Jam build done. (Touhou Station Jam 3)

This commit is contained in:
kevinmonitor 2022-08-23 16:48:09 +07:00
parent af1977159c
commit 06f2d5fd46
36 changed files with 132 additions and 68 deletions

View file

@ -38,6 +38,8 @@ float BGMRate = GetAreaCommonData("Config", "BGMVol", 100) * 0.01;
}
else{}
SetPlayerLife(GetAreaCommonData("Config", "StartingLife", 5));
SetAutoDeleteObject(true);
ObjSound_Load(objBGM, "script/game/resourceLib/bossTheme.ogg");
@ -86,6 +88,11 @@ task PluralTask(){
bossTrueStart = true;
ObjSound_Play(objBGM);
async{
while(GetPlayerState() != STATE_END){yield;}
ObjSound_Stop(objBGM);
}
while(!Obj_IsDeleted(obj)){
yield;
}

View file

@ -38,9 +38,9 @@ int[] denseBubble = [8, 9, 10];
int[] delayBubble = [15, 12, 10];
float[] speedBubble = [8, 9, 9];
int[] denseCurve = [5, 7, 7];
float[] offsetCurve = [2, 2.8, 4.2];
int[] denseSpiral = [6, 8, 9];
int[] denseCurve = [5, 6, 7];
float[] offsetCurve = [2, 2.4, 4.25];
int[] denseSpiral = [6, 7, 8];
int[] delaySpiral = [10, 8, 10];
int[] speedSpiral = [6, 8, 8];
@ -55,7 +55,7 @@ int[] speedSpiral = [6, 8, 8];
SetAutoDeleteObject(true);
_InitDifficulty(difficultySelect);
difficultySelect = _InitDifficulty(difficultySelect);
//difficultySelect = 2; // debug

View file

@ -58,7 +58,7 @@ int[] delaySpiral = [5, 5, 4];
SetAutoDeleteObject(true);
_InitDifficulty(difficultySelect);
difficultySelect = _InitDifficulty(difficultySelect);
//difficultySelect = 0; // debug

View file

@ -88,7 +88,7 @@ int[] thresholdStopSpin = [80, 70, 60];
SetAutoDeleteObject(true);
_InitDifficulty(difficultySelect);
difficultySelect = _InitDifficulty(difficultySelect);
difficultySelect = 1; // debug

View file

@ -38,16 +38,16 @@ Parameters:
int[] denseSpiral = [6, 7, 8];
float[] angleoffsetSpiral = [1.618*7, 1.618*6, 1.618*5];
float[] speedSpiral = [8, 9.25, 11];
float[] speedSpiral = [8.25, 9.5, 11];
int[] denseRing = [10, 12, 14];
float[] maxspeedRing = [7.5, 8.5, 10];
float[] maxspeedRing = [7.5, 9, 10];
int[] deceltimeRing = [20, 25, 32];
int[] acceltimeRing = [60, 50, 40];
// Remilia takes 36 frames. Preferably, pick a number 36 can divide with.
int[] delayRing = [9, 6, 5];
int[] delayRing = [6, 5, 3];
// How much time Remilia takes to charge her attack and you get to GTFO.
@ -67,7 +67,7 @@ string tex = "script/game/resourceLib/Spritesheet_StationJam.png";
SetAutoDeleteObject(true);
LoadTextureEx(tex, true, false);
_InitDifficulty(difficultySelect);
difficultySelect = _InitDifficulty(difficultySelect);
//difficultySelect = 2; // debug
@ -214,7 +214,7 @@ function <void> _VampireChase(){
float ang = GetAngleToPlayer(bossObj);
loop(36/delayRing){
loop(36/delayRing[difficultySelect]){
ascent(i in 0..denseRing[difficultySelect]){
int shot = CreateShotA2(bossX, bossY, maxspeedRing[difficultySelect], ang + 360/denseRing[difficultySelect] * i, -maxspeedRing[difficultySelect]/deceltimeRing[difficultySelect], 0, 0, KEV_AURABALL_RED, 10);
@ -228,7 +228,7 @@ function <void> _VampireChase(){
}
ang += 18;
wait(delayRing);
wait(delayRing[difficultySelect]);
}

View file

@ -40,21 +40,21 @@ Parameters:
*/
int[] denseLine = [3, 4, 5];
int[] speedLine = [8.5, 10, 12];
float[] delayLine = [23, 20, 18];
int[] speedLine = [9, 10, 12];
float[] delayLine = [20, 18, 15];
int[] denseRing = [10, 12, 14];
int[] denseRing = [12, 14, 15];
float[] maxspeedRing = [8, 9, 11];
int[] deceltimeRing = [20, 30, 40];
int[] deceltimeRing = [20, 25, 30];
int[] acceltimeRing = [60, 45, 35];
// Remilia takes 36 frames to charge down the screen. Preferably, pick a number 36 can divide with.
int[] ringDelay = [12, 9, 6];
int[] ringDelay = [4, 3, 3];
// How much time Remilia takes to charge her attack and you get to GTFO.
int[] chargetimeRemi = [75, 60, 50];
int[] chargetimeRemi = [60, 45, 40];
float[] maxspeedBookAim = [10, 12, 15];
int[] bookArray = []; // it's a secret tool that will help us later
@ -73,9 +73,9 @@ string tex = "script/game/resourceLib/Spritesheet_StationJam.png";
SetAutoDeleteObject(true);
LoadTextureEx(tex, true, false);
_InitDifficulty(difficultySelect);
difficultySelect = _InitDifficulty(difficultySelect);
//difficultySelect = 0; // debug
//difficultySelect = 2; // debug
SetShotAutoDeleteClip(64, 64, 64, 64);
@ -272,7 +272,7 @@ function <void> ChargeAttack(float x, int colorselect){
x, 0,
90, 90,
3333, 3333,
0, STG_WIDTH/6,
0, [STG_WIDTH/6, STG_WIDTH/6+60, 3*STG_WIDTH/6][difficultySelect],
0xDC7171, 220,
15, chargetimeRemi[difficultySelect], 15
);
@ -307,7 +307,7 @@ function <void> ChargeAttack(float x, int colorselect){
int color = [KEV_AURABALL_RED, KEV_AURABALL_AQUA, KEV_AURABALL_ORANGE, KEV_AURABALL_WHITE, KEV_AURABALL_GREEN, KEV_AURABALL_PINK][colorselect];
loop(36/ringDelay){
loop(36/ringDelay[difficultySelect]){
ascent(i in 0..denseRing[difficultySelect]){
int shot = CreateShotA2(bossX, bossY, maxspeedRing[difficultySelect], ang + 360/denseRing[difficultySelect] * i, -maxspeedRing[difficultySelect]/deceltimeRing[difficultySelect], 0, 0, color, 10);
@ -319,7 +319,7 @@ function <void> ChargeAttack(float x, int colorselect){
//Shoot1;
}
}
wait(ringDelay);
wait(ringDelay[difficultySelect]);
}
@ -331,7 +331,7 @@ function <void> ChargeAttack(float x, int colorselect){
wait(15);
ObjEnemy_SetDamageRate(bossObj, 100, 100);
wait(75);
wait([75, 70, 65][difficultySelect]);
}
@ -370,7 +370,7 @@ task CreateBook(
_BulletRescale(shot, 0.85, true, 1);
Shoot1;
}
wait([3, 4, 4][difficultySelect]);
wait([5, 4, 3][difficultySelect]);
}
wait(delayLine[difficultySelect]);

View file

@ -62,7 +62,7 @@ string tex = "script/game/resourceLib/Spritesheet_StationJam.png";
SetAutoDeleteObject(true);
LoadTextureEx(tex, true, false);
_InitDifficulty(difficultySelect);
difficultySelect = _InitDifficulty(difficultySelect);
//difficultySelect = 0; // debug

View file

@ -88,7 +88,7 @@ int[] thresholdStopSpin = [80, 70, 60];
SetAutoDeleteObject(true);
_InitDifficulty(difficultySelect);
difficultySelect = _InitDifficulty(difficultySelect);
//difficultySelect = 1; // debug

View file

@ -76,6 +76,8 @@ function <void> Dialogue(){
//wait(60);
TTextScroll(objText2, "KEEP YOUR SEXINESS");
wait(60);
Obj_Delete(objText);
Obj_Delete(objText2);
Obj_Delete(objText3);

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