Rabbit and Steel

Rabbit and Steel

112 ratings
Touhou-like (V2)
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538.016 KB
12 Dec, 2024 @ 4:12am
27 Feb @ 8:18am
9 Change Notes ( view )

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Touhou-like (V2)

Description
2025/02/17
Released Touhou-like ver.2.0

[Patch Notes]
- Improved the stability of online multiplayer.
(However, network errors may still occur in environments with extremely high ping...)
- Added new enemies:
- Kingdom Outskirts: +2 enemies
- The Pale Keep: +1 enemy
- Adjusted/modified some enemy bullet patterns.
- Added difficulty settings:
- Normal: Easier than the previous version
- Hard: About the same as the previous version
- Lunar: Slightly harder than the previous version
- Added extra attack patterns for all bosses on Lunar :D

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This is a mod that turns all enemy attacks into Touhou-like bullet hell patterns!

[Notice]
Playing multiplayer with extremely high ping may result in network errors or missing bullet patterns.



Special Thanks
mino_dev
26 Comments
Chielsa 22 Jun @ 1:32am 
Very fun mod! I was pretty scared and entertained when a mid-boss pulls out Yukari's Danmaku Bounded Field
Koishukaze 11 Mar @ 6:33am 
Please help me prescribe more suffering to my friends (love this mod)
moy  [author] 7 Mar @ 7:24am 
>> Pixie Actual
There is no way to practice Lunar patterns in Cute mode, but you can use the ToyBox instead.
Pixie Actual 7 Mar @ 7:01am 
Is there a way to play hard or lunar patterns on Cute mode for practice?
moy  [author] 27 Feb @ 8:22am 
>>Pixie Actual
Thanks for the report.
It turns out it was completely my programming bug XD
I've fixed it.
Pixie Actual 27 Feb @ 7:04am 
For me, Azel causes everyone but host every time. We've done many runs, the only time crashes is at Azel, and Azel crashes every time. (Azel is the second crow)

___
############################################################################################
ERROR in
action number 1
of Step Event0
for object obj_steam_controller:

divide by zero############################################################################################
gml_Script_scrbp_fire_bullet_line_random (line 8)
gml_Script_bp_dark2_line_randomized (line 51)
gml_Script_scr_pattern_update (line 33)
gml_Script_scr_pattnetbuff_create_pattern_e (line 77)
gml_Script_scrc_o_enemy_attack_var (line 23)
gml_Script_protobuild_decode_to_map (line 70)
gml_Script_scr_steam_handle_packet (line 57)
gml_Object_obj_steam_controller_Step_0 (line 11)
moy  [author] 25 Feb @ 2:22am 
>>ヲモチ
ほとんどの敵が元ネタありです! 気づいて貰えて嬉しいです〜
確かに、東方はスキル回しみたいな概念無いですものね〜。。。
スキルに関しては私も色々思うところはあったりします。(私も弾幕攻略中はスキル考える余裕が無くなります。。。)
プライマリだけに絞ることもできるかもしれませんが、キャラ差が大きくなってしまいそうだし、ラビスチの醍醐味もできる限り残したいなと思ったり。
moy  [author] 25 Feb @ 2:15am 
>>千草allin
The bullet colors are designed to match the base color of the enemy, so they can't be freely changed. The transparency also can't be adjusted :'(
moy  [author] 25 Feb @ 2:09am 
>>squirrelfart
I'm really happy to know that someone who has played Touhou (like you) is playing this mod! :D
As you mentioned, that bullet pattern is based on "Imperishable Shooting." I also want to remove those indicators, but at the moment, there's no way to do it :(
I'm hoping that mino_dev will release an API to remove the indicators.
squirrelfart 24 Feb @ 8:32pm 
v2 - can you get rid of the indicator lines for the final frog boss's attack based off of Imperishable Shooting (「インペリシャブルシューティング」)? it is the second-last one before Mishaguji-sama (土着神「御射軍神さま」)

the bullet movement is so simple that it does not need indicators, and the indicators are so prominent and opaque that the attack becomes harder to dodge due to lack of visual clarity.