v1.00b2
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@ -0,0 +1,53 @@
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CONTROLS:
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KEY (DEFAULT) ACTION
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Arrow Keys Movement
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Z/SHOT Select/Hold to Fire Blast (TYPE 1)
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X/SPELL Cancel/Hold to use BULLET GOLEM (Limited Power, Refillable)
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C/USER 1 Hold to use Fire Blast (TYPE 2)
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Shift/SLOW Hold to slow player for precise movement
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Esc Pause (in-game)
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Esc+R Quick Retry (In-game)
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Esc+Q Quick Exit to Title (In-game)
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These controls can all be re-binded in config.exe.
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You can also set the game window size and anti-aliasing level.
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MANUAL:
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READ THE IN-GAME MANUAL!!! PLEASE!!!!!!!!!!!
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SCORE RANKINGS:
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As the in-game manual mentions, your final score will get a letter ranking (from C to S).
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The exact thresholds for each letter ranking are:
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U-Rank (Unbeatable): 300,000,000
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S-Rank: 240,000,000
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A-Rank: 160,000,000
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B-Rank: 100,000,000
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C-Rank: Lower scores
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CHANGELOG:
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1.00b2 (QoL)
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- No gameplay changes: old replays are flagged as compatible.
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- Fixed the background opacity setting not working properly.
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- Fixed misaccuracies in granting score rankings.
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- Narumi character artwork revamped slightly.
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- Added "Explosion Opacity" option to the Settings Menu. This option lets you set the opacity of enemy explosions.
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- Added an additional ranking for obtaining 400 million points, because someone apparently got really close to that. seriously what the hell
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1.00b
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- Fixed a bug where you could continue to use BULLET GOLEM after running out of energy.
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- Buffed Narumi's damage by 12.5%.
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- Shrunk Narumi's hitbox size from 2px to 1px.
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- Re-positioned some bullet hitboxes.
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1.00a
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- Initial release.
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Before Width: | Height: | Size: 892 KiB |
Before Width: | Height: | Size: 506 KiB |
Before Width: | Height: | Size: 203 KiB |
Before Width: | Height: | Size: 270 KiB |
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@ -41,7 +41,7 @@ let POINTER_CHAIN = LoadAreaCommonDataValuePointer("PIV", "ChainAmount", 1);
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@Initialize {
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SetIntersectionVisualization(true);
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//SetIntersectionVisualization(true);
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SetAutoDeleteObject(true);
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@ -463,16 +463,18 @@ task EndBonus(){
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string RANK_TITLE = "C";
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if(scoreMilNum > 300) {RANK_TITLE = "UNBEATABLE!!!";}
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else if(scoreMilNum > 240){RANK_TITLE = "RANK S!!";}
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else if(scoreMilNum > 160){RANK_TITLE = "RANK A!";}
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else if(scoreMilNum > 100){RANK_TITLE = "RANK B";}
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if(scoreMilNum >= 400) {RANK_TITLE = "okay seriously what the fuck";}
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else if(scoreMilNum >= 300) {RANK_TITLE = "UNBEATABLE!!!";}
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else if(scoreMilNum >= 240){RANK_TITLE = "RANK S!!";}
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else if(scoreMilNum >= 160){RANK_TITLE = "RANK A!";}
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else if(scoreMilNum >= 100){RANK_TITLE = "RANK B";}
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else {RANK_TITLE = "RANK C";}
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if(scoreMilNum > 300) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0xFF1B1B, RANK_TITLE);}
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else if(scoreMilNum > 240) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0xFFA31B, RANK_TITLE);}
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else if(scoreMilNum > 160) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0x5CEB0F, RANK_TITLE);}
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else if(scoreMilNum > 100) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0x0F9BEB, RANK_TITLE);}
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if(scoreMilNum >= 400) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0xFF1B1B, RANK_TITLE);}
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else if(scoreMilNum >= 300) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0xFF1B1B, RANK_TITLE);}
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else if(scoreMilNum >= 240) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0xFFA31B, RANK_TITLE);}
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else if(scoreMilNum >= 160) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0x5CEB0F, RANK_TITLE);}
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else if(scoreMilNum >= 100) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0x0F9BEB, RANK_TITLE);}
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else {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0xB10FEB, RANK_TITLE);}
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wait(60);
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Before Width: | Height: | Size: 373 KiB After Width: | Height: | Size: 468 KiB |
After Width: | Height: | Size: 330 KiB |
After Width: | Height: | Size: 6.9 MiB |
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@ -1,4 +1,5 @@
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let bossBG = "script/Jam10/resourceLib/Jam10_BG.png";
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let overlayBG = "script/Jam10/resourceLib/Overlay.png";
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let soundWarn = ObjSound_Create();
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let alphaMax = 255*((GetAreaCommonData("Config", "BGOpacity", 100))/100);
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let exVol = GetAreaCommonData("Config", "SEVol", 100) * 0.01;
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@ -20,7 +21,14 @@ function <void> _ScrollBackground(){
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ObjRender_SetScaleXYZ(BossImg, 1);
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ObjRender_SetPosition(BossImg, STG_WIDTH/2, STG_HEIGHT/2, 1);
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Obj_SetRenderPriorityI(BossImg, 24);
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int OverlayImg = _Create2DImage(overlayBG, [0, 0, 640*4, 720]);
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ObjRender_SetScaleXYZ(OverlayImg, 1);
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ObjRender_SetPosition(OverlayImg, STG_WIDTH/2, STG_HEIGHT/2, 1);
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Obj_SetRenderPriorityI(OverlayImg, 23);
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ObjRender_SetAlpha(OverlayImg, 255);
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float scrollSpeed = 0;
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float maxscrollSpeed = 14;
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int curScroll = 0;
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After Width: | Height: | Size: 5.2 KiB |
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@ -60,6 +60,8 @@ task _ExplosionEffect(float enmX, float enmY, int targetList){
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int effectNum = 5;
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int dir = 1;
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float maxAlpha = (GetAreaCommonData("Config", "ExplosionOpacity", 100) * 0.01) * 255;
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Obj_SetRenderPriorityI(targetList, 40);
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//TExplosionA(enmX, enmY, 255/effectLength, 9/effectLength);
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@ -88,7 +90,7 @@ task _ExplosionEffect(float enmX, float enmY, int targetList){
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let z_add = prand(-5, 5);
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ascent(i in 0..effectLength){
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_PetalMovement(Interpolate_Decelerate(2, 1, i/effectLength), Interpolate_Decelerate(255, 0, i/effectLength));
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_PetalMovement(Interpolate_Decelerate(2, 1, i/effectLength), Interpolate_Decelerate(maxAlpha, 0, i/effectLength));
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yield;
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}
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@ -128,7 +128,7 @@ task SpecialWeapon(){
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SetCommonDataPtr(POINTER_SPECIALAMMO, max(0, GetCommonDataPtr(POINTER_SPECIALAMMO, 100)-(20/60)));
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if(ObjRender_GetAlpha(golem) >= 220){
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if(ObjRender_GetAlpha(golem) >= 150){
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ObjShot_SetIntersectionEnable(golem, true);
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