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LOOP HELP
How many steps are you using? I've personally mostly been using a 4-5 step solution for this problem.
You could try to use this specific code and mess a bit with the second branch which gives the amount of steps to include. The more steps, the statistically less likely it is for the cycle to break (unless the idea you spoke already looks something like this)

You could try to use this specific code and mess a bit with the second branch which gives the amount of steps to include. The more steps, the statistically less likely it is for the cycle to break (unless the idea you spoke already looks something like this)

LOOP HELP
What I do against this problem is that I add several steps of checking if the button has been released before actually releasing it. Think of it something along the line of this
This doesn't solve the problem entirely, but the more steps you add in, the less likely it is to occur, and it will hardly be noticable until you add like... 9 or 10 steps with 0.0 waits (at which point the problem will be pretty non existant... and you'd consider creating a secondary loop for the steps)
label 1
input = input key
if(input == 5)
-- do stuff --
jump to label 1
end if
wait 0.0
input = input key
if(input == 5)
-- do stuff --
jump to label 1
end if
wait 0.0
input = input key
if(input == 5)
-- do stuff--
jump to label 1
end if
-- button has been released --
This doesn't solve the problem entirely, but the more steps you add in, the less likely it is to occur, and it will hardly be noticable until you add like... 9 or 10 steps with 0.0 waits (at which point the problem will be pretty non existant... and you'd consider creating a secondary loop for the steps)
The Curse of Cpt. Loveless
An equally good question why it would be so much better to just use RMXP instead?
What's the point of switching if you're already comfortable with rm2k3?
Also, the gun isn't powerful, hence only the small recoil. Bigger weapons have bigger recoil, as shown in the weapon roll trailer which you can find in our media tab.
What's the point of switching if you're already comfortable with rm2k3?
Also, the gun isn't powerful, hence only the small recoil. Bigger weapons have bigger recoil, as shown in the weapon roll trailer which you can find in our media tab.
The Curse of Cpt. Loveless
The full version have a shop of some kind, and probably ways of easier keeping track of the weapons you have yeah. It will also potentially be using a slightly different saving system than the current one. The fine details are yet to be decided there.
As for which title, our current conclusion is based on "whichever is cooler is the one you'll get" basis. I think pressing buttons to view several titles on the title screen could quickly feel clunky, but we might think of some alternative solution to it. Is also somewhat in the still to be decided in terms of fine details.
As for the rankings, the requirements for them will be based on a level to level basis and will most likely be very intimately linked with my performance on said stages. Harder levels should cut you some more slack, but S will still remain quite hard to get.
As for which title, our current conclusion is based on "whichever is cooler is the one you'll get" basis. I think pressing buttons to view several titles on the title screen could quickly feel clunky, but we might think of some alternative solution to it. Is also somewhat in the still to be decided in terms of fine details.
As for the rankings, the requirements for them will be based on a level to level basis and will most likely be very intimately linked with my performance on said stages. Harder levels should cut you some more slack, but S will still remain quite hard to get.
The Curse of Cpt. Loveless
Haha, nice. I had a feeling you could do it.
and yeah, there might be some unknown bugs related to the harpoon.
A weapon cycling button might just be added as well. Not sure if I'll do both directions though.
as for the number of tiny questions
- the ink bomb does approximately as much damage as the cutlass, i.e. not very powerful though hitting everything onscreen, and killing enemy bullets. Also, yes it's hurting the boss
- A full bottle has 100 hp, yes
- No, the timer does not count during cutscenes, so you can spend as much time as you like reading the messages without it affecting your level time
- A pause button would have been nice, but also rather difficult for a number of rm2k3-ish technical reasons... unfortunatly
- There is one (mostly cuz I forgot to remove it). Hit 8 and you quit the game. For a quick restart I'd still recommend just hitting F12 though, which should work just fine for the demo. Any additional weapons obtained remain obtained even after you quit or restart the game, so need for worries there.
- Might be implemented later @weapon bar
we probably won't add any ranks for special feats, but we're likely to add special titles for feats like that. Kill no enemies except the neccessary ones should earn you the title "Pacifist" at some point.
and yeah, there might be some unknown bugs related to the harpoon.
A weapon cycling button might just be added as well. Not sure if I'll do both directions though.
as for the number of tiny questions
- the ink bomb does approximately as much damage as the cutlass, i.e. not very powerful though hitting everything onscreen, and killing enemy bullets. Also, yes it's hurting the boss
- A full bottle has 100 hp, yes
- No, the timer does not count during cutscenes, so you can spend as much time as you like reading the messages without it affecting your level time
- A pause button would have been nice, but also rather difficult for a number of rm2k3-ish technical reasons... unfortunatly
- There is one (mostly cuz I forgot to remove it). Hit 8 and you quit the game. For a quick restart I'd still recommend just hitting F12 though, which should work just fine for the demo. Any additional weapons obtained remain obtained even after you quit or restart the game, so need for worries there.
- Might be implemented later @weapon bar
we probably won't add any ranks for special feats, but we're likely to add special titles for feats like that. Kill no enemies except the neccessary ones should earn you the title "Pacifist" at some point.
Tentacle-Related Action Available NOW!!
@Ashes
Glad to hear you liking the game (Also the first time I see an E. Seems the rank range is somewhat nicely balanced).
@Kumada
First off, thank you for the detailed feedback. They are always welcome.
Some comments on the feedback:
I don't think it was ever written that the ink bombs regenerate, only the hourglasses do. Weapons are reloadable by ammo pick ups... which haven't been implemented quite yet. Typically, the chest at the end of the level should contain some ammo as well as gold.
As for the keyboard ergonometry, you're of course right. Doing it this way is a bit clunky, but once you start getting more weapons, it'll end up somewhat needed to have quick access to any given weapon, especially given the tiny delay each time you're switching a weapon. That said, making the C key cycle through the weapons in addition to the current solution is not a bad idea, so I might just get into implementing that.
As for the weapons themselves, yeah the pistol is going to feel rather untypical for a shump, given the reload, need to keep hitting the button for shooting. I can probably quickly feel a bit awkward, and it might be fine tuned somewhat still, though it will remain the same at large. We have plans of making weapons upgradable as well, so that you can more easily stick with the weapon you find more comfortable. The "Octogun" obtained mid stage in level 1 would probably be more comfortable and give a more typical shmup feel, and with some ammo extending, it should make for a fine primary weapon.
The Cutlass is kind of fine right now though (although still potentially subject to upgrades). It's very effective against enemies who takes more than one bullet to kill and who doesn't shoot back, and is also a weapon which will allow you to kill bosses faster at the risk of taking more damage. I personally use the Cutlass a lot myself and play somewhat similar to how Link_2112 does in his videos, and one of our beta testers seemed to prefer it as well.
Glad to hear you liking the game (Also the first time I see an E. Seems the rank range is somewhat nicely balanced).
@Kumada
First off, thank you for the detailed feedback. They are always welcome.
Some comments on the feedback:
I don't think it was ever written that the ink bombs regenerate, only the hourglasses do. Weapons are reloadable by ammo pick ups... which haven't been implemented quite yet. Typically, the chest at the end of the level should contain some ammo as well as gold.
As for the keyboard ergonometry, you're of course right. Doing it this way is a bit clunky, but once you start getting more weapons, it'll end up somewhat needed to have quick access to any given weapon, especially given the tiny delay each time you're switching a weapon. That said, making the C key cycle through the weapons in addition to the current solution is not a bad idea, so I might just get into implementing that.
As for the weapons themselves, yeah the pistol is going to feel rather untypical for a shump, given the reload, need to keep hitting the button for shooting. I can probably quickly feel a bit awkward, and it might be fine tuned somewhat still, though it will remain the same at large. We have plans of making weapons upgradable as well, so that you can more easily stick with the weapon you find more comfortable. The "Octogun" obtained mid stage in level 1 would probably be more comfortable and give a more typical shmup feel, and with some ammo extending, it should make for a fine primary weapon.
The Cutlass is kind of fine right now though (although still potentially subject to upgrades). It's very effective against enemies who takes more than one bullet to kill and who doesn't shoot back, and is also a weapon which will allow you to kill bosses faster at the risk of taking more damage. I personally use the Cutlass a lot myself and play somewhat similar to how Link_2112 does in his videos, and one of our beta testers seemed to prefer it as well.
The Curse of Cpt. Loveless
Videos even, lovely!
And urgh.. yeah, figures I'd forget something. Those red boxes should obviously not be there, as their purpose is just that of debugging. Simply forgot to remove them.
As for rank getting, damage taken is usually the category preventing people from getting higher ranks. To get a S rank, you'd need 7000+ damage dealt, 30- damage taken and a time below 6:06. As you might notice, time and damage dealing isn't as tricky to score full on, so one can concentrate a bit more on not getting hit at the expense of the other stuff.
From the looks of it though, it doesn't seem beyond you to be able to get a S rank, so good luck!
(And thanks for the videos)
And urgh.. yeah, figures I'd forget something. Those red boxes should obviously not be there, as their purpose is just that of debugging. Simply forgot to remove them.
As for rank getting, damage taken is usually the category preventing people from getting higher ranks. To get a S rank, you'd need 7000+ damage dealt, 30- damage taken and a time below 6:06. As you might notice, time and damage dealing isn't as tricky to score full on, so one can concentrate a bit more on not getting hit at the expense of the other stuff.
From the looks of it though, it doesn't seem beyond you to be able to get a S rank, so good luck!
(And thanks for the videos)
MSVCRT Error related to save files
Yeah, I thought it looked familiar. Using one of the older versions of the plugin may cause this bug. This bug should be gone with the latest version, but the latest version is also not compatible with save files of much older versions.
However, should the game be saved without any text written by the text plugin at the time of saving, migrating from one version to the next should not cause any errors.
However, should the game be saved without any text written by the text plugin at the time of saving, migrating from one version to the next should not cause any errors.













