Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Nuclear Cheese on April 27, 2009, 02:12:36 AM

Title: Nuclear Cheese's Danmakufu Scripts
Post by: Nuclear Cheese on April 27, 2009, 02:12:36 AM
Listed from new to old:

Danmaku Sign 「Bullet Curtain」 (http://www.stephenware.com/th_dnh/bullet_curtain.zip)
A simple card that will test your dodging skills, as a constantly-increasing density of bullets flood downward at you.  Includes a menu to select difficulty and the type of bullet to dodge.

Never Twice the Same Danmaku (http://www.stephenware.com/th_dnh/ntsd_v04.zip) (version 04)
Generates a new pattern every time you play!
Older versions: 03 (http://www.stephenware.com/th_dnh/ntsd_v03.zip) 02 (http://www.stephenware.com/th_dnh/ntsd_v02.zip) 01 (http://www.stephenware.com/th_dnh/ntsd_v01.zip)

Random Sign 「Entropy」 (http://www.stephenware.com/th_dnh/entropy.txt)
A spellcard I made to demonstrate objects.  Incredibly unpredictable.

Hax Sign 「Burn Everything」 (http://www.stephenware.com/th_dnh/burn.zip)
The reason you don't want to bother Reimu.  A video can be found on Blargel's youtube here (http://www.youtube.com/watch?v=oMF15y6HVLM&feature=channel_page).  Only one difficulty level.
Notice: due to the fact that I handle some logic in @DrawLoop, replays may not work properly if the game is paused.  Sorry for the inconvenience.

Light Sign [Reflection/Refraction] (http://www.stephenware.com/th_dnh/ref_ref2.txt)
Seeking lasers, and bullets that both reflect off of them and refract through them.  This one will quickly decend into chaos if you're not careful.  Only one difficulty level.
Above link is for version 2.  The original version can be obtained here (http://www.stephenware.com/th_dnh/ref_ref.txt).  The original had a hole that Blargel found.

Spiral Sign 「Hypnotic Spiral」 (http://www.stephenware.com/th_dnh/spiral.txt)
A survival card that starts out very slow and methodical, but gets really hectic.  Only one difficulty level.

Deadly Sign 「Multicolor Deathtrap」 (http://www.stephenware.com/th_dnh/mc_dt.txt)
The name is pretty literal - if you don't move the right way you'll become trapped.  It's not a complicated pattern, though, and it involves sweeping back and forth at the right times (carefully :V).  Only one difficulty level.

Omega Barrage 「MAX 300」 (http://www.stephenware.com/th_dnh/max300.zip)
Based on a certain song from a certain music game.  A survival card with Hard and Lunatic difficulty levels.

Celia Versio v0.4 (http://www.stephenware.com/th_dnh/celia-v04.zip)
An abandoned stage with an original character (who I never got around to making a sprite for) who can make their bullets faded or even invisible.  Has all four difficulty levels, including a (poorly designed :V ) stage, an unnamed midboss and the boss.

「Reimu Body Slam」 (http://www.stephenware.com/th_dnh/reimu.zip)
... is a spellcard.  Inspired by a sig from someone on the very old forums (back when it was shrinemaiden.com).  Has all four difficulty levels.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Naut on April 27, 2009, 07:58:10 AM
These are nice. When I was playing Light Sign [Reflection/Refraction], I noticed that each wave just stacked on itself, so I decided to invinco-mode it. Not cool for the last 4 seconds, hahahahaha! 1.25fps [Work] and 0.00fps [Draw] -- I don't even. I should include a bullet counter in the code and see how many were on the screen... I'm thinking above five digits!

Would've been cool if you included the Max 300 music, looks like it may synchronize...? I actually find the spell a bit of a pain in the ass for the first part, because the particles are random and can still have quite the velocity when they get to you on occasion, so you can get smoked pretty fast by something that's just undodgable. After the first few bursts it's managable though. Very nice.

Multicoloured deathtrap was pretty freakin' beast. It's really too bad that it only repeats itself after a few seconds.

Hypnotic spiral was cool, but it takes so long for it to build up.

Your stage... Is pretty good, some waves could be timed more appropriately, but was actually fairly well made, as far as Danmakufu stages with only one enemy sprite can go. That boss fight versus Celia on lunatic... What a kick in the balls that was. I really liked that last spellcard, was quite creative and I think it was balanced well. But man, the rest of that fight is just one kick after another... First time I've actually wanted to go against the completely random card instead of the patterned cards, just for the break in concentration!

Hax sign was cool, takes a really long time though, especially with any character that doesn't have homing bullets.

I'm not really sure what to think about Reimu Body Slam. It doesn't seem hard, but man I can't beat it for beans. I'll take that as a plus on your part though. Really like the way she shakes when she collides with a wall, haha!

I doubt you were looking for a critique of all these, but I thought I'd give some feedback.

I do have a question though: Do you test your lunatic versions? Because, on the stage especially, some of these patterns skirt the boundry of being possible to pass, just from a logical standpoint. Some of the bullet rings you spawn are extremely dense... I dunno, just my speculation though. I do consider the lunatic Celia to be God Tier in difficulty, that's for sure.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Nuclear Cheese on April 28, 2009, 12:09:17 AM
These are nice. When I was playing Light Sign [Reflection/Refraction], I noticed that each wave just stacked on itself, so I decided to invinco-mode it. Not cool for the last 4 seconds, hahahahaha! 1.25fps [Work] and 0.00fps [Draw] -- I don't even. I should include a bullet counter in the code and see how many were on the screen... I'm thinking above five digits!

Thanks for checking out my scripts!

Yeah, I doubt you'd be able to legitimately survive that long enough to build up such a mass of doom :D
It was made like that, at least partially, in response to Blargel finding a huge hole in the original version which made it easy to just sit there and pacifist the whole thing.  I forget how he did it, though ...

Would've been cool if you included the Max 300 music, looks like it may synchronize...? I actually find the spell a bit of a pain in the ass for the first part, because the particles are random and can still have quite the velocity when they get to you on occasion, so you can get smoked pretty fast by something that's just undodgable. After the first few bursts it's managable though. Very nice.

I actually tried syncing the music to the spellcard, but it would only work if you got a perfect 60fps (which is pretty rare even when your computer is more than powerful to handle it), so it desync'd rather quickly.  Of course, this was well before I knew about the GetTime() stuff and such, but that probably wouldn't help either without destroying consistency.

Also, interesting fact - the barrage is not random.  It is actually "pseudo-random" - which is like random but it always give the exact same sequence.  Using prand() will always return the same order of numbers every time the script is run, so it always will be the same no matter how many times you play it.

Your stage... Is pretty good, some waves could be timed more appropriately, but was actually fairly well made, as far as Danmakufu stages with only one enemy sprite can go. That boss fight versus Celia on lunatic... What a kick in the balls that was. I really liked that last spellcard, was quite creative and I think it was balanced well. But man, the rest of that fight is just one kick after another... First time I've actually wanted to go against the completely random card instead of the patterned cards, just for the break in concentration!

Well, Lunatic mode isn't supposed to be easy, isn't it? ;)

If I had worked on it some more, I probably would've ended up with a bit more of a flow through the stage.  But I suck at making stages, in my opinion, so m'eh.

As far as the boss patterns go, I'm pretty sure I captured all of them while developing them.  Granted, some of them took a bunch of tries, I'm sure. :V

Hax sign was cool, takes a really long time though, especially with any character that doesn't have homing bullets.

It's not a very serious card ... I think I made it a longer length was so that the speedup could be decently gradual and give a whole "dramatic struggle" feel to it.
Besides, you're not gonna take down Pyro-Reimu that easily, right?

I'm not really sure what to think about Reimu Body Slam. It doesn't seem hard, but man I can't beat it for beans. I'll take that as a plus on your part though. Really like the way she shakes when she collides with a wall, haha!

Another not-so-serious card ... you just have to get the rhythm going and you'll be able to dodge it pretty consistently.
Admittedly, if you're not playing homing shots, you'll be in for a long ride here, too.

I doubt you were looking for a critique of all these, but I thought I'd give some feedback.

I do have a question though: Do you test your lunatic versions? Because, on the stage especially, some of these patterns skirt the boundry of being possible to pass, just from a logical standpoint. Some of the bullet rings you spawn are extremely dense... I dunno, just my speculation though. I do consider the lunatic Celia to be God Tier in difficulty, that's for sure.

I generally will test all versions of all attacks.  I often will ensure that they are clearable without miss/bomb, although sometimes I'll compromise and do a kind-of "piece-by-piece" verification of this.  This means I keep trying it until I've gotten through each major component of the attack, and I feel confident that it's possible to get through all of them in one run, if you're good enough.  It's not an ideal method, but I figure that if I can get all the pieces and it looks feasible, then the other players who don't suck will find a way to get through it.


EDIT:

First time I've actually wanted to go against the completely random card instead of the patterned cards, just for the break in concentration!

Ironically, I was just going through some of my stuff, and noticed a script I didn't have on the list.
Check the first post for info on Random Sign 「Entropy」 (http://www.stephenware.com/th_dnh/entropy.txt)
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Suikama on April 29, 2009, 03:18:42 PM
The faded bullets are rendered pointless by bright monitors :V
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Nuclear Cheese on August 19, 2009, 04:12:06 AM
So, I was bored over the last couple days, and decided to throw together an idea I had floating around in my brain.

Presenting:
Never Twice the Same Danmaku (http://www.stephenware.com/th_dnh/ntsd_v01.zip) (version 01)


Plain and simple, this script generates a new, random danmaku pattern every time you play it.  Right now it's kinda limited in its abilities, but I'll probably end up adding some other stuff to it when I get some time.  Other stuff such as randomly-scripted object shots ;D


A few things to note:

- Yes, replays work.  In fact, a replay is pretty much the only way you'll see the same pattern ever again.

- The script generates random names for each attack it creates, by randomly piecing together words from its little dictionary.  Often with hilariously weird results :V
I'm still a fan of one of the first ones it gave me - "Intense Pineapple"

- Occasionally, it may throw out an impossible pattern.  Such is things ... :-\
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Drake on August 19, 2009, 04:21:56 AM
Pretty neat. Obviously a bit limited as of now, but it could prove to be pretty awesome. And inspiring.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Zengar Zombolt on August 19, 2009, 04:24:21 AM
Frozen Miko is the best spellcard ever. Word.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Primula on August 19, 2009, 02:11:48 PM
Hooray! More!
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Suikama on August 19, 2009, 03:16:38 PM
Oh ho ho. I'm definitely gonna have to steallook though this code. :V
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Zengar Zombolt on August 19, 2009, 04:14:19 PM
Oh ho ho. I'm definitely gonna have to steallook though this code. :V
Could it be the birth of "Never twice the same brofist"?
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Stuffman on August 19, 2009, 04:47:22 PM
This is super cool. It'd be awesome to see it able to pull off some more advanced tricks.

If it were more complex, it'd be pretty rad to have this as the final spell in a game  :D
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Suikama on August 19, 2009, 04:55:44 PM
Oh ho ho. I'm definitely gonna have to steallook though this code. :V
Could it be the birth of "Never twice the same brofist"?
Damn right it is!
http://www.mediafire.com/?dyunlzjgzmx
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: P♂ zeal on August 19, 2009, 04:59:21 PM
Oh ho ho. I'm definitely gonna have to steallook though this code. :V
Could it be the birth of "Never twice the same brofist"?
Damn right it is!
http://www.mediafire.com/?dyunlzjgzmx
oh god
these are all so impossible
yet so beautiful.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Suikama on August 19, 2009, 05:09:27 PM
Actually you know what? I can do better than that.
http://www.mediafire.com/?mhimwkwmmk2
There we go. Enjoy your AIDS :V
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Zengar Zombolt on August 19, 2009, 05:17:04 PM
Actually you know what? I can do better than that.
http://www.mediafire.com/?mhimwkwmmk2
There we go. Enjoy your AIDS :V
Oh god you can actually SURVIVE SOMETIMES
But it's so hard that it's way easier to bomb the fuck out of it :V
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Nuclear Cheese on August 20, 2009, 02:14:15 AM
Actually you know what? I can do better than that.
http://www.mediafire.com/?mhimwkwmmk2
There we go. Enjoy your AIDS :V


My name is Nuclear Cheese.
You stole and corrupted my script.
Prepare to die.  >:(





... actually that was mildly humerous for a moment.

Next time, though, could you please at least mention that you based it off of my script?  I'm not hateful, but I'd at least appreciate credit where it's due. :-\
I mean, it's pretty obvious with your post here, but in your thread and the downloads there's no mention. :'(

Thanks for your consideration.
^ (totally lame way to end a post)
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Suikama on August 20, 2009, 02:17:52 AM
Actually you know what? I can do better than that.
http://www.mediafire.com/?mhimwkwmmk2
There we go. Enjoy your AIDS :V


My name is Nuclear Cheese.
You stole and corrupted my script.
Prepare to die.  >:(





... actually that was mildly humerous for a moment.

Next time, though, could you please at least mention that you based it off of my script?  I'm not hateful, but I'd at least appreciate credit where it's due. :-\
I mean, it's pretty obvious with your post here, but in your thread and the downloads there's no mention. :'(

Thanks for your consideration.
^ (totally lame way to end a post)
What part of "steal" do you not understand? :VCredit'd.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Nuclear Cheese on August 21, 2009, 07:35:13 AM
So, bored again.  Here (http://www.stephenware.com/th_dnh/ntsd_v02.zip)'s version 02!

Important changes:
- New Survival Marathon Mode! - pits you against a series of random spellcards, with a slowly but steadily increasing difficulty.
- New Enemy Behaviors! - the enemy can now charge up, and I added another type of barrage.
- More Names! - now it can also use some verbs.

See the now-included history.txt for a full list of changes.



Credit'd.

Thanks.  I appreciate it. ;D
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Zengar Zombolt on August 21, 2009, 05:23:07 PM
Well... It was awesome and everything, but getting three survival spells worth 80 seconds each in a row is not cool, man.
Also,
Quote
Befriending Sign
Why am I fighting Nanoha, of all people?
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Suikama on August 23, 2009, 12:40:47 AM
Hmm... as it is now it's kinda gimmicky...

But what if, instead of randomizing spellcards, you made a script that creates randomized enemies? That might be a pretty cool idea for an extra stage...
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Nuclear Cheese on August 25, 2009, 03:05:22 AM
Well... It was awesome and everything, but getting three survival spells worth 80 seconds each in a row is not cool, man.

Well, then you'll probably like the update I just uploaded ... see below

Also,

Quote
Befriending Sign
Why am I fighting Nanoha, of all people?

... I should probably watch that anime sometime.


Hmm... as it is now it's kinda gimmicky...

But what if, instead of randomizing spellcards, you made a script that creates randomized enemies? That might be a pretty cool idea for an extra stage...

I like this idea a lot.  Hopefully, I'll be able to get this going at some point, but at the very least it'll involve some serious refactoring of the script (or complete disregard for good programming practices ... although taking this path probably would bite me in the ass later :-\)


Anyways, version 03 (http://www.stephenware.com/th_dnh/ntsd_v03.zip)

Major change notes:
- Tweaked Survival Marathon Mode - difficulty increases faster, and the odds of getting a survival card are based on how long since you last faced one.
- Tweaked Survival Cards - survival cards now have a shorter duration than their non-survival counterparts, and have a longer tape length (meaning survival cards should end up with more variety in them)
- New Attack Patterns - You'll never trust another bullet again!  Now the boss can fire shots which change direction, speed, and even shape!  Also, the boss can now repeat the same attack multiple times consecutively.
- Even More Names! - :toot: I added one of my favorite words in the english language, among other, less awesome words. :toot:





Completely Unrelated:

I have another script that's been in "development hell" for literally something like two years now, and I want to finish it up soon.  I want music, though; specifically, Marisa's theme.  This project is probably the most awesome thing ever done with Danmakufu, so I hope people will want to help! ( <-- totally not arrogant at all ::) )

Does anyone have/want to create a cover of 「Master Spark」 that I could use for this project?  I want something energetic and upbeat (much like the original); I was originally thinking of using Dobu Usagi's 「Final Master Spark」, but I'd feel bad about not getting their permission, and I'm not confident enough in my Japanese to email them asking without sounding like a dumbass/idiot/(9)/jerk.

Any takers?  Or, failing that, any recommendations on how to approach this?


And, no, I'm not going to tell you guys what it is.  It'd ruin the suprise and initial wave of awesome.



No, I don't really think this script is the best thing to ever happen to Danmakufu.  I'm just goofing around and being my usual pseudo-arrogent self. :V
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Zengar Zombolt on August 25, 2009, 03:26:04 AM
Well, then you'll probably like the update I just uploaded ... see below
Awww, yeah.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Suikama on August 25, 2009, 03:52:17 AM
It doesn't happen to be a Touhou Boss Attack is it? :V
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Naut on August 25, 2009, 05:40:18 AM
Since I actually get 60fps on NTSD (a rare treasure while on this vacation computer), I figure I'll write up a little something on it.

(http://i641.photobucket.com/albums/uu134/Nautth/20.jpg)

:V

So I'm sure you already know many of these things, but here's a few idea/pointers/comments regarding your lovely NTSD v03 script.


I'm running out of things to nit-pick, so consider this a temporary end to my bitching. Your script is well beyond God tier to begin with, so any improvement that could be made is really just icing. That said, hopefully these suggestions will help you on the road to an even better v4.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Nuclear Cheese on August 26, 2009, 01:59:48 AM
It doesn't happen to be a Touhou Boss Attack is it? :V

That's quite a "normal" idea for a script.  Do I look like the type of guy who does "normal" scripts? :V

Since I actually get 60fps on NTSD (a rare treasure while on this vacation computer), I figure I'll write up a little something on it.

<OMG OVR LVL ⑨000!>

:V

So I'm sure you already know many of these things, but here's a few idea/pointers/comments regarding your lovely NTSD v03 script.
  • Needs difficulties. I know the difficulty scales depending on how many spellcards you've passed, but there needs to be starting difficulties for the script. Depending on what difficulty you choose, your score could be multiplied or something... To encourage people to not wuss out. Right now it starts off slow and takes a long time (a really long time if you get a few survivals in a row) to really get up to speed, and to start throwing some insane patterns. It's just too boring at the start. That aside, my biggest reason for difficulties is shot speed scaling. Many people at the Easy/Normal level have a really hard time with fast shots (4+p/s), no matter how dense a group they come in, mainly because they don't look ahead to dodge accordingly. This is of course a huge problem when there are other bullets on the game field to attract their eyes, so even at the very beginning of the script they are having a really hard time, and are very discouraged from continuing, despite the badassity of this script. So, the solution is fairly simple (and I'm sure you're aware): For an easy mode of the script, have the shots speeds get retrieved from a low speed bank, where as in a hard mode, the shot speeds can go much higher (up to insane levels -- 8 and higher -- hells yeah). That is of course, if you decide to make multiple difficulties.

Difficulty settings could be a good touch.  Why the hell didn't I think of that already. >__>

Also, interesting note - unless I screwed up my code somewhere, no bullet in this script goes faster than 3.5p/s.  The difficulty scaling mainly deals with shot density and delay between bursts currently.

And isn't 8p/s or so around the area where people can start haxxing through bullets? ;)

  • Movement variety. I pretty much know the same three spots Rumia will move to at any time, if at all.

I know about this one.  Mainly comes from the fact that I was lazy and just copied over movement code from another script of mine.  Should definitely be made more varied.

  • Needs the odd use of lasers to add to the variety pool.

I've been considering the use of lasers.  My main concern is that lasers, in my opinion, make it much easier to block off the player from being able to dodge something else, so I feel I need to be careful in implementing this one.

  • All the spellcards last too long. In my opinion, given the minimal variety in type of danmaku thrown (just waves and waves of bullets for the most part), I think that the spellcards should last significantly less time. x0.66 life or something. Right now it feels really dragged out. Even the survivals could use a significant decrease in time.

Noted.  I kinda tended towards a longer duration so that you have time to actually get a feel for the pattern you're facing, but I guess it can drag on in some cases ...
Of course, this may change as more danmaku variety is added.

  • Instead of having all the bullets in a ring or wave spawned in the one frame, you could have some waves generated take time to spawn. In task terms, it would look something like this:
    Quote
    task bulletwave{
      loop(20){
        loop(3){
          CreateShot01(GetX, GetY, 3, ang, RED12, 10);
          ang+=6;
        }
      yield;
      }
    }
    It's a fairly easy way to make more complex looking danmaku, but I'm not positive how you could incorporate something like this into your code. Just something else you could try, I guess.

/me makes a note to translate this into something that doesn't involve the use of tasks.

  • Defenestrate needs to be in the word array more then once it's so awesome :V

:toot:


You're getting ahead of things, here.  I haven't seen a single episode of it yet ...

On that note - yes, School Rumble is awesome.

  • Ahem, back on track... There should also be a better indicator that the current spell is a survival spellcard. Big flashing neon letters or something, takes me a long time of dodging and moving around to try and stay beneath Rumia to realize that I'm not actually doing any damage, and that staying near the middle of the screen would've been easier.

I think it could use a better indication, but "Big flashing neon letters" isn't very Touhou-ish, is it?

Right now the main indicator is that the enemy is partly transparent (admittedly, not very easy to notice, since I didn't want to make her hard to see), aside from the usual no taking damage and spellcard bonus doesn't go down.  I'm open to recommendations.

I'm running out of things to nit-pick, so consider this a temporary end to my bitching. Your script is well beyond God tier to begin with, so any improvement that could be made is really just icing. That said, hopefully these suggestions will help you on the road to an even better v4.

Thanks for the suggestions and such.  Large posts analyzing my work like this (hopefully) will help.





Still waiting, hoping someone out there with musical talent reads this post and takes pity on my lack of musical talent and provides me with the music I so desperately seek.

EDIT: finished the last sentence.  Stupid me and my getting distracted ...



EDIT:

I'm working on the next version of NTSD.  Figured I'd share this "gem" with you guys:

(http://www.stephenware.com/albums/touhou/snapshot006a.png)

(if you can't see it, try going here (http://www.stephenware.com/gallery/view_photo.php?set_albumName=touhou&id=snapshot006a))

No, it's not really supposed to do that.  I should probably fix this.

Also, if you look closely, you can probably discern a new feature or two that's in the next version.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Suikama on August 28, 2009, 03:13:09 AM
Ohoho can't wait :V

Also it looks like a tunnel of orangey death :V
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Zengar Zombolt on August 28, 2009, 03:20:06 AM
How the hell is your fps over 1.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Naut on August 28, 2009, 03:37:38 AM
I came at "L____ic".

So hard.

Also, when I said bullet speed, it occured to me that it probably isn't so much the sheer speed of bullets (they do stay below 3.5p/s), it's those dang randomly changing bullets that launch off so fast after they stop... Or at least sudden to me, anyways.

And uh, at 8p/s you can hax through a bullet, but only if the bullet is small... And your name is Keith.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Nuclear Cheese on August 28, 2009, 04:37:44 AM
Ohoho can't wait :V

Also it looks like a tunnel of orangey death :V

I'd say more of an "ever-expanding blob" rather than "tunnel", but that works too.


How the hell is your fps over 1.

[X] Yukari is fooling around again*

To note, I'm pretty certain it dropped well below 1 fps when I hit the bomb key.


I came at "L____ic".

So hard.

TMI :vbang:

Also, when I said bullet speed, it occured to me that it probably isn't so much the sheer speed of bullets (they do stay below 3.5p/s), it's those dang randomly changing bullets that launch off so fast after they stop... Or at least sudden to me, anyways.

And uh, at 8p/s you can hax through a bullet, but only if the bullet is small... And your name is Keith.

Ah, I see.  Well, I found bullet speed to be an interesting difficulty factor anyways.


So, here's version 04 (http://stephenware.com/th_dnh/ntsd_v04.zip)!

- Now a Challenge to Naut! - Added difficulty selection on the Survival Marathon mode.  Choose from Easy, Normal, Hard, and Lunatic!
- Take the Guesswork out of Survival! - Added a new indicator at the bottom-middle of the screen when you're facing a survival spellcard.
- Tricky Moves! - The boss's movement is now more randomized.  Much better than the previous "lol I have three or so places" code!

Of course, it also includes the usual tweaks like more words in the naming function.




And, to note, I threw some code in that should (hopefully) remove the chance of what I have pictured above from happening.






* Templates like this are forbidden.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: KomeijiKoishi on August 28, 2009, 09:41:12 AM
Tested it on Normal. It's a great idea, but I have two complains:
-The more important one: Sometimes the script generates circles with pretty much no space between the bullets. And if even more bullets come down, you're basically f***ed.
-Less important, but still annoying: Replays desync. The replay I saved desyncs at the second card and finishes at the third, though I got to card No. 13.

EDIT: 200th post!
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Nuclear Cheese on August 28, 2009, 11:16:30 PM
Tested it on Normal. It's a great idea, but I have two complains:
-The more important one: Sometimes the script generates circles with pretty much no space between the bullets. And if even more bullets come down, you're basically f***ed.

Yeah, it's a work in progress.  It's hard to tell the computer "don't make undodgable patterns" ... hopefully I'll be able to get some more 'fairness' built in at some point.

In the mean time - "You've got bombs; use them." :V

-Less important, but still annoying: Replays desync. The replay I saved desyncs at the second card and finishes at the third, though I got to card No. 13.

Huh ... if that's the case then I guess Danmakufu isn't as good with this as I thought.
I had run a few tests with replays, but perhaps they start to get more likely to desync as time goes on.

This is something beyond my control, unfortunately.  Unless I go ahead with that crack idea of building a whole new Danmakufu-like program ...
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Zengar Zombolt on August 28, 2009, 11:24:33 PM
This is something beyond my control, unfortunately.  Unless I go ahead with that crack idea of building a whole new Danmakufu-like program ...
DO IT
I'LL PAY YOU(ry
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Primula on August 29, 2009, 01:49:54 AM
I know there was this thing called a Danmakufu Alternative, sadly the board was well reconstructed.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Naut on August 29, 2009, 05:51:00 AM
Tested it on Normal. It's a great idea, but I have two complains:
-The more important one: Sometimes the script generates circles with pretty much no space between the bullets. And if even more bullets come down, you're basically f***ed.

Yeah, it's a work in progress.  It's hard to tell the computer "don't make undodgable patterns" ... hopefully I'll be able to get some more 'fairness' built in at some point.

In the mean time - "You've got bombs; use them." :V

Same problem. I've also had CreateShotA's that, in the middle of their randomly generated SetShotDataA, turn into XXX03's and wall me in place, since when they spawned they were small and easy to pass through. Granted, everything other than that has been possible, which I use very loosely.

Speaking of SetShotDataA and it's assness, please put accelleration on bullets that change velocities. I don't like bullets that will change speed and direction near-instantly, with only a slight pause for a warning (the bullets stops, laughs at me, then charges at random around the screen).

And while I'm listing things to change: add sound effects. How did I even miss this one on the first list? How has nobody even thought of it?

-Less important, but still annoying: Replays desync. The replay I saved desyncs at the second card and finishes at the third, though I got to card No. 13.
Huh ... if that's the case then I guess Danmakufu isn't as good with this as I thought.
I had run a few tests with replays, but perhaps they start to get more likely to desync as time goes on.

I haven't had a replay desync yet. Wait...

This is something beyond my control, unfortunately.  Unless I go ahead with that crack idea of building a whole new Danmakufu-like program ...

Yes I have had a replay desync please make a new danmakufu that would be awesome oh God please yes thank you very much yes desync

MAKE US A BETTER VERSION OF DANMAKUFU

I'LL GIVE YOU TWENTY BUCKS...!

Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Nuclear Cheese on August 30, 2009, 07:17:23 AM
Tested it on Normal. It's a great idea, but I have two complains:
-The more important one: Sometimes the script generates circles with pretty much no space between the bullets. And if even more bullets come down, you're basically f***ed.

Yeah, it's a work in progress.  It's hard to tell the computer "don't make undodgable patterns" ... hopefully I'll be able to get some more 'fairness' built in at some point.

In the mean time - "You've got bombs; use them." :V

Same problem. I've also had CreateShotA's that, in the middle of their randomly generated SetShotDataA, turn into XXX03's and wall me in place, since when they spawned they were small and easy to pass through. Granted, everything other than that has been possible, which I use very loosely.

Speaking of SetShotDataA and it's assness, please put accelleration on bullets that change velocities. I don't like bullets that will change speed and direction near-instantly, with only a slight pause for a warning (the bullets stops, laughs at me, then charges at random around the screen).

Actually, they should have an acceleration - it's in the range of +/-0.2.  Perhaps that's too high?

... or perhaps I screwed something up.  I'll make a note to look into it.

And while I'm listing things to change: add sound effects. How did I even miss this one on the first list? How has nobody even thought of it?

Get me sound effects I can use, and I will use them.

-Less important, but still annoying: Replays desync. The replay I saved desyncs at the second card and finishes at the third, though I got to card No. 13.
Huh ... if that's the case then I guess Danmakufu isn't as good with this as I thought.
I had run a few tests with replays, but perhaps they start to get more likely to desync as time goes on.

I haven't had a replay desync yet. Wait...




This is something beyond my control, unfortunately.  Unless I go ahead with that crack idea of building a whole new Danmakufu-like program ...

Yes I have had a replay desync please make a new danmakufu that would be awesome oh God please yes thank you very much yes desync

MAKE US A BETTER VERSION OF DANMAKUFU

I'LL GIVE YOU TWENTY BUCKS...!

This is something beyond my control, unfortunately.  Unless I go ahead with that crack idea of building a whole new Danmakufu-like program ...
DO IT
I'LL PAY YOU(ry

I have been considering this idea.  There's a few catches, though:

1) I already have a metric fuckton of other things listed that I want to do as well.  Sure, this would be relatively high on the list (cause it'd be awesome), but it's still adding another thing to the already really long list, which is rather annoying.

2) The script language itself.  While possible, it'd be a royal pain in the ass to make it script-compatible with Danmakufu.  And I wouldn't really want to do that anyways, since there's some things I disagree with in Danmakufu's implementation (the way it does tasks, for one).  We'd need a syntax design and shit before we even get the code rolling.

3) Interpreting the script is going to be half a bitch to code by itself.  Basically, you're looking at interpreting a full-out grammar - not an easy task.  At least, unless someone can find a good .NET library that does it for me (and is licensed in a way that lets me use it).

I should note that, if I were to undergo this project, it would most likely be done in C#.NET using OpenGL/SDL.NET.  The main advantage here (in theory, at least.  I don't have the means to try it myself) is that, using mono, it can be run on non-Windows platforms.


Don't get me wrong, I would like to do this.  Just pointing out the major obstacles.  Feel free to provide feedback on this - make this an easier task for me and I'll be more likely to do it.








Oh, and last time I was offered money for this the offer had this trailing "... maybe" on it, which made me rather skeptical of such proposals. :V
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Nuclear Cheese on September 21, 2009, 02:23:51 AM
Hey guys, I'm bored.  And I can't work on Musuu no Danmaku, 'cause I'm on my laptop and nowhere near my desktop.  So I did the next worstbest thing - I made a new Danmakufu script.

Danmaku Sign 「Bullet Curtain」 (http://www.stephenware.com/th_dnh/bullet_curtain.zip)


It's pretty dumb by most standards, but it's just a simple thing that will test your dodging skills.  A curtain of bullets rains down the screen at you, getting denser as this survival card goes on.

Includes a menu for selecting difficulty and the bullet type for the game to use*.  Higher difficulties have the card last longer and higher bullet densities.


Again, not anything special (and certainly not my Danmakufu Ultimate Script of AwesomenessTM), but, hey, it's worth a post I guess.


A bit more detail on point items:
You get more point items if you don't miss or bomb, with a sizable multiplier applied if you capture the spellcard entirely.  You also get more point items for higher difficulties, and a bit extra for grazing more bullets.

I've cleared the highest difficulty using the rainbow of larger round bullets, with a final point item count of 1310 (just under 600 graze).


Cue Suikama adding in Brofists in 3, 2, 1 ... >__>
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Zengar Zombolt on September 21, 2009, 02:39:17 AM
Cue Suikama adding in Brofists in 3, 2, 1 ... >__>
You do realize this could be the best thing ever since bread, right?
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Suikama on September 21, 2009, 02:44:08 AM
So uh...

Do you guys want me to BROFIST it or not? :V
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Zengar Zombolt on September 21, 2009, 02:50:42 AM
Are you asking permission or what.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Naut on September 21, 2009, 02:55:17 AM
637 graze, 1314 point items, highest difficulty. I don't know where the other 4 point items came from Nevermind. Needs a speed modifier, though the script is pretty nerve wracking on the highest difficulty... But that's mostly because of the length of time you have to push through.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Stuffman on September 21, 2009, 03:27:39 AM
This thing plays tricks on your eyes after a while.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Nuclear Cheese on September 22, 2009, 02:23:19 AM
So uh...

Do you guys want me to BROFIST it or not? :V

The important question is, do you want to BROFIST it?



637 graze, 1314 point items, highest difficulty. I don't know where the other 4 point items came from Nevermind. Needs a speed modifier, though the script is pretty nerve wracking on the highest difficulty... But that's mostly because of the length of time you have to push through.

I see you've found it.  Perhaps I made it too obvious?
It's a secret to everybody.

I suppose faster bullets could be in order, if I decide to make an updated version.



This thing plays tricks on your eyes after a while.

Probably has something to do with the fact that not all of the bullets are going straight vertically.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: canobiecrazy on October 04, 2009, 03:20:09 AM
Hmm.. For your next version of NTSD could you include Shot Replace? It would make very varied spellcards.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Nuclear Cheese on October 04, 2009, 05:40:27 AM
Hmm.. For your next version of NTSD could you include Shot Replace? It would make very varied spellcards.

Hmm ... I can consider it.

Although, I've generally been one to stick with the basic bullet graphics.  Perhaps two versions could be done, one that does use the shot replace and one that doesn't ...



At the moment, though, NTSD development is on hold, due to my other project (http://www.shrinemaiden.org/forum/index.php?topic=2129.0);.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Naut on October 05, 2009, 01:10:09 AM
Canobie really enjoyed your NTSD script, NC.

http://www.youtube.com/watch?v=IA-gV4BxlUg
http://www.youtube.com/watch?v=ll_Ay6hYOv0
http://www.youtube.com/watch?v=cmArHYB2q5Y
http://www.youtube.com/watch?v=z0glwulnz_0
http://www.youtube.com/watch?v=4vEx7fiQJIg
http://www.youtube.com/watch?v=zk_qVpyx4Vc
http://www.youtube.com/watch?v=YbMOZ7Hw8BY
http://www.youtube.com/watch?v=PK3xADWyLCU
http://www.youtube.com/watch?v=Fa7iRBjBMpU
http://www.youtube.com/watch?v=YoZ96Y0dKC8
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Nuclear Cheese on October 06, 2009, 02:36:06 AM
Canobie really enjoyed your NTSD script, NC.

http://www.youtube.com/watch?v=IA-gV4BxlUg
http://www.youtube.com/watch?v=ll_Ay6hYOv0
http://www.youtube.com/watch?v=cmArHYB2q5Y
http://www.youtube.com/watch?v=z0glwulnz_0
http://www.youtube.com/watch?v=4vEx7fiQJIg
http://www.youtube.com/watch?v=zk_qVpyx4Vc
http://www.youtube.com/watch?v=YbMOZ7Hw8BY
http://www.youtube.com/watch?v=PK3xADWyLCU
http://www.youtube.com/watch?v=Fa7iRBjBMpU
http://www.youtube.com/watch?v=YoZ96Y0dKC8



Ooh cool.  Lots of (9) cards, though.
It's a secret to everybody.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: canobiecrazy on October 06, 2009, 08:16:50 PM
Oh, wow! How the hell did you find those? ???
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Primula on October 06, 2009, 09:55:43 PM
Errr..Simply searching Danmakufu and go to newest in Youtube?
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Blargel on November 13, 2009, 09:06:34 AM
So, I tested NTSD. Awesome idea, and the problems I found have already been pointed out by other people. I came across a great name though.

Befriending Sign "Freezing the Friend".
Oh, by the way, this is what it spawned at me too.

(http://i44.photobucket.com/albums/f28/Blargel/friend.png)

Your random generator has a twisted sense of humor.  :-X
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Naut on November 13, 2009, 02:46:36 PM
(http://i641.photobucket.com/albums/uu134/Nautth/friend.jpg)

Pfeh, passable.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Suikama on November 13, 2009, 05:38:36 PM
Pfeh, passable.
You asked for it

(http://img194.imageshack.us/img194/9294/snapshot003a.png)
(http://img33.imageshack.us/img33/9092/snapshot004a.png)
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Azure Lazuline on November 13, 2009, 08:03:26 PM
Muscular Sign "Lifting the Imaginary Pineapple"

As for the attack itself, I don't have a screenshot, but it basically behaved like Random Sign "Entropy," except at random intervals everything would turn into aimed super-fast knives. Twisted sense of humor, indeed.
Title: Re: Nuclear Cheese's Danmakufu Scripts
Post by: Nuclear Cheese on November 14, 2009, 12:33:52 AM
So, I tested NTSD. Awesome idea, and the problems I found have already been pointed out by other people. I came across a great name though.

Befriending Sign "Freezing the Friend".
Oh, by the way, this is what it spawned at me too.

lol

Your random generator has a twisted sense of humor.  :-X

"Twisted" is certainly an apt way to put it.

I still need to get some better balance with the shot sizes, honestly.  And some more variety in what it can do at a basic level (right now all attacks are built up from only like 4 or so basic attack types).



I have a bunch of ideas for the next version, but currently it's on the proverbial back-burner while I'm getting Musuu no Danmaku up to a decent state.



You asked for it

lulz. :V



Muscular Sign "Lifting the Imaginary Pineapple"

As for the attack itself, I don't have a screenshot, but it basically behaved like Random Sign "Entropy," except at random intervals everything would turn into aimed super-fast knives. Twisted sense of humor, indeed.

Yeah, that can happen on higher difficulties.  I think I went a bit overboard with how fast shots can go.