Ahahaha.
Why do I post blogs anymore; no one reads them :V As always, changing things up and making them less…. impossible.sperru cardo risto~Rage Mode~1B1 "Blast Burst"1B2 "Blaise: Blight of Green Leaf"1B3 "Heavy Blue Whirl"1B4 "Storm Danmaku Hard"2M1 "Blue Stream Hard"2M2 "Green Misdirection Hard" //subject to change2B1 "Distracting Swipe"2B2 "Blood Tornado"2B3 "Lack of Personal Space Hard" //subject to change2B4 "Rage: Small Trap Hard" //subject to change2B5 "Incredulous Disorientation"~Lunacy Mode~1B1 "Melancholy: Large Barrage"1B2 "Rage: Horrendous Green Swirl"1B3 "Rage: Gravity Vortex"1B4 "Storm Danmaku Lunatic"2M1 "Green Misdirection Lunatic"2M2 "Insanity Shot" //subject to change2B1 "Brilliant Spin Cycle"2B2 "Blood Tornado Lunatic"2B3 "Not Trying to Run Into You" //subject to change2B4 "Lunacy: Killing Trap"2B5 "Incredulous Siege"2B6 "Despair: Assault Columns"3M1 "Starry Trap Lunatic" //subject to editing3M2 "Entombing Cross" //subject to change3B1 "Green Arrow Rain"3B2 "Blue Droplets Lunatic" //subject to editing3B3 "Intrigue: Inane Splitting" //subject to editing3B4 "Innovation: Dimension Network"3B5 "Mechination: Cube Cross"3B6 "Catharsis: Release Ruin Lunatic"3B7 "Rage: Rocket Tackle"Italicised represents Survival Attacks.
Yeah, I suck at bullethell games and I wouldn't enjoy your game, but it looks like you've put a lot of work into it and, for it's genre, it seems to be pretty developed. From what I see, it pretty much looks finished in most regards and the only noticeable flaw, from the perspective of someone who doesn't play these kind of games, is the visuals. I think they could be worked on a bit more so that the game is more attractive.
Oh, I read your blogs. I've just been too busy to do much else, heh.
I like how you have a list of survival cards now.The 'no one reads this' thing was for the whole 'three out of the four last blogs not commented' thing I had going on :(
Sorry :PAnd survivals are usually only on extra stage bosses. Only one that has two that I'm aware of is Yukari. Then there are what I call "final" cards, which every stage 6 boss has, and some lower stages as well. You know, the progressively more difficult cards that are easy at first and make you spam bombs later if you don't know what you're doing. Yeah. Those.
You mean like Release Ruin? :3
The semifinal card that I gave to my third boss?Or like Storm Danmaku, the new attack that the first boss gets?I could go all day :VI still can't figure out your engine :C
1 > Make a timeline, we'll call it "Bullshit"
2 > At step x in timeline Bullshit, call a code to create an enemy eship at (210,10) with a vspeed of 4.3 > Open Control object, in Create event, change "Start Timeline stage1" to "Start Timeline Bullshit"To make your enemies shoot things:4 > Set up eship with Alarm 0 and Tactic number. Tactic number is what the enemy is supposed to do.5 > In Alarm 0, do "if tactic = 1 alarm[1] = whatever"6 > In Alarm 1, call external shot scripts7 > External shot scripts usually made in the format difficulty-tactic-user (ca_Tactic5_boss2 would contain the data for Boss 2's 5th attack on Easy Mode)Wash, rinse, repeat.Yeah. I typically don't use timelines, as you can do exactly the same thing in the step event. It does make things cleaner, I understand, but it's a transition I don't care to make. Because for me, it's easier to copy-paste "if timer ==x" than struggle with "add minute, add minute, add minute".
As far as the engines I've made go though, I'm most proud of the bullet hell.I would do it like that, but
ehthe method with which I spawn my enemies is oh so horribly un streamlinedDoing that would take likeover oh maybe 1,600 lines by itselfYeah, it does get quite cluttered on a 10-minute boss, but that's what comment headers are for!
But there's no wrong way to do it. Timelines are more organized, but in my opinion, a little annoying to work with.And as far as code optimization goes, you can't get much lengthier than some code I saw which could've easily been replaced by for loops. I'm whorish about engines; everything needs to fit into a template for me.