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If I learn to LUA I'll try to expand on it in the future, but I mostly edited the variables you provided in your script to increase the number of bullets and decrease their speed.
unrealistic steam workshop fantasy wishes: enemies to shoot at
A couple of quick fixes today, ladies and gents. I've removed the air debris effect from the skin, as it's gotten kind of obnoxious in the most recent update. I've also temporarily removed the "no thrusters" skin since the thrusters seem to have removed themselves for the moment. Gonna have to look into that.
That's all that should have changed, but I haven't updated this in a pretty good while, and I'm prone to making changes and then forgetting about them. Let me know if you see anything weird in the current version of the mod. Thanks!
Yo dawg, I heard you like bullet hell, so we put bullet hell in your bullet hell so you can dodge while you dodge.
Also, just so you know, right now the score doesn't seem to stop increasing when you're hit, even though it says it should.
Try that for some, it was based off of your mod in the first place.
Nah, it really just comes down to personal preference. I kind of like having some static scenery in there to help give the impression of movement, and the skyscrapers were already there and do the job. Would something else work just as well and fit the feel of the mod a bit better? Probably, but I'm awful at 3D modeling and I've just never taken the time to go dig something else up I could drop in instead.
There's a little bug though, after you play this, and then go back to something like Mono Turbo, the camera will be stationary, it will not move with your ship left and right.
Also the sensitivity after that seems to be much higher.
Restarting seems to be the only fix for that.
Anyways, this update does add a new skin for those of you who wanted the thrusters taken off the ship, as well as adding in the video provided by Dylan. Thanks again for that!
Perhaps more importantly, I've added a video up there in the gallery. They're all (ok, all but one) tweaks to the shot generation mechanics that affect different things in different ways. The top right is what I think I like best, but I'm open to input. Have a look, see what each of those variations does well, and let me know what you think. I really want to release a proper shot generation update, but I'm terrified that anything I change makes the mod too frantic or twitchy on the orange and red parts.
If anything, I think it's burning memory faster now. So, shelfing that version for the moment, rolling back to my most recent backup, and I'll have to ask all of you having memory crash issues to accept my apologies. I haven't given up, but I'm really not sure what to do at this point...
Qupva: Expect an update with tweaked bullet mechanics sometime in the next few days that should help with the speed thing. It's basically done now, I'm just giving it a thorough test run to make sure it still feels..."right," if that makes any sense. It's not as drastic as I was planning to make this update, but it should reduce the chance of getting pegged with a lightning speed bullet out of a slow part of the song.
Fizar, Bugger, et al.: Reviewing the code and trying to clean up unused variables, reduce the number of tables and copies of objects, etc. is today's project. Hopefully, some or all of that will help reduce memory usage. We'll see how it goes.
Fix please!
The most annoying thing about this gamemode is that you suddently sends in some superfast bullets during a slow part og a song. This could be fixed by eather lowering the maximum bulletspeed or increesing the minimum bulletspeed.
Also, colours. This gamemode could be dratically improved by adding colours that fits the different parts of the songs, like in mono.
Other than that I really don't see many problems with it, and this gamemode is so far my favorite gamemode.
The bullets not really matching the song is something that bugs me, too, which is why I'm in the process of updating the spawn code to see if I can't improve that. Track intensity just got added as a property that mods can read, so that should help me match to that more directly, but I also want to adjust how size and whether a given shot will be a spread or a single are determined. Having more intense shots be more likely to come from the front is something I hadn't considered, though...might have to try that and see how it feels. Thanks!
And yeah, I think there's at least one other point in the code where I go to the trouble of building a new variable for some shot property, calculate it all out, and then completely forget to actually use it. Tripped over those when I was looking back through the code last night... It's sort of hilarious in a vaguely depressing way. I appreciate the heads up regardless.
Have you tried slightly tilting the camera or having the far-away cam slightly tilted so that it looks different when your going fast.
In spawnShot you seem to be confusing shot.size and the local variable size.