( seems like there is a limit in shotdata for declaring IDs, why is that ? )
I'm not sure it's a total improvement. Since Danmakufu apparently doesn't preserve glow on alpha correctly, I removed the "aura" on non-additive bullets, such as the knife and the big star.It does glow correctly if you use the sheet with the original BG. Actually anything ripped directly from Touhou can be used in Danmakufu without editing the bg to black. The only problem occurs, like in this case, when you try to use the bubbles or transparant bullets (glowing shots/fireballs/bubbles) Perhaps have a sheet with black and white bg? Something to expiriment on =P
Needs more Heart Danmaku, and those things that Prismrivers shoot in PoFV.Oh right, the heart danmaku >.< And I was just finished editing everything. Want to me add those aswell? Maybe for those Koishi lovers? And the prismriver sister shots, I ignored those aswell as the Yama sticks. I only got 8 IDs available for bullets.
:<
#TouhouDanmakufu
#Title[shot test]
#Text[]
#Player[FREE]
#ScriptVersion[2]
script_enemy_main {
let f = 0;
let a = 0;
let p = 0;
@Initialize {
SetLife(10000);
SetTimer(99);
LoadUserShotData("lib\supershot.txt");
SetMovePosition02(GetCenterX, GetCenterY, 0);
SetDamageRate(0,0);
}
@MainLoop {
f++;
if(f==50){
go(p);
p+=24;
if(p==264){p=0;}
}
if(f==150){
f=0;
TimeStop(100, 0, 1, 0);
}
yield;
}
task go(p){
ascent(i in 1..24){
CreateShot01(GetX,GetY,1,a,i+p,5);
a+=360/24;
}
a = 0;
}
}
I'm currently working on a way to combine this with the shot replace script, so that you don't have to memorize shot IDs. Will update this post when I finish. I also allowed both the Koishi and Prismriver shots, but at the cost of the ones to the right of the cottonball bullets, and the light green Prismriver shot.
So this means that if I need to add the bullets without using ID's I must do a separated image with the bullets to add with the boss script and then use other method to use those new bullets?I didn't quite get your question, hope this awnsers it: If you use my version of the expanded shot, you simply need to place the two files where you want them and use the IDs to create your shots.
I actually made a new version of the sprite sheet. Attached is the psd. It still has a bunch of rect problems, but overall it looks a bit smoother. Especially noticeable if you compare the Master Spark graphics. Note that the giant spell circle is cut off a bit and there might be some spacing issues with some of the bullets.Oh, I am going to test it right away and don't worry about the RectCoordinates, I'll throw myself again on those for an hour or two XD
<img>
You also had a few duplicates in there for some unknown reason.
- The round bullets with the outer ring ( 3rd row topleft) are seriously pissing me off. At certain angles they appear 100% fine, but at 0, 90, 180 and 270 they are off a pixel or cutoff. I don't know anymore unless someone else has a brilliant idea.
my uwabami boss.
UFO lasers...I really don't get how they works...Don't know if they are easy to implement. Object lasers hidden inside effect objects. The big flaming laser-thing is the effect object being spawned in a SetGraphicAngle x flipped. And the laser appears at the same time. Hence why they are two seperate objects.
and for UFO BIG lasers...dunno...
However there are problems not settled, for example Shou's laser head and Konpaku's Laser.
What will you do with them?
- CAPTAIN Minamitsu Murasa dorplets
can you please add normal lasers?
Thank you Hele, now I want to learn danmakufu. :x I'm assuming it's ridiculously hard so I'm just going to pretend this thread never happened.
=S don't know if the shot replace script was a good idea already Ravenlock.
Neh. Not like I've much of a life outside mah computer, won't take long to update the script. I just pity you making the damn bullets. :V
I am not going to add anymore bullets as those kind of stuff can be declared as a familiar for example or an object with it's own graphic and collision. This is pure raw bullet. Else it will be a never ending declaring /editing of bullets from PoFV. I am slowly turning into a maniac as numbers are floating in front of my eyes.Oh wow, why didnt i think of that for murasa's anchor
Danmakufu allows maximum of 255 shots. So yea, there you go.
ADD versus ALPHA blending will change that.I know. I was using alpha. Try this and compare, you'll see the difference.
You are right Fujiwara. Though only the round bullets with rings get better with this method. But the other regular round bullets mess up extremely hard.
I will try to improve the shotdata once more to make the bullets more beautiful. ( Here we go again :V )
The other bullets, try to put a black background rbg 0,0,0 in the graphic rectangle. It doesn't even have to be inside the bullet, but inside the picture- the part that gets loaded in Danmakufu. you could put it in a corner or something, it won't show up since Danmakufu blocks out rgb 000, but will come out nicely.I didn't quite get this, show an example please.
I don't know why, but it seams Danmakufu NEEDS it to render colors properly.
Oh, just so you know, it would be nice if you had additive versions of the large round (02) bullets for a future update. It's easy to change the background of the shots to black and change the shot data yourself, but they really should be standard considering the sheet lacks anything else good for a CreateLaser01. I would recommend replacing the ones above the bubbles (seriously I don't think those have ever been used as actual bullets, they're probably bullet delay graphics or something).I added the lasers to be used as lasers actually. But I think they require a black BG aswell with additive drawing. I'll see what I can do ( you mean the really large round bullets in the same catagory as the knives and such. )
And on the topic of the round bullets, the messed up graphics only ever appear for me when the bullet is fading out.
I didn't quite get this, show an example please.
the large round (02) bullets
Nice update.I am curious if you can pull something off I forgot or manage to find something. I did what I wrote in the previous post so good luck. I'll wait then a bit longer before updating this version into the first post. ( Saves trouble of editing posts :V )
I'll be working a little more on supershot to see if I can patch things up a bit.
This whole color problem is really getting on my nerves. I'll be back with an update later.
According to the Touhou wiki, we can only have one image per shotdata, and the official manual doesn't mention a way to get around the limit.That is indeed a pitty. NC SAFE US!
Maybe if you make the transparent sections also black, Danmakufu would be able to make more sense out of it?
Hmm, I can't exactly get this thing down, but it seems to load better when it's an a 256 by 256 png, as opposed to supershot's 512 by 768 pixels.
I loaded etama from a rip of IN. You can see a difference between supershot (top) and etama (bottom).
<IMAGES>
etama seems to be more clear, especially on smaller bullets like the kuinas.
The problem I have, though, is loading multiple images for the shotdata. From what I know, I can only load one big image with all the bullets on it, as opposed to multiple 256by256s.
I'm sure it can be done, but I don't know how to do it.
I'm sureHelepolissomeone knows how to do it.
// Red Fireball
ShotData{ id=1 render=ADD angular_velocity = 0 delay_color= (255,64,64)
AnimationData{
animation_data=(4,0,0,32,32)
animation_data=(4,32,0,64,32)
animation_data=(4,64,0,96,32)
animation_data=(4,96,0,128,32)
}
}
I'll take the shotreplace script from 3.0 which Onthenet made I guess and use that as a base to create it for 4.1?lolno
On topic of discussing expanded shotdata. I am still NOT happy with the ringed-round bullets. Because putting black as background makes them REALLY messed up on certain backgrounds. I seriously don't know anymore what to do.
That's missing a few things from the previous supershot though, isn't it? Like the master spark graphic.
Also, about the shotsheet dimensions... it's because it's a power of 2. Works like that on textures as well; in fact, some videocards flat-out can't display textures that aren't a power of 2.
I was thinking about making one of these, but it wouldn't be like any of the ones already up. No fancy knives, hearts, etc.
Just simple geometric shapes...
all with ADD blending.
But I have no idea how shot replace scripts work ???
Just make a custom shot data sheet then. :<
But I have no idea how shot replace scripts work ???And these are one of them.
Are you talking about the StB fireballs (bottom) or ordinary fireballs (top)?Uh well in particular I guess the black and grey big Marisa stars are very close in color
I only changed the ordinary fireballs and orange shots.
http://i1007.photobucket.com/albums/af192/Shockman458/supershot8-1.pngSeriously, have you ever actually READ this entire thread before posting / making a shotsheet ?
new shotsheet
AQUAGREEN CHANGED TO GREY
it looked to much like green :V
giving everything a black background is a bad idea
Please post in the Custom user bullets thread through the sticky thread. So I can update the first post.
Thaws' shotsheet download link is dead :(Hmm I think that is due to the old url of bulletforge. I'll ask Blargel about it, thanks.
And that's that:*Looks at my shotsheet*
(http://i32.photobucket.com/albums/d49/puremrz/th_ShotsPreview.jpg) (http://s32.photobucket.com/albums/d49/puremrz/?action=view¤t=ShotsPreview.jpg)
My new shot sheet, 4Mb and about 800*4 bullets. It's not showing giga sized bullets and lasers, but those are the same as in my old sheet anyway.
I assume some people will want this. But I'll remove some bullets after I properly tested it and before I upload it. They're mostly the bottom-right ones that no one would use. They're just specifically made for my current game. (Coming this century!) (Maybe)
And it comes with 4 files that have all the coordinates written out for you, so don't worry. I had some free time at work, so it was time well spent :P
And that's that:
(http://i32.photobucket.com/albums/d49/puremrz/th_ShotsPreview.jpg) (http://s32.photobucket.com/albums/d49/puremrz/?action=view¤t=ShotsPreview.jpg)
My new shot sheet, 4Mb and about 800*4 bullets. It's not showing giga sized bullets and lasers, but those are the same as in my old sheet anyway.
I assume some people will want this. But I'll remove some bullets after I properly tested it and before I upload it. They're mostly the bottom-right ones that no one would use. They're just specifically made for my current game. (Coming this century!) (Maybe)
And it comes with 4 files that have all the coordinates written out for you, so don't worry. I had some free time at work, so it was time well spent :P
But ph3 won't let me use all of them right? :(Yeah, it wont. But puremrz will make two shot data files so you can use all of the shots. Just remember to call one sheet per script.
Make a vidya, I want to see them in action!Juuni Jumon - Cultural Festival shot sheetfor 0.12m
Preview:
(http://i32.photobucket.com/albums/d49/puremrz/th_ShotsPreview.jpg) (http://s32.photobucket.com/albums/d49/puremrz/?action=view¤t=ShotsPreview.jpg)
(Some of the bottom "projectiles" are missing, they're specifically for my own use. Besides, nobody would want to shoot stuff like orange slices and donuts anyway. :V )
Download:
http://www.mediafire.com/?oglm03o834cx173 (http://www.mediafire.com/?oglm03o834cx173)
1.1: Fixed the bad background on the Giga bullets
It contains 4 (!) files with all the bullet data, so you have to mix them together to make shot sheets for yourself, because 0.12m only lets you use 255 at a time. Which is really lame.
There's no data for the ADD and negative bullets, but it's easy to get. Just increase the Y values with 1000 for ADD, 2000 for negative, or 3000 for ADD negative bullets. (See txt files)
It's just as easy as renumbering them. Except maybe for animated ones.
I never tried ph3, so I don't know if the files are compatible with it.
If not, good luck setting the coordinates! There's a little guide to help you set the right coordinates if you want to change stuff or add bullets because I'm so nice.
Make a vidya, I want to see them in action!
Also, I guess the bottom left-most lasers are either loose lasers or curvy ones.
You might have over-done it with the Amulets :V
Also, the big fireballs didn't really come out as expected IMO. The flames should slowly lose transparency the farther away they are for the white circle hitbox.
Definitely not. This also gave me a good reason to reorganize the opening post.
Thanks
Edit: If anybody can upload CtC shot replace script to bulletforge or an hosting site and post the link here, I can update it. It seems the link is dead/404
Greetings everyone,
I've added my own Touhou Houenbu shot sheet for public use. You may use the shotsheet for non-profit and profit if you plan on distributing it. Just follow the Th Doujin guidelines.
Get it here - version 1.00 (http://www.taihou.nl/touhou/ph3_zunstylebullets_v1.zip)
Link also added to first post.
Greetings everyone,
I've added my own Touhou Houenbu shot sheet for public use. You may use the shotsheet for non-profit and profit if you plan on distributing it. Just follow the Th Doujin guidelines.
Get it here - version 1.00 (http://www.taihou.nl/touhou/ph3_zunstylebullets_v1.zip)
Link also added to first post.
Sorry to bump, but I think your shotsheet is broken, at least for players.Could be also explain / elaborate why, so we can look into it?
Could be also explain / elaborate why, so we can look into it?
The shot data silently fails to load, so any bullets with the relevant IDs are not rendered.Sounds like you didn't proper set the location of the image. Did you change shot_data path to desired location? Because it is set to my own personal game (absolute pathing).
Sounds like you didn't proper set the location of the image. Did you change shot_data path to desired location? Because it is set to my own personal game (absolute pathing).