Author Topic: SA Phantasm Investigation Thread  (Read 16880 times)

Drake

  • *
SA Phantasm Investigation Thread
« on: October 22, 2009, 08:22:51 PM »
THREAD

http://www.mediafire.com/download.php?qgy2inmnmbc

INVESTIGATE

I AM EXCITED AND HAVE BEEN RUMMAGING FOR THE PAST FEW HOURS



Note: Dialogue is all images. The boxes, the portraits, fonts, everything. This is a VERY GOOD IDEA.

Note: SOUND EFFECTS NEED TO BE QUIETER

Note: Max Point Value Multiplier is right there to use. A few changes will prove easy to use.

Note: Apparently using ZUN sound effects is fine.

Note: SetDefaultStatusVisible(false); removes the data from the sidebar.

Note: Drawing stuff on the side of the screen:
Code: [Select]
task PlayerOther{
   
   LoadGraphic(sys); //the system image

   yield;

   loop{
      nGraze = truncate(GetGraze); //gets graze and score etc
      nScore = truncate(GetScore);

      let i_nScore = ToString(nScore); //converts to strings
      let i_nGraze = ToString(nGraze);
      let i_nPower = ToString(nPower);

      ascent(let i in (length(i_nScore)-7)..(length(i_nScore))){ //a makeshift CharAt function
         i_nScore = erase(i_nScore,(length(i_nScore)-1));
      }
      ascent(let i in (length(i_nGraze)-7)..(length(i_nGraze))){
         i_nGraze = erase(i_nGraze,(length(i_nGraze)-1));
      }

      while(length(i_nScore) < 10){ //cantonates zeros when the score doesn't have 10 digits
         i_nScore = "0" ~ i_nScore;
      }

      let oScore = []; //OBJECT ARRAYS WOO
      let oGraze = []; //GHOST BLOWJOB
      let oPower = [];

      ascent(let p in 0..length(i_nScore)){ //drawing, should be obvious
         oScore = oScore ~ [p];
         oScore[p] = Obj_Create(OBJ_EFFECT);
         ObjEffect_SetPrimitiveType(oScore[p], PRIMITIVE_TRIANGLESTRIP);
         ObjEffect_CreateVertex(oScore[p], 4);
         ObjEffect_SetTexture(oScore[p],sys);
         ObjEffect_SetLayer(oScore[p],8); //this spontaneously works for some reason

         ObjEffect_SetVertexXY(oScore[p], 0, -8, -8);
         ObjEffect_SetVertexXY(oScore[p], 1, -8,  8);
         ObjEffect_SetVertexXY(oScore[p], 2,  8, -8);
         ObjEffect_SetVertexXY(oScore[p], 3,  8,  8);
     
         let cs = nString1(i_nScore[p]);
         
         ObjEffect_SetVertexUV(oScore[p], 0,  cs, 22);
         ObjEffect_SetVertexUV(oScore[p], 1,  cs, 37);
         ObjEffect_SetVertexUV(oScore[p], 2,  cs + 15,22);
         ObjEffect_SetVertexUV(oScore[p], 3,  cs + 15,37);

         Obj_SetPosition(oScore[p],525 + p * 12,82); //position of score = 525 + spaces
      }
      ascent(let p in 0..length(i_nGraze)){ //drawing again
         oGraze = oGraze ~ [p];
         oGraze[p] = Obj_Create(OBJ_EFFECT);
         ObjEffect_SetPrimitiveType(oGraze[p], PRIMITIVE_TRIANGLESTRIP);
         ObjEffect_CreateVertex(oGraze[p], 4);
         ObjEffect_SetTexture(oGraze[p],sys);
         ObjEffect_SetLayer(oGraze[p],8); //SPONTANEOUSLY

         ObjEffect_SetVertexXY(oGraze[p], 0, -8, -8);
         ObjEffect_SetVertexXY(oGraze[p], 1, -8,  8);
         ObjEffect_SetVertexXY(oGraze[p], 2,  8, -8);
         ObjEffect_SetVertexXY(oGraze[p], 3,  8,  8);
     
         let cs = nString1(i_nGraze[p]);
         
         ObjEffect_SetVertexUV(oGraze[p], 0,  cs, 22);
         ObjEffect_SetVertexUV(oGraze[p], 1,  cs, 37);
         ObjEffect_SetVertexUV(oGraze[p], 2,  cs + 15,22);
         ObjEffect_SetVertexUV(oGraze[p], 3,  cs + 15,37);

         Obj_SetPosition(oGraze[p],525 + p * 12,162); //position of graze
      }

      yield; //lol

      ascent(let p in 0..length(i_nScore)){ //deletes used data to make room for more
         Obj_Delete(oScore[p]);
      }
      ascent(let p in 0..length(i_nGraze)){ //even still drawing new numbers every frame is memory sucking
         Obj_Delete(oGraze[p]);
      }
   }
}

Note: The graphics for system text (well, numbers) is actually a bit squashed/too large for Danmakufu.

Note: The portraits needs anti-aliasing lol

Note: The effect spawning the spell circle is nearly perfect. It stars out with an extra ring and develops.  The extra circle was a terrible resolution though.

Note: Their hitbox drawing code is inefficient, we'll probably be using the one I wrote.

Note: The graphic rectangles for the heart bullets are off.

Note: Marisa's hitbox is too small.

Note: They didn't replace the star points with the yellow orbs.

Note: The spawning items do not do the neat spinning effect.

Note: I think I like their alpha setting+whatever for the cutin script better than Hele's :(

Note: Bubble bullets do not spin.

Note: Yes I do agree the difficulty is loleasy with the hitbox.
Code: [Select]
let OptionInv = GetCommonDataDefault("OI", 18);
if(GetEnemyShotCountEx(GetPlayerX, GetPlayerY, [18, OptionInv][18 < OptionInv], ALL) > 1){ //◆当たり判定消滅判定 現在18
//無敵補助
SetIntersectionCircle(-3000, -3000, 3.5);//hahahahahahahaha
}else{
SetIntersectionCircle(GetPlayerX, GetPlayerY, 0);//当たり判定登録
}
hahahahaha oh wow

Note: Maple leaf effect is slightly worse than Mokou's script, which we should use. Also, for some reason instead of using the effect when she's dying, it all happens after her graphic is deleted. After she disappears it just goes poofpoofpoofpoofpoofPOOF.

Note: Jesus christ no wonder it's so slow. Look at all the damn variable initializations. letletletletletletlet at the beginning of every task. You guys don't need to save the variables after finishing the function holy cow.

Note: I find it pretty ironic that I previously said "you shouldn't forbid the player from focusing" but the last survival card not only does that, but forbids you from moving left and right.

Note: The image-based dialog stuff is a very very good idea. Although in this script I noticed the portraits don't move (as in when they're talking) to the foreground in a flowing motion, it just pops up there.



For now, this is pretty much all I can determine from the visuals alone. I'll take a break and maybe do some more code gathering/cleanup later.
« Last Edit: October 23, 2009, 12:06:44 AM by Drake »

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

FinnKaenbyou

  • Formerly Roukanken
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  • blub blub nya
Re: SA Phantasm Investigation Thread
« Reply #1 on: October 22, 2009, 08:27:07 PM »
dling now, but I don't have SA on this PC. Is that going to screw me over? >_>

Drake

  • *
Re: SA Phantasm Investigation Thread
« Reply #2 on: October 22, 2009, 08:27:56 PM »
IT'S A DANMAKUFU SCRIPT
THE MAIN REASON I'M EXCITED IS NOT BECAUSE OF DATA

IT'S BECAUSE WE CAN WRENCH THROUGH THE CODE TO HELP WITH IJIYATSU

LIKE SO HARD

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

FinnKaenbyou

  • Formerly Roukanken
  • *
  • blub blub nya
Re: SA Phantasm Investigation Thread
« Reply #3 on: October 22, 2009, 08:28:44 PM »
Oh, is this that one that showed up in the Touhou Festival on Nico?

Quote
THE MAIN REASON I'M EXCITED IS NOT BECAUSE OF DATA

IT'S BECAUSE WE CAN WRENCH THROUGH THE CODE TO HELP WITH IJIYATSU

LIKE SO HARD

Oh my jesus YES.

Re: SA Phantasm Investigation Thread
« Reply #4 on: October 22, 2009, 08:30:44 PM »
So much for "no posting ZUN stuff" :V (I'm refering to whoever uploaded this script)

Drake

  • *
Re: SA Phantasm Investigation Thread
« Reply #5 on: October 22, 2009, 08:31:51 PM »
Surprisingly, there actually aren't that many ZUN rips. I'm impressed, really.

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

FinnKaenbyou

  • Formerly Roukanken
  • *
  • blub blub nya
Re: SA Phantasm Investigation Thread
« Reply #6 on: October 22, 2009, 08:32:24 PM »
I'm somewhat irritated at the lack of BGM. I wanted a copy of One-Way Accelerator ;_;

Drake

  • *
Re: SA Phantasm Investigation Thread
« Reply #7 on: October 22, 2009, 08:34:52 PM »
I AM downloading everything in their base at the speed of light (40kbs), you know.

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

Re: SA Phantasm Investigation Thread
« Reply #8 on: October 22, 2009, 08:45:38 PM »
i posted a link to it (with the music as well) in the "Combinations With You" thread about an hour before you posted.

the sidebar doesn't work though. i got no idea how to fix that

Drake

  • *
Re: SA Phantasm Investigation Thread
« Reply #9 on: October 22, 2009, 08:46:33 PM »
i found it two hours before you but was too busy looking through it to upload :V



First note: Dialogue is all images. The boxes, the portraits, fonts, everything. This is a VERY GOOD IDEA.
Second note: SOUND EFFECTS NEED TO BE QUIETER
« Last Edit: October 22, 2009, 08:49:24 PM by Drake »

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

Re: SA Phantasm Investigation Thread
« Reply #10 on: October 22, 2009, 08:47:24 PM »
ah. i guess that works D:

ill post the mediafire upload here anyway, since it would be faster to download for people who don't have this yet
http://www.mediafire.com/download.php?qgy2inmnmbc
« Last Edit: October 22, 2009, 08:48:57 PM by Doomsday93 »

Drake

  • *
Re: SA Phantasm Investigation Thread
« Reply #11 on: October 22, 2009, 08:55:12 PM »
Third note: Max Point Value Multiplier is right there to use. A few changes will prove easy to use.
Fourth note: Apparently using ZUN sound effects is fine.
« Last Edit: October 22, 2009, 08:57:23 PM by Drake »

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

Re: SA Phantasm Investigation Thread
« Reply #12 on: October 22, 2009, 09:00:40 PM »
Fourth note: Apparently using ZUN sound effects is fine.
Good. Making sound effects that don't rape your ears is hard :/

Drake

  • *
Re: SA Phantasm Investigation Thread
« Reply #13 on: October 22, 2009, 09:17:25 PM »
Fifth note: REMOVING THE DEFAULT SIDEBAR AND MAKING NEW IMAGES ON IT WTF
Sixth note:


SetDefaultStatusVisible(false); JESUS CHRIST

Seventh note: Easy to use Item spawning

Eighth note: EXCELLENT EASY TO USE BOSS MOVEMENT FUNCTION

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -


Drake

  • *
Re: SA Phantasm Investigation Thread
« Reply #15 on: October 22, 2009, 10:18:28 PM »
srsly people i don't want to be the only one doing this

I still can't find how they map the font images on top of the frame. Is it just possible when the DefaultStatus is invisible? That can't be, in the test script it shows both for a bit.


EDIT:
Code: [Select]
task PlayerOther{

LoadGraphic(sys); //the system image

yield;

loop{
nGraze = truncate(GetGraze); //gets graze and score etc
nScore = truncate(GetScore);

let i_nScore = ToString(nScore); //converts to strings
let i_nGraze = ToString(nGraze);
let i_nPower = ToString(nPower);

ascent(let i in (length(i_nScore)-7)..(length(i_nScore))){ //a makeshift CharAt function
i_nScore = erase(i_nScore,(length(i_nScore)-1));
}
ascent(let i in (length(i_nGraze)-7)..(length(i_nGraze))){
i_nGraze = erase(i_nGraze,(length(i_nGraze)-1));
}

while(length(i_nScore) < 10){ //cantonates zeros when the score doesn't have 10 digits
i_nScore = "0" ~ i_nScore;
}

let oScore = []; //OBJECT ARRAYS WOO
let oGraze = []; //GHOST BLOWJOB
let oPower = [];

ascent(let p in 0..length(i_nScore)){ //drawing, should be obvious
oScore = oScore ~ [p];
oScore[p] = Obj_Create(OBJ_EFFECT);
ObjEffect_SetPrimitiveType(oScore[p], PRIMITIVE_TRIANGLESTRIP);
ObjEffect_CreateVertex(oScore[p], 4);
ObjEffect_SetTexture(oScore[p],sys);
ObjEffect_SetLayer(oScore[p],8); //this spontaneously works for some reason

ObjEffect_SetVertexXY(oScore[p], 0, -8, -8);
ObjEffect_SetVertexXY(oScore[p], 1, -8,  8);
ObjEffect_SetVertexXY(oScore[p], 2,  8, -8);
ObjEffect_SetVertexXY(oScore[p], 3,  8,  8);

let cs = nString1(i_nScore[p]);

ObjEffect_SetVertexUV(oScore[p], 0,  cs, 22);
ObjEffect_SetVertexUV(oScore[p], 1,  cs, 37);
ObjEffect_SetVertexUV(oScore[p], 2,  cs + 15,22);
ObjEffect_SetVertexUV(oScore[p], 3,  cs + 15,37);

Obj_SetPosition(oScore[p],525 + p * 12,82); //position of score = 525 + spaces
}
ascent(let p in 0..length(i_nGraze)){ //drawing again
oGraze = oGraze ~ [p];
oGraze[p] = Obj_Create(OBJ_EFFECT);
ObjEffect_SetPrimitiveType(oGraze[p], PRIMITIVE_TRIANGLESTRIP);
ObjEffect_CreateVertex(oGraze[p], 4);
ObjEffect_SetTexture(oGraze[p],sys);
ObjEffect_SetLayer(oGraze[p],8); //SPONTANEOUSLY

ObjEffect_SetVertexXY(oGraze[p], 0, -8, -8);
ObjEffect_SetVertexXY(oGraze[p], 1, -8,  8);
ObjEffect_SetVertexXY(oGraze[p], 2,  8, -8);
ObjEffect_SetVertexXY(oGraze[p], 3,  8,  8);

let cs = nString1(i_nGraze[p]);

ObjEffect_SetVertexUV(oGraze[p], 0,  cs, 22);
ObjEffect_SetVertexUV(oGraze[p], 1,  cs, 37);
ObjEffect_SetVertexUV(oGraze[p], 2,  cs + 15,22);
ObjEffect_SetVertexUV(oGraze[p], 3,  cs + 15,37);

Obj_SetPosition(oGraze[p],525 + p * 12,162); //position of graze
}

yield; //lol

ascent(let p in 0..length(i_nScore)){ //deletes used data to make room for more
Obj_Delete(oScore[p]);
}
ascent(let p in 0..length(i_nGraze)){ //even still drawing new numbers every frame is memory sucking
Obj_Delete(oGraze[p]);
}
}
}

GO GO ME

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

Rikter

  • VVVVVVVVVVVVVVV
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Re: SA Phantasm Investigation Thread
« Reply #16 on: October 22, 2009, 10:36:33 PM »
Hmm Not watched this before ever but I'm getting this.

Anyways Drake you seem to be enjoying yourself.

Zengar Zombolt

  • Space-Time Tuning Circle - Wd/Fr
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Re: SA Phantasm Investigation Thread
« Reply #17 on: October 22, 2009, 10:44:11 PM »
First note: Dialogue is all images. The boxes, the portraits, fonts, everything. This is a VERY GOOD IDEA.
This is FUCKING GENIUS

Drake

  • *
Re: SA Phantasm Investigation Thread
« Reply #18 on: October 22, 2009, 10:59:23 PM »
i had like three cups of coffee in the past five hours

Note: The graphics for system text (well, numbers) is actually a bit squashed/too large for Danmakufu.
Note: The portraits needs anti-aliasing lol
Note: The effect spawning the spell circle is nearly perfect. It stars out with an extra ring and develops. EDIT: The extra circle was a terrible resolution.
Note: Their hitbox drawing code is inefficient, we'll probably be using the one I wrote.
Note: The graphic rectangles for the heart bullets are off.
Note: Marisa's hitbox is too small.
Note: They didn't replace the star points with the yellow orbs.
Note: The spawning items do not do the neat spinning effect.
Note: I think I like their alpha setting+whatever for the cutin script better than Hele's :(
Note: Bubble bullets do not spin.
« Last Edit: October 22, 2009, 11:04:38 PM by Drake »

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

Re: SA Phantasm Investigation Thread
« Reply #19 on: October 22, 2009, 11:04:18 PM »
What kind of fucking hitbox do I have? I'd guesstimate that around 1/4 <1/10th of the bullets can actually hit you. Fucking fake assed difficulty. I'll look through the script later, I'm too offended at this fake shit.

Drake

  • *
Re: SA Phantasm Investigation Thread
« Reply #20 on: October 22, 2009, 11:34:33 PM »
Note: Yes I do agree the difficulty is loleasy with the hitbox. ATTN NAUT

Code: [Select]
let OptionInv = GetCommonDataDefault("OI", 18);
if(GetEnemyShotCountEx(GetPlayerX, GetPlayerY, [18, OptionInv][18 < OptionInv], ALL) > 1){ //◆当たり判定消滅判定 現在18
//無敵補助
SetIntersectionCircle(-3000, -3000, 3.5);//hahahahahahahaha
}else{
SetIntersectionCircle(GetPlayerX, GetPlayerY, 0);//当たり判定登録
}
hahahahaha oh wow

Note: Maple leaf effect is slightly worse than Mokou's script, which we should use.
EDIT: Also, for some reason instead of using the effect when she's dying, it all happens after her graphic is deleted. After she disappears it just goes poofpoofpoofpoofpoofPOOF :V

Note: Jesus christ no wonder it's so slow. Look at all the damn variable initializations. letletletletletletlet at the beginning of every task. You guys don't need to save the variables after finishing the function holy cow.

Note: I find it pretty ironic that I previously said "you shouldn't forbid the player from focusing" but the last survival card not only does that, but forbids you from moving left and right.

Note: The image-based dialog stuff is a very very good idea. Although in this script I noticed the portraits don't move (as in when they're talking) to the foreground in a flowing motion, it just pops up there.



For now, this is pretty much all I can determine from the visuals alone. I'll take a break and maybe do some more code gathering/cleanup later.

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

Re: SA Phantasm Investigation Thread
« Reply #21 on: October 22, 2009, 11:38:05 PM »
SetIntersectionCircle(-3000, -3000, 3.5);//hahahahahahahaha

Wait what!?


Also you have like infinite lives in this script or something

Re: SA Phantasm Investigation Thread
« Reply #22 on: October 22, 2009, 11:39:14 PM »
Actually, this script is very poorly coded. It looks pretty but has a lot of glitches that could've been easily fixed. That fucking hitbox code was a whole bunch of bullshit and I'll hate whoever made this script forever for even thinking of it, but in addition to that:
That visible hitbox code is absolutely fucked. It jiggles like Micheal J. Fox on drugs, and improperly shows at random times when unfocused.
As Drake just mentioned, almost all of the tasks are so horribly coded it makes my eyes bleed. What the fuck is this:
Code: [Select]
let a = [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0];
let i;
let p1_h = [0,32];
let p2_h = [-7.12067,31.197693,7.12067,31.197693];
let p3_h = [0,32,-13.884279,28.831003,13.884279,28.831003];
let p4_h = [-7.12067,31.197693,7.12067,31.197693,-19.951674,25.018608,19.951674,25.018608];
let p5_h = [0,32,-13.884279,28.831003,13.884279,28.831003,-25.018608,19.951674,25.018608,19.951674];
let p6_h = [-7.12067,31.197693,7.12067,31.197693,-19.951674,25.018608,19.951674,25.018608,-28.831003,13.884279,28.831003,13.884279];
let p7_h = [0,32,-13.884279,28.831003,13.884279,28.831003,-25.018608,19.951674,25.018608,19.951674,-31.197693,7.12067,31.197693,7.12067];
let p8_h = [-7.12067,31.197693,7.12067,31.197693,-19.951674,25.018608,19.951674,25.018608,-28.831003,13.884279,28.831003,13.884279,-32,0,32,0];

let p1_l = [0,32];
let p2_l = [7.12067,31.197693,-7.12067,31.197693];
let p3_l = [0,32,13.884279,28.831003,-13.884279,28.831003];
let p4_l = [7.12067,31.197693,-7.12067,31.197693,19.951674,25.018608,-19.951674,25.018608];
let p5_l = [0,32,13.884279,28.831003,-13.884279,28.831003,25.018608,19.951674,-25.018608,19.951674];
let p6_l = [7.12067,31.197693,-7.12067,31.197693,19.951674,25.018608,-19.951674,25.018608,28.831003,13.884279,-28.831003,13.884279];
let p7_l = [0,32,13.884279,28.831003,-13.884279,28.831003,25.018608,19.951674,-25.018608,19.951674,31.197693,7.12067,-31.197693,7.12067];
let p8_l = [7.12067,31.197693,-7.12067,31.197693,19.951674,25.018608,-19.951674,25.018608,28.831003,13.884279,-28.831003,13.884279,32,0,-32,0];

What is this? What the fuck is this?

The upside is it's very pretty looking. That's about it.

One last thing before I brb suicide, my computer got to 45fps on the last spellcard... That does not fly.

EDIT: And yeah, I immediately changed the player code, as well as played it with other player characters. It's better, but still has wierd glitches.
« Last Edit: October 22, 2009, 11:40:57 PM by Naut »

Drake

  • *
Re: SA Phantasm Investigation Thread
« Reply #23 on: October 22, 2009, 11:41:22 PM »
Like I said, the main reason for the slowdown is the constant graphic rendering and the fact that nearly all the functions create global variables instead of private ones.

Either way, it still has a ton of information.

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

Slaves

  • uHHH,
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Re: SA Phantasm Investigation Thread
« Reply #24 on: October 23, 2009, 12:09:45 AM »
i'm not sure what's going on in this thread, but i like it.

continue.

Nobu

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Re: SA Phantasm Investigation Thread
« Reply #25 on: October 23, 2009, 01:31:17 AM »
i'm not sure what's going on in this thread, but i like it.

continue.
Tumblr (sometimes NSFW) | PM for Facebook

Helepolis

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Re: SA Phantasm Investigation Thread
« Reply #26 on: October 23, 2009, 04:25:56 AM »
HEY DRAKE, GUESS WHAT. I AM DOWNLOADING THIS.

Oh seems like bashing has started. You know, instead of analysing this script only. You should also analyse Aniki script as that one contains imitated screen shaking.

Also guess what #2 I have to work today till 6pm atleast and will not be at home untill 7pm probably :V FFFF

Drake

  • *
Re: SA Phantasm Investigation Thread
« Reply #27 on: October 23, 2009, 04:55:52 AM »
Oh seems like bashing has started. You know, instead of analysing this script only.
But I am just analysing the script. Looking over the visuals, it's much easier to comment on stuff that needs improvement aside from obvious AMAZING. But by noting something needs improvement, you can take the already made code and improve on that, in addition to using the good parts of it. There's no bad side to this.

imitated screen shaking.
i don't want to have to play/watch it because i hate the meme but okay

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

Re: SA Phantasm Investigation Thread
« Reply #28 on: October 23, 2009, 04:58:45 AM »
Aside from maybe that screen shaking portion and the frying pan card, it isn't worth it.

Re: SA Phantasm Investigation Thread
« Reply #29 on: October 23, 2009, 05:05:19 AM »
Just replace every image in the img folder to flying unicorns or something and you're good