Author Topic: Sparen's Code Dump (Final updates)  (Read 349149 times)

Qwertyzxcv

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Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
« Reply #60 on: February 20, 2013, 11:24:14 PM »
I know about the difficulty of Nonspells 3 and 7. However, I'm not changing them. It's meant to be Extra level. (Nonspell 7 is the only one I personally have not cleared).
All Suiroga originally used were amulets. Not going to be changed.
Small bullets in Rent of the Blue Claw are supposed to be dense. It's streamable, so I had to make the bullets very dense to make sure that it wasn't uber easy.
Point items, I'll consider changing. But maybe not.
Well, i'm bad at feedback xD

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Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
« Reply #61 on: February 20, 2013, 11:27:07 PM »
Well, i'm bad at feedback xD

It's fine.

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Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
« Reply #62 on: February 23, 2013, 01:20:12 AM »
POK?DIGIDANMAKU VEEMON PLAYER SCRIPT V2.4 {RC-3} READY FOR DOWNLOAD!

Basically, just the hitbox.

Download link available here: http://www.bulletforge.org/u/sparen/p/pokedigidanmaku-veemon/v/24

Currently known issues:
-Lasers don't tell you if they are hitting the foe due to lack of effects [ENHANCEMENT]
-Lasers may suddenly disappear; bug is fixed upon changing types [UNCONFIRMED]

UTSUHO PLAYER SCRIPTS VERSION 0.12 READY FOR DOWNLOAD

Basically, just hitbox and bomb stability.

What I still need is a cutin image that fits on the Player Select screen. That and Okuu sprites.

Download: http://www.bulletforge.org/u/sparen/p/utsuho-player-script/v/012

Bug List and Enhancements:
UtsuhoC's focused bomb hitbox isn't correct

SUIROGA PLAYER SCRIPTS VERSION 2.17 COMPLETED

And yeah. No download because my spriting sucks and because of personal reasons.
« Last Edit: March 07, 2013, 11:37:32 PM by Sparen »

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Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
« Reply #63 on: February 24, 2013, 04:45:37 PM »
TOUHOU 13.2 TERRANEAN CATACLYSM EXTRA STAGE v0.22 READY FOR DOWNLOAD

Download Link: http://www.bulletforge.org/u/sparen/p/touhou-132-extra-stage/v/022

Feel free to post comments and bug reports below.

Changes from Version 0.19:
-Cleanup of all attacks
-Thunder orb and Cycle Ice completed.
-All spells drop items if you complete them

For more information, please consult the Changelog.

Sparen

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #64 on: February 26, 2013, 12:36:38 AM »
Announcement

I've noticed that people have begun to flame my Bulletforge account. I understand that having three down votes on a project that has been downloaded once is obvious flaming of the user. (mainly because it occurred on more than one of my projects, even though it's only obvious on one.)
[attach=1]

What I'm unhappy about is the fact that they didn't even have the decency to post a flame comment so that I can at least identify them. Anyway, what this means is that I'm beginning the removal of old versions that do not have many comments (i.e. more than one), or do not have any at all. So far, I know of a minimum of three users who do this, based off of data from my Okuu script.

All I'm saying is pretty much this: If you're going to flame old versions to lower the overall ranking of a project, I'm A) either going to set it up as a new project so that I can get to the top of the release list and clear away all of the flames, or B) going to delete old versions. Depending on how far this goes, I may decide to do the former. I understand that three down votes isn't a lot, but when it's done without any rationale, I'm not going to stand idly by and watch as my stuff gets bashed and beaten down. I also know for a fact that Suiroga's script is going to be counted as a separate release next time because it's going to be a legit stage instead of some disorganized boss battle.

So far, two releases of my works have been cleared. And yes, I have the decency to post the same version twice. I'm not going to go down as easily as I did on Fanfiction.net. Flamers will have to do more than this to kick me out of Bulletforge.

Thank you.

P.S. To those in question who see this announcement, it's up to you to decide your own actions. As long as I don't know who you are, I'm not going to get back at you. At the same time, I'm not going to pardon you.
« Last Edit: March 07, 2013, 11:02:47 PM by Sparen »

Qwertyzxcv

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #65 on: February 26, 2013, 12:45:36 AM »
WOAH, now 6 down votes!!
« Last Edit: July 08, 2013, 11:19:05 PM by Qwertyzxcv »

Sparen

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #66 on: February 26, 2013, 01:24:09 AM »
WOAH, now 6 down votes!!

Please remove the 'Announcement' part of the quote. Other than that, it's not actually six down votes because TC Extra v0.22 hasn't been voted up or down at all yet. The four down votes were from a different version. Now, if those six votes happened to be on the current version...

...Just thinking about it makes me want to code a virus in that strangles anyone not running Danmakufu in a Virtual Machine.

...That was a joke.

Anyway, I'll begin work on Pok?DigiDanmaku soon. I just need decent sized sprites... for the stage enemies. Preferably, PMD rips are fine, but... can't find them and can't rip them from a rom on mac.

Not to mention that it's illegal. (though I own all of the handheld PMD games anyway. I really don't want to have to shoot down cute Pichus... >:D)
« Last Edit: February 26, 2013, 01:26:16 AM by Sparen »

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #67 on: February 28, 2013, 12:14:00 AM »
POK?DIGIDANMAKU


This is the main announcement page for Pok?DigiDanmaku, a complete game made in Touhou Danmakufu 0.12m. It features 6 stages on 6 difficulties and an Extra Stage. It is the cumulation of work done over more than a year, and has been the foundation for my progress in 0.12m.

Please note that this game is HARD. The difficulty curve is almost nonexistent; it just starts hard and continues to get harder. The exceptions are Very Easy mode, which starts pitifully easy and ends relatively easy, and Overdrive mode, which starts ridiculously hard and stays ridiculously hard.

Note on Eeveelutions and which difficulties they appear in:
Vaporeon: VNO     Flareon: ENL      Jolteon: NHO     Espeon: VEHO     Umbreon: EHL     Leafeon: VHLO     Glaceon: VENL     Sylveon: X

Current Version: 2.04 [ExPDDVee E2.8]
Current Release Version: 2.04 [ExPDDVee E2.8]
All versions come with the latest version of the player character available at the time.

Download Pok?DigiDanmaku

*Current Version is my current version. Current Release Version is the latest Devel release for the public. Current Demo Version is the latest stable/demo release.
**If you want the latest version, you must contact me directly.

Current Features
-Full game (all current complete stages) VENHLO
-Boss Rush (all current complete non-Extra bosses) VENHLO
-All of Stage 1, VENHLO
-All of Stage 2, VENHLO
-All of Stage 3, VENHLO
-All of Stage 4, VENHLO
-All of Stage 5, VENHLO
-All of Stage 6, ENHLO
-All of Extra Stage, X

Current Progress
Done

All Demo Versions
FINAL RELEASE 1: Version 2.04 Release
DEMO 6.2: Version 1.37 Release
DEMO 6.1: Version 1.31 Release
DEMO 6: Version 1.29 Release
DEMO 5: Version 1.00 Release
DEMO 4: Version 0.31 Release
DEMO 3: Version 0.16 Release
DEMO 2: Version 0.14 Release
DEMO 1: Version 0.11 Release

PREVIEWS


Stage 1 Normal (Version 0.12): http://youtu.be/7IWLUERj9J0
Stage 1 Hard (Version 0.14): http://youtu.be/5FdnPBkCskg
Stage 1 Lunatic (Version 0.16): http://www.youtube.com/watch?v=iYHUpOPJtos *Ozzy's Review/Playthrough
Stage 2 Hard (Version 0.31): http://www.youtube.com/watch?v=_qnJx5-8L3w
Stage 1 Overdrive (Version 0.45): http://www.youtube.com/watch?v=tQPK6QNnFQo *Miransu's replay
Stages 1-3 Highlights (Version 0.57): http://www.youtube.com/watch?v=9vtMj0ENFTE
Stage 4 Normal (Version 1.29b): http://www.youtube.com/watch?v=3GHr5stYk2U
Stages 1-4 Hard (Version 1.37): http://www.youtube.com/watch?v=FDP4_QL-8mw *Ozzy's Review/Playthrough
Stage 5 Preview (Version 1.43): http://www.youtube.com/watch?v=piHoIiVvZVc
Stage 5 Preview (Version 1.47a): http://www.youtube.com/watch?v=uaaNndqmpxc
Stage 6 Preview (Version 1.63): http://www.youtube.com/watch?v=lU86BYAclvg
Extra Stage Preview (Version 1.75): http://www.youtube.com/watch?v=2dmU6goR-h8
Extra Stage Preview (Version 1.82): http://www.youtube.com/watch?v=cCaK-bLIT5k

FULL GAME PLAYTHROUGHS
http://www.youtube.com/watch?v=7yynSvyoRwY - Kirakishou (Weekend Danmaku #53)
https://www.youtube.com/watch?v=R8mr6mXmC3o - Ozzy840/ExPorygon (Let's Play Danmakufu [32])
« Last Edit: June 29, 2017, 03:18:36 AM by Sparen »

Sparen

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #68 on: March 01, 2013, 12:14:32 AM »
POK?DIGIDANMAKU v0.02 Release

DL: [No longer available]

Testing ONLY. The scripts do not run, and I am uploading this only for reference. I highly suggest not running the script stage and instead looking at the non spells, because they are the only things that actually work correctly.

This post may be deleted at a later date.
« Last Edit: March 02, 2013, 08:06:43 PM by Sparen »

Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #69 on: March 01, 2013, 12:50:57 AM »
Testing ONLY. The scripts do not run, and I am uploading this only for reference. I highly suggest not running the script stage and instead looking at the non spells, because they are the only things that actually work correctly.

This post may be deleted at a later date.
Nonspells don't even work. Error message saying some Japanese that I don't understand.
But it indicates @DrawLoop. Hope you fix this.
« Last Edit: March 01, 2013, 11:09:55 PM by Lavalake »
Currently a normal player

Sparen

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #70 on: March 01, 2013, 01:26:32 AM »
Nonspells don't even work. Error message saying some Japanese that I don't understand.
But it indicates @DrawLoop. Hope you fix this.

Nonspells work. I assume you clicked on the template, which is not meant to be played. The nonspells must be called from the boss scripts. They work (everything else, not so much).

Sparen

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Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
« Reply #71 on: March 02, 2013, 01:38:57 AM »
POK?DIGIDANMAKU VEEMON PLAYER SCRIPT V2.5 {RC-4} READY FOR DOWNLOAD!

Basically, just image manipulation and stuff.

Unless debilitating bugs are found or additional player balancing/new functions are needed for Pok?DigiDanmaku, this is the final release candidate and will not be updated further.

Download link available here: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-veemon/v/25

Version 0.24 (the version with the 4 down votes and one download) has been removed.

Currently known issues:
-Lasers don't tell you if they are hitting the foe due to lack of effects [ENHANCEMENT]
-Lasers may suddenly disappear; bug is fixed upon changing types [UNCONFIRMED]


Also, the main game directly feeds to this directory's name. You no longer have to change the directory name or change player to FREE in order for the main game to work. Of course, it doesn't work anyway, but that's a different story.
« Last Edit: March 02, 2013, 01:44:04 AM by Sparen »

Sparen

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #72 on: March 02, 2013, 08:04:42 PM »
POK?DIGIDANMAKU v0.04 RELEASE READY FOR DOWNLOAD!

DL: http://www.mediafire.com/?j4197otmqco1vmb

This release is simply to replace the older... shittier bug-infested script with a working one. It's not really worth playing yet, although all comments and suggestions will be received graciously.

Bug and Suggestion List:

Sparen

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #73 on: March 07, 2013, 11:37:05 PM »
UTSUHO PLAYER SCRIPTS VERSION 0.14 {RC-1} READY FOR DOWNLOAD!

Basically, just CAUTION (thanks to Puremrz) and main menu cut in.

What I still need are Okuu sprites.

Download: http://www.bulletforge.org/u/sparen/p/utsuho-player-script/v/014

Bug List and Enhancements:
UtsuhoC's focused bomb hitbox isn't correct
« Last Edit: March 07, 2013, 11:39:52 PM by Sparen »

Sparen

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #74 on: March 14, 2013, 12:55:57 AM »
POK?DIGIDANMAKU v0.10 STATUS REPORT!

DL: N/A

This status report is to highlight the changes that will appear in the upcoming release of Stage 1.
~Stage music actually works. Boss music doesn't, however, so that may have to be cut.
~Stage 1 will be complete
~Backgrounds and effects will actually be present in the release!

Bug and Suggestion List:
If you notice a bug from 0.04 that is debilitating or have any suggestions, they must be reported soon, because I will be releasing the Stage 1 demo within the week.

Tribute 1 Complete

Just a little note about a tribute I made to one of my teachers~ Nothing more, nothing less.

Sparen

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Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
« Reply #75 on: March 14, 2013, 11:25:47 PM »
TOUHOU 13.2 TERRANEAN CATACLYSM EXTRA STAGE v0.27 READY FOR DOWNLOAD

Download Link: http://www.bulletforge.org/u/sparen/p/touhou-132-extra-stage/v/027

Feel free to post comments and bug reports below.

Changes from Version 0.22:
-Stage portion added
-Graphics now available
-Final Spell and Last Word available.
-Stuff.

I plan to add the rest of the stage and Akyu, but this project is on hiatus, so that will probably not happen given the terrible ratings and my motivation to work on PDD instead until I am ready to tackle the monumental hell task that is Touhou TC.

For more information, please consult the Changelog.

Bug reports and Suggestions are always welcome~
« Last Edit: March 14, 2013, 11:57:50 PM by Sparen »

Qwertyzxcv

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #76 on: March 14, 2013, 11:55:45 PM »
Wow! Sounds like a lot of updates!
But i'm going to wait for the next version to download it.
And by stuff, what do you mean? Just everything else? My feedback?...

Sparen

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #77 on: March 14, 2013, 11:57:02 PM »
Wow! Sounds like a lot of updates!
But i'm going to wait for the next version to download it.
And by stuff, what do you mean? Just everything else? My feedback?...

...There most likely will NOT BE another version. Unless I can get motivated enough to add to the stage section. My other issue is finding Akyu sprites, because making my own would be overkill.

Feedback is fine~

Qwertyzxcv

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #78 on: March 15, 2013, 12:07:16 AM »
...There most likely will NOT BE another version. Unless I can get motivated enough to add to the stage section. My other issue is finding Akyu sprites, because making my own would be overkill.

Feedback is fine~
Aww, well are you going to eventually release the whole game?

Sparen

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #79 on: March 15, 2013, 12:26:48 AM »
Aww, well are you going to eventually release the whole game?

Give me a few years and maybe yes. I highly doubt that I have the skill right now to make the graphics required. Music is a separate issue.

Qwertyzxcv

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #80 on: March 15, 2013, 12:58:43 AM »
Give me a few years and maybe yes. I highly doubt that I have the skill right now to make the graphics required. Music is a separate issue.
Well i'm looking forward to it! And did you see my feedback on BulletForge?

Sparen

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #81 on: March 15, 2013, 01:03:31 AM »
Well i'm looking forward to it! And did you see my feedback on BulletForge?

Yes, I saw. I'm not going to risk tampering with the music though. From later experiences, I know that a small edit may make the music a failure. I'm not going to swap non spells, and the Spell 4 laser heads are more visible now (I used bubble bullets!)

Qwertyzxcv

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #82 on: March 15, 2013, 11:50:56 AM »
Yes, I saw. I'm not going to risk tampering with the music though. From later experiences, I know that a small edit may make the music a failure. I'm not going to swap non spells, and the Spell 4 laser heads are more visible now (I used bubble bullets!)
1. ok
2. Oh, well just because the 7th is harder than the 8th.
3. Yay!

Feedback on Suiroga Stage v0.27 Release:
1. In Rent of the Blue Claw, make it more clear that you CANT go inside the lasers.
2. The stage is too short.
3. Reflection of Frozen Ice is WAY too easy.
4. In Yin and Yang of Pentagramic Virtue, did you purposly make the enemy take no damage until 5 seconds left?
Good script!! :D

Edit: Sorry for double posting, I could've just added it to my other post... :derp:    Then why would you double post if you know it? -Hele
I wasnt thinking ;_;
« Last Edit: March 17, 2013, 03:31:27 PM by Qwertyzxcv »

Sparen

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #83 on: March 17, 2013, 02:52:50 PM »
Feedback on Suiroga Stage v0.27 Release:
1. In Rent of the Blue Claw, make it more clear that you CANT go inside the lasers.
2. The stage is too short.
3. Reflection of Frozen Ice is WAY too easy.
4. In Yin and Yang of Pentagramic Virtue, did you purposly make the enemy take no damage until 5 seconds left?
Good script!! :D

1) ...That means I'll be doubling the number of lasers.
2) I'm probably going to add more. I already have more planned.
3) ...Should I make that last part longer? Or should I return to the original where there were twice as many bullets?
4) TC was meant to be played with one of my character scripts (specifically Okuu, though there were some serious issues with that). If you play with PDD Vee, the base power is stronger. You seriously should not play the script with default ReimuA because her power is not enough to clear Byakko and Pentagramic Virtue until the end. However, with Pentagramic Virtue, it's possible to clear it in almost not time at all... Maybe I'll lengthen the timer.

Qwertyzxcv

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #84 on: March 17, 2013, 03:34:33 PM »
3) ...Should I make that last part longer? Or should I return to the original where there were twice as many bullets?
I think you should go back to double bullets

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #85 on: March 17, 2013, 03:53:49 PM »
Now there are 9 bullets per ring instead of 6. I think that I wouldn't be able to survive if I doubled it.

INTRODUCTION TO DANMAKU (DANMAKU DODGING FOR DUMMIES) R5 READY FOR DOWNLOAD!

Download link available here: http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies/v/r5
With music link: http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies/v/r5-with-music

Feel free to post feedback here; look at the comments under the project for more detailed information.
« Last Edit: November 25, 2013, 01:19:20 AM by Sparen »

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #86 on: March 17, 2013, 06:49:43 PM »
POK?DIGIDANMAKU v0.11 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/011

This release contains all of Stage 1! Enjoy and please give lots of feedback!

It comes with the music and graphics, and the only thing missing is the spellcard gallery because I forgot to update it before zipping the files.

Bug and Suggestion List:
FIXED:
-Lower SFX Volume [MINOR] {Fixed in 0.12}
-Make sure that enemies do not crash into player [MAJOR] {Fixed in 0.12}
-PikaSpell3: Fix the density+speed issue without breaking the pattern [MINOR] {Fixed in 0.13}
-PikaSpell4: Fix the density issue, fix the pattern [MAJOR] {Fixed in 0.13}
-Presence of Safe Spots in Pichu's spell? [MAJOR] {Fixed in 0.13}
-Variety needed in Pikachu's 1st and 2nd nonspells [MINOR] {Fixed in 0.13}
-Pikachu Nonspell 3: Dim down Difficulty [MAJOR] {Partially Fixed in 0.13}
-New Stage Patterns [MAJOR] {Fixed in 0.13}

To be worked on:
-Use different Art [ENHANCE]
-Too much yellow [MAJOR]
-Make the streamability obvious (or make the stuff non-streamable) [MAJOR]
-More bullet variety in stage [MAJOR]
-Different Pok?mon Enemy graphics for Stage 1 [MAJOR] {0.13: In progress}
-Make the stage banner flash on then off. [ENHANCE]
-Spiral Thunder Blast: Dim down Difficulty [MINOR]
-First wave of downwards enemies is too long and too dense in higher difficulties [MINOR]
-Second & third waves of downwards enemies are overused. Need to be swapped for something more creative (and not yellow) [MAJOR]
-Second wave of post-midboss enemies is too low and too repetitive. [MINOR]
« Last Edit: March 19, 2013, 12:02:37 AM by Sparen »

Sparen

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Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #87 on: March 19, 2013, 12:11:15 AM »
Regarding Pok?DigiDanmaku:

Current Version: 0.13b

As you can see from the post above, I'm trying to get as many bugs and suggestions out of the way as possible. As a result, I'll be posting a release version soon so that I can get all of the issues fixed before I begin work on Stage 2.

On that note, I will probably need assistance about how to chain the stages together. If there is anyone who can help me to do that, their help will be greatly appreciated. I am planning to use either #include_function or #include_script.

@Qwertyzxcv
Quote
Maybe fade in and out the stage title?
Easy:
-Bullets are ttoo slow and dense.
-Too much yellow.
-That non-moving enemy gives too many/too dense points.
-Too much streaming.
Boss-
-2nd spell is too hard for stage one easy. Maybe make it the last one?
-3rd spell MY EARS WTF
Lunatic:
-Too easy.
Sorry no time for normal and hard.
1) Will do if I can.
E1) ...Might change. Might not change.
E2) Will deal with the yellow.
E3) I'm not going to be using the point counter for lives, so it really doesn't matter.
E4) Will change. Have already begun to change.
B2) Will send up one difficulty and send Lunatic to Overdrive.
B3) Explain please
L) ...Do you play SA Ultra for fun?

@PhantomSong
Quote
1 - You make is so the player has to search your projects to get a player... Why don't you include it?
2 - THE SOUND HOLY CRAP MY EARS!
3- Hello... Official art?
4 - OKAY! After the midboss: WHAT? TOO MANY BULLETS
5- You have awesome music, but it's block out by the freaking sound effects.
6 - Too much yellow, look really bland.
7- This is the first stage? I'd sure hate to see the 6th stage...
8 - I overall felt like I was playing a bad remake of PCB Phantasm...
Tips:
Make the sound effects quieter
Change the bullet colors
Change the bullet patters so it doesn't look like you ripped it from PCB
And finally
FREAKING MAKE IT EASY!
1) ... It'll be included from here on out.
2) ...SFX have been lowered. At least the bullet one has been.
3) No choice here. I can't draw, and I need Alpha transparency. I used Google Images to find stuff. Not venturing into Danbooru.
4) ...Are you playing Lunatic? Anyway, the enemies move faster now, so the bullet count has effectively been chopped in half.
5) Understood
6) Understood.
7) Difficulty... will only get harder for Easy and Normal, I think. Hard and Lunatic will only get slightly harder.
8) ...Never played it. And I don't think ZUN is bad enough to make an entire stage streamable. XD
T1) OK
T2) OK
T3) ...I might be able to. I might not be able to.
T4) Play Easy Mode.

Thanks for the feedback!

Edit: Moved the contents of the second half of this post
« Last Edit: March 19, 2013, 02:12:26 AM by Sparen »

Qwertyzxcv

  • yas
  • k!
Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #88 on: March 19, 2013, 01:51:42 AM »
@Qwertyzxcv1) Will do if I can.
E1) ...Might change. Might not change.
E2) Will deal with the yellow.
E3) I'm not going to be using the point counter for lives, so it really doesn't matter.
E4) Will change. Have already begun to change.
B2) Will send up one difficulty and send Lunatic to Overdrive.
B3) Explain please
L) ...Do you play SA Ultra for fun?
1. ok
2. ok
3. well maybe make them farther apart?
4. yay
b2. yay
b3. Sound effects. I see you already have gotten some feedback on that though :3c
L. Couldn't get the patch to work xD
I'll give feedback on all difficulties tommorow, and play on full screen to make it accurate feedback.
« Last Edit: March 19, 2013, 01:55:46 AM by Qwertyzxcv »

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
« Reply #89 on: March 19, 2013, 02:06:36 AM »
I'll give feedback on all difficulties tommorow, and play on full screen to make it accurate feedback.

The game is meant to be played Windowed. Graphics will mess up Fullscreen. Maybe even more.

...Oh yeah, and if you're actually looking forward to it, I can go and wrap up Version 0.13b. Not now, of course.

@Arachnophilia
Quote
The bullet patterns throughout the stage are much too predictable; every single attack is fired towards the player. This makes the stage very dull, since by slowly shuffling to the left/right, one can completely avert the attacks and essentially turn the stage into two boss scripts. This also makes the difference between difficulties somewhat meaningless.
OK. Will change some/most of it.
 
Quote
There are many, MANY bullets on the screen at once during the stage. In fact, there are enough to occasionally lag the game, even on lower difficulties. I hope you do something about the regular enemies' attacks so as to correct both this and the complaint above it.
I'll think about it when playing/testing through Lunatic and Overdrive.
 
Quote
I feel I must emphasize this: There is too much yellow on the screen! Even if Pichu/Pikachu are lightning-type pok?mon, that does not justify every single bullet being yellow! (It's not like yellow is the only colour symbolizing lightning, either.)
Note: This might be less of a complaint if there weren't so many bullets on the screen at one time, but as it stands, it's an eyesore.
Note 2: Why are there only lightning-type pok?mon in the forest anyways? I'm pretty sure bug-types or plant-types would have a more dense population in these areas. It would give an excuse to use other colours of bullets, if nothing else, if there were different types of pok?mon.
It was always meant to be a forest of Pichu, but now I've added Hoppip. A sad excuse to use non-yellow bullets.
 
Quote
Just a small qualm: the banner that appears at the beginning of the stage just flashes on, then back off. I think it would be more attractive to have it fade in and out instead. (I don't know if that's too much to ask since I'm not that familiar with Danmakufu, but it can certainly be done.)
I'd have to create another annoying variable that might screw things over, but I;m sure it can be done.
 
Quote
In general, the stage could benefit from not having so many attacks based on player position.
 
I agree that it seems unfair to not have the Veemon player file included in the package if he is necessary to play the scripts.
 
The spell names might be a bit dry for my tastes.
 
Some of the enemies appear immediately on the side of the screen instead of offscreen.
Understand one and two. The spell names won't be changed because this is, once again, a port (at least stages 1 and two are ported). As for the enemies... I'll think about it, although it'd be a massive pain to alter every single number in all four stage scripts.
 
Quote
Now, I'll try to express my concerns with the bosses and their attacks as well as I can...
 
-----------------------------------
Midboss: Pichu
-----------------------------------
 
Before even talking about the attacks, I find it odd and annoying that the bullets were not cleared when Pichu appeared.
Bullets are not cleared before a midboss in Touhou, I think. Only before a boss.
 
Quote
   Non-spell Attack (Player-aimed shots + lasers)
This attack is very basic; I guess that's to be expected of a Stage 1 midboss, though. It's a little different from the attacks used by the other Pichus, but unless the lasers are anywhere near you, the same tactic of shuffling left/right still works. This attack is fine; however, I don't like obsessions with shots aimed at the player.
 
   Spell Attack "Miniature Jolt"
There seems to be a sudden 'jolt' in the difficulty level coming from the non-spell... maybe there isn't? I couldn't tell because of the glaring existence of SAFE SPOTS in many places in the attack. Standing still in specific areas of the attack turns this attack into a "Stand Still to Kill" situation. (This can be remedied by adding angles that don't divide well into 360, or by using irrational numbers.) This would be a less flawed attack if you could get rid of the safe spots.
 
Overall, a midboss doesn't really inspire much in general, so I guess Pichu's simple attacks fit in well enough to the script.
For the first, I really either use GetAngleToPlayer or rand in situations like this. Once again, this attack was directly ported. As for the spell, I was probably sleeping if I didn't see that. It's been fixed now. (Also, if that was meant to be insulting, I'm fine with it because it's clever.)
 
Quote
-----------------------------------
Boss: Pikachu the Thunder God
-----------------------------------
 
   Non-spell Attack #1 (Electric waves)
Not a particularly enthralling attack; waves of yellow bullets emanate from Pikachu in a spiral pattern. The bullets move a little slow on this one, but otherwise it isn't a bad introduction to the first boss. I feel like there could be a little more variance in the attack, though (such as a small break in fire followed by a change in direction for the spiral increment, or another element of attack mixed in).
 
   Spell Attack #1: "Sparkle: Lightning Shocker"
This is another of those attacks that rely on player position; what makes this attack different from the patterns of the enemy Pichus is a combination of multiple different speeds of bullets (particularly the slower ones) and the fact that Pikachu continues to move throughout his attack. However, I believe this attack could benefit from having more complex patterns than "all of the bullets aim at the player"; some of the bullets could be shot at random or incrementing angles to add some variety to the attack. Also, should the streams of yellow bullets be bent whenever Pikachu moves?
Understand the first, has been changed. As for the spell, it's not meant to be a hard spell, even on Lunatic. It's meant to give a breather before the hell that is spell 2 sets in. Also, they are supposed to bend because that's the only way Pikachu will really hit the player. It's the only danger the spell actually poses.
 
Quote
   Non-spell Attack #2 (Double electric waves)
A like mind to the first non-spell attack, now with double the trouble! Although this attack does play a little differently than the first one, it feels like there's little effort put into making this one much different from the last. This attack could definitely use some variance added to it, or simply rethought altogether.
 
   Spell Attack #2: "Thunder Sign: Spiral Thunder Blast"
I don't like these kinds of attacks. ?_? They take the powers of curving bullets and use them for evil! Well... that's not my main complaint; this attack is quite a bit more difficult than those preceding it, and I notice that this becomes a pattern as you progress through the boss. Even if this is your intention, it's not a subtle change in difficulty at all. I'm sure this attack could survive being dumbed down a little for the sake of being less overwhelming. (Of course, I may just have a personal bias...)
For the spell, I'll be shifting the spells one difficulty upwards. I realized that I can't beat Hard without sweating profusely or bombing at least once.
 
Quote
   Non-spell Attack #3 (Stray sparks & sonic booms)
This attack can be a little overwhelming the first time you see it, and it may take time to remind yourself that this is still a stage 1 script. I like this one, though; if it were made a bit less surprising, it would make a solid non-spell attack. I would recommend turning the waves of large bullets into singular shots; they cover a wide area as they are right now, making the other bullets a hassle to work around.
...That's the entire point.
 
Quote
   Spell Attack #3: "Thunderbolt: Electrical Storm"
I don't think this kind of barrage belongs in the first stage. :p  This attack is just ridiculous; an unpleasant, repeating pattern which floods the entire area with obnoxious trails of bullets makes this attack less than enjoyable. It isn't actually hard to overcome if you stay in the back, but even disregarding whatever difficulty issues it has, this simply isn't an easy attack to get interested in at all due to its monotony. I believe this is an attack worth rejecting in favour of another. (Also, it suffers from the same illness as the midboss's spell attack in that the pattern is predictable enough to exploit.)
Angles no longer divide into 1080, less dense. It's not meant to be hard, but I doubt I'll be scrapping it.
 
Quote
   Spell Attack #4: "Crackle: Rain of Thunder"
The waves of slow bullets making tight spaces to fit in consequently draws attention away from the main attraction of the attack, which is the thunder rain. On top of that, making it through the waves is made even more ridiculous by the fact that the thunder rain can actually close in on the angle it's going at and trap the player. These can make the attack seem both slow and unfair. If the waves were faster, less dense, or more spaced out from each other -- or maybe replaced with something else -- I believe this would become a much more engaging spell attack than it is right now.
The waves are actually easier on Hard and Lunatic than on Easy and Normal. That has been fixed and they are no longer dense to the point of oblivion.

Edit: Moved Arachnophilia's review here to make things easier to read and keep track of
« Last Edit: March 19, 2013, 02:12:58 AM by Sparen »