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

Taizen Chisou 13 years, 1 month ago

You use step events… to administrate boss attacks…?

:V

You would haaaate looking into Lunacy Star

Castypher 13 years, 1 month ago

BITCH, IT'S EASY!

Quote:

if styleTimer<138 && styleTimer>104 && styleTimer mod 4==0{

inst=instance_create(x,y,obj_option_ansai);

if optPos mod 2==0

{

inst.destx=32;

inst.desty=64+64*optPos;

}

else

{

inst.destx=400;

inst.desty=64+64*(optPos-1);

}

inst.moving=1;

optPos+=1;

if optPos==8 optPos=0;

}

if styleTimer<0{

obj_option_ansai.active=1;

styleTimer=220;}

I'm trying not to post the more complex ones, heheh.

Also, there's nothing WRONG with timelines, they're just less flexible. For example, in the step event, you can easily do something like direction=point_direction(x,y,par_player.x,par_player.y)-90. I don't see that sort of thing happening in the timeline every step without taking grueling and tedious measures.

All I do is use a variable to tell what phase (attack/spell) they're on, and each one is controlled by a timer that increments every step, and a "subphase" tracker that represents the current style (moving, shooting bullets, choosing a position, etc). The downside? I keep everything in one script, though in other games I separate them.