Jam build done. (Touhou Station Jam 3)
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36 changed files with 132 additions and 68 deletions
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@ -38,6 +38,8 @@ float BGMRate = GetAreaCommonData("Config", "BGMVol", 100) * 0.01;
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}
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else{}
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SetPlayerLife(GetAreaCommonData("Config", "StartingLife", 5));
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SetAutoDeleteObject(true);
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ObjSound_Load(objBGM, "script/game/resourceLib/bossTheme.ogg");
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@ -86,6 +88,11 @@ task PluralTask(){
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bossTrueStart = true;
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ObjSound_Play(objBGM);
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async{
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while(GetPlayerState() != STATE_END){yield;}
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ObjSound_Stop(objBGM);
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}
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while(!Obj_IsDeleted(obj)){
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yield;
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}
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@ -38,9 +38,9 @@ int[] denseBubble = [8, 9, 10];
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int[] delayBubble = [15, 12, 10];
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float[] speedBubble = [8, 9, 9];
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int[] denseCurve = [5, 7, 7];
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float[] offsetCurve = [2, 2.8, 4.2];
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int[] denseSpiral = [6, 8, 9];
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int[] denseCurve = [5, 6, 7];
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float[] offsetCurve = [2, 2.4, 4.25];
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int[] denseSpiral = [6, 7, 8];
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int[] delaySpiral = [10, 8, 10];
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int[] speedSpiral = [6, 8, 8];
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@ -55,7 +55,7 @@ int[] speedSpiral = [6, 8, 8];
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SetAutoDeleteObject(true);
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_InitDifficulty(difficultySelect);
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difficultySelect = _InitDifficulty(difficultySelect);
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//difficultySelect = 2; // debug
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@ -58,7 +58,7 @@ int[] delaySpiral = [5, 5, 4];
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SetAutoDeleteObject(true);
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_InitDifficulty(difficultySelect);
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difficultySelect = _InitDifficulty(difficultySelect);
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//difficultySelect = 0; // debug
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@ -88,7 +88,7 @@ int[] thresholdStopSpin = [80, 70, 60];
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SetAutoDeleteObject(true);
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_InitDifficulty(difficultySelect);
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difficultySelect = _InitDifficulty(difficultySelect);
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difficultySelect = 1; // debug
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@ -38,16 +38,16 @@ Parameters:
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int[] denseSpiral = [6, 7, 8];
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float[] angleoffsetSpiral = [1.618*7, 1.618*6, 1.618*5];
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float[] speedSpiral = [8, 9.25, 11];
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float[] speedSpiral = [8.25, 9.5, 11];
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int[] denseRing = [10, 12, 14];
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float[] maxspeedRing = [7.5, 8.5, 10];
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float[] maxspeedRing = [7.5, 9, 10];
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int[] deceltimeRing = [20, 25, 32];
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int[] acceltimeRing = [60, 50, 40];
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// Remilia takes 36 frames. Preferably, pick a number 36 can divide with.
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int[] delayRing = [9, 6, 5];
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int[] delayRing = [6, 5, 3];
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// How much time Remilia takes to charge her attack and you get to GTFO.
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@ -67,7 +67,7 @@ string tex = "script/game/resourceLib/Spritesheet_StationJam.png";
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SetAutoDeleteObject(true);
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LoadTextureEx(tex, true, false);
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_InitDifficulty(difficultySelect);
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difficultySelect = _InitDifficulty(difficultySelect);
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//difficultySelect = 2; // debug
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@ -214,7 +214,7 @@ function <void> _VampireChase(){
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float ang = GetAngleToPlayer(bossObj);
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loop(36/delayRing){
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loop(36/delayRing[difficultySelect]){
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ascent(i in 0..denseRing[difficultySelect]){
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int shot = CreateShotA2(bossX, bossY, maxspeedRing[difficultySelect], ang + 360/denseRing[difficultySelect] * i, -maxspeedRing[difficultySelect]/deceltimeRing[difficultySelect], 0, 0, KEV_AURABALL_RED, 10);
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@ -228,7 +228,7 @@ function <void> _VampireChase(){
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}
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ang += 18;
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wait(delayRing);
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wait(delayRing[difficultySelect]);
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}
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@ -40,21 +40,21 @@ Parameters:
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*/
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int[] denseLine = [3, 4, 5];
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int[] speedLine = [8.5, 10, 12];
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float[] delayLine = [23, 20, 18];
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int[] speedLine = [9, 10, 12];
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float[] delayLine = [20, 18, 15];
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int[] denseRing = [10, 12, 14];
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int[] denseRing = [12, 14, 15];
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float[] maxspeedRing = [8, 9, 11];
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int[] deceltimeRing = [20, 30, 40];
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int[] deceltimeRing = [20, 25, 30];
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int[] acceltimeRing = [60, 45, 35];
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// Remilia takes 36 frames to charge down the screen. Preferably, pick a number 36 can divide with.
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int[] ringDelay = [12, 9, 6];
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int[] ringDelay = [4, 3, 3];
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// How much time Remilia takes to charge her attack and you get to GTFO.
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int[] chargetimeRemi = [75, 60, 50];
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int[] chargetimeRemi = [60, 45, 40];
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float[] maxspeedBookAim = [10, 12, 15];
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int[] bookArray = []; // it's a secret tool that will help us later
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@ -73,9 +73,9 @@ string tex = "script/game/resourceLib/Spritesheet_StationJam.png";
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SetAutoDeleteObject(true);
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LoadTextureEx(tex, true, false);
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_InitDifficulty(difficultySelect);
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difficultySelect = _InitDifficulty(difficultySelect);
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//difficultySelect = 0; // debug
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//difficultySelect = 2; // debug
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SetShotAutoDeleteClip(64, 64, 64, 64);
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@ -272,7 +272,7 @@ function <void> ChargeAttack(float x, int colorselect){
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x, 0,
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90, 90,
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3333, 3333,
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0, STG_WIDTH/6,
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0, [STG_WIDTH/6, STG_WIDTH/6+60, 3*STG_WIDTH/6][difficultySelect],
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0xDC7171, 220,
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15, chargetimeRemi[difficultySelect], 15
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);
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@ -307,7 +307,7 @@ function <void> ChargeAttack(float x, int colorselect){
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int color = [KEV_AURABALL_RED, KEV_AURABALL_AQUA, KEV_AURABALL_ORANGE, KEV_AURABALL_WHITE, KEV_AURABALL_GREEN, KEV_AURABALL_PINK][colorselect];
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loop(36/ringDelay){
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loop(36/ringDelay[difficultySelect]){
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ascent(i in 0..denseRing[difficultySelect]){
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int shot = CreateShotA2(bossX, bossY, maxspeedRing[difficultySelect], ang + 360/denseRing[difficultySelect] * i, -maxspeedRing[difficultySelect]/deceltimeRing[difficultySelect], 0, 0, color, 10);
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@ -319,7 +319,7 @@ function <void> ChargeAttack(float x, int colorselect){
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//Shoot1;
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}
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}
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wait(ringDelay);
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wait(ringDelay[difficultySelect]);
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}
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@ -331,7 +331,7 @@ function <void> ChargeAttack(float x, int colorselect){
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wait(15);
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ObjEnemy_SetDamageRate(bossObj, 100, 100);
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wait(75);
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wait([75, 70, 65][difficultySelect]);
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}
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@ -370,7 +370,7 @@ task CreateBook(
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_BulletRescale(shot, 0.85, true, 1);
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Shoot1;
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}
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wait([3, 4, 4][difficultySelect]);
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wait([5, 4, 3][difficultySelect]);
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}
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wait(delayLine[difficultySelect]);
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@ -62,7 +62,7 @@ string tex = "script/game/resourceLib/Spritesheet_StationJam.png";
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SetAutoDeleteObject(true);
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LoadTextureEx(tex, true, false);
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_InitDifficulty(difficultySelect);
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difficultySelect = _InitDifficulty(difficultySelect);
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//difficultySelect = 0; // debug
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@ -88,7 +88,7 @@ int[] thresholdStopSpin = [80, 70, 60];
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SetAutoDeleteObject(true);
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_InitDifficulty(difficultySelect);
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difficultySelect = _InitDifficulty(difficultySelect);
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//difficultySelect = 1; // debug
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@ -76,6 +76,8 @@ function <void> Dialogue(){
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//wait(60);
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TTextScroll(objText2, "KEEP YOUR SEXINESS");
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wait(60);
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Obj_Delete(objText);
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Obj_Delete(objText2);
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Obj_Delete(objText3);
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Before Width: | Height: | Size: 403 KiB After Width: | Height: | Size: 447 KiB |
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