Author Topic: Danmaku Viewing Trip (DEADLINE FOR SCRIPT SUBMISSION IS 1NOVEMBER! (東方無名撮)  (Read 84413 times)

Thaws

  • _m廿廿m_
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #240 on: August 22, 2010, 04:09:49 PM »
If we switch over to the new danmakufu, we'd have to do everything from the start (well not exactly the start) again. :/
(Though I really hope syntax for Shotsheets are unchanged. :ohdear: )

I don't see any problem sticking with old danmakufu.
Though I'd imagine scripts in the future would have to be posted along with something like [FOR OLD DANMAKUFU] or something. :/

Anyways, asdfasdfasdfhaskdhfgasdfNEEDINSPIRATIONFORSPELLCARDS.
Haven't touched danmakufu for like 2 weeks :ohdear:.

Infy♫

  • Demonic★Moe
  • *
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #241 on: August 23, 2010, 11:13:06 AM »
staying with old dnh is the best for now since the new one doesnt have a full release yet. i think.
all depends if blargo wants to port his stb engine to the new one. which he probably won`t.

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #242 on: August 23, 2010, 11:44:47 AM »
he just wants a Collision_Box_Box function, really...
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Nimble

  • Broken English Fox
  • Rushing toward the bullet!
    • Viewmix
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #243 on: August 29, 2010, 07:09:29 AM »
Fumei Akuma spell concept done(?) in normal only. I guess she's too easy with StB style.

http://www.mediafire.com/?bqr92ab9a1b4z2d

I script her with normal dnh instead of StBengine because don't have any player character to test TwT/

KomeijiKoishi

Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #244 on: August 31, 2010, 11:26:24 AM »
Actually, how far are you all with your cards? I currently have 3, but they still need polishing.

Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #245 on: August 31, 2010, 04:00:38 PM »
Uni is coming up and I don't really have much time anymore so I've gotta drop out :derp:

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #246 on: September 03, 2010, 12:10:37 PM »
Uhhh... so how many spell cards are we supposed to make? :ohdear:
« Last Edit: September 03, 2010, 01:40:14 PM by Kylesky »
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #247 on: September 03, 2010, 05:41:28 PM »
I script her with normal dnh instead of StBengine because don't have any player character to test TwT/

The engine comes with a playable Aya Chara.

KomeijiKoishi

Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #248 on: September 03, 2010, 06:56:33 PM »
Hey, Danielu, you're back!

How long has it been since I read a post from you?

Also, people have apparently forgotten about this game. Wasn't schedule set for September 9th?

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #249 on: September 03, 2010, 08:09:46 PM »
Also, people have apparently forgotten about this game. Wasn't schedule set for September 9th?

Yes. What a shame. School is coming up, but at least I made a base for me to port Rekishiju's spell cards into StB style.

Nimble

  • Broken English Fox
  • Rushing toward the bullet!
    • Viewmix
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #250 on: September 05, 2010, 12:08:20 PM »
The engine comes with a playable Aya Chara.

Aya cha' that include with StB engine can't take a shot TwT/

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #251 on: September 05, 2010, 12:15:18 PM »
Aya cha' that include with StB engine can't take a shot TwT/
Either you got yourself a really outdated version, or you are doing it wrong.   :derp:

It works just fine, and I already have successfully transliterated one card into blargel's engine.
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #252 on: September 06, 2010, 11:18:34 AM »
Due to lack of control of the bullets I am not able to create any of the spellcards that I had Originally planned. Oh, and Sercan, Why didn't you tell me you downgraded me to Stage 1?

Thaws

  • _m廿廿m_
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #253 on: September 06, 2010, 11:35:11 AM »
Due to lack of control of the bullets I am not able to create any of the spellcards that I had Originally planned. Oh, and Sercan, Why didn't you tell me you downgraded me to Stage 1?

Lack of control? You can only use object bullets so what can't you control? O_o

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #254 on: September 06, 2010, 12:03:09 PM »
Due to lack of control of the bullets I am not able to create any of the spellcards that I had Originally planned.
Since the problem seems to be the same I myself had, i.e. making bullets with accelerated motion causes massive slowdown, I'll just post the card I already have here so you can take a look at the workaround.

It could be done even more directly and more clearly, but I am too lazy/busy to modify the code yet again right now.

Code relevant to the photography slowdown and to prevent the actual engine slowdown is in red. It should be noted, however, that events depending on the "frame" variable need to have further precautions that prevent that stuff from happening multiple times in a row should you decide to take a picture during that "frame".

Alternatively you can do it like blargel intended and simply use task-based scripting where you yield; during slowdown, but that method could cause minor imperfections in the patterns, I believe. Well, whatever.

Quote
script_enemy_main {
    #include_function ".\bosslib\Boss.dnh"

    let BossImage = GetCurrentScriptDirectory ~ "img\wriggle.png";

    let frame=0;
    let frame2=0;

    let cx=GetCenterX;
    let cy=GetCenterY;
    let gl=7;

   let damnspeed=0;

   let color1=[RED22, ORANGE22, YELLOW22, GREEN22, AQUA22, BLUE22, PURPLE22];
   let color2=[RED, ORANGE, YELLOW, GREEN, CYAN, BLUE, PURPLE];

   let flyangle=300;
   let erad=100;

   let yayarr=[true, true, true, true];

   task TYarr(lol){
      yayarr[lol]=false;
      while(damnspeed!=0){ yield; }
      yield;
      yayarr[lol]=true;
   }

    @Initialize {

   InitializeStbBoss;

        LoadGraphic(BossImage);

   Concentration01(60);
   SetX(GetClipMinX);
   SetY(GetClipMinY);
   SetStbMovePosition03(GetCenterX, GetClipMinY+130, 20, 8 );

    }

    @MainLoop {

   if(frame>0){damnspeed=GetGameSpeed; }

   if(yayarr[0]==true&&frame>0&&frame%60==0){
      bulletwave(0, 4, 90, 3, 0, 60, 2, 5);
      TYarr(0);
   }

   if(yayarr[1]==true&&frame>0&&(frame)%90==45){
      bulletwave(0, 2, 90, 3, 5, 60, 2, 5);
      TYarr(1);
   }

   if(yayarr[2]==true&&GetCurrentPicture>1&&frame%150==0){
      bulletwave(0, 3, 90, 3, 3, 60, 2, 10);
      TYarr(2);
   }

   if(yayarr[3]==true&&GetCurrentPicture>3&&frame%150==75){
      bulletwave(0, 3, 90, 3, 2, 60, 2, 15);
      TYarr(3);
   }

        SetCollisionA(GetX,GetY,24);
        SetCollisionB(GetX,GetY,24);

   if(damnspeed>=0){
      frame2+=1/(damnspeed+1);
   }

   frame=ceil(frame2);
        yield;

    }

    @DrawLoop {


        SetTexture(BossImage);
        SetGraphicRect(0, 0, 48, 64);
        DrawGraphic(GetX, GetY);
       
    }

    @Finalize {
        DeleteGraphic(BossImage);
    }


   function bulletwave(y, v, ang, phi, graph, n, maxs, gaps){
      let number=n;
      let parts=rand_int( ceil(-n/(gaps*2)), ceil(n/(gaps*2)) );
      while(number>0){
         parts--;
         if( parts < ceil(-n/(gaps*2)) ){ parts=ceil(n/(gaps*2)); }
         if(parts>0){
            WaveBullet(GetClipMinX+(GetClipMaxX-GetClipMinX)*number/n, y, v, ang, 360*maxs*number/n, phi, graph);
         }
         number--;
      }
   }

   task WaveBullet(x, y, v, ang, dir, phi, graph){


      let obj=ObjStbShot_Initialize(x, y, 0, ang, color1[graph], 0, 5, 5, color2[graph]);

      while(ObjStbShot_BeDeleted(obj)==false){


         if(damnspeed>=0){
            dir+=phi/(damnspeed+1);
            Obj_SetY(obj, Obj_GetY(obj)+v*0.5*(1+sin(dir))/(damnspeed+1) );
         }


         if(Obj_GetY(obj)>500){ Obj_Delete(obj); }

         yield;
      }
   }

}
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #255 on: September 06, 2010, 12:44:55 PM »
Thats helpful Iryan, but my problem is that I am using sin and cos in mine, yours responds to the Y, and I am having a devil's time trying to figure out how to make it work

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #256 on: September 06, 2010, 01:05:42 PM »
Thats helpful Iryan, but my problem is that I am using sin and cos in mine, yours responds to the Y, and I am having a devil's time trying to figure out how to make it work
You don't know hot to get from my code to what you need?  :/

Replace...

Obj_SetY(obj, Obj_GetY(obj)+v*0.5*(1+sin(dir))/(damnspeed+1) );

with...

Obj_SetPosition(obj, Obj_GetX(obj)+v*cos(angle)/(damnspeed+1), Obj_GetY(obj)+v*sin(angle)/(damnspeed+1) );

In my original version, 0.5*(1+sin(dir)) was only there because of the way the bullets accelerate and decelerate in my card, so you can take that away and then simply insert the regular cos(angle) for x and sin(angle) for y in its place.
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Thaws

  • _m廿廿m_
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #257 on: September 08, 2010, 09:54:24 AM »
http://www.mediafire.com/?pty329867yl584j

1 nonspell + 3 spells.

Very gimmicky and I don't know if it's balanced. All of them is designed to have 5 photos taken and they get harder as more photos are taken.
Also I assume the shotsheet folder is to be put in the boss folder. (Link on reply #231 on page 8 if you set it as 30 posts per page)
« Last Edit: September 08, 2010, 11:08:45 AM by Thaws »

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #258 on: September 08, 2010, 10:53:33 AM »
When I implement it in the Photography engine and try to run it, it gives me an error because you have an #include function whose target file is not there.

  #include_function ".\scenedeclare\scenedeclare.txt"

There is no scenedeclare folder nor txt file in the boss folder.
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Thaws

  • _m廿廿m_
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #259 on: September 08, 2010, 10:57:49 AM »
When I implement it in the Photography engine and try to run it, it gives me an error because you have an #include function whose target file is not there.

  #include_function ".\scenedeclare\scenedeclare.txt"

There is no scenedeclare folder nor txt file in the boss folder.

Oh that thing was written by Sercan I think it was posted somewhere in this thread. I don't know how to make it work so I just left it there without it doing anything :X

Fakeedit: http://www.shrinemaiden.org/forum/index.php/topic,6073.msg346633.html#msg346633 there it is
I think Sercan should update the opening post with all these resources already written (Scene declaration, his scene opening thing, the shotsheet, etc).

Realedit : Reuploaded the scripts without the scenedeclare #includefunction part.

This reminds me, I don't know if I am just not doing it right or it's the engine's problem but my scripts crash when I try to use Kyle's spellcard declaraction scripts and I can't get Sercan's spell opening to do anything either. >_<
« Last Edit: September 08, 2010, 11:09:22 AM by Thaws »

Kingault

  • Insert witty description here.
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #260 on: September 08, 2010, 11:30:54 AM »
I'll get my cards done...
Just give me several weeks....

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #261 on: September 08, 2010, 11:36:44 AM »
Idk. I never tried out any of the custom scene declaration scripts of anybody.  :derp:

So far, your noncard is simple but solid.
I like your first card, but the difficulty makes a ridiculous jump after the third picture, I believe. Wasn't able to take a fourth.
Your second card is okay, but this one also gets a little too fast for my taste. You had the player intended to stay out of the bullet box that forms, right?  :ohdear:
Your third card is... well, I don't like it. The gimmick is interesting, but the gameplay in which it results I find not really fun. It ends up with just you running around in small circles waiting for the camera to recharge. In that way, it is similar to Komachi's card in StB, only that had extra bullets to dodge while running in a large circle, whereas your card has very small circles with little room for error. You may want to try to replicate that effect, I think.


Now, I should have implemented the DVT shotsheet in my own attacks much sooner. I was under the impression that the triangle bullets were turning when they are not. That shouldn't be a problem, though, I can make them turn manually, afterall.
« Last Edit: September 08, 2010, 12:08:55 PM by Iryan »
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Thaws

  • _m廿廿m_
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #262 on: September 08, 2010, 12:08:03 PM »
Your third card is... well, I don't like it. The gimmick is interesting, but the gameplay in which it results I find not really fun. It ends up with just you running around in small circles waiting for the camera to recharge. In that way, it is similar to Komachi's card in StB, only that had extra bullets to dodge while running in a large circle, whereas your card has very small circles with little room for error. You may want to try to replicate that effect, I think.
Thanks for the comments.
This happens a lot to me because I tend to think of a gimmick then try to implement it into a spellcard. So as a result, it may turn out difficult and not fun at all. >_< I'll try to make amends to that card I guess...

Yea, my 2nd card was intended to have the player run out before the box forms, but they can quickly charge up to take a photo of the whole box and boss (which is why she's located in the middle) if they're at a high charge percentage. Again, the last one or two photo might be too difficult as I actually didn't manage to win any of the four attacks myself tbh... :ohdear:

The ridiculous jump in difficulty was kinda intended because it seemed to me in some scenes (especially later scenes in StB) the last one or two photos go insane XD. (Seamless Ceiling, Komachi's rain card, Suika's Ex-8 whatevernameitwas, etc)
« Last Edit: September 08, 2010, 12:11:43 PM by Thaws »

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #263 on: September 08, 2010, 12:09:59 PM »
Wait. This can't be.

*rechecks*

DAMN IT!

 It looks like the triangle bullets have a graphic problem that is nigh invisible im windowed mode but readily apparent in fullscreen: there is a very fine line of the circle bullets in the shotsheet visible on the upward tip.  :(
« Last Edit: September 08, 2010, 12:18:05 PM by Iryan »
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #264 on: September 08, 2010, 10:49:29 PM »
Double post for great justice!


Got all four attacks implemented. Beta versions to be found attached to this post.

 :dragonforce:

I know that there is room for improvement on some of them, but I want to get them out and see what you think first. As I said, the triangle bullet graphics are a little off, but that is not an issue with the attack themself. You obviously need the DVT shotsheet folder inside the boss folder.
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Infy♫

  • Demonic★Moe
  • *
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #265 on: September 10, 2010, 03:51:55 PM »
i hope you guys let me take some more time, i'm really busy these days, but im not giving up.
that said, sure many people posted their stuff for the deadline

KomeijiKoishi

Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #266 on: September 10, 2010, 04:57:56 PM »
Well, I got 3 cards with phases, but they need serious polishing and they aren't implented into the engine and I have to get the shotsheet and change the bullets. So yeah...

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #267 on: September 10, 2010, 08:17:48 PM »
If you have accelerating bullets, you will get massive slowdown after the transliteration unless you give the bullets "fake" speed instead. Since several people might be having problems with that, I'll just put here what I did in those situations.

Let's say you have a bullet that starts at v1 and accelerates to v2 during a timespan of tv frames.

Code: [Select]
task TAccShot(x, y, v1, v2, t, ang){
        let obj = ObjStbShot_Initialize(x, y, 0, ang, RED01, 5, 30, 8, RED]);

let v=v1;

while(Obj_BeDeleted(obj)==false){
if(GetGameSpeed>=0){

if(v<v2){ v= v+(v2-v1)/((GetGameSpeed+1)*(t)); }      // reverse the < if the bullet is decelerating instead
                if(v>v2){ v=v2; }                                                        // reverse the < if the bullet is decelerating instead

Obj_SetPosition(obj, Obj_GetX(obj)+va*cos(ang)/(GetGameSpeed+1), Obj_GetY(obj)+va*sin(ang)/(GetGameSpeed+1) );
}
Wait(1);
}
}
Change bullet graphics, color and score as you see fit, of course.


For those who'd like to play some of the cards here but don't know how:

- Download the StB engine, put the Photography folder into your standard danmakufu script folder
- Download the script files and place them in Photography\boss
- Download shotsheet and place the DVT_Shotsheet folder in Photography\boss
- Go to the Photography folder and open configMenus.dnh. Scrolling down, you will find long multidimensional arrays.
- In the Level2Strings array, replace the cirno1.dnh, letty1.dnh etc. file names with the name of the files you want to play.
- Start the StB engine in danmakufu, go to the Stage 2 levels and select the scene where you put the file name.

Please do this, we would like some feedback on our attacks, and this is a group endeavour, after all.
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

KomeijiKoishi

Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #268 on: September 11, 2010, 12:42:52 PM »
I got configMenus.dnh in the Photography folder, but it doesn't appear when I go to the folder via Directory.

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: 東方無名撮 ~ Danmaku Viewing Trip
« Reply #269 on: September 11, 2010, 02:08:58 PM »
I got configMenus.dnh in the Photography folder, but it doesn't appear when I go to the folder via Directory.
You need to open the configMenus.dnh with windows notepad, not with danmakufu. How else are you supposed to change the text in the file? <.<
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."