Author Topic: Infinite's Danmakufu Lobby(Reimu B and Marisa Player 11-24-13)  (Read 29669 times)

Sage Ω (Ultima)

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« Last Edit: November 25, 2013, 03:01:53 AM by Infinite Ultima Wave »

Re: Infinite's Danmakufu stuff
« Reply #1 on: July 31, 2013, 02:58:56 AM »
Welcome, even though you've been around for a while now.
First off, have you tried uploading on Bulletforge?
This review will be based on the gameplay of Flandre's stage.

Stage Part 1: Pretty decent, but easy. Nothing really to say. [6/10]

Satori, Keine: I see my sprites. XD
Nonspell: This was pretty easy. This nonspell fits Alice more than anything. Although since Satori copies attacks, this fits her too. Though I fail to see the relation with Keine. [5/10]

Stage Part 2: Still pretty easy. [6/10]

Sakuya: So much lag in the nonspell.
Nonspell: Really simple concept and an easy nonspell. [4/10]
Spell: A basic spell that seems like a nonspell. One homing knife, and a bunch of knives randomly thrown in a direction. Not that original. [2/10]
Nonspell: Unused? But in directory.

Stage Part 3: It's still pretty easy. Not memorable. [6/10]

Flandre: Lag in some places.
Flandre 1: Random bullets... [2/10]
Flandre 2: Random bullets with reversing. [3/10]
Flandre 3: Homing Bullets with random ones. [3/10]
Flandre 4: Nonspell or Spell? Easy. It all depends on how she moves. [2/10]
Flandre 5: Rotating bullets. [5/10]
Flandre 6: Flandre 2 with walls that minimize your movements. [4/10]
Flandre 7: Harder version of Flandre 5. [6/10]
Flandre 8: This is the best spell of the pack. Still looks like a nonspell though, because of random bullets. [5/10]
Flandre 9: Unused?
[59/140] = [42.1/100]

Sorry for the bad score. I'm not trying to be mean.
There is still space to improve. And I will play your Aya boss soon.
I can see your potential, because your first script was better than mine.
Currently a normal player

Sage Ω (Ultima)

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Re: Infinite's Danmakufu stuff
« Reply #2 on: July 31, 2013, 04:09:14 AM »
Sorry for the bad score. I'm not trying to be mean.
There is still space to improve. And I will play your Aya boss soon.
I can see your potential, because your first script was better than mine.

It's fine, it'll help me alot to get honest opinions. Also, I tried to upload to Bullet Forge but it didn't work and Mediafire gets soo annoying having to retry many times so I used Google Drive as it works better for me.

Sage Ω (Ultima)

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Re: Infinite's Danmakufu stuff
« Reply #3 on: August 01, 2013, 05:52:32 PM »
Here's an update for flandre's stage. I changed the spell cards a bit to make them more interesting.

Link paste the files into the same place where you saved the flandre stage.

I'll work on the stage portion and dialog (since Alice and Sakuya aren't as nice as I thought they would be to each other).

Re: Infinite's Danmakufu stuff
« Reply #4 on: August 02, 2013, 03:08:21 AM »
You should disable any other characters from the Flandre Stage because it seems like the stage was made for Alice. (Dialogue.)
I will be sure to try it.
And the link to the Aya boss leads to own drive. Basically, it's broken.
Currently a normal player

PhantomSong

  • The Ghost Living through Everyday Life.
  • Eh, it doesn't matter.
Re: Infinite's Danmakufu stuff
« Reply #5 on: August 02, 2013, 03:15:53 AM »
Drive is an extreme inconvenience, considering not everyone has a Gmail account, and you need one to download stuff from Drive
and yes, Aya script link is broken.

Sage Ω (Ultima)

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Re: Infinite's Danmakufu stuff
« Reply #6 on: August 02, 2013, 03:36:56 AM »
Sorry guys I gave the wrong link for Aya's boss battle go here

PhantomSong

  • The Ghost Living through Everyday Life.
  • Eh, it doesn't matter.
Re: Infinite's Danmakufu stuff
« Reply #7 on: August 02, 2013, 08:06:45 AM »
Okay, something that should be noted

You should NOT force the use of circle life bars. As cool as they are, some people's computers just simply cannot handle them and will lag. Not to mention with real dense patterns it even slowed down for me.

Sage Ω (Ultima)

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Re: Infinite's Danmakufu stuff
« Reply #8 on: August 02, 2013, 02:08:17 PM »
I've been thinking about removing it because it forces you to use extremely small health values which conflict with shot types especially Alice.

But it's really hard for me to tell what lags because everything seems alright on my end and it won't lag unless I add like over 1200 bullets the screen(even with the life bar) but I guess I'll remove it and bring the old one back.

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Infinite's Danmakufu stuff
« Reply #9 on: August 02, 2013, 02:47:55 PM »
I've been thinking about removing it because it forces you to use extremely small health values which conflict with shot types especially Alice.

But it's really hard for me to tell what lags because everything seems alright on my end and it won't lag unless I add like over 1200 bullets the screen(even with the life bar) but I guess I'll remove it and bring the old one back.

You can use Circle lifebars with minimal lag if you do the following:
Use extremely small life and use SetDamageRate(10,8) or something VERY small. That will cut the lag to a minimum. (But yes; be like Shockman and make it so that lifebars are not mandated).

If you do not want to duplicate all of your attacks without lifebars, use common data for a stage script and embed the common data in all of your attacks. I.E. set common data in your stage script and in each attack, use an if statement to see if the lifebar will be drawn.

Ex:
Code: [Select]
//Stage, With Lifebar
SetCommonData("Lifebar", 1); //1 is true

//Stage, Without Lifebar
SetCommonData("Lifebar", 0); //0 is false

//Single Script, where drawing the lifebar
if(GetCommonData("Lifebar") == 1){Lifebar;}
I hope this helps

Sage Ω (Ultima)

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Re: Infinite's Danmakufu stuff
« Reply #10 on: August 02, 2013, 08:08:36 PM »
Thank you but removing the life bar script is really just deleting a line from the draw loop, I don't have any plans to use it anymore unless a better version comes out in the future.(unlikely)

I'll update with the life bar removed later on.

Sage Ω (Ultima)

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Re: Infinite's Danmakufu stuff
« Reply #11 on: August 08, 2013, 09:13:56 PM »
I took the Flandre stage down for a min, until I finish the stage portion. I also took a brake and made a Eirin Boss Battle, download link is in the OP.

Sage Ω (Ultima)

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Re: Infinite's Danmakufu stuff
« Reply #12 on: August 19, 2013, 12:14:54 AM »
Here's WIP boss I'm put together. It's short, 3 spells 3 non spells. Lunatic type difficulty(or Extra type).

Kesima Haotou

Sage Ω (Ultima)

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Re: Infinite's Danmakufu stuff
« Reply #13 on: September 01, 2013, 09:39:33 PM »
Contest Entry v1.0a

It's not finished, I may or may not do some tweaks to it. I'll try to come up with a Stage background, or cheese through it by using an existing one from an unfinished fangame. I purposely left the music out, in until I find a better song.

Spectral Nexus

  • Idealistic Aspirer and Unacheiver
  • Hella trippy.
Re: Infinite's Danmakufu stuff
« Reply #14 on: September 01, 2013, 10:44:46 PM »
As you might've seen on BulletForge, I am experiencing problems with downloading and extracting your script. When I try to extract your script into the script folder, I get an error saying something along the lines of:

!   C:\Users\[Me]\Downloads\Reimu.zip: Unknown method in Reimu\boss\Reimu\Reimu.png
!   C:\Users\[Me]\Downloads\Reimu.zip: Unknown method in Reimu\enemy\Enemy1.txt


The same error occurs for almost every file in this zip folder, and I can't play your Reimu script.

Please fix this! Maybe compress your script folder as a rar file rather than a zip file.
I'd really hate for this script to be disqualified for an error!
COMPOSING FOR: Magical Moon Story / Mystic Memory Drive (Full Game)
- Old Chateau Story (Stage 3 and Title Themes)
- Ephemeral Unnatural Balance (Stage 2 & Stage 5 Themes)
- Illusionary Visual Twilight (Full Game)
- Hopefully a few of my own future fangames! :-D

Sage Ω (Ultima)

  • CEO at Team Eternal Desire
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Re: Infinite's Danmakufu stuff
« Reply #15 on: September 01, 2013, 11:02:29 PM »
Thanks for letting me know.

Contest Entry reup

EDIT:Seems to be a problem with all of them.
« Last Edit: September 01, 2013, 11:06:36 PM by Infinite Ultima Wave »

Spectral Nexus

  • Idealistic Aspirer and Unacheiver
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Re: Infinite's Danmakufu stuff
« Reply #16 on: September 01, 2013, 11:14:36 PM »
Well I got everything to work... except the bullets. Hehe  :blush:
I changed:

    #include_function "script\Reimu\include\Bullet.txt"
    #include_function "script\Reimu\include\AnimationLib.dnh"
    #include_function "script\Reimu\include\ShootShape.txt"
    #include_script="script\Reimu\include\function_cutin.txt";
    #include_script= "script\Reimu\include\Halo.txt";

To:

    #include_function ".\include\Bullet.txt"
    #include_function ".\include\AnimationLib.dnh"
    #include_function ".\include\ShootShape.txt"
    #include_script = ".\include\function_cutin.txt";
    #include_function = ".\include\Halo.txt";

EDIT: The bullet graphic of Bullet.txt and ShootShape.txt can be made visible by changing them to a default graphic (i.e. RED01)
I'm not that good at corrections but I think that's the problem.

Yay! I got all of Reimu1, Reimu2, Reimu3, Reimu4 and Reimu5 to work!
To be honest, I don't know why I'm helping you! I'm a competitor too :V guessing its good sportsmanship.
« Last Edit: September 01, 2013, 11:47:21 PM by Spectral Nexus »
COMPOSING FOR: Magical Moon Story / Mystic Memory Drive (Full Game)
- Old Chateau Story (Stage 3 and Title Themes)
- Ephemeral Unnatural Balance (Stage 2 & Stage 5 Themes)
- Illusionary Visual Twilight (Full Game)
- Hopefully a few of my own future fangames! :-D

Sage Ω (Ultima)

  • CEO at Team Eternal Desire
  • ??? X
Re: Infinite's Danmakufu stuff
« Reply #17 on: September 01, 2013, 11:31:46 PM »
Hmm, that's what I get for assuming everyone puts it directly into the script folder.

I'll change it for the next version.

EDIT: Did you stick it into a sub folder inside of the script folder? it should work without any changes if it's directly in the script folder.
« Last Edit: September 01, 2013, 11:34:04 PM by Infinite Ultima Wave »

Spectral Nexus

  • Idealistic Aspirer and Unacheiver
  • Hella trippy.
Re: Infinite's Danmakufu stuff
« Reply #18 on: September 02, 2013, 12:21:05 AM »
Because I got bored, I made almost everything work :V
If you want, I can send you the script.
Unfortunately, I don't understand how to use CreateSprite, so even though Reimu6 still works, it doesn't include the huge seal, even though it's still in the code ( I just made it a comment)

Hehe, I actually helped someone :3c
COMPOSING FOR: Magical Moon Story / Mystic Memory Drive (Full Game)
- Old Chateau Story (Stage 3 and Title Themes)
- Ephemeral Unnatural Balance (Stage 2 & Stage 5 Themes)
- Illusionary Visual Twilight (Full Game)
- Hopefully a few of my own future fangames! :-D

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Infinite's Danmakufu stuff
« Reply #19 on: September 02, 2013, 12:32:56 AM »
You have one heck of a problem. Let me explain the problem with your Reimu script.

    #include_script="script\Reimu\include\function_cutin.txt";

You automatically assumed that nobody is going to rename your folder. Within moments, I had renamed the folder 'RaNGE 10 Infinite Ultima Wave Reimu Boss.'

As a result, the includes could not have been found.

Please use the following:

#include_script=".\include\function_cutin.txt";

...For ALL of your included files. Always use relative pathnames. This concludes the first bug I encountered (there may be more, but this is the obvious one). You'll have to go and fix all of the scripts that use this type of pathing, or anyone who renames your folder will not be able to play your script.

EDIT: Just realized that this problem has already been solved, and that the issue is the lack of uploading a fixed version. Also, no music. -_-
« Last Edit: September 02, 2013, 12:35:41 AM by Sparen »

Sage Ω (Ultima)

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Re: Infinite's Danmakufu stuff
« Reply #20 on: September 02, 2013, 12:54:42 AM »
Alright I'm working on it.

Hehe, I actually helped someone :3c
not really, I know about absolute paths, I remember something not working if I used "./" and it was variables, so I got into the habit of not using "./".

Anyway, I'll fix all of this mess now.

EDIT: Spec, the reason why bullets didn't show is the same reason why everything else didn't work, in order to get paths to work you(or me for that matter) must use GetCurrentScriptDirectory~"/path/....." This only works for variables.
« Last Edit: September 02, 2013, 01:09:30 AM by Infinite Ultima Wave »

Spectral Nexus

  • Idealistic Aspirer and Unacheiver
  • Hella trippy.
Re: Infinite's Danmakufu stuff
« Reply #21 on: September 02, 2013, 01:05:09 AM »
Just in case you would like it, I included an attachment of my version of your script~

not really, I know about absolute paths, I remember something not working if I used "./" and it was variables, so I got into the habit of not using "./".

 Well I tried to help lol :V
COMPOSING FOR: Magical Moon Story / Mystic Memory Drive (Full Game)
- Old Chateau Story (Stage 3 and Title Themes)
- Ephemeral Unnatural Balance (Stage 2 & Stage 5 Themes)
- Illusionary Visual Twilight (Full Game)
- Hopefully a few of my own future fangames! :-D

Sage Ω (Ultima)

  • CEO at Team Eternal Desire
  • ??? X
Re: Infinite's Danmakufu stuff
« Reply #22 on: September 02, 2013, 01:10:22 AM »
Well, you helped me notice that nothing worked. But anyway, I've made the corrections, thanks for the feedback everyone.

I'm going to include the music next time, as well as some other changes.

« Last Edit: September 02, 2013, 01:22:35 AM by Infinite Ultima Wave »

Sage Ω (Ultima)

  • CEO at Team Eternal Desire
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Re: Infinite's Danmakufu stuff
« Reply #23 on: September 02, 2013, 03:15:56 AM »
Here we go. Updated to v1.0b, there should be no more problems.

Contest Entry v1.0b

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Infinite's Danmakufu stuff (Contest Entry v1.0b)
« Reply #24 on: September 02, 2013, 02:03:02 PM »
As soon as I got the script, I decided to go and check to see if it would work.

Before I tried to play it, I looked at the code. And voila.
Code: [Select]
    let xBossCutIn= csd~ "script\Reimu\boss\Reimu\CutReimu.png";
    let spell_back1 = csd~ "script\Reimu\boss\Reimu\Reimu1.png";
    let spell_back2 = csd~ "script\Reimu\boss\Reimu\Reimu2.png";
Still using paths that are detrimental to people who organize their files.

Also, I peeked around and found this:
Code: [Select]
    let obj = Obj_Create(OBJ_SHOT);You defined this in script_enemy_main of pretty much all of the attacks, and it seems to not do anything.

ALSO:
Code: [Select]
    PlayMusic(bgm);Is in every single attack. I think that this will replay the music from the start at the beginning of each attack (I may be wrong). For your situation, it is probably better to use #BGM in the Plural files for music.

Some of these may cause problems to people who play your script, so I wanted to let you know, And no, I have not tried to play it yet; I'm going to wait for a version where I can change the folder name and be able to play the script without any functions disabled.
« Last Edit: September 02, 2013, 02:08:28 PM by Sparen »

Sage Ω (Ultima)

  • CEO at Team Eternal Desire
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Re: Infinite's Danmakufu stuff (Contest Entry v1.0b)
« Reply #25 on: September 02, 2013, 03:45:10 PM »
I must've forgot. Damnit, give me minute.

could've sworn I got everything.

Also, don't mind that obj variable, I copy and paste my scripts so it was left over from something I did along time ago for a completely different boss. Play bgm I used it in every script for the sake of playtesting and spell practice. It doesn't do anything if the music is already playing.


EDIT: I'm working on some other stuff right now, so paste everything in this folder into the main folder of the game.

This should get the cut ins and 2nd spell card Normal to work.
« Last Edit: September 02, 2013, 03:59:34 PM by Infinite Ultima Wave »

Darkness1

  • Nothing to see here.
  • Enigmatic, isn't it?
Re: Infinite's Danmakufu stuff (Contest Entry v1.0b)
« Reply #26 on: September 02, 2013, 05:22:13 PM »
I can finally extract your scripts! *hooray*
First thing I noticed was how much I loved that spellcard background, nice touch.
Overall, Reimu moves way too much and her animation seems to get bugged sometimes. I won't say anymore right now.

Sage Ω (Ultima)

  • CEO at Team Eternal Desire
  • ??? X
Re: Infinite's Danmakufu stuff (Contest Entry v1.0c)
« Reply #27 on: September 02, 2013, 07:11:57 PM »
Thanks for the fb.

Here's version 1.0c tested it and it works regardless of what you name it.

Contest Entry v1.0c

Sage Ω (Ultima)

  • CEO at Team Eternal Desire
  • ??? X
Re: Infinite's Danmakufu stuff (Contest Entry v1.0c)
« Reply #28 on: September 07, 2013, 05:27:00 PM »
This is the final version that will be submitted as the contest Entry.

Ultima/Infinite's 2013 RANGE 10 Contest v1.0d

Sage Ω (Ultima)

  • CEO at Team Eternal Desire
  • ??? X
Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
« Reply #29 on: September 12, 2013, 01:28:20 AM »
Magical Moon Story v0.1

Only stage 1, I hope the difficulty is balanced, for Reimu's story, it centers around Reimu finding the one responsible for the decrease in donations to the shrine. I don't have time for a huge paragraph with the story layout yet.

Requires Marisa A and Reimu A player scripts.
Marisa A
Reimu A