東方Touhou 7: PCB Stage 1

Game Introduction

Woah, this took me forever to make... (10 months) (Note: 17/11/2023) Ok, I came back to this to fix the hitbox after like 4 years. Should look the same visually but be around half the size mechanically. Still not coming back to making Scratch games lol. This is a remake-port thing of the game Touhou 7 ~ Perfect Cherry Blossom or in Japanese: 東方妖々夢 ~ Perfect Cherry Blossom Specifically, Stage 1 If this runs slowly you can turn down the graphical setting in the options. The BGM option is just for fun if you like the Midi version of the OST more or want to turn it off completely. -Credit- Almost every asset is from the game Touhou 7: Perfect Cherry Blossom - 2003 Made by Zun and Team Shanghai Alice Ripped by Turboo and Saigyou R (Here have credit anyway) Textures/sprites can be found on https://www.spriters-resource.com/pc_computer/touhouyouyoumuperfectcherryblossom/ And sound assets on https://www.sounds-resource.com/pc_computer/touhouyouyoumuperfectcherryblossom/sound/362/ -Stuff if you want to remix this but it probably still doesn't matter- I tried to make this as editable as possible so if some code seems weird then that is probably why, but I have probably messed up the code in some ways so feel free to inform me of a way I can improve my spaghetti code or remix it with a positive change. This is probably my most expansive project and has taken the most time to make. I tried to add the snowflake effect like the actual game but the performance dropped like a fly and the clone limit was reached in the first few seconds of gameplay. I slowed the game down and added fewer enemies than the actual game to allow Scratch to keep up. If I used sprite-based health bars and numbers, the game would be a lot slower. I realized after most of the project was finished that the trees and bushes were using a different spawning method when compared to the original game but it looks nice anyway so. I couldn't pull off the bomb effect found in-game so I re-used the clear screen effect. Some UI elements (Spell Card indicators and Supernatural Border indicators are missing) I wasn't able to re-create the final phase of the second Boss (Letty W) correctly The game runs (and was originally made) in 2.0 but struggles to run above 5 frames a second during normal gameplay. Good luck beating Lunatic mode, you'll need it... -Everything after this point was written a year later :)- (Coming back to this a year or so later, wow I'm done with scratch. This is the best I can do with this program without going Lunatic (heh). I'm basically taking an indefinite break) Now that kinda depressing note it out of the way how can some aspiring talented new scratcher improve my project?: I have already ruled out adding Stage 2, the file size on this was something like 20MB and that was when I was halfway done with this project. If you're unaware, the max file size for a project in scratch is 40MB (unless they changed that when I was away). So unless you're able to compress everything I doubt a faithful recreation of Stage 2 or any other stage for that matter would be easy. Lunatic and Hard are a bit janky compared to Normal and Easy. I just increased the number of projectiles and made more things shoot projectiles. Maybe someone can improve it but I based my thing off of Normal footage so IDK how easy that would be. The final phase of Letty's fight is just random patterns because I'm lazy lol. I think the snowflakes mentioned above are able to be added but they should be in the graphics setting. The menu system I made is weird, sorry. The game relies on these really long lists of actions and stuff that get kinda hard to decipher so I should have probably had more documentation. Score and Graze are probably easy to add, you just need a variable and have projectiles detect when they touch the player character but not the hitbox. To repeat a comment I posted below: The loading screen is necessary. It's the easiest way to get the background in place and synced up correctly. Otherwise, I would have to create some over the top super-script to try and get it correct. End screen was made last minute because I was almost done and wanted it to be over. I wanted to add a music menu to listen to in-game music but there are only 3 tracks in this project and those take up like 50% of the file size so it didn't seem worth if even if Necrofantasia, The Doll Maker of Bucuresti, The Fantastic Legend of Tohno, you know what? All of the Touhou is godly. Good job reading this far! Programming for the purple background is weird but it works so I don't touch it. I reuse variable, which is probably a really bad thing for potential remixers. Whoops. I couldn't program the lock on thing Sakuya has with normal enemies without sacrificing my soul, maybe someone else can. I just realised you can compress the audio files to decrease the file size by like 20%. And I've reached the description limit so cya. (go check out @cosmo-zero)

How To Play

-Basic Instructions- Use the Arrow Keys to move and navigate menus Z to shoot and confirm menu options X to use Bombs and go to the previous page of a menu C to use focus (Info below) [Press F to show framerate] (May reduce performance) -Mechanics- Focus: This is activated when you press C, it slows down your character, shows your hitbox (the little red dot) and focuses your fire, this increases your damage output but reduces spread and speed. Power: Power increases as you collect "Power Tokens", These are the red items with white P's. There are 3 power levels and each causes you to shoot more projectiles. Cherry Items: These are little pink objects that act similarly to Power Tokens but instead increase "Cherry Points" which when reaching a certain value cause a "Supernatural Border" which is a temporary shield that lasts for one hit and clears the screen when destroyed.

Author

Loading_________

Category

Game Information

Game Popularity

58.2k views

Collection Count

596 favorites