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/jp/ - Otaku Culture


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File: 578 KB, 800x600, taisei_kurumi1epik8.png [View same] [iqdb] [saucenao] [google]
9553417 No.9553417 [Reply] [Original]

We have just released the first version of Taisei, a weeaboo-made, open sores Touhou clone.

Enjoy, hate, whatever.

Also, it’s still lacking artwork in form of music and sounds, so please visit our IRC channel if you wish to contribute.

>> No.9553431

Gonna check and reply once I form an opinion.

>> No.9553436
File: 284 KB, 1280x1024, nagato_yuki.jpg [View same] [iqdb] [saucenao] [google]
9553436

Hey, this looks cute, except for the open sores, this gotta hurt.

>> No.9553450

Looks really great by the way, but I'm too tired to try out anything right now.

You should try posting this again later in the day, right now we're getting spammed and our janitors are sleeping.

>> No.9553500
File: 1.24 MB, 1440x1080, taisei_20120810_12-29-54_EEST.png [View same] [iqdb] [saucenao] [google]
9553500

>> No.9553496
File: 1.34 MB, 1440x1080, taisei_20120810_12-45-00_EEST.png [View same] [iqdb] [saucenao] [google]
9553496

>> No.9553501

how close do the characters looks compared to the original game?

>> No.9553507

Can I steal your code?

>> No.9553510
File: 1.32 MB, 1440x1080, taisei_20120810_12-37-03_EEST.png [View same] [iqdb] [saucenao] [google]
9553510

>> No.9553514
File: 1.22 MB, 1440x1080, taisei_20120810_12-25-19_EEST.png [View same] [iqdb] [saucenao] [google]
9553514

>> No.9553518

>>9553501
Better question: Add an option to use the existing game resources.

>> No.9553520

Well let's see:
-the bullet movements are really cool but a pain in the ass, this seems way harder than a regular touhou game (but I'm pretty bad at vertical shooters anyway)
-having a different shot type when you focus would be nice
-is there no grazing mechanism? it's kind of expected for the genre
-the fairies are unsatisfyingly tough to kill

That's about it for my remarks. Once you polish it, it could be a great game. The number one priority right now would be the music though.

>> No.9553522
File: 968 KB, 1440x1080, taisei_20120810_12-30-04_EEST.png [View same] [iqdb] [saucenao] [google]
9553522

>>9553507
Why are you asking? It's not like we can stop you from doing that.

>> No.9553523

One of the most important factors for a good shump is for me whether the patterns are nice to look at and require a strategy instead of pure dodging skill

>> No.9553526

>>9553514
I don't think I ever saw any STG pull off something like that before. Nice.

>> No.9553532

>>9553520

One of the devs here, I'll most likely implement grazing for the next version. And we have a shottype overhaul on our todo list, too.

>> No.9553533
File: 63 KB, 550x450, 1333720021278.jpg [View same] [iqdb] [saucenao] [google]
9553533

>>9553507
It's open source, pretty sure that means anyone can use and steal it.

It's free as in freedom.

>> No.9553537

Hm, I’m not really sure about straight up using the characters.

>> No.9553538

Guess I'll give this a try.

>> No.9553544

>>9553533
MIT license even. None of those GNUtarded restrictions.
Copy it, use it, get rich and famous with it, whatever. We don’t care.

>> No.9553541
File: 82 KB, 227x500, marisa.png [View same] [iqdb] [saucenao] [google]
9553541

Better than ZUN art.

>> No.9553547

>>9553541

It's really not

>> No.9553554
File: 96 KB, 615x403, 1332263611953.jpg [View same] [iqdb] [saucenao] [google]
9553554

That's pretty cool, OP.

For a long time, I have been thinking of making a shooting game that incorporates optical illusions into the danmaku.
However I know next to nothing about programing.

Perhaps one day I could use your code.

>> No.9553618
File: 1.50 MB, 1440x1080, taisei_20120810_12-29-36_EEST.png [View same] [iqdb] [saucenao] [google]
9553618

>> No.9553630

Looks interesting, I'll give it a look.

>> No.9553632

Will I need OpenAL with SDL backend?

>> No.9553647

>>9553632
Nope. You can use whatever OpenAL backend you like.

>> No.9553655

How long did you work on this so far?

>> No.9553676

>>9553655
~2 years with really long breaks inbetween

>> No.9553678

>>9553655
The first few commits to the public Git repository were way back in 2010, but the project has only started being really active a few months ago.

>> No.9553679

About time.

I started something similar and wrote a basic engine/BulletML parser than got bored.

What happened to that HTML5 Touhou clone, anyway?

>> No.9553685

> lachs0r

Fuck, where do I know you from? Do you do development on mplayer or libav?

Also, I'll check this out. Looks pretty snazzy. Thank you for using C and sensible libraries.

>> No.9553686

>>9553655

https://github.com/laochailan/taisei/graphs/contributors?type=c

>> No.9553690
File: 470 KB, 800x600, taisei_20120810_18-56-11_CEST.png [View same] [iqdb] [saucenao] [google]
9553690

>> No.9553691

>>9553685
mplayer2/SMPlayer2 mostly, though I’ve been pretty lazy recently.

>> No.9553700

Game won't load, tried both windows versions.

Nothing popped up on stderr.txt and this is the last line of stdio.txt

-- loaded './data/shader/zbuf_fog.sha' as 'zbuf_fog'
init_fbo():

Guess that means my videocard is too shitty?

>> No.9553703

>>9553691
>mplayer2/SMPlayer2 mostly, though I’ve been pretty lazy recently.
Not only you, it seems mplayer2 development has been stalling.
Still, it’s a wonderful fork. Perfect for my Chinese cartoon needs.
Just a pity vdpau makes screenshooting a pain (have to use -vf ass,screenshot),

>> No.9553712
File: 11 KB, 130x125, 1285875973458.jpg [View same] [iqdb] [saucenao] [google]
9553712

>>9553691
No way, I use mplayer2!

That's pretty cool.

>> No.9553716

>>9553700
Probably driver issues. ATI, I presume?
The bare minimum gfx hardware is Intel i915, though it has its issues with shaders and being crap in general.

>> No.9553729

>>9553417
I assume -DRELATIVE=TRUE is what I'd use to "install" it into ~/opt right?

>>9553691
Oh god there's a smplayer2? I never knew!

>> No.9553737

>>9553729
-DCMAKE_INSTALL_PREFIX=/opt

Use -DRELATIVE=True when you want a “portable” version with the game files and executable residing in the same path.

>> No.9553749

Game compiles and seems to work. Got my ass handed to me on easy already. Fairies do seem to be very resilient.
To be sure, there is no BGM at all yet, right? Just a sound effect for bombs?

One problem though, game crashes when you switch audio off, then on.
-- Unloaded ALUT
fcntl: Invalid argument
[1] 18479 segmentation fault (core dumped) taisei

This is on FreeBSD 9.0-RELEASE amd64, freealut-1.1.0_2 and openal-20060211_12)

>> No.9553766

>>9553749
>To be sure, there is no BGM at all yet, right? Just a sound effect for bombs?
Yes.

>One problem though, game crashes when you switch audio off, then on.
No crashes here.

>openal-20060211_12
That is *ancient*.
I’m using recent versions of openal-soft here. Perhaps upgrading will fix it?

>> No.9553771

>>9553749
yes we still lack BGM and sounds. concerning the alut problem: strange. we had someone build it on BSD and it wasn't a problem i think, but i guess that needs more research

>> No.9553772

>>9553737
Portable is the word I was looking for. Yes thanks.

>>9553716
It definitely works on my humble integrated graphics, which I appreciate.

>> No.9553775

Can't build it yet, using Ubuntu 10, runtime and dev libs I figured it needs already installed: http://pastebin.com/AWsZhgvB

If someone helps me I promise to make a .deb pkg

>> No.9553781

>>9553703
> makes screenshooting a pain (have to use -vf ass,screenshot),

Isn't that default in mplayer2? It was one of my favourite changes. I figured vdpau was just a different video output driver?


Anyway, I just played this and it's pretty fun. Most of the sprites are nice, and the game seems to be well-programmed. A few thoughts:

1. You need more sound. Seriously, just some placeholder noises for a few things. I didn't realize how much I rely on Touhou's sounds until I played this.
2. While the bullet patterns are very fluid, they don't mesh well together. And a few seem a little off. You did a good job of mimicking her spell cards, but I have the feeling that the RNG is more likely to dick me over here. Particularly for something like Freeze Sign "Perfect Freeze".
3. Implement grazing and deathbombing (this one might have been in there, I just suck at it ┐('~`;)┌)

>> No.9553790

>>9553775
Seems like you’re still missing SDL and SDL_ttf development files (those should also pull in OpenGL headers if I’m not mistaken).

>> No.9553799

>>9553766
I realise it’s ancient, struck me as odd too. I never did install openal before so I just installed the outdated openal port instead of openal-soft like I should have. Entschuldigung.
Replaced openal with openal-soft, rebuilt the program and the crash no longer happens. Great.

>> No.9553827

>>9553417
>C
Why did you choose C over C++?
>SDL/OpenGL/OpenAL.
Excellent

>> No.9553849
File: 463 KB, 785x678, c vs c++.png [View same] [iqdb] [saucenao] [google]
9553849

>>9553827
>Why did you choose C over C++?

>> No.9553864

Why do you hate freedom? You realise the MIT license is just as bad as a proprietary license, right? In fact, it's worse, because multiple companies could make their own nasty licenses for their versions of your game.

Why not use a copyleft license like the GNU General Public License and ensure your work remains free for everyone to share and enjoy?

>> No.9553871

>>9553827
Because they're not good enough to write ENTERPRISE-QUALITY SOFTWARE

>> No.9553880

>>9553864
The MIT and BSD licenses are plenty free. No company can take MIT licensed code and make it their “own”. You will still be free to do whatever you want with your code.

Please keep Stallmanite zealotry in /g/.

>> No.9553885
File: 123 KB, 640x640, My Freedom.jpg [View same] [iqdb] [saucenao] [google]
9553885

>>9553864

>> No.9553890

>>9553864
You know what, GPL faggots? Fuck you forever. You’re just as bad as the sue-happy proprietary software owners/patent owners you claim to hate so much. The entire point of open source is that anyone should be able to do whatever they want with it. You’re trying to keep the cake and eat it too; either you let the code go and let other people use it freely, or you keep it under locks and sue the fuck out of anyone using it in ways you don’t like. There is no middle ground, and it’s pretty clear which side of the fence you’re on.
The GPL isn’t a “free software” license in any way whatsoever because of its ridiculous restrictions. People who use it are the kind of faggots that are still attached to the “I made it so I should be able to control what happens to it until 90 years after my death” school of intellectual property management, which is about as far from any definition of “free” as you can get. Stop pretending you’re different from the HURR YOU ARE MISUSING OUR INTELLECTUAL PROPERTY, SUE SUE SUE companies like Adobe and Microsoft.

>> No.9553902

No offense I think you two should stop posting kopipe and go back to coding little girl shooters.

>> No.9553903

>>9553417

Okay, here's what I think so far:

-Difficulty is all over the map. Portions of Stage 1 were quite difficult while the middle levels were much more easy-going.
-Shot types are pretty unbalanced; Youmu's Haunting whatever shot type wrecked everything a lot harder than all the other shot types did.
-Enemy hitboxes need to be adjusted. I can't remember which boss it was, but with Marisa, the boss hitbox wasn't even wide enough for both of her standard shots (as in, the shots that didn't come from her Options) to hit.
-SMALLER, FASTER BULLETS NEED TO BE RENDERED ON TOP OF LARGER, SLOWER BULLETS. HOLY FUCK THIS IS IMPORTANT.
-Using YoumuB, my shots stopped doing any damage during some of the spell cards of the later bosses. Bombs would still do damage.
-Holding Z after pressing 'Continue' ought to immediately start shooting, instead of requiring me to release and press the button again in order to begin shooting.
-There's something wrong with the number of bombs. Did you put in Imperishable Night style bombs where you'd sometimes use two at a time? For some reason I kept finding myself out of bombs when it seemed like I should've had some left.

>> No.9553907

>>9553903

-Wriggle's (I think it's Wriggle's) spell card where shots would randomly change direction is poor. Shots that close to the player should not suddenly change direction, unless there's adequate preparation like in Sakuya's spells in EoSD.
-There are too many (as in, more than 0) 'fuck you' deaths. The bit where the fairies rush super-fast across the bottom of the screen is just an insta-death until you memorize when that happens. There was one spell card on one of the later bosses where bullets came up from the bottom of the screen with absolutely no warning.
-FIX THE LENGTH OF TIME FOR YOUR INVULNERABILITY FROM BOMB USE. I should not be vulnerable at all until the bomb effects are 100% gone.
-Make it so you can't use a bomb until a second or so after you respawn. Failing a deathbomb only to have a bomb wasted at the very beginning of the next life is insulting.
-Put in placeholder sounds. Rip sound effects from the games if you have to, but not being able to hear lasers or the sounds of my own shots hitting is making things harder in a bad way.

>> No.9553926

>>9553890
Calm your autism.

>> No.9553932

>>9553926
That’s just years old kopipe.

>> No.9553934

>>9553903
>>9553907
Your feedback is appreciated.

>> No.9553939

>>9553907

Oh, and dying should clear the screen of bullets, or at least a portion of it.

Also, personally, I think there are too many curvy lasers. FUCK curvy lasers. I haven't met anyone who had anything good to say about curvy lasers.

>> No.9553943

>>9553939
I like curvy lasers ironically.

>> No.9553952

>>9553939
Fuck.

Curvy.

Lasers.

>> No.9553956

I like the MIT license because this way someone could be able to use the code, make their own game, and sell it to live the dream and NEET the rest of your life on earnings.

Such things would encourage people to use the code more and at least try.

>> No.9554049

>>9554044
Speaking of design, Marisa's and Youmu's design is really nice. I didn't like Hina's though. The face felt off. I see you're missing art for the other bosses I found along the way, but that's understandable.

As for the characters... You guys have a preference towards Youmu, right? The enemies felt incredibly hard to kill with both Marisa's shot types and with Youmu's mirror sign. It gives me the impression you don't want players to be able to kill the fairies before they shoot at least one wave of their danmaku in order to feel like your work making all the admitedly beautiful patterns wasn't in vain.. This is understandable in the latter levels but, in the first level, only a couple of the fairies should have that degree of indestructability. Youmu's Haunting sign, on the other hand, made it feel like a walk in the park. The fairies became surprisingly easy to kill and the focused shot pulls out homing bullets, so it fills out Reimu's missing part rather well.

The bombs have pretty nice effects, but they don't seem to have much effect on the game besides instantly killing the enemies in your screen. This is most notable with Marisa's star sign. I don't know if it's meant to kill anyone or if it just serves to absorb danmaku, but very little seems to get killed besides the enemies already on screen. If a new wave shows up, regardless of the bomb, character and shot type, it just absorbs danmaku. I'm not sure if this is the case for master spark, as I didn't double check. More on this later.

>> No.9554044

I played up to the third level with both characters and all shot types on hard difficulty without continues. Therefore my criticism mighn't be perfect.

First of all, there seems to be little sound in the game. Besides the item get crackles and the bomb noises, there's no other sound. I was expecting at least a sound indicative of death, so I could time death bombing. If you had no problem using touhou characters, I don't understand why being conservative towards music.

I also noted you were rather conservative in the dialogues. I take it you don't want to destroy people's ideas of how each touhou acts. And that's fine. I did enjoy the one original character I found in the game. The design wasn't bad at all.

>> No.9554053

I'm on my netbook, so I can't check it out right now.

But from what I see, it has Touhous

Dude. It's your original game, fuck the Touhous and put in your original characters.

Or even better, ask for /jp/ for original characters. Make a story or something. Don't worry, you can still call it a Touhou clone, even if it's set in another world.

>> No.9554056

>>9554049
The stages themselves, besides the relative difficulty in killing the fairies, presented a suitable danmaku thickness (if you so would like to call it) for the difficulty of play I chose. It would be perfect if only the fairies weren't so hard to kill, which gives them time to shoot even more danmaku, filling the screen with too much stuff if one's not careful enough.

The bosses presented suitable challenges, laughable spell cards and laughable attacks all at the same time. I don't know if you played EoSD or not, but Cirno's last spell card feels a little off. I don't know if it's to give the player breathing room or if it's just a reference to the old joke. [Hina]'s bad lottery check spell card is ridiculous and, unless I pick the one corridor with the opening out of dumb luck, I can't find a way to get through it without using bombs or, again with dumb luck, finding a small gap in the laser that comes down. The wheel of fortune (last spell card) is again proof of just how Youmu's haunted sign is above all other shot types. I had to wait until the danmaku stopped spinning in order to clear the spell card with all other shot types. With haunted sign, though, I just focused movement and circled around with the danmaku and cleared the spell card before the danmaku stopped spinning.

>> No.9554058

>>9554056
The third level is the reason why I didn't play further or tested master spark. It's just way too bright! So bright in fact it was hard to see Scuttle's pre spell card danmaku and had to clear it using bombs. My eye became almost completely red, which happens often when I play touhou games for long periods of time, but I'm sure I only played your game about half an hour. EX Wriggle had the same issue I had with the second boss, as the light the night spell card felt off, in the sense it was too difficult. Perhaps that was just a manifestation of the hard time I had figuring out some patterns. I'm not sure you should've put EX in Wriggle's name, but that's just a styllistic opinion with which I had no real problem.

All in all, this game was a surprisingly pleasant waste of a good half hour. I was supposed to go rest my eyes for a full hour but I was so excited about providing feedback that I wrote all this 15 minutes after taking a break. I'll be sure to clear the rest of the game and find out what other surprises you have in store. Perhaps more original characters, despite the conservativeness of dialogue? Who knows. I didn't read the story txt to avoid spoilers.

>> No.9554067

>>9554056
>danmaku thickness (if you so would like to call it)
Bullet density, maybe?

>> No.9554068

>>9554053
I agree with this guy, it would be great if you could make your own characters. Could even set them in Gensōkyō, but having original 2hus would open some room for story creativity.

>> No.9554091

>>9554068
No no no no, just like ZUN had a lot of references but ultimately made his own, unique and original shit, the guy can and should too. He could slide Touhou references in here and there, sure, but it's a great chance to make something of his own.

>> No.9554092

>>9554053
Guy who wrote the long-winded posts here.

I sort of agree but I can see why you didn't take this approach, since a lot of purists would probably hate it and you'd get a bad rap for it. I did appreciate the one original character I saw, and was half-expecting one of the playable characters to be original, perhaps more western-oriented. Yes, Marisa is as western as it gets in terms of magic, but hey, there's always room for a witch with vibrant clothes and a pointy hat. Yours is solid work anyway.

I forgot to say that the game moves and feels exactly how I'd expect from an openGL game in linux's games section. But again, this presents no real problem unless people are honestly expecting a fangame team to re-create ZUN's engine with 1:1 fidelity.

>> No.9554102

>>9554091
By keeping it a 2hu dōjin, it just gets more “interesting”.

>> No.9554106

Waiting warmly for SEPPLES defense force.

>> No.9554112

>>9554106
>SEPPLES

What is that?

>> No.9554117

>>9554112
C++.

>> No.9554121 [DELETED] 

>>9554112
Sepples users call it C++.

>> No.9554131

FWIW, ZUN wrote a licence allowing people to create derivative works.

http://en.touhouwiki.net/wiki/Touhou_Wiki:Copyrights#Copyright_status.2FTerms_of_Use_of_the_Touhou_P
roject

Obviously that doesn't mean ripping sprites and music and applying your own licence to them is okay.

Since ZUN is cool with people creating and selling remixes and arranges, maybe some circle or bored musician would be interested in contributing to this project? Hell, /jp/ has a lot of musicians.

Or you could use something completely un-Touhou but theme-fitting, like the Celestial Aeon Project.

>> No.9554140

thank you for your feedback anyone.

i didn't feel like it limits my creativity to use mostly touhou characters. it's like with touhou fan music. you take the existing fandom and make your own interpretation.

the extra stage will feature an original character if you can call it like that. but it isn't finished yet.

i think balancing and a shot mode overhaul will be main priority for the next release.

>> No.9554142

make a danmakufu clone
it'll become popular

>> No.9554144

>>9554140
Oh. One last detail: I don't know if this happened with anyone else but the sound stopped working once I ran the game in full screen mode.

>> No.9554162

>>9553890
Just for the record - and I really don't want to turn this into /g/ flamewar, but my autism forces me to answer: GPL is concerned solely with the freedom of the end user. It does not actually care about shit like free reuse of code and it never did, it cares solely about your ability to know (and control, and modify) what you're running on your own computer. Free as in speech, not as in beer, remember? You care solely about what happens to your code, Stallman sees making his code free (as in beer) merely as means to achieve a bigger goal.

>> No.9554169

>>9554142

We're considering it, but it's certainly not our priority for now.

>> No.9554193

>>9554140
If you wanna keep it a fangame, go ahead. I don't think you limit your creativity that way. I just thought it's an even greater opportunity for /jp/ creativity~ to shine.

>> No.9554206
File: 40 KB, 500x463, 1250593497975.jpg [View same] [iqdb] [saucenao] [google]
9554206

G-Guys how do I open and play this oh god I am not good with computer

>> No.9554226

>>9554162
Free [under our definition] as in speech [for particular people].

Not much different from an EULA, to be honest. The truest freedom is giving the most freedom of choice and not giving a fuck. WTFPL is the edgy example, BSD/MIT/zlib/etc. are "proper" examples.

>> No.9554234

>>9554206
Download rar, extract, open the extracted folder and click taisei.exe.

I use windows.

>> No.9554249
File: 63 KB, 578x547, 1332658133207.png [View same] [iqdb] [saucenao] [google]
9554249

Every time I try to run it it closes.

>> No.9554252

Damnit, I wrote so much and I forgot yet another point! There is no clear statement as to how the game is supposed to be played. Only later did I find out it doesn't follow EoSD/PCP ruleset but that it is more related to MoF/SA in the sense that I don't need full power in order to be able to absorb all the items on screen by flying to the upper area of the stage. This could be fixed with a simple "Item GET borderline" flashing message in the first stage, like what you get in MoF's.

There's also no indication of how to get extra lives. The only extra life I got was by beating the third stage's midboss. Is it possible through score? It resets after every level, so I don't know. There's also no readme file explaining the rules, so it gets complicated.

>> No.9554256

>>9554249
Remember to get the right version. Maybe you have windows 64bit but downloaded the 32bit version of the game, for example.

>> No.9554258

>>9554249

can you post your log (stdout.txt if you see something like that in your game folder)

also, what graphics hardware do you use?

>> No.9554276

>>9554256
I'm using the correct one, I checked.

>>9554258
It says it couldn't open the config.

>> No.9554290

>>9554252

yes it's like mixture of both. point extra lives are not implemented yet because we were not sure about how to balance it yet.

but a rule file will be added i think.

>> No.9554293

>>9554252
God damnit! Also the pause screen could use a "quit and start from the first stage" option. It's not absolutely required (after all, EoSD didn't have it either) but it would be extremely useful.

>> No.9554303

>>9554276

do you have a file named "config" in that directory? if yes can you try to remove it?

also you have to make sure taisei is executed in the same directory as data/ and story.text

>> No.9554347

>>9553934

Just wondering about something in the code. I may be wrong though.

On line 171 in global.c, shouldn't you also put "free(data);" before the return ?

From what I gather, that's a potential memory leak.

Though, as I said, I may be wrong about that.

>> No.9554349

>>9554303
"Config" is nowhere to be found.

Yes, data and story.txt are in the same directory.

>> No.9554361

Interesting stuff. I'm taking a peek at the source right now and while it's far away from my current abilities, I'll try to learn from it and maybe steal some of it.

>> No.9554372

>>9554347

oh yes, you are right.

>> No.9554383

>>9554372

There's also something else I found too, which may, or may not be intended.

In menu.c, on line 68, it appears that "!keys[SDLK_LALT]" is written twice in the logical AND part of the if-statement.

>> No.9554390

>>9554383

yes was supposed LALT and RALT

>> No.9554394

>>9554390

The same thing occurs in options.c on line 671, just to give you another heads-up.

>> No.9554411

> Taisei (lit. Occident) is an inofficial Open Source clone of the Touhou series, written in C using SDL/OpenGL/OpenAL.
>inofficial
My autism can't handle this.

Looks good.

>> No.9554530

Bump. Has anyone been able to test the OSX build yet?

>> No.9554685

controls felt like they had a bit of input delay imo

>> No.9554726

>>9553523
>shmup
Stop using that fucking retarded word please

>> No.9554738

>>9554726
>shmup

Who said that? I think you misread his post.

>> No.9554739

>>9554726
Good thing he didn’t say shmup but shump.

>> No.9554771

>>9554726
But Charlie Brooker told me that's what the cool kids call them.

>> No.9554799

>>9554112
I thought /jp/ and /prog/ shared their userbase

>> No.9554809

>>9554799
I thought people knew not to take nonlurkers seriously.

You learn something new every day.

>> No.9554811 [DELETED] 

>>9554738
>>9554739
XD

>> No.9554812

>>9554799
Not every /jp/ user posts on /prog/ obviously. But /prog/ is indeed fond of shitposting and 2hu.

>> No.9554848

>>9553790

[100%] Building C object src/CMakeFiles/taisei.dir/paths/relative.c.o
Linking C executable taisei
[100%] Built target taisei
leandro@uncharted:~/laochailan-taisei-75e0c19$ make install
[100%] Built target taisei
Install the project...
-- Install configuration: ""


I win the internet! thanks, libsdl-* and libsdlttf indeed. Will package it as deb later as promised.

>> No.9554901
File: 1005 KB, 1360x768, Screenshot-1.png [View same] [iqdb] [saucenao] [google]
9554901

>>9554848
reporting win

>> No.9554962

>>9554799
Why would I post on /prog/ if I'm not on a programming college course, have my hands full with my own and am too busy to take it as a hobby because I already have other hobbies? Don't assume I'm new or a non-lurker because of that.

>> No.9554975

>>9554962
>Why would I post on /prog/ if I'm not on a programming college course
Why would you post on /prog/ if you were?

>> No.9555001

>>9554975
I assume that /prog/ - programming is for people who have programming as an interest. People with such an interest would logically be part of a college course involving it or have programming as a hobby.

>> No.9555020

>>9555001
If you want to post about the board's users, you should at least try to familiarize yourself with it first.

>> No.9555028

>>9555020
Why would I have to lurk and get familiar with an entirely different board with an entirely different purpose in order to better fit in /jp/? It's like saying I need to lurk /x/ to get a better feeling of the people on /v/.

>> No.9555034

>>9555020
So you're saying the people on /prog/ don't discuss or have interest in programming?

>> No.9555037

>>9555028
I never said you have to if you want to "fit in on /jp/". I only said you should if you want to post about the board on /jp/.

>> No.9555045

>>9554901

Are you on our IRC channel yet?

>> No.9555062
File: 435 KB, 800x600, Screenshot-TaiseiProject.png [View same] [iqdb] [saucenao] [google]
9555062

Game is epic. It's so lightweight I want to cry. Runs > 60 fps with Compiz enabled, GLCairo, etc.
Someone should use some of those Tohou remixes, I don't care, I don't know, any circle would care if properly mentioned in the credits.
Also, I suggest to make /jp/ rewrite the dialogue with the bosses to a more funny one.

>> No.9555068

>>9555045
anoninux @ Freenode #taisei-project

>> No.9555083

>>9555062

Does it tear in-game like that too?

>> No.9555091

>>9555083
That’s most likely just Compiz being shit.

>> No.9555121

>>9555091
Yes.

>> No.9555345

My 2 cents:
1) Personal preference, but it's a bad idea to have the player speed be slower than every single bullet in the game.
2) Stage 2 feels like it was made for grazing, and yet the game doesn't have a graze system.
3) Related to point 1, I think any Touhou game should be doable even without memorisation. Stage 3 has two events which are basically undodgeable thanks to the low move speed unless you know they're coming (the ones where the only safe spot is the middle).
4) The big bullets/small bullets thing mentioned earlier.

>> No.9555360

>>9553417
Why would you make it open source, and MIT of all things?

>> No.9555394

>>9555360
Why not? Not like they will be selling it at a high price. Might as well release the source.

>> No.9555448

>>9553417
I like it, it feels a bit fast and difficult though.
It could use more sounds.

Have you considered lua scripting for modders to be able to make different patterns and enemies?

Lua's incredibly easy to bind if you have the chance to do so.

>> No.9555656

>>9555448
We’ve been talking about scripting and community stuff on IRC. It will be coming in one form or another, but not very soon because we need to take care of other problems first.

>> No.9555712

I don't know, I shouldn't play this... It doesn't feel right ;_;

>> No.9555922

>>9555345
>3) Related to point 1, I think any Touhou game should be doable even without memorisation.

You know, 99% of games that have those "how the fuck was I supposed to know that" moments aren't really that good, so yeah not only Touhou games, but any game shouldn't rely on memorisation.

>> No.9556087

-- loading snippet file '/home/user/taisei-build/share/taisei/shader/laser_snippets'
0:3(12): warning: extension `GL_EXT_draw_instanced' unsupported in vertex shader
0:35(26): error: `gl_InstanceID' undeclared
0:35(33): error: Operands to arithmetic operators must be numeric
0:40(34): error: `gl_InstanceID' undeclared
0:40(38): error: Ope
error: linking with uncompiled shader
--- loaded snippet as shader 'laser_linear'
0:3(12): warning: extension `GL_EXT_draw_instanced' unsupported in vertex shader
0:35(26): error: `gl_InstanceID' undeclared
0:35(33): error: Operands to arithmetic operators must be numeric
0:40(34): error: `gl_InstanceID' undeclared
0:40(38): error: Ope
error: linking with uncompiled shader
--- loaded snippet as shader 'laser_accelerated'
0:3(12): warning: extension `GL_EXT_draw_instanced' unsupported in vertex shader
0:36(26): error: `gl_InstanceID' undeclared
0:36(33): error: Operands to arithmetic operators must be numeric
0:41(34): error: `gl_InstanceID' undeclared
0:41(38): error: Ope
error: linking with uncompiled shader
--- loaded snippet as shader 'laser_maxwell'
0:3(12): warning: extension `GL_EXT_draw_instanced' unsupported in vertex shader
0:36(26): error: `gl_InstanceID' undeclared
0:36(33): error: Operands to arithmetic operators must be numeric
0:41(34): error: `gl_InstanceID' undeclared
0:41(38): error: Ope
error: linking with uncompiled shader
--- loaded snippet as shader 'laser_sine'
0:3(12): warning: extension `GL_EXT_draw_instanced' unsupported in vertex shader
0:37(26): error: `gl_InstanceID' undeclared
0:37(33): error: Operands to arithmetic operators must be numeric
0:42(34): error: `gl_InstanceID' undeclared
0:42(38): error: Ope
error: linking with uncompiled shader
--- loaded snippet as shader 'laser_sine_expanding'

it loaded but it does not display any of the actual game, which makes it rather hard

>> No.9556143

>not GPL'd
0/10 would not compile

>> No.9556310
File: 255 KB, 800x800, Kirisame.Marisa.full.128123.jpg [View same] [iqdb] [saucenao] [google]
9556310

Might try http://www.mediafire.com/?r8man8p79cihgd2 for Ubuntu/Debian binaries (implying you have all the dependencies it needs)

>> No.9556594

Why don't you use open source music and sounds?

>> No.9556902

will it have a billion trillion build options like qt, opencv, boost, etc,etc?

>> No.9556933

>>9556902
No.

>> No.9556953

Looks like an interesting game. I would like to suggest something for Iku, though: you know those lightning bolts from Ikaruga? Could it be possible to involve that sort of bullet in this game? I've always wanted to see Iku with some "actual" lightning attacks instead of regular bullets.

>> No.9557339

One thing that is definitely making life harder is that you never get any breaks, it's a constant barrage. And also that there's no sound cues.

>> No.9558688

bump

>> No.9558934

OS X, using 10.8 with a macbook pro 2.2 i7, late 2011 15".

- Inconsistent frame rate
- Flickering boss backgrounds as seen here: http://tinypic.com/r/2dhs3m9/6
- Those are some big bosses.

>> No.9559130

>>9558934

I don't know a fuck about macs, what GPU does that use? What does the stage background look like, is it somehow wrecked too? (you can take a screenshot with the P key). I made the OSX build on a hackintosh with an old nvidia card and I had similar shader problems as well. Another OSX guy reported that it worked mostly fine, though. The size of the bosses looks ok.

>> No.9559218
File: 116 KB, 636x351, asdasda.png [View same] [iqdb] [saucenao] [google]
9559218

http://www.youtube.com/watch?v=xC-DxxjcrwE&feature=player_embedded

People waited three years for this?

>> No.9559347

>>9559130
>I don't know a fuck about macs, what GPU does that use?
AMD Radeon HD 6750M and Intel 3000

>What does the stage background look like, is it somehow wrecked too? (you can take a screenshot with the P key).
Looks normal, nothing different.

>> No.9560013
File: 270 KB, 800x600, taisei_20120811_16-06-16_ART.png [View same] [iqdb] [saucenao] [google]
9560013

bump because win

>> No.9560086

This is good!

>> No.9565837

Bump.

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