Author Topic: Custom user shotsheets [ 0.12m & PH3 ]  (Read 102112 times)

Re: Expanded shotdata + shotreplace script (read)
« Reply #30 on: August 05, 2009, 06:26:41 PM »
I'm not sure how people have the audacity to complain about free stuff.

DgBarca

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Re: Expanded shotdata + shotreplace script (read)
« Reply #31 on: August 05, 2009, 06:57:20 PM »
What ? I never posted that...hum...
It certainly my little brother, I learned him to use danmakufu a bit, he is always in my back so he knows that I am here, it is not the first time he is doing a such thing.
I'am gonna delete his post
He is always complaining about everything...
*insert Brofist here*
Sorry for what he's done.
(blablabla ridiculous excuse => No ! I am already too irritated)
« Last Edit: August 05, 2009, 07:00:51 PM by DgBarca »
[21:16] <redacted> dgbarca makes great work
[21:16] <redacted> i hope he'll make a full game once

Helepolis

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Re: Expanded shotdata + shotreplace script (read)
« Reply #32 on: August 05, 2009, 07:52:21 PM »
Now I am curious what was posted  :V

Edit: After a talk with Drake I indeed had noticed some series of bullets are off a pixel or two. So they need to be placed proper. But yea using darkbackground caused that  :V I'll try to fix it this weekend perhaps.
« Last Edit: August 07, 2009, 06:06:50 PM by Helepolis »

Helepolis

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Re: Expanded shotdata + shotreplace script (read)
« Reply #33 on: August 09, 2009, 04:32:49 PM »
Requesting help testing the new SetGraphicRect coordinates for expanded shotdata.

I was quite shocked with the bullets being off ALOT but I blame that myself for using a colorful background instead of black and white. So I made this mini script where the background is black and when holding focus, it turns white. Doing so made me fix quite alot of the bullets but I want to have it checked by various people.

After that I guess OnTheNet can also update his version.

Test script is here: http://www.mediafire.com/?ijyje5djehw


Drake

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Re: Expanded shotdata + shotreplace script (read)
« Reply #34 on: August 12, 2009, 01:54:24 AM »
I actually made a new version of the sprite sheet. Attached is the psd. It still has a bunch of rect problems, but overall it looks a bit smoother. Especially noticeable if you compare the Master Spark graphics. Note that the giant spell circle is cut off a bit and there might be some spacing issues with some of the bullets.



You also had a few duplicates in there for some unknown reason.

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Helepolis

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Re: Expanded shotdata + shotreplace script (read)
« Reply #35 on: August 12, 2009, 06:45:19 AM »
I actually made a new version of the sprite sheet. Attached is the psd. It still has a bunch of rect problems, but overall it looks a bit smoother. Especially noticeable if you compare the Master Spark graphics. Note that the giant spell circle is cut off a bit and there might be some spacing issues with some of the bullets.

<img>

You also had a few duplicates in there for some unknown reason.
Oh, I am going to test it right away and don't worry about the RectCoordinates, I'll throw myself again on those for an hour or two XD

The duplicates I explained before didn't I? I instantly ripped the bullets from the original games but the giant stars are brighter in SA/MOF than in IN. Same goes for other bullets like the knives / oval bullets. I didn't delete them on purpose from the shotsheet to prevent messing up.

Ah yes the spellcircle, though it is not that much of a problem I believe. We'll see.

Helepolis

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Re: Expanded shotdata + shotreplace script (read)
« Reply #36 on: August 12, 2009, 08:43:02 AM »
Drake, few issues and notes:

- There are still issues with the sheet you made. It is impossible to leave the bubble bullets and masterspark with white background. They are extremely ugly ingame. I had to modify them back into black otherwise they don't have proper transparancy/glow.

- The round bullets with the outer ring ( 3rd row topleft) are seriously pissing me off. At certain angles they appear 100% fine, but at 0, 90, 180 and 270 they are off a pixel or cutoff. I don't know anymore unless someone else has a brilliant idea.

- The spellcircle is no longer an issue as I simply made a seperate image for my Afro boss. Though people can use it if they want, suddenly it was off for my own use.

I'll try to upload the sheet as soon as I tested it with my script and in action with my uwabami boss.

EDIT
Here it is. Please test + feedback: http://www.mediafire.com/download.php?jjmozmq3imz 




« Last Edit: August 12, 2009, 09:04:17 AM by Helepolis »

puremrz

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Re: Expanded shotdata + shotreplace script (read)
« Reply #37 on: August 13, 2009, 02:48:16 PM »
- The round bullets with the outer ring ( 3rd row topleft) are seriously pissing me off. At certain angles they appear 100% fine, but at 0, 90, 180 and 270 they are off a pixel or cutoff. I don't know anymore unless someone else has a brilliant idea.
my uwabami boss.

I had the same problem. What I did was to put an empty space of 1 pixel between each bullet. Then, if a bullet's image size was, for example 16x16 I'd write the shotscript like "0,0,17,17"
Any other visual problems are purely Danmakufu's faulty way of drawing graphics.
Full Danmakufu game "Juuni Jumon - Summer Interlude" is done!
By the same person who made Koishi Hell 1,2 (except this game is serious)
Topic: http://www.shrinemaiden.org/forum/index.php/topic,9647.0.html

Helepolis

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Re: Expanded shotdata v3 (Read again :| )
« Reply #38 on: August 30, 2009, 04:43:34 PM »
Well, I did my best trying to fix the majority of the bullets again. The round bullets JUST refuse to cooperate. Same goes for Danmakufu. Even when I move the round bullets to an open space + make sure they have 1 pixel space between them, they still appear ugly when titled. Just extreme rage at the bullets and Danmakufu.

However the Eirin bullets seem to be better look now I think, same goes for suppository and more bullets. New link for the shotscript is in the first post.

@OnTheNet, I remember you were mentioning an update for your script aswell.

Helepolis

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Re: Expanded shotdata v3 (planning for v4)
« Reply #39 on: September 22, 2009, 12:21:43 PM »
Greetings everyone. I have evaluated my shotdata sheet a few times and came to the conclusion to add more bullets to it.

The following approach I am planning ( because the hard limit remains 255 )

- Removing all white coloured bullets from the bullets with more than 8 colours ( excludes the large ones ). This will open more free slots for the following bullets: Murasa droplets, Byakuren pink glowing bullet.
- Adding four more coloured bubble bullets like in CtC
- Any other suggestions for general bullets?

« Last Edit: September 22, 2009, 12:28:05 PM by Helepolis »

DgBarca

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Re: Expanded shotdata v3 (planning for v4)
« Reply #40 on: September 22, 2009, 08:10:30 PM »
UFO lasers...I really don't get how they works...
and for UFO BIG lasers...dunno...
[21:16] <redacted> dgbarca makes great work
[21:16] <redacted> i hope he'll make a full game once

Helepolis

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Re: Expanded shotdata v3 (planning for v4)
« Reply #41 on: September 22, 2009, 08:59:18 PM »
UFO lasers...I really don't get how they works...
and for UFO BIG lasers...dunno...
Don't know if they are easy to implement. Object lasers hidden inside effect objects. The big flaming laser-thing is the effect object being spawned in a SetGraphicAngle  x  flipped. And the laser appears at the same time. Hence why they are two seperate objects.

The laser has also gray/white alpha colour, so with colour you can probably modify the colour for it. Ohwell, we'll see.

Drake

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Re: Expanded shotdata v3 (planning for v4)
« Reply #42 on: September 23, 2009, 12:04:46 AM »
That's exactly how they work, same with Master Spark. ZUN actually got lazy and replaced the laser code with just another bullet type.

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Helepolis

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Re: Expanded shotdata v3 (planning for v4)
« Reply #43 on: September 23, 2009, 09:57:26 AM »
Btw I seen that the bubble bullets actually spin at extreme fast speed in the original touhou games. I am wondering if I should do this aswell.

Just a show what I am trying to implement:

- 8 type of glowing bullet colours
- 4 extra bubble bullets like in CtC
- Murasa droplets ( will follow soon )


Drake

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Re: Expanded shotdata v3 (planning for v4)
« Reply #44 on: September 23, 2009, 02:08:16 PM »
I don't see any problems at all with the screenshot. Damn nice work.

(Also give bubble bullets rotation of 30 or so)

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Helepolis

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Re: Expanded shotdata v3 (planning for v4)
« Reply #45 on: September 23, 2009, 09:19:32 PM »
Gave them like 20 and they are not spinning fully around their center point, so have to fix the GraphicRects. Also this version won't be compatible with the older versions because I am heavy going to modify the IDs like deleting unneccesary bullets and such.

Drake

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Re: Expanded shotdata v3 (planning for v4)
« Reply #46 on: September 23, 2009, 11:42:03 PM »
Good thing I haven't been using it >_>

I'm waiting until it's pretty much completely finished and I find practically no problems that aren't easily fixable.

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Helepolis

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Re: Expanded shotdata v3 (planning for v4)
« Reply #47 on: September 24, 2009, 02:15:35 PM »
Well, this is what it has become ( only the green and yellow fireballs are disabled ) I ignored almost every white colour for the small bullets ( gray is still available ).

Pros
- 8 bubble colours ( they spin )
- 8 small dots ( fixed them, they show up ingame very nice )
- CAPTAIN Minamitsu Murasa droplets
- 8 glowing bullets ( because two is not enough )
- Added UFO laser. Go nuts now.
- Fake hitbox bullet, so you can program a hitbox easier without your own player script.
- Enchanched saturation + contrast on some of the bullets making them nicer.

Cons
- ***** round and round+ring bullets are still ugly ape shit at certain angles
- 255 IDs. . . is still the limit.

Please test out before I edit the first post: Expanded shotdata v4

« Last Edit: September 24, 2009, 04:01:43 PM by Helepolis »

Henry

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Re: Expanded shotdata v4 (beta, see last post)
« Reply #48 on: September 24, 2009, 02:33:23 PM »
However there are problems not settled, for example Shou's laser head and Konpaku's Laser.
What will you do with them?
Old/Forgotten member.

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puremrz

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Re: Expanded shotdata v4 (beta, see last post)
« Reply #49 on: September 24, 2009, 02:40:16 PM »
Don't let the limit stop you. Just include everything, and add some // in front of bullets that cross the limit. It's very easy for the user to customize it to include the shots they want to use. (I do it all the time on my own sheet)

By the way, am I the only one with ugly lasers made out of custom bullets?
Full Danmakufu game "Juuni Jumon - Summer Interlude" is done!
By the same person who made Koishi Hell 1,2 (except this game is serious)
Topic: http://www.shrinemaiden.org/forum/index.php/topic,9647.0.html

Helepolis

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Re: Expanded shotdata v4 (beta, see last post)
« Reply #50 on: September 24, 2009, 03:36:41 PM »
However there are problems not settled, for example Shou's laser head and Konpaku's Laser.
What will you do with them?

I didn't quite get this question.

@ Puremrz, Everything is added on the sheet. I simply deducted some bullets like multiple colours for the rainbow dots and regular dots to free IDs. Same goes for the white bullets.

Basically what you see on the sheet is what you can use. The only switchable bullets are Koishi hearts and Prismsister notes as these are not really that commonly used.

Re: Expanded shotdata v3 (planning for v4)
« Reply #51 on: September 24, 2009, 03:41:24 PM »
- CAPTAIN Minamitsu Murasa dorplets

FUCK YEAH DORPLETS.

I'll likely be abusing this shot sheet for some of my scripts, so thank you for making such awesomeness.

DgBarca

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Re: Expanded shotdata v4 (beta, see last post)
« Reply #52 on: September 24, 2009, 05:28:31 PM »
Are you finished with this or will we have to wait until
Spoiler:
Someone
I can work on the shot replace for lazy people ?
[21:16] <redacted> dgbarca makes great work
[21:16] <redacted> i hope he'll make a full game once

Helepolis

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Re: Expanded shotdata v4 [released]
« Reply #53 on: September 24, 2009, 06:04:46 PM »
It is basically finished (after commenting and last minute changes it will go to front page and my website). But I was wondering what Henry's post meant.


Edit: I discovered a messed up ID for the big round bullets. Double ID == BAD. (fixing, again . . . )

Edit2: Hey ! I finally got through it. Found like 5 duplicate IDs, had to move everything up 5 times over! ** starts to laugh like a maniac ** Don't worry. I will recover from the traumatic manual numbering. Enjoy the shotsheet.
« Last Edit: September 24, 2009, 07:05:23 PM by Helepolis »

Infy♫

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Re: Expanded shotdata v4 [released]
« Reply #54 on: September 24, 2009, 07:15:15 PM »
can you please add normal lasers?

Helepolis

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Re: Expanded shotdata v4 [released]
« Reply #55 on: September 24, 2009, 07:45:22 PM »
can you please add normal lasers?

Isn't the Shou/Nazrin laser enough? :S

RavenEngie

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Re: Expanded shotdata v4 [released]
« Reply #56 on: September 24, 2009, 10:04:40 PM »
This probably is going to result in something breaking, but you missed a duplicate ID. You've double-entried ID 111, which are the blue and mint suppositories. Noticed it just there, and in case anyone was wondering why I was picking through that, it's to get up off my ass and do something constructive, like make the Shot Replace for the V4. But glancing at it, who'd be able to tell which was a mint suppository, and which was an aqua? My family didn't, and I can only notice a few shade's difference between them.

NOBODEH NEED EVER KNOW!

Also, did you leave out the RED Amulet on purpose, or was it ID constraints?
« Last Edit: September 24, 2009, 10:07:46 PM by Ravenlock »
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Helepolis

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Re: Expanded shotdata v4 [released]
« Reply #57 on: September 25, 2009, 06:05:50 AM »
Nooooooooooooooooooooooooo !!! I missed ANOTHER one? 

* Helepolis hits head against the wall.

Well, I'll fix it when I am back at home. And yes, I left out the red amulet on purpose because of ID restraint, also mainky because that red amulet doesn't looks red but more like messed up dark-red ingame. The normal red amulet is still available.

Bah =.= have to edit again all IDs.

Edit: (reply from work) This is my own fault for overthrowing the entire shotsheet to fix it. I will get into modifying the shotsheet adding regular lasers aswell this time and perhaps removing some more IDs to make room for others. Everybody who already downloaded it, my apologies and I request your patience a little longer =[

Constructive critism is good ze.
« Last Edit: September 25, 2009, 07:20:30 AM by Helepolis »

RavenEngie

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Re: Expanded shotdata v? [...]
« Reply #58 on: September 25, 2009, 03:28:15 PM »
Like I said before, blue and mint suppositories are so alike that you'd really not be able to tell the difference while trying to dodge them, and anyway, you'd have to kick another bullet to make room for it, wouldn't you? No real point in knocking out one bullet to stick in one that's almost the same as another. Oh, and testing the Shot Replace now, I'll let you all know when it's ready.


EDIT: Finished the Shot Replace Script, attached it to the end of this post. Has a list of all the bullet ID's, and colours for each.
« Last Edit: September 25, 2009, 04:55:36 PM by Ravenlock »
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Helepolis

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Re: Expanded shotdata v4
« Reply #59 on: September 26, 2009, 03:49:11 PM »
The mint suppository what you are mentioning probably lost its original colour because I increased contrast + saturation. But I will be fixing them eventually + removing / modifying because I totally forgot to add normal lasers aswell.

=S don't know if the shot replace script was a good idea already Ravenlock.



EDIT:
Done editing again ( for the 5933893th time ). I am going to eat my shoe if the shotdata contains errors. See first page for download link.