Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Drake on March 26, 2011, 05:31:15 AM

Title: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Drake on March 26, 2011, 05:31:15 AM
The 8th Danmakufu Contest is now set to begin!
(http://i52.tinypic.com/2rdvio3.png)  This Ain't Space Invaders!  (http://i52.tinypic.com/2rdvio3.png)

What? Stagnancy, in MY RaNGE???? I can't let this stand.
This is a contest in tribute to the very retro shmup games such as Space War!, Galaxian, Asteroids, and of course despite the title, Space Invaders. Also, to the danmaku line, as we are a Touhou forum after all.
The object of this contest is to create a retroesque, yet danmaku, game in Danmakufu, entirely in one boss script. All of the game system, enemies, patterns, (and optional player and scoring system) must be programmed in this one script. In addition, I will be providing all graphics that are to be used in the 'game', as well as certain functions that should be adhered to.

Once again, we will have Community Voting; partly because one person judging is slightly unfair, but mostly because I want to join as well. This means that instead of only me judging your works, anyone who wants to can play all the scripts, judge each one and give me their scores (out of ten) with a few phrases describing why they judged as they did. I will tally up the scores and determine the winner based on this.
I count for two votes though dohohoho



Rules and tips:



All scripts must be submitted by 11:59:59 PST (GMT-8), April 11. You have a bit more than two weeks. Entries two seconds late will once again be accepted.
All judgments are accepted until a week afterwards, on the 18th.


Danmakufu to be used located here. (http://www.mediafire.com/?sq7czai1sh3m375)
Current shot definition script here. (http://pastebin.com/k8EriyDE)

Go.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Suikama on March 26, 2011, 05:34:45 AM
A new contest right before exams! :toot:
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Naut on March 26, 2011, 05:51:29 AM
A new contest right before exams! :toot:

SHUT THE FUCK UP AND SUBMIT
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Drake on March 26, 2011, 06:02:30 AM
<&Stuffman> If the only thing we're submitting is a single text file then how do we include music

And Stuffman gets in the first punch!
If you're going to include sound effects and music, then do make a folder (still though, only use the one boss script!). In which case, you are going to have to reference the previous directory to get retro.png to load, since you are not allowed to move the universal files. You will have to use GetPreviousScriptDirectory! (http://www.shrinemaiden.org/forum/index.php/topic,5164.msg347202.html#msg347202)
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Naut on March 26, 2011, 07:49:23 AM
Still working out kinks in contest, locked tomporarily until Drake fixes stuff. Rules will be simliar and stuff though so get brainstorming.

[05:19:13]   <Drake>   >DRAKE IS A MORON DELAYD UNTIL HE FIXES HIS RETARDED BULLSHIT
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Naut on March 26, 2011, 09:48:09 PM
ALRIGHT LETS DO THIS
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Suikama on March 26, 2011, 09:52:04 PM
ALRIGHT LETS DO THIS
LEEERRRROOOYYYYY JEEENNNKKK*pichun*
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: 8lue Wizard on March 26, 2011, 09:53:00 PM
We only get one text file... does that mean we're limited to a single card pattern?
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Drake on March 26, 2011, 09:56:11 PM
For submitting contributions, submits functions and the like in the same format as the Misc Snippets thread.
For submitting bullets, use the same format as in the current definition file. You only need to define the rect and number; ID the bullet according to what position it's in on the image (currently I have #23 and #30). Please comment in a name and bullet size as well.


We only get one text file... does that mean we're limited to a single card pattern?
Not at all. What you do with your one boss file is up to you; you can have just one pattern, or you can make several, you can make object enemies, or even a small game. How you accomplish that is up to you. You can use the IRC channel (http://webchat.ppirc.net/?channels=danmakufu) to ask specific questions.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Drake on March 26, 2011, 10:41:41 PM
Naut brought to my attention that because you black out the player graphics in order to make their own games and players, you'd have to tell people in advance to black them out to play your script and bullshit like that. To circumvent that, I added an empty player script to use as a player controller. You still script your player in the one boss script.

For the people who already downloaded and don't want to download again again again, plop this in the script folder and add .\emptyplayer.txt to the #Player in the controller.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Naut on March 27, 2011, 12:47:17 AM
Some functions for people to use.


DrawInteger
(x-coordinate, y-coordinate, number, scale, layer)

Draws an integer at the specified coordinates on a specific layer. For example, it can be used to draw a score counter on the frame, if you specify it being drawn on the eighth layer.

Code: [Select]
task DrawInteger(x, y, Number, scale, layer){
let number = ToString(Number);
loop(7){
number = erase(number, length(number)-1);
}
function GetNumberXRect(num){
return ((num-48)*5);
}
let rect = [];
let objArr = [];
ascent(i in 0..length(number)){
rect = rect ~ [GetNumberXRect(number[i])];
objArr = objArr ~ [Obj_Create(OBJ_EFFECT)];
}

ascent(i in 0..length(number)){
ObjEffect_SetTexture(objArr[i],retro);
ObjEffect_SetPrimitiveType(objArr[i], PRIMITIVE_TRIANGLEFAN);
ObjEffect_SetLayer(objArr[i], layer);
ObjEffect_SetScale(objArr[i], scale, scale);
ObjEffect_CreateVertex(objArr[i], 4);
ObjEffect_SetVertexUV(objArr[i], 0, 0 + rect[i], 56);
ObjEffect_SetVertexUV(objArr[i], 1, 3 + rect[i], 56);
ObjEffect_SetVertexUV(objArr[i], 2, 3 + rect[i], 61);
ObjEffect_SetVertexUV(objArr[i], 3, 0 + rect[i], 61);
ObjEffect_SetVertexXY(objArr[i], 0, -1, -2);
ObjEffect_SetVertexXY(objArr[i], 1, 2, -2);
ObjEffect_SetVertexXY(objArr[i], 2, 2, 3);
ObjEffect_SetVertexXY(objArr[i], 3, -1, 3);
Obj_SetPosition(objArr[i], x + i*5*scale, y);
}
yield;
yield;
ascent(i in 0..length(number)){
Obj_Delete(objArr[i]);
}
}

DrawString
(x-coordinate, y-coordinate, string, scale, layer)

Draws a string of only alphabetical characters (not case sensitive) at the specified coordinates.

Code: [Select]
task DrawString(x, y, String, scale, layer){
let string = ToString(String);
function GetCharXRect(car){
if(car== ' '){
return 130;
}else if((car-0)<97){
return ((car-65)*5);
}else{
return ((car-97)*5);
}
}
let rect = [];
let objArr = [];
ascent(i in 0..length(string)){
rect = rect ~ [GetCharXRect(string[i])];
objArr = objArr ~ [Obj_Create(OBJ_EFFECT)];
}

ascent(i in 0..length(string)){
ObjEffect_SetTexture(objArr[i],retro);
ObjEffect_SetPrimitiveType(objArr[i], PRIMITIVE_TRIANGLEFAN);
ObjEffect_SetLayer(objArr[i], layer);
ObjEffect_SetScale(objArr[i], scale, scale);
ObjEffect_CreateVertex(objArr[i], 4);
ObjEffect_SetVertexUV(objArr[i], 0, 0 + rect[i], 63);
ObjEffect_SetVertexUV(objArr[i], 1, 3 + rect[i], 63);
ObjEffect_SetVertexUV(objArr[i], 2, 3 + rect[i], 68);
ObjEffect_SetVertexUV(objArr[i], 3, 0 + rect[i], 68);
ObjEffect_SetVertexXY(objArr[i], 0, -1, -2);
ObjEffect_SetVertexXY(objArr[i], 1, 2, -2);
ObjEffect_SetVertexXY(objArr[i], 2, 2, 3);
ObjEffect_SetVertexXY(objArr[i], 3, -1, 3);
Obj_SetPosition(objArr[i], x + i*5*scale, y);
}
yield;
yield;
ascent(i in 0..length(string)){
Obj_Delete(objArr[i]);
}
}

Example:

Code: [Select]
@MainLoop{
DrawString(470, 60, "Score", 1, 8);
DrawInteger(502, 60, GetScore, 1, 8);
yield;
}

Draws a score counter on the frame. Changing the scale to anything but 1 blurs the graphic to shit, so have fun with that.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Helepolis on March 27, 2011, 01:23:08 PM
I imbued this thread with Charisma, it will attract people now (aka being sticky)
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Thaws on March 27, 2011, 03:08:20 PM
I can't believe it's almost 5 months since the last contest already. :ohdear:

It took me quite a while to even understand what the rules are talking about. :V


Next contest will be: "Make full game". So this is just a warming up :V

The object of this contest is to create a retroesque, yet danmaku, game in Danmakufu, entirely in one boss script.

 :o
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: stillsatellite on March 27, 2011, 03:16:58 PM
Another contest!  :toot:

Wait, if we include music and sound effects, do we put them in a folder or something?
What if it clashes with other people's?
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Suikama on March 27, 2011, 06:38:15 PM
wHaT iF wE aDd BrOfsiaIAtais
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Drake on March 27, 2011, 08:17:18 PM
Wait, if we include music and sound effects, do we put them in a folder or something?
What if it clashes with other people's?
Instead of giving just the one text file, submit a folder with your sound effects and music. However these should be pretty minimalist; I don't count on many extra files being needed. So a theoretical file structure would be basically

th_dnh (contest 8)\script\Name - Title.txt
th_dnh (contest 8)\script\alltheotheruniversalthings.files


or

th_dnh (contest 8)\script\Name - Title\Name - Title.txt
th_dnh (contest 8)\script\Name - Title\allofyourmusicandstuff.files
th_dnh (contest 8)\script\alltheotheruniversalthings.files


It shouldn't interfere with anything at all.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Naut on March 28, 2011, 12:25:12 AM
Shot Data

Code: [Select]
#UserShotData

ShotImage = "script\retro.png"
ShotData{ //square 4x4
id=1
rect=(0, 0, 4, 4)
}
ShotData{ //rectangle 4x8
id=2
rect=(8, 0, 12, 8)
}
ShotData{ //square 16x16
id=3
rect=(16, 0, 24, 8)
}
ShotData{ //cross, transparent center, 12x12
id=4
rect=(28, 0, 40, 12)
}
ShotData{ //square, transparent center, 12x12
id=5
rect=(44, 0, 56, 12)
}
ShotData{ //diagonal, 2 4x4 squares
id=6
rect=(60, 0, 68, 8)
}
ShotData{ //cross, solid center, 12x12
id=7
rect=(72, 0, 84, 12)
}
ShotData{ //T block, small pyramid, 12x8
id=8
rect=(88, 0, 100, 8)
}
ShotData{ //large pyramid, 20x12
id=9
rect=(104, 0, 124, 12)
}
ShotData{ //small spaceship thing on the top right 12x12
id=10
rect=(128, 0, 140, 12)
}
ShotData{ //squid 16x16
id=11
rect=(0, 16, 16, 32)
}
ShotData{ //ghost 16x16
id=12
rect=(20, 16, 36, 32)
}
ShotData{ //ufo 32x14
id=13
rect=(40, 18, 72, 32)
}
ShotData{ //small fairy 16x16
id=14
rect=(76, 16, 92, 32)
}
ShotData{ //big fairy 30x18
id=15
rect=(96, 16, 124, 34)
}
ShotData{ //alien 22x16
id=16
rect=(128, 16, 150, 32)
}
ShotData{ //squiggly thing 6x14
id=17
rect=(0, 36, 6, 50)
}
ShotData{ //arrowhead solid base 10x10
id=18
rect=(8, 36, 18, 46)
}
ShotData{ //arrowhead 10x10
id=19
rect=(20, 36, 30, 46)
}
ShotData{ //pointy arrow 10x10
id=20
rect=(32, 36, 42, 46)
}
ShotData{ //circle with cross 10x10
id=21
rect=(44, 36, 54, 46)
}
ShotData{ //skinny arrowhead
id=22
rect=(56, 36, 62, 46)
}
ShotData{ //arrowhead transparent center 10x10
id=23
rect=(64, 36, 74, 46)
}
ShotData{ //what the hell is this thing 10x10
id=24
rect=(76, 36, 86, 46)
}
ShotData{ //stubby arrowhead
id=25
rect=(88, 36, 98, 44)
}
ShotData{ //coin? rice? oval? you decide. 6x8
id=26
rect=(100, 36, 106, 44)
}
ShotData{ //curvy arrowhead, mm yeah i likes me dem curves baybeh ooo yeuh 10x10
id=27
rect=(108, 36, 118, 46)
}
ShotData{ //big rectangle 10x12
id=28
rect=(120, 36, 130, 48)
}
ShotData{ //big circle 10x10
id=29
rect=(132, 36, 142, 46)
}
ShotData{ //small circle 8x8
id=30
rect=(144, 36, 152, 44)
}
ShotData{ //you... you... double circle! 16x16
id=31
rect=(156, 36, 172, 52)
}
ShotData{ //4x4 transparent shot
id=32
rect=(240, 0, 244, 4)
}

Wait another day or two and I'll write your script
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Kylesky on March 28, 2011, 07:08:45 AM
This just occured to me... are you forcing everyone who wants to use "emptyplayer.txt" to learn how to detect every single bullet in use and create their own hitbox collision detection method? :wat:
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Drake on March 28, 2011, 07:16:54 AM
Maybe. Maybe not. It depends on what you want to do in the first place.
For the sake of argument, creating a simple hitbox detection and other systems will make a good exercise for people to think outside the box, no pun intended.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Naut on March 28, 2011, 02:11:18 PM
This just occured to me... are you forcing everyone who wants to use "emptyplayer.txt" to learn how to detect every single bullet in use and create their own hitbox collision detection method? :wat:

Translation of Drake's response:

Yes
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Kylesky on March 28, 2011, 02:56:58 PM
Translation of Drake's response:

Yes

yeah... I got that...
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Blargel on March 28, 2011, 07:33:10 PM
Making a whole game with a boss script... including the player. Damn it Drake stop appealing to the side of me that likes doing batshit stuff with stupid limitations! :(
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Drake on March 28, 2011, 10:35:49 PM
Nobody would end up doing much batshit stuff if it weren't for limitations.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Helepolis on March 30, 2011, 04:23:05 PM
Allright, I will see what I can do for this contest. Have been busy with some editing and is coming a long nicely. But going to need some custom player movement baked in.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Drake on March 30, 2011, 06:45:07 PM
hi guys, since every graphic (except for alphanumerics) is even-width you should be adding 0.5 to all x and y positions to make the graphics cleaner, just an fyi

I'm pretty sure I had that done by default but I guess I changed it for some reason.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Kylesky on March 31, 2011, 05:32:43 AM
Heh... later than my usual thanks to extremely crappy internet :V anyway...



*copy-paste from bulletforge

This has got to be one of the crappiest things I've ever submitted... oh well...

Sorry about the large file size, but you guys DID say "a full game" :V

Script is subject to change if ever I don't feel too lazy to fix/nerf this thing... (the music isn't even the least bit fitting)


Sonic Distortion (http://bulletforge.org/u/kylesky/p/kylesky-contest-8-entry/v/1/archive) (Use the insert coin player please)

The player is a ship that has no attack, but movement causes sound waves that can destroy enemies to emit from the ship and also increases the heat level of the ship. If the heat level reaches the max the ship will die. The player has one life to complete the entire game. Each bullet that hits the player will result in a deduction of ship armor. Each enemy that collides with the player will cause an immediate loss.

There are 3 stages in total, the start of each stage will add 4 shots worth of armor to the ship.

Graze points are given depending on the time the player is near the bullet, rather than the number of bullets.

The game focuses more on survival than enemy killing, so don't get too pissed when you can't kill an enemy.

2 Difficulties:
Harmonics - around Normal+
Amplitudes - around Lunatic
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Chronojet ⚙ Dragon on March 31, 2011, 05:44:45 AM
.... Right. Do we PM Drake with the comments?

EDIT:
Kylesky, goddamnit! All your script does is create the "Spell Card Bonus!" thing with a +0 bonus and the spell capture sound. Then it ends. Never mind It works now.

I keep dying. I don't even get why. And sometimes it happens when I FUCKING STAND STILL.
There is nothing visible how I see it, and there are no bullets that can possibly kill me, so I really don't get it.
I fucking give up.
I won't even rate this thing, if I can't get it.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Blargel on March 31, 2011, 06:07:24 AM
RETRO! The theme of this contest is to keep it retro, so the less graphical blurs and general cleanliness, the better. Points are awarded for making it look authentic.

Probably not so good that your intro screen is fucking BLURRED TO OBLIVION.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Kylesky on March 31, 2011, 06:16:12 AM
Really? it works fine for me :wat: I'll try checking some things...
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Drake on March 31, 2011, 06:43:27 AM
あたしって、ほんとばか
you didn't update your shotsheet, which is why you get invisibullets and still randomly die

Judging works the same as the last contest; don't judge anything until the submission deadline. Just send in everything at once, don't submit as you go along or whatever.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Chronojet ⚙ Dragon on March 31, 2011, 03:15:22 PM
you didn't update your shotsheet, which is why you get invisibullets and still randomly die
waitwhat last time I checked
I'll go reget it. I don't know if I did, but I'll still go and get it again.
Just to be safe.
Yeah.



EDIT: I hope this one's the right one now...
Kylesky, you.
EDIT: Oh wow. Ok, it sorta works now, but yeah. I still randomly die a lot. I hope that's something the game randomly thinks up or something, because I'm certainly not going to actually beat this game in a year.



damn you drake




OK, Kylesky, I finally got it to work the way it's supposed to.
YAY BROKEN MOON
I'll just say for now the shot sounds aren't too retroish but that's OK since I don't expect anyone to actually find things like that.
Why is it that I find it easier to not gain heat when moving around unfocused?
And what the hell just happened at the very beginning of Stage 2's survival portion?
It seems stretching graphics in Danmakufu is very bad so it doesn't give the blocky feeling that I wanna see here...


Hey Kylesky on one of the survival patterns (on Stage 1, 23 seconds left) it gives me a lot of slowdown (36 FPS!!), mind looking into that?
osh*die
Also, it seems you can gain heat by leaning against a wall...
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Thaws on April 03, 2011, 04:37:27 AM
Not very useful, but I just want to contribute something. :V

DrawEnemy
(layer, scale, graphic)

Helps you set the vertice for creating an effect object with the graphic of shot 11-16 on Naut's shotsheet declaration.

Code: [Select]

function DrawEnemy(layer, scale, graphic)
{

let obj = Obj_Create(OBJ_EFFECT);

ObjEffect_SetTexture(obj, retro);
ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
ObjEffect_SetLayer(obj, layer);
ObjEffect_SetScale(obj, scale, scale);
ObjEffect_CreateVertex(obj, 4);

if(graphic == 11)  //squid
{
ObjEffect_SetVertexUV(obj, 0, 0, 16);
ObjEffect_SetVertexUV(obj, 1, 16, 16);
ObjEffect_SetVertexUV(obj, 2, 16, 32);
ObjEffect_SetVertexUV(obj, 3, 0, 32);
ObjEffect_SetVertexXY(obj, 0, -8, -8);
ObjEffect_SetVertexXY(obj, 1, 8, -8);
ObjEffect_SetVertexXY(obj, 2, 8, 8);
ObjEffect_SetVertexXY(obj, 3, -8, 8);
}

if(graphic == 12) //ghost
{
ObjEffect_SetVertexUV(obj, 0, 20, 16);
ObjEffect_SetVertexUV(obj, 1, 36, 16);
ObjEffect_SetVertexUV(obj, 2, 36, 32);
ObjEffect_SetVertexUV(obj, 3, 20, 32);
ObjEffect_SetVertexXY(obj, 0, -8, -8);
ObjEffect_SetVertexXY(obj, 1, 8, -8);
ObjEffect_SetVertexXY(obj, 2, 8, 8);
ObjEffect_SetVertexXY(obj, 3, -8, 8);
}

if(graphic == 13) //ufo
{
ObjEffect_SetVertexUV(obj, 0, 40, 18);
ObjEffect_SetVertexUV(obj, 1, 72, 18);
ObjEffect_SetVertexUV(obj, 2, 72, 32);
ObjEffect_SetVertexUV(obj, 3, 40, 32);
ObjEffect_SetVertexXY(obj, 0, -16, -7);
ObjEffect_SetVertexXY(obj, 1, 16, -7);
ObjEffect_SetVertexXY(obj, 2, 16, 7);
ObjEffect_SetVertexXY(obj, 3, -16, 7);
}

if(graphic == 14) //smallfairy
{
ObjEffect_SetVertexUV(obj, 0, 76, 16);
ObjEffect_SetVertexUV(obj, 1, 92, 16);
ObjEffect_SetVertexUV(obj, 2, 92, 32);
ObjEffect_SetVertexUV(obj, 3, 76, 32);
ObjEffect_SetVertexXY(obj, 0, -8, -8);
ObjEffect_SetVertexXY(obj, 1, 8, -8);
ObjEffect_SetVertexXY(obj, 2, 8, 8);
ObjEffect_SetVertexXY(obj, 3, -8, 8);
}

if(graphic == 15) //bigfairy
{
ObjEffect_SetVertexUV(obj, 0, 96, 16);
ObjEffect_SetVertexUV(obj, 1, 124, 16);
ObjEffect_SetVertexUV(obj, 2, 124, 34);
ObjEffect_SetVertexUV(obj, 3, 96, 34);
ObjEffect_SetVertexXY(obj, 0, -14, -9);
ObjEffect_SetVertexXY(obj, 1, 14, -9);
ObjEffect_SetVertexXY(obj, 2, 14, 9);
ObjEffect_SetVertexXY(obj, 3, -14, 9);
}

if(graphic == 16) //alien
{
ObjEffect_SetVertexUV(obj, 0, 128, 16);
ObjEffect_SetVertexUV(obj, 1, 150, 16);
ObjEffect_SetVertexUV(obj, 2, 150, 32);
ObjEffect_SetVertexUV(obj, 3, 128, 32);
ObjEffect_SetVertexXY(obj, 0, -11, -8);
ObjEffect_SetVertexXY(obj, 1, 11, -8);
ObjEffect_SetVertexXY(obj, 2, 11, 8);
ObjEffect_SetVertexXY(obj, 3, -11, 8);
}

return obj;
}

Example :
Code: [Select]
let obj = DrawEnemy(2, 1, 11);
Obj_SetPosition(obj, REG(200), REG(-20));
Obj_SetSpeed(obj, 2);
Obj_SetAngle(obj, 90);
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: CK Crash on April 04, 2011, 10:52:42 PM
Retro SFX (http://dl.dropbox.com/u/15870353/retro%20sfx.zip)

They're all 8-bit and made from scratch. No credit needed.

now we're all going to provide resources and no actual entries will be made
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Blargel on April 05, 2011, 01:00:57 AM
I'm giving up on the contest because my idea sucks. However, here's some code for a way to handle player shots (http://pastebin.com/iE3MKjxu). Just stick the functions where I tell you to stick em. This is assuming your player is handled in the main enemy and your actual enemies are being spawned as child enemies. Make sure you set penetration to something greater than 0 or it will be auto deleted if there are any enemies on screen.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Naut on April 05, 2011, 01:18:38 AM
Eeeeexcellent shot functions! Thanks for providing them. You should still participate anyway.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Helepolis on April 05, 2011, 05:30:46 AM
Oh dear, April 11 is approaching fast.  =.=
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Azure Lazuline on April 06, 2011, 12:06:29 AM
Can I request that retro.png has additional numbers/letters that have the correct size of pixels? It looks kind of stupid with those having half the pixel size of everything else, and scaling them up in DMF results in ugly blurring.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Naut on April 06, 2011, 12:19:23 AM
Building is permitted. Use render targets.

Edit: I have code, enjoy.

Put CreateLargeCharacters; in @Initialize.

Dump this somewhere else:
Code: [Select]
sub CreateLargeCharacters{
//"Building"
CreateRenderTarget("retroLarge", 512, 512);
SetRenderTarget("retroLarge");
//mapping pixels in the shape of numbers, [character][row][column], 1 = solid, 0 = transparent
let numberPixels = [
["111","101","101","101","111"], //0
["010","010","010","010","010"], //1
["111","001","111","100","111"], //2
["111","001","011","001","111"], //3
["101","101","111","001","001"], //4
["111","100","111","001","111"], //5
["111","100","111","101","111"], //6
["111","101","001","001","001"], //7
["111","101","111","101","111"], //8
["111","101","111","001","111"], //9
];
SetTexture(retro);
SetGraphicRect(0, 0, 4, 4);
//paints numbers on the image, exactly like they are in retro but 4x their size
ascent(i in 0..10){
ascent(j in 0..5){
ascent(k in 0..3){
if(numberPixels[i][j][k]=='1'){
DrawGraphic(2 + i*16 + k*4, 2 + j*4);
}
}
}
}

//mapping pixels in the shape of characters, [character][row][column], 1 = solid, 0 = transparent
let characterPixels = [
["010","101","111","101","101"], //A
["110","101","110","101","110"], //B
["011","100","100","100","011"], //C
["110","101","101","101","110"], //D
["111","100","110","100","111"], //E
["111","100","110","100","100"], //F
["011","100","101","101","011"], //G
["101","101","111","101","101"], //H
["111","010","010","010","111"], //I
["001","001","001","101","010"], //J
["101","101","110","101","101"], //K
["100","100","100","100","111"], //L
["101","111","111","101","101"], //M
["101","101","111","111","101"], //N
["010","101","101","101","010"], //O
["110","101","110","100","100"], //P
["010","101","101","101","011"], //Q
["110","101","110","101","101"], //R
["011","100","010","001","110"], //S
["111","010","010","010","010"], //T
["101","101","101","101","011"], //U
["101","101","101","101","010"], //V
["101","101","111","111","111"], //W
["101","101","010","101","101"], //X
["101","101","010","010","010"], //Y
["111","001","010","100","111"], //Z
];
ascent(i in 0..26){
ascent(j in 0..5){
ascent(k in 0..3){
if(characterPixels[i][j][k]=='1'){
DrawGraphic(2 + i*16 + k*4, 26 + j*4);
}
}
}
}

SetRenderTarget("DEFAULT");
}

task DrawBigInteger(x, y, Number, scale, layer){
let number = ToString(Number);
loop(7){
number = erase(number, length(number)-1);
}
function GetNumberXRect(num){
return ((num-48)*16);
}
let rect = [];
let objArr = [];
ascent(i in 0..length(number)){
rect = rect ~ [GetNumberXRect(number[i])];
objArr = objArr ~ [Obj_Create(OBJ_EFFECT)];
}

ascent(i in 0..length(number)){
ObjEffect_SetTexture(objArr[i], "retroLarge");
ObjEffect_SetPrimitiveType(objArr[i], PRIMITIVE_TRIANGLEFAN);
ObjEffect_SetLayer(objArr[i], layer);
ObjEffect_SetScale(objArr[i], scale, scale);
ObjEffect_CreateVertex(objArr[i], 4);
ObjEffect_SetVertexUV(objArr[i], 0, 0 + rect[i], 0);
ObjEffect_SetVertexUV(objArr[i], 1, 16 + rect[i], 0);
ObjEffect_SetVertexUV(objArr[i], 2, 16 + rect[i], 24);
ObjEffect_SetVertexUV(objArr[i], 3, 0 + rect[i], 24);
ObjEffect_SetVertexXY(objArr[i], 0, -8, -12);
ObjEffect_SetVertexXY(objArr[i], 1, 8, -12);
ObjEffect_SetVertexXY(objArr[i], 2, 8, 12);
ObjEffect_SetVertexXY(objArr[i], 3, -8, 12);
Obj_SetPosition(objArr[i], x + i*14*scale, y);
}
yield;
yield;
ascent(i in 0..length(number)){
Obj_Delete(objArr[i]);
}
}

task DrawBigString(x, y, string, scale, layer){
function GetCharXRect(car){
if(car== ' '){
return 460;
}else if((car-0)<97){
return ((car-65)*16);
}else{
return ((car-97)*16);
}
}
let rect = [];
let objArr = [];
ascent(i in 0..length(string)){
rect = rect ~ [GetCharXRect(string[i])];
objArr = objArr ~ [Obj_Create(OBJ_EFFECT)];
}

ascent(i in 0..length(string)){
ObjEffect_SetTexture(objArr[i], "retroLarge");
ObjEffect_SetPrimitiveType(objArr[i], PRIMITIVE_TRIANGLEFAN);
ObjEffect_SetLayer(objArr[i], layer);
ObjEffect_SetScale(objArr[i], scale, scale);
ObjEffect_CreateVertex(objArr[i], 4);
ObjEffect_SetVertexUV(objArr[i], 0, 0 + rect[i], 24);
ObjEffect_SetVertexUV(objArr[i], 1, 16 + rect[i], 24);
ObjEffect_SetVertexUV(objArr[i], 2, 16 + rect[i], 48);
ObjEffect_SetVertexUV(objArr[i], 3, 0 + rect[i], 48);
ObjEffect_SetVertexXY(objArr[i], 0, -8, -12);
ObjEffect_SetVertexXY(objArr[i], 1, 8, -12);
ObjEffect_SetVertexXY(objArr[i], 2, 8, 12);
ObjEffect_SetVertexXY(objArr[i], 3, -8, 12);
Obj_SetPosition(objArr[i], x + i*14*scale, y);
}
yield;
yield;
ascent(i in 0..length(string)){
Obj_Delete(objArr[i]);
}
}

Adds:

DrawBigInteger(x, y, integer, scale, layer);
Draws a large positive integer at the location. Each character is 12x20 with 2 pixel spacing between. I don't recommend scaling them to anything but 1, they will blur otherwise.

DrawBigString(x, y, "String", scale, layer);
Draws a large alphabetical string at the location. No special characters, only the 26 letters and a space. Characters are automatically converted to upper case. Again, scaling them to anything but 1 will blur the letters, don't do it.

These functions are not optimized so if you want to draw a million things at once I'd advise taking a look at them and rebuilding them to your specifications.

ilu drakles
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Azure Lazuline on April 07, 2011, 05:23:00 PM
How should saving high scores be handled, since every entry is run by the same main script (in theory)? The obvious way is saving to normal common data and just prefixing the name with the name of the script. That prevents conflicts with other scripts, unless the other script uses ClearCommonData (for resetting the game, for example), in which case the scores for my script are lost.

Common data areas could work, but there appears to be no way to check if the file exists or not, unless I'm overlooking something easy. In other words, I can get it to work as long as the file already exists, but I can't find a way to make it properly save the score but not error on startup if the file doesn't exist. The only documentation on common data areas seems to be the functions list, which doesn't really say much.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Naut on April 07, 2011, 05:44:46 PM
How should saving high scores be handled, since every entry is run by the same main script (in theory)? The obvious way is saving to normal common data and just prefixing the name with the name of the script. That prevents conflicts with other scripts, unless the other script uses ClearCommonData (for resetting the game, for example), in which case the scores for my script are lost.

Common data areas could work, but there appears to be no way to check if the file exists or not, unless I'm overlooking something easy. In other words, I can get it to work as long as the file already exists, but I can't find a way to make it properly save the score but not error on startup if the file doesn't exist. The only documentation on common data areas seems to be the functions list, which doesn't really say much.

GetCommonDataDefaultEx(area, data, default value) allows you to return a default value if an area doesn't exist. IsCommonDataAreaExists is also evailable, returns true if the area is there and false otherwise. SaveCommonDataEx(area, file name) allows you to specifiy the name of the file you're saving your common data to, so one assumes that nobody else is going to be using "AzuresAwesomeScript" as their common data area name, so that should be fine for you to take. ClearCommonDataEx(area) only clears the specified common data area, so unless somebody specifically wanted to clear your data, it should be safe. We just need to make sure nobody uses "ClearCommonData" :V

Actually, I wanted to ask how you go about skipping menus in replays. I know it has to do with restarting the script after your menu selection was chosen and setting common data based on your choice, but sadly my common data fu isn't up to par for this task. D'ya mind briefly explaining this (or anybody else if they've done it)?
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Azure Lazuline on April 07, 2011, 07:58:18 PM
GetCommonDataDefaultEx returns the default value if that common data doesn't exist, but it seems to just error if the area doesn't exist, and I had no luck with IsCommonDataAreaExists either. I'm just using normal common data instead of common data areas, and if anyone uses ClearCommonData and your high score gets erased, then it's not my fault, heh.

As for skipping menus in replays, it's conceptually pretty simple, but it wouldn't look very elegant for this contest because it would do the whole fade-in-from-black-and-pause-for-two-seconds thing whenever you selected to start the game from the menu, as well as whenever you exited back to the menu. If you're still interested, it's basically just loading the common data in @initialize and checking if a certain flag is true - if it is, start the game and clear the flag, if not, start the menu. Whenever you select "start game" from the menu, set that flag, save, and reset the script.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Kylesky on April 08, 2011, 01:22:29 AM
For skipping menus at replays, just set a certain common data after you select something in the menu, for example, then restart the script. Then at the beginning of the script, set a check for if the common data has a certain value, then just reset it. :V I did it before on something I never released... I guess the only problem is the restart time gets both weird and annoying...
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Naut on April 10, 2011, 05:15:10 AM
I had to update the shot data so people could make lasers if they wanted to.

Code: [Select]
#UserShotData

ShotImage = "script\retro.png"
ShotData{ //square 4x4
id=1
rect=(0, 0, 4, 4)
}
ShotData{ //rectangle 4x8
id=2
rect=(8, 0, 12, 8)
}
ShotData{ //square 16x16
id=3
rect=(16, 0, 24, 8)
}
ShotData{ //cross, transparent center, 12x12
id=4
rect=(28, 0, 40, 12)
}
ShotData{ //square, transparent center, 12x12
id=5
rect=(44, 0, 56, 12)
}
ShotData{ //diagonal, 2 4x4 squares
id=6
rect=(60, 0, 68, 8)
}
ShotData{ //cross, solid center, 12x12
id=7
rect=(72, 0, 84, 12)
}
ShotData{ //T block, small pyramid, 12x8
id=8
rect=(88, 0, 100, 8)
}
ShotData{ //large pyramid, 20x12
id=9
rect=(104, 0, 124, 12)
}
ShotData{ //small spaceship thing on the top right 12x12
id=10
rect=(128, 0, 140, 12)
}
ShotData{ //squid 16x16
id=11
rect=(0, 16, 16, 32)
}
ShotData{ //ghost 16x16
id=12
rect=(20, 16, 36, 32)
}
ShotData{ //ufo 32x14
id=13
rect=(40, 18, 72, 32)
}
ShotData{ //small fairy 16x16
id=14
rect=(76, 16, 92, 32)
}
ShotData{ //big fairy 30x18
id=15
rect=(96, 16, 124, 34)
}
ShotData{ //alien 22x16
id=16
rect=(128, 16, 150, 32)
}
ShotData{ //squiggly thing 6x14
id=17
rect=(0, 36, 6, 50)
}
ShotData{ //arrowhead solid base 10x10
id=18
rect=(8, 36, 18, 46)
}
ShotData{ //arrowhead 10x10
id=19
rect=(20, 36, 30, 46)
}
ShotData{ //pointy arrow 10x10
id=20
rect=(32, 36, 42, 46)
}
ShotData{ //circle with cross 10x10
id=21
rect=(44, 36, 54, 46)
}
ShotData{ //skinny arrowhead
id=22
rect=(56, 36, 62, 46)
}
ShotData{ //arrowhead transparent center 10x10
id=23
rect=(64, 36, 74, 46)
}
ShotData{ //what the hell is this thing 10x10
id=24
rect=(76, 36, 86, 46)
}
ShotData{ //stubby arrowhead
id=25
rect=(88, 36, 98, 44)
}
ShotData{ //coin? rice? oval? you decide. 6x8
id=26
rect=(100, 36, 106, 44)
}
ShotData{ //curvy arrowhead, mm yeah i likes me dem curves baybeh ooo yeuh 10x10
id=27
rect=(108, 36, 118, 46)
}
ShotData{ //big rectangle 10x12
id=28
rect=(120, 36, 130, 48)
}
ShotData{ //big circle 10x10
id=29
rect=(132, 36, 142, 46)
}
ShotData{ //small circle 8x8
id=30
rect=(144, 36, 152, 44)
}
ShotData{ //you... you... double circle! 16x16
id=31
rect=(156, 36, 172, 52)
}
ShotData{ //4x4 transparent shot
id=32
rect=(240, 0, 244, 4)
}

Includes a shot 32 which is a 4x4 completely transparent shot. If you want to make lasers but not have the anti-aliasing get in the way of your pixelly script, you'll have to use shot 32 as your graphic and draw a bunch of squares all over your laser.

sorry about the oversight and lateness, hopefully y'all update your scripts >:I
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Naut on April 10, 2011, 09:11:14 AM
Assballs (http://bulletforge.org/u/naut/p/assballs/v/4) (text file and sounds only, put in the same directory as controller.txt. )
OR
Assballs (http://www.mediafire.com/?ztth9kf5lyj4dzp) (full game including Danmakufu and necessary files - extract and play)

(updated, stopped drawing shit on wood like a fool)

Insert coin to play.

Short game. Graze to increase your point value, which is awarded when you kill an enemy, multiplied by that enemy's worth (popcorns are worth 1-2x, big enemies can be worth 20x). If you haven't been grazing for a while your point value will start to drop, so try to graze as much and as consistantly as possible. Options can also graze bullets, so use them to your advantage when trying to graze a dangerous area. Be sure to also kill as many enemies as you can with a high point value to get a high score. Bombs significantly lower your point value, try not to use them. Dying has no other penalty other than you can't graze to maintain a high point value while dead. Bombing is almost always worse for your score than dying. Different high scores are saved on each difficulty, so don't feel you have to compete on the highest difficulty. Extends awarded every 5 million points.

If you're getting significant FPS drop, open up Naut - Assballs.txt and change Effects = 1; to Effects = 0; (it's at the very top). This should help with the lag a bit, and won't desync replays.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Kylesky on April 10, 2011, 09:25:30 AM
The deadline is tomorrow and there's only 2 entries :V

Oh and... no I won't update my script :V
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Thaws on April 10, 2011, 01:02:51 PM
Third entry! :V

Click here to download (http://bulletforge.org/u/thaws/p/contest-8-this-aint-space-invaders-entry-zxc/v/1)


Entry Name : ZXC

Copying description I typed already in bulletforge
"My entry for MotK RaNGE's 8th Contest.

Just use default Reimu/Marisa characters.

I tried to make something different this time. Your character cannot shoot.
Further instructions can be found on the menu screen. :)

The game mechanism kinda forces you to not just stare at your hitbox, so the script can be quite challenging and you will need to adjust your usual style of playing.

The script comes with 3 difficulties : Easy, Medium, Hard.

Scoring system isn't complicated at all. Not leaving any enemies not killed and don't die and you'll build up a combo which increases your score. There's no penalty for bombing.

Hope you have fun with the script. :D

(Thanks Onthenet for the free SFX!)"

Tried my best to make the game not lag when running in my computer, hope it doesn't lag when you run it lol. :V

Edit : Please let me know if there're errors with things like path directories :ohdear: as I still have 1 day to fix stuff  :3. Thanks.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Suikama on April 10, 2011, 05:36:55 PM
Assballs (http://bulletforge.org/u/naut/p/assballs/v/3) (text file and sounds only, put in the same directory as controller.txt. )
OR
Assballs (http://www.mediafire.com/?7neupkkeb6jf5lc) (full game including Danmakufu and necessary files - extract and play)

Insert coin to play.

Short game. Graze to increase your point value, which is awarded when you kill an enemy, multiplied by that enemy's worth (popcorns are worth 1-2x, big enemies can be worth 20x). If you haven't been grazing for a while your point value will start to drop, so try to graze as much and as consistantly as possible. Options can also graze bullets, so use them to your advantage when trying to graze a dangerous area. Be sure to also kill as many enemies as you can with a high point value to get a high score. Bombs significantly lower your point value, try not to use them. Dying has no other penalty other than you can't graze to maintain a high point value while dead. Bombing is almost always worse for your score than dying. Different high scores are saved on each difficulty, so don't feel you have to compete on the highest difficulty. Extends awarded every 5 million points.

If you're getting significant FPS drop, open up Naut - Assballs.txt and change Effects = 1; to Effects = 0; (it's at the very top). This should help with the lag a bit, and won't desync replays.
/me high fives for awesome kirby music
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Naut on April 10, 2011, 06:35:05 PM
Updated my entry slightly, stopped drawing numbers all over the wood like a fool. If it bothers you then I advise redownloading, otherwise it's the same.

Also, I'm totally going to be posting scores in all these games that people are making so y'all better post yours too.

I dunno about videos, some entries have multiple modes worth showcasing but that takes forever to record and takes up way to much time compared to the one mode games people have made. What d'y'all think?
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Azure Lazuline on April 10, 2011, 07:09:28 PM
Duality
(http://img848.imageshack.us/img848/2932/snapshot003b.png) (http://bulletforge.org/u/azure/p/duality/v/1/archive)

Control two ships using the same input! They're locked in position relative to each other, but have separate life counters - if either one runs out of lives, you lose. It's a high score game, so it just gets harder over time, with more enemy types appearing and more bullets on-screen. Enemies and bullets can travel freely between the sides of the screen, but the player can't.
I have a few "fancy effects" because I had an extra day to do it, like the explosions and the title screen (which I did not type out by hand; I had an image-to-text converter already made for something else). Looking back, I should have made music and sound effects instead, but this is good enough, and I'm really satisfied with how the game came out.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Demonbman on April 10, 2011, 07:13:46 PM
forget all that you've seen!
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Drake on April 11, 2011, 08:10:29 AM
You are all forced to play mine as well! There are only four other entries anyways. Jeez.

http://www.mediafire.com/?f8l1iv26a81tys0 (http://www.mediafire.com/?f8l1iv26a81tys0)

Man I am so lazy why did I not start sooner. Unrefined to the max.
Insert coin to play.

SHOOT AND GRAZE
GO ON FOR AS LONG AS POSSIBLE
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Helepolis on April 11, 2011, 11:00:24 AM
I am not going to be able to finish what I originally had in mind, but will try to "tally it up" and release what I have.



Edit:
My entry which isn't an entry. But I want to share it with you people anyway what I had in mind but couldn't finish due to all sort of reasons. So here it is, I call it:
Danmakufu Contest 8 - Mikkols by Helepolis (http://www.mediafire.com/?trso2tre6fo3rkd)

Contains 8bit music and SFX. Press SHIFT to kill the player off because there is nothing to kill you. It also contains 8bit death.

PS is not , I repeat not compatible with Drake's idea. You need to run Mikkols as it is (aka , extract + play).

orz
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Naut on April 12, 2011, 01:37:18 AM
alright I'mma work on videos because we need people to come and judge the entries

also we should compile all the entries into one download for people to get and vote instead of all this dicking around tbh
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Stuffman on April 12, 2011, 06:55:39 AM
NO TIME!! Instructions in next post!!
http://dl.dropbox.com/u/5128007/Stuffman%20-%20Eientei%20Invaders.zip
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Stuffman on April 12, 2011, 07:04:13 AM
^
EIENTEI INVADERS!!
An exciting survival game!!

You are TERUYO, keeper of the FIVE IMPOSSIBLE REQUEST TREASURES. ALIENS have come to STEAL your TREASURES!! You must protect your TREASURES, but they will also be your WEAPONS!!

TREASURE 1 - BUDDHA'S STONE BOWL. It is a WIDE SPREAD shot.
TREASURE 2 - DRAGON'S NECKLACE. It is a TWIN FORWARD shot.
TREASURE 3 - FIRE RAT ROBE. It is a NARROW SPREAD shot.
TREASURE 4 - SWALLOW'S COWRY SHELL. It is a RAPID FIRE FORWARD shot.
TREASURE 5 - HOURAI JEWELED BRANCH. It is a ANGLED REFLECTING shot.

Press FOCUS to change TREASURES at any time. However, if you are hit, you will lose your ACTIVE TREASURE. CHOOSE WISELY!! If you lose all five TREASURES, you LOSE!!

Press BOMB to call for the help of EIRIN, and she will fire arrows at all enemies as well as clear the screen of bullets. If you call EIRIN you cannot call her again until five waves later.

Destroy all ALIENS!! If even one ALIEN touches the bottom of the screen, it's GAME OVER!!

Every five waves is a BOSS WAVE. At WAVE 25 you will face a SECRET BOSS! Beat the SECRET BOSS and you can RECLAIM ONE OF YOUR LOST TREASURES!!

After WAVE 25 you must fight EACH BOSS AGAIN!! If you make it through WAVE 50, you achieve SUPREME VICTORY!!
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Drake on April 12, 2011, 07:58:10 AM
oh yeah ALL CAPS for EMPHASIS MOTHERFUCKER
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Chronojet ⚙ Dragon on April 12, 2011, 02:50:26 PM
50 waves

By the way, it breaks when not using the Insert Coin player.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Stuffman on April 12, 2011, 06:00:25 PM
50 waves

By the way, it breaks when not using the Insert Coin player.

Yes, I forgot to mention that.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Stuffman on April 13, 2011, 03:16:00 AM
JUDGIFICATIONS

Kylesky - Sonic Distortion
I don't understand why you would take all that time to make some decent content, but not to work on the basic game mechanics. :ohdear:

The crippling issues with this game are that your sonic attack is woefully short-ranged, and that there is no invincibility period when hit, so getting hit by a bullet cluster kills you instantly. You are likely to kill yourself by overheating if you even try to be aggressive (especially in stage 1), so survival is the only way to play, negating what otherwise would've been a neat gimmick.

Setting that aside though, there is a pretty good variety of danmaku in this thing, and the length is pretty respectable. As far as I can tell, there are no problems with the game except the player!

Also, there is the whole thing about not making any attempt to stick to hard-edged pixels!

4/10. There was good content and potential, but it is ultimately wasted because the final product is almost unplayable.

Naut - Assballs
The most playable entry IMO, the ship handles smoothly and the options offer some tactical approaches to the enemies (though maybe it wouldn't been nice to start with one). The stage is pretty fun overall.

Very crisp work on the visuals for how fast everything is moving. I think you might be the only one who bothered to turn the square bullets diagonally and have them not get messed up in the process, looks pretty neat.

It kind of gets on my nerves to have enemies spawn in positions where you can't kill them but that might be me just being pedantic.

9/10. Good, but it would've needed to do something more original for a perfect score.

Thaws - ZXC
I can't multitask well enough to play this.

Abstain.

Azure - Duality
Pretty slick, as expected from you. It's actually pretty manageable at first, contrary to my expectations, but once you get to the point where it requires some attention just to get one ship to dodge it becomes pretty much impossible with two, I think the tipping point is around wave 10 or so. I think the long vertical shots were particularly cruel as they can often leave one ship with nowhere to go. You do have a lot of bombs, but the fact that that's needed to counterbalance the random stuff that gets dropped on you shows it could stand to be a bit refined.

It IS a survival game, but I think it could stand to last longer before it cranks up the difficulty as much as it does. I would like to see more enemy variety in the early waves though, it seems like many of them are reserved for late game.

I like how the enemies and bullets are shared between the two frames (even if it was probably easier to make this way!), as it leads to some neat patterns. I dig the double streaming enemies in particular.

8/10 - A gimmick executed pretty well, some in-depth tweaking would be necessary for it be playable in the later waves though.

Helepolis - Mikkols
Make a real entry next time, you jerk >:|

Oh well, it looks like it would've been cute.

Drake - Dodgeplz
A straightforward danmaku game like Naut's but it doesn't really have anything in the way of neat stuff. Not sure what to say about it - the enemy formations are alright but there's only a few of them, and no real goal.

6/10 - Mechanically sound but lacking in content. Great song though!
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Drake on April 13, 2011, 04:20:49 AM
you're supposed to mail these to me but ok
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Stuffman on April 13, 2011, 04:35:19 AM
you're supposed to mail these to me but ok

TOUGH BEANS. You must all suffer the full brunt of my ~*~opinions~*~
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Zengar Zombolt on April 13, 2011, 04:37:11 AM
you're supposed to mail these to me but ok
But wouldn't those arrive like
three days late
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Azure Lazuline on April 13, 2011, 05:27:17 AM
once you get to the point where it requires some attention just to get one ship to dodge it becomes pretty much impossible with two, I think the tipping point is around wave 10 or so.

I would hope so, since 11 is the max difficulty. I was trying to find a balance between making the difficulty ramp low enough that it's manageable, but high enough that it's not a chore to restart after you get a game over (assuming people don't play around on the menu too much). Plus I didn't want it to max out on a difficulty where someone could theoretically keep going forever. Although the whole thing was made in 3-4 days or so, so I didn't have time for too much refinement... if I were to go back and change something, I'd make the lightning shots shorter. Oh well.
Also, the difficulty goes down whenever you die, more so on normal mode than on difficult mode. Maybe it was just too hard because you're good at it, heh.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Kylesky on April 13, 2011, 11:22:44 AM
Kylesky - Sonic Distortion
I don't understand why you would take all that time to make some decent content, but not to work on the basic game mechanics. :ohdear:

Because it's me :V ok... on to the actual thing...

The crippling issues with this game are that your sonic attack is woefully short-ranged, and that there is no invincibility period when hit, so getting hit by a bullet cluster kills you instantly. You are likely to kill yourself by overheating if you even try to be aggressive (especially in stage 1), so survival is the only way to play, negating what otherwise would've been a neat gimmick.

Setting that aside though, there is a pretty good variety of danmaku in this thing, and the length is pretty respectable. As far as I can tell, there are no problems with the game except the player!

Also, there is the whole thing about not making any attempt to stick to hard-edged pixels!

4/10. There was good content and potential, but it is ultimately wasted because the final product is almost unplayable.

well I WAS going for forcing people to play for survival rather than aggressive :V so yeah... though the max heat levels in the later levels are extremely high :/ I wouldn't get how heat could kill you there... (other than the "survival boss" portion of stage 2)

Well... that's what I get for working on this for barely 1.5 days then not bothering to edit it much :V (as usual)
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Chronojet ⚙ Dragon on April 13, 2011, 03:13:25 PM
http://pastebin.com/gcYSFNYS
Alright, here you go.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Naut on April 13, 2011, 07:04:02 PM
Video (http://www.youtube.com/watch?v=4eI6akRT_ro)

Sincerest apologies to Thaws, I didn't even think about using default players. I will before I hand in judgements though :(
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Thaws on April 14, 2011, 03:12:40 PM
Thaws - ZXC
I can't multitask well enough to play this.

Abstain.
;-;
I kinda tried to make there be breaks between boss attacks so you can glance and memorize some or the whole code...
Though the stages do require multitasking to a certain extent, especially if you want to maintain the combo chain.

Quote
@Thaws:
ZXC.
First things first, I don't like the stage practice thing, I cannot remember that long block of letters, and I can't bother to copy it down on a paper that I won't be caring about after this contest.
but it's better than not having it there... right? :V
Quote
I like the idea of combining, whatsthatgame and danmaku. However,
Those typing training games?

Quote
"The letters, I can't see them! The bullets are actually covering up the letters...!!"
And of course, it just gets to an unreasonable stage where the enemies actually move around too fast.
Err at which parts of a stage was the first problem prominent?
I spent much effort trying to avoid this, and I'm feeling kinda unhappy I didn't manage to... D:

I'm wondering where does the moving around too quick problem applies? Regarding both problems, my stages are kinda made like that at some points because managing to kill every enemy is a challenge as opposed to simply scoring as the main scoring system is the combo thing.

Though I guess some parts are pretty unfair... :ohdear:


Sincerest apologies to Thaws, I didn't even think about using default players. I will before I hand in judgements though :(
Thanks for making the videos for everyone  :].
Lol, were you wondering where's the challenge except scoring and why the enemies even bother to shoot o_o?
Didn't have time to try to make a custom player as making 3 stages used up most of my time.  :ohdear:


Didn't have the time to check out others script yet (there's so little entries this time :( ), but I won't be judging anyways, I'm way too biased towards gimmicky danmaku than straight up dodgem's and won't be able to judge fairly XD.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Naut on April 18, 2011, 02:50:16 AM
go judge the contest people, there aren't enough judgements submitted :(
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders!
Post by: Drake on April 18, 2011, 02:54:55 AM
Seriously guys I have like 4 judgments. Get off your asses; even if you didn't want to spend the days scripting then at least take the 30 minutes to play all the entries and give your scores and opinions.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Drake on April 19, 2011, 06:12:19 AM
RESULTS ARE IN

(http://i55.tinypic.com/2vwusg9.png)

Naut wins! Second place goes to Azure!




Naut: http://pastebin.com/Cn51htKH
[23:11] <Naut> shit I forgot stuffman oh god
[23:11] <Naut> 7/10 needs more variety

Foremoster: http://pastebin.com/qq6bt9Lh

Drake: http://pastebin.com/yb6PDtVy



So yeah what do we do now  :toot:
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Stuffman on April 19, 2011, 07:16:59 AM
Nice work Naut, pretty much unanimous agreement there.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Helepolis on April 19, 2011, 07:17:30 AM
So yeah what do we do now  :toot:
Like the girls in Gensoukyou do, drink tea.

Hall of Fame Sticky edited, congratulations to the winner and runner ups.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Thaws on April 19, 2011, 11:49:20 AM
Congratulations to Naut and the runner ups!

I'm just 0.3 points away from Stuffman D: ! His idea definitely worked better though, loved the weapon system.
I guess mixing typing games and danmaku wasn't exactly the best idea, but what I like about the ZXC mechanism most is that I don't have to care that the player has to be under the boss to kill it, so I was free to have the boss move around without it having to be a "survival spellcard" to be fair. :V

Kinda off-topic:
Personally, I liked having restrictions in contests, like contest 2's only white pellets thing. Scripting for this contest was really fun too.
It seems to force everyone to be more creative and think outside the box. :V
Awesome contest idea, Drake. :)
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Kylesky on April 19, 2011, 12:21:17 PM
lol last place :V Didn't actually except getting any higher than that :derp:
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Suikama on April 19, 2011, 04:37:47 PM
oh shit I forgot to vote

was gonna give naut highest anyways

 :smokedcheese:


Edit: Uh Hele, Stuffman is in third...
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Azure Lazuline on April 19, 2011, 07:52:10 PM
Hm, I know this will be seen as "bitching", but I'm a little saddened that the winner of the most open contest - that is, the contest where you were free to do literally anything you wanted - was generic danmaku. It's very good generic danmaku, but I dunno... I expected a bit more variety here.

Although I only lost by half a point and I got the single highest vote, so I can't complain too much. Thanks, everyone!
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Drake on April 19, 2011, 09:35:18 PM
Personally, I liked having restrictions in contests, like contest 2's only white pellets thing. Scripting for this contest was really fun too.
It seems to force everyone to be more creative and think outside the box. :V
Awesome contest idea, Drake. :)
yaaaaay the point of the contest was made <3
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Naut on April 20, 2011, 12:24:38 AM
Congrats to everyone who participated, since all their entries were more creative than mine.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Kylesky on April 20, 2011, 01:28:36 AM
Is it just me or is azure's score supposed to be 8.6 instead of 8.5...

EDIT:
also...
Stuffman: 7.5
Thaws: 7.125
Me: 6

EDIT2:
... forgot drake's vote counts for 2 :V nevermind
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Helepolis on April 20, 2011, 09:01:05 PM
Restricted contests are indeed fun. If it wasn't for me exams, I could have actually submitted something working for my entry. But yea, got stuck with half-assed work =.=

Also, 10 points for the person who understands why my game is called Mikkols.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Prime 2.0 on April 22, 2011, 11:10:06 PM
Gah, the only script that seems to work is Mikkols, and that has pretty much nothing in it! I can't select the scripts themselves, and "pcb boot" just puts me on a black playing field, and nothing happens. How am I supposed to play these? X_x
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Drake on April 22, 2011, 11:14:39 PM
Quote from: OP
To play your script, change the name of the primary script accordingly, then change the boss call line in the controller. You are going to want this controller to stay unchanged aside from that.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Prime 2.0 on April 22, 2011, 11:18:37 PM
Change it to what? I don't even know what a boss call line looks like, much less what change I'm supposed to make to it. Could you give an example?
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Drake on April 22, 2011, 11:32:09 PM
Oh, sorry. Go into controller.txt and change

CreateEnemyBossFromFile("script\Name - Entry.txt", 0, 0, 0, 0, 0);

to

CreateEnemyBossFromFile("script\Naut - Assballs.txt", 0, 0, 0, 0, 0); or CreateEnemyBossFromFile("script\Drake - Dodgeplz\Drake - Dodgeplz.txt", 0, 0, 0, 0, 0);
or some other pathname for whatever script you're trying to play.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Prime 2.0 on April 22, 2011, 11:49:50 PM
Oh, sorry. Go into controller.txt and change

CreateEnemyBossFromFile("script\Name - Entry.txt", 0, 0, 0, 0, 0);

to

CreateEnemyBossFromFile("script\Naut - Assballs.txt", 0, 0, 0, 0, 0); or CreateEnemyBossFromFile("script\Drake - Dodgeplz\Drake - Dodgeplz.txt", 0, 0, 0, 0, 0);
or some other pathname for whatever script you're trying to play.

Thanks for the help. Now if only naut's script was the only one that ran correctly; Drake's doesn't show a player sprite or any enemy sprites, and every other script just crashes.  :V

Edit: Figured out the crashes. Now if I can just get drake's working.
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: CK Crash on April 23, 2011, 11:13:53 PM
drake compile the entries and make a menu to choose between then for the everyone who doesn't dmf
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Naut on April 24, 2011, 04:57:20 PM
onthenet compile the entries and make a menu to choose between then for the everyone who doesn't dmf
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Drake on April 24, 2011, 09:48:03 PM
naut compile the entries and make a menu to choose between then for the everyone wh- oh wait nevermind i did it

http://www.mediafire.com/?41ywed4144qusq5 (http://www.mediafire.com/?41ywed4144qusq5)
Title: Re: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN
Post by: Blargel on May 13, 2011, 02:28:41 AM
It's been like half a month... Shouldn't this unsticky now?