Features: - 5 characters: Reimu, Reisen, Sanae, Momiji, and Komachi. - 3 stages - Crisp, 3d background landscapes - Advanced pause menu system - Original logos and menu designs - Lots and lots of bullets />
This version (beta 8; 12/10/12): + Finally added Komachi Onozuka as a playable character + Numerous graphics additions + Re-added dialogue to Cirno for testing + Added a load screen * Rewrote surface system to use 2/3 less video card memory (Older computers are now more likely to run the game without surface errors) * Made a few enemy spells more pretty and challenging * Fixed Momiji's bullet pattern so that it is symmetrical * Tweaked some enemy stats * Converted to GM 8.0 so I can work on it at school too
Screenshots:
Looking for help designing the dialogue! If you are interested, please PM me. I have a story in mind but I just can't think of any good dialogue.
Changelog:
Spoiler
Beta 5 is out! (5/8/12) + Added Sanae Kochiya and Momiji Inubashiri to the character list + Added temporary bomb names to the character descriptions * Modified the mp3s so they don't fade out and they take less space * Somehow squished the file size from 25.4 MB to 20.7 MB even though I added 2 more MP3s />/> * Made Reimu less OP once again * Sorted almost every resource into folders for easier future modifications * Made the first level easier (again) * Fixed a bug where bullets wouldn't delete themselves upon exiting the screen * New link (I'll update as I remember the other stuff I added. I need to keep better track of the changes I make.)
Beta 4 is out! (4/19/12) + 3rd Stage vs. Ran Yakumo! (still a bit WIP) + Attract items within a certain distance + Working on a 3rd playable character: Komachi Onozuka + Bomb/Spell name is now included in the character descriptions. * Somewhat easier * Smoother graphics * Slightly better FPS * Improved some stages * Fairy enemies now look different in each stage * Boss characters now bob up and down while hovering * Focus snowflake effect And some other stuff I probably forgot />/>
Edited by darkwalker247, 11 December 2012 - 02:24 AM.
How are you controlling the bullet patterns? If you want to add in easier difficulty levels you could always do the following things:
- Increase the angle between bullets in bursts of bullets
- Increase the time between creation of bullets
- Decrease speed of bullets
I can give you some suggestions about how to do this if you tell me roughtly what sort of algorithms you use for bullet creation. For instance if you use for-loops to create bullet bursts you can just increase the step size, but if you use a math functions like (abs(sin(3*angle))) if might be a tad more difficult.
How are you controlling the bullet patterns? If you want to add in easier difficulty levels you could always do the following things:
- Increase the angle between bullets in bursts of bullets - Increase the time between creation of bullets - Decrease speed of bullets
I can give you some suggestions about how to do this if you tell me roughtly what sort of algorithms you use for bullet creation. For instance if you use for-loops to create bullet bursts you can just increase the step size, but if you use a math functions like (abs(sin(3*angle))) if might be a tad more difficult.
It uses mostly while and repeat loops, with some sin() mixed in. I am increasing some of the gaps in between some of them, but it ends up having less bullets then i'd like. I'm thinking of replacing some spells with more of those slow, curtain style spells. They can have lots of bullets while being easier. Plus they make you look an expert at Touhou when you show your friends
Personally I really prefer machine guns over shotguns, so I'd like to see some spells that more or less fire in a line, except with some [seemingly]random spread in angle. I can see this working as an enemy attack too, if you add in some sort of angle = shootangle + step, where step takes on a certain set of values in a certain order. For instance step might cycle through {-30,30,-20,20,-10,10,0,10,-10,10,-20,20,-30,30,-30...} to end up with a pretty pattern. Another pretty one if you add in a zero between each nonzero value in that sequence. For this, you could use an array and store the values in.
Beta 8 (12-10-12):
+ Finally added Komachi Onozuka as a playable character
+ Numerous graphics additions
+ Re-added dialogue to Cirno for testing
+ Added a load screen
* Rewrote surface system to use 2/3 less video card memory
(Older computers are now more likely to run the game without surface errors)
* Made a few enemy spells more pretty and challenging
* Fixed Momiji's bullet pattern so that it is symmetrical
* Tweaked some enemy stats
* Converted to GM 8.0 so I can work on it at school too