Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Suikama on April 29, 2009, 03:22:15 AM

Title: Danmaku Pattern Ideas
Post by: Suikama on April 29, 2009, 03:22:15 AM
So I've taken a look at a bunch of the functions and such of danmakufu, and it seems for the most part that if you can think of a pattern, then with a bit of math, hard work, and tenacity, you can make it.

So then the problem arises, what patterns should be made?

It reminds me of that 4koma involving ZUN smashing his beer bottles to get ideas for danmaku. But for those of us who aren't masters of the drunken programming art, well, it's going to take a bit of creativity.

So the purpose of this thread is for us as a community to pool our ideas for danmaku patterns. Not just to show off or to give other people ideas, but so that we can compare and improve and ultimately create patterns that are both good to look at and fun yet challenging to dodge.
Title: Re: Danmaku Pattern Ideas
Post by: shinyjam on April 29, 2009, 03:57:46 AM
I believe we should create a character first, create a background story for her, then create Danmaku pattern based on her...or vice verse.
Title: Re: Danmaku Pattern Ideas
Post by: Drake on April 29, 2009, 03:58:54 AM
Six points appear around the boss. Lasers join the points, making a 3D cube. The cube rotates, and the boss fires shots in uh insert pattern here. Shots hit the lasers and do something.

I've been wanting to make a boss based entirely on square patterns. I was supposed to do some today but ended up babysitting a friend's kid.

Or I could implement the square patterns into luckluck girl. That might work.
Title: Re: Danmaku Pattern Ideas
Post by: Naut on April 29, 2009, 04:07:58 AM
I get inspiration in many ways, some of which are the following...

I usually think of "what would I like to dodge?" Then I try to create something similar, but not exactly replicate, that. Works most of the time.
As I'm scripting, I'll often try to loosely calculate math on absurd patterns. I'll just input whatever pops into my head, which can sometimes yield interesting results.
Occasionally I make a massive string of SetShotDataA's and mess with angular velocity. I don't even bother calculating when to properly change angles with respect to a frame count, just input anything.
Other times I see somebody else's pattern and think "this would look cool if..." and then try and make that from scratch. I never succeed, but something good usually comes out of it.
Failing all that, I just wait until random inspiration hits. Rare is the occasion I actually replicate what I first thought of with 100% accuracy, anyway.


Personally, I like what Nuclear Cheese did in his Celia Stage script: messing with SetAlpha to create transparent and sometimes invisible danmaku. I think that has quite a bit of untapped power.

Drake's idea sounds neat, but man I wouldn't want to try and code it...

I dunno... What else. It's hard to think of things like this on the spot...
Title: Re: Danmaku Pattern Ideas
Post by: MCXD on April 29, 2009, 07:22:19 AM
This would be the exact reason why I stopped my previous Danmakufu project(s).

As such, I have nothing to contribute, I'd just like to say that I have extremely chronic originality problems.
Title: Re: Danmaku Pattern Ideas
Post by: Tamer Anode/Cathode on April 29, 2009, 01:16:33 PM
My suggestion is think of a theme, and try and create patterns based on that.

A weird one I thought of this week was one based on microbiology. The boss shoots out large bullets. These large bullets split into medium bullets, and those split into small bullets.
Title: Re: Danmaku Pattern Ideas
Post by: Stuffman on April 29, 2009, 11:30:48 PM
Yeah Colossal has it the way I do it. The catch is you have to be careful to not get too gimmicky in representing the theme.
Title: Re: Danmaku Pattern Ideas
Post by: Drake on April 30, 2009, 06:17:56 AM
wtf why are square patterns so difficult to make

I'm overcomplicating it but it should work either way ffff
Title: Re: Danmaku Pattern Ideas
Post by: KomeijiKoishi on April 30, 2009, 03:31:23 PM
http://www.youtube.com/watch?v=Jf6k_AHYa50&fmt=18

Did somebody ask for square patterns?
7:00 is the part you should look at.
Title: Re: Danmaku Pattern Ideas
Post by: Suikama on April 30, 2009, 06:43:08 PM
I wonder how rediculous it would be to have Scarlet Meister firing Utsuho's Suns and Unzan's fists...

Also maybe this thread will get more publicity and ideas if it were in the general discussion board...
Title: Re: Danmaku Pattern Ideas
Post by: Naut on April 30, 2009, 11:54:46 PM
Also maybe this thread will get more publicity and ideas if it were in the general discussion board...

We could ask the other members of MotK for ideas on what they would like to play. Would the thread go in "Help Me, Eirin!" or "Akyu's Arcade"? Danmakufu is directly based on touhou (the characters are Reimu, Marisa and Rumia, blah blah), but it's not really a touhou game, so I wouldn't know where to start a thread.
Title: Re: Danmaku Pattern Ideas
Post by: shinyjam on May 01, 2009, 04:31:49 AM
Maybe ASCII Art?
          ____
        /      \
       / ─    ─ \
     /  (●)  (●)  \  
     |    (__人__)     |
      \    ` ⌒?    /ヽ
      (ヽ、      / ̄)  |
       | ``ー――‐''|  ヽ、.|
       ゝ ノ      ヽ  ノ |

        ____
        /     \     
     /   ⌒  ⌒ \
   /   ( ●)  (●) \
    |   、" ゙)(__人__)" .)|    ___________
   \      。` ||||==(⌒)ー、| |             |
__/         ||||    \  〉| |              |
| | /    ,  | ̄ ̄ ̄ ̄ ̄| ̄ ̄ .| |              |
| | /   /   ヽ回回回回レ    | |                 |
| | | ⌒ ーnnn.ヽ___/     |_|___________|
 ̄ \__、("二) └─┘ ̄l二二l二二  _|_|__|_
Title: Re: Danmaku Pattern Ideas
Post by: Drake on May 01, 2009, 04:33:10 AM
Don't bother. I tried a while ago, and it's fucking tedious for what you get out of it. You pretty much have to position every little bullet by hand, indicate a direction and hope to god it doesn't screw up.
Title: Re: Danmaku Pattern Ideas
Post by: shinyjam on May 01, 2009, 04:36:06 AM
Lol that's why I prefer making it in flash...but for the programming pro, a pac-man eating around would be awesome ;D
Title: Re: Danmaku Pattern Ideas
Post by: Drake on May 01, 2009, 07:02:08 AM
I made Red Light, Green Light. I'll up it in the morning.

OH WAIT I STAYED UP UNTIL 2 IN THE MORNING WORKING ON IT DERPDERPDERP
Title: Re: Danmaku Pattern Ideas
Post by: Drake on May 01, 2009, 02:00:05 PM
Code: [Select]
#TouhouDanmakufu
#Title[Red Light, Green Light]
#Text[game]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {

let frame = -100;

let wall;
let speed = 15;
let firing = true;
let rando;
let current = GetCurrentScriptDirectory();

    @Initialize {
        SetLife(10000);
        SetTimer(40);
        SetMovePosition02(GetCenterX, GetClipMinY + 40, 50);
        SetDamageRate(0,0);
        ForbidBomb(true);
        ForbidShot(true);
        Expert;
        wall = GetPlayerY - 30;
        rando = rand(175,250);
    }

    @MainLoop {

        if (GetPlayerY() < wall){SetPlayerY(wall+1);}

        if (OnPlayerMissed() == true){wall+=0.8;}

        CreateShot01(GetClipMinX, 150, 0, 0, YELLOW05, 3);
        CreateShot01(GetClipMaxX, 150, 0, 0, YELLOW05, 3);

        if (firing == true){
            wall -=0.1;

            if (frame%speed == 0){
                line(rand(GetClipMinX+10, GetClipMaxX-10), 90+rand(-8,8));
            }

        }

        if (frame > rando){
            speed-=1;
            firing = false;
            redlight;
            rando = rand(175,250);
            frame = 0;
            }

        if(GetTimer==1){
            if(GetPlayerY < 150){
                SetLife(0);
            }else{
                ExtendPlayer(-4);
                ShootDownPlayer;
            }
        }

        frame++;
        yield;
}
///////
task line(x,r){   

ascent(i in 1..12){ 
       CreateShot01(x, GetClipMinY+(i*8)-20, 4, r, GREEN01, i);
}

}
///////
task redlight(){

ascent(i in -10..10){
       CreateShot01(GetPlayerX+(i*3), GetPlayerY-5, 0, 0, RED01, (speed*1.5)+10);
}
loop(60){yield;}
            firing = true;
}
///////
}
Title: Re: Danmaku Pattern Ideas
Post by: Tenbatsu! Myon Rabbie on May 01, 2009, 02:07:21 PM
Why do you die at the end of that script? ;__;
Nice spell tho
Title: Re: Danmaku Pattern Ideas
Post by: Naut on May 01, 2009, 02:36:32 PM
If you're not above the yellow dots on the sides of the screen by the end of the game, you die a horrible, infuriatingly annoying death.
Title: Re: Danmaku Pattern Ideas
Post by: Suikama on May 01, 2009, 02:48:07 PM
Code: [Select]
#TouhouDanmakufu
#Title[EX Danmaku Paranoia]
#Text[This card requires streaming like none other]
#Image[script\BROFIST\Th06sc50.jpg]
#BackGround[User(script\BROFIST\SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS.png, 0, 50)]
#BGM[.\Unzan lol.mp3]
#PlayLevel[ULTRA RAPE]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {
    let frame = 0;
    @Initialize {
SetLife(1);
        SetTimer(100);
        SetEffectForZeroLife(0, 0, 0);
    }

    @MainLoop {     
        if(frame==20){
    loop(1){
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer, RED02, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-5, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+5, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+90, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-90, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+95, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-95, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+10, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+20, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+30, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+40, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+50, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+60, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+70, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+80, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-10, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-20, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-30, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-40, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-50, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-60, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-70, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-80, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+15, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+25, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+35, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+45, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+55, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+65, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+75, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer+85, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-15, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-25, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-35, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-45, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-55, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-65, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-75, RED03, 0);
                CreateShot01(GetX, GetY, 1, GetAngleToPlayer-85, RED03, 0);
            }
    frame = 0;
}
        frame++;
    }

    @DrawLoop {
    }

    @Finalize {
    }

    @BackGround {
    }
}
Title: Re: Danmaku Pattern Ideas
Post by: Drake on May 01, 2009, 02:51:04 PM
If you're not above the yellow dots on the sides of the screen by the end of the game, you die a horrible, infuriatingly annoying death.
Pretty much. You go up as the timer runs. If you get hit, the wall goes back down like the game. If you're not up by 1 second, loldeath.
Title: Re: Danmaku Pattern Ideas
Post by: Drake on May 01, 2009, 11:22:21 PM
Code: [Select]
#TouhouDanmakufu
#Title[EX Danmaku Paranoia]
#Text[This card requires streaming like none other]
#Image[.\Th06sc50.jpg]
#BackGround[User(.\SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS.png, 0, 50)]
#BGM[.\Unzan lol.mp3]
#PlayLevel[ULTRA RAPE]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {

    let frame = 0;

    @Initialize {
        SetLife(1);
        SetTimer(100);
        SetDurableSpellCard();
    }

    @MainLoop {     
        if(frame%20==0){
               CreateShot01(GetX, GetY, 1, GetAngleToPlayer, RED02, 0);
               ascent(i in -9..9){
                       CreateShot01(GetX, GetY, 1, GetAngleToPlayer+(i*10)+5, RED03, 0);
                       CreateShot01(GetX, GetY, 1, GetAngleToPlayer+(i*10)+10, RED03, 0);
               }
        }
        frame++;
    }
}
made your code not messy
Title: Re: Danmaku Pattern Ideas
Post by: Suikama on May 01, 2009, 11:50:21 PM
Code: [Select]
#TouhouDanmakufu
#Title[EX Danmaku Paranoia]
#Text[This card requires streaming like none other]
#Image[.\Th06sc50.jpg]
#BackGround[User(.\SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS.png, 0, 50)]
#BGM[.\Unzan lol.mp3]
#PlayLevel[ULTRA RAPE]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {

    let frame = 0;

    @Initialize {
        SetLife(1);
        SetTimer(100);
        SetDurableSpellCard();
    }

    @MainLoop {     
        if(frame%20==0){
               CreateShot01(GetX, GetY, 1, GetAngleToPlayer, RED02, 0);
               ascent(i in -9..9){
                       CreateShot01(GetX, GetY, 1, GetAngleToPlayer+(i*10)+5, RED03, 0);
                       CreateShot01(GetX, GetY, 1, GetAngleToPlayer+(i*10)+10, RED03, 0);
               }
        }
        frame++;
    }
}
made your code not messy
Ah so that's how you do it. Thanks!
Title: Re: Danmaku Pattern Ideas
Post by: Frazer on May 05, 2009, 02:31:12 AM
Maybe ASCII Art?
          ____
        /      \
       / ─    ─ \
     /  (●)  (●)  \  
     |    (__人__)     |
      \    ` ⌒?    /ヽ
      (ヽ、      / ̄)  |
       | ``ー――‐''|  ヽ、.|
       ゝ ノ      ヽ  ノ |

        ____
        /     \     
     /   ⌒  ⌒ \
   /   ( ●)  (●) \
    |   、" ゙)(__人__)" .)|    ___________
   \      。` ||||==(⌒)ー、| |             |
__/         ||||    \  〉| |              |
| | /    ,  | ̄ ̄ ̄ ̄ ̄| ̄ ̄ .| |              |
| | /   /   ヽ回回回回レ    | |                 |
| | | ⌒ ーnnn.ヽ___/     |_|___________|
 ̄ \__、("二) └─┘ ̄l二二l二二  _|_|__|_

Take a look at this:

http://www.youtube.com/watch?v=Z1xt1Mstpig

Somebody has WAY too much time on their hands.
Title: Re: Danmaku Pattern Ideas
Post by: Drake on May 05, 2009, 02:40:31 AM
HOLY SHIIIIIIIT
Title: Re: Danmaku Pattern Ideas
Post by: Infy♫ on May 05, 2009, 10:46:40 AM
i wonder if you guys have any ideas on how to even figure a concept for a survival spellcard that isn't directly based on those of touhou... when i try to figure something it always turns out to have stuff from an EX boss that exists already...
Title: Re: Danmaku Pattern Ideas
Post by: Iryan on May 05, 2009, 12:58:54 PM
I was working on this, actually. Did some more or less interesting concepts, but I am unable to work on them right now due to RL business. I'll continue on it some time later, though.

As of now, the better one would be this:
Code: [Select]
#TouhouDanmakufu
#Title[Stuff 36 - claws]
#Text[moep]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {
    let BossImage = "script\img\ExRumia.png";
    let BossCutIn = "script\img\ExRumia.png";
    let frame=-120; //the attack timer
    let move=-60; // the move timer
    let color = [WHITE31, WHITE31, AQUA31, GREEN31, ORANGE31];
    let flyangle=0;
    let hard=0;


    @Initialize {
        LoadGraphic(BossImage);
        SetLife(3000);
        SetDamageRate(60, 0);
        SetTimer(60);
        SetInvincibility(120);
        CutIn(YOUMU, "stuff "\""stuff"\", BossCutIn, 0, 0, 200, 600);
        SetScore(500000);
        SetEnemyMarker(true);
        SetMovePosition02(GetCenterX,GetCenterY,60);
        Concentration01(60);


    }

    @MainLoop {
        yield;

        if(frame==150){
            TMangle(GetPlayerX, GetPlayerY, rand(0, 360), 10, 15);
            if(hard<90){hard+=5;}
            frame=hard;
        }

        if(move==300){
            SetMovePositionRandom01(64, 32, 2.5, 64, 32, 360, 192);
            move=0;
        }

        frame++;
 
    }

    @DrawLoop {
SetRenderState(ALPHA);
        if(frame<0&&frame>-60){ SetAlpha(-4*frame); }
if(GetSpeedX()==0){ SetGraphicRect(64,1,127,64); }
else if(GetSpeedX()>0){ SetGraphicRect(192,1,255,64); }
else if(GetSpeedX()<0){ SetGraphicRect(128,1,191,64); }
        SetTexture(BossCutIn);
        DrawGraphic(GetX, GetY);
       
    }

    @Finalize {
    }
    task TMangle(x, y, ang, n, delay) {

//three parallel slashes with a delay, spouting a fountain of n*2 blood drops.

        let count=0;
        TClaw(x+10*cos(ang+90), y+10*sin(ang+90), ang, 90, delay);
        TClaw(x, y, ang, 90, delay);
        TClaw(x+10*cos(ang-90), y+10*sin(ang-90), ang, 90, delay);

        loop(30+delay){yield;}

        loop(n){
           CreateShot12(x, y, rand(-2, 2), rand(-1, -3), 0, 0.03, 2, 3, RED01, 10);
           CreateShot12(x, y, rand(-2, 2), rand(-1, -3), 0, 0.03, 2, 2, RED01, 10);
        }
    }

    task TClaw(px, py, ang, dis, delay) {

//creates a slash that cuts through the center of a circle with a radius of "dis" around (px py) at an angle of "ang"

       let obj=Obj_Create(OBJ_LASER);
       let timer=30+delay;

       Obj_SetPosition(obj, px+dis*cos(ang), py+dis*sin(ang));
       ObjLaser_SetLength(obj, 1);
       ObjLaser_SetWidth(obj, 6);
       Obj_SetAngle(obj, ang);
       Obj_SetSpeed(obj, 0);
       ObjShot_SetGraphic(obj, RED11);

       while(Obj_BeDeleted(obj)==false){
          timer-=1;
          yield;

          if(timer<31&&timer>-30){
              Obj_SetPosition(obj, Obj_GetX(obj)-cos(ang)*dis/30, Obj_GetY(obj)-sin(ang)*dis/30); //moves the slash
              ObjLaser_SetLength(obj, ObjLaser_GetLength(obj)+dis/30); //lengthens the slash
              }
          if(timer<-29){
              ObjLaser_SetLength(obj, ObjLaser_GetLength(obj)-dis/30); //shortens the slash
          }
          if(timer==-90){
              Obj_Delete(obj);
          }
       }
    }
}

Note: I have not read up how to use sounds in danmakufu and wanted to keep my scripts text based without need for additional pictures and stuff until they have gained a certain level of quality, so you don't need anything but the text.
Title: Re: Danmaku Pattern Ideas
Post by: Suikama on May 05, 2009, 02:48:48 PM
Take a look at this:

http://www.youtube.com/watch?v=Z1xt1Mstpig

Somebody has WAY too much time on their hands.
what

WHAT

HOLY SHIT ಥ_ಥ
Title: Re: Danmaku Pattern Ideas
Post by: KomeijiKoishi on May 05, 2009, 04:27:00 PM
what

WHAT

HOLY SHIT ಥ_ಥ

I love it. The music AND the danmaku.
If somebody asks...
The anime?s called "Sayonara Zetsubou Sensei".
Title: Re: Danmaku Pattern Ideas
Post by: Naut on May 05, 2009, 04:31:59 PM
Iryan, my th_dnh.exe keeps randomly crashing during your script. However, it looks pretty badass, for what it's worth.
Title: Re: Danmaku Pattern Ideas
Post by: Iryan on May 05, 2009, 05:09:23 PM
Now that you mention it, I got them too...

Mh, I think it happens when the lasers spawn outside the filed an thus don't cease to exist. Then, the task proceeds to tell danmakufu to do someting with an object that doesn't exist anymore.

That should be fixable by inserting if(Obj_BeDeleted(obj)==false) around the tags.
Then again, that would mean that by staying close to the border of the playing field, you can make some of the claws nonexistent...

Then I have to insert a command to do run the task for a random direction again in an else bracket.
Let's see...


Edit: I've done adjustments to prevent the script from crashing. Of course, they'll only help if the reason for the crashs is the one I believe it to be. I didn't test it because I have to restart the PC with japanese setting to get danmakufu to run, so I may have brought in a new error by mistyping something. I'll maybe test in sometimes later...

Code: [Select]
#TouhouDanmakufu
#Title[Stuff 36 - claws]
#Text[moep]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {
    let BossImage = "script\img\ExRumia.png";
    let BossCutIn = "script\img\ExRumia.png";
    let frame=-120; //the attack timer
    let move=-60; // the move timer
    let flyangle=0;
    let hard=0;


    @Initialize {
        LoadGraphic(BossImage);
        SetLife(3000);
        SetDamageRate(60, 0);
        SetTimer(60);
        SetInvincibility(120);
        CutIn(YOUMU, "stuff "\""stuff"\", BossCutIn, 0, 0, 200, 600);
        SetScore(500000);
        SetEnemyMarker(true);
        SetMovePosition02(GetCenterX,GetCenterY,60);
        Concentration01(60);


    }

    @MainLoop {
        yield;

        if(frame==150){
            TMangle(GetPlayerX, GetPlayerY, rand(0, 360), 10, 15);
            if(hard<90){hard+=5;}
            frame=hard;
        }

        if(move==300){
            SetMovePositionRandom01(64, 32, 2.5, 64, 32, 360, 192);
            move=0;
        }

        frame++;
 
    }

    @DrawLoop {
SetRenderState(ALPHA);
        if(frame<0&&frame>-60){ SetAlpha(-4*frame); }
if(GetSpeedX()==0){ SetGraphicRect(64,1,127,64); }
else if(GetSpeedX()>0){ SetGraphicRect(192,1,255,64); }
else if(GetSpeedX()<0){ SetGraphicRect(128,1,191,64); }
        SetTexture(BossCutIn);
        DrawGraphic(GetX, GetY);
       
    }

    @Finalize {
    }
    task TMangle(x, y, ang, n, delay) {

//three parallel slashes with a delay, spouting a fountain of n*2 blood drops.

   //here is an if clause to prevent the game from crashing for spawning objects outside of the existing field

    if(((x+100*cos(ang))>0) && ((x+100*cos(ang))<448) && ((y+100*sin(ang))>0) && ((y+100*sin(ang))<480))){

        let count=0;
        TClaw(x+10*cos(ang+90), y+10*sin(ang+90), ang, 90, delay);
        TClaw(x, y, ang, 90, delay);
        TClaw(x+10*cos(ang-90), y+10*sin(ang-90), ang, 90, delay);

        loop(30+delay){yield;}

        loop(n){
           CreateShot12(x, y, rand(-2, 2), rand(-1, -3), 0, 0.03, 2, 3, RED01, 10);
           CreateShot12(x, y, rand(-2, 2), rand(-1, -3), 0, 0.03, 2, 2, RED01, 10);
        }

    } else{ TMangle(x, y, ang+rand(90, 270), n, delay);}
    yield;
    }

    task TClaw(px, py, ang, dis, delay) {

//creates a slash that cuts through the center of a circle with a radius of "dis" around (px py) at an angle of "ang"

       let obj=Obj_Create(OBJ_LASER);
       let timer=30+delay;

       Obj_SetPosition(obj, px+dis*cos(ang), py+dis*sin(ang));
       ObjLaser_SetLength(obj, 1);
       ObjLaser_SetWidth(obj, 6);
       Obj_SetAngle(obj, ang);
       Obj_SetSpeed(obj, 0);
       ObjShot_SetGraphic(obj, RED11);

       while(Obj_BeDeleted(obj)==false){
          timer-=1;
          yield;

          if(timer<31&&timer>-30){
              Obj_SetPosition(obj, Obj_GetX(obj)-cos(ang)*dis/30, Obj_GetY(obj)-sin(ang)*dis/30); //moves the slash
              ObjLaser_SetLength(obj, ObjLaser_GetLength(obj)+dis/30); //lengthens the slash
              }
          if(timer<-29){
              ObjLaser_SetLength(obj, ObjLaser_GetLength(obj)-dis/30); //shortens the slash
          }
          if(timer==-90){
              Obj_Delete(obj);
          }
       }
    }
}
Title: Re: Danmaku Pattern Ideas
Post by: Naut on May 05, 2009, 07:29:15 PM
That code raises an error, specifically targetted towards your massive if statement in your object. Instead of checking to see if it might spawn outside the auto delete clip, you could set it larger by calling every frame in @MainLoop:

Code: [Select]
SetShotAutoDeleteClip(200, 200, 200, 200);
Expanding the active game field from it's default 64, 64, 64, 64 pixels beyond the game window, to 200, 200, 200, 200. I'm not sure if it will work, but you can give it a shot.
Title: Re: Danmaku Pattern Ideas
Post by: Garlyle on May 05, 2009, 07:38:00 PM
Quote
Take a look at this:

http://www.youtube.com/watch?v=Z1xt1Mstpig

Somebody has WAY too much time on their hands.

Completely and awesomely related: http://www.youtube.com/watch?v=gz10bka9Ly4
[Check the guy's user accounts for more.  He's done five or six]
Title: Re: Danmaku Pattern Ideas
Post by: Iryan on May 05, 2009, 07:53:20 PM
Code: [Select]
SetShotAutoDeleteClip(200, 200, 200, 200);
Expanding the active game field from it's default 64, 64, 64, 64 pixels beyond the game window, to 200, 200, 200, 200. I'm not sure if it will work, but you can give it a shot.
Wow, there is a command for that?! That explains how some of the danmaku I've seen on youtube works. I'm going to try that, muchas gracias!


As for the error, I think I just have a superfluous bracket at the end. ^^'


Edit: Hell yeah, a new one from TalonPain!
Title: Re: Danmaku Pattern Ideas
Post by: Suikama on May 27, 2009, 07:31:10 PM
Remake Unzan except with Zun's head.

ZUNZAN!
Title: Re: Danmaku Pattern Ideas
Post by: Danielu Yoshikoto on June 05, 2009, 11:47:41 PM
I just got an idea... maybe for EX Nitori ^^"

bullets fall from the top and from rise from the buttom. The get slower until they stop. after an short amount of time (between 0.5 and 4 seconds) that they start moving again. This can really be hard to navigate when the bullets don?t start moving after the same time.
Title: Re: Danmaku Pattern Ideas
Post by: SONIC BHOCOLATE STRIKER on June 06, 2009, 12:04:44 AM
Completely and awesomely related: http://www.youtube.com/watch?v=gz10bka9Ly4
[Check the guy's user accounts for more.  He's done five or six]
Epitome of awesome. Seeing this made me want to do some kind of musical danmaku attack if I could ever find a place for one in a game. The song is amazing, and the sync of the patterns was phenomenal.
Title: Re: Danmaku Pattern Ideas
Post by: Drake on June 06, 2009, 01:13:49 AM
I just got an idea... maybe for EX Nitori ^^"

bullets fall from the top and from rise from the buttom. The get slower until they stop. after an short amount of time (between 0.5 and 4 seconds) that they start moving again. This can really be hard to navigate when the bullets don?t start moving after the same time.
so in other words kappa's flash flood but from both top and bottom
Title: Re: Danmaku Pattern Ideas
Post by: Garlyle on June 06, 2009, 02:03:32 AM
Quote
so in other words kappa's flash flood but from both top and bottom

Don't even joke about that

http://www.youtube.com/watch?v=5rUmib_Q6aI -> http://www.youtube.com/watch?v=E7GbB9wWiaY

A Touhou fan's least favourite meme, BUT, the unique patterns are kinda cool.

The final spellcard is kinda cool on the basis of "Replicating spellcards can be fun"
Title: Re: Danmaku Pattern Ideas
Post by: Naut on June 06, 2009, 02:43:09 AM
Epitome of awesome. Seeing this made me want to do some kind of musical danmaku attack if I could ever find a place for one in a game. The song is amazing, and the sync of the patterns was phenomenal.

Problem is, many of us only play Danmakufu at 57fps (because they won't fullscreen, or don't bother with the config menu... But I digress) so synchronizing spellcards to music just won't work. Also, even the slightest bit of slowdown kills the sync. There is a way to circumvent this (in Danmakufu, GetTime), but it doesn't work well and will always desync replays. The way TalonPain syncs his spellcards is to time it with a long string of "yield" commands inside of a task, which again, only works if you have perfect 60fps for the whole spellcard.

I've actually tried this myself, and though it does work and is not nearly as hard as it looks (if you can get a song at 60, 120, 180 or 240 bpm then it's fucking easy), you have to realize that most people can't play it perfectly synched. For example, one of the spellcards that I'll be uploading in a few days is a Mokou script psuedo-synced to a song (as in, the first little bit is), but the problem is that a part of it is almost guarenteed to drop everybody's fps, so I can't sync anything else in the script or I have to get rid of the part altogether (right now it's the only part of the script I actually like). So it's a pain in the ass.

However, it does look fucking amazing when you finish it, even if the patterns are garbage.
Title: Re: Danmaku Pattern Ideas
Post by: SONIC BHOCOLATE STRIKER on June 06, 2009, 05:53:13 AM
This reminds me of my studying separating frame rate and rendering from actual game logic, which may eliminate this problem (but screw the player over if they effectively go blind or at least make the controls unresponsive/choppy for a second in the middle of bullet spam).
Title: Re: Danmaku Pattern Ideas
Post by: RainfallYoshi on June 06, 2009, 06:22:19 AM
so in other words kappa's flash flood but from both top and bottom

I don't use the program or actually make patterns but I'll share my ideas. This one in particular gave me an idea. It can start how you say, bullets can come in from the top and bottom in columns. Once the column is the height of the screen, they can move sideways. Maybe something like every other column will go left, and the others right or what not. While they're moving more columns will come in from the top/bottom to repeat the pattern.

It will make it a very wild looking spellcard to really capture the essence of a "flood".

Another idea I have came from my create-a-character, a youkai who can control sleep and energy levels (induce fatigue and such things). As for patterns, they could be lots of star or crescent moon shapes.

One thing in particular I had in mind though is a similar effect to Youmu or Medicine's effects. During the spell card he could cause you to fall alseep and lose movement for a small time. The patterns during this kind of spellcard would be less dense and have a patterns so that you would have to position yourself ahead of time before you fall asleep. Mind games right?

Another effect could be that he causes you to be fatigued to where you can't shoot for a time or your bombs are disabled. It wouldn't quite be a survival spellcard but not quite a normal spellcard either.
Title: Re: Danmaku Pattern Ideas
Post by: Danielu Yoshikoto on June 06, 2009, 12:06:01 PM
During the spell card he could cause you to fall alseep and lose movement for a small time.

I think i found a function for this...
it is a function with the name "TimeStop"

Code: [Select]
4 Parameters
    1) frames
    2) player's character
        0: not stopped
        1: stopped
    3) bullets
        0: not stopped
        1: stopped
    4) background
        0: not stopped
        1: stopped

TimeStop(180, 1, 0, 0); tells the game to freeze the caracter for 3 seconds.
Title: Re: Danmaku Pattern Ideas
Post by: Suikama on June 07, 2009, 12:43:36 AM
I made something weird again... http://www.mediafire.com/?ivbnzencn5z
Title: Re: Danmaku Pattern Ideas
Post by: Naut on June 07, 2009, 01:44:40 AM
You're a bro.
Title: Re: Danmaku Pattern Ideas
Post by: Suikama on June 08, 2009, 12:59:29 AM
To be used in tandem with http://www.mediafire.com/?ivbnzencn5z
Code: [Select]
#TouhouDanmakufu
#Title[BROFIST]
#Text[Dodge five bros or you're not a bro]
#BGM[.\Unzan lol.mp3]
#PlayLevel[ULTRA RAPE]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {
    let frame = 0;
    let count = 0;
    let count2 = 0;
    let direction = 0;
    @Initialize {
SetLife(9001);
        SetTimer(30);
LoadUserShotData(GetCurrentScriptDirectory ~ "shot.txt");
SetShotAutoDeleteClip(500,500,500,500)
    }

    @MainLoop {     
        if(frame==2){
    CreateShot01(60, -300, 50, 90+(1*count), 300, 0);
            CreateShot01(390, -300, 50, 90-(1*count), 300, 0);
    frame = 0;
    count2++;
    if(direction==0){
        count++;
        }
            if(count==5){
        direction = 1;
        count--;
                }
        if(direction==1){
        count--;
        }
            if(count==-5){
        direction = 0;
        count++;
        }
            }
if(count2==5){
    CreateShot01(GetX, -300, 2, GetAngleToPlayer, RED01, 0);
    count2 = 0;
            }
        frame++;
    }

    @DrawLoop {
    }

    @Finalize {
    }

    @BackGround {
    }
}
This is so much fun :V
Title: Re: Danmaku Pattern Ideas
Post by: Nimono on June 08, 2009, 02:18:35 AM
Well, since you're doing Unzan's fists (I fail to see the similarity in that to the "BROFIST" fad, seriously.), I will show my UNZRIROCK script!

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

Meet Ichirirock and Unzrirock! Together, they will poke you to death! Gaaaahahahahahahahahaa!



NOTE: If you consider the mere look and name of a character to be a spoiler, then don't look at this, as this character is from the upcoming Mario & Luigi game...but I bet you all have gobbled up those spoilers surrounding this game! Again, you've been warned!


NOTE2: This is my first time using the TimeStop function. I hope I've used it well...

Title: Re: Danmaku Pattern Ideas
Post by: Suikama on June 08, 2009, 02:59:38 AM
I love how the faces turn when you move =D
Title: Re: Danmaku Pattern Ideas
Post by: Naut on June 10, 2009, 08:32:41 PM
This is the extent of song syncing I think I might do. Maybe.

Vidya:
http://www.youtube.com/watch?v=2xheQmS7ZJo&fmt=22

Downroodo:
http://www.mediafire.com/?zntnzcz3zex
Title: Re: Danmaku Pattern Ideas
Post by: Iryan on June 10, 2009, 08:47:41 PM
...and this is why you are more awesome than me...

*takes a bow*
Title: Re: Danmaku Pattern Ideas
Post by: Infy♫ on June 12, 2009, 06:18:24 PM
lasers that manipulate the movement of bullets colliding with them. This hasn't been seen many times yet. quite original eh
Title: Re: Danmaku Pattern Ideas
Post by: Naut on June 12, 2009, 11:59:45 PM
lasers that manipulate the movement of bullets colliding with them. This hasn't been seen many times yet. quite original eh

http://www.shrinemaiden.org/forum/index.php?topic=216.0

Light Sign [Reflection/Refraction]
Title: Re: Danmaku Pattern Ideas
Post by: Chronojet ⚙ Dragon on September 12, 2009, 03:51:38 AM
During the spell card he could cause you to fall alseep and lose movement for a small time.

I think i found a function for this...
it is a function with the name "TimeStop"

Code: [Select]
4 Parameters
    1) frames
    2) player's character
        0: not stopped
        1: stopped
    3) bullets
        0: not stopped
        1: stopped
    4) background
        0: not stopped
        1: stopped

TimeStop(180, 1, 0, 0); tells the game to freeze the caracter for 3 seconds.

Try to move left or right and tell me what happens.  ;D
Title: Re: Danmaku Pattern Ideas
Post by: Tenbatsu! Myon Rabbie on September 13, 2009, 06:22:37 PM
How about a spellcard for Shou, where she steals your Bombs and Lifes  :V
And you have to get them back before she can draw them. And if she gets your lifes and bombs.. I dont know, maybe if she gets your bombs, she starts shooting more danmaku or her pattern gets harder. And when she gets your lifes.. she just regains her health..

But is this impossible to make?
Title: Re: Danmaku Pattern Ideas
Post by: Suikama on September 13, 2009, 06:28:09 PM
How about a spellcard for Shou, where she steals your Bombs and Lifes  :V
And you have to get them back before she can draw them. And if she gets your lifes and bombs.. I dont know, maybe if she gets your bombs, she starts shooting more danmaku or her pattern gets harder. And when she gets your lifes.. she just regains her health..

But is this impossible to make?
Not really. There are SetLife and SetBomb functions and you can set negative values to take away lives/bombs.
Title: Re: Danmaku Pattern Ideas
Post by: KomeijiKoishi on September 13, 2009, 06:38:29 PM
I have a card in mind with Nue and I-No from Guilty Gear. It's basically Nue's final card, but instead of the lasers turning into bullets, the lasers shoot lasers while falling down.
"I-Nue - Yorimasa Genzanmi's Pact with a Witch"
Title: Re: Danmaku Pattern Ideas
Post by: Tenbatsu! Myon Rabbie on September 13, 2009, 06:51:24 PM
I have a card in mind with Nue and I-No from Guilty Gear. It's basically Nue's final card, but instead of the lasers turning into bullets, the lasers shoot lasers while falling down.
"I-Nue - Yorimasa Genzanmi's Pact with a Witch"

Now this is interesting. The fact I love Guilty Gear just makes it better. I'm totally waiting for this if you have the mind to create that spellcard.
Title: Re: Danmaku Pattern Ideas
Post by: KomeijiKoishi on September 13, 2009, 06:54:20 PM
I have a card in mind with Nue and I-No from Guilty Gear. It's basically Nue's final card, but instead of the lasers turning into bullets, the lasers shoot lasers while falling down.
"I-Nue - Yorimasa Genzanmi's Pact with a Witch"

Now this is interesting. The fact I love Guilty Gear just makes it better. I'm totally waiting for this if you have the mind to create that spellcard.

Then you can wait as long as you live. I hate working with lasers.
Title: Re: Danmaku Pattern Ideas
Post by: Tenbatsu! Myon Rabbie on September 13, 2009, 06:58:30 PM
I have a card in mind with Nue and I-No from Guilty Gear. It's basically Nue's final card, but instead of the lasers turning into bullets, the lasers shoot lasers while falling down.
"I-Nue - Yorimasa Genzanmi's Pact with a Witch"

Now this is interesting. The fact I love Guilty Gear just makes it better. I'm totally waiting for this if you have the mind to create that spellcard.

Then you can wait as long as you live. I hate working with lasers.
But I will die tomorrow :< Wait, is that a good thing or a bad thing?
Title: Re: Danmaku Pattern Ideas
Post by: Henry on September 17, 2009, 10:50:42 AM
I have a card in mind with Nue and I-No from Guilty Gear. It's basically Nue's final card, but instead of the lasers turning into bullets, the lasers shoot lasers while falling down.
"I-Nue - Yorimasa Genzanmi's Pact with a Witch"

Now this is interesting. The fact I love Guilty Gear just makes it better. I'm totally waiting for this if you have the mind to create that spellcard.

Then you can wait as long as you live. I hate working with lasers.
But I will die tomorrow :< Wait, is that a good thing or a bad thing?

It depends on you, whether you enjoy it or not. (I'm serious)

The phoenix spell cards for Mokou seems successful.
We can make a representative symbol for the character, then use it like for Mokou. (also demonstrated by Naut in one of his plural script)
Title: Re: Danmaku Pattern Ideas
Post by: KomeijiKoishi on September 17, 2009, 12:03:11 PM
I have an idea for two more Danmakufu-Touhou-Non-Touhou-Pairings:

Murasa + May "Anchors and Dolphins"
Youmu + Lloyd "Four Blades"
Title: Re: Danmaku Pattern Ideas
Post by: Henry on September 17, 2009, 12:17:20 PM
Code: [Select]
#TouhouDanmakufu
#Title[Illusion "Vision error"]
#Text[...]
#Player[FREE]
#ScriptVersion[2]
script_enemy_main{
   let ImgBoss = "script\img\ExRumia.png";
   let frame = -120;
   let MAX=18;
   let i;
   let j;
   @Initialize{
      SetLife(4000);
      SetTimer(60);
      SetScore(1000000);
      SetMovePosition02(GetCenterX, GetClipMinY+120, 120);
      CutIn(YOUMU, "Illusion "\""Vision error"\", "", 0, 0, 0, 0);
      LoadGraphic(ImgBoss);
      SetTexture(ImgBoss);
      SetGraphicRect(0, 0, 64, 64);
      LoadUserShotData(GetCurrentScriptDirectory~"shot_All.txt");
   }
   @MainLoop{
      SetCollisionA(GetX, GetY, 32);
      SetCollisionB(GetX, GetY, 16);
      if(frame%80==20&&frame>0){
         ascent(i in 0..MAX){
            ascent(j in 0..8){
               Bullet(GetAngleToPlayer+i*360/MAX, j*8);
            }
         }
      }
      frame++;
      yield;
   }
   @DrawLoop{
      DrawGraphic(GetX,GetY);
   }
   @Finalize{
      DeleteGraphic(ImgBoss);
   }
   task Bullet(angle, delay){
      let alpha=255;
      let frame2=0;
      let count=1;
      loop(delay){yield;}
      let obj=Obj_Create(OBJ_SHOT);
      Obj_SetPosition(obj, GetX, GetY);
      Obj_SetSpeed(obj,2);
      Obj_SetAngle(obj,angle);
      ObjShot_SetGraphic(obj, 57);
      ObjShot_SetDelay(obj, 10);
      while(Obj_BeDeleted(obj)==false){
frame2++;
Obj_SetAlpha(obj, alpha);
alpha=(cos(frame2*6)/2+0.5)*255;
if((Obj_GetX(obj)>GetClipMaxX||Obj_GetX(obj)<GetClipMinX)&&count>0){
    Obj_SetAngle(obj, 180-Obj_GetAngle(obj));
    Obj_SetX(obj, Obj_GetX(obj)+0.1*(-1)^(Obj_GetX(obj)>GetClipMaxX));
    count--;
}
yield;
      }
   }
}
After using this script you'll understand (put the CtC shot_All.txt in same folder)
Title: Re: Danmaku Pattern Ideas
Post by: Alper on September 22, 2009, 01:30:24 PM
Pulling back ideas from when the time I thought it'd be fun to combine Syobon Action and Touhou. I may code this, eventually. Extra boss, 3 midboss and 10 boss cards. The boss cards are as follows:

Resurrection Butterfly -80% Reflowering-. At timed intervals, Yuyuko's fan starts spinning, homing at the player like Elly's scythe does.
Apollo 13 -Lunatic-, the pattern comes back from bottom of the screen right after the forward wave, so that the player is dodging endlessly. Again at timed intervals, Apollo 13 itself comes crashing down the screen, homing at the player and covering 1/3 of the screen.
Scarlet Meister -Lunatic-, untouched except it is now a 60-second timeout card now.
Scarlet Gensokyo -Lunatic-, untouched except all rotating waves are replaced with the dense screen-filling wave.
Subterranean Sun -Lunatic-, untouched except for three gravity wells instead of one. The gravity wells also spin around the screen.
VoWG with the sent amulets curving back and returning like Legendary Flying Saucer.
Suwa War with the suns coming from the bottom and sides as well. Total length is also increased by 20 seconds.
StB 9-6 "Flawless Ceiling of Kinkaku Temple" at its final form as a 60-second timeout card.
Salamander Shield that uses Phoenix Tail's fireball rain.
Tenth card will be an exact replica of Hourai Elixir, except during for the last seconds where time slows down, the game will stop to a halt and player will be denied a clear even if he managed to get this far.

Not sure about midboss cards, but Kogasa's Flash card without the rotating lasers (that is, the lasers spawn out of nowhere) comes to mind.
Title: Re: Danmaku Pattern Ideas
Post by: KomeijiKoishi on September 22, 2009, 02:21:26 PM
Code: [Select]
#TouhouDanmakufu
#Title[Summer "Waterfall"]
#Text[Test script]
#BackGround[User(.\black.png, 1, 1)]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {

    let ImgBoss = "script\img\ExRumia.png";

    let count = -70;
   
    let fire = 0;

    @Initialize {
        SetLife(500);
        SetDamageRate(8, 0);
        SetTimer(256);
        SetScore(1000000);
        SetInvincibility( 200 );
        LoadGraphic("script\stage05e01.png");

        SetMovePosition02(GetCenterX, GetCenterY-120, 120);
        LoadUserShotData("\CustomShots1.txt");
CutIn(KOUMA, "Summer "\""Waterfall"\", "", 0, 0, 285, 416);
        SetGraphicRect(0, 0, 64, 112);
    }

    @MainLoop {
    SetCollisionA(GetX, GetY, 32);
    SetCollisionB(GetX, GetY, 32);

    if ((count == 50)){
    Cross;
    Drop;
    }
    count++;
    yield;
    }

    @DrawLoop {
      SetTexture(ImgBoss);
      DrawGraphic(GetX, GetY);
    }

    @Finalize {
      DeleteGraphic(ImgBoss);
    }

   task Cross{
   let b = 90;
   let bup = 0;
   let reverse = 0;
   let lrar = 0;
   let kput = 20;
   let krar = 0;
   
   
   let Length = 0;
   
   let n = 0;
   
   let q = 0;
   
   let RollerX;
   let RollerY;
   let RollerTwoX;
   let RollerTwoY;
   
   loop{
   
   PlaySE(GetCurrentScriptDirectory~"SE\se_tan01.wav");
    ascent(a in 1..kput+1){
    RollerX = rand(GetClipMinX - 300, GetClipMinX - 265) + a * 35;
    RollerY = GetClipMinY;
   TheshotUp(RollerX, RollerY, 2, (a*krar+b), 79, 0);
    }
   if (reverse == 0){
   if (b > 110){
   b -= 1;
   }
   else{
   reverse++;
   }
   }
   else{
   if (b < 70){
   b += 1;
   }
   else{
   reverse--;
   }
   }
   b += bup;
   if (Length > -200){
   Length -= 0;
   }
   
   loop(24){
   yield;
   }
   }
   }

   task Drop{
   let b = 90;
   let bup = 0;
   let reverse = 0;
   let lrar = 0;
   let kput = 1;
   let krar = 0;
   
   
   let Length = 0;
   
   let n = 0;
   
   let q = 0;
   
   let RollerX;
   let RollerY;
   let RollerTwoX;
   let RollerTwoY;
   
   loop{
   
   PlaySE(GetCurrentScriptDirectory~"SE\se_tan01.wav");
    ascent(a in 1..kput+1){
    RollerX = GetX;
    RollerY = GetY;
   CreateShot01(RollerX, RollerY, 0.8, GetAngleToPlayer, 80, 30);
   CreateShot01(RollerX, RollerY, 0.8, GetAngleToPlayer+20, 80, 30);
   CreateShot01(RollerX, RollerY, 0.8, GetAngleToPlayer-20, 80, 30);
   CreateShot01(RollerX, RollerY, 1.8, GetAngleToPlayer, 80, 30);
   CreateShot01(RollerX, RollerY, 1.8, GetAngleToPlayer+20, 80, 30);
   CreateShot01(RollerX, RollerY, 1.8, GetAngleToPlayer-20, 80, 30);
   CreateShot01(RollerX, RollerY, 2.8, GetAngleToPlayer, 80, 30);
   CreateShot01(RollerX, RollerY, 2.8, GetAngleToPlayer+20, 80, 30);
   CreateShot01(RollerX, RollerY, 2.8, GetAngleToPlayer-20, 80, 30);
    }
   if (reverse == 0){
   if (b > 110){
   b -= 1;
   }
   else{
   reverse++;
   }
   }
   else{
   if (b < 70){
   b += 1;
   }
   else{
   reverse--;
   }
   }
   b += bup;
   if (Length > -200){
   Length -= 0;
   }
   
   loop(120){
   yield;
   }
   }
   }

   

    task TheshotUp(x, y, v, angle, graphic, delay){
        let obj = Obj_Create(OBJ_SHOT);
      let a = 0;
      let b = 0;
      let dir = angle;
        Obj_SetX(obj, x);
        Obj_SetY(obj, y);
        Obj_SetSpeed(obj, v);
        Obj_SetAngle(obj, angle);
        ObjShot_SetGraphic(obj, graphic);
        ObjShot_SetDelay(obj, delay);
      Obj_SetAutoDelete(obj, false);
      ObjShot_SetBombResist(obj, true);
        while (!Obj_BeDeleted(obj)){
      if (a <= 100){
      Obj_SetAngle(obj, angle-(a-delay)/2);
      } 
      if (a >= 100 && a <= 500){
      Obj_SetAngle(obj, angle-100+(a-delay)/2);
      } 
      if (a >= 500 && a <= 800){
      Obj_SetAngle(obj, angle+400+(a-delay)/2);
      } 
      if (a == 400){
      Obj_SetAutoDelete(obj, true);
      } 
      a++;
      yield;
      }
   }

   }
   
}

Title: Re: Danmaku Pattern Ideas
Post by: Lishy1 on September 22, 2009, 06:21:05 PM
What would be something good to code DIRECTLY after finishing the tutorial for danmakufu? I need ideas  :V
Title: Re: Danmaku Pattern Ideas
Post by: Henry on September 23, 2009, 12:24:50 AM
Which tutorial did you finish?
Title: Re: Danmaku Pattern Ideas
Post by: KomeijiKoishi on September 29, 2009, 06:49:16 PM
Maxwell "D-A-N-M-A-K-U"

A buildup spell. As time progresses, Maxwell writes a letter of the word "Danmaku". Every letters shoots a different type of bullets (lasers, homing circle, aimed shots, stuff like that).
Is somebody interested in making this?
Title: Re: Danmaku Pattern Ideas
Post by: Henry on October 10, 2009, 01:33:30 PM
How about a spellcard for Shou, where she steals your Bombs and Lifes  :V
And you have to get them back before she can draw them. And if she gets your lifes and bombs.. I dont know, maybe if she gets your bombs, she starts shooting more danmaku or her pattern gets harder. And when she gets your lifes.. she just regains her health..

But is this impossible to make?

It can be called "Shou time"... and I have a few SC ideas to share:

1. Horrible green lasers x 3 (2 are indeed deadly, why not try 3?)
2. Sanae's first SC in SA Extra + Shou's laser SC in UFO.
Title: Re: Danmaku Pattern Ideas
Post by: Suikama on October 10, 2009, 05:10:23 PM
"Shou time"
http://www.youtube.com/watch?v=YUWbmzlrmag

Also http://www.youtube.com/watch?v=IatPY7aO7CM
Title: Re: Danmaku Pattern Ideas
Post by: Knuckx117 on November 11, 2009, 03:46:32 PM
I get inspiration in many ways, some of which are the following...

I usually think of "what would I like to dodge?" Then I try to create something similar, but not exactly replicate, that. Works most of the time.
As I'm scripting, I'll often try to loosely calculate math on absurd patterns. I'll just input whatever pops into my head, which can sometimes yield interesting results.
Occasionally I make a massive string of SetShotDataA's and mess with angular velocity. I don't even bother calculating when to properly change angles with respect to a frame count, just input anything.
Other times I see somebody else's pattern and think "this would look cool if..." and then try and make that from scratch. I never succeed, but something good usually comes out of it.
Failing all that, I just wait until random inspiration hits. Rare is the occasion I actually replicate what I first thought of with 100% accuracy, anyway.


Personally, I like what Nuclear Cheese did in his Celia Stage script: messing with SetAlpha to create transparent and sometimes invisible danmaku. I think that has quite a bit of untapped power.

Drake's idea sounds neat, but man I wouldn't want to try and code it...

I dunno... What else. It's hard to think of things like this on the spot...

Usually what I do is just think of a name for the card first, like, say, [King Sign "Royal Rainbow"], then think of what type of bullets would be in it, and what color. Then I mess around with various functions and variables using some of the bullet functions until I end up with something I like... In other words, I don't really have a plan. I just use trial and error until I find something that I think looks cool.
Title: Re: Danmaku Pattern Ideas
Post by: ChaoStar on November 11, 2009, 10:40:28 PM
http://tomtheisen.com/spread/

gave me some really cool ideas. You play around with it a lot, too.