converge Cube," it appears that the update that made that less impossible ended up getting rolled back when I temporarily lost all my data, and had an older back-up to work from.


The Guse Cannon attack also seemed pretty impossible with these hitboxes.
It was very possible before I modified the large bullet hitboxes :V
I guess I should roll that back too, though, seeing as I've gone from 100% captures on it to like 10%.
(The reason for this being that I forgot to change the hitbox it was using, so the large bullets ended up having the same hitbox as those small green leaf bullets. I changed them and OH HEY WHAT)


The Last Boss seemed to have very questionable attacks while the True Last Boss was much better and was surprisingly easier.
I have no idea what is up with the final pattern though. It seems very pointless and easy.
I love how the final attack is always singled out as the easiest :V
I'm going to spend forever correcting it :]
The first form's attacks... Yeah, I can imagine why. I'll end up easing-up those too, I suppose.


Fast bullets are much more fun than slow ones. However I can see how they can be a pain in the ass for less skilled players who haven't developed their reflexes much yet.
I don't like slow bullets all too much really :)

Stages can be a bit more developed to make up for the death air that occurs sometimes but otherwise this is a good first try at making an STG.
Oh, thank you. I was considering editing in some more enemies to make the idea of the Overdrive mechanic less ass, soooo

[/first impressions]
Not bad for first impressions, though. I guess as the developer I've gotten used to all the gripings and stuff! :]

All right, Zil time..

I just did Standard. I don't know what my score was since the game is forgeting them whenever I close it. I cannot find a score.ini. :derp:
Score.ini is saved automatically in the working directory where the game is located in. That loooong (or short, depending on the circumstances) "Please Wait..." pause is the game saving, or apparently in your case trying to save the high scores.
If it's trying to save in a spot where I guess there is no free space, or your profile lacks the permissions to, then it won't.


(http://i.imgur.com/YyQIL.png)

Except for guide.txt (version 0.9 or version 1.0 whichever's next) the folder should look like this.


As for the gameplay. Most of what was true on Easy remains the same. In fact, difficulty is almost unchanged in alot of places, so when you change what's been mentioned on Easy before, you ought to check the spell on every other difficulty too.
Rage and Lunacy start tossing out certain patterns in favor of new ones :C
You might find Blood Tornado easier than Rainy Tornado, I suppose. I also question "almost unchanged"? As in how...?


Things I noticed that are different:
The blue spell used by the first boss is easier. Mountain of Faith syndrooome ~ slower bullets = worse apparently
The fomerly impossible rainbow things in stage 6 are now possible. Yup, the angular increments appear to be too low on Easy, so I'll change that
The aimed squares that Jaimers mentioned seem too fast, though it may be possible with a faster ship. It should be possible with all of them though. See above?
The "grid" attack can't hit you if you go under the screen. Actually that works on Easy too, but I don't think it's been mentioned. It'll be fixed along with the "going off-screen" thing so I guess you don't need to change the attack though. Oh, safespotting. Yay. I'll see if I can fix that.


Thanks to the both of you, and to Jaimers especially for proving that the game isn't impossible on Standard :V
Given he wasn't playing the infinite lives version.
Oh, yes, and screenshots or something for the actual scoreboard, please :3 ?

Spell edits are going pretty okay. Already eased back includes Storm Danmaku, Leaf Storm, some Lunacy Star First Form attacks (less HP for Snow Sine, slower snake creation in Snake Sine, etc.)
Disbelief and Denial are next. They'll go slower, I guess, and I might turn down the homing on those curved lasers as well.


I'd like to ask about use of the Overdrive System. Thoughts? Comments? "Why haven't you made it to where it stops after you die?"
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: Zil on January 15, 2012, 12:13:28 AM
Hey I wasn't doing the infinite lives version either. :wat:
It's certainly possible, yes. I'll try the upper difficulties too at some point, and save screenshots of my scores if I can't make it save them for me.

And I meant to ask about the overdrive thing. I see that it increases your damage, but what else does it do? I know you explained it somewhere before but I've forgotten it. :VOh wait, I read it in the readme file. I wasn't using it properly then. It gets you more out of the items, like the TD trance thing right?
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 15, 2012, 12:25:09 AM
Haha, sorry about that. There's no real way to distinguish between use of the two as of yet.

(But you didn't hear that from me.)

Overdrive is blocked bombs for a long period of time in exhange for increased power, more enemy worth, faster extends, high-value point items, and a large bonus at the end for collected Charge during it.
Overdrive requires 60 charge, which is 3 seconds, and because collected charge halves after Overdrive ends, you will be able to start it again immediately if you collected at least 120 Charge Points.

Dying is supposed to stop it, but all of the bits of code I've added that should do so... don't, so I'll be taking extra measures to fix it.

In the mean time, incentive for survival during overdrive not only is for the obvious, but the fact that you can lose up to 40% of your charge (depending on ship and difficulty) upon death, and that can mean a loss in the bonus of over 10,000,000 points. I would know, because it happens to me repeatedly during stage 5. :]
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: Zil on January 15, 2012, 12:53:53 AM
Ok then, I'll see if I can use it intelligently then. Also I moved the folder and now the scores are working. :toot:

I also tried Rage. I made it to stage 4 playing like an idiot, so this mode should be doable as well.

Rage mode stuff:
The leaf spell on the first boss can be dodged by staying still at the bottom. The blue spell is easier yet.
The cubez grid attack has a safespot above the bottom of the screen. (I'm not 100% on that though)
If it's near the bottom when the survival spell ends, that's where it drops the items, so they can be hard to collect.
Somewhere I was raped by zigzag bullets where I don't think they had been before. It felt pretty impossible, though it was my first time seeing it, so I can't be sure.
Release Ruin is easier than Standard. I also noticed, and this might be true elsewhere, that the sprites for the bubbles go under your character sprite. That's exceedingly evil.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 15, 2012, 01:18:08 AM
I got to Stage 5 before game overing on my last Standard attempt with 277 million >:(
Then again, I was playing 6D4-A, so that might be justified, what with the I MUST POSITION MY OPTIONS CORRECTLY vibe I put out with it.
But... 4,000 dps :ohdear:
That was a shit run anyway! Two mid-overdrive deaths cutting down my bonus from 28m to 13m before dying to Stella. Whaaaaaaaaaat.

All right...

Oh, I was considering retooling the Hard version of Leaf Storm, mainly because that attack has remained completely and utterly untouched since I made it, and it's the second attack of the game.
Not sure how the third attack is easier, although making it more difficult shouldn't be very hard at all :flandre:
There are lots of safespots. The red bullets are supposed to fix that, but I'll have to edit it to where they actually do.
Zigzag bullets appear in Incredulous Disorientation (stage2,) and in Circle Shake and Release Ruin (stage3.)
Oh, it was probably Circle Shake, this being Hard Mode. The shaking is minute on Standard Mode, buuut on Hard...

All bullets are placed by default below player level.
I should fix that?
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: Jaimers on January 15, 2012, 05:02:26 PM
Oh, that figures, Jaimers plays it and hates it :V

Oh I don't hate it, it could have been a lot worse like this. (http://www.youtube.com/watch?v=L_rSSOFRviE)  :V

Oh, yes, and screenshots or something for the actual scoreboard, please :3 ?

Oh sure let me pull it u-

(http://img11.imageshack.us/img11/948/errorzo.th.png) (http://imageshack.us/photo/my-images/11/errorzo.png/)

Well it certainly didn't do that yesterday.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: MMX on January 15, 2012, 05:45:20 PM
Oh I don't hate it, it could have been a lot worse like this. (http://www.youtube.com/watch?v=L_rSSOFRviE)  :V
Oh geez! Make me unsee that :colonveeplusalpha:
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 15, 2012, 05:56:59 PM
Oh geez! Make me unsee that :colonveeplusalpha:

Here you go:

My Standard 1CC, 695 million (http://youtu.be/u9tKlnTKY8I)
That was my first Standard clear, too. I feel simultaneously amazed and disappointed, because this should have happened a long time ago.


@Jaimers
Oh, lordy, does that really exist?
As for your error, there was some problem in using the .dll that the game comes with.
The .dll is used to render the score.ini into a mess to where you can't reliably change the data inside.
I'm not sure what your problem is, I'm sorry, but maybe Zil could have an answer because he was having problems with it too. I've never encountered that.

The only explanation I can think of is that you didn't unpack the game.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: Yukari-Chan on January 15, 2012, 06:33:00 PM
I can almost 1cc normal. I die in the 4th stage. If the graphics were touhou-ish it'd be A LOT easier if you know what I mean.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 15, 2012, 06:45:53 PM
If the bullets sprites were more nonindicative of their hitboxes? :V

I jest.

I'm certainly not the best graphics artist in the world, what does "more like Touhou" refer to?
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: Yukari-Chan on January 15, 2012, 06:56:20 PM
Here's what I mean:

? Clear bullet graphics ( Like the ZUN shotdata )
? Clearer stage backgrounds and sprites
? Remilia Scarlet's Tea
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: Zil on January 15, 2012, 07:25:31 PM
Wait, you said all of the bullets are supposed to go under the player? For me it only happens with the bubbles. The bullet sprite is under he ship's sprite so I can't see the edge of the bullet. If this happened with smaller bullets it would be a nightmare. Of course, the hitbox should still be visable above everything else.
The sprites themselves seem pretty well defined to me, except for those tiny grey ones that the hydra fleet uses in one of its attacks. Those are hard to see.

As for what happened to Jaimers I have no idea. My problem was that the score.ini would not be created, and I fixed it by just moving the game's folder.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 15, 2012, 07:54:53 PM
I... think they're all supposed to be underneath. It's been a long time since I've messed with the depth settings.
So, bubbles under or over?
I don't remember, but I think that the general rule of thumb is that the larger it is the farther back it is.

I think it went like this:

Lunagun Bullet = Ancient Guardian "Saber" Bullet > Enormous Pink Sun > Yellow Sun = Metal Fatigue Bullet = Bubble Bullet = Large Stars > Player Sprite > Knives = Standard Bullet = "Space Fish" > Leaf Bullet = Rain Bullet = Zigzag Bullet = Small Stars = Tiny White

As for the error, *shrug*
I've never encountered it, but like I said, a known cause is not extracting the zip.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: Zil on January 15, 2012, 08:16:08 PM
Yeah I think even the giant bullets should go under the player, otherwise you can't see the edge of the bullet when you're right next to it. You'd have to try to judge the curvature from the parts that aren't covered by your sprite.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: MMX on January 15, 2012, 09:48:41 PM
Here you go:

My Standard 1CC, 695 million (http://youtu.be/u9tKlnTKY8I)
Something wrong with the video, it goes as slideshow :(

P.S.: Making a game wich you can barely clear on the easier difficulties is hilarious :)
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 15, 2012, 11:36:54 PM
The video is set for six frames per second to prevent an assload of lag :/

I'd imagine. I find it funny, anyway. I'd play Rage mode, but Battle Cubez omfg
Lunatic is even worse.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: MMX on January 16, 2012, 01:14:28 PM
That's not my way of making things. I'll make my game doable by myself even on hard mode.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 16, 2012, 04:52:21 PM
I can totally do it.

Just not all at once.

If I made the higher difficulties beatable by myself, Lunatic would probably be about Ten Desires Normal level, and that's no fun. :/
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: Yukari-Chan on January 16, 2012, 05:03:38 PM
Ten Desires Normal mode is actually SA and EoSD easy mode. Except a few of Miko's nonspells ( Which is way hard : )
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 16, 2012, 06:38:54 PM
Exactly my point!
I'd use some other game as an example, but I got to the final card in TD on my first try.
Lunatic mode in Lunacy Star, as far as I've noted, is probably Lunatic PCB or Lunatic MoF level or something.

I wouldn't know an awful lot, because I'm not a Lunatic player, trying to make a Lunatic difficulty for people that actually would play on it. It would get skewed somewhere along the line, natch.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: Yukari-Chan on January 16, 2012, 06:43:25 PM
Lunatic mode on Lunacy Star is actually UFO and SA Lunatic Mode. You got giant amount of shitload giant balls spammed at you, nonstop moving boxes and purple things, and a shitload of bullets spammed at you. Tried it once, Failed at Stage 2 Dx
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 16, 2012, 10:31:19 PM
Naaaaw, I don't think it's that bad?
I couldn't survive through half of Byakuren's fight on Lunatic (Devil's Recitation.), but I got to Sixth Trial: Embracement on LS.

Wait, practice mode gives you 11 lives and there are enough point items for three extends in stage 6.

Whoops!

I guess I'm nerfing everything then!
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: Yukari-Chan on January 16, 2012, 10:32:38 PM
Nerf it just a little bit. You don't want easy shit like Resurrection of Heaven's Liquor.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 17, 2012, 05:44:54 PM
Well, it wouldn't hurt to be possible either.

My latest attempt at 1CCing Hard Mode (even though I can't Hard Mode most Touhou games anyway)

(http://i.imgur.com/1YudX.png)

I got to Trick Formation in the Hydra Fleet battle :/
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 18, 2012, 03:33:50 PM
SPELL EDITS FOR THE NEW VERSION:

Leaf Storm Standard was supposed to be easier, but it's suffering from severe Mountain of Faith Easy afflictions in that now that it is slower, bullets are more everywhere

Odd Blue Whirl made slower and easier
Other forms made more difficult

Catharsis ~ Release Ruin Hard made less easy- bubble columns are now curved instead of straight
Catharsis ~ Release Ruin Standard made less easy- gray bullet columns are now fragmented instead of straight

Science: Converge Cube and Mechination: Cube Cross made significantly easier, easy mode is now "Converge Shot" as it doesn't even produce squares of bullets

Inconsistent Splitting made slightly more difficult

Lunacy Star Supernovae made more difficult on Easy and Standard, increased to 164,000 HP and given bomb immunity

Fifth Trial: Resonance and Fifth Trial: Realization made slightly less alike, Resonance is more indicative of Calm and Standard mode and Realization of Rage and Lunacy

Lightspeed Lunagun made easier on Lunatic, increased gravity of Lunagun bullets

Things that I am about to do:

The Final ______ of the Guardian easier
Solitude: Divine Protection easier
Shock: Stella and Cometa edits
Third Trial: Torment harder
Snow Sine easier
Snake Sine easier
Laser Sine easier
Death Sine easier (somehow)
Fourth Trial: Misery and Depression- more room in purple circle, bug fix
Sixth Trial: Acceptance- harder
First Trial: Disbelief and Denial: waaay easier
Lunacy Star Supernovae will alternate directions in the cheeto laser phase and add extra waves in the knives phase (just because we didn't have enough BoLaDs)
Second Trial: Frustration less difficult (have you SEEN this attack)
Storm Danmaku less difficult
Angle Blaster more invincibility time
Maximum Blast less dense
Mysterious Magical Mirror more HP

THESE AREN'T SPELLS BUT ARE BEING CHANGED ANYWAY

Stage 4 Zigzag bullets will be changed into the Extra Stage Variable Speed Bullets
Stage 1 green bullets made slower
Stage 1 blue circles made slower
Stage 1 red circles on Rage made slower
Stage 1 triangle ships stop shooting when they're too low on the screen
Hydra Fleet Ships will add 1 to kill count for each and every ship rather than one kill for all of them
I will remember to turn on the slow precentage retabulation after the Battle Cubez, forgot to turn it on because the old demo terminated after stage 3
Stage 2 rainbow bullets will actually have a chance of hitting you on lower difficulties
Stage 3 enemies will be made more resistant to homing attacks because homing attacks are not supposed to murder everything that quickly
Homing bullets will actually home into Hydra Fleet Ships

One extend added somewhere in the main game.
(Have an idea where? Tell me!)

Rainbow things in stage 6 not impossible on Easy and Rage, and also dropping bombs
Green patterns in stage 5 edits


This list is mostly here for my future reference and also for y'all to suggest/modify/comment/add things.

So what do you think?
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: yorihime999 on January 20, 2012, 05:41:29 AM
I'm excited....because I'm downloading right now :)
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: JmLyan on January 22, 2012, 12:13:54 PM
This game is WAY too hard. I couldn't beat easy, despite having beaten all windows touhou on normal...

Also, what's up with the third boss' second pattern on easy? It is too easy even for a first boss on easy!
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 22, 2012, 07:59:20 PM
Yeah, I'm curbing almost everything back.
It already feels like an entirely different game to me :V

As for Blue Droplets, it's really subjective. I have a hard time with it (higher difficulties at least), others don't.

At least it's... indicative of the difficulty label to you.

How far did you get, exactly?
The difficulty is kind of jaggedy in the latter stages because I'm the only one I know IRL who can play them.

Thanks for playing, though ~
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: Zil on January 23, 2012, 09:10:53 AM
I've been trying Rage a bit. I noticed that the purple head's survival spell kills me the instant it ends if I drifted too far to the side. I think it's from the ring of bullets returning to the center right before disappearing. If it's meant to do that though than I suppose it's fine. Also anywhere with those shifty zigzag bullets just feels totally unapproachable, but that's been mentioned. And the stage 4 midboss is microscopic. I never noticed before because I usually bomb it, but I found myself timing out the first spell because I couldn't hit the thing.
I may be able to do this difficulty once some of the other things have been fixed.
And if you can do Touhou on Normal you should be able to do this on Easy.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: JmLyan on January 23, 2012, 11:23:30 AM
How far did you get, exactly?
The difficulty is kind of jaggedy in the latter stages because I'm the only one I know IRL who can play them.

Sixth stage boss first part. And bomb spam on the third stage boss really isn't easy difficulty.
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on January 23, 2012, 01:55:05 PM
@Zil I can't say that I've ever noticed this?
I'll check that out today.

Stage 4 has already been edited to hell. You guys would not have seen them, but the Extra stage has a special variety of bullets with variable speeds, not direction. I'm modifying the stage to fit those.

The S4 midboss, while 16x16, has all the same hitbox the others do, 48x48 :V
Of course, I'm stripping out it's randomized placement, though, because it's getting to annoy me as well.

Oh, no worries, the game already has had so many changes since 0.8/0.8.2. I'm certain that most of them will be for the better.

Saying "Taizen Chisou can play Touhou on Normal" might be a point of contention for some, btw :]

@Lyan I've changed a buuunch of the Battle Cubez. I'm certain the next distribution will be better.
As for the final boss, well. A lot of people apparently complain that it is "total bs."
But... it's the final boss ;-;
Title: Re: Lunacy Star 0.8.2 - Infinite Lives Spellcard Testing Version
Post by: チソウ タイゼン on February 05, 2012, 03:33:29 AM
What with the sequel in works -

http://www.youtube.com/watch?v=DSKavO2s2as&feature=related

- and the first being horribly obtuse and hard to make things in when compared to the sequel, I suppose the project has been shelved for now. A 0.9 release addressing most of the bugs and shot-fixes will be made, soon, but I wouldn't count on the Extra, Zero, Hydra Defenders, the Configurations setting, etc. being in it.

Besides, I'd like to take the time to ask that people find bugs or something.
In fact, I was just messing with the music room.
Surprise, surprise, highlighting a song past track 04 causes the other menus to be out of whack (the selector icon is missing), but moving up or down fixes it and sets whatever was highlighted in the Music Room to either track 1 or track 4.
I'm afraid that there might be much more than that hidden away in different places, so if any of you find any, then please say so!

(On the subject of the music room, what's your favorite/least disliked song?)

Well, I dunno. Bugs or scoring discussion. What, why, where to use overdrive. Because I'd like to know!

2 Calm Mode runs:
With overdrive : 503, 000, 000 / 50 Captures / 7 Deaths / 28 Bombs
Without overdrive: 386, 000, 000 / 44 Captures / 10 Deaths / 26 Bombs

On the whole, I just wanted to say thank you for all of the support, everyone who played and tested the game throughout the last 7 months or so, for helping me try to figure out just what exactly I'm doing :V


Edit:

*looks up from game*
Oh, and those of you who insist that Lunacy Star Supernovae is too easy, I implore you to try it out on Rage or Lunacy mode.
If you can get that far with the Practice resources. I lose at Sixth Trial on Lunacy, myself ;_;
Title: Re: Lunacy Star STG ~ Indefinitely Tabled ~
Post by: チソウ タイゼン on April 19, 2012, 06:25:13 PM
For those of you who, for one, are still paying attention, and secondly, have knowledge of Game Maker:

Source to Lunacy Star 1, v. 0.8 (http://dl.dropbox.com/u/48264981/stglite.gmk)