This commit is contained in:
Kevinmonitor 2023-02-08 13:21:04 +07:00
parent a25c13d846
commit ff758346fb
17 changed files with 76 additions and 11 deletions

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@ -0,0 +1,53 @@
CONTROLS:
KEY (DEFAULT) ACTION
Arrow Keys Movement
Z/SHOT Select/Hold to Fire Blast (TYPE 1)
X/SPELL Cancel/Hold to use BULLET GOLEM (Limited Power, Refillable)
C/USER 1 Hold to use Fire Blast (TYPE 2)
Shift/SLOW Hold to slow player for precise movement
Esc Pause (in-game)
Esc+R Quick Retry (In-game)
Esc+Q Quick Exit to Title (In-game)
These controls can all be re-binded in config.exe.
You can also set the game window size and anti-aliasing level.
MANUAL:
READ THE IN-GAME MANUAL!!! PLEASE!!!!!!!!!!!
SCORE RANKINGS:
As the in-game manual mentions, your final score will get a letter ranking (from C to S).
The exact thresholds for each letter ranking are:
U-Rank (Unbeatable): 300,000,000
S-Rank: 240,000,000
A-Rank: 160,000,000
B-Rank: 100,000,000
C-Rank: Lower scores
CHANGELOG:
1.00b2 (QoL)
- No gameplay changes: old replays are flagged as compatible.
- Fixed the background opacity setting not working properly.
- Fixed misaccuracies in granting score rankings.
- Narumi character artwork revamped slightly.
- Added "Explosion Opacity" option to the Settings Menu. This option lets you set the opacity of enemy explosions.
- Added an additional ranking for obtaining 400 million points, because someone apparently got really close to that. seriously what the hell
1.00b
- Fixed a bug where you could continue to use BULLET GOLEM after running out of energy.
- Buffed Narumi's damage by 12.5%.
- Shrunk Narumi's hitbox size from 2px to 1px.
- Re-positioned some bullet hitboxes.
1.00a
- Initial release.

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@ -41,7 +41,7 @@ let POINTER_CHAIN = LoadAreaCommonDataValuePointer("PIV", "ChainAmount", 1);
@Initialize {
SetIntersectionVisualization(true);
//SetIntersectionVisualization(true);
SetAutoDeleteObject(true);
@ -463,16 +463,18 @@ task EndBonus(){
string RANK_TITLE = "C";
if(scoreMilNum > 300) {RANK_TITLE = "UNBEATABLE!!!";}
else if(scoreMilNum > 240){RANK_TITLE = "RANK S!!";}
else if(scoreMilNum > 160){RANK_TITLE = "RANK A!";}
else if(scoreMilNum > 100){RANK_TITLE = "RANK B";}
if(scoreMilNum >= 400) {RANK_TITLE = "okay seriously what the fuck";}
else if(scoreMilNum >= 300) {RANK_TITLE = "UNBEATABLE!!!";}
else if(scoreMilNum >= 240){RANK_TITLE = "RANK S!!";}
else if(scoreMilNum >= 160){RANK_TITLE = "RANK A!";}
else if(scoreMilNum >= 100){RANK_TITLE = "RANK B";}
else {RANK_TITLE = "RANK C";}
if(scoreMilNum > 300) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0xFF1B1B, RANK_TITLE);}
else if(scoreMilNum > 240) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0xFFA31B, RANK_TITLE);}
else if(scoreMilNum > 160) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0x5CEB0F, RANK_TITLE);}
else if(scoreMilNum > 100) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0x0F9BEB, RANK_TITLE);}
if(scoreMilNum >= 400) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0xFF1B1B, RANK_TITLE);}
else if(scoreMilNum >= 300) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0xFF1B1B, RANK_TITLE);}
else if(scoreMilNum >= 240) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0xFFA31B, RANK_TITLE);}
else if(scoreMilNum >= 160) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0x5CEB0F, RANK_TITLE);}
else if(scoreMilNum >= 100) {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0x0F9BEB, RANK_TITLE);}
else {_CreateBonusText(STG_WIDTH/2, STG_HEIGHT/2+140, 40, 0xB10FEB, RANK_TITLE);}
wait(60);

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@ -1,4 +1,5 @@
let bossBG = "script/Jam10/resourceLib/Jam10_BG.png";
let overlayBG = "script/Jam10/resourceLib/Overlay.png";
let soundWarn = ObjSound_Create();
let alphaMax = 255*((GetAreaCommonData("Config", "BGOpacity", 100))/100);
let exVol = GetAreaCommonData("Config", "SEVol", 100) * 0.01;
@ -20,7 +21,14 @@ function <void> _ScrollBackground(){
ObjRender_SetScaleXYZ(BossImg, 1);
ObjRender_SetPosition(BossImg, STG_WIDTH/2, STG_HEIGHT/2, 1);
Obj_SetRenderPriorityI(BossImg, 24);
int OverlayImg = _Create2DImage(overlayBG, [0, 0, 640*4, 720]);
ObjRender_SetScaleXYZ(OverlayImg, 1);
ObjRender_SetPosition(OverlayImg, STG_WIDTH/2, STG_HEIGHT/2, 1);
Obj_SetRenderPriorityI(OverlayImg, 23);
ObjRender_SetAlpha(OverlayImg, 255);
float scrollSpeed = 0;
float maxscrollSpeed = 14;
int curScroll = 0;

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@ -60,6 +60,8 @@ task _ExplosionEffect(float enmX, float enmY, int targetList){
int effectNum = 5;
int dir = 1;
float maxAlpha = (GetAreaCommonData("Config", "ExplosionOpacity", 100) * 0.01) * 255;
Obj_SetRenderPriorityI(targetList, 40);
//TExplosionA(enmX, enmY, 255/effectLength, 9/effectLength);
@ -88,7 +90,7 @@ task _ExplosionEffect(float enmX, float enmY, int targetList){
let z_add = prand(-5, 5);
ascent(i in 0..effectLength){
_PetalMovement(Interpolate_Decelerate(2, 1, i/effectLength), Interpolate_Decelerate(255, 0, i/effectLength));
_PetalMovement(Interpolate_Decelerate(2, 1, i/effectLength), Interpolate_Decelerate(maxAlpha, 0, i/effectLength));
yield;
}

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@ -128,7 +128,7 @@ task SpecialWeapon(){
SetCommonDataPtr(POINTER_SPECIALAMMO, max(0, GetCommonDataPtr(POINTER_SPECIALAMMO, 100)-(20/60)));
if(ObjRender_GetAlpha(golem) >= 220){
if(ObjRender_GetAlpha(golem) >= 150){
ObjShot_SetIntersectionEnable(golem, true);