Cagar wrote:Progress?
and why is this game so damn ignored.
BUMP!
Game's done! Mostly, anyway.
Stages 1-6 are complete. I'm starting on Extra and Zero Stages soon.
On the technical side, I've been cracking at implementing replay functionality. It's ... actually coming along better than I had hoped.
Debating whether to start on Attack Practice or on Extra first.
On the subject of,
Pteriforever wrote:I've been going through trying to complete my Advanced mode perfection record, already did the lower difficulties.
Really looking forward to attack practice :3
Pteriforever wrote:UPDATE: All Advanced mode spellcards captured!

The hardest ones were 27. "-Bombast- Grand Swipes" and 67. "-Experimental- Danmaku Multiplication" Which took 7 attempts each.
Next (...)
I am very impressed! And a little jealous (I couldn't cap Radiant Cosmos Lunatic until attempt ~22 or so, how dare you)
To note, many of the cards you've yet to perfect have received major nerfing in 0.9. In particular, I'd put capping Danmaku Multiplication Lunatic out of your mind for a while. There's a bug regarding the hitboxes of that specific bullet style in the release build.
Blasts of Green is now possible with Not The Homing Missiles, and Rocket Tackle was made to be a bit slower.
There will be a total, of
285 perfection records to attain in the final product.
A run of the main game from stages 1 through 6 will pit you against 60 of them.
I am looking at the release of version 0.9 perhaps over Christmas, hopefully. I gotta get those stages and grab the ACTUAL boss graphics from my spriter, still. And... maybe work on some backgrounds. I... don't enjoy background design >_>
Other changes include re-balancing applied to the shottypes;
[*]Homing missiles have increased damage output
[*]The blast missiles will now create splash damaging explosions
[*]Lasers have been given additional range while focused
[*]Unfocused rapid fire shots have wider range
[*]The satellite shot now has two familiars
[*]Gravity shots are now bounded within the frame and deal additional damage if moving fast
On the flip side, bomb damages have now been cut to a third. (You get a lot of them!)
The life output has been increased threefold for yellow Stars collected above the Point of Collection.
Also, the life bonus for capturing spellcards has been modified.
Old: Clearing +0.00, Capture +0.10
New: Clearing +0.05, Capture +0.05
Additionally, you receive +0.08 Bombs upon clearing boss healthbars.
The Point Item Value cap has been adjusted to fit the difficulty.
150,000 on Zero
200,000 on Easy
250,000 on Normal
300,000 on Hard
350,000 on Lunatic
400,000 on Extra
Collecting a blue Star while at the cap will award you with (cap/100) points.
Additionally, if the Point Item Value is under 150,000, then grazing a bullet will increase it by 10, as well.
The base point value of grazing a bullet was also increased from 10 to 500.
The margins between the movement speeds of the ships has been increased.
I believe have addressed a bug (that is probably) present in the game that renders it impossible to transfer damage from a familiar to a boss. I don't recall if the release build is affected, but it's not now.
[lots of other superficial changes here]
tl;dr i'm still working on things and there'll be new stuff before the New Year's hopefully.