Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Qwertyzxcv on January 28, 2013, 01:22:46 AM

Title: Qwertyzxcv's RAD Danmakufu Scripts! :D A PRACTICE PH3 THING!!!!
Post by: Qwertyzxcv on January 28, 2013, 01:22:46 AM
Current project:
none  :getdown:


PH3:
Troll scripts:
none


Boss fights:
Plan to make a Yoshika boss fight :D   


0.12m:

Information about my old game, "Game": http://pastebin.com/48anSniA (http://pastebin.com/48anSniA)

Troll scripts:
April Fools Reimu (http://www.bulletforge.org/u/qwertyzxcv1/p/raeoimu-hackuray-bos-fite/v/3)
Marisa (http://www.bulletforge.org/u/qwertyzxcv1/p/marisa-boss-fight/v/1)

Boss fights:
Youmu (http://www.bulletforge.org/u/qwertyzxcv1/p/youmu-konpaku-contest-10-entry/v/3)

Danmakufu coding challenge submissions:
Challenge 2 (http://www.mediafire.com/view/?tt9g2tt5g7tmg95)
Challenge 5 (http://www.mediafire.com/download.php?8ccc4obilklzqpl)
Challenge 6 (http://www.mediafire.com/?hgf514wo5uk3848)
Challenge 10 (http://www.bulletforge.org/u/qwertyzxcv1/p/challenge-10/v/21)
Title: Re: Some Sort of Danmakufu Game
Post by: PhantomSong on January 28, 2013, 01:40:02 AM
I don't have any plot idea or anything.  ???
If you want, tell me ideas, if anything should be harder/easier, more fun, different, etc.  :V
(Also, i'm sort of new to Danmakufu so it might not be very good.)
You could always have no story plot... (Like Phantasm Romance and Phantasmagoria Trues).
Title: Re: Some Sort of Danmakufu Game
Post by: Qwertyzxcv on January 28, 2013, 01:40:57 AM
You could always have no story plot... (Like Phantasm Romance and Phantasmagoria Trues).
Hmm...maybe  :)
Title: Re: Some Sort of Danmakufu Game
Post by: Sparen on January 28, 2013, 02:20:05 AM
First and third images are broken links.

Also, use Mediafire or Bulletforge. The download link is going at 80 kb/second. I'm not going to wait 25 minutes to download a 100 MB game~

Oh, and don't forget to register your thread with Helepolis.
Title: Re: Some Sort of Danmakufu Game
Post by: Qwertyzxcv on January 28, 2013, 02:25:17 AM
First and third images are broken links.

Also, use Mediafire or Bulletforge. The download link is going at 80 kb/second.
Oh noes!  :( I'll fix them tommorow.
Oh wow, I guess i'll upload it to Mediafire tommorow too.
Title: Re: Some Sort of Danmakufu Game
Post by: Qwertyzxcv on January 28, 2013, 02:33:07 AM
Oh, and don't forget to register your thread with Helepolis.
Wat?  :derp: How? (I don't really know how this works).
Title: Re: Some Sort of Danmakufu Game
Post by: Sparen on January 28, 2013, 02:34:57 AM
Suggestions:

1) Give your game a name (Very important! Even if it's 'Qwertyzxcv's Gensokyan Mystery' or something outlandish like that, it'll make people remember your game)
2) Before you sign your thread in with Helepolis (if you decide to do it), rename your thread subject in the first post so that people will look at it.
3) Maybe you might want to hide your nickname
4) Tone down your emoticon use. People won't take you seriously at all if you spam emoticons all over your posts.

Also, which country are you from?
Title: Re: Some Sort of Danmakufu Game
Post by: Sparen on January 28, 2013, 02:36:42 AM
Wat?  :derp: How? (I don't really know how this works).

First: just fix the images

Second: Register with either Mediafire or Bulletforge

Third: READ THE STICKIES. THEY ARE THERE FOR A REASON.
On that point, you could have gotten banned already with that download comment, and there are rules for posting in various boards. Make sure you don't piss anyone off (angry mods aren't always nice)

Edit: Font made much smaller.
Title: Re: Some Sort of Danmakufu Game
Post by: Lavalake on January 28, 2013, 02:39:11 AM
Ok. Those were interesting stages. Better than my unfinished stages though.  :3
Stage 1: I recommend a line of enemies going in the same direction, one after another, shooting simple streaming bullets.
Stage 4: Harder than stage 5. Those first bullets plus the second pattern of bullets make it confusing. I raged quit a lot with those. :3
Stage 5: Those brown basic bullets + brown bubbles make me wanna cry. I've never passed them.
But this is a good first start. I loved the rainbow spiral enemies in stage 1 and 5.
But please tone down the difficulty for stage 1. The difficulty right now is like stage 4/5/6.
Title: Re: Some Sort of Danmakufu Game
Post by: Qwertyzxcv on January 28, 2013, 02:39:44 AM
First: just fix the images

Second: Register with either Mediafire or Bulletforge

Third: READ THE STICKIES. THEY ARE THERE FOR A REASON.
On that point, you could have gotten banned already with that download comment, and there are rules for posting in various boards. Make sure you don't piss anyone off (angry mods aren't always nice)
I know the first 2, and ok ill read the stickies  :ohdear:
Title: Re: Some Sort of Danmakufu Game
Post by: Qwertyzxcv on January 28, 2013, 02:41:26 AM
Suggestions:

1) Give your game a name (Very important! Even if it's 'Qwertyzxcv's Gensokyan Mystery' or something outlandish like that, it'll make people remember your game)
2) Before you sign your thread in with Helepolis (if you decide to do it), rename your thread subject in the first post so that people will look at it.
3) Maybe you might want to hide your nickname
4) Tone down your emoticon use. People won't take you seriously at all if you spam emoticons all over your posts.
Also, which country are you from?
United States, and I have a little too much fun with emoticons. :toot:
Title: Re: Some Sort of Danmakufu Game
Post by: Qwertyzxcv on January 28, 2013, 02:44:26 AM
Ok. Those were interesting stages. Better than my unfinished stages though.  :3
Stage 1: I recommend a line of enemies going in the same direction, one after another, shooting simple streaming bullets.
Stage 4: Harder than stage 5. Those first bullets plus the second pattern of bullets make it confusing. I raged quit a lot with those. :3
Stage 5: Those brown basic bullets + brown bubbles make me wanna cry. I've never passed them.
But this is a good first start. I loved the rainbow spiral enemies in stage 1 and 5.
But please tone down the difficulty for stage 1. The difficulty right now is like stage 4/5/6.
Alright, i'll make it easier. Thank you for your feedback! Im probably just going to change these to hard/lunatic mode.
Title: Re: Some Sort of Danmakufu Game
Post by: Qwertyzxcv on January 28, 2013, 02:51:23 AM
On that point, you could have gotten banned already with that download comment, and there are rules for posting in various boards. Make sure you don't piss anyone off (angry mods aren't always nice)
I probably should delete that comment...
Title: Re: Some Sort of Danmakufu Game
Post by: Sparen on January 28, 2013, 02:55:39 AM
The stickies are at the top of each board and have a tack mark next to them.

Now...

DO NOT UPLOAD TO BULLETFORGE.

I don't want to hurt your feelings, so upload to media fire. It's for your own good. Some pretty good scripters post on Bulletforge and with the shitty reviews that I just got, I don't think you'd keep the motivation to continue scripting if you posted on Bulletforge.

Now, your scripts:

Overall, very repetitive. Except for that massive laser attack and the last stage's massive bullets, the entire thing was pretty boring, overall. I suggest scripting boss battles before you even attempt stage scripts.

Your stages have some good parts, but overall, you have bullets firing from behind you, very fast attacks, repetitive graphics (like me!), and other issues.

Yeah. Start with boss battles. I suggest boss battles first. What you have here isn't that great.

Oh yeah, and make sure to test your own scripts. If you can't dodge them, you can assume that others won't be able to.
Title: Re: Some Sort of Danmakufu Game
Post by: Qwertyzxcv on January 28, 2013, 02:58:50 AM
DO NOT UPLOAD TO BULLETFORGE.
I don't want to hurt your feelings, so upload to media fire. It's for your own good. Some pretty good scripters post on Bulletforge and with the shitty reviews that I just got, I don't think you'd keep the motivation to continue scripting if you posted on Bulletforge.
Alright, (I have a MediaFire account anyway).
Title: Re: Some Sort of Danmakufu Game
Post by: PhantomSong on January 28, 2013, 02:59:37 AM
The stickies are at the top of each board and have a tack mark next to them.

Now...

DO NOT UPLOAD TO BULLETFORGE.

I don't want to hurt your feelings, so upload to media fire. It's for your own good. Some pretty good scripters post on Bulletforge and with the shitty reviews that I just got, I don't think you'd keep the motivation to continue scripting if you posted on Bulletforge.

Well not exactly true... That's if you encounter the "big dogs" You just have to say that it's still WIP. (Bulletforge can be used for STORAGE TOO!)
Title: Re: Some Sort of Danmakufu Game
Post by: Sparen on January 28, 2013, 03:02:22 AM
Well not exactly true... That's if you encounter the "big dogs" You just have to say that it's still WIP. (Bulletforge can be used for STORAGE TOO!)

If you want to upload to Bulletforge, yeah. WIP (work in progress) or make it unlisted so that Victini won't be after you. XD.

No sarcasm intended.
Title: Re: Some Sort of Danmakufu Game
Post by: Qwertyzxcv on January 28, 2013, 03:14:05 AM
Overall, very repetitive. Except for that massive laser attack and the last stage's massive bullets, the entire thing was pretty boring, overall. I suggest scripting boss battles before you even attempt stage scripts.
Your stages have some good parts, but overall, you have bullets firing from behind you, very fast attacks, repetitive graphics (like me!), and other issues.
Yeah. Start with boss battles. I suggest boss battles first. What you have here isn't that great.
Oh yeah, and make sure to test your own scripts. If you can't dodge them, you can assume that others won't be able to.
1. I guess I can add different patterns.
2. Yus, I need new familiar images, and the fast attacks and stuff are just streaming but I guess I can tone it down.
3. Ok, i'm not very creative with spells/non-spells.
4. I do test them, and I thought they were easyish, but boring too.
(and I found the stickies, didnt know they were called stickies, derp  :derp: )
Title: Re: Some Sort of Danmakufu Game
Post by: PhantomSong on January 28, 2013, 03:18:27 PM
If you want to upload to Bulletforge, yeah. WIP (work in progress) or make it unlisted so that Victini won't be after you. XD.


Meh, Victini isn't that bad... But pin him and trolltrain together...
Title: Re: Danmakufu Game - "..." Version 0.11
Post by: Blargel on January 29, 2013, 02:12:32 AM
In reply to "Don't upload to BulletForge"

http://www.youtube.com/watch?v=7IJyRAUxtAQ

Also, you can remove comments if you own the project that they're on. If the person is just being a troll, just remove the comment. Not that hard.
Title: Re: Danmakufu Game - "..." Version 0.11
Post by: Qwertyzxcv on January 29, 2013, 02:31:32 AM
remove this
Title: Re: Danmakufu Game - "..." Version 0.12
Post by: Qwertyzxcv on February 03, 2013, 01:59:40 AM
I decided to put version 0.12 up tommorow because doing all the updates I said I would, would take a while.
Title: Re: Danmakufu Game - "..." Version 0.12
Post by: Sparen on February 03, 2013, 02:33:33 AM
Version 0.11 comments:

Stage 1: Lasers are too fast (the ring lasers). Also, you don't exactly regulate the bullets, so there's TOO much streaming involved. The ring bullets at the end are good though.
Stage 4: Overused patterns (same, not dodgeable sometimes), and the lasers. The lasers would be fine, but they are just impossible to dodge if you were dodging previously. Also, pretty bland at some parts.
Boss battle: You are supposed to set a counting variable to a negative number and then increment it before shooting bullets. Killing the player before the spellcard or nonspell has been declared is just trolling. Avoid it.
Boss NS 1: Good enough.
Spell 1: Extremely repetitive. Enemy moves a lot, and very fast. Might want to tone it down a bit.
Boss NS 2: Not good. Firstly, it's honing in such a way that you must loop around the boss (you aren't supposed to have to do that in non spells). Secondly, it's too damn fast.
Spell 2: Pretty good, but really ugly opener. See above comments.
Boss NS 3: Good.
Spell 3: Meh. Looks like a non spell
Spell 4: ... Honing wire is NOT good. I suggest replacing it with something more worthy of the title of a spellcard.

Overall, it's fine. Just test it yourself and see how other Danmaku games build spellcards and stages.


Ahh, and yes. I highly suggest putting this project's complexities aside. Learn how to script, then practice scripting, then try to make something creative that you can feel extremely proud of.

...Basically, I'm saying that you should stop focusing on stages, menus, and music, and should try to string together a proper boss battle first. Starting with stage enemies means that you will have less experience, and if you want to master the other stuff, you should definitely focus on mastering basic Danmakufu first. By that, I'm referring to originality, playability, and creativity. It doesn't seem that you have actually tested most of this stuff, since you probably would have picked up on the instant kills in your boss battle otherwise. I literally had to H-button my way through the script. Not a good thing, mind you.
Title: Re: Danmakufu Game - "..." Version 0.12
Post by: Qwertyzxcv on February 03, 2013, 04:16:17 AM
Version 0.11 comments:

Stage 1: Lasers are too fast (the ring lasers). Also, you don't exactly regulate the bullets, so there's TOO much streaming involved. The ring bullets at the end are good though.
Stage 4: Overused patterns (same, not dodgeable sometimes), and the lasers. The lasers would be fine, but they are just impossible to dodge if you were dodging previously. Also, pretty bland at some parts.
Boss battle: You are supposed to set a counting variable to a negative number and then increment it before shooting bullets. Killing the player before the spellcard or nonspell has been declared is just trolling. Avoid it.
Boss NS 1: Good enough.
Spell 1: Extremely repetitive. Enemy moves a lot, and very fast. Might want to tone it down a bit.
Boss NS 2: Not good. Firstly, it's honing in such a way that you must loop around the boss (you aren't supposed to have to do that in non spells). Secondly, it's too damn fast.
Spell 2: Pretty good, but really ugly opener. See above comments.
Boss NS 3: Good.
Spell 3: Meh. Looks like a non spell
Spell 4: ... Honing wire is NOT good. I suggest replacing it with something more worthy of the title of a spellcard.

Overall, it's fine. Just test it yourself and see how other Danmaku games build spellcards and stages.
Ahh, and yes. I highly suggest putting this project's complexities aside. Learn how to script, then practice scripting, then try to make something creative that you can feel extremely proud of.
...Basically, I'm saying that you should stop focusing on stages, menus, and music, and should try to string together a proper boss battle first. Starting with stage enemies means that you will have less experience, and if you want to master the other stuff, you should definitely focus on mastering basic Danmakufu first. By that, I'm referring to originality, playability, and creativity. It doesn't seem that you have actually tested most of this stuff, since you probably would have picked up on the instant kills in your boss battle otherwise. I literally had to H-button my way through the script. Not a good thing, mind you.

Thank you for the feedback. :D
I agree with the stage and menu part, but I enjoy making the music, but i'll start doing it less.
I DID test it a lot though...I guess its easier when its your own script though.
I will switch Spell 3 and Non-Spell 2.
Whats wrong with the wire? Should I just add more pattern things to it?
Also, some things you mentioned are fixed it 0.12. (Laser speed, trolling xD, etc.)(This version was before i asked about waiting stufff on the Q&A thread majigger)
I plan on fixing that MASSIVE laser spam by making them aimed farther around the player.
I'll fix most of what you said in V0.13
Title: Re: Danmakufu Game - "..." Version 0.12
Post by: Qwertyzxcv on February 03, 2013, 07:11:21 PM
Version 0.12 is now up! :D
Title: Re: Danmakufu Game - "..." Version 0.12
Post by: Sparen on February 03, 2013, 10:59:49 PM
Regarding the Wire (0.11), something like that is usually regarded as a cheap trick and a symbol of a lazy coder. Also, having something that cheap in a spell lowers the quality of the spell.
Title: Re: Danmakufu Game - "..." Version 0.12
Post by: Qwertyzxcv on February 03, 2013, 11:19:26 PM
Regarding the Wire (0.11), something like that is usually regarded as a cheap trick and a symbol of a lazy coder. Also, having something that cheap in a spell lowers the quality of the spell.

Oh wow, thank you...so i'll replace it with something else. (Are you sure I can't keep it, and just add something else?)
Title: Re: Danmakufu Game - "..." Version 0.12
Post by: Maths ~Angelic Version~ on February 03, 2013, 11:31:56 PM
Stage 6 boss:
1st nonspell: Seems pretty easy for a final boss. but looks nice (yes, I know some Touhou final bosses have relatively easy openers. I'm looking at you, Normal Utsuho and Normal Byakuren). If you move Reimu oddly (angle to the boss too close to 45 or 135, I guess), the lasers sometimes return to the STG frame. It looks strange.
1st spell: It's fine, but maybe too easy for a final boss, and why not change the direction of the blue bullets' "curving" every other wave? If you place yourself correctly, you can capture the card by going left-right at the right (not too tricky) timing. Maybe randomize the starting angles of the blue bullets.
2nd nonspell: Uhhh... it's just a lot of random blue bubbles. I suggest replacing this.
2nd spell: Beautiful, intimidating and  challenging. The only problem I have is that the difficulty of the waves (orange bullets) might be inconsistent. Maybe you could fire them in circles instead of randomly?
3rd nonspell: Uhhh... the same random bubbles as last time, only this time they're green and have randomly curved trajectories. Not that good, but maybe a slightly modified version of such an attack is nice for a stage enemy. If you want it to belong to a boss, please make it less random and more controlled (aimed or static).
3rd spell: Nice concept, but is micrododging everything supposed to be possible? I micrododged the aimed bullets and defeated the spell easily. Macrododging arrows while avoiding the crisscrossing bullets will probably be fun.
4th nonspell: A combination of blue and green bullets. Uhhh, no thanks.
4th spell: Way too easy. I captured it by not moving at all... I'm not kidding. This one seriously needs to be made more powerful. The blue bullets are the same as in the 1st spell, but at least the 1st spell has aimed bullets to ensure that you always have to dodge something. The rows of arrowheads don't add any difficulty at all because they're aimed around you, but they do make the attack look more threatening.
5th spell: Is this the same as the previous one?
Final spell: I like the crisscrossing bullets and the streams of arrowheads, but not the fast and random lasers and bullets.

Stage 5 boss (I'm too lazy to review the attacks individually now that Sparen has done it  :V): I think the boss moves too much. It gets annoying when she jumps all over the screen and you can't keep up. Slower movement might be better.

Notes about stage 5 and 6 bosses:
Your use of colours seems to be pretty random. Maybe some colours that fit the bosses' themes (if any) make the attacks look better, for instance red/orange/yellow for a fire-themed boss, blue/white for water, brown/green/yellow for nature etc.
Bomb damage carries over between attacks, in other words, if you bomb near the end of an attack, it'll damage the next attack as well. Most reviewers consider it amateurish, and in this case, it can be exploited. If you bomb near the end of a nonspell, it'll deal a lot of free damage to the following spell, thus allowing an easy capture. Luckily, this is fairly easy to fix:

You may include this task in your script AFTER @Finalize but INSIDE script_enemy_main (I messed that up while testing  :V) like any other task, but I would make a separate script with tasks and functions and use #include because you're hopefully going to use it or something similar to it in every single attack anyway.
Quote
task ImprovedDamageRate(shot,bomb)
{
SetDamageRate(0,0);
while(OnBomb){yield;}
SetDamageRate(shot,bomb);
}

and call it in @Initialize. The first variable is the damage rate against shots and the second is the damage rate against bombs (they're separate because you may for instance want to make a card invulnerable to bombs). This may be used with the built-in function SetInvincibility(n), which is also called in @Initialize and makes the boss invincible for n frames regardless of bombing.

Version 0.11 comments:
(...)
Overall, it's fine. Just test it yourself and see how other Danmaku games build spellcards and stages.


Ahh, and yes. I highly suggest putting this project's complexities aside. Learn how to script, then practice scripting, then try to make something creative that you can feel extremely proud of.

...Basically, I'm saying that you should stop focusing on stages, menus, and music, and should try to string together a proper boss battle first. Starting with stage enemies means that you will have less experience, and if you want to master the other stuff, you should definitely focus on mastering basic Danmakufu first. By that, I'm referring to originality, playability, and creativity. It doesn't seem that you have actually tested most of this stuff, since you probably would have picked up on the instant kills in your boss battle otherwise. I literally had to H-button my way through the script. Not a good thing, mind you.
This is good advice. Experiment with patterns and object bullets. You'll make more interesting patterns that way.

I hope that some of this helps and that I wasn't too harsh  :)
Title: Re: Danmakufu Game - "..." Version 0.12
Post by: Sparen on February 03, 2013, 11:47:12 PM

Oh wow, thank you...so i'll replace it with something else. (Are you sure I can't keep it, and just add something else?)

Keep it if you want to. It's your work. It's up to you if you want to continue using it or not, but things like that will probably be looked down upon by most Danmaku players.
Title: Re: Danmakufu Game - "..." Version 0.12
Post by: Qwertyzxcv on February 04, 2013, 11:29:52 PM
Stage 6 boss:
1st nonspell: Seems pretty easy for a final boss. but looks nice (yes, I know some Touhou final bosses have relatively easy openers. I'm looking at you, Normal Utsuho and Normal Byakuren). If you move Reimu oddly (angle to the boss too close to 45 or 135, I guess), the lasers sometimes return to the STG frame. It looks strange.
1st spell: It's fine, but maybe too easy for a final boss, and why not change the direction of the blue bullets' "curving" every other wave? If you place yourself correctly, you can capture the card by going left-right at the right (not too tricky) timing. Maybe randomize the starting angles of the blue bullets.
2nd nonspell: Uhhh... it's just a lot of random blue bubbles. I suggest replacing this.
2nd spell: Beautiful, intimidating and challenging. The only problem I have is that the difficulty of the waves (orange bullets) might be inconsistent. Maybe you could fire them in circles instead of randomly?
3rd nonspell: Uhhh... the same random bubbles as last time, only this time they're green and have randomly curved trajectories. Not that good, but maybe a slightly modified version of such an attack is nice for a stage enemy. If you want it to belong to a boss, please make it less random and more controlled (aimed or static).
3rd spell: Nice concept, but is micrododging everything supposed to be possible? I micrododged the aimed bullets and defeated the spell easily. Macrododging arrows while avoiding the crisscrossing bullets will probably be fun.
4th nonspell: A combination of blue and green bullets. Uhhh, no thanks.
4th spell: Way too easy. I captured it by not moving at all... I'm not kidding. This one seriously needs to be made more powerful. The blue bullets are the same as in the 1st spell, but at least the 1st spell has aimed bullets to ensure that you always have to dodge something. The rows of arrowheads don't add any difficulty at all because they're aimed around you, but they do make the attack look more threatening.
5th spell: Is this the same as the previous one?
Final spell: I like the crisscrossing bullets and the streams of arrowheads, but not the fast and random lasers and bullets.
Stage 5 boss I think the boss moves too much. It gets annoying when she jumps all over the screen and you can't keep up. Slower movement might be better.
Notes about stage 5 and 6 bosses:
Your use of colours seems to be pretty random. Maybe some colours that fit the bosses' themes (if any) make the attacks look better, for instance red/orange/yellow for a fire-themed boss, blue/white for water, brown/green/yellow for nature etc.
Bomb damage carries over between attacks, in other words, if you bomb near the end of an attack, it'll damage the next attack as well. Most reviewers consider it amateurish, and in this case, it can be exploited...
I hope that some of this helps and that I wasn't too harsh  :)

That was probably one of the least harsh reviews I got! :D

1n. I agree its easy, maybe i'll add some moving lasers?
1s. Thats a good idea!
2n. Hm, i'm proobably just going to make less blue bubbles, and another pattern. (Not that the blue blue bubbles were a pattern xD)
(And add for a stage, but update this version)(I thought it would be fun, it was based off of "Storm on Mt. Ooe" because I thought that was fun too)
2s. Aimed an random? (Still inconsistent, but less)
3n. Same as above.
3s. Larger criss-crossing bullets, but less?
4n. Similar to above.
4+5s. That is why I said Stage 6 was unfinished for this version. (That was actually the brainstorm for Spell 1, I just didn't take it out)
Final Spell. About the radomosity: I was just looking for something to take out all the safe spots, i'll make a lot less, and something else. (I want it to be fun :) )
Stage 5 Boss. I sort of based it all off the same movement. (was lazy and rushing) I will slow it down and make it more interesting.
Colors. I was basing Stage 6 boss off Blue + Bubbles, because of her water ability thingy. And I was thinking the Stage 5 one could control seasons err something, so that could work for your nature color scheme. (BTW, the stage 5 boss isnt the one showed).
I've heard of that bomb trick thing but forgot how to do it so I will use that! Thank you for the help!
Anyway, thank you for that huge feedback and i'll fix these problems in Version 1.3
Title: Re: Danmakufu Game - "..." Version 0.12
Post by: Sparen on February 04, 2013, 11:35:06 PM
Two things. Firstly, the thread for challenges is open. Secondly, I suggest cleaning up and organizing the first post. Modify it so that important things are in a different font size or maybe a different color or something. It'll make things easier to find.
Title: Re: Danmakufu Game - "..." Version 0.12
Post by: Qwertyzxcv on February 04, 2013, 11:54:47 PM
Two things. Firstly, the thread for challenges is open. Secondly, I suggest cleaning up and organizing the first post. Modify it so that important things are in a different font size or maybe a different color or something. It'll make things easier to find.
1. You are awesome.
2. *Color-coding*
Title: Re: Danmakufu Game - "..." Version 0.12
Post by: Maths ~Angelic Version~ on February 07, 2013, 04:48:32 PM
2n. Hm, i'm proobably just going to make less blue bubbles, and another pattern. (Not that the blue blue bubbles were a pattern xD)
I don't mind blue bubbles at all and they fit the water theme. I just think that firing bullets at random angles from (GetEnemyX,GetEnemyY) is too basic/simple to make a fun nonspell when the bullets don't do anything after being fired. I'm sorry about not expressing myself properly.
(And add for a stage, but update this version)(I thought it would be fun, it was based off of "Storm on Mt. Ooe" because I thought that was fun too)
How did I miss the Mt. Ooe reference?  ???
Now that you mention it...
The green bubbles in the 3rd and 4th nonspell are annoying because they have very random angular velocities. I died several times because some of them curved a lot, others barely curved and I had no way of predicting which bullets would or wouldn't curve. If you make the angular velocities and the firing angles more controlled, the attack can become a fun nonspell (or even spell) that fits a water-themed boss  :D
2s. Aimed an random? (Still inconsistent, but less)
I think replacing the random bullets with random circles of bullets will be enough (do you understand the difference? I'm horrible at explaining things  :V).
3s. Larger criss-crossing bullets, but less?
Well, another note first. I just tested this some more and found safespots. The yellow bullets aren't aimed at the player properly. That's because you used GetAngleToPlayer, which measures the angle to the player from the boss. However, the bullets don't spawn at the location of the boss. The angle you probably want to use is
Quote
atan2(GetPlayerY-(GetY-100),GetPlayerX-(GetX))
Use the same angle for every bullet in the arrow, otherwise it'll end up looking weird. The middle bullet is always aimed directly at the player.
About the crisscrossing bullets, I'd just add more of them and randomize the starting angle of the circles.
Final Spell. About the radomosity: I was just looking for something to take out all the safe spots, i'll make a lot less, and something else. (I want it to be fun :) )
Stage 5 Boss. I sort of based it all off the same movement. (was lazy and rushing) I will slow it down and make it more interesting.
That sounds good.
Colors. I was basing Stage 6 boss off Blue + Bubbles, because of her water ability thingy. And I was thinking the Stage 5 one could control seasons err something, so that could work for your nature color scheme. (BTW, the stage 5 boss isnt the one showed).
The green/blue scheme works for the final boss. I was mostly talking about the boss shown as the stage 5 boss and a few lasers/bullets of the stage 6 boss.
My nature scheme was just a random example. If the boss controls seasons, maybe you'll make separate spells (nonspells too?) for each of the four seasons, which will require four different schemes as well. Regarding interpreting attacks, can you please write some notes as spell names instead of "ugyk - 8ougy -"? Even if it's just a placeholder name like Spring Sign "Lively Spring" or a keyword, it helps others understand what you're thinking, thus helping them determine whether or not the colours are appropriate. If the nature-themed boss in my example had a spell named Flame Sign "Forest Fire" (I'm horrible at coming up with good names  :V), "fiery" colours such as red, orange or yellow would be acceptable and natural.
I've heard of that bomb trick thing but forgot how to do it so I will use that! Thank you for the help!
You're welcome!  :)
Don't count too much on me for technical programming, though. When I code, I mess around in ph3 and not 0.12m.
Also, use Sparen's challenge thread. I'd like to join, but as said, I code in ph3...  :ohdear:
Title: Re: Danmakufu Game - "..." Version 0.12
Post by: Qwertyzxcv on February 08, 2013, 10:06:48 PM

Bomb damage carries over between attacks, in other words, if you bomb near the end of an attack, it'll damage the next attack as well. Most reviewers consider it amateurish, and in this case, it can be exploited. If you bomb near the end of a nonspell, it'll deal a lot of free damage to the following spell, thus allowing an easy capture. Luckily, this is fairly easy to fix:
You may include this task in your script AFTER @Finalize but INSIDE script_enemy_main (I messed that up while testing  :V ) like any other task, but I would make a separate script with tasks and functions and use #include because you're hopefully going to use it or something similar to it in every single attack anyway.
and call it in @Initialize. The first variable is the damage rate against shots and the second is the damage rate against bombs (they're separate because you may for instance want to make a card invulnerable to bombs). This may be used with the built-in function SetInvincibility(n), which is also called in @Initialize and makes the boss invincible for n frames regardless of bombing.
I tried your method, and Danmakufu froze, I saw another method somewhere, so i'll check that too.  :)
Title: Re: Danmakufu Game - "..." Version 0.12
Post by: Maths ~Angelic Version~ on February 08, 2013, 11:56:46 PM
I tried your method, and Danmakufu froze, I saw another method somewhere, so i'll check that too.  :)

That's weird ??? I used that function in your scripts and it worked perfectly. Did you remove the yield from the while loop or something like that? I know that it creates an infinite loop without a yield, thus causing Danmakufu to freeze. By the way, are your brackets right?
Title: Re: Danmakufu Game - "..." Version 0.12
Post by: Sparen on February 09, 2013, 12:22:49 AM
@Qwertyzxcv

Post a new and current version of your project and then it'll be easier to find errors.
Title: Re: Danmakufu Game - "..." Version 0.12
Post by: Qwertyzxcv on February 09, 2013, 12:58:13 AM
@Qwertyzxcv

Post a new and current version of your project and then it'll be easier to find errors.
I used the other method and it worked so nevermind :)
Title: Re: Danmakufu Game - "..." Version 0.13
Post by: Sparen on February 09, 2013, 02:16:34 PM
Version 0.13 comments

Stage 1:
-Yellow strings of honing bullets should be changed. The graphics are boring, the hitboxes are large, and it's obviously without much thought.

Stage 4:
-bullets during stage that fire from behind are evil.
-walls are just weird when they all go in the same direction like that.
-Too repetitive. If you want to keep the stage format, you'll have to throw a mid boss in somewhere.

Stage 4 directory: Spell 2:
Good.

Stage 5 (Stage):
-Opener is too generic
-lasers with bullet before are very nice.
-Overall, way too repetitive, and same old gimmicks.

Stage 5 (Boss):
-Nonspell 1 is way too easy for Stage 5.
-Spell 1 is, once again, WAY too easy for Stage 5. I'd compare it to Stage 1 Easy Mode. It's easier than Shizuha's opener.
-Forcing a player to use Reimu when all of the lasers are white is really cruel, you know.
-Spell 3 is good.
-Last spell would be good. However, the movement of the boss makes it seem as if you are only using random, when the truth is that you aren't for everything. Avoid, or you'll be kicked down like I was.

Stage 6 (Boss):
Nonspell 1: Good
Spell 1: Non-blue bullets are way too easy. Also, colors aren't consistent
Nonspell 2: ?Not too great. No variety, and can be scripted with three lines of code.
Spell 2: There are so many blind spots in this one that I'm laughing. the random bullets aren't random enough.
Nonspell 3: This is just annoying. Not that bad, but annoying.
Spell 3: Those ceiling fall bullets aren't distinct enough, and are too fast. I know that they're honing.
Nonspell 4: OK. Very boring though.
Spell 4: If you're going to have bullets spawn away from the boss, I suggest putting delay on them.
Final Spell: Found a blind spot within 3 seconds. Needs to be something more interesting.

Overall, boring, not something that I'd want to play again. However, some of the boss attacks deserve some merit, and they're not all bad. Keep up the progress~
Title: Re: Danmakufu Game - "..." Version 0.13
Post by: Qwertyzxcv on February 09, 2013, 04:43:40 PM
Version 0.13 comments
Stage 1:
-Yellow strings of honing bullets should be changed. The graphics are boring, the hitboxes are large, and it's obviously without much thought.
Stage 4:
-bullets during stage that fire from behind are evil.
-walls are just weird when they all go in the same direction like that.
-Too repetitive. If you want to keep the stage format, you'll have to throw a mid boss in somewhere.
Stage 4 directory: Spell 2:
Good.
Stage 5 (Stage):
-Opener is too generic
-lasers with bullet before are very nice.
-Overall, way too repetitive, and same old gimmicks.
Stage 5 (Boss):
-Nonspell 1 is way too easy for Stage 5.
-Spell 1 is, once again, WAY too easy for Stage 5. I'd compare it to Stage 1 Easy Mode. It's easier than Shizuha's opener.
-Forcing a player to use Reimu when all of the lasers are white is really cruel, you know.
-Spell 3 is good.
-Last spell would be good. However, the movement of the boss makes it seem as if you are only using random, when the truth is that you aren't for everything. Avoid, or you'll be kicked down like I was.
Stage 6 (Boss):
Nonspell 1: Good
Spell 1: Non-blue bullets are way too easy. Also, colors aren't consistent
Nonspell 2: ?Not too great. No variety, and can be scripted with three lines of code.
Spell 2: There are so many blind spots in this one that I'm laughing. the random bullets aren't random enough.
Nonspell 3: This is just annoying. Not that bad, but annoying.
Spell 3: Those ceiling fall bullets aren't distinct enough, and are too fast. I know that they're honing.
Nonspell 4: OK. Very boring though.
Spell 4: If you're going to have bullets spawn away from the boss, I suggest putting delay on them.
Final Spell: Found a blind spot within 3 seconds. Needs to be something more interesting.
Overall, boring, not something that I'd want to play again. However, some of the boss attacks deserve some merit, and they're not all bad. Keep up the progress~

Thank you for another long review!

Stage 1:
-The graphics are just a placeholder, (I have to make myself clearer).
Stage 4:
-I took out most bullets that fire from behind, I guess there is more?
-OK, i'll put moar variety in the wall direction.
-I am going to put a mid-boss in every stage, once I find out who its going to be so I can determine the style of the spells+non-spells.
Stage 4 Spell:
-I don't even know if that will be for stage four, all I know is im putting it for Parsee.
Stage 5:
-Yes, moar creativity is needed.
-Thank you :)
-New patterns will happen :)
Stage 5 Boss:
-NS 1: I'm currently fixing that, just didnt upload it yet. Haha, I was just playing MoF! (I really should have compared it).
-S 1: Faster? More dense? I don't know, i'll do both.
-Oops, forgot to change it back to Player[FREE].
-S 3: yay.
-S 4: Less random, more other stuff?
Stage 6 Boss:
NS 1: Once a again,  :) .
S 1: OK, i'll make more other bullets, and another pattern.
N 2-4: Still under construction.
S 2: I was having trouble make the random bullets random circles, they would all go in a cluster.
S 3: Distinct? I'll make them slower.
S 4: I was thinking if I made the one on the left go, then the one on the right go etc. it would be too much like Kaguya's last spell. Probablys not.
S 5: This will take a while to make
Aww, hooray progress though.
I just realized how many smileys I used...
Title: Re: Danmakufu Game - "..." Version 0.14
Post by: Qwertyzxcv on February 10, 2013, 03:20:14 AM
Version 0.14 uploaded :D (I know Version 0.13 was uploaded 3 days ago xD).
Anyway, all the feedback I was given was put into it.
Title: Re: Danmakufu Game - "..." Version 0.14
Post by: Sparen on February 10, 2013, 03:39:45 AM
Version 0.15- Coming soon...
Updates that will happen by Version 0.2-

= Finished but not uploaded.
X  = Not finished.
-3 new BGMs.
X -Most BGMs improved a lot.
X -Stage titles //Stage 1, Stage 4, and Stage 5.

X -Music fades out after boss.
X -Color Schemes
X -Titles of spell cards.

and more...

I have some suggestions:

1) Since you'll eventually have to call the bosses from a stage script, do yourself a favor. At the start of each stage, load the music (don't use #BGM) and play it. Then use FadeOutMusic (see the dictionary) at the end of the stage.
2) Make the names of the spellcards before you make the spellcards. This is the only way to have a sense of what you are trying to accomplish without BSsing your scripts
3) Focus more on the scripting, not on the BGMs. In all honesty, it should take more than a few months to master Danmakufu, so I suggest focusing on that aspect before the music. The only exception is Stage 1 and the Extra (where the music comes before the stage).
Title: Re: Danmakufu Game - "..." Version 0.14
Post by: Qwertyzxcv on February 10, 2013, 03:44:19 PM
I have some suggestions:

1) Since you'll eventually have to call the bosses from a stage script, do yourself a favor. At the start of each stage, load the music (don't use #BGM) and play it. Then use FadeOutMusic (see the dictionary) at the end of the stage.
2) Make the names of the spellcards before you make the spellcards. This is the only way to have a sense of what you are trying to accomplish without BSsing your scripts
3) Focus more on the scripting, not on the BGMs. In all honesty, it should take more than a few months to master Danmakufu, so I suggest focusing on that aspect before the music. The only exception is Stage 1 and the Extra (where the music comes before the stage).
1. Thank you :D
2. I'm bad with names, but i'll try.
3. Actually, I write the music on the side, but then I add it in the game because, why not?
Title: Re: Danmakufu Game - "..." Version 0.14
Post by: Sparen on February 10, 2013, 03:51:46 PM
Once you have another release, I'll see about feedback. Right now, as the game stands, I think it's best to let you get some of your act together before I go and rerate the same stuff.

P.S. In the script folder, you should have a change log. That way, you can record every major edit you've done, and it helps you keep track of what has changed. Also, it allows players to know what is different from the last release version.

Edit:

0.14 comments

Stage 1's walls (first two sets of enemies) are too dense. Vary bullet shapes.
Stage 1 enemies have too much HP; can't be taken out with Reimu focused mode (anti honing laser enemies)
Stage 4 enemies do not always auto delete correctly
Stage 5 enemies do not auto delete correctly
Lack of SFX overall
Seriously, your stages need bullet shape variety.
Stage 5 enemies need new patterns (some of them are obviously direct copies of Stage 1 and Stage 4 enemies)
Yup, the only good thing about Stage 5's stage portion is those lasers.
Stage 5 boss's second to last spell lasers are still too fast. Good thing they're streamable and are preset in terms of location.
You shouldn't be spamming rand in Stage 5 spells the way you are doing
Stage 6 boss NS 1 curvy lasers are too fast and not clear enough.
Stage 6 boss NS 3 doesn't load correctly and has no bullets.
Stage 6 boss Spell 3's white ceiling bullets are still too close together.
Stage 6 NS 4 also doesn't load.
Title: Re: Danmakufu Game - "..." Version 0.14
Post by: Qwertyzxcv on February 10, 2013, 11:15:36 PM
0.14 comments
Stage 1's walls (first two sets of enemies) are too dense. Vary bullet shapes.
Stage 1 enemies have too much HP; can't be taken out with Reimu focused mode (anti honing laser enemies)
Stage 4 enemies do not always auto delete correctly
Stage 5 enemies do not auto delete correctly
Lack of SFX overall
Seriously, your stages need bullet shape variety.
Stage 5 enemies need new patterns (some of them are obviously direct copies of Stage 1 and Stage 4 enemies)
Yup, the only good thing about Stage 5's stage portion is those lasers.
Stage 5 boss's second to last spell lasers are still too fast. Good thing they're streamable and are preset in terms of location.
You shouldn't be spamming rand in Stage 5 spells the way you are doing
Stage 6 boss NS 1 curvy lasers are too fast and not clear enough.
Stage 6 boss NS 3 doesn't load correctly and has no bullets.
Stage 6 boss Spell 3's white ceiling bullets are still too close together.
Stage 6 NS 4 also doesn't load.

Stage 1:
Ok, i'll make it less dense, and give the enemies less health.
Stage 4+5:
What do you mean about the auto delete?
Yes i'm going to wait a while for sfx, because im not sure if i can use the Touhou sound effects and they overpower the BGM
I already made a new pattern for stage 5. (Crisscrosing YELLOW21)
Alright, its not too hard to change bullet shape :)
;__; Atleast the lasers are good.
I will make it slower. (Maybe make them slow down as they approach you, winter, freeze :D )
Got it, less rand. I really don't see the problem, only 2 spells and 0 non-spells use rand.
Thicker, slower, curvy lasers, ok.
Non-Spells 3+4 don't have bullets yet xD I'm completly remaking them.
I agree, the arrows should be less dense, so you could go through them.
Title: Re: Danmakufu Game - "..." Version 0.14
Post by: Sparen on February 11, 2013, 12:02:55 AM
Quote
QUESTION: Am I allowed to use Touhou sound effects in my game?
QUESTION 2: Am I allowed to use Touhou character in my game if they are different drawings?
QUESTION 3: Is there a way to increase or decrease volome of SFX/BGM, the SFX really overpowers the BGM.

1) Yes: just make sure that you cite the creator of the SFX
2) Yes: just don't claim the characters
3) Yes: you must create a different .wav file with higher volume. I suggest using Audacity

P.S. At the top of your thread, STATE THAT YOU ARE WORKING WITH 0.12m. This is mandatory, or people will eventually begin to complain.
Title: Re: Danmakufu Game - "..." Version 0.14
Post by: Qwertyzxcv on February 11, 2013, 12:10:05 AM
1) Yes: just make sure that you cite the creator of the SFX
2) Yes: just don't claim the characters
3) Yes: you must create a different .wav file with higher volume. I suggest using Audacity

P.S. At the top of your thread, STATE THAT YOU ARE WORKING WITH 0.12m. This is mandatory, or people will eventually begin to complain.
1+2) Where should I cite it?
3) Thanks.
P.S.) Done
Title: Re: Danmakufu Game - "..." Version 0.14
Post by: Sparen on February 11, 2013, 12:44:36 AM
Cite in a ReadMe.
Title: Re: Danmakufu Game - "..." Version 0.14
Post by: Qwertyzxcv on February 11, 2013, 12:48:40 AM
Wow, I never though of that, thanks! :D
Title: Re: Danmakufu Game - "..." Version 0.15
Post by: Qwertyzxcv on February 13, 2013, 02:17:06 AM
Version 0.15 :D
Still no sound effects YET.
Title: Re: Danmakufu Game - "..." Version 0.15
Post by: Maths ~Angelic Version~ on February 13, 2013, 04:02:35 PM
The Winter spell (yay for titles!) is pretty good, but there's something odd about the "rotation" of the lasers (the ones fired in nine directions). It seems that it's supposed to go clockwise, but the angle resets now and then. In line 70, you define "ang" as equal to zero. It resets for every iteration of the loop that starts at line 69.
In other words, for better rotation, replace this (lines 69 and 70)
Quote
      loop{
      let ang = 0;
with this
Quote
      let ang = 0;
      loop{
Title: Re: Danmakufu Game - "..." Version 0.15
Post by: Qwertyzxcv on February 13, 2013, 08:24:16 PM
The Winter spell (yay for titles!) is pretty good, but there's something odd about the "rotation" of the lasers (the ones fired in nine directions). It seems that it's supposed to go clockwise, but the angle resets now and then. In line 70, you define "ang" as equal to zero. It resets for every iteration of the loop that starts at line 69.
In other words, for better rotation, replace this (lines 69 and 70)with this
Thanks! I didn't know it was like that, and was wondering why it was acting weird!  :)
Title: Re: Danmakufu Game - "..." Version 0.15
Post by: PhantomSong on February 14, 2013, 03:01:13 AM
Okay about your story situation. First pick out all the character you want playable. (I wouldn't suggest using the basic Reimu and Marisa because they're so... basic?) Create your own Reimu and Marisa! Give it that "SHAZAAAM!"
Title: Re: Danmakufu Game - "..." Version 0.15
Post by: Qwertyzxcv on February 14, 2013, 08:30:34 PM
Okay, I don't know how to make custom player scripts but ill read the tutorial.
Some from this list: Reimu, Marisa, Sakuya, Youmu, Sanae, Yuuka?, Yukari...
Maybe teams like Imperishable Night, I don't know, probably not.
Title: Re: Danmakufu Game - "..." Version 0.15 and other stuff!
Post by: Qwertyzxcv on February 16, 2013, 02:02:38 AM
I have moar questions:
1. How do I make the enemies autodelete correctly?
2. I put the boss script in the stage script so it goes automatically, and when the boss and mid-boss have a non-spell, it makes the familiar noise when it goes away.
3. WTF is going on with my crisscrossing yellow bullets. Sometimes they come from the bottom-left of the screen, and sometimes the enemies dont even show up.
I know I didn't attatch the script yet, BUT, I will tommorow, just if anyone knows whats going on without seeing the script :)
Title: Re: Danmakufu Game - "..." Version 0.15 and other stuff!
Post by: Sparen on February 16, 2013, 02:26:24 AM
Code: [Select]
script_enemy_main{
  let count = 0; let angle = 0; let angle2 = 180; let bullet = GetCurrentScriptDirectory~"bullet.wav";
  let ZUNbullet = GetCurrentScriptDirectory~"supershot.txt"; let yrm = GetCurrentScriptDirectory~"yrm.png";
  let vanishtime = 1200;
  let item = 0;
  //let Xmin = 0; let Xmax = 448; let Ymin = 0; let Ymax = 480;
  //Made Jan 21, 2013

  @Initialize{LoadGraphic(yrm); LoadUserShotData(ZUNbullet); SetLife(500); LoadSE(bullet);}

  @MainLoop{
    SetCollisionA(GetX, GetY, 32); SetCollisionB(GetX, GetY, 24);
    SetMovePosition02(GetArgument, GetCenterY, 150); //150 frames.
    if(count > 150 && count % 60 == 0){loop(6){
      CreateShot02(GetX, GetY, 1, angle, 0.05, 3, 34, 2); angle += 60;}PlaySE(bullet);
    }
    angle += 3; angle2 -= 3;
    if(count % 9 == 0){CreateShot01(GetX, GetY, 0.5, angle, 12, 2); CreateShot01(GetX, GetY, 0.5, angle2, 13, 2);}
    if(count == 450){SetMovePosition02(GetArgument, GetCenterY - 60, 150);}
    //if(GetX < Xmin || GetX > Xmax || GetY < Ymin || GetY > Ymax){
    //  item = 1;
    //  VanishEnemy;
    //}
    if(vanishtime == 0) {item = 1; VanishEnemy;}else{vanishtime--;}
    count++;
    yield;
  }
 
  @DrawLoop{
    SetTexture(yrm); SetGraphicRect(0, 0, 65, 62); //Add one pixel to height and width
    SetAlpha(250); SetGraphicAngle(0, 0, 0);
    SetGraphicScale(1, 1); DrawGraphic(GetX,GetY);
  }
 
  @Finalize{
    if(item==0){loop(5){CreateItem(ITEM_SCORE, GetX + rand(-15,15), GetY + rand(-15,15));}}}}

This is the code for the fourth stage enemy in Danmaku Dodging for Dummies. (collapsed)

Now, I shall explain.

Code: [Select]
  let vanishtime = 1200;
  let item = 0;
  //let Xmin = 0; let Xmax = 448; let Ymin = 0; let Ymax = 480;

    //if(GetX < Xmin || GetX > Xmax || GetY < Ymin || GetY > Ymax){
    //  item = 1;
    //  VanishEnemy;
    //}
    if(vanishtime == 0) {item = 1; VanishEnemy;}else{vanishtime--;}

Vanishtime is a variable I use for the obvious purpose of vanishing. When a timer hits 0, the enemy dies.
Item is a variable I use to test if the enemy will drop an item or not.
Then, comes the main one that YOU SHOULD BE USING if your enemies are supposed to die upon leaving the screen.

Code: [Select]
let Xmin = 0; let Xmax = 448; let Ymin = 0; let Ymax = 480;The above code states the boundaries of the Danmakufu window. You can also opt to replace this with GetClipM(in/ax)(X/Y). The code deletes enemies after they pass a certain distance out of the screen.

Understand a bit better?
Title: Re: Danmakufu Game - "..." Version 0.15 and other stuff!
Post by: Qwertyzxcv on February 16, 2013, 03:33:59 AM
Thanks! I'll try it tommorow :D
Title: Re: Danmakufu Game - "..." Version 0.15 and other stuff!
Post by: Sparen on February 17, 2013, 06:23:38 PM
0.15 reviews

Stage 1: The anti honing lasers and bullet splatters need to have variety. Also, you should REALLY get a shot sheet with a larger variety of bullets.

Stage 4: Trying to open the stage crashes Danmakufu.

Stage 5: The mid boss without attacks is sort of funny.

Stage 5 Winter Spell: THere's a lag for some reason. Is that scripted?

Stage 6 Boss: Nonspell 3 is good, but the spell after with the ceiling bullets is too easy.
Title: Re: Danmakufu Game - "..." Version 0.15 and other stuff!
Post by: Qwertyzxcv on February 17, 2013, 06:46:32 PM
0.15 reviews
Stage 1: The anti honing lasers and bullet splatters need to have variety. Also, you should REALLY get a shot sheet with a larger variety of bullets.
Stage 4: Trying to open the stage crashes Danmakufu.
Stage 5: The mid boss without attacks is sort of funny.
Stage 5 Winter Spell: THere's a lag for some reason. Is that scripted?
Stage 6 Boss: Nonspell 3 is good, but the spell after with the ceiling bullets is too easy.
S1- I will. And for some reason, the random bullets don't bounce if you shoot the enmies. Do you know why?
S4- Fixed in 0.6
S5MB- xD I mentioed that in the changelog.
Winter spell- Yes, I slowed it down, half speed.
S6B- I'm trying to make it gradually get harder as the boss's life goes down.
Title: Re: Danmakufu Game - "..." Version 0.15 and other stuff!
Post by: Maths ~Angelic Version~ on February 20, 2013, 10:57:44 PM
S1- I will. And for some reason, the random bullets don't bounce if you shoot the enemies. Do you know why?
I think it has something to do with the enemy script closing when the enemy dies, but I have no idea how to fix it.
Is it necessary to have them bounce after the enemy's death? The easiest "solution" might be just giving the enemy more health. The bullets still won't bounce after the enemy's death, but at least they're more likely to hit a wall and bounce before the enemy dies.

When I looked at your code (enemy A5), it looks like you tried to make the bullets bounce off all four walls, but they only bounce off the upper and lower boundaries. It's because you used the wrong angle for bouncing off the left and right walls. Here's a corrected version that bounces off all four sides (lines 50-53 in the code):
Code: [Select]
if(Obj_GetY(obj) > GetClipMaxY){Obj_SetSpeed(obj,1);Obj_SetAngle(obj,-Obj_GetAngle(obj));Obj_SetY(obj,GetClipMaxY);}
if(Obj_GetX(obj) > GetClipMaxX){Obj_SetSpeed(obj,3);Obj_SetAngle(obj,180-Obj_GetAngle(obj));Obj_SetX(obj,GetClipMaxX);}
if(Obj_GetY(obj) < GetClipMinY){Obj_SetSpeed(obj,4);Obj_SetAngle(obj,-Obj_GetAngle(obj));Obj_SetY(obj,GetClipMinY);}
if(Obj_GetX(obj) < GetClipMinX){Obj_SetSpeed(obj,3);Obj_SetAngle(obj,180-Obj_GetAngle(obj));Obj_SetX(obj,GetClipMinX);}
I corrected the angle for the X coordinates. The Obj_SetX/Obj_SetY commands are to prevent rapid bouncing along the border (it can happen with really fast bullets at unfortunate angles) and I used Obj_GetAngle in case the bullet bounces more than once (after one bounce, the original angle is no longer the angle of the bullet's trajectory).

Bullets that bounce off the bottom of the screen are often annoying if you're unprepared. I died to them because I didn't know they bounced. I'd say don't make them bounce off the bottom of the screen (if you want to use it in other places, have some kind of warning/demonstration of it before the player is killed unexpectedly). It can cause cheap deaths, which isn't something you want in stage 1 (or any stage, for that matter). Also, the screen gets filled quickly with bullets if they bounce off all four walls.

From the changelog:
Quote
FINALLY LEARNED ABOUT OBJECT BULLETS!! :D
Congratulations  :toot:
Now use that knowledge when making more patterns :3 (Of course I'm not saying you have to use them in every pattern you make.)
Nice changes in the Winter spell by the way  :D
Title: Re: Danmakufu Game - "..." Version 0.15 and other stuff!
Post by: Qwertyzxcv on February 20, 2013, 11:12:06 PM
When I looked at your code (enemy A5), it looks like you tried to make the bullets bounce off all four walls, but they only bounce off the upper and lower boundaries. It's because you used the wrong angle for bouncing off the left and right walls. Here's a corrected version that bounces off all four sides (lines 50-53 in the code):
Code: [Select]
      if(Obj_GetY(obj) > GetClipMaxY){Obj_SetSpeed(obj,1);Obj_SetAngle(obj,-Obj_GetAngle(obj));Obj_SetY(obj,GetClipMaxY);}
      if(Obj_GetX(obj) > GetClipMaxX){Obj_SetSpeed(obj,3);Obj_SetAngle(obj,180-Obj_GetAngle(obj));Obj_SetX(obj,GetClipMaxX);}
      if(Obj_GetY(obj) < GetClipMinY){Obj_SetSpeed(obj,4);Obj_SetAngle(obj,-Obj_GetAngle(obj));Obj_SetY(obj,GetClipMinY);}
      if(Obj_GetX(obj) < GetClipMinX){Obj_SetSpeed(obj,3);Obj_SetAngle(obj,180-Obj_GetAngle(obj));Obj_SetX(obj,GetClipMinX);}
I corrected the angle for the X coordinates. The Obj_SetX/Obj_SetY commands are to prevent rapid bouncing along the border (it can happen with really fast bullets at unfortunate angles) and I used Obj_GetAngle in case the bullet bounces more than once (after one bounce, the original angle is no longer the angle of the bullet's trajectory).
Thanks, I made some objects bullets and was wondering why they didn't bounce of the sides...
From the changelog:
Quote
FINALLY LEARNED ABOUT OBJECT BULLETS!! :D
Congratulations  :toot:
Now use that knowledge when making more patterns :3c (Of course I'm not saying you have to use them in every pattern you make.)
Nice changes in the Winter spell by the way  :D
1.  :toot: :toot: :toot: :toot: :toot: :toot: :toot: :toot: :toot: :toot: :toot: :toot: :toot: :toot: :toot: :toot:
2. Yes, I am but there are cards I need to object-bullet-ify  :)
3. Thank you!! :getdown:
Title: Re: Danmakufu Game - "..." Version 0.15 and other stuff!
Post by: Qwertyzxcv on February 21, 2013, 10:41:58 PM
Ok, I tried your bunce fix an now it doesnt stop boucing ???
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Sparen on February 21, 2013, 11:14:29 PM
That's why I used a bouncecount variable. Set a variable so that it bounces only when the variable is x. Then, after bouncing, set the variable to some other number, and it won't bounce.
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Maths ~Angelic Version~ on February 22, 2013, 09:37:59 AM
That's why I used a bouncecount variable. Set a variable so that it bounces only when the variable is x. Then, after bouncing, set the variable to some other number, and it won't bounce.
If you only want the bullets to bounce once, the following works too:
Code: [Select]
if(Obj_GetY(obj) > GetClipMaxY){Obj_SetSpeed(obj,1);Obj_SetAngle(obj,-Obj_GetAngle(obj));Obj_SetY(obj,GetClipMaxY);break;}
if(Obj_GetX(obj) > GetClipMaxX){Obj_SetSpeed(obj,3);Obj_SetAngle(obj,180-Obj_GetAngle(obj));Obj_SetX(obj,GetClipMaxX);break;}
if(Obj_GetY(obj) < GetClipMinY){Obj_SetSpeed(obj,4);Obj_SetAngle(obj,-Obj_GetAngle(obj));Obj_SetY(obj,GetClipMinY);break;}
if(Obj_GetX(obj) < GetClipMinX){Obj_SetSpeed(obj,3);Obj_SetAngle(obj,180-Obj_GetAngle(obj));Obj_SetX(obj,GetClipMinX);break;}
The break commands end the loop after the first bounce.
I guess that you could also stop the indefinite bouncing by killing the enemy when it leaves the screen (closing the script and ending the bouncing?), but I'm not sure if there's a good way to do that.
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Sparen on February 22, 2013, 09:51:10 PM
I've attached Danmaku Dodging for Dummies Part 10. Spend some time logically seeing exactly how things work.

And seriously, it seems that you have no experience with a coding language. Sorry to say it, but you need to learn how to troubleshoot your own code. I suggest that you seriously spend time learning about tasks and object bullets.
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Qwertyzxcv on February 22, 2013, 10:57:54 PM
I've attached Danmaku Dodging for Dummies Part 10. Spend some time logically seeing exactly how things work.

And seriously, it seems that you have no experience with a coding language. Sorry to say it, but you need to learn how to troubleshoot your own code. I suggest that you seriously spend time learning about tasks and object bullets.
...
ok

well I am still trying to figure out some object bullets stuff so I am spending a lot of time practicing object bullets...
and I keep forgeting to read the intermediate tutorial portion that talks about object bullets >.<
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Sparen on February 23, 2013, 01:00:53 AM
And I cant really tell wats going on because its all jumbled together and im to lazy to enter every line

If you're not going to put any effort into finding out your mistakes and how to improve them, I'm not going to be able to help you like this any more.

...Please only submit questions into the Q&A thread after you've read and understood (and tested for yourself) what has been provided in the tutorials.

Thank you.
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Qwertyzxcv on February 23, 2013, 01:34:44 AM
If you're not going to put any effort into finding out your mistakes and how to improve them, I'm not going to be able to help you like this any more.

...Please only submit questions into the Q&A thread after you've read and understood (and tested for yourself) what has been provided in the tutorials.

Thank you.
Fine, I will seperate everything.
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Qwertyzxcv on February 23, 2013, 07:44:16 PM
If you only want the bullets to bounce once, the following works too:
Code: [Select]
if(Obj_GetY(obj) > GetClipMaxY){Obj_SetSpeed(obj,1);Obj_SetAngle(obj,-Obj_GetAngle(obj));Obj_SetY(obj,GetClipMaxY);break;}
if(Obj_GetX(obj) > GetClipMaxX){Obj_SetSpeed(obj,3);Obj_SetAngle(obj,180-Obj_GetAngle(obj));Obj_SetX(obj,GetClipMaxX);break;}
if(Obj_GetY(obj) < GetClipMinY){Obj_SetSpeed(obj,4);Obj_SetAngle(obj,-Obj_GetAngle(obj));Obj_SetY(obj,GetClipMinY);break;}
if(Obj_GetX(obj) < GetClipMinX){Obj_SetSpeed(obj,3);Obj_SetAngle(obj,180-Obj_GetAngle(obj));Obj_SetX(obj,GetClipMinX);break;}
The break commands end the loop after the first bounce.
I guess that you could also stop the indefinite bouncing by killing the enemy when it leaves the screen (closing the script and ending the bouncing?), but I'm not sure if there's a good way to do that.
Thank you it worked!  :)
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Sparen on February 23, 2013, 08:57:55 PM
V0.16 comments

Stage 1: much better, although those lasers (the rings of lasers in multiple colors) don't look so great.

Stage 4: Those bubbles are impossible to dodge (at the start)
Stage 4: The talisman walls should be uniform in color. Same problem as Russian Shenanigan.
Stage 4: You still have problems with deleting enemies after they leave the screen.

Stage 5: You still have problems with deleting enemies after they leave the screen.
Stage 5: Avoid placing the mid boss smack in the center of the screen.
Stage 5: Midboss comes in with bullets on the screen. Please use WaitForZeroEnemy; in conjunction with a way to delete enemies upon leaving the screen. (it will not work if the enemies aren't deleted).
Stage 5: The lasers from the bottom cannot be done blind. They will kill if you do not notice it.
Stage 5: The purple bullets are too dense and too large.
Stage 5: Orange orb strings are too constant. I suggest changing or removing. Maybe put breaks in between? More variety with angles?
Stage 5 Boss: Music is just 5 notes repeating endlessly? You need to format your .wav file properly and call it in the stage script using LoadMusic, PlayMusic, and DeleteMusic. Playing it the way you did will prevent .wav files from working for certain operating systems. (Music when called from the Stage 5 Boss script runs fine)
Spring Sign: Good enough.
Autumn Sign?: Too easy for Stage 5 Normal.
Winter Sign: Looks good.
Summer Sign: Tossing out a single honing bullet is cheap. Avoid. At least make it a wave or pattern.

Stage 6: Revamped QED Nonspell: You have wall bouncing errors which have already been pointed out. Also, orbs bouncing off of the bottom of the screen is taboo. Oh, and the green bullets are too fast.

Also, you do not need to keep so many of the ReadMes. They get confusing.
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Qwertyzxcv on February 24, 2013, 12:04:22 AM
V0.16 comments

Stage 1: much better, although those lasers (the rings of lasers in multiple colors) don't look so great.

Stage 4: Those bubbles are impossible to dodge (at the start)
Stage 4: The talisman walls should be uniform in color. Same problem as Russian Shenanigan.
Stage 4: You still have problems with deleting enemies after they leave the screen.

Stage 5: You still have problems with deleting enemies after they leave the screen.
Stage 5: Avoid placing the mid boss smack in the center of the screen.
Stage 5: Midboss comes in with bullets on the screen. Please use WaitForZeroEnemy; in conjunction with a way to delete enemies upon leaving the screen. (it will not work if the enemies aren't deleted).
Stage 5: The lasers from the bottom cannot be done blind. They will kill if you do not notice it.
Stage 5: The purple bullets are too dense and too large.
Stage 5: Orange orb strings are too constant. I suggest changing or removing. Maybe put breaks in between? More variety with angles?
Stage 5 Boss: Music is just 5 notes repeating endlessly? You need to format your .wav file properly and call it in the stage script using LoadMusic, PlayMusic, and DeleteMusic. Playing it the way you did will prevent .wav files from working for certain operating systems. (Music when called from the Stage 5 Boss script runs fine)
Spring Sign: Good enough.
Autumn Sign?: Too easy for Stage 5 Normal.
Winter Sign: Looks good.
Summer Sign: Tossing out a single honing bullet is cheap. Avoid. At least make it a wave or pattern.

Stage 6: Revamped QED Nonspell: You have wall bouncing errors which have already been pointed out. Also, orbs bouncing off of the bottom of the screen is taboo. Oh, and the green bullets are too fast.

Also, you do not need to keep so many of the ReadMes. They get confusing.

Stage 1: Ill change their graphics. :]
Stage 4: hmm, I guess ill aim them a lot farther from the player.
Stage 4: Ok
Stage 4: I keep forgettin bout puttin the thing you gave me in there...ill do that before I start making any stages so I get it in mah brain.
Stage 5: Same as above.
Stage 5: I will put movement after I put bullets
Stage 5: I synced it with the music and I dont know how to keep the sync while using WaitForZeroEnemy:.
Stage 5: Ok, maybe add slow moving bullets that go towards the center?
Stage 5: Ok.
Stage 5: Ok.
Stage 5: Hm, I thought I put the music like that...?
Spring: I should make the boss throw blue murasa bullet things in the air and come down like rain! (Once I figure out how! )
Autumn: I have a kewl laser idea :D
Winter: yay!
Summer: Yus, for a final spell its pretty basic...I will fix.
...Seems like stage 5 has the most problems...
Stage 6: Non-spell 4: Forgot to fix the error again...and ill slow down the green stuff, i thought it would be fun...ji thought the bouncing bubbles were good?
Deleted the shotreplace readme.
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Sparen on February 24, 2013, 12:17:27 AM
Stage 5: I synced it with the music and I dont know how to keep the sync while using WaitForZeroEnemy:.
Stage 5: Hm, I thought I put the music like that...?
Spring: I should make the boss throw blue murasa bullet things in the air and come down like rain! (Once I figure out how! )
...Seems like stage 5 has the most problems...
Stage 6: Non-spell 4: Forgot to fix the error again...and ill slow down the green stuff, i thought it would be fun...ji thought the bouncing bubbles were good?

First one: Just delete the enemy before the mid boss: its bullets were the only ones that interfered with the mid boss.
Second one: you called it in #BGM. That isn't recommended for .wav files, and causes additional problems.
Third one: Object bullets that go up and when they hit the top, create shots that come down before dying.
Stage 5: It has the most problems because it has the most stuff in it.
Stage 6: As long as the bullets aren't too fast and don't bounce off of the bottom of the screen, it's fine.
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Qwertyzxcv on February 24, 2013, 12:22:36 AM
First one: Just delete the enemy before the mid boss: its bullets were the only ones that interfered with the mid boss.
Second one: you called it in #BGM. That isn't recommended for .wav files, and causes additional problems.
Third one: Object bullets that go up and when they hit the top, create shots that come down before dying.
Stage 5: It has the most problems because it has the most stuff in it.
Stage 6: As long as the bullets aren't too fast and don't bounce off of the bottom of the screen, it's fine.
1. PERFECT! Thanks!!
2. Oh, well in the stage script I did it right? (both bgms)
3. I kind of want them to slow down, change directions and speed up. So would I use setspeed and setangle?
Stg 5: OH good point...(and because it was the first part of the game I made xD)
Stg 6: Hooray!
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Sparen on February 24, 2013, 01:15:23 AM
3. I kind of want them to slow down, change directions and speed up. So would I use setspeed and setangle?

First, create an object bullet. Duh. Then,
Code: [Select]
if(Obj_GetY(obj)<GetClipMinY){Obj_SetAngle(obj, rand(75,105)); Obj_SetSpeed(obj, 1);}That goes in while. You'll have to work out the acceleration by yourself because I had a disgusting time with the acceleration and I really can't help you.

P.S. My challenges page seems sort of bleak right now. Considering that I made it for you, you might want to try out some new techniques and patterns.  :3
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Qwertyzxcv on February 24, 2013, 01:42:37 AM
First, create an object bullet. Duh. Then,
Code: [Select]
if(Obj_GetY(obj)<GetClipMinY){Obj_SetAngle(obj, rand(75,105)); Obj_SetSpeed(obj, 1);}That goes in while. You'll have to work out the acceleration by yourself because I had a disgusting time with the acceleration and I really can't help you.
P.S. My challenges page seems sort of bleak right now. Considering that I made it for you, you might want to try out some new techniques and patterns.  :3c
Ok...but acceleration >.<*
Do have a link to a tutorial or something that talks about acceleration/deceleration? :3c I don't really have a clear idea...
P.S. Yes I am working on the challenge 5 script (under challenges in this thread)
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Sparen on February 24, 2013, 01:47:34 AM
Ok...but acceleration >.<*
Do have a link to a tutorial or something that talks about acceleration/deceleration? :3 I don't really have a clear idea...

I have a task that does acceleration, but it only does y acceleration. I just have had way too many problems... the script that uses it is unsatisfactory by my standards.

http://www.youtube.com/watch?v=CVRoKlRPm3Q (http://www.youtube.com/watch?v=CVRoKlRPm3Q)

Go to 3:50. That's the task I offer. However, you'll have to modify it yourself to fit what you want.
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Qwertyzxcv on February 24, 2013, 01:55:46 AM
I have a task that does acceleration, but it only does y acceleration. I just have had way too many problems... the script that uses it is unsatisfactory by my standards.

http://www.youtube.com/watch?v=CVRoKlRPm3Q (http://www.youtube.com/watch?v=CVRoKlRPm3Q)

Go to 3:50. That's the task I offer. However, you'll have to modify it yourself to fit what you want.
I actually already have Danmaku Dodging for Dummies!
I will look at it.
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Sparen on February 24, 2013, 02:03:32 AM
I actually already have Danmaku Dodging for Dummies!

If you have it, then use the ReadMe to find what you need help with, and then go to the script in question. It won't help much with object bullets, but I won't have to link the task to you.

Danmaku Dodging for Dummies was my practice ground: it was my first non-player script project. And... I'm not motivated enough to copy Part 36 from my notebook onto a text editor. So... R5 is really far away. I think I'll be stopping it soon, because I'm running out of ideas for it.

And yes. Practice. Practice. Practice. And you might have to work on your use of white space.

Quote
Should shotsheets be in the readme?
I don't have any plot idea or anything, so does anyone have ideas for that and a title?
Info: Parsee is probably going to be in it,  the stage 5 boss can control seasons, and the Stage 6 boss is the image called "touhoucharacter" and can control water (maybe) (im probably going to make that more creative).
Also does anyone have any idea for my character(s)? The one that is already designed: the wings have nothing to do with ocean, but if I take em out, it would be weird. And ideas for the stage 5 boss design?
Plot: Work on your scripting first. Then make a plot when you're finalizing your bosses. Title depends on plot. Also, controlling water might be too limiting. Your final boss is too short. I'm not going to tell you how to make characters because that's up to you. However, I assume that you're using fairies as bosses, so...

P.S. Challenge 6 is up.
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Qwertyzxcv on February 24, 2013, 03:35:56 AM
If you have it, then use the ReadMe to find what you need help with, and then go to the script in question. It won't help much with object bullets, but I won't have to link the task to you.
Danmaku Dodging for Dummies was my practice ground: it was my first non-player script project. And... I'm not motivated enough to copy Part 36 from my notebook onto a text editor. So... R5 is really far away. I think I'll be stopping it soon, because I'm running out of ideas for it.
And yes. Practice. Practice. Practice. And you might have to work on your use of white space.
Plot: Work on your scripting first. Then make a plot when you're finalizing your bosses. Title depends on plot. Also, controlling water might be too limiting. Your final boss is too short. I'm not going to tell you how to make characters because that's up to you. However, I assume that you're using fairies as bosses, so...
P.S. Challenge 6 is up.
I will look through it!
Fairies as bosses? Um, the familiars will be fairies but i dont think the bosses will be.
So many challenges! Well i'm almost finished with the 6th, ill finish it tommorow
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Sparen on February 24, 2013, 02:31:13 PM
Ibwill look through it!
Fairies as bosses? Um, the familiars will be fairies but i dont think the bosses will be.
So mamy challenges! Well im almost finishe with the 6th, illfinish it tommorow

I thought your bosses were fairies because they are walfas with wings. For the final project, you won't be able to use Walfas. Keep that in mind. Don't follow the legacy of Kana and Ellen scripts.
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Qwertyzxcv on February 24, 2013, 03:31:26 PM
I thought your bosses were fairies because they are walfas with wings. For the final project, you won't be able to use Walfas. Keep that in mind. Don't follow the legacy of Kana and Ellen scripts.
Iknw i frgot to mentiothat in the thread...
missin...leters...
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Qwertyzxcv on February 24, 2013, 10:58:10 PM
If you have it, then use the ReadMe to find what you need help with, and then go to the script in question. It won't help much with object bullets, but I won't have to link the task to you.

Danmaku Dodging for Dummies was my practice ground: it was my first non-player script project. And... I'm not motivated enough to copy Part 36 from my notebook onto a text editor. So... R5 is really far away. I think I'll be stopping it soon, because I'm running out of ideas for it.
Hmm...I looked at yur accelerating objct bullets, a I was confuse...is this it?
Code: [Select]
   task QEDGrav(x, y, speed, angle, graphic, delay, num, Bombres, gravity, maxyvelocity) {
     let obj=Obj_Create(OBJ_SHOT);
     let bouncecount = num;
  let xvel = cos(angle)*speed;
    let yvel = sin(angle)*speed;
     Obj_SetPosition(obj, x, y);
    Obj_SetAngle(obj, angle);
   Obj_SetSpeed(obj, speed);   
  ObjShot_SetGraphic(obj, graphic);
    ObjShot_SetDelay(obj, 0);
    ObjShot_SetBombResist (obj, Bombres);
    while(Obj_BeDeleted(obj)==false){
 if(bouncecount < 0){if(xvel>=0){Obj_SetSpeed(obj, (xvel^2+yvel^2)^0.5);}
   if(xvel<0){Obj_SetSpeed(obj, -(xvel^2+yvel^2)^0.5);}
   Obj_SetAngle(obj, atan(yvel/xvel));
   if(yvel<maxyvelocity){yvel += gravity;}
}
 if(bouncecount==0){bouncecount--; xvel = cos(Obj_GetAngle(obj))*Obj_GetSpeed(obj); yvel = sin(Obj_GetAngle(obj))*Obj_GetSpeed(obj);}
       if(bouncecount > 0){
 if(Obj_GetX(obj)<GetClipMinX){Obj_SetAngle(obj, 180 - Obj_GetAngle(obj)); Obj_SetX(obj, Obj_GetX(obj) + 0.1); bouncecount -= 1;}
 if(Obj_GetX(obj)>GetClipMaxX){Obj_SetAngle(obj, 180 - Obj_GetAngle(obj)); Obj_SetX(obj, Obj_GetX(obj) - 0.1); bouncecount -= 1;}
 if(Obj_GetY(obj)<GetClipMinY){Obj_SetAngle(obj, -1*Obj_GetAngle(obj)); Obj_SetY(obj, Obj_GetY(obj) + 0.1); bouncecount -= 1;}
}
        yield;
      }}
If so, wa is going on?
P I dnt thnk i hve to explainthe missin leters anymore
PS*
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Sparen on February 24, 2013, 11:06:24 PM
I assume that this is where you had trouble.
Code: [Select]
if(bouncecount < 0){
  if(xvel>=0){Obj_SetSpeed(obj, (xvel^2+yvel^2)^0.5);}
   if(xvel<0){Obj_SetSpeed(obj, -(xvel^2+yvel^2)^0.5);}
   Obj_SetAngle(obj, atan(yvel/xvel));
   if(yvel<maxyvelocity){
    yvel += gravity;
  }
   }
 if(bouncecount==0){
   bouncecount--;
    xvel = cos(Obj_GetAngle(obj))*Obj_GetSpeed(obj);
       yvel = sin(Obj_GetAngle(obj))*Obj_GetSpeed(obj);
 }

If you had trouble anywhere else, your problem is object bullets. If it's this, then...
Basically, if bouncecount turns 0, then its x and y velocities... change based off of current bullet speed and angle. It's basically a partition of one speed into two. Then if bouncecount < 0, or = -1 in this case, it will constantly turn those two velocities into one velocity using the pythagorean theorem and then set its angle based off of it.

If you don't know trig yet, you'll need to learn. Soon. I can only teach you so much regarding that because I really am not an expert when it comes to applying trig to Danmakufu.
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Qwertyzxcv on February 24, 2013, 11:30:25 PM
I assume that this is where you had trouble.
Code: [Select]
if(bouncecount < 0){
  if(xvel>=0){Obj_SetSpeed(obj, (xvel^2+yvel^2)^0.5);}
   if(xvel<0){Obj_SetSpeed(obj, -(xvel^2+yvel^2)^0.5);}
   Obj_SetAngle(obj, atan(yvel/xvel));
   if(yvel<maxyvelocity){
    yvel += gravity;
  }
   }
 if(bouncecount==0){
   bouncecount--;
    xvel = cos(Obj_GetAngle(obj))*Obj_GetSpeed(obj);
       yvel = sin(Obj_GetAngle(obj))*Obj_GetSpeed(obj);
 }
Yes it is.
Quote
Basically, if bouncecount turns 0, then its x and y velocities... change based off of current bullet speed and angle. It's basically a partition of one speed into two. Then if bouncecount < 0, or = -1 in this case, it will constantly turn those two velocities into one velocity using the pythagorean theorem and then set its angle based off of it.
If you don't know trig yet, you'll need to learn. Soon. I can only teach you so much regarding that because I really am not an expert when it comes to applying trig to Danmakufu.
Nope, dunno about trigonometry...
...then I guess I have to learn it? ;_;
Also, i'm using the computer/keyboard that doesnt make sentances with missing letters.  :toot:
Should we go to the Q/A thread or is this fine doing it here?
Since im confused should I find a script that the boss throws bullets in the air that turn around, and accelerate/decelerate like i want, or should I learn from here? Would it require trig to understand, or am I just stupid? xD
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Sparen on February 25, 2013, 12:15:57 AM
@Qwerty: Neal Kawashiro posted a script that is pretty much your work turned into a troll script. Maybe you can talk to him?
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Neal Kawashiro on February 25, 2013, 03:09:24 AM
hello. i'm sorry if i took some part of your game script. but i can pay you back by helping you do this project. so, can i help you? i promise i'll not make the impossible(atleast)
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Sparen on February 25, 2013, 03:15:34 AM
hello. i'm sorry if i took some part of your game script. but i can pay you back by helping you do this project. so, can i help you? i promise i'll not make the impossible(atleast)

It's not my place to intervene, but unless you can help with object bullets and both horizontal and vertical acceleration along with arctangents, you might mot be able to help much.
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Neal Kawashiro on February 25, 2013, 03:48:58 AM
It's not my place to intervene, but unless you can help with object bullets and both horizontal and vertical acceleration along with arctangents, you might mot be able to help much.

I can try drawing  enemies. and background. i saw the trees thingy. we can improve those graphics :)
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Qwertyzxcv on February 25, 2013, 09:36:12 PM
I can try drawing  enemies. and background. i saw the trees thingy. we can improve those graphics :)
You don't have to (unless you want to) im not really mad about you basing your thing off my script
And im saving graphics for last
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Sparen on February 26, 2013, 11:09:58 PM
You don't have to (unless you want to) im not really mad about you basing your thing off my script
And im saving graphics for last

Actually, I suggest getting boss graphics done ASAP. Stage enemies can wait, but if you don't have a solid character design in mind, it'll actually be harder to think up good spellcards for them. Special abilities especially, because you really don't want to have a case of graphics not really fitting a character or other stylistic issues. Liking your own work is good motivation.
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Qwertyzxcv on February 26, 2013, 11:19:14 PM
Actually, I suggest getting boss graphics done ASAP. Stage enemies can wait, but if you don't have a solid character design in mind, it'll actually be harder to think up good spellcards for them. Special abilities especially, because you really don't want to have a case of graphics not really fitting a character or other stylistic issues. Liking your own work is good motivation.
Whoops...
All I know is the bosses I want in the game are:
[/size]The season character, the water one, Wriggle, Yuuka, and Parsee. The reason im not making other boss fights yet is because i'm having trouble orderdering them according to a map of Gensokyo. ???


P.S. About the "rain", in the request thread maybe I can ask for the acceleration and stuff based on what I already made.

Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Sparen on February 26, 2013, 11:29:38 PM
Whoops...
All I know is the bosses I want in the game are:
[/size]The season character, the water one, Wriggle, Yuuka, and Parsee. The reason im not making other boss fights yet is because i'm having trouble orderdering them according to a map of Gensokyo. ???
P.S. About the "rain", in the request thread maybe I can ask for the acceleration and stuff based on what I already made.

P.S. Try to upload a music-free version of the script to Bulletforge. 100 MB of music is a lot, and since you're posting it there for feedback on the game rather than feedback on the music, some people might  not download it because it's simply too large and takes forever to download.
Title: Re: Danmakufu Game - "..." Version 0.16 and other stuff!
Post by: Qwertyzxcv on February 26, 2013, 11:37:24 PM
P.S. Try to upload a music-free version of the script to Bulletforge. 100 MB of music is a lot, and since you're posting it there for feedback on the game rather than feedback on the music, some people might  not download it because it's simply too large and takes forever to download.
Mkay. (I see you found eht  :V )
Title: Re: Danmakufu Game - "..." Version 0.17 and other stuff!
Post by: Qwertyzxcv on March 01, 2013, 11:38:56 PM
Version 0.17 is up! :D
What to see in the next version:
-Stage 2!
-Stage 6 will be longer!
-Updated everything!
AND MORE!
I'm still trying tlearn how to mak custom player scripts so there will be a custom Reimu and maybe Marisa by 0.3
And SORRY i keep forgetting to make the enemies autodelete correctly D:
Title: Re: Danmakufu Game - "..." Version 0.17 and other stuff!
Post by: Maths ~Angelic Version~ on March 02, 2013, 11:11:56 PM
For the rain in the stage 5 boss's spring Spell Card, I'd recommend using CreateShot12 for the gravity effect. You may for instance replace "fireb" with this:
Code: [Select]
task fireb{
wait(100);
loop{
CreateShot12(GetEnemyX,GetEnemyY,rand(-1.5,1.5),rand(-1,-2),0,rand(0.05,0.015),0,rand(2.5,3.5),185,10);
wait(3);
}}

Feel free to change some of the variables if you don't like the speeds I chose. This is just an example after all.
If you do this, you won't need the "bullet" task.

Edit: Changed
Code: [Select]
wait(2);
yield;
to
Code: [Select]
wait(3);I just think the latter looks better.
Title: Re: Danmakufu Game - "..." Version 0.17 and other stuff!
Post by: Qwertyzxcv on March 02, 2013, 11:16:08 PM
For the rain in the stage 5 boss's spring Spell Card, I'd recommend using CreateShot12 for the gravity effect. You may for instance replace "fireb" with this:
Code: [Select]
   task fireb{
      wait(100);
      loop{
         CreateShot12(GetEnemyX,GetEnemyY,rand(-1.5,1.5),rand(-1,-2),0,rand(0.05,0.015),0,rand(2.5,3.5),185,10);
         wait(2);
         yield;
   }}
Feel free to change some of the variables if you don't like the speeds I chose. This is just an example after all.
If you do this, you won't need the "bullet" task.
I'll try it,
I'm thanking you in advance if it works :3
AND IT DID :D
IT LOOKS AWESOME THANK YOU ^_^
Title: Re: Danmakufu Game - "..." Version 0.17 and other stuff!
Post by: Sparen on March 03, 2013, 01:22:44 AM
v0.17
Stage 1 banner looks really? trite, stale, and too commercial.
Stage 4 is too repetitive. Midboss?
Stg 4: WTF lasers at end. (O_O)
Stg 5: Repetitive
5: Spring Sign: Nice~ But you might want to make then fall at a higher point.
5: Winter Sign: ?Yeah. This is the best spell I've seen from you in any of your scripts.
5: Summer Sign: Dizzying, way too fast, and ? too watery? I don't know.
*Might want to stop using so many of those large bullets.
6: Second to last: WTF. I don't know how to dodge this? Bullets are too are to stream. Looks like a non spell.
6: Final Spell: ?MY EYES HURT. I hope you didn't learn that from me? (But yeah.Fast, and you're not really supposed to go unfocused through a card like that.)
Title: Re: Danmakufu Game - "..." Version 0.17 and other stuff!
Post by: Qwertyzxcv on March 03, 2013, 01:34:21 AM
v0.17
Stage 1 banner looks really? trite, stale, and too commercial.
Stage 4 is too repetitive. Midboss?
Stg 4: WTF lasers at end. (O_O)
Stg 5: Repetitive
5: Spring Sign: Nice~ But you might want to make then fall at a higher point.
5: Winter Sign: ?Yeah. This is the best spell I've seen from you in any of your scripts.
5: Summer Sign: Dizzying, way too fast, and ? too watery? I don't know.
*Might want to stop using so many of those large bullets.
6: Second to last: WTF. I don't know how to dodge this? Bullets are too are to stream. Looks like a non spell.
6: Final Spell: ?MY EYES HURT. I hope you didn't learn that from me? (But yeah.Fast, and you're not really supposed to go unfocused through a card like that.)
Stg 1: Banner is just a placeholder.
Stg 4: Ill add one or two more patterns?
Stg 5: Ill add one or two more patterns?
Spring: Ill fix it. :)
Winter: woot woot
Summer: Oh, at first I thought you said dazzling, but I guess not..xD Ill fix it. Slow it down, but ill keep it watery.
Mkay, in spell 3 ill change 02s to 03s
and in spell 4 ill change 02s to 04s.
:D
Stg 6:
Spell 4: Ill make them wait more?
Spell 5: oh...ill slow it down.
Thanks for playing :DDDDD
Title: Re: Danmakufu Game - "..." Version 0.15 and other stuff!
Post by: Qwertyzxcv on March 09, 2013, 02:38:17 AM
Then, comes the main one that YOU SHOULD BE USING if your enemies are supposed to die upon leaving the screen.

Code: [Select]
let Xmin = 0; let Xmax = 448; let Ymin = 0; let Ymax = 480;The above code states the boundaries of the Danmakufu window. You can also opt to replace this with GetClipM(in/ax)(X/Y). The code deletes enemies after they pass a certain distance out of the screen.
Hoow do I get it to not give a point item when leaving the screen?
Title: Re: Danmakufu Game - "..." Version 0.17 and other stuff!
Post by: Sparen on March 09, 2013, 11:17:54 AM
create a variable that is set to some value. If it dies by leaving the screen, set that variable to a different variable before using VanishEnemy. Afterwards, in finalize, if the variable is a certain value, create the items.

Introduction to Danmaku should have examples.
Title: Re: Danmakufu Game - "..." Version 0.17 and other stuff!
Post by: Neal Kawashiro on March 09, 2013, 11:37:44 AM
Hmm. I just thought of A story for this game. What if the final boss(The Greatest Fairy?) Thought of spreading chaos(flooding Gensokyo) for others underestimating Fairies. Reimu Goes Underground with marisa to resolve it. They meet parsee, who stops them out of jealousy and knowing that she needs to "test" them. she meets the final boss. She talks about blah blah. then she is defeated. Then, in the extra stage, They heard that someone actually controlled the flow of energy in the water, making it violent. they investigate. They meet upon "Insert Name here" And blah blah. Then,they meet "Insert energy manipulating fan made character here" Talking about blah blah...
Title: Re: Danmakufu Game - "..." Version 0.17 and other stuff!
Post by: Qwertyzxcv on March 09, 2013, 04:08:18 PM
Hmm. I just thought of A story for this game. What if the final boss(The Greatest Fairy?) Thought of spreading chaos(flooding Gensokyo) for others underestimating Fairies. Reimu Goes Underground with marisa to resolve it. They meet parsee, who stops them out of jealousy and knowing that she needs to "test" them. she meets the final boss. She talks about blah blah. then she is defeated. Then, in the extra stage, They heard that someone actually controlled the flow of energy in the water, making it violent. they investigate. They meet upon "Insert Name here" And blah blah. Then,they meet "Insert energy manipulating fan made character here" Talking about blah blah...
Wow, thats a good idea! I'll see how that would work with my season character thing, yuuka, and wriggle. :D
Title: Re: Danmakufu Game - "..." Version 0.17 and other stuff!
Post by: Neal Kawashiro on March 09, 2013, 10:26:25 PM
I actually tried to modified some of the troll scripts i edited(the rina one). I actually made one the looks wintery. That can work good for the winter spell...
Title: Re: Danmakufu Game - "..." Version 0.2 and other stuff!
Post by: Qwertyzxcv on March 16, 2013, 04:11:57 PM
Danmakufu Game Version 0.2:
So there is a lot of updates, and they are in the changelog...
Summary:
-Stage 2 started.
-Stage 4 and 5 updated.
-Stage 5 Boss spells rearanged, and updated
-Stage 6 Boss updated.
Title: Re: Danmakufu Game - "..." Version 0.2 and other stuff!
Post by: Maths ~Angelic Version~ on March 16, 2013, 05:46:26 PM
Would you mind uploading a version without music again? Some of us are too impatient to wait for 149 MB to download  :V
Title: Re: Danmakufu Game - "..." Version 0.2 and other stuff!
Post by: Qwertyzxcv on March 16, 2013, 09:27:24 PM
Would you mind uploading a version without music again? Some of us are too impatient to wait for 149 MB to download  :V
The BulletForge link has it...:)
Title: Re: Danmakufu Game - "..." Version 0.2 and other stuff!
Post by: Sparen on March 23, 2013, 01:55:10 AM
Version 0.2 Review

Test Spells:
Spell: God the lasers make my eyes hurt.
Spell 3: You need to give a warning if the boss is going to crash onto the player.

Stage 1:
-You still have issues with deleting enemies after they're out of the screen.
-After mid boss, include a wait(180)
Other than those, it's fine.

Stage 2:
-Those green strings of arrowheads are too much of a wall.
-Wall-reflecting red bullets are interesting, but they sometimes come too close to the bottom when reflecting.
-You need time before you dump the mid boss in. Maybe wait(180)
-Post mid boss needs some delay.
-After mid boss, green rings are too fast for Normal Mode.
-Oh, and all those fast, random bullets make it hard to concentrate.

Stage 3:
-Music is very low. Amplify volume.

Stage 4:
-Walls of giant bubbles are too difficult.
-Random spam is sort of hard. Also sort of disappointing.
-The giant kunai-spewing thing needs delay. I keep on getting speared trying to descend from the POC. I suggest making the enemy come from the top before spewing the bullets.
-That ring of red bullets was completely unexpected in the mid boss.
-Post non spell red walls are hard to see.

Stage 5:
-Opener is way too easy, but those green oval bullets are very hard to dodge.
-Spring Sign looks good.
-Summer Sign is so fast that you can't appreciate the pattern
-Slowdown in Winter Sign does more harm than good.

Stage 6:
-The Under Construction Spell is completely boring and trollish. I know you can do better than this.
-The Final Spell is too fast; it smashes you into the bottom of the screen. Seeing the bullets on the side curving gave me a panic attack because I thought they'd come back up from the bottom of the screen.
Title: Re: Danmakufu Game - "..." Version 0.2 and other stuff!
Post by: Qwertyzxcv on March 23, 2013, 04:58:28 PM
Test Spells:
Spell: Oh, i'll replace it with bullets?
Spell 3: Alright.

Stg 1:
-UGZHHGHGHGGHJDSUYHBESO RUG.
-Ok.
-Yay.
Stg 2:
-I'll make it less dense.
-Ok.
-Ok.
-Ok.
-I already am working on that.
-I'll make less and slow them down.
Stg 3:
-I'm waiting till i'm all finished for that, because i'm still editing the music.
Stg 4:
-They are aimed pretty far from the player...
-Ok.
-Ok.
-I don't even know why that's there. Seriously. I posted it on the Q&A thread, but it didn't help much.
Fixed nevermind!
-Ok.
Stg 5:
-Faster for opener, less dense for ovals.
-Yay.
-Ok.
-I am keeping the slowdown, BUT, I will make less "Snow". :)
Stg 6:
-Trollish? Just redirect the mass amounts of bullets. But I could make it less boring.
-I'll slow it down. And I took out that random curvy bullet.
Title: Re: Danmakufu Game - "..." Version 0.2 and other stuff!
Post by: Sparen on March 23, 2013, 05:04:12 PM
*Regarding the red bullets, check your Finalize loop and the stages. You really need to organize your stage scripts better and give them their correct names.
Title: Re: Danmakufu Game - "..." Version 0.2 and other stuff!
Post by: Qwertyzxcv on March 23, 2013, 05:22:59 PM
*Regarding the red bullets, check your Finalize loop and the stages. You really need to organize your stage scripts better and give them their correct names.
The only thing in finalize, is deleting graphics. Explain about the organizing?
Title: Re: Danmakufu Game - "..." Version 0.2 and other stuff!
Post by: Sparen on March 24, 2013, 02:50:12 PM
I.E. don't name Boss Spell 1 as Midboss, and delete all of your experiments when you're releasing a version of the script. Also, you have to label things better. For example, some of your scripts say "Stage X mid boss" when they're a stage script. That kind of stuff.
Title: Re: Danmakufu Game - "..." Version 0.21 and other stuff!
Post by: Qwertyzxcv on March 30, 2013, 03:33:08 PM

Version 0.2: !!! :D
Updates:
-SOUND EFFECTS*!!!!!!!!!!!!!!!!! (took me days to add)
-Everything is more organized
-Point system on stage 1 :3
-Stage and boss updates.
Please look in changelog for more updates.
And don't ask about the winter spell, I forgot to fix it when I was uploading ._.
*The sound effects overpower the music.
Title: Re: Danmakufu Game - "..." Version 0.21 and other stuff!
Post by: Sparen on April 02, 2013, 02:44:08 PM
V2.1

Don't Know:
Spell: Meh. Boring.
Spell2: You already used this.
Spell3: It's still cruel.
Spell4: This is non spell tier
Spell5: OH GOD. Nope. Don't use rand(1,255). Not a good idea.
Spell5b: WTF? Is that last part supposed to troll you?
[attach=1]
Spell6: Too dense
Spell6b: Even worse
Spell6c: Too hard to move between.
Spell6d: BEAUTIFUL! But equally undodgeable.
Spell6e: This is so beautiful that I really enjoy using the blind spot.
Spell6f: Ew.
Spell7: Troll tier.
Spell8: ?OK, and??
Spell9: You saw the reviews for Spiral Thunder Blast, right? I suggest you don't use this.
Spell10: This'd make a nice non spell if the boss was higher up.

Stage 1:
-You get walled instantly if you go pacifist
-Enemy deletion issues~
[BUG]:You have an error message with fire; It's called by two enemies, then two more, then 4 more.

Stage 2:
-Seriously, don't create bullets on the bottom half of the screen that fly up at the player.
-I'm referring to those red bulelt enemies at the start
-The stars and ellipse bullets are nice, but you have too many random bullets on the screen when you add the kunai. Tone it down a bit.

Stage 3:

Stage 4:
-Opener phase 2 walls player.
-You have error messages again.
-Walls of small bullets are uglier than walls of big bullets. Change both. (Post-midboss)
-Task xklm has an error.

wait(rand(30,50));

You forgot the closing parenthesis for wait.

Stage 5:
DON'T HAVE ENEMIES BLAST WALLS AT YOU FROM THE BOTTOM OF THE SCREEN!!! >_<
SFX are better, but you keep all of those walls?
-SFX control needed for enemies off of the screen

Stage 5 Boss:
-NS2 walls.
-Winter Sign is beautiful, but it's Hard Mode Tier, not Normal Mode.

Music is unhearable!

Stage 6:
-Using rand in the opener means that nothing actually hits the player.
-Preset rings are not cool. Especially since their graphics are cut off.

Stage 6 Boss:
-Under Construction Spell: you need to delete and completely revamp this one.
-Last spell has error message.

Overall:
-Need less blunt SFX
-Need louder music
-Need to stop walling
-Need to play your scripts before you release them
-Need to check to see if things are playable
-Need to give spells names
-Need to give your tasks names that allow for debugging
etc.

Title: Re: Danmakufu Game - "..." Version 0.21 and other stuff!
Post by: Qwertyzxcv on April 02, 2013, 09:49:01 PM
V2.1

Don't Know:
Spell: Meh. Boring.'
          :(
Spell2: You already used this.
         Yeah but it would fit Parsee. :D
Spell3: It's still cruel.
          Im thinking of making the enemy slightly above the player.
Spell4: This is non spell tier
            Yup, or add more.
Spell5: OH GOD. Nope. Don't use rand(1,255). Not a good idea.
             yup
Spell5b: WTF? Is that last part supposed to troll you?
             mmhmm
[attach=1]
Spell6: Too dense
Spell6b: Even worse
Spell6c: Too hard to move between.
Spell6d: BEAUTIFUL! But equally undodgeable.
Spell6e: This is so beautiful that I really enjoy using the blind spot.
Spell6f: Ew.
            none of these are supposed to be possible. the just look awesome.
Spell7: Troll tier.
           yup needs fixing
Spell8: ?OK, and??
           im trying to make it stay at the edge, and shoot up bullets that explode into fireworks :D
Spell9: You saw the reviews for Spiral Thunder Blast, right? I suggest you don't use this.
            yeah, i was seeing how it would work. :)
Spell10: This'd make a nice non spell if the boss was higher up.
            yay

Stage 1:
-You get walled instantly if you go pacifist
         whoops.
-Enemy deletion issues~
         ...does it really matter? just wondering
[BUG]:You have an error message with fire; It's called by two enemies, then two more, then 4 more.
          trying to fix that

Stage 2:
-Seriously, don't create bullets on the bottom half of the screen that fly up at the player.
          okay
-I'm referring to those red bulelt enemies at the start
           okk
-The stars and ellipse bullets are nice, but you have too many random bullets on the screen when you add the kunai. Tone it down a bit.
          ok

Stage 3:

Stage 4:
-Opener phase 2 walls player.
            no it doesnt.
-You have error messages again.
           fixed a few, not all of them though.
-Walls of small bullets are uglier than walls of big bullets. Change both. (Post-midboss)
           oh
-Task xklm has an error.
wait(rand(30,50));
You forgot the closing parenthesis for wait.
            ok

Stage 5:
DON'T HAVE ENEMIES BLAST WALLS AT YOU FROM THE BOTTOM OF THE SCREEN!!! >_<
           ok
SFX are better, but you keep all of those walls?
         ok
-SFX control needed for enemies off of the screen
           ok

Stage 5 Boss:
-NS2 walls.
            ok
-Winter Sign is beautiful, but it's Hard Mode Tier, not Normal Mode.
           forgot to fix it...(in the post about 2.1)

Music is unhearable!
            yup...im waiting til im finished to make it louder.

Stage 6:
-Using rand in the opener means that nothing actually hits the player.
             oh
-Preset rings are not cool. Especially since their graphics are cut off.
            trying to make something else out of that but it didnt work

Stage 6 Boss:
-Under Construction Spell: you need to delete and completely revamp this one.
                    ...
-Last spell has error message.
                   fixed

Overall:
-Need less blunt SFX
-Need louder music
-Need to stop walling
-Need to play your scripts before you release them
-Need to check to see if things are playable
-Need to give spells names
-Need to give your tasks names that allow for debugging
etc.
                  ok, thank you for taking your time to review this! :D
Title: Re: Danmakufu Game - "..." Version 0.21 and other stuff! (reimu boss fight!)
Post by: Sparen on April 02, 2013, 10:56:39 PM
Reimu Troll Script:

NS1: ...Wow. (Not a compliment)
SP1: At least you had the decency to create the bullets at the bottom.
NS2: Actually, those lasers with the colorful amulets look good.
SP2: You know, this one isn't all that bad.
NS3: This one is awesome! I'm going to use laser amulets next time! NOT.
SP3: If you can make something look this good in a troll script, maybe you should apply that to a normal script.
SP4: ...XD

You just found a really creative way to reuse the same algorithm like five times. Not a bad troll script, though it's not particulary great either.

Spell 3: If you lessen speed and bullet number, this would make a much better second-to-last spell for your Stage 6 boss than the one you currently have.

SP5: AHAHAHA. Yuke's 1Up was more creative. Still, you crashed Danmakufu, so that's impressive.

      SetEffectForZeroLife(100, 255, 5);

      loop(20000){CreateItem(ITEM_SCORE,GetX+rand(-200,200),GetY+rand(200,200));}
      CollectItems;

AHAHAHAHAHA. End of review.
Title: Re: Danmakufu Game - "..." Version 0.21 and other stuff! (reimu boss fight!)
Post by: Qwertyzxcv on April 02, 2013, 11:41:09 PM
Reimu Troll Script:
more of an april fools joke

NS1: ...Wow. (Not a compliment)
xD
SP1: At least you had the decency to create the bullets at the bottom.
?
NS2: Actually, those lasers with the colorful amulets look good.
DARNIT
SP2: You know, this one isn't all that bad.
ill fix that
NS3: This one is awesome! I'm going to use laser amulets next time! NOT.
lolz
SP3: If you can make something look this good in a troll script, maybe you should apply that to a normal script.
 ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ? Wow :D
SP4: ...XD
yup

You just found a really creative way to reuse the same algorithm like five times. Not a bad troll script, though it's not particulary great either.
ooh, ill make version v. version ver. 2 better!

Spell 3: If you lessen speed and bullet number, this would make a much better second-to-last spell for your Stage 6 boss than the one you currently have.
Woah, i dont really think so. I could make the second to last spell a tiny bit similar though.

SP5: AHAHAHA. Yuke's 1Up was more creative. Still, you crashed Danmakufu, so that's impressive.
 :D

      SetEffectForZeroLife(100, 255, 5);

      loop(20000){CreateItem(ITEM_SCORE,GetX+rand(-200,200),GetY+rand(200,200));}
      CollectItems;

AHAHAHAHAHA.
xD
End of review.
end of review's reply
Title: Re: Danmakufu Game - "..." Version 0.21 and other stuff! (reimu version 2!)
Post by: Qwertyzxcv on April 06, 2013, 01:33:41 AM
New stuff!
Two things :)

Reimu boss fight version 2: http://www.bulletforge.org/u/qwertyzxcv1/p/raeoimu-hackuray-bos-fite/v/ver-v-version-222222-two-to-too
Basically, I fixed everything in Sparen's feedback, "updated" the BGM, and fixed some spells/nonspells.

Sparen's challenge 10: http://www.bulletforge.org/u/qwertyzxcv1/p/challenge-10/v/1
A parsee spellcard, with three phases. And its a 77 second time-out.
There aren't enough Parsee scripts D:<
Title: Re: Danmakufu Game - "..." Version 0.21 and other stuff! (reimu version 2!)
Post by: Sparen on April 06, 2013, 02:12:13 AM
I've PMmed you my opinion of your 'Parsee Script.' However, it seems that I neglected to tell you that Reimu isn't Parsee. XD.

Having a Reimu cutin doesn't mean that you're playing against Parsee.


Version 2 of Reimu TROLL

NS1: OK. Music trolls just as much as the script.
SP1: ?Those bullet from the top make me want to cry.
NS2: What the HELL did you do to the SFX?! Looks really interesting though.
SP2; Boring.
NS3: Meh. Looks the same as before.
SP3: Excellent trolling. But? looks like that Sakuya timestop abuse.
SP4: Boring.
SP5: ?Overrated.

More of an eartroll this time.
Title: Re: Danmakufu Game - "..." Version 0.21 and other stuff! (reimu version 2!)
Post by: Qwertyzxcv on April 06, 2013, 02:30:34 AM
I've PMmed you my opinion of your 'Parsee Script.' However, it seems that I neglected to tell you that Reimu isn't Parsee. XD.

Having a Reimu cutin doesn't mean that you're playing against Parsee.


Version 2 of Reimu TROLL

NS1: OK. Music trolls just as much as the script.
SP1: ?Those bullet from the top make me want to cry.
NS2: What the HELL did you do to the SFX?! Looks really interesting though.
SP2; Boring.
NS3: Meh. Looks the same as before.
SP3: Excellent trolling. But? looks like that Sakuya timestop abuse.
SP4: Boring.
SP5: ?Overrated.

More of an eartroll this time.
n1 ooh
s1 lol :D
n2 err
s2 will add like a wave of bullets that are unfair and dense and fast and big ;)
n3 it is
s3 yay
s4 D:
s5 explain.
Title: Re: Danmakufu Game - "..." V 0.21 and other stuff! (reimu v 3! challenge 10 v2!)
Post by: Qwertyzxcv on April 06, 2013, 10:55:44 PM
Newer stuff! :D

Challenge 10 version 2 (http://www.bulletforge.org/u/qwertyzxcv1/p/challenge-10/v/21)
Read the description.

raeoimu Hackuray bos fite version 3  (http://www.bulletforge.org/u/qwertyzxcv1/p/raeoimu-hackuray-bos-fite/v/3)
I made it less boring. :D

My own challenge: Qwertyzxcv's challenge (https://sites.google.com/site/sparensprojects/projects/danmakufu-challenges/challenge-archive#TOC-Qwertyzxcv-s-Challenge:)

Game version 2.2: not available for download because not much was changed. ( http://pastebin.com/EFkMfTte (http://pastebin.com/EFkMfTte) )
Title: Re: Danmakufu Game - "..." V0.21 and other stuff! (reimu V3! challenge 10 V2!)
Post by: Sparen on April 07, 2013, 12:46:05 AM
Challenge: There's still a Reimu cutin you know...

Your challenge: There're links in the Table of Contents for a REASON, you know.

On a side note, please don't link like that.

Code: [Select]
[url=www.sites.google.com/site/...etc]Link[/url]
This way the name of the website isn't as obvious.
Title: Re: Danmakufu Game - "..." V0.21 and other stuff! (reimu V3! challenge 10 V2!)
Post by: Qwertyzxcv on April 07, 2013, 01:28:50 AM
Challenge: There's still a Reimu cutin you know...
Your challenge: There're links in the Table of Contents for a REASON, you know.
On a side note, please don't link like that.
Code: [Select]
[url=www.sites.google.com/site/...etc]Link[/url]This way the name of the website isn't as obvious.
Thanks, fixed all of that. :)
Title: Re: Danmakufu Game - "..." V0.21 and other stuff! (reimu V4! announcment!)
Post by: Qwertyzxcv on April 13, 2013, 03:05:04 PM
Anouncment! :D
Im leaving for a week to Florida, so I probably cant do Danmakufu until next week.
So if you want me to finish something, like the next version of the game, or make a reveiw of a script, its recomended that you do it now.
That is all.
Title: Re: Danmakufu Game - "..." V0.21 and other stuff!
Post by: Qwertyzxcv on May 20, 2013, 09:59:55 PM
Marisa Kirisame Boss Fight! :D
Music: http://www.mediafire.com/?f31k67s03zrdzfp
No music: http://www.bulletforge.org/u/qwertyzxcv1/p/marisa-boss-fight/v/1 (http://www.bulletforge.org/u/qwertyzxcv1/p/marisa-boss-fight/v/1)
Title: Re: Danmakufu Game - "..." V0.21 and other stuff! (reimu V4! announcment!)
Post by: Maths ~Angelic Version~ on May 20, 2013, 10:26:50 PM
Honestly, I'd like to see more serious scripts from you because I know you can make fun serious scripts~ (and because I enjoy serious scripts more than I enjoy troll scripts.)
As a troll script, that Marisa script seems at least acceptable, but I don't know that much about troll scripts.
Title: Re: Danmakufu Game - "..." V0.21 and other stuff! (reimu V4! announcment!)
Post by: Qwertyzxcv on May 20, 2013, 11:14:26 PM
Alright, i'll stop now...they're just really fun to make.
Also, I will make a serious Yoshika script eventually...:D
Title: Re: Danmakufu Game - "..." V0.21 and other stuff! (reimu V4! announcment!)
Post by: Sparen on May 20, 2013, 11:17:12 PM
Marisa Troll script

DAT MOUSTACHE.
NS1: OK.
Sp1: OOH. Lines of undodgeable stars. Nice touch.
NS2: LOLOLOLOLOL
Sp2: I captured this one. Actually
NS3: ... Crashed Danmakufu

I couldn't see the rest in a row, obviously.

...So I edited it.

SP3: Sweet. POCing kills you. And... This is VERY GOOD.
Sp4: LOLOLOLOLOL. Very nice sprite faces. Lol music notes

Honestly, you're crashing Danmakufu in the middle of the script. I give up.
[attach=1]
Title: Re: Danmakufu Game - "..." V0.21 and other stuff! (reimu V4! announcment!)
Post by: Qwertyzxcv on May 21, 2013, 02:35:45 AM
Marisa Troll script
DAT MOUSTACHE.
NS1: OK.
Sp1: OOH. Lines of undodgeable stars. Nice touch.
NS2: LOLOLOLOLOL
Sp2: I captured this one. Actually
NS3: ... Crashed Danmakufu
I couldn't see the rest in a row, obviously...So I edited it.
SP3: Sweet. POCing kills you. And... This is VERY GOOD.
Sp4: LOLOLOLOLOL. Very nice sprite faces. Lol music notes
Honestly, you're crashing Danmakufu in the middle of the script. I give up.
[attach=0]
What mustache?
Ns1 Maybe i can add something else to it?
S1 Yay
NS2 lol.
S2 Yeah it was more of a weird idea than an impossible one. I dont want to make it just impossible walls of spam, so ill add something else.
Ns3 Oops, it didnt crash for me, but ill fix it.
S3 YEY ^__^
SP4 Thank you.
I didnt mean to crash it ;___;
Title: Re: Danmakufu Game - "..." V0.21 and other stuff! (reimu V4! announcment!)
Post by: Maths ~Angelic Version~ on May 21, 2013, 08:55:17 PM
Alright, I'll stop now...they're just really fun to make.
I don't mean that you should stop doing something that you enjoy. After all, isn't enjoying what you're doing an important motivation for making scripts?
What I mean is that it would be fun to see more serious scripts from you because I know you can make them.  :ohdear:
Also, I will make a serious Yoshika script eventually...:D
Yay!  :D
Title: Re: Danmakufu Game - "..." V0.23 and other stuff!
Post by: Qwertyzxcv on June 10, 2013, 05:50:37 PM
Game, Version 0.23:lol
Download: http://www.mediafire.com/download/9d9djk8tj0yftop/Game_2.3.rar (http://www.mediafire.com/download/9d9djk8tj0yftop/Game_2.3.rar)
(Not going to post on bulletforge anymore)
Updates are in the changelog.
Title: Re: Danmakufu Game - "..." V0.23 and other stuff!
Post by: Sparen on June 10, 2013, 09:49:07 PM
Note: your file is 194 MB. Once you hit 200, Mediafire will prevent you from uploading your file due to their crackdown on multipart .rar files [They want you to upgrade to premium]. If you have extra files, please clear them. Also, make sure that everything is as small as possible.
Title: Re: Danmakufu Game - "..." V0.23 and other stuff!
Post by: Qwertyzxcv on June 10, 2013, 10:19:47 PM
Note: your file is 194 MB. Once you hit 200, Mediafire will prevent you from uploading your file due to their crackdown on multipart .rar files [They want you to upgrade to premium]. If you have extra files, please clear them. Also, make sure that everything is as small as possible.
Yeah I know, I had to delete like 5 songs for it to work... :C
I'll probably convert them to .ogg
Title: Re: Danmakufu Game - "..." V0.23 and other stuff!
Post by: Sparen on June 10, 2013, 10:22:16 PM
Version 2.3

I'm skipping most of the stuff I've already seen.

Don't Know
Spell - Curvies are too random. Too many walls
Spell 3 - Trollish
Spell 4 - Hina Ripoff
Spell 8 - Nice. The ideas is good. This would be a good spell card.
Spell 10 - Makes a good non spell
Spell 11 - Too much delay w/o bullets
Spell 12 - Too easy once you understand it.
Spell 13 - Overdrive Mode. Way too hard.
Spell 14 - Super hard but a good non spell.

Stage 1
Starts off meh.
Immediately Post-midboss, WAY too repetitive.
Post mid boss, some of the laser enemies fire SFX but no lasers.

Stage 2
Opener is way too long and too random. Also, enemies have too much HP.
Post mid boss, much better. Very nice, except that default player attacks obscure enemy bulets.

Stage 4
Once again, too much Enemy HP.
There are still random bullet rings from the ceiling. Fix this. (Pre-midboss)
Enemies are not deleting correctly off of the screen.

Stage 5
Still too many walls of orange bubbles.

Stage 6
It's taboo to have bullet bounce off of the bottom of the screen like that.
Also, can't tell the difference between enemy graphic and bullet graphic.
ALSO, opener is WAY too repetitive
The honing section is bland. Use different colors.
Also, you made a common error. When enemies delete, object bullets created by those enemies automatically lose their properties as object bullets. So you really need to make the bullets never have a speed of 0.
Post-midboss death fairy: Way too much HP. Way too repetitive. Boring w/o SFX.
2nd death fairy has same problem.
End of battle final spell isn't very appealing. Also, the effect is too dramatic, and you can die in that time span. Don't do it.

Overall, the music is really not good at bringing about an exciting feeling to the spells, the SFX are artificial sounding and don't sound great with your music, your lack of enemy graphics isn't very appealing, and your patterns need both bullet variety and color variety. You still have some residual errors, and you still need lots of work with the flow of a stage.

I'm going to make an offer to you. Provide me with a full script of your game with all of the characters, their names, their spell cards, and a plot. If you can do that, I will offer to help you script a player character for this game if you want. As in, a Non-Reimu/Marisa. Other than that, name your stages, get backgrounds, and name your attacks.

Oh, and you should definitely try and make your music more catchy and exciting.

Also, 0.12m doesn't like .ogg files. It crashed automatically when I tried to use them.
Title: Re: Danmakufu Game - "..." V0.23 and other stuff!
Post by: PhantomSong on June 10, 2013, 10:38:36 PM
I still don't get why you don't want to upload to Bulletforge... Who cares what people think?
You can always make it unlisted...
Title: Re: Danmakufu Game - "..." V0.23 and other stuff!
Post by: Qwertyzxcv on June 10, 2013, 10:45:39 PM
delete this post
Title: Re: Danmakufu Game - "..." V0.23 and other stuff!
Post by: Qwertyzxcv on June 10, 2013, 10:48:35 PM
Enemies are not deleting correctly off of the screen.
    Does that affect the game?
Also, you made a common error. When enemies delete, object bullets created by those enemies automatically lose their properties as object bullets. So you really need to make the bullets never have a speed of 0.
    Thank you
End of battle final spell isn't very appealing. Also, the effect is too dramatic, and you can die in that time span. Don't do it.
    You can't die...
Overall, the music is really not good at bringing about an exciting feeling to the spells.
   How can I fix that?
I'm going to make an offer to you. Provide me with a full script of your game with all of the characters, their names, their spell cards, and a plot. If you can do that, I will offer to help you script a player character for this game if you want. As in, a Non-Reimu/Marisa. Other than that, name your stages, get backgrounds, and name your attacks.
    I don't really have a lot planned, but i'll PM you with what I have so far.
Oh, and you should definitely try and make your music more catchy and exciting.
    How can I do that?

@PhantomSong
I'm not uploading to BulletForge because I'm not getting enough feedback. I started to upload there for more of it...now it's getting annoying having to create another version of my game without music.
Title: Re: Danmakufu Game - "..." V0.23 and other stuff!
Post by: Sparen on June 10, 2013, 11:23:15 PM
Generally speaking, since Bulletforge's "Last Updated" feature is still reading only "Last Downloaded," and since nobody bothers to check the first page of new scripts, it's near-imposible to get any feedback for newer versions without submitting it is a new project (which I am planning to do for PDD when Stage 3 is done and my demo is stable). I'm one of the few people who bothers to check the depths of BulletForge for scripts that I want.
Title: Re: Danmakufu Game - "..." V0.23 and other stuff!
Post by: Qwertyzxcv on June 10, 2013, 11:40:33 PM
Generally speaking, since Bulletforge's "Last Updated" feature is still reading only "Last Downloaded," and since nobody bothers to check the first page of new scripts, it's near-imposible to get any feedback for newer versions without submitting it is a new project (which I am planning to do for PDD when Stage 3 is done and my demo is stable). I'm one of the few people who bothers to check the depths of BulletForge for scripts that I want.
Maybe I should make a demo...geuss i'll have to work on the first few stages more...
Title: Re: Danmakufu Game - "..." V0.23 and other stuff!
Post by: Sparen on June 16, 2013, 06:41:37 PM
WORK. Or else.

...Also, since you got those fairy graphics, go and USE them!
Title: Re: Danmakufu Game - "..." V0.24 and other stuff!
Post by: Qwertyzxcv on July 10, 2013, 04:01:57 PM
Version 0.24


Part 1: http://www.mediafire.com/download/5843mf9az0ux9z2/Game_.24.rar (http://www.mediafire.com/download/5843mf9az0ux9z2/Game_.24.rar)
Part 2: http://www.mediafire.com/download/b6q8azzp327paxy/Game_.24_Part_2.rar (http://www.mediafire.com/download/b6q8azzp327paxy/Game_.24_Part_2.rar)


Most of this is unfinished, especially Stage 2.
This version I started to put together the Stage 1 and 3 boss.
I'm going to work on the first 3 stages a lot more so I can make a demo too.
Title: Re: Danmakufu Game - "..." V0.24 and other stuff!
Post by: Sparen on July 10, 2013, 08:31:14 PM
Expect me to look at this after all of the LOCAA issues are organized.
Title: Re: Danmakufu Game - "..." V0.24 and other stuff!
Post by: Lavalake on July 10, 2013, 11:15:35 PM
Music causes slower downloads? I thought because they had little MB that they didn't affect downloads.

I might download this when I get back from vacation. (About 6 weeks XD) Unless you already have the demo out by then.
But usually, people have plots when they release a demo.
I think you should start to think of a plot that strings all your boss fights, environments, and danmaku together. It's not that hard, and doesn't take up that much time.
I usually like to brainstorm when I go to sleep. It makes it easier because there is not much on your mind at that moment.
A game name is also preferable. After you think of your basic plot, you can just create a catchy name to go with it. Or you can just name it like Sparen's game. Pokedigimon Danmaku. (I think it is.)
The title tells of the enemies and players instead of the story's scenario.
Title: Re: Danmakufu Game - "..." V0.24 and other stuff!
Post by: Sparen on July 11, 2013, 09:41:25 PM
Posting Miransu's review:

Quote
Stage 1 Part 1:
   You need to make the fairies much less durable.
   I can't shoot down even half of them, to be completely honest with you.
   The aqua-coloured bullets are... very distracting especially since they don't even anywhere near the player.
   (8/20)
Stage 1 midboss:
   Chen moves waaaaaaay too much. It's fine otherwise.
   (14/20)
Stage 1 Part 2:
   Gimmick of bouncing bullets is unnecessary. Really, for stage 1...
   Also, the purple/blue lasers look really ugly.
   Green amulets are ok.
   (9/20)
Stage 1 Boss:
   Nonspell 1 and 2 are fine.
   Spell 1: Really really boring. Have more bullet types or something...
   Spell 2: Is... a bit cheap on the first wave but the rest is fine. Also Chen should only be spinning WHILE she's moving...
   Nonspell 3 is WHAT THE FUCK. Taking points off for that cheapness.
   (11/20)

Stage 2 Part 1:
   Yeah... those purple spirals? Tone them down.
   Also, they seem to be going on for the entire stage which is bluh.
   And then when the bubble bullets come in... ...
   (7/20)

Stage 2 Midboss:
   BORDER OF LIFE AND DEATH. It has a very very high chance of walling you.
   Then there's the blank nonspell...
   Yeah, I really don't like this.
   (4/20)

Stage 2 Part 2:
   OH GOD RED BULLETS.
   At the end it just becomes a huge random shitfest so... >_>
   (3/20)

Stage 2 Boss:
   ... None.

Stage 3 Boss:
   Oh hi SA Stage 2 theme...
   Nonspell 1 and 2: There's lots of lag each time the blue bullets turn yellow. Also background is distracting.
   Spell 1: This is actually fine. Just make the dots into a bullet type that's bigger.
   Spell 2: OH HI RED MAGIC... ... ...
   Spell 3: Don't pull a Parsee please.
   (8/20)

Stage 4C:
   That is a LOT of rainbows. Also pseudo walls. Neither of which are particularly appealing.
   Also more lasers like that of stage 1. This time it's neither fun nor pretty because OH GOD HALF THE SCREEN IS WHITE.
   (10/20)

Stage 5:
   Fine. Though you should try to avoid having bullets spawn on top of each other, which wastes processing power.
   Also, you should really stop having lines of bullets that go nowhere near the player. For example the orange bubbles in this stage. It doesn't really do anything but waste processing power.
   OH GOD PURPLE BUBBLES. ARRRRRRGGGGGGGGGGHHHHHHHHHHHHH.
   (6/20)

Stage 5 Boss:
   Nonspell 1, 2: Sure.
   Spell 1, 2: RANDOM BULLET TYPES YAY. This is a stage 5 boss. Mind doing something more... creative...?
   Nonspell 3: Lasers are fucking fast. Tone them down.
   Spell 3: Fine for a third stage boss, but... still needs more creativity.
   Spell 4: Best excuse to add lasers and stuff to Eternal Meek...
   (7/20)

Stage 6:
   SCARLETSHOOT FAIRIES. SPRING KYOTO DOLLS.
   That's pretty much all there is to it. Needs more excitement factor to the final stage, considering there's THAT kind of theme playing in the background...
   (8/20)

Stage 6 Boss:
   Nonspell 1: Needs a few bullets, maybe a curving ring of sorts would do.
   Spell 1: RANDOM TURNING BULLETS. YAY.
   Nonspell 2, 4: .
   Spell 2: Um... turning bullet walls need to have more delay. They don't move either, but... It would certainly help first-time players to tell where they would be. Same goes for the yellow bullets.
   Nonspell 3: Fine. Just turn the aqua walls into single bubbles.
   Spell 3: What are you even looking for? ... I have no idea what to say about this.
   Spell 4: Good job on replicating Border of Wave and Particle and adding in some aimed shots.
   Spell 5: Also, thanks for throwing in a Seamless Ceiling of Kinkakuji!
   (6/20)
   
Last Spell:
   Crashes the game.
   (0/20)   

Extra stage:
   Random transformation is unnecessary.
   Also it's really boring as of now.
   Though, that could just be because it's a low priority task right now...
   (3/20)

Overall problems:
   BGM is WAAAAAAAAAAY too soft compared to the sound effects.
   The music all sounds very sameish...
   Sprites have a white background.
   Backgrounds are missing or very unappealing. Fix those.
   Also, NAME YOUR SPELLCARDS.
   Final score = 104/300 (35%)
Title: Re: Danmakufu Game - "..." V0.24 and other stuff!
Post by: Qwertyzxcv on July 26, 2013, 01:28:09 AM
VERSION 0.25 C:
http://www.mediafire.com/download/v4tcm879gs2tdv1/Game_0.25.rar (http://www.mediafire.com/download/v4tcm879gs2tdv1/Game_0.25.rar)

This version doesn't include Stages 5, 6, and Extra.
I'm mainly focusing on stages 1 2 and 3 now.
Stage 1 has LOTS of improvements.
Stage 2 has some improvements and is awful.
and
Stage 3 has lots of improvements.
Everything is updated from Rogus's and Miransu's review.
Spell names are partially done. (The first part of each one is done)
Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: Qwertyzxcv on August 10, 2013, 10:48:22 PM
VERSION 0.26 :D
Download: http://www.mediafire.com/download/07on1x03im33lvm/Game_0.26.rar
This only has stages 1-3.
Now contains Futo player script! It's unfinished though.
This actually has a changelog! :D
Stage 2 has 6 nonspells and I need help taking out some. Just the concept not the current one. And some can be spells.
Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: Sparen on August 11, 2013, 03:08:56 PM
Game v0.26

-You still don't have a name for your game?

Stage 1
WTF with Futo's player script cut in. It looks TERRIBLE. Get the original from Drake's Projecs, and make sure that the dimensions are correct, because the tiling is UGLY.
You also messed up the UV coordinates for Futo's options.
Thankfully, the shot type is OK. The bomb however... is ugly.
-The fairy with blue orbs is nice, but it fires too close to the bottom of the screen.
WHY IS YUKARI A STAGE 1 MIDBOSS using CHEN's attacks?
Adding the SFX for low health was nice.

Chen NS 1: Nice
Chen Spell 1: Nice
etc.
But that Flight Sign is still really bad. And that last attack is cheap.

Overall, this feels more like a Easy Mode stage with a Lunatic Mode boss.

Stage 2
THOSE FAIRY GRAPHICS. FIX THEM.
-Enemies are not deleting when they leave the screen.

-Reimu's first attack is good. Stubbornly hard to dodge, but good. Not very Reimu-ish though,,,
Also, Futo's bomb obliterated her second attack. Use SetInvincibility please.
Third attack just a graphic change. Fourth attack is freaky.
Fifth = cheap shot. Ugly, uninspiring, and impossible.
Last attack = Impossible to dodge. I don't need to elaborate here.

I'm saddened that you were able to make such a poor-quality boss battle.

Stage 3
Why does it say stage 1?
Bullets blend in with background

You have some really good attacks. But you NEED to play test. You obviously did not check for bugs. Please do not release a script full of bugs.

Edit: Oh. And please name your spellcards. I don't mean to be harsh, but if you really want to make a game you can be proud of, you need to playtest and playtest and think about what kind of feedback you are going to get. Don't take the easy lazy route; you'll feel better about your work if it's done well.
Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: PhantomSong on August 11, 2013, 11:08:38 PM

Quote
Stage 1
Thankfully, the shot type is OK. The bomb however... is ugly.
The Shot... is OK because it's Stuffman's SakuyaA resprited.


Quote
WHY IS YUKARI A STAGE 1 MIDBOSS using CHEN's attacks?
WHY IS CELEBI A STAGE TWO BOSS!?

Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: Qwertyzxcv on August 12, 2013, 12:22:43 AM
The shot... is OK because it's Stuffman's SakuyaA resprited.
It was on the tutorial  :qq: I am planning on making it different
goin back to reimu
Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: PhantomSong on August 12, 2013, 01:41:01 AM
and I realized I said bomb instead of shot....
*fixes*
Don't release the tutorial scripts as your own project if they're just resprites!  It has no class! Tweak it a little then you're OK then... not entirely.
Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: Neal Kawashiro on August 21, 2013, 04:30:57 AM
you should convert those wav files to mp3 because they are smaller than wavs. Try using youtube converter.  ;)
Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: Sparen on August 21, 2013, 10:46:23 PM
you should convert those wav files to mp3 because they are smaller than wavs. Try using youtube converter.  ;)

Use Audacity. That's the most efficient and highest-quality converter you can get for free. Export as .mp3
Note that you will have to change file extensions in your scripts.
Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: Qwertyzxcv on August 22, 2013, 01:19:48 AM
you should convert those wav files to mp3 because they are smaller than wavs. Try using youtube converter.  ;)
The problem is some people's Danmakufu doesn't work with mp3s D:
I could do it though
@Sparen Ok
I'm still trying to edit the music so I will do this for the final project. :D And increase the vo,ume :D
Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: Helepolis on August 22, 2013, 05:46:20 AM
The problem is some people's Danmakufu doesn't work with mp3s D:
Don't you mean OGG? mp3 has been always working fine as far as I know. OGG has been the culprit now and then.

Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: Qwertyzxcv on August 22, 2013, 11:02:55 PM
Don't you mean OGG? mp3 has been always working fine as far as I know. OGG has been the culprit now and then.
Oh, thanks, I thought Sparen said it didn't work for him with mp3 though...

Anyway, If anyone wants to help me finish the plot and help with the title you can :D
Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: Helepolis on August 23, 2013, 06:47:15 AM
No idea about his work, though almost nobody has trouble with mp3 being used for stage BGM unless the mp3 was corrupted, wrong format, exceptional things. Would be kind of strange to say mp3 doesn't work when 99,95% of the scripts have mp3 for them.

OGG is the questionable format in 0,12m, but that is fixed in ph3.
Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: Neal Kawashiro on August 23, 2013, 06:58:04 AM
Oh, thanks, I thought Sparen said it didn't work for him with mp3 though...

Anyway, If anyone wants to help me finish the plot and help with the title you can :D
What about this: The 4 season Masquerade
Plot: The year starts oddly as instead of spring, summer comes, The heroins investigate and meet chen, they battle. After that, the season became winter, battle the stage 2 boss, after that it becomes spring, meet boss end. The seasons keep on changing? that's a plot i thought.
Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: Qwertyzxcv on August 23, 2013, 05:56:47 PM
What about this: The 4 season Masquerade
Plot: The year starts oddly as instead of spring, summer comes, The heroins investigate and meet chen, they battle. After that, the season became winter, battle the stage 2 boss, after that it becomes spring, meet boss end. The seasons keep on changing? that's a plot i thought.
Well it sounds pretty cool, but the season controlling person is only the stage 5 boss.
I forgot to say, there is a plans text document, so: [size=78%]http://pastebin.com/6ScELY00 (http://pastebin.com/6ScELY00)[/size]

Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: Sparen on August 23, 2013, 09:15:44 PM
Quote
Playable characters:
Every character will have two possible characters to team with.
Reimu: She notices flooding, affecting her shrine. Team with Yukari or Marisa or Genji or Suika.
Marisa: She notices flooding, blah blah blah Team with Alice or Nitori.
Futo: BLAH BLAH Team with Miko or Tojiko.
Yuuka: There is lots of water, flooding her flowers, she investigates. Team with Wriggle or Elly
Are you sure that you want Reimu and Marisa to be teamed each time? And how would you approach Genji or Elly, who don't have any spell cards?
Quote
Stage 5:
Location:
Mid-Boss:
Boss:
Name: ?? Maybe Kisetsu
Power(s): Controlling seasons.
Relationships: Stage 6 Boss (sister)
Appearance: Green hair.
 
Stage 6:
Location:
Mid-Boss:
Boss:
Name: ?? Maybe Aoi (sorry I googled Japanese names i dont know)
Power(s): Controlling water. (Ehh)
Relationships: Stage 5 Boss (sister)
Appearance: Blue hair
Aoi is a really generic name.
Quote
Extra Stage:
Location:
Mid-Boss: Wakasagihime
Boss: ??
 
Plot: Stage 6 boss wants to flood Gensokyo! She goes mentally insane!!
So how exactly are you going to make the dialogue?
Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: Qwertyzxcv on August 23, 2013, 09:42:37 PM
>
Quote
Are you sure that you want Reimu and Marisa to be teamed each time? And how
would you approach Genji or Elly, who don't have any spell cards?
Well Elly has non-spells, and I might choose Yukari instead of Genji. I'll take out Reimu and Marisa.
Quote
Aoi is a really generic name.
Oh, thanks so I won't use that. I don't really know Japanese names :C
Quote
So how exactly are you going to make the dialogue?
??? What do you mean?
Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: Neal Kawashiro on August 23, 2013, 10:10:08 PM
who's the stage 4 boss? i think i heard yuuka's theme there in the stage 4 folder. 
EDIT: Oh..... futo and yuuka, depending on character.... Anyways, yukari is playable and a midboss too? eh?
Title: Re: Danmakufu Game - "..." V0.26 and other stuff!
Post by: Qwertyzxcv on August 23, 2013, 11:35:29 PM
who's the stage 4 boss? i think i heard yuuka's theme there in the stage 4 folder. 
EDIT: Oh..... futo and yuuka, depending on character....
Yeah
Quote
Anyways, yukari is playable and a midboss too? eh?
Woah wait
I don't know anyomore D:
Title: Re: Danmakufu Game - "..." V0.26 and other stuff! NEW! Contest #10 Entry ~ Youmu
Post by: Qwertyzxcv on August 30, 2013, 01:33:30 AM
Qwertyzxcv's Contest # 10 Entry ~ Youmu Konpaku
Almost everything is done, except I need spell names, add a few more features, an make a last word/overdrive. I might add a bendy effect for an effect object, but that would take A LOT of work.
(http://i.imgur.com/JdGcNah.png)[/font]

Title: Re: Danmakufu Game - "..." V0.26 and other stuff! NEW! Contest #10 Entry ~ Youmu
Post by: Sparen on August 31, 2013, 01:53:50 AM
Good luck on your script! And yeah; you might want to start hurrying up a bit. Entries will start flooding in soon.
Title: Re: Danmakufu Game - "..." V0.26 and other stuff! NEW! Contest #10 Entry ~ Youmu
Post by: Qwertyzxcv on August 31, 2013, 02:23:12 AM

Good luck on your script! And yeah; you might want to start hurrying up a bit. Entries will start flooding in soon.
Ahh sorry, I'm trying to put lots of effort into it, Youmu is really difficult to code! D:
Plus school.
I should be making faster progress because it's the weekend though :D
Title: Re: Danmakufu Game - "..." V0.26 and other stuff! NEW! Contest #10 Entry ~ Youmu
Post by: Sparen on August 31, 2013, 02:27:48 AM
Ahh sorry, I'm trying to put lots of effort into it, Youmu is really difficult to code! D:
Plus school.
I should be making faster progress because it's the weekend though :D

Remember that the attacks come first and the visuals come later. Also, don't worry about that player script. Just do the plain old danmaku and then worry about everything else.

And of course, you might want to check up on the slow and time stop functions on the Danmakufu Wiki.

And yes; Drake's rips of PCB and IN have Youmu slash graphics.
Title: Re: Danmakufu Game - "..." V0.26 and other stuff! NEW! Contest #10 Entry ~ Youmu
Post by: Qwertyzxcv on August 31, 2013, 02:38:17 AM
Quote
Remember that the attacks come first and the visuals come later. Also, don't worry about that player script. Just do the plain old danmaku and then worry about everything else.
Alright C: I've already done a few effects/graphics but i'll save it for last.

Quote
And of course, you might want to check up on the slow and time stop functions on the Danmakufu Wiki.

And yes; Drake's rips of PCB and IN have Youmu slash graphics.
Yeah I completed my slash/time slow/explody/blur/task/thing! :D
But I still need to do the measurements (?) of the image/effect object/slash graphic.
Title: Re: Danmakufu Game - "..." V0.26 and other stuff! NEW! Contest #10 Entry ~ Youmu
Post by: Qwertyzxcv on September 25, 2013, 10:17:16 PM
Ok heres a little anouncement if anyone cares~
I am redoing my horrible game and using a completely different plot and method of creating.
It has WAY too many problems.

Announcement two~
Im switching to PH3!
c:

That is all
Title: Re: Danmakufu Game - "..." V0.26 and other stuff! NEW! Contest #10 Entry ~ Youmu
Post by: Sparen on September 25, 2013, 10:34:35 PM
Ok heres a little anouncement if anyone cares~
I am redoing my horrible game and using a completely different plot and method of creating.
It has WAY too many problems.

Announcement two~
Im switching to PH3!
c:

That is all

Well, now that it's come to this point, why not change the title of the thread and make this your official release page for scripts? Link the most recent versions, give some screenshots, make it look nice, and get more attention!
Title: Re: Danmakufu Game - "..." V0.26 and other stuff! NEW! Contest #10 Entry ~ Youmu
Post by: Qwertyzxcv on September 25, 2013, 10:44:38 PM
Well, now that it's come to this point, why not change the title of the thread and make this your official release page for scripts? Link the most recent versions, give some screenshots, make it look nice, and get more attention!
Ok! I wasn't doing much for this thread before but I will now! And make it more organized!
I will start this tonight / tomorrow :D
Title: Re: Contest #10 Entry ~ Youmu
Post by: Sparen on September 26, 2013, 12:52:25 AM
...Um... Maybe make a name for your thread? Just saying your latest project doesn't really say anything about you. You should at least do something like "Qwertyzxcv's scripts: Blah"

...Typing that felt weird. Emacs is rubbing off on me.
Title: Re: Contest #10 Entry ~ Youmu
Post by: Qwertyzxcv on September 26, 2013, 07:42:11 PM
...Um... Maybe make a name for your thread? Just saying your latest project doesn't really say anything about you. You should at least do something like "Qwertyzxcv's scripts: Blah"

...Typing that felt weird. Emacs is rubbing off on me.
I wasnt going to leave it like that! I need a creative thread name though c:
Title: Re: Qwertyzxcv's Danmakufu Scripts! :D
Post by: Qwertyzxcv on September 27, 2013, 10:29:51 PM
Youmu Boss Fight:
(This was my contest entry, I just wanted to put it here, and it's a new version)
http://www.bulletforge.org/u/qwertyzxcv1/p/youmu-konpaku-contest-10-entry/v/3 (http://www.bulletforge.org/u/qwertyzxcv1/p/youmu-konpaku-contest-10-entry/v/3)

(Edit: I just reazlied thi was a doulbe post! D:)
Title: Re: Qwertyzxcv's Danmakufu Scripts! :D (Youmu Boss Fight)
Post by: Sparen on September 28, 2013, 12:34:31 AM
I updated the video description with the updated link.
Title: Re: Qwertyzxcv's Danmakufu Scripts! :D (Youmu Boss Fight)
Post by: Qwertyzxcv on March 05, 2014, 02:15:56 AM
OK I'm really bad at plots but like I have some ideas for the reason Reimu other guys went out to do some like uh things because they were suspicious and yeah. (For a game I'm gonna make.) I need like feedback on which ideas would work so ya:
which ones sound easy to build on, original, and interesting?
-It's like really windy or something
-Plants like DIE for some reason?
-Like it's cold? Or something?
-Nobody is like... outside?
-People are having like weird dreams?
-Things like......... happen?. ?... ..
Yeah these are all terrible it's just this thread isn't active, and I need to find an idea... So if anyone wants to help me with an idea or something that would be cool
(Sorry of im spamming?)(Ideas are hard.)(i said "like" so much o~o)(*afraid to hit post*)
Title: Re: Qwertyzxcv's Danmakufu Scripts! :D (Youmu Boss Fight)
Post by: Sparen on March 05, 2014, 03:32:58 AM
OK I'm really bad at plots but like I have some ideas for the reason Reimu other guys went out to do some like uh things because they were suspicious and yeah. (For a game I'm gonna make.) I need like feedback on which ideas would work so ya:
which ones sound easy to build on, original, and interesting?
-It's like really windy or something
-Plants like DIE for some reason?
-Like it's cold? Or something?
-Nobody is like... outside?
-People are having like weird dreams?
-Things like......... happen?. ?... ..
Yeah these are all terrible it's just this thread isn't active, and I need to find an idea... So if anyone wants to help me with an idea or something that would be cool
(Sorry of im spamming?)(Ideas are hard.)(i said "like" so much o~o)(*afraid to hit post*)

Plants dying is a possible one. Weird dreams would be good if you could pull off original characters (best of the ideas)

And no, you're not spamming. This IS your thread, after all. ^_^
Title: Re: Qwertyzxcv's Danmakufu Scripts! :D (Youmu Boss Fight)
Post by: Helepolis on March 05, 2014, 04:08:50 PM
OK I'm really bad at plots but like I have some ideas for the reason Reimu other guys went out to do some like uh things because they were suspicious and yeah. (For a game I'm gonna make.) I need like feedback on which ideas would work so ya:
which ones sound easy to build on, original, and interesting?
-It's like really windy or something
-Plants like DIE for some reason?
-Like it's cold? Or something?
-Nobody is like... outside?
-People are having like weird dreams?
-Things like......... happen?. ?... ..
Yeah these are all terrible it's just this thread isn't active, and I need to find an idea... So if anyone wants to help me with an idea or something that would be cool
(Sorry of im spamming?)(Ideas are hard.)(i said "like" so much o~o)(*afraid to hit post*)
So you're basically looking for an "plausible" incident? Are you planning a full game? I think any idea is easy to work on, it depends on how hard you're making it for yourself (i.e in design etc).

Also remember, a good incident/story doesn't make a good danmakufu game. You shouldn't focus too hard on this in my opinion, unless you're ready to make a ZUN game. For example if you take "people having weird dreams", who would be the culprit? What would be setting? Which locations do you visit? Who are the bosses and why are they involved? You should approach things this way.

But again, these are all story related designs. I think you should decide your own story and go with it and not ask the public to create what they want to see/like. I am sure ZUN doesn't ask us either when he decides to make a new 9.5 or 12.5 games.

Good luck brainstorming.
Title: Re: Qwertyzxcv's RAD Danmakufu Scripts! :D (Current: Brainstorming for game.)
Post by: Qwertyzxcv on March 05, 2014, 09:41:05 PM
Thanks guys  :getdown: That helped. @Helepolis Thanks for the advice. Yeah I guess I'm focusing too much on story  :flowerpower: :barf: :smokedcheese: :qq:  (Sorry I haven't used these in so long they are so much fun. :3c :derp:   :dealwithit:   :smug: :toot: BV :P :wikipedia: :trollface: :dragonforce: ) k im done
I THINK I'VE MADE CHOICE: Ppl di eand plants have weird dreams
wait no
Ppl have weird dreams and plants die.
 >:D :dragonforce: :dragonforce: :dragonforce: :dragonforce: :dragonforce: :dragonforce: :dragonforce: :dragonforce: :dragonforce: :dragonforce: :dragonforce: :dragonforce: :dragonforce: :dragonforce: :dragonforce: :dragonforce: :dragonforce: :dragonforce:
this is so unserious i m
Title: Re: Qwertyzxcv's RAD Danmakufu Scripts! :D (Current: Brainstorming for game.)
Post by: Helepolis on March 06, 2014, 09:53:36 AM
Ehm, ok :V

Title: Re: Qwertyzxcv's RAD Danmakufu Scripts! :D (Current: Brainstorming for game.)
Post by: Sage Ω (Ultima) on March 06, 2014, 01:19:03 PM
No idea about his work, though almost nobody has trouble with mp3 being used for stage BGM unless the mp3 was corrupted, wrong format, exceptional things. Would be kind of strange to say mp3 doesn't work when 99,95% of the scripts have mp3 for them.

OGG is the questionable format in 0,12m, but that is fixed in ph3.
Apparently, wine users like Sparen can't play the mp3 tracks in danmakufu. This is a problem for non windows users really.
Title: Re: Qwertyzxcv's RAD Danmakufu Scripts! :D (Current: Brainstorming for game.)
Post by: Helepolis on March 06, 2014, 03:50:33 PM
Apparently, wine users like Sparen can't play the mp3 tracks in danmakufu. This is a problem for non windows users really.
You're quoting a post from August 2013 for unknown reasons suddenly, but anyway.

As far as I know, Danmakufu it self is not even intended or developed for Wine. Can't expect everything to work cross-platform for non-Windows so subjectively, I don't see a problem in this. That is like saying "I am putting Diesel in my Benzine car and expect it to work because it is fuel" (perhaps a harsh comparison, but roughly comparable).

If a user insists on using non-Windows OS, he/she accepts the consequences for any existing scripts failing to play proper. Can't hold the dev responsible for this as it is a dev choice to make it multi-platform or not. If OGG works, then OGG would be advised as I think it has better compression compared to mp3, which is positive for download sizes.
Title: Re: Qwertyzxcv's RAD Danmakufu Scripts! :D (Current: Brainstorming for game.)
Post by: Qwertyzxcv on March 06, 2014, 08:36:33 PM
.wav is actually easier for me to make. But how about for all my scripts (from now on) will have an extra copy with .mp3s? That'd be cool  :dragonforce:
Title: Re: Qwertyzxcv's RAD Danmakufu Scripts! :D (Current: Brainstorming game)
Post by: Sparen on March 06, 2014, 09:01:12 PM
If you decide to use ph3, I suggest .ogg because looping music is much easier with .ogg. And don't include both a .mp3 and a .wav; .wav file sizes are ridiculous.
Title: Re: Qwertyzxcv's RAD Danmakufu Scripts! :D (Current: Brainstorming game)
Post by: Qwertyzxcv on March 06, 2014, 09:25:25 PM
If you decide to use ph3, I suggest .ogg because looping music is much easier with .ogg. And don't include both a .mp3 and a .wav; .wav file sizes are ridiculous.
Yeah I am using ph3, ok .ogg sounds fine :V
Title: Re: Qwertyzxcv's RAD Danmakufu Scripts! :D (Current: Brainstorming for game.)
Post by: Sage Ω (Ultima) on March 06, 2014, 10:08:04 PM
You're quoting a post from August 2013 for unknown reasons suddenly, but anyway.

Oh wow, I completely overlooked the date. A dumb move on my part...
Title: Re: Qwertyzxcv's RAD Danmakufu Scripts! :D (Current: Brainstorming game)
Post by: Qwertyzxcv on March 06, 2014, 11:46:36 PM
I'm glad this thread is beginning to become active again C:
@Ultima That's fine, I was reminded to use .ogg's because you replied to that post.  :dragonforce:
Title: Re: Qwertyzxcv's RAD Danmakufu Scripts! :D (Current: Brainstorming game)
Post by: Helepolis on March 07, 2014, 06:20:04 PM
If you decide to use ph3, I suggest .ogg because looping music is much easier with .ogg. And don't include both a .mp3 and a .wav; .wav file sizes are ridiculous.
Echoing this. Ph3 has no issues playing OGG in general. In 0.12m it might have been causing crashes but those are gone.

Just to give you an idea of file sizes, my 2nd boss has a 1m 50s bgm track. Original mp3 = 4,33mb and the OGG is 2,48mb. That's almost half the size with the same quality.

SFX can be kept .wav format as they are usually short anyway and have decent compression. Example: ZUN's se_alert.wav (Utsuho warning) is 258kb but rar'd aprox 87kb.

Music > OGG
SFX > wav is ok.
Title: Re: Qwertyzxcv's RAD Danmakufu Scripts! :D A PRACTICE PH3 THING!!!!
Post by: Qwertyzxcv on March 24, 2014, 09:35:07 PM
http://www.bulletforge.org/u/qwertyzxcv1/p/a-practice-majigger/v/1
I like uh maybe did something????>??/??>?><