Crimzon Clover

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rancid3000
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Re: Crimzon Clover

Post by rancid3000 »

Damn you stage 5 boss. I will beat you! I'm just now figuring out the right combination of either the one up or the extra power at the end of the stage. I find this part of the game really interesting strategy wise.

*edit* The right combination for me. I'm going for a 1CC with a little scoring thrown in to gain the extra lives that I need.
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Re: Crimzon Clover

Post by Treasurance »

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Observer
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Re: Crimzon Clover

Post by Observer »

FUCKYEFUCKYESFUCKYES.

Replay implementation and bug fixes!
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Zosite
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Re: Crimzon Clover

Post by Zosite »

WHEN?!! WHERE?!!! WHY?!!!

Wait, screw the -why-... HOW?!!!! :shock:

Translation! My kingdom for some translation! (note: warning! my kingdom happens to be quite disappointing)
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Observer
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Re: Crimzon Clover

Post by Observer »

Sadly, it just says we have to wait. But I'm glad the replay data will be implemented, we should definitely add it to the scoreboards.
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RNGmaster
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Re: Crimzon Clover

Post by RNGmaster »

He says it might take some time to implement replays due to poor programming at the very start of development - "honestly, checking the gap in replays (don't know what he means by that) has been really stressful" , but he's finally close to completion and is in the middle of final checks.

Key section here is: "If there are no big problems, I'll be able to update you on my progress soon. However, for now please wait a while". The problem here is the word for "a while" can either mean "a moment" or "a long time", so... no clear release date yet.
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Demetori
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Re: Crimzon Clover

Post by Demetori »

RNGmaster wrote:He says it might take some time to implement replays due to poor programming at the very start of development - "honestly, checking the gap in replays (don't know what he means by that) has been really stressful" , but he's finally close to completion and is in the middle of final checks.

Key section here is: "If there are no big problems, I'll be able to update you on my progress soon. However, for now please wait a while". The problem here is the word for "a while" can either mean "a moment" or "a long time", so... no clear release date yet.
Taking the rest of the context into consideration. So from what I can read, "a while" is the more accurate. But again, like you said it's pretty vague and could mean months.

And, cool. Haven't played this in awhile. Replay functionality might make me come back to this, I enjoy watching my own replays. Like watching other people play games, the observer sees things the player doesn't.
Google Translate tells me that Unlimited Mode "is for people who like festivals."
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dsheinem
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Re: Crimzon Clover

Post by dsheinem »

So this arrived yesterday (thanks rancor!) and I am having a blast with it. Can anyone explain the differences between the different modes? Simple mode seems easier than normal mode (obviously) - but is anything else missed by playing that version? Does it net you less $ for the shop? Skip stages? It seems the comboing system is gone? In any case, I'd like to get competent with the simple mode first - but the regular mode seems much more fun (even if it is tougher). Besides, simple mode starts to be not so simple about half way through level 3...
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Re: Crimzon Clover

Post by Udderdude »

He must be doing some really wierd shit in the programming side to make replays all fucked up. Replays are one of the most simple features you can add to a game, to be honest. I had replays working in the WIP version of XOP in 2001, back before the game was even half finished .. >_>
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RNGmaster
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Re: Crimzon Clover

Post by RNGmaster »

dsheinem wrote:So this arrived yesterday (thanks rancor!) and I am having a blast with it. Can anyone explain the differences between the different modes? Simple mode seems easier than normal mode (obviously) - but is anything else missed by playing that version? Does it net you less $ for the shop? Skip stages? It seems the comboing system is gone? In any case, I'd like to get competent with the simple mode first - but the regular mode seems much more fun (even if it is tougher). Besides, simple mode starts to be not so simple about half way through level 3...
Think of the three difficulties at the the difficulty levels in Mushi. Original (Simple in CC) has a small number of fast bullets, Maniac (Original in CC) is bullet hell and has more complex scoring, and Ultra (Unlimited) is just balls-to-the-wall. Simple will net you far less stars (Unlimited gives you most in the least amount of time), but you can still get a good number if you fill the break bar (which also acts as a rank meter) and shotgun enemies while it's full - they'll release a shower of tiny stars as long as your options or craft is within a certain distance.

Scoring potential is different between modes, too - max score in Simple is between 3 or 4 oku, Unlimited is at least 6000 oku, and 12000 oku is doable in Unlimited.
rancid3000
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Re: Crimzon Clover

Post by rancid3000 »

So I just got ruled by a terrible glitch on the stage 3 boss in original. I just defeated it's last spinning laser attack and i was moving on to it's last form. As it was transitioning the lasers were still spinning around as it was exploding and moving on to it's last form! This resulted in my dying twice. I normally would just restart but I was potentially on my best run ever. I decided to stick it out and came up just short of my high score. Oh well.
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Iaspis
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Re: Crimzon Clover

Post by Iaspis »

1.01 is released! Going to play now 8)
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Naut
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Re: Crimzon Clover

Post by Naut »

Iaspis wrote:1.01 is released!
Came so hard
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Observer
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Re: Crimzon Clover

Post by Observer »

Major big change: input delay (aka: lag) fixes to improve it. Aka: less input lag. Aka: HOLY FUCKING SHIT CRIMZON CLOVER IS AWESOME.

They also fixed the DOBUBUREIKUMODO bug on Stage 5 boss. There are also some graphical fixes, like when you die or become invincible (the sprite is no longer transparent) and some other stuff.

A bunch of shit had to be fixed to get replays working and I'm still wondering whether they'll desync or not...

Either way, awesome.
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Naut
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Re: Crimzon Clover

Post by Naut »

Observer wrote:Major big change: input delay (aka: lag) fixes to improve it. Aka: less input lag. Aka: HOLY FUCKING SHIT CRIMZON CLOVER IS AWESOME.
???

You could always remove input delay by forcing vsync off (last bullet in the start menu)...?
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Observer
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Re: Crimzon Clover

Post by Observer »

Yeah, I know. But it seems it wasn't enough for him so he reinforced it or something. :P Whatever, game rocks.
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mjclark
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Re: Crimzon Clover

Post by mjclark »

Updated to 1.01 and now the buttons on my gamepad aren't being recognised anymore. Doh!
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Icarus
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Re: Crimzon Clover

Post by Icarus »

ver1.01 does not want to play nice with Crossover, so I'm stuck with ver1.00 for a while. :/
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Barrakketh
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Re: Crimzon Clover

Post by Barrakketh »

mjclark wrote:Updated to 1.01 and now the buttons on my gamepad aren't being recognised anymore. Doh!
Did you re-bind them? The blog entry says that the key settings in config.dat aren't compatible.
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Drachenherz
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Re: Crimzon Clover

Post by Drachenherz »

mjclark wrote:Updated to 1.01 and now the buttons on my gamepad aren't being recognised anymore. Doh!
That's what you get when you pirate stuff... :evilgrin:
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austere
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Re: Crimzon Clover

Post by austere »

Udderdude wrote:He must be doing some really wierd shit in the programming side to make replays all fucked up. Replays are one of the most simple features you can add to a game, to be honest. I had replays working in the WIP version of XOP in 2001, back before the game was even half finished .. >_>
From what I've seen of Japanese programmer's code (or at least its output) ... they take a very ad hoc approach. It's amazing any of these games work at all.
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mjclark
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Re: Crimzon Clover

Post by mjclark »

Barrakketh wrote:
mjclark wrote:Updated to 1.01 and now the buttons on my gamepad aren't being recognised anymore. Doh!
Did you re-bind them? The blog entry says that the key settings in config.dat aren't compatible.
Can't get any keys to to select options either so can't get into key config menu even though up and down are working ! What's the normal keyboard OK key for this?
This is happening on two seperate machines with two seperate gamepads. Hmmm
and
Drachenherz wrote:
mjclark wrote:Updated to 1.01 and now the buttons on my gamepad aren't being recognised anymore. Doh!
That's what you get when you pirate stuff... :evilgrin:
But I couldn't find any pirate gamepads so I'm using a real one lol
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Aisha
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Re: Crimzon Clover

Post by Aisha »

The default keyboard keys are the standard for most doujins:

Main Shot (Decide) - 01 -- Z
Lock On (Cancel) - 02 -- X
Break Mode On - 03 -- C
Pause - 08 -- W

Movement -- Arrow Keys

If you're having problems with input try moving config.dat from C:\...\四ツ羽根\CrimzonClover\data to somewhere else and running the game again. That should reset your key config to default and allow you to rebind. I don't know if this will help with pad or stick issues since I just use a keyboard to play this game.
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mjclark
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Re: Crimzon Clover

Post by mjclark »

Aisha wrote:If you're having problems with input try moving config.dat from C:\...\四ツ羽根\CrimzonClover\data to somewhere else and running the game again. That should reset your key config to default and allow you to rebind. I don't know if this will help with pad or stick issues since I just use a keyboard to play this game.
Thankyou for your help! That's worked perfectly :D
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gs68
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Re: Crimzon Clover

Post by gs68 »

Back your 1.00 files up before upgrading ;)
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Clessx
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Re: Crimzon Clover

Post by Clessx »

I"m recently getting into Crimzon Clover , but yet to understand the game mechanics and scoring system yet. Is the normal shot / lock on combination"s use is same as Ketsui (kill enemy with normal shot then lock on on to others nearby in small time to get good points etc) or different ? What is the strategy ?

I also think game runs a bit faster after 1.01 for me (or just a little less slower in my case :lol: )

thanks and sorry for poor language :oops:
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gs68
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Re: Crimzon Clover

Post by gs68 »

It's the reverse. You get as many lock-ons as you can (max ranges from 18 to 32 depending on how powered up you are and whether you're in a Break Mode), and if at least one lock-on kills an enemy, that triggers a multiplier.
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Iaspis
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Re: Crimzon Clover

Post by Iaspis »

gs68 wrote:It's the reverse. You get as many lock-ons as you can (max ranges from 18 to 32 depending on how powered up you are and whether you're in a Break Mode), and if at least one lock-on kills an enemy, that triggers a multiplier.
Also, there's a multiplier counter (below the energy/bomb bar) that drops unless you make fast kills while it's active, which actually add time to the counter.
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rancor
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Re: Crimzon Clover

Post by rancor »

Unbelieveable.. :?

I sold my last copy of CC today, so I called my distributor to get more. He doesnt have any and has no idea of when he's getting more. Absolutely no information.. Is this game out of print already?!? I looked on Messe's website as well and they're sold out too!

Maybe Yotsubane is printing up a second batch with the new version on disc. I have no idea. But for now there's nowhere to buy these. :roll:
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Iaspis
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Re: Crimzon Clover

Post by Iaspis »

rancor wrote:Unbelieveable.. :?

I sold my last copy of CC today, so I called my distributor to get more. He doesnt have any and has no idea of when he's getting more. Absolutely no information.. Is this game out of print already?!? I looked on Messe's website as well and they're sold out too!

Maybe Yotsubane is printing up a second batch with the new version on disc. I have no idea. But for now there's nowhere to buy these. :roll:
Wow! Collector's item already? :roll:

Luckily, I pre-ordered my copy from you. Thanks, btw. :)
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