That's not even the hardest pattern. However, I should note that pattern isn't the hardest VARIATION. The updated variation comes from the game after: Touhou 8 Imperishable Night. In that version, not only are the butterfly waves denser, but the purple-blue waves have their faster moving butterflies move not forwards, but back into the center and then out. Then the red butterflies do something similar. Look it up, it's mostly known as "Perfect Nirvana."
feedback for you: The audio from the voice over is nice and loud and crisp, but when you switch to the audio from the clips where you are filming yourself the audio is quiet and muddy. You should probably record with a mic when you are recording yourself. it doesn't have to be anything fancy like a lav mic.
while i still think gamejams are a good way to learn, i do think they way overemphasize the need for games to be unique. GMTK is the worst offender, and unfortunately one of the biggest jams.
I think there's a balance to be struck, and I don't think it's a "one size fits all" solution. Inspiration is very important, and it's an undeniable aspect of the creative process -- there's nothing shameful about that! It can be a great learning tool, and can even help you move past creative hurdles by adopting design decisions that were tried and tested by those who came before you. However, drawing *too much* inspiration will rarely result in a stand-out product unless there's other circumstances that allow for it to, such as a lack of competition on a particular platform. Determine what's best for your skills, your vision, and your product. Be conscious not to blatantly ripoff other peoples' work. Focus more on the experience and feelings you want to invoke in your players, but don't be afraid to look at other games and go, "I found that very fun," or "That design worked really well, I might want to try something like that!"
This is a great video! Spellcards and bullet hell patterns in general are pretty much an art form, I'd say. However I don't think the clickbaity tittle is doing you any favors.
I remember both doing this myself and seeing others doing it in a program called Fraxy (basically Mugen, but for shmup's). It tended to lead to quite some interesting patterns. and fortunately, it was quite easy once you figured out how the program worked. And the lengths some were able to take the program was just insane.
Very interesting video! Personally, I'd be interested in more of these Touhou dives, but I'm sure you can also make other content with the level of understanding and passion you have!
you can first try make bullet pattern through some community made editors. Luastg, Crazystorm.. they have nodes help you understand how bullet pattern spread out.
Always lovely to see other people try to recreate the patterns on their own. RB as a pattern is quite iconic so it's nice to see it being disassembled like you've shown. Good job on the recreation, It's really close to the original! I am really curious how would you tackle two more patterns from the series, I personally find them more difficult to understand how they work: - Eirin's "Apollo 13" (or any nonspell of Eirin that features a similar pattern) - Kanako's "Divine Virtue of Wind God" Funny enough, I happen to use frame by frame analysis most often to discren what happens. Hopefully I'll see you perform more challenges like that!
Very interesting style of editing. I like it. I gotta say: It would have been nice if you broke down the sub-pattern, displaying the individual simple patterns combining in order to create the new complex-looking one. Really would have given it a stronger impact on the "Aha Moment". As it is, I have no idea what patterns combined to create this. Speaking of simple rules leading to beautiful results, you gotta check out "The Hidden Mechanic of 「Border of Wave and Particle」" by Virtlux if you haven't. It's about this spiral bullet pattern that looks super complicated and almost random, but at the end of it all, it's really just simple patterns combining together to create a beautiful one. I see you've sneaked in an extra pattern there in the background and, I could be wrong, but that looks like BoWaP or at least some variant of it.
Very cool! I'm gonna guess adding "most difficult" was you playing 5D chess to get Touhou players to show up...smart. I've been working on a project that incorporates a lot of Touhou-style attacks as well, and I know just how hard it is to nail these things. Even something as seemingly simple as Mercury Poison has a lot of intricacy and differentiation, if you want to get the timing and movement close to how it is in th06.
the video ended so abruptly. i was expecting a more in depth look into everything concerning the math, code and design as well as the research put into figuring stuff out D:
While this particular spell card is by no means among the hardest ones in the series so far, it's such a beautiful one that it still takes my breath away ever since I first got to encounter it many years ago playing PCB. Plus Border of Life playing along with this spell card sounds so mesmerizing! Recently heard a musician describe his composition process as "close to the science of programming" that seeing you tackle the piece in code made me understand visually what they meant by such an expression. You tackling this work from your field of expertise made me appreciate such a beautiful work of art and design on a deeper level beyond its spectacle too. Thank you so much for this video!