Lunacy Star is Difficult

Posted by Taizen Chisou on Sept. 27, 2011, 8:38 a.m.

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 change

2B1 "Distracting Swipe"

2B2 "Blood Tornado"

2B3 "Lack of Personal Space Hard" //subject to change

2B4 "Rage: Small Trap Hard" //subject to change

2B5 "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 change

2B1 "Brilliant Spin Cycle"

2B2 "Blood Tornado Lunatic"

2B3 "Not Trying to Run Into You" //subject to change

2B4 "Lunacy: Killing Trap"

2B5 "Incredulous Siege"

2B6 "Despair: Assault Columns"

3M1 "Starry Trap Lunatic" //subject to editing

3M2 "Entombing Cross" //subject to change

3B1 "Green Arrow Rain"

3B2 "Blue Droplets Lunatic" //subject to editing

3B3 "Intrigue: Inane Splitting" //subject to editing

3B4 "Innovation: Dimension Network"

3B5 "Mechination: Cube Cross"

3B6 "Catharsis: Release Ruin Lunatic"

3B7 "Rage: Rocket Tackle"

Italicised represents Survival Attacks.

Comments

Acid 13 years, 1 month ago

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.

Castypher 13 years, 1 month ago

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.

Taizen Chisou 13 years, 1 month ago

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 :P

Quote:
the visuals. I think they could be worked on a bit more so that the game is more attractive.

I know this :/

There's a line between 'ugly but functional' and 'pretty and lagging' that I'm trying to find.

Also, backgrounds. They are ugly as fuck.

Quote:
I like how you have a list of survival cards now.

Ah, I just can't wait for the rest of the Touhou fanbase to yell at me for giving my Hina/Mystia/Cirno equivalent a survival attack with a 40 second timer

In fact, there are usually only one or two survivals in most Touhous, period.

Mine is planned for about 5, on one playthrough :D

Quote:
Did you delete my comment about how 1,755 hits is enough proof that we read your blogs? >:(

I haven't logged in since this morning. :P

I do have problems with 64d losing my comments, though. I dunno.

Castypher 13 years, 1 month ago

And 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.

Taizen Chisou 13 years, 1 month ago

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 :V

panzercretin 13 years, 1 month ago

I still can't figure out your engine :C

Taizen Chisou 13 years, 1 month ago

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 scripts

7 > 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.

Castypher 13 years, 1 month ago

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.

Taizen Chisou 13 years, 1 month ago

I would do it like that, but

eh

the method with which I spawn my enemies is oh so horribly un streamlined

Doing that would take like

over

oh maybe 1,600 lines by itself

Castypher 13 years, 1 month ago

Yeah, 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.