Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Drake on November 04, 2009, 05:13:44 AM

Title: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Drake on November 04, 2009, 05:13:44 AM
Items:
Idiot Energy (http://img4.imageshack.us/img4/396/ienergy.png)

Player babble:
Zengar primary shots (http://img190.imageshack.us/img190/696/zengarshot.png)
ZengarA option shots (http://img28.imageshack.us/img28/8339/whiterose.png)
ZengarB option shots 1 (http://img18.imageshack.us/img18/6463/fortunastar.png)
ZengarB option shots 1 (http://img44.imageshack.us/img44/5297/fortunastar2.png)
Roukanken primary shots (http://img42.imageshack.us/img42/8873/roukankenshot.png)

Cut-in Portraits:
Purvis (http://i33.tinypic.com/mh4v9k.jpg)
Slaves (http://i36.tinypic.com/10ie4p4.jpg)
TSO (http://i38.tinypic.com/14xzbjs.jpg)

Functions:
http://www.mediafire.com/?zmmmzwmovmw
-Maple boss explosion
-Maple concentration
-Item spawning
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Suikama on November 04, 2009, 05:14:34 AM
Fill the OP with stuff you've done :V

Also sprites :V
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Naut on November 04, 2009, 05:29:33 AM
GpopB Pre-Alpha build (http://www.mediafire.com/download.php?ejnddobmdmz)
Quote
Gpop B: 'Man, way to interrupt my fapping...'
(Gpop + TranceHime) ?
Standard Shot: [Embers of Love]
Spellcard: [Freud Was Right]

http://i641.photobucket.com/albums/uu134/Nautth/snapshot009b.jpg
http://i641.photobucket.com/albums/uu134/Nautth/snapshot010b.jpg

To do;
-Bomb, (no damage, TalonPain ripoff); Completed
-Reduce option radial distance (60 -> 45?), adjust graphic size and animation accordingly (increase osc integral); Completed
-Needs graphics (eyebleed, requesting assistance); Not Completed
-DPS balancing (big issue, 450dps shotgun 280 far, not sure how to approach this); Actively Testing
-Adjust option drag (stops once movement keys are released, get rid of decel; Completed
-Possibly change primary shot pattern; Completed
-Adjust hitbox code from ObjShot to ObjEffect, recalculate vertices using truncated trig, apply angular velocity, change from recalling the task every VK_SLOWMOVE==KeyPush instance to a constantly looping task using conditional statements; Completed

Gpop B Alpha build available. (http://www.shrinemaiden.org/forum/index.php?topic=3577.msg152668#msg152668)
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Helepolis on November 04, 2009, 09:33:54 AM
What is the idea going to be behind the CutIn. Are we going to immitate SA/UFO style? If so: I remember Suikama/Onthenet producing different texture for the 'Spellcard attack!'. Let me know so I can start modifying my CutIn script and make it more efficient and useable as a function. Because right now the code is a mess.

And I also heard some stuff being dropped by Drake about my spellcircle being wanted (?) Update me about this.

Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Gpop on November 04, 2009, 04:49:16 PM
My god that's awesome.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Naut on November 04, 2009, 06:18:12 PM
Gpop B Alpha build (http://www.mediafire.com/?zzjdoitnmlm)
Quote
Gpop B: 'Man, way to interrupt my fapping...'
(Gpop + TranceHime) ?
Standard Shot: [Embers of Love]
Spellcard: [Freud Was Right]

(http://i641.photobucket.com/albums/uu134/Nautth/snapshot012b.jpg)(http://i641.photobucket.com/albums/uu134/Nautth/snapshot013b.jpg)

To Do;
- DPS testing (~230dps far [two peenmaku hitting for ~half damage, plus mainshots], ~350dps shotgun sweetspot [All shots hitting for ~max damage ~(GetX, GetY + 90)], as of now. Reduced from ~280 far, ~450 close);
- Graphics (still need);
- Minor tweaking, depending on feedback;

Edit: Changed screenshots.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Drake on November 04, 2009, 08:58:32 PM
http://www.mediafire.com/?zmmmzwmovmw

Function sheet now has item spawning included.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Naut on November 04, 2009, 11:44:06 PM
Zengar B Pre-Alpha build (http://www.mediafire.com/?oy2bwzyjdlo)
Quote
ZengarB: Danmaku Dodger Lunacy
(Zengar + Nintendonut888: Concentrated Attack Type)

"New, complex strategies? Hah! My only strategy: Dodge everything that comes at me!"
Refined technique combined with pure power! A battle against all Gensokyo is one we can fight-- and win!

Shot: Fortuna Star
Spellcard: Mercy Killing - Phantasmic Spark
Deathbomb: Last Moment - No Border Between Us

http://i641.photobucket.com/albums/uu134/Nautth/snapshot015b.jpg
http://i641.photobucket.com/albums/uu134/Nautth/snapshot014b.jpg

To do;
- DPS testing (~243dps far focused, ~290dps shotgun focused, ~155dps far unfocused, ~192 shotgun unfocused); Actively Testing
- Graphics; Half completed
- Get Drake to fix the small star graphic; Completed I'm a dumbass
- Probably sounds; Not Completed
- Option transition states between focused and unfocused distances (smooth it out); Completed
- Different bomb (just abusing Gpop B's for now); Completed

- Any other changes depending on feedback;
     - Options fire at the same time; Disregarded
     - Mini-star angles fan out according to side launched from (fan to left from left, fan to right from right); Completed
     - Change main shot to boring post-MoF style two row bs (single manly tear); Completed

Zengar B Alpha build available. (http://www.shrinemaiden.org/forum/index.php?topic=3577.msg160912#msg160912)
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Helepolis on November 10, 2009, 12:41:04 PM
Bump + update

Done
- Spellcircles shrinks in proportion to timer ( Thanks Blargel ).
- Spellcircle outer circle explosion has "slingshot" behaviour.
- Spellcircle has proper lagging behaviour

To do
- Use effect object or stick single image scaling? (ZUN style or "script it easy" style )
- Replace the graphics with suitable Iyajitsu
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Naut on November 11, 2009, 09:34:54 PM
Zengar B Alpha build (http://www.mediafire.com/?jjqjyyl5meo)
Quote
ZengarB: Danmaku Dodger Lunacy
(Zengar + Nintendonut888: Concentrated Attack Type)

"New, complex strategies? Hah! My only strategy: Dodge everything that comes at me!"
Refined technique combined with pure power! A battle against all Gensokyo is one we can fight-- and win!

Shot: Fortuna Star
Spellcard: Mercy Killing - Phantasmic Spark
Deathbomb: Last Moment - No Border Between Us

(http://i641.photobucket.com/albums/uu134/Nautth/snapshot019b.jpg)(http://i641.photobucket.com/albums/uu134/Nautth/snapshot021b.jpg)

To do;
- DPS testing (~250dps, all shots hitting);
- Graphics (strongly dislike the bomb star graphic);
- Sounds;
- Any other changes depending on feedback;
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Helepolis on November 15, 2009, 12:59:13 PM
This is kind of important and critical to discuss. What are we exactly going to do about the folder structuring and such.

I am right now creating a structure for my own Dance contest game and I thought: "Hey, if I structure and place everything nice and perform clever usage of INCLUDE_SCRIPT functions, I might be able to pull off a nice directory structure" Guess what. WRONG.

So you might think like this looks very tidy and nice
(http://i35.tinypic.com/sfh1md.png)

Sure it is, if you want to summon extreme hell and suffering on your head
(http://i34.tinypic.com/jj1g7r.png)

I am not going to plan on manually including ALL scripts with their full pathname. That is surely going to cause major shit when like renaming or people moving files. Basically splitting your stage, spellcards, dialogues, events, enemies to different directories is a bad idea. Cramming it all in one location and only splitting sfx, music, images, etc. . is not that bad.

Please keep in mind this for Ijiyatsu. I am currently pulling out my hair and decided it is not worth to produce an extreme superb folder structure.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Suikama on November 17, 2009, 04:19:31 PM
Perhaps we could have a few main folders (bgm, img, sfx, etc) and then in each folder split them into stages?
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Helepolis on November 19, 2009, 09:30:53 AM
Splitting causes apeshit problems with include_Scripting. We should throw everything into single folder if we want to safe us the horror and use smart filenaming for the overview. Example:

For functions: function_spellcircle.txt / function_hud.txt / etc..
For stages and other: stage_01.txt / Boss_01.txt
Dialogues / events: dialogue_101.txt / dialogue_102.txt ( where the first number is stage and 01 is the dialogue number. )

Update
- Spellcircle + cutin function completely ready (requires perhaps some tweaking during testing)
- Made placeholder images for now

To do
- Fuse in starshape spellcircle in the spellcircle code or make seperate function?
- Burning aura effect imitation
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: CK Crash on November 19, 2009, 11:19:01 AM
Just warning you, if you dump all the scripts in one folder, it gets really crowded fast.

Anyways:

All enemies and stages stay in the base folder so that they can reach everything easily.

Ijiyatsu
      -img
            -sprite
            -cutin (both dialogue and spellcard declaration)
            -bg (both stage and spell bgs)
      -se
      -bgm
      -function (this would have cutin scripts, spell circle, concentration script, etc)
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Helepolis on November 19, 2009, 11:44:16 AM
Just warning you, if you dump all the scripts in one folder, it gets really crowded fast.

Quote from: Helepolis
Basically splitting your stage, spellcards, dialogues, events, enemies to different directories is a bad idea. Cramming it all in one location and only splitting sfx, music, images, etc. . is not that bad.

:V I was more like meaning only the script related stuff (hence the above screenshots + the word "include_script"). There isn't any problem with images, sound files being called from different directories.

The screenshot I showed has a nice structure discarding the stage1,2,3 and function folder because they cause trouble. face = dialogue/portraits,  card = cardpreview in menu, tex = stage textures and 3D drawing stuff and system for system related images like bullets, hpbar, spellcircles etc.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Naut on November 23, 2009, 01:20:04 AM
Roukanken A pre-Alpha build (http://www.mediafire.com/?ynumnmuzonw)
Quote
Rou A: 'In the name of SCIENCE!'
(Roukanken + Serp) ?
Standard Shot: [Experimental Laser]
Spellcard: [Super Youkai Warhead]

Experimental laser really sums this up nicely.

(http://i641.photobucket.com/albums/uu134/Nautth/snapshot024b.jpg)(http://i641.photobucket.com/albums/uu134/Nautth/snapshot025b.jpg)

Eww, screenshots have peices of my laser missing!

To do;
- Graphics;
- Tweak the homing code (stop enumerating enemies before the enemy the lasers are currently aiming at is destroyed);
- Bomb;
- DPS tweaking (~218dps, I don't like how the lasers do so much damage, but I have no idea how to balance this properly without affecting lower powers too much);

To the Ijiyatsu programming team: The player is also fitted for power levels 1, 2 and 3. Go into @MainLoop -> edit the commondata setting to see the other power levels (currently set to reach power level 4 before the enemy script starts, so you can see the max power setting in other scripts).
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Drake on November 24, 2009, 03:36:40 AM
(http://img22.imageshack.us/img22/2278/97900376.png)

I pretty much totally finished the dialogue functions, to a point that all that need to be done is input all the actual data like what stage/section/player type it is, which person is talking at what time and what expressions they have, etc. As in, when we actually start the game programming. Don't mind the mess, it's just my sandbox folder. Just put it in script and run.

http://www.mediafire.com/?znt2yoyk1zo (http://www.mediafire.com/?znt2yoyk1zo)

I hope I don't have to list all the little details that went into this. Because there a lot of them.
(Also the delay between when Donut talks and Slaves appears is a demonstration of how you can delay the picture coming forwards. Which is one of said details.)
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Blargel on November 24, 2009, 05:58:39 AM
Roukanken A pre-Alpha build (http://www.mediafire.com/?ynumnmuzonw)
Experimental laser really sums this up nicely.

lasers

Eww, screenshots have peices of my laser missing!


This looks suspiciously similar to my lasers. :V

EDIT: Oh, nvm. I just realized what was really going on in the screenshots.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Drake on November 24, 2009, 06:07:42 AM
Not any more it doesn't.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Naut on November 24, 2009, 06:42:19 AM
I fixed it, yo. Also, I've yet to even look at your laser code :V
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Helepolis on November 24, 2009, 01:25:50 PM
Hello burning aura script almost ZUN style:

fuction: burning aura da ze (http://www.taihou.nl/touhou/burningaura.rar)

(http://i46.tinypic.com/245kgp2.png)

This was so much easier to script than the spellcircle.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Helepolis on November 25, 2009, 10:46:02 PM
Naut Drake. I had a conversation with Pesco about his bomb. His idea was to:

Human speech: Upon bomb, all enemies get confused and shoot at the player, but the player is not there. It can move freely around without getting targetted.

Danmakufu speech: Bomb -> Forbid movement -> Create afterimage -> keyfunctions move afterimage which is an Effect object. At the end of bombtime, value is parsed to the effectobject warping the player to the afterimage location.

Pic 1: Afro is shooting aimed bullets.
Pic 2: Bombing is active ( see value = 1 ). Player movement = forbidden. But afterimage is moved freely. Makes it look like the enemy is confused.
Pic 3: Bombing ended and player is warped.
(http://i47.tinypic.com/oa9miv.png)

Now add horney effects to this like player sprite blurring ( SA style? ) and the afterimage being exact the same sprite ( lol place holder ).

What do you think? This also doesn't require ANY modification on spellcards. Pure player script requirements.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Naut on November 25, 2009, 10:49:17 PM
Sure I guess. Kind of a waste of a bomb though, doesn't really do anything.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Helepolis on November 25, 2009, 10:50:36 PM
Don't know. This is just what pesco asked me if it was possible. We could throw in some damage waves being emitted or w/e to make it "useful".

Speaking visually: Just for the effects, I guess it is nice.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Azure Lazuline on November 25, 2009, 11:18:42 PM
I think it's a really neat idea, as long as you can still shoot (or get some sort of attack during it). Maybe keep it misdirected for a little while after your invincibility wears off (you can set the player's hitbox on the "fake" rather than the real one)? That might backfire on a few spells, but it would still be nifty.

Also, I'm working on a function to allow custom fonts, rather than using images. As in, you load one picture and call a function using a string, and it will put the different sections of the picture together to form the words. I don't know when it will be done (or even if it's possible, though my logic on how to do it seems pretty sound), but do you think it would be useful? (I was intending it for use in my project, but I might as well help the community.)
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Pesco on November 25, 2009, 11:23:50 PM
Ideally, the fake is somewhere like middle top of the screen while the player is free to do whatever down below e.g. shotgunning.

It's intended to be a semi-useful bomb for stages and suicide for spellcards.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Drake on November 26, 2009, 12:07:14 AM
I think it's a really neat idea, as long as you can still shoot (or get some sort of attack during it). Maybe keep it misdirected for a little while after your invincibility wears off (you can set the player's hitbox on the "fake" rather than the real one)? That might backfire on a few spells, but it would still be nifty.

Also, I'm working on a function to allow custom fonts, rather than using images. As in, you load one picture and call a function using a string, and it will put the different sections of the picture together to form the words. I don't know when it will be done (or even if it's possible, though my logic on how to do it seems pretty sound), but do you think it would be useful? (I was intending it for use in my project, but I might as well help the community.)
I'm already working on it. If you complete something before I do then go ahead and share. The only thing it'll be used for here is numbers, though.



Pesco, I like how you took your original idea and mutated it to work. It sounds pretty neat, but I'm not sure I like the idea of having stuff aimed elsewhere during spells and screwing the hell out of you. Pesco may be about trickan people and awesome stuff, but it really would get annoying. It doesn't seem useless, but something definitely needs to be changed/added.

The damage could come from something like SA ReimuB, where the bullets are fired back. Maybe the "player" just keeps attacking while standing still and explodes at the end, so you get your shotgunning, a good amount of shot damage when planted right, and a little extra kick.

I would like to see something like this in practice though before anything happens.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Serp on November 26, 2009, 12:56:22 AM
Experimental laser really sums this up nicely.

Ah, I hate to be the stick in the mud, here, but since I don't really like the idea of pure homing types in the first place, would it be too much to ask that someone else get this shot type, so I can have my PCB SakuyaB-esque shot type?  Using bullets instead of lasers is perfectly understandable, but I'd much rather have the same functionality with a different aesthetic than the other way around.

Also note that Rou and I were planning on coming up with a new name for our shot and bomb, since the one displayed was conceptualized when Alice was Rou's partner.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Azure Lazuline on November 26, 2009, 03:34:23 AM
After about 1.5 hours:

(http://img18.imageshack.us/img18/4368/snapshot016b.png)

Should I release what I have so far, or wait until variable-width is done?
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Helepolis on November 26, 2009, 08:38:35 AM
Maybe the "player" just keeps attacking while standing still and explodes at the end, so you get your shotgunning, a good amount of shot damage when planted right, and a little extra kick.

I would like to see something like this in practice though before anything happens.

Shall I pound the code into a test player char and test it out on for example a custom made stage like Sercan's extra or that Mitori phantasm which has alot of aimed bullets. I am like done with my tasks so far: Spellcircle, aura, cutin for the time being. So I can perhaps fool around with this.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Pesco on November 26, 2009, 08:55:06 AM
I've got some ideas for my bomb damage.

1. Collect bullets like SA ReimuB, but they are stored until the end and fired as a beam. Size and damage depending on number of bullets collected.

2. Screenwide damage based on my graze value. Diminishing returns at higher values, so use breakpoints I guess.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Blargel on November 27, 2009, 07:24:39 PM
After about 1.5 hours:

(http://img18.imageshack.us/img18/4368/snapshot016b.png)

Should I release what I have so far, or wait until variable-width is done?

(http://i44.photobucket.com/albums/f28/Blargel/fontstuff.png)
With a push in the right direction from Drake (btw Drake, test more than two freaking characters before saying you got it), I managed to churn this out. Two issues with it though:

1. The alignment parameter doesn't do anything anymore
2. The widths are hardcoded to work with the font.png that comes with it and hasn't been tested with any other font

However, both the font image and align parameters are still there so if you were using the function earlier (which is like three or four of us), it'll still work.

It should be fine for most people's purposes now though so here's (http://www.mediafire.com/download.php?ymyy5zmtem1) a download link.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Azure Lazuline on November 27, 2009, 09:25:05 PM
Awesome, that should be useful for a lot of people. I always hated Danmakufu's font, so it's good to know that people have an option now, heh. (I'm keeping fixed-width for my own game though, since it looks good enough and I've already modified it beyond the point where I could easily add your code.)
Mine has cool appearing and disappearing effects. And automatic word wrap.
Title: Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Programming thread)
Post by: Naut on November 28, 2009, 12:36:14 AM
Gpop A pre-alpha build (http://www.mediafire.com/?tz2jlmvyodg)

GpopA: 'Just do whatever Koishi-chan would do~'
(Gpop + Kanako Yasaka) ?
Standard Shot: [Thoughtless Flurry] Fuck Yeah Lasers
Spellcard: [Subterranean Rose]

(http://i641.photobucket.com/albums/uu134/Nautth/snapshot026b.jpg)(http://i641.photobucket.com/albums/uu134/Nautth/snapshot027b.jpg)

I have no idea how to make this bomb better. I don't like it right now.

This shot type features homing lasers. No longer absolute homing like the RouA version, the laser must be close to an enemy to lock on to it. The laser prefers enemies closer to you, but they still have to within the laser's reach. This means that you actually have to get under an enemy at some point before you can laserfuck it to death. This shot type will have the lowest DPS of all the shot types, since it requires little skill to play as. Be sure to test the script on a stage with many enemies to see how the homing lasers work. Also, I'm aware of the laser separation bug (if you encounter it).

To do;
- Graphics;
- Better bomb;
- DPS testing (~220dps);
- Changes depending on feedback;
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Suikama on December 18, 2009, 04:53:11 AM
The OP needs an update badly :/

Can anyone with any stuff they've been working on post it so I can have the most recent version of every file? Stuff like functions, player scripts, anything to do with Ijiyatsu.
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Helepolis on December 25, 2009, 09:21:43 PM
Took some time but I got three function to submit for the library ( extract it simply in th_iji root ).

Functions:

The package contains a sandbox_spellcircle.txt (very small script) which I made to test / see the effects. Maybe an idea to do this frequent when releasing stuff. So other programmers can look at it without having to build an entire frikken script on their own.
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Suikama on December 27, 2009, 12:53:35 AM
GJ HELEPOLIS
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Helepolis on December 28, 2009, 10:12:54 PM
Prepare for epic Goddrake update on the spellcircle and more stuff. PLEASE WATCH WARMLY AS DRAKE DOES HIS BEST TO PREPARE.
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Drake on December 28, 2009, 10:12:59 PM
A few updates. I changed a few things in the th_iji directory that I was missing (folders for each character's ending, folders for dialogue images). I put the dialogue functions in the directory along with a cleaned-up test script, edited Hele's circles a bit, and wrote a function for the rotating red circle as well.

http://www.mediafire.com/?wmuyueunyyn (http://www.mediafire.com/?wmuyueunyyn)
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Naut on December 31, 2009, 09:51:50 AM
S'not done, but this kinda thing is far too difficult to correctly throw together without input from everybody else.

(http://i641.photobucket.com/albums/uu134/Nautth/ijiscreen001c.jpg)

th_iji v0.01c (http://www.mediafire.com/?mj0ln4iylnz) (9.06MB)

What is this? It's a sandbox for programmers to play in. It's to give us an idea of how stuff like Idiot energy, Embodiment summoning and power gaining will affect how a stage plays in Ijiyatsu, so that we can better prepare ourselves for designing stages, and so we won't get hit with any weird programming walls or glitches. This is not an actual stage in Ijiyatsu.

Doesn't have a boss. Four difficulties, to change the difficulty, go to:

th_iji/script/script_stage/MockStage.txt

Near the very top there is a variable declared called Difficulty, options are 1, 2, 3 and 4, which represent the four difficulties of most Touhou games. They aren't very good representitives in all honesty... Difficulty 4 is fucking bullshit, but I don't have the heart to make it easier. Easy and Normal are probably too hard as well. Hard might be a bit easier than usual. At least, that's what it feels like when I play it, but I really don't know since I designed the damn thing.

The script comes with a replay, which will only play correctly if Difficulty = 4. It's for observing an actual playthrough, instead of just pressing i and getting a skewed version of the stage, or playing through the game yourself and not really paying attention to what's happening.

Play through it, give some opinions. The background is just temporary and will probably not end up being anything in Ijiyatsu, so ignore that. I'm having a really hard time making a stage that flows well, as well as designing enemies that aren't complete ass. I'm also having trouble with not making the Embodiment encounter awkward as hell, so any opinions regarding those things will be taken into strong consideration, even if they seem like bad ideas at the time.

I feel bad about not making a boss for the programmer release of this stage, since most of what Helepolis has been doing and some of what Drake did is solely for bosses... Hopefully in 0.01d I'll have some shit boss to throw out and we can see how that flows along.

Non-programmers are welcome to give the stage a try, but don't expect much, it's just a systems and mechanics test for now --not a whole lot like what an actual Ijiyatsu stage will play like. It's just to give us a sandbox to play in, as well as a good idea of how most of the weird things like Embodiments or IE will operate.

tl;dr play it, give opinions
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Helepolis on December 31, 2009, 05:00:51 PM
Awesome ZE ! Downloading this now.

Did Drake made the lifebar already btw? Or is it my job? Because if not: I am going to use this sandbox stage to test out the lifebar with Drake's dialogue function.

Edit: I will also add in some test boss to test out.
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Pesco on December 31, 2009, 05:50:02 PM
Quote from: Naut
Difficulty 4 is fucking bullshit, but I don't have the heart to make it easier. Easy and Normal are probably too hard as well. Hard might be a bit easier than usual. At least, that's what it feels like when I play it, but I really don't know since I designed the damn thing.

It's hard for you....people like us are going to find it playable? :P
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Suikama on December 31, 2009, 07:33:34 PM
ilu Naut, Hele, Drake

And it wasn't THAT hard for Lunatic mode. I only died twice :V. UFO Lunatic is still much harder :V
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: CK Crash on December 31, 2009, 09:06:22 PM
Some minor things:

-We should probably get a new graphic for the gathering idiot energy.
-Autocollected items could move a little faster.
-Comment moar kthx.

I guess I can get to work making some enemies/embodiments or something now.
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Naut on December 31, 2009, 09:41:26 PM
It's hard for you....people like us are going to find it playable? :P

For a first/second stage difficulty? I'm not talking stage 5 UFO or anything, I'm aware this is tame, but SA and UFO stage one is trivial compared to this. Plus this is half the length of what a normal level usually is. I actually did find the stage easy (hence the replay), I was just guesstimating that it was bullshit since almost everything is offset randomly, and can wall you (especially when two of those beehive enemies come down). So many random variables usually makes for a bullshitty difficulty, but I guess I was wrong in this case. Like I said, I'm really bad at gauging difficulties, especially when I know how everything works.

And it wasn't THAT hard for Lunatic mode. I only died twice :V. UFO Lunatic is still much harder :V

Gauging difficulty doesn't work that way :V

-Comment moar kthx.

Drake bitched at me for this too (for good reason), I'm gonna comment everything for 0.01d, hopefully to an acceptable level. I'd wager the CommonData names are pretty self explanatory, but they are presented in a pretty batshit way, I'll admit. Too much shit needed weird workarounds to work properly.

I guess I can get to work making some enemies/embodiments or something now.

Hooray.
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Suikama on December 31, 2009, 10:14:39 PM
For a first/second stage difficulty? I'm not talking stage 5 UFO or anything, I'm aware this is tame, but SA and UFO stage one is trivial compared to this. Plus this is half the length of what a normal level usually is. I actually did find the stage easy (hence the replay), I was just guesstimating that it was bullshit since almost everything is offset randomly, and can wall you (especially when two of those beehive enemies come down). So many random variables usually makes for a bullshitty difficulty, but I guess I was wrong in this case. Like I said, I'm really bad at gauging difficulties, especially when I know how everything works.

Gauging difficulty doesn't work that way :V

Drake bitched at me for this too (for good reason), I'm gonna comment everything for 0.01d, hopefully to an acceptable level. I'd wager the CommonData names are pretty self explanatory, but they are presented in a pretty batshit way, I'll admit. Too much shit needed weird workarounds to work properly.

Hooray.
Maybe I've been playing too many Danmakufu scripts lately, but I felt it wasn't "too" hard because the bullets moved at a pace that I could actually see. (Compare that to some of the scripts here and uh yeah)
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Naut on December 31, 2009, 10:22:17 PM
Because people actually had the audacity to complain about a minute and a half long script being easy, 0.01d lunatic will be nearly unplayable.



lol


Also, do you guys really have nothing else to say but "it was lol easy you must suck"? Design was fine? Embodiment was perfect?

...Seriously?
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Suikama on December 31, 2009, 10:25:19 PM
It seemed like an appropriate thing to mention at the time :V
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Drake on December 31, 2009, 10:38:31 PM
Yeah, we don't want to hear how great we are. Right now we need superbitching. Serp talked to me quite a bit about the mechanics but nobody else.

EDIT: If you could, take it to the discussion thread, please.
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Solais on December 31, 2009, 11:27:31 PM
Is it normal that you can gather the Idiot Energy, what means you lose them?
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Naut on January 02, 2010, 09:04:25 AM
Quick update. I'll keep it short since none of you read the walls of text I post.

th_iji v0.01d (http://www.mediafire.com/?yimhznynmnu) (9.31MB)

Edited many different things, most of which only the programmers will notice. Graphics are still placeholder, as are most sound effects. Sorry I didn't replace the bvvv star sound. Try to comment of design/gameplay and mechanics, if you can. Superbitching is do want.

What would you like to see in Ijiyatsu, the game? You can see how things are gonna play out now, so here's your chance to mention it.

Keep it in the discussion thread, please. (http://www.shrinemaiden.org/forum/index.php?topic=4016.msg210654#msg210654)
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Helepolis on January 04, 2010, 03:37:55 PM
Drake, Naut:

I have updates for the spellcircle. After reading the discussion thread, I fiddled around with the parameters and variables and also the 'spell card attack' text. It is now ADD drawing and has perfect alpha style fading. No idea how I managed it but it works.


Edit: Spellcircle + Cutin update. Changes:
Modified files:
- function_spellcircle.txt
- function_cutinFam.txt
- spellcardanm.png

Update/fixes/changes:
- Moved bottom Hexagon more to the right simulating UFO style
- Changed 'Spell card attack' into ADD rendering with somehow good alpha style fading (yay)
- Adjusted thickness of border of idiocy + foggy white circle simulating UFO style
- Decreased repeatment of texture for border of idiocy
- Decreased size of the outer circles to make it overal smaller.



Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Helepolis on February 02, 2010, 05:52:07 PM
Stage core script with temporarily difficulty selector. Because nobody did this, I ended up doing it building a full structure. Basically it allows you to work separate on each stage without having to wait for the core. It should
speak for itself really.

Changelog:
- Adds 7 stage task files
- Adds 1 core stage file
- No files are replaced so it can be safely added.

Also don't whine about the horrible stage selector, I needed something to test the stage transitions :V
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Naut on February 03, 2010, 06:07:38 AM
Made a menu using Helepolis' core scripts ^

Replaces
script\script_stage\stage00.txt
script\script_stage\stage01.txt
script\script_stage\stage02.txt
script\script_stage\stage03.txt
script\script_stage\stage04.txt
script\script_stage\stage05.txt
script\script_stage\stage06.txt
script\script_stage\stage07.txt
script\script_stage\stage_ijiyatsu.txt

Recommended that you have:
script\bgm\thid_01.mp3
script\bgm\thid_02.mp3
script\bgm\thid_04.mp3
However they aren't required, nor are they included in the script.

Images and backgrounds are also not included, but will obviously replace the DrawText functions once we've completed them.

Also, I'll take the time now to say that I don't like the main menu music (particularly the intro-effect), but the rest of the music is great so far.

See attached for scripts.
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Helepolis on February 03, 2010, 06:39:14 AM
Before going to work.

Naut ! Is your notepad putting the tabs totally wrong or did you just used  KOWPI PASTA? ? ? Because we shouldn't let the source become like MockStage structure :V :V :V :V :V :V :V :V :V  ** brutally murdered **

Edit: this is only  stage_ijiyatsu.txt I speak off.


Edit2:  Player is still unable to fire or use bombs once a stage has been selected.  (

Edit3: Logically I guess since the player selection is not compiled yet. Ignore the early morning bullshit :V I am off to work.
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Naut on February 03, 2010, 06:51:20 AM
Yeah players were ignored, I know that ForbidBomb and ForbidShot are still active. Uh, stage_ijiyatsu.txt looks fine to me in Notepad++...

I didn't realize the tabbing structure looks like ass to you guys, everything looks very clear here :S
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: CK Crash on February 03, 2010, 10:26:58 PM
I supposedly made an Embodiment tester (http://sites.google.com/site/onthenet9999/embodimenttest.zip?attredirects=0&d=1) for anyone else who is working on coding them.

Includes:
Embodiment template (basically Naut's embodiment with non-ass tabbing and no attacks)
A generic embodiment
Two new functions for embodiment movement (ExMove01 tries to stay above player, ExMove02 ignores player location)
Stage for quick and easy embodiment testing (set difficulty in the txt, and add embodiments to array EA to have them spawn in that order)

Anyways, should embodiments clear bullets on death? Should they clear only their own bullets, or every bullet onscreen (or within a radius)?
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Nobu on February 03, 2010, 11:04:31 PM
I didn't realize the tabbing structure looks like ass to you guys, everything looks very clear here :S

Looks perfectly fine to me, in both Notepad and Notepad++

Anyways, should embodiments clear bullets on death? Should they clear only their own bullets, or every bullet onscreen (or within a radius)?

All the bullets, i'm pretty sure.
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Naut on April 23, 2010, 05:18:49 AM
Exams are over, werkin' teim.

Zengar B gets an upgrade

(http://i44.tinypic.com/k0g7br.jpg)
(http://i44.tinypic.com/23mxac7.jpg)

pew pew pew
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Suikama on April 23, 2010, 04:08:08 PM
Shittin stars ze
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Naut on April 23, 2010, 07:16:04 PM
IRC if you wanna play it, yo. Goes in the script folder, not the player folder (!?!?).
Title: Re: [東方意地奴 ~ Touhou Ijiyatsu] - Programming Thread
Post by: Suikama on April 23, 2010, 07:52:07 PM
Hmm, AoE shots huh, I like this. It feels really balanced and not gimmicky at all.

Maybe for the bomb you could make Zengar shoot one huge star which explodes into tiny stars like his shot.