Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: gtbot on September 27, 2011, 03:48:10 AM

Title: gtbot's stuff - Medicine Melancholy Player and Practice Player 1.2 Updates
Post by: gtbot on September 27, 2011, 03:48:10 AM
Still taking requests (some may take longer than others)

Medicine Melancholy player, and Practice Player download link. (http://www.bulletforge.org/u/gtbot/p/medicine-playerpractice-player) (Video (http://youtu.be/wH_O6t9LlD4))


A Medicine player! Her bomb will deteriorate bullets, causing them to slow and shrink, eventually being deleted as well. Spread Type.

The practice player (which also uses Medicine as the base), will allow you to play scripts without ever completely dying, and with infinite bombs. Damage is slightly higher than the regular Medicine, invincibility is lowered dramatically, and the bomb is slightly shorter. You will be downed if you are struck in quick succession. You can disable this completely by setting NeverDie = true inside the PracticeP.txt file. You can find this value near the top of the script.

For both scripts, you can lower the vertex count of the poison fields if you encounter lag with them, OR change the vertex based shapes into simple square images. You can find these variables near the top of the script.

1.2 Update Changes:
   Accidentally left in some pretty bad bugs in 1.1, they are fixed now.

1.1 Update Changes:
Both:
Both player variants were affected by the changes, but the practice player was generally affected more negatively than the regular one.
   - Increased overall shot power
      - The damage of the minidolls' shots will now ramp up to 30%/25% (Normal/Practice) bonus damage at further distances
      - Medicine's shots will ramp up to 45%/40% (Normal/Practice) bonus damage
   - Bomb changes:
       - Added an option to have sprite based poison fields (instead of only vertex based)
      - If an enemy can be killed with just 1000 damage, including resistances, they will die to the poison.
         - Will NOT deal damage unless they have 1000 health remaining, resistances including
         - Does not affect the boss at all
      - Poison fields last longer
      - Less poison fields are spawned during a bomb
      - Invincibility duration decreased
      - The first and last poison fields spawn directly on Medicine, and don't move
   Bugfixes:
      - Fixed a bug where picking up a life or bomb item would cause an error
      
Practice Player:
   - Respawn invincibility lowered
   - Stats data will remain on screen for longer
   - Counterbombing enabled
   - Counterbombs will now count as their own statistic, instead of counting as a death and bomb.
   - Added stage functionality
      - If there are no shootable enemies on the field, it will display your stats
   - Slightly changed how the inspirational phrases were displayed
   Bugfixes:
      - Fixed a bug where a full death didn't count towards deaths

now this is the last edit i swear



------ Projects -
Double Spoiler and Independent Aya Player 0.8 (http://www.mediafire.com/?7dlpy48z5arabzv) (Video (http://www.youtube.com/watch?v=jcG4Tw7zDNY))

------Downloads (Players) -

Medicine Melancholy Player, and Practice Player
Medicine Melancholy and Practice Player (http://www.bulletforge.org/u/gtbot/p/medicine-playerpractice-player) (Video (http://youtu.be/wH_O6t9LlD4))

SONIC HEDGEHOG
Sonic the Hedgehog download (http://www.bulletforge.org/u/gtbot/p/sonic-the-hedgehog-player) (Video (http://youtu.be/ILz5BuWkRP0))

Ten Desires Youmu
TD Youmu Download (http://www.bulletforge.org/u/gtbot/p/td-youmu-player/) (Video (http://youtu.be/yJxS2iQWGY4))

Eientei Team - Reisen and Tewi Player team
Eientei Team Download (http://www.bulletforge.org/u/gtbot/p/eientei-team) (Video (http://youtu.be/NegMIRYTKAc))

Time Manipulator Sakuya (B)
Sakuya B Download (http://www.bulletforge.org/u/gtbot/p/sakuya-b/v/11) (Video (http://youtu.be/sQfp-J3lV2g))

Arbiter Team - Komachi and Shikieiki Player Team
Arbiter Team 1.5 Download link (http://www.bulletforge.org/u/gtbot/p/arbiter-team-player) (Video of 1.0 (http://www.youtube.com/watch?v=iFnbRVUMQeA))

Perfect Freeze Cirno (12.8 Cirno) (Video  (http://www.youtube.com/watch?v=tPdrWOoI0nA)of Cirno 1.0)
Cirno Player 1.3 (http://www.mediafire.com/?jui84uh1i7ejvd6)
CirnoA.txt 1.3.5 patch (http://www.mediafire.com/?ah4qrr8adethbra)

(Outdated player scripts)
Star Spread Type - Marisa A download - (Version 1.2) (Video (http://www.youtube.com/watch?v=rMMj_yy11gE))
http://www.mediafire.com/?i7ipi46i0ouoozp (http://www.mediafire.com/?i7ipi46i0ouoozp)

Time Sign-Unique Type - Sakuya A download - (Version 1.1)  (Video (http://www.youtube.com/watch?v=AW8vfNlTacc))
http://www.mediafire.com/?49onqkdbj467ns5


------Downloads (Boss Battles) -
Mamizou Battle
Mamizou Battle Download (http://www.bulletforge.org/u/gtbot/p/mamizou-battle) (Video (http://youtu.be/c0lcuN0jmto)) (Version 1.0)

Marisa Battle Download - (Version 1.1) (Outdated) (Video (http://www.youtube.com/watch?v=KtvsCrOmyaQ))
http://www.mediafire.com/?m0eib0ixuc9bhcx (http://www.mediafire.com/?m0eib0ixuc9bhcx)
=====
Title: Re: gtbot's Danmakufu ph3 Scripts - 12.8-Styled Cirno Player and Marisa Battle
Post by: Chronojet ⚙ Dragon on September 27, 2011, 04:50:29 AM
I'll download this one later.
Title: Re: gtbot's Danmakufu ph3 Scripts - 12.8-Styled Cirno Player and Marisa Battle
Post by: JmLyan on September 27, 2011, 03:48:35 PM
Nice Cirno player. Although compared to the one in-game, there are three things wrong except the things you mentioned.

1. The Ice Barrier charges faster when shooting on an enemy.

2. The Ice Barrier damages enemies when it breaks.

3. The Perfect Freeze only freezes once, while your version continues to freeze until the ice breaks.

I'm not sure how easy it would be to add these three but it would make it even more accurate to the one in-game.
Title: Re: gtbot's Danmakufu ph3 Scripts - 12.8-Styled Cirno Player and Marisa Battle
Post by: Chronojet ⚙ Dragon on September 27, 2011, 04:43:22 PM
Right. Also, it might be a bit obvious, but I don't think you would want to use Cirno on scripts like these. (http://i.imgur.com/4iCnj.png)
Title: Re: gtbot's Danmakufu ph3 Scripts - 12.8-Styled Cirno Player and Marisa Battle
Post by: JmLyan on September 27, 2011, 08:24:23 PM
Right. Also, it might be a bit obvious, but I don't think you would want to use Cirno on scripts like these. (http://i.imgur.com/4iCnj.png)

Ever tried the ultra patch for Fairy Wars? That lagged sooo much!
Title: Re: gtbot's Danmakufu ph3 Scripts - 12.8-Styled Cirno Player and Marisa Battle
Post by: Chronojet ⚙ Dragon on September 27, 2011, 09:46:39 PM
Ever tried the ultra patch for Fairy Wars? That lagged sooo much!
I have the patch.
Marisa now lags more than ever.
Title: Re: gtbot's Danmakufu ph3 Scripts - 12.8-Styled Cirno Player and Marisa Battle
Post by: gtbot on September 27, 2011, 10:09:33 PM
Nice Cirno player. Although compared to the one in-game, there are three things wrong except the things you mentioned.

1. The Ice Barrier charges faster when shooting on an enemy.

2. The Ice Barrier damages enemies when it breaks.

3. The Perfect Freeze only freezes once, while your version continues to freeze until the ice breaks.

I'm not sure how easy it would be to add these three but it would make it even more accurate to the one in-game.

1. As of this version, Ice Barrier only charges if the enemy itself sets a commondata, which Cirno will then add. Unfortunately, I'm not sure if I would be able to make it charge upon hitting enemies except bosses in a scene. I could make it passively charge faster if this support isn't added, though.

2. This is possible, I just don't know how much damage I should do, seeing as scripts could have an enemy at 100 hp with a 1% ratio of damage, or an enemy at 10000 hp with 100% ratio of damage, and I don't believe there's a way to obtain the ratio information. Instead of dealing set damage, I could just make it deal 1/32th of the current health, but this would make the damage vary extremely, and the only other idea I have besides commondata is having the damage dealt as a spell, which now that I think about it wouldn't be too bad.

3. I'm not sure what this means, because in 12.8 they still continue to freeze more bullets after Perfect Freeze until the ice breaks, although in 12.8 the bomb is shorter and the freeze doesn't last as long, which I suppose I will change to reflect in Cirno 1.1
Title: Re: gtbot's Danmakufu ph3 Scripts - 12.8-Styled Cirno Player and Marisa Battle
Post by: JmLyan on September 28, 2011, 03:41:54 PM
3. I'm not sure what this means, because in 12.8 they still continue to freeze more bullets after Perfect Freeze until the ice breaks, although in 12.8 the bomb is shorter and the freeze doesn't last as long, which I suppose I will change to reflect in Cirno 1.1

Just remembered it's only the fireballs that only freezes once.
Title: Re: gtbot's Danmakufu ph3 Scripts - 12.8-Styled Cirno Player and Marisa Battle
Post by: J.O.B on September 28, 2011, 03:53:10 PM
2. This is possible, I just don't know how much damage I should do, seeing as scripts could have an enemy at 100 hp with a 1% ratio of damage, or an enemy at 10000 hp with 100% ratio of damage, and I don't believe there's a way to obtain the ratio information. Instead of dealing set damage, I could just make it deal 1/32th of the current health, but this would make the damage vary extremely, and the only other idea I have besides commondata is having the damage dealt as a spell, which now that I think about it wouldn't be too bad.
You could try making so that each ice block deals a set amount of damage. e.g I froze 37 bullets around the boss. With each frozen bullet dealing about 1/32th of the bosses original health. Something along the lines of each block deals a set amount of damage.
Title: Re: gtbot's Danmakufu ph3 Scripts - 12.8-Styled Cirno Player and Marisa Battle
Post by: gtbot on September 28, 2011, 07:06:07 PM
Just remembered it's only the fireballs that only freezes once.
Ah, I see now, I never noticed this. Will add in the next version.

You could try making so that each ice block deals a set amount of damage. e.g I froze 37 bullets around the boss. With each frozen bullet dealing about 1/32th of the bosses original health. Something along the lines of each block deals a set amount of damage.
I'll try this out, as it's possible to get the original health of the boss, and add a maximum damage cap of 1/8th the original health, but for normal enemies I suppose can just be 1/28th of the health when the ice breaks, so 28 ice blocks will equal death.


On a side note, I noticed a graphic error when freezing larger bullets, so this is fixed for the next version.
(If you want it fixed now you can go into the script and change line 827 from "let size = -64;" to "let size = -20;")
Title: Re: gtbot's Danmakufu ph3 Scripts - Marisa Battle 1.0 (10/4)
Post by: gtbot on October 05, 2011, 03:24:36 AM
Added in Marisa Battle 1.0 to the main post, video will come soon after Youtube leaves out of it's Read-Only mode (this is the first time I've seen that).
Title: Re: gtbot's Danmakufu ph3 Scripts - Marisa Battle 1.0 (10/4)
Post by: Chronojet ⚙ Dragon on October 05, 2011, 04:41:28 AM
Hmm.
The last last spell seems to lag (31.xx FPS) for me. Does anoyone else get this?
Title: Re: gtbot's Danmakufu ph3 Scripts - Marisa Battle 1.0 (10/4)
Post by: gtbot on October 05, 2011, 10:14:43 AM
Which spell, Master Spark or the last bonus spell?

Edit: I'm assuming the last bonus spell, since that one is a train wreck in terms of how I coded it.

Here's a patch for it:
http://www.mediafire.com/?cmq69m13zz1k4pk (http://www.mediafire.com/?cmq69m13zz1k4pk)

There shouldn't be any more lag, but do tell if you experience some.
Title: Re: gtbot's Danmakufu ph3 Scripts - Marisa Battle 1.1 / Cirno Player 1.1 (10/5)
Post by: gtbot on October 06, 2011, 12:49:51 AM
Added in Cirno 1.1 (http://www.mediafire.com/?9f57tk1disb97zv) to the main post, including several details about it.
Title: Re: gtbot's Danmakufu ph3 Scripts - Komachi+Shikieiki player team (10/10)
Post by: gtbot on October 10, 2011, 10:51:28 PM
Updated the main post to include Komachi and Shikieiki player script.
Title: Re: gtbot's Danmakufu ph3 Scripts - Komachi+Shikieiki player team (10/10)
Post by: JmLyan on October 31, 2011, 08:29:15 PM
Shikieiki's bomb can really break some spell cards as it deletes even spell resistant bullets. I don't know if it is fixable but it would be really good if it is as it is a really nice player team.
Title: Re: gtbot's Danmakufu ph3 Scripts - Komachi+Shikieiki player team (10/10)
Post by: gtbot on November 02, 2011, 03:58:05 AM
Shikieiki's bomb can really break some spell cards as it deletes even spell resistant bullets. I don't know if it is fixable but it would be really good if it is as it is a really nice player team.
Oh man, I hadn't thought of that. Thanks for pointing that out.

Here's a patched version: link (http://www.mediafire.com/?3ru942hkhxw9ho8)
Title: Re: gtbot's ph3 Scripts - Arbiter Team, Cirno Update (3/11)
Post by: gtbot on March 11, 2012, 05:37:22 PM
Updates to Arbiter Team and Cirno; first post has information + downloads
Title: Re: gtbot's ph3 Scripts - Double Spoiler Engine and Aya Player (v0.8) (8/22)
Post by: gtbot on August 22, 2012, 11:25:05 PM
Added Double Spoiler 0.8 and Photographer Aya 0.8 to the main post, which has the details.
I also don't have any videos because fraps is acting very unusual.

You may also download the link here. (http://www.mediafire.com/?7dlpy48z5arabzv)
Title: Re: gtbot's ph3 Scripts - Double Spoiler Engine and Aya Player (v0.8) (8/22)
Post by: Kaze_Senshi on August 24, 2012, 01:14:31 PM
I'm lazy to download the game to see You could make a video to call more attention of the people about your scripts :P
Title: Re: gtbot's ph3 Scripts - Double Spoiler Engine and Aya Player (v0.8) (8/22)
Post by: gtbot on August 24, 2012, 01:50:53 PM
I actually always accompany a video with my scripts, the only problem this time was that Fraps was recording at a really bugged up rate that ranged from 10-60FPS, even in the menu. I fixed this and uploaded a video but forgot to update the thread  :X

Video (http://www.youtube.com/watch?v=jcG4Tw7zDNY)

Original Post edit:

Presenting Double Spoiler Engine 0.8! I thought I wouldn't release something that isn't completely finished, but if I don't give something I'll probably never get around to finishing it. Part of the reason I'm releasing it now is also for suggestions, inconsistencies, glitches, exploits, etc. I believe I'm going to make a Stage and Package variant of the DS menu, although I have not fully decided yet. From 0.8 to 1.0, your double spoiler scripts will most likely not have to be modified, or if it will it probably won't be modified much. As of now, lasers are partially supported but not fully. They will register as bullets but only if the "head" of the laser is in the camera frame. This will be fixed. Curved lasers may be added too if I figure out how their math works (no guarantees).

And accompanying the engine, is AyaP.txt, the companion (and required player) for Double Spoiler scripts. Photographer Aya, however, is not limited to double spoiler scripts. On non double spoiler scripts, you may use the C key (or user1 key) to fire small bullets to pellet the enemy with while your camera charges up (cannot wind up camera and shoot at the same time). Aya's camera will deal a flat 2250 damage (before damage modifiers) to any enemies inside the camera, and will also destroy bullets.

If you find any bugs I'm not aware of, please inform me about them
Things I'm currently aware of in Double Spoiler Engine 0.8 and DS Aya 0.8, in order of importance (all should be fixed in 1.0 though):
 - Camera will occasionally spaz and cover the whole screen or a large radius, seems to occur when there are multiple enemies
 - Lasers are not completely supported
 - Photos do not fade at the edge
 - Taking a photo is not visually the same as in Double Spoiler
 - The Camera will occasionally pop out instead of going to Aya when charging after respawning
 - After taking a successful photo, the speed and size may not properly scale in a visually pleasing way

Download the engine and Aya player (http://www.mediafire.com/?7dlpy48z5arabzv) (And here is a video (http://www.youtube.com/watch?v=jcG4Tw7zDNY))
Title: Re: gtbot's ph3 Scripts - Double Spoiler Engine and Aya Player (v0.8) (8/22)
Post by: Kaze_Senshi on August 24, 2012, 05:21:49 PM
Nice job, it looks pretty good, when I beat the StB and the DS I'll try it :)

And that spellcard idea is pretty creative too.
Title: Re: gtbot's ph3 Scripts - Double Spoiler Engine and Aya Player (v0.8) (8/22)
Post by: gtbot on September 02, 2012, 09:13:24 PM
Nice job, it looks pretty good, when I beat the StB and the DS I'll try it :)
Thanks, I'm still kinda working on it though, but its almost complete aside for some graphical appearances, scoring, and the menu.
Quote
And that spellcard idea is pretty creative too.
I actually made it identical to a spell she already had, just modified it a bit
---

Original Post edit:

I believe I may create a new player each week starting from now until I run out of ideas, this is the first player.

Updated to 1.1
Fixed some bugs regarding the bomb
Added two new gauge types, "Bar" and "Percent", also redid the "Stopwatch" gauge.
(You may change gauge types by opening the SakuyaB.txt file and changing the variable "UseTimerGauge" which is located near the top)


New Player, Sakuya B. (Video) (http://youtu.be/sQfp-J3lV2g) Download (http://www.bulletforge.org/u/gtbot/p/sakuya-b/v/11).

This player's main gimmick is the Time Gauge, which when filled (which fills naturally at around 43 seconds). When activated using the C key (user 1 key), it will cast Private Square, and remove any time ailments that Sakuya may be affected by (with supporting "PlayerTimeSync" scripts), however, bombing while Private Square is active will turn it off for the duration of the bomb, and the remaining Time that was left will be restored.

There are also some common area datas that I put together to manipulate the player, you may find the list and descriptions inside the SakuyaB.txt file.

also i purposefully made the counter bomb 500 damage weaker on purpose
Title: Re: gtbot's ph3 Scripts - Reisen+Tewi Player Team (9/9)
Post by: gtbot on September 09, 2012, 05:46:36 PM
Updated the original post to contain information regarding the second weekly player, Eientei Team.

---

Original Post edit:

I believe I may halt next weeks' player in exchange to work on my upcoming boss script, although I may or may not end up doing it throughout the weekdays instead.

Reisen and Tewi Player team (http://www.bulletforge.org/u/gtbot/p/eientei-team) (Video (http://youtu.be/NegMIRYTKAc))

Has 4 unique bombs; homing shot type

Reisen may use the C key when her crimson bar is filled to triplicate herself, effectively tripling damage. You may also bomb while under this effect (although the bomb isn't exactly tripled damage). This ex attack lasts for 60 seconds idling, 15 seconds shooting, and around 5 seconds shooting and bombing.
Tewi may use the C key when her violet bar is filled to summon friendly rabbits to destroy simple bullets. These fairies die in 2 hits, and shoot alongside you. They also count towards your graze (to a lesser effect). This ex attack last for about 4 seconds, generally destroying most bullets in the game field.
Title: Re: gtbot's ph3 Scripts - Reisen+Tewi Player Team (9/9)
Post by: gtbot on October 07, 2012, 05:32:43 PM
Updated the original post to include a new boss battle, Mamizou Futatsuiwa.
Title: Re: gtbot's ph3 Scripts - Reisen+Tewi Player Team (9/9)
Post by: Danmakuer on October 08, 2012, 07:10:30 PM
Updated the original post to include a new boss battle, Mamizou Futatsuiwa.
That doesn't works for me (line 824 in S_System.txt)...
Title: Re: gtbot's ph3 Scripts - Mamizou Battle (10/7)
Post by: gtbot on October 08, 2012, 07:20:22 PM
That doesn't works for me (line 824 in S_System.txt)...

Make sure you have the latest version of Danmakufu.
(That error is caused because I'm using a function that was made available in  .0 pre5)
Title: Re: gtbot's ph3 Scripts - Mamizou Battle (10/7)
Post by: Danmakuer on October 09, 2012, 10:42:02 AM
But I was actually using beta 6.

EDIY: I have the problem with the same file in the beta 5. Though, it's line 818 that is making trouble now.
Title: Re: gtbot's ph3 Scripts - Mamizou Battle (10/7)
Post by: gtbot on October 09, 2012, 11:26:32 AM
But I was actually using beta 6.

EDIY: I have the problem with the same file in the beta 5. Though, it's line 818 that is making trouble now.

Danmakufu no longer uses the beta tag, and uses [.0] as of now. It's on [.0 pre7] right now.
http://www.geocities.co.jp/SiliconValley-Oakland/9951/pre/th_dnh_ph3.html
Title: Re: gtbot's ph3 Scripts - Taking Requests
Post by: gtbot on November 16, 2012, 03:49:11 PM
Now taking requests to hopefully generate more interest in ph3 since I have lots of free time this week. Copy and pasted from the original post edit:

Going to have tons of free time this week, so I will be casually taking requests for any player/script/library that you may want. PM me or post in this thread (ph3 only) (however, i may or may not do your request, depends on how difficult it may be, but do not let that shy you away from asking anyway). For Players/boss battles, you must provide me with sprites/sounds/other (if original content) and full details of any number of bombs/shot types/team members/spells/etc.;  if you pitch only the idea of making it but not the details, i may do it, but i will only give you a small nod for the idea

(just for reference im currently working on a nether (youmu, yuyuko, maybe yukari too), prismriver team players, and a chireiden boss battle)

I'm doing this to generate a little more interest in ph3, by porting over 0.12m scripts or creating scripts; I'm also willing to help out with your own scripts rather than for me to create it if you'd prefer that.

Additionally, I have a huge collection of random tasks/functions in my latest boss battle (Mamizou), including a cutin and concentration functions. I'm totally ok with anyone using it or editing it, it can be found in \ds_system\SpellFunctions.txt; I'll provide an explanation of each task/function in detail soon (but for now, most of the argument names are highly self explanatory). There's also a sort of Ten Desires esque system (timer, hp bar), you may use that too (although the hp bar is horribly unoptimized).
Title: Re: gtbot's ph3 Scripts - Taking Requests
Post by: ExPorygon on November 16, 2012, 11:55:44 PM
Now taking requests to hopefully generate more interest in ph3 since I have lots of free time this week. Copy and pasted from the original post edit:

Going to have tons of free time this week, so I will be casually taking requests for any player/script/library that you may want. PM me or post in this thread (ph3 only) (however, i may or may not do your request, depends on how difficult it may be, but do not let that shy you away from asking anyway). For Players/boss battles, you must provide me with sprites/sounds/other (if original content) and full details of any number of bombs/shot types/team members/spells/etc.;  if you pitch only the idea of making it but not the details, i may do it, but i will only give you a small nod for the idea

(just for reference im currently working on a nether (youmu, yuyuko, maybe yukari too), prismriver team players, and a chireiden boss battle)

I'm doing this to generate a little more interest in ph3, by porting over 0.12m scripts or creating scripts; I'm also willing to help out with your own scripts rather than for me to create it if you'd prefer that.

Additionally, I have a huge collection of random tasks/functions in my latest boss battle (Mamizou), including a cutin and concentration functions. I'm totally ok with anyone using it or editing it, it can be found in \ds_system\SpellFunctions.txt; I'll provide an explanation of each task/function in detail soon (but for now, most of the argument names are highly self explanatory). There's also a sort of Ten Desires esque system (timer, hp bar), you may use that too (although the hp bar is horribly unoptimized).


This may have come at the perfect time. Are you willing to make 3D backgrounds? Even in 0.12m, those were always difficult for me to do well. I've begun planning for a ph3 full game project and know that I'll probably have a tremdous amount of trouble with them. I'll PM the details to you if you're interested.
Title: Re: gtbot's ph3 Scripts - Taking Requests
Post by: gtbot on November 17, 2012, 01:19:13 AM
This may have come at the perfect time. Are you willing to make 3D backgrounds? Even in 0.12m, those were always difficult for me to do well. I've begun planning for a ph3 full game project and know that I'll probably have a tremdous amount of trouble with them. I'll PM the details to you if you're interested.

Yes, I'll do 3D backgrounds. PM me the details.
Title: Re: gtbot's ph3 Scripts - Taking Requests
Post by: Ikari on November 17, 2012, 01:39:58 AM
I don't actively have any idea, but I'd love to see another team player in the same style as Reisen/Tewi, as in both having special powers to use.

Nether / Prismriver team sounds amazing.  :D
Title: Re: gtbot's ph3 Scripts - Taking Requests
Post by: gtbot on November 17, 2012, 02:27:35 AM
I don't actively have any idea, but I'd love to see another team player in the same style as Reisen/Tewi, as in both having special powers to use.

Nether / Prismriver team sounds amazing.  :D

I personally enjoy those special powers too, and they will definitely be there for Nether and Prismriver players.  :)
Title: Re: gtbot's ph3 Scripts - Taking Requests
Post by: Ikari on November 17, 2012, 02:29:34 AM
I personally enjoy those special powers too, and they will definitely be there for Nether and Prismriver players.  :)

Awesome! Any ideas yet about what they could be? Or is it a secret?  :)
Title: Re: gtbot's ph3 Scripts - Taking Requests
Post by: gtbot on November 17, 2012, 02:40:44 AM
Awesome! Any ideas yet about what they could be? Or is it a secret?  :)
Currently unsure what Yuyuko's would be, but Youmu's will be Ghostly Wheel of Pain (http://youtu.be/iV25qKizS3c) (which recharges by hitting enemies, and very very slowly passively recharges).

The Prismrivers I have yet to decide, but they will probably be very specific to their instruments.
Title: Re: gtbot's ph3 Scripts - Taking Requests
Post by: PhantomSong on November 17, 2012, 03:05:42 AM
Hmmm I thought it would be cool to have a Aya/Hatate player.
Title: Re: gtbot's ph3 Scripts - Taking Requests
Post by: gtbot on November 17, 2012, 03:28:12 AM
Hmmm I thought it would be cool to have a Aya/Hatate player.
I think that'd be pretty cool too, maybe after/before Prismrivers.
Title: Re: gtbot's ph3 Scripts - Taking Requests
Post by: KaiserKnuckle on November 17, 2012, 04:30:39 AM
taking requests for any player

holy shit

Isami Asama please

like, holy shit

i will love you so much
Title: Re: gtbot's ph3 Scripts - Taking Requests
Post by: gtbot on November 17, 2012, 04:57:47 AM
Isami Asama

ok sure ill begin tommorrow
Title: Re: gtbot's ph3 Scripts - Taking Requests
Post by: gtbot on November 19, 2012, 06:40:46 PM
Ok I finished the Isami player:

http://www.bulletforge.org/u/gtbot/p/isami-asama-player/
Video (http://youtu.be/FIE7yNL9ETk)
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: Kenta Kurodani on November 19, 2012, 11:42:18 PM
Could you do a Yuyuko player ala IN?
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: gtbot on November 20, 2012, 01:17:15 AM
Could you do a Yuyuko player ala IN?

Do you want Youmu with her too? Or just Yuyuko?
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: Ikari on November 20, 2012, 01:52:32 AM
I would honestly kill for a Koishi/Satori/Team Satori player, but I don't have any sprites and all, so  :ohdear:
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: PhantomSong on November 20, 2012, 02:00:08 AM
I would honestly kill for a Koishi/Satori/Team Satori player, but I don't have any sprites and all, so  :ohdear:
I might be able to... it's just... I'm new to spriting P:  But maybe if I find the time I'll try to make them x3
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: Ikari on November 20, 2012, 02:03:07 AM
I might be able to... it's just... I'm new to spriting P:  But maybe if I find the time I'll try to make them x3

You have all my love for this!  :3
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: gtbot on November 20, 2012, 02:28:27 AM
I would honestly kill for a Koishi/Satori/Team Satori player, but I don't have any sprites and all, so  :ohdear:
I didn't mention it in the OP, but I am in fact making a Satori/Koishi team (didn't mention it because I'm doing the sprites fairly slowly, until this week due to all the free time, am also doing sprites for other unmentioned players (moku an nazrn/shoe pls), and no foreseeable release because there's a plethora of different things I want to try with them). If you want, I could instead work on Satori/Koishi instead of the other things.  ;)

I might be able to... it's just... I'm new to spriting P:  But maybe if I find the time I'll try to make them x3
I'm already making the sprites, so it won't be terribly necessary to do more. If you want to help, though, I need some help doings familiars for them; I would graciously enjoy your help with this, as I want to try to get as many as possible for Satori (Currently planning on 1024 different familiars, although in reality it'd be 64 different unique familiars, each with 16 colors. Preferred resolutions would be 16x16, but any resolution is fine.)  :)
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: KaiserKnuckle on November 20, 2012, 02:59:23 AM
Ok I finished the Isami player:

http://www.bulletforge.org/u/gtbot/p/isami-asama-player/
Video (http://youtu.be/FIE7yNL9ETk)

woohoo 8)

Plays beautifully, btw.
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: Ikari on November 20, 2012, 03:11:22 AM
I didn't mention it in the OP, but I am in fact making a Satori/Koishi team (didn't mention it because I'm doing the sprites fairly slowly, until this week due to all the free time, am also doing sprites for other unmentioned players (moku an nazrn/shoe pls), and no foreseeable release because there's a plethora of different things I want to try with them). If you want, I could instead work on Satori/Koishi instead of the other things.  ;)

I love you.

(Currently planning on 1024 different familiars, although in reality it'd be 64 different unique familiars,

God damnit, just marry me already.
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: PhantomSong on November 20, 2012, 03:35:34 AM
I'm already making the sprites, so it won't be terribly necessary to do more. If you want to help, though, I need some help doings familiars for them; I would graciously enjoy your help with this, as I want to try to get as many as possible for Satori (Currently planning on 1024 different familiars, although in reality it'd be 64 different unique familiars, each with 16 colors. Preferred resolutions would be 16x16, but any resolution is fine.)  :)
I could try. Just PM me the specifications for one and then tomarrow I'll try to sprite it. (Again I am fairly new)
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: Kenta Kurodani on November 20, 2012, 03:21:16 PM
Could you make both, or maybe all 3 (yuyu solo, youmu solo, Phantom Team)
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: gtbot on November 20, 2012, 04:43:50 PM
I could try. Just PM me the specifications for one and then tomarrow I'll try to sprite it. (Again I am fairly new)
I actually don't have any specifications for any familiar, anything goes
Could you make both, or maybe all 3 (yuyu solo, youmu solo, Phantom Team)
Seems a little redundant, but I could just split them apart from the team player so it's no problem.
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: Kenta Kurodani on November 20, 2012, 06:22:09 PM
I'm wondering if you could give yuyu and youmu new focused shot types for their solo characterss, and their IN shots could be the unfocused ones
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: gtbot on November 20, 2012, 07:22:01 PM
I'm wondering if you could give yuyu and youmu new focused shot types for their solo characterss, and their IN shots could be the unfocused ones

Yeah I was planning that for Youmu at least, since her shot type is very very awkward when shifting, and Yuyuko's seems rather plain to keep it the same on shift/unshift now that you brought up shift/unshift, so I think I'll give her lasers or something on shift.
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: Helepolis on November 20, 2012, 10:06:34 PM
I do have to say, as a UB freak that is a Very nice Isami script there, including the chopsticks charge up.
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: Ikari on December 01, 2012, 05:54:45 AM
*gently pokes the thread*

Any progress on any project?
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: gtbot on December 01, 2012, 06:26:11 AM
*gently pokes the thread*

Any progress on any project?
Got caught up in a maelstrom of work last week, may not be able to work on anything for a while unfortunately. This weekend also seems to be busy as well, although I could finish that th8 ghostly team together fairly quickly (half done), and I think I'll do that in the morning tomorrow, and be done early before afternoon (if I wake up at normal time). Most other projects have not advanced, on the bright side though, I should be alleviated of strenuous work come this Friday (or earlier), and I'll be able to finish the other projects  :)

After completing the requests I have, I will immediately begin work on Satori/Koishi team.

---
Copy and pasted from the original post edit:

Mamizou Boss battle (http://www.bulletforge.org/u/gtbot/p/mamizou-battle) (Video (http://youtu.be/c0lcuN0jmto)) (In the video, the replay desyncs, but please ignore this.)
Mamizou battle, featuring 8 attacks and 9 unique spell attacks, with 4 tested difficulties (68 attacks if you count the difficulties). Includes a new bullet, the bee.
While not supported (meaning I didn't test it at all, I just threw it in there), you may press your USER2 key while in the difficulty select menu for an impossible challenge.[/size]
Title: Re: gtbot's Stuff - Taking Requests; Isami Player
Post by: Ikari on December 01, 2012, 06:30:54 AM
Aww, yay!

Don't overwork yourself! Your projects are really worth the wait, and you do them at an amazing speed. I was just wondering  :3
Title: Re: gtbot's Stuff - Ten Desires Youmu Player
Post by: gtbot on March 11, 2013, 10:49:42 PM
Updated the original post to include Ten Desires Youmu Player.

Original post:
Download Link (http://www.bulletforge.org/u/gtbot/p/td-youmu-player/) (Video Link (http://youtu.be/yJxS2iQWGY4))
Youmu player recreated from Ten Desires for Danmakufu ph3. This version does not yet include the Spirit System or the Power System (Youmu remains at max power).
Spirit System and Power System will come in a later update.
Title: Re: gtbot's Stuff - Ten Desires Youmu Player/Arbiter Team/Cirno Updates
Post by: gtbot on March 12, 2013, 11:16:34 PM
Updated the original post to include updates to the Arbiter Team and Cirno players (Cirno updates will come soon, but I won't bump the thread again for that)
Title: Re: gtbot's Stuff - Ten Desires Youmu Player/Arbiter Team/Cirno Updates
Post by: LegoCS on March 15, 2013, 12:09:07 AM
I'm new here and I would like to mention that I have first seen your work through a simple youtube search and I was amazed by everything you have done. I want to thank you for all the hard work you put in to show the true potential this newer version of Danmakufu has to offer.

Best regards!
Title: Re: gtbot's Stuff - Ten Desires Youmu Player/Arbiter Team/Cirno Updates (3/14)
Post by: Ikari on March 17, 2013, 07:09:15 PM
Heya, I'm just wondering what were the changes? Kinda interests me~. Haha, oops, I found the Cirno notes after posting. Still Arbiter team now have...?

Speaking of which, I'd still kill for a Koi-Koi player! Though it's fine if you don't have inspiration for it or time ^^;
Title: Re: gtbot's Stuff - Ten Desires Youmu Player/Arbiter Team/Cirno Updates (3/14)
Post by: gtbot on March 18, 2013, 01:33:01 AM
I'm new here and I would like to mention that I have first seen your work through a simple youtube search and I was amazed by everything you have done. I want to thank you for all the hard work you put in to show the true potential this newer version of Danmakufu has to offer.

Best regards!
Thanks :D If there's anything you ever need I can help you with it
Speaking of which, I'd still kill for a Koi-Koi player! Though it's fine if you don't have inspiration for it or time ^^;
The main bulk of the Arbiter Team changes can be found in the version 1.5 variant in Bulletforge (link (http://www.bulletforge.org/u/gtbot/p/arbiter-team-player/v/15))

As for Koishi, I don't have much immediate ideas, but I feel that if I think about it I might get some ideas (one that bumps into my head immediately is breaking GetAngleToPlayer for a short while during a bomb but idk how impactful that would feel). Would you personally prefer her to be alone or in a team player?
Title: Re: gtbot's Stuff - Ten Desires Youmu Player/Arbiter Team/Cirno Updates (3/14)
Post by: Qwertyzxcv on March 18, 2013, 07:25:15 PM
Is this ph3? Or are there some 0.12m?
Title: Re: gtbot's Stuff - Ten Desires Youmu Player/Arbiter Team/Cirno Updates (3/14)
Post by: Maths ~Angelic Version~ on March 18, 2013, 08:05:25 PM
Is this ph3? Or are there some 0.12m?

As far as I know, everything is ph3, but why not download ph3 (http://www.geocities.co.jp/SiliconValley-Oakland/9951/pre/th_dnh_ph3.html) (choose the most recent version, pre11) and try it? You script in 0.12m, but it doesn't mean that you can't play ph3.
Trust me, gtbot's scripts are worth it  :D
Title: Re: gtbot's Stuff - Ten Desires Youmu Player/Arbiter Team/Cirno Updates (3/14)
Post by: Qwertyzxcv on March 18, 2013, 08:17:34 PM
As far as I know, everything is ph3, but why not download ph3 (http://www.geocities.co.jp/SiliconValley-Oakland/9951/pre/th_dnh_ph3.html) (choose the most recent version, pre11) and try it? You script in 0.12m, but it doesn't mean that you can't play ph3.
Trust me, gtbot's scripts are worth it  :D
Ok just wonderin :D
Im going to :DDDDDDDDDD
Title: Re: gtbot's Stuff - Ten Desires Youmu Player/Arbiter Team/Cirno Updates (3/14)
Post by: PhantomSong on March 18, 2013, 10:56:00 PM
As far as I know, everything is ph3, but why not download ph3 (http://www.geocities.co.jp/SiliconValley-Oakland/9951/pre/th_dnh_ph3.html) (choose the most recent version, pre11) and try it? You script in 0.12m, but it doesn't mean that you can't play ph3.
Trust me, gtbot's scripts are worth it  :D

I can vouch for that 100% ^
Title: Re: gtbot's Stuff - Ten Desires Youmu Player/Arbiter Team/Cirno Updates (3/14)
Post by: Ikari on March 19, 2013, 03:48:24 PM
Would you personally prefer her to be alone or in a team player?

Considering I love your team players (Imperishable Night was one of my favorite Touhou for that very reason), I'd adore a Koishi x Anyone-Related team, but I'm completely and utterly fine with her being a solo player as well. I think a Koishi x Satori team would be optimal, as I've never seen a Koishi nor a Satori player, but Satori isn't exactly easy to implement, what's with her being megaman.

Haha, sorry to bug you with that, it's just the good old favorite character preference.
Title: Re: gtbot's Stuff - Ten Desires Youmu Player/Arbiter Team/Cirno Updates (3/14)
Post by: gtbot on March 20, 2013, 04:29:13 AM
Yes everything is ph3, and I'm glad you guys like the scripts :D
I've never seen a Koishi nor a Satori player,
As for Koishi, my original intention was indeed a Koishi + Satori team. :) I'm truly not sure when I'll finish the player, but I will eventually.
Title: Re: gtbot's Stuff - Ten Desires Youmu Player/Arbiter Team/Cirno Updates (3/14)
Post by: Ikari on March 20, 2013, 05:11:37 PM
Yes everything is ph3, and I'm glad you guys like the scripts :D As for Koishi, my original intention was indeed a Koishi + Satori team. :) I'm truly not sure when I'll finish the player, but I will eventually.

Your scripts are pretty damn good, if you ask me~

Nnnngh, I'm all excited at the idea of a Koitori team.
Title: Re: gtbot's Stuff - SONIC HEDGEHOG Player (4/5)
Post by: gtbot on April 05, 2013, 05:36:09 AM
Your scripts are pretty damn good, if you ask me~
Thanks, I'm glad you like them :)
i hope sonic doesnt change your mind

---

Updated original post to contain SONIC HEDGEHOG player script download and details.
Title: Re: gtbot's Stuff - SONIC HEDGEHOG Player (4/5)
Post by: Ikari on April 05, 2013, 01:32:51 PM
i hope sonic doesnt change your mind

Admitedly, that was crazily unexpected. But to be fair, this is another character that completely changes how you play the game, along with DS Aya and GFW Cirno.

And, well, the out of place (and terribleness) factor makes it all hilarious. When else will I be able to say I crushed Yuuka with Sonic, of all people!?  :derp:
Title: Re: gtbot's Stuff - SONIC HEDGEHOG Player (4/5)
Post by: Maths ~Angelic Version~ on April 05, 2013, 08:21:48 PM
I hope sonic doesn't change your mind.
The Sonic script didn't change my mind at all. I found it quite funny, actually  :]
A Chireiden boss rush sounds really fun, but are you going to make more difficulties than just Overdrive? Some of your fans (like me) aren't that good at Touhou (no offence) and want to enjoy it too  :V (but don't feel pressured to do otherwise if you're planning to make it Overdrive only. It's your script after all.)
Anyway, good luck with it~
Title: Re: gtbot's Stuff - SONIC HEDGEHOG Player (4/5)
Post by: gtbot on April 05, 2013, 10:03:04 PM
And, well, the out of place (and terribleness) factor makes it all hilarious. When else will I be able to say I crushed Yuuka with Sonic, of all people!?  :derp:
hehehehehhehehe :D
are you going to make more difficulties than just Overdrive?
Yes! I understand that everyone plays and enjoys things at different difficulty levels, so I added 2 new difficulties that weren't in the Mamizou battle for this script in particular. (Easy-Normal-Hard-Lunatic-Overdrive-Cirno). For reference, I'm balancing the first four difficulties with respect to the way they were in Ten Desires, but slightly easier. Overdrive is quite harder than Lunatic and Cirno is super ultra mode that would likely tear everything apart except for a player that can delete bullets fairly frequently (Cirno) and make as few mistakes as possible with the timing of freezing bullets.
Title: Re: gtbot's Stuff - SONIC HEDGEHOG Player (4/5)
Post by: gtbot on September 11, 2013, 11:00:50 PM
Updated the original post to include Medicine Melancholy player, and a Practice player variant.
Title: Re: gtbot's stuff - Medicine Melancholy Player and Practice Player 1.1 Updates
Post by: gtbot on September 21, 2013, 12:41:55 AM
Updated both the Regular and Practice Medicine Players. to 1.2. (link to latest update (http://www.bulletforge.org/u/gtbot/p/medicine-playerpractice-player/))

1.2 Update Changes:
   Oof, I released 1.1 with a couple of horrible bugs, they are fixed now.


1.1 Update Changes:
Both:
Both player variants were affected by the changes, but the practice player was generally affected more negatively than the regular one.
   - Increased overall shot power
      - The damage of the minidolls' shots will now ramp up to 30%/25% (Normal/Practice) bonus damage at further distances
      - Medicine's shots will ramp up to 45%/40% (Normal/Practice) bonus damage
   - Bomb changes:
       - Added an option to have sprite based poison fields (instead of only vertex based)
      - If an enemy can be killed with just 1000 damage, including resistances, they will die to the poison.
         - Will NOT deal damage unless they have 1000 health remaining, resistances including
         - Does not affect the boss at all
      - Poison fields last longer
      - Less poison fields are spawned during a bomb
      - Invincibility duration decreased
      - The first and last poison fields spawn directly on Medicine, and don't move
   Bugfixes:
      - Fixed a bug where picking up a life or bomb item would cause an error
      
Practice Player:
   - Respawn invincibility lowered
   - Stats data will remain on screen for longer
   - Counterbombing enabled
   - Counterbombs will now count as their own statistic, instead of counting as a death and bomb.
   - Added stage functionality
      - If there are no shootable enemies on the field, it will display your stats
   - Slightly changed how the inspirational phrases were displayed
   Bugfixes:
      - Fixed a bug where a full death didn't count towards deaths