Author Topic: Custom user shotsheets [ 0.12m & PH3 ]  (Read 101510 times)

Helepolis

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Custom user shotsheets [ 0.12m & PH3 ]
« on: July 08, 2009, 11:13:06 AM »
Introduction
In this thread you can download custom shot sheets for 0.12m mainly and some limited for PH3. Thank you to all the authors for supporting and contributing. Please note that some downloads have readme or detailed documentation provided with them. If you spot any mistakes and/or bugs, you can report them in this thread or, preferably, directly contact the author.

0.12m shot sheets
  • Concealed the Conclusion shot replace - download version 1.0
  • Puremrz's shotsheet - download - version 1.3
  • Expanded shotdata ZUN style 0.12m - download - version 4.1
  • Hollow World of God Shot Data - download - version 1.0(?)
  • Gamecubic's tinyshotdata - download - version 1.0(?)
  • Thaws' shotsheet - download - version 1.0

Samples
- Puremrz shotdata: video
- Expanded shotdata: image
- HWoG shotdata: image
- Tiny shotdata: image
- Thaws' shotsheet: 1  2  3  4


PH3 shot sheets
  • Expanded shotdata ZUN style PH3, by Ozzy (ZUN original sprites) - download - version 1.0
  • ZUN style mimic'd bullets, by Helepolis (Self made / traced) - - download - version 1.0

Samples
< none so far >
« Last Edit: May 31, 2015, 03:28:27 PM by Helepolis »

Stuffman

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Re: Expanded shotdata (something I was working on. . .)
« Reply #1 on: July 08, 2009, 11:29:42 AM »
Quote
( seems like there is a limit in shotdata for declaring IDs, why is that ? )

I dunno but the maximum ID is 255, I mentioned this earlier somewhere.

Anyway I like the looks of this sheet, I noticed it has a bunch of the shades Danmakufu doesn't, looks nice. And is that multicolored facemelting sun bullets I see? I don't really like shot_all that much, I would gladly use a ripped touhou shot sheet over it.

KomeijiKoishi

Re: Expanded shotdata (something I was working on. . .)
« Reply #2 on: July 08, 2009, 11:39:46 AM »
Those look pretty good. I can't wait for this shotdata.

Maybe I will be finally able to use Komachi's coin bullets...

Helepolis

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Re: Expanded shotdata (something I was working on. . .)
« Reply #3 on: July 08, 2009, 11:49:10 AM »
I guess I will simply add Reisen's fading suppository as the IDs are reserved, saves trouble:

So 255 is afterall the limit for declaring IDs. Guess I have missed that somewhere.

To sum up the trouble/failures I have so far
- Marisa masterspark beam, bubbles look frikken ugly. No matter what I use =S
- The animating firebullets and blue/red round bullets don't have that transparancy and glow as in MoF or IN EX. How did they do this anyway?


Stuffman

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Re: Expanded shotdata (something I was working on. . .)
« Reply #4 on: July 08, 2009, 11:54:30 AM »
Did you remember to use ADD instead of ALPHA for the bubbles/glow bullets?

Helepolis

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Re: Expanded shotdata (something I was working on. . .)
« Reply #5 on: July 08, 2009, 12:27:19 PM »
Yep:



Looks frikken ugly if you ask me.

Stuffman

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Re: Expanded shotdata (something I was working on. . .)
« Reply #6 on: July 08, 2009, 02:09:35 PM »
Oh. You need to edit the spritesheet and trim that white outline.

If you don't feel like it you could hand the sheet over to me and I'll edit it.

Helepolis

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Re: Expanded shotdata (something I was working on. . .)
« Reply #7 on: July 08, 2009, 02:40:04 PM »
I have absolutely 0% Photoshop skills as I only can copy/paste stuff like this. If you could do please that would benefit us all. Please take care of me, I 'll send you a PM.

Stuffman

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Re: Expanded shotdata (something I was working on. . .)
« Reply #8 on: July 08, 2009, 04:02:41 PM »
Nngh wow this sheet is pretty messy, was this saved as JPG at any point? Anyway I'll get to work.

Helepolis

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Re: Expanded shotdata (something I was working on. . .)
« Reply #9 on: July 08, 2009, 05:09:25 PM »
Nope, it is instant ripped from Touhou DAT to PNG (with brightmoon and eventually anm2png). I combined the different sheets with Photoshop (PSD format) without saving it as JPG at any point.


Drake

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Re: Expanded shotdata (something I was working on. . .)
« Reply #10 on: July 08, 2009, 05:17:22 PM »
gib to me please

Also Danmakufu's add-blending sucks incredibly hard. It's going to look terrible regardless because it ignores transparency.

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Helepolis

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Re: Expanded shotdata (something I was working on. . .)
« Reply #11 on: July 08, 2009, 05:37:39 PM »
It will be released probably today as soon as Stuffman let us know his advancements.

Imo: The shots really don't look bad if you use ALPHA value. Even those flames and glowing animating bullets. I think you shouldn't spend too much time on it Stuffman (though it is your own choice =) ) I believe MoF and SA engine is more friendly with shots.

I was only dissapointed in the bubble bullets, even ripping them from Touhou DAT is giving me ugly ones.

Stuffman

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Re: Expanded shotdata (something I was working on. . .)
« Reply #12 on: July 08, 2009, 09:11:39 PM »
Well, here's what I turned up with. For starters, it's black-masked instead of white since I couldn't figure out how to open a PNG with transparency and preserve that. So Additive will be necessary for the bullets meant for it, unless you want a big black border around them.

I'm not sure it's a total improvement. Since Danmakufu apparently doesn't preserve glow on alpha correctly, I removed the "aura" on non-additive bullets, such as the knife and the big star.



Here's a bunch of bullets as a preview:



You can decide whether you think it's an improvement or not...

Helepolis

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Re: Expanded shotdata (something I was working on. . .)
« Reply #13 on: July 09, 2009, 05:27:30 AM »
If you open PNG directly in Photoshop the whole background is transparant. Let me try it with my shotdata txt and testspellcard which cycles through all 229 bullets.

Quote from: Stuffman
I'm not sure it's a total improvement. Since Danmakufu apparently doesn't preserve glow on alpha correctly, I removed the "aura" on non-additive bullets, such as the knife and the big star.
It does glow correctly if you use the sheet with the original BG. Actually anything ripped directly from Touhou can be used in Danmakufu without editing the bg to black. The only problem occurs, like in this case, when you try to use the bubbles or transparant bullets (glowing shots/fireballs/bubbles) Perhaps have a sheet with black and white bg? Something to expiriment on =P


Edit: Very sweet work Stuffman. I put it all together in a rar file with a readme giving credits to you. I uploaded it on my webspace which I will edit into the first post.
« Last Edit: July 09, 2009, 09:10:50 AM by Helepolis »

Helepolis

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Re: Expanded shotdata ( Still working on it . . . )
« Reply #14 on: July 09, 2009, 03:45:00 PM »
Hmmmm though I wrote my post early in the morning without testing it effectively, still the looks of most of the bullets are poor as they have this black outline for them. Especially the round and oval ones.

I think I am going to attempt to merge both sheets together with Black and original background. Because as it is now it is not quite good looking.

Tenbatsu! Myon Rabbie

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Re: Expanded shotdata ( Still working on it . . . )
« Reply #15 on: July 09, 2009, 05:22:51 PM »
Needs more Heart Danmaku, and those things that Prismrivers shoot in PoFV.
:<

Drake

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Re: Expanded shotdata ( Still working on it . . . )
« Reply #16 on: July 09, 2009, 05:30:07 PM »
Screw you Danmakufu, why must you make everything so hard.

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Helepolis

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Re: Expanded shotdata ( Finished! Read inside )
« Reply #17 on: July 09, 2009, 05:50:00 PM »
Quote from: Gargasa
Needs more Heart Danmaku, and those things that Prismrivers shoot in PoFV.
:<
Oh right, the heart danmaku >.< And I was just finished editing everything. Want to me add those aswell? Maybe for those Koishi lovers? And the prismriver sister shots, I ignored those aswell as the Yama sticks. I only got 8 IDs available for bullets.
« Last Edit: July 09, 2009, 06:11:13 PM by Helepolis »

Drake

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Re: Expanded shotdata ( Not finished! Working on it XD )
« Reply #18 on: July 09, 2009, 06:15:06 PM »
Code: [Select]
#TouhouDanmakufu
#Title[shot test]
#Text[]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {

let f = 0;
let a = 0;
let p = 0;

@Initialize {
SetLife(10000);
SetTimer(99);
LoadUserShotData("lib\supershot.txt");
SetMovePosition02(GetCenterX, GetCenterY, 0);
SetDamageRate(0,0);
}

@MainLoop {
f++;
if(f==50){
go(p);
p+=24;
if(p==264){p=0;}
}
if(f==150){
f=0;
TimeStop(100, 0, 1, 0);
}
yield;
}

task go(p){
ascent(i in 1..24){
CreateShot01(GetX,GetY,1,a,i+p,5);
a+=360/24;
}
a = 0;
}
}

They still aren't the greatest. I might try my hand at a few of them now, maybe.

EDIT: I guess I'll wait until you put Koishi's on there...?
EDIT: Updated code to make things easier to identify.
« Last Edit: July 09, 2009, 06:23:27 PM by Drake »

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
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Helepolis

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Re: Expanded shotdata ( Not finished! Working on it XD )
« Reply #19 on: July 09, 2009, 06:22:42 PM »
Ye give me a moment. I am adding music notes and Koishi hearts which the player can simply choose which they want to use by removing the // in front of them. I am kind of tired of it all. Took me alot of time to setup all the coordinates. =S


Tenbatsu! Myon Rabbie

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Re: Expanded shotdata ( Not finished! Working on it XD )
« Reply #20 on: July 09, 2009, 06:41:26 PM »
Also these:


Helepolis

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Re: Expanded shotdata ( Not finished! Working on it XD )
« Reply #21 on: July 09, 2009, 06:56:34 PM »
I am not going to add anymore bullets as those kind of stuff can be declared as a familiar for example or an object with it's own graphic and collision. This is pure raw bullet. Else it will be a never ending declaring /editing of bullets from PoFV. I am slowly turning into a maniac as numbers are floating in front of my eyes.

Danmakufu allows maximum of 255 shots. So yea, there you go.

I am done, reuploading and modifying 1st post once again. Eventually it became like this:
« Last Edit: July 09, 2009, 07:08:18 PM by Helepolis »

CK Crash

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Re: Expanded shotdata ( Hopefully finished =.= read inside )
« Reply #22 on: July 14, 2009, 07:04:03 PM »
I'm currently working on a way to combine this with the shot replace script, so that you don't have to memorize shot IDs. Will update this post when I finish. I also allowed both the Koishi and Prismriver shots, but at the cost of the ones to the right of the cottonball bullets, and the light green Prismriver shot.

Expanded Shot Data + Shot Replace

Just drag this into the lib folder and use it the same way as the shot replace script. Check the readme for the bullet names/ids/whatever you call them. I only tested a few of the bullets, but it should work either way.

@Helepolis
What Drake said. And besides, this is an easier transition for existing scripts, even those already using the CtC shot replace. And of course, you can still use the numeric ids.
« Last Edit: July 14, 2009, 08:30:27 PM by Onthenet »

Helepolis

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Re: Expanded shotdata ( Hopefully finished =.= read inside )
« Reply #23 on: July 14, 2009, 07:57:54 PM »
I'm currently working on a way to combine this with the shot replace script, so that you don't have to memorize shot IDs. Will update this post when I finish. I also allowed both the Koishi and Prismriver shots, but at the cost of the ones to the right of the cottonball bullets, and the light green Prismriver shot.

Who wants to memorize the bullets anyway? I mostly have the supershot.txt opened next to me while scripting. Isn't also working with ID numbers much more flexible when you want to spawn, lets say, a rainbow of bullets? Declaring SUPxx (suppository) is kind of annoying programming wise no?

I simply ran out of IDs. As you can see I also did not added the first line of lasers. And strategically I chose either Koishi hearts or Prism bullets because the chance of combining those is like small. Though unless someone wants to make a singing Koishi.

At the end danmakufu is a bitch for not allowing more than 255 IDs for a shot data.

Drake

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Re: Expanded shotdata ( Hopefully finished =.= read inside )
« Reply #24 on: July 14, 2009, 08:02:10 PM »
I just use an array declaring shot IDs and take random/linear positions in the array.

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Helepolis

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Re: Expanded shotdata + shotreplace script (read)
« Reply #25 on: July 16, 2009, 04:23:10 PM »
Updated first post with Othenet's shotreplace script link. Thanks.

Stuffman

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Re: Expanded shotdata + shotreplace script (read)
« Reply #26 on: July 17, 2009, 02:58:14 AM »
Updated the FAQ with this alternate version of the SRS.

I keep forgetting that I'm the mod and I should actually, like, do things.

Mugen Hut

Re: Expanded shotdata + shotreplace script (read)
« Reply #27 on: July 18, 2009, 03:54:56 AM »
So this means that if I need to add the bullets without using ID's I must do a separated image with the bullets to add with the boss script and then use other method to use those new bullets?

Helepolis

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Re: Expanded shotdata + shotreplace script (read)
« Reply #28 on: July 19, 2009, 08:51:51 AM »
So this means that if I need to add the bullets without using ID's I must do a separated image with the bullets to add with the boss script and then use other method to use those new bullets?
I didn't quite get your question, hope this awnsers it: If you use my version of the expanded shot, you simply need to place the two files where you want them and use the IDs to create your shots.

If you use OnTheNet's modifyed version you can call the shots either with their ID or in the readme given names.

Drake

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Re: Expanded shotdata + shotreplace script (read)
« Reply #29 on: August 05, 2009, 06:06:50 PM »
There are a few off graphics and no spinning and whatnot, but this was already a lot of work. If you don't like it, do it yourself.

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
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