Author Topic: Kylesky's Corner-o'-Danmaku (Newest: Intertwining Mechanical Intervention, temp)  (Read 49427 times)

Infy♫

  • Demonic★Moe
  • *
Re: Kylesky's Corner-o'-Danmaku (Newest: Flandre Player)
« Reply #30 on: May 07, 2010, 11:56:12 AM »
I quote:
Quote
<Naut> kylesky is shitting scripts
<Naut> and they're damn fun :/

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Kylesky's Corner-o'-Danmaku (Newest: Flandre Player)
« Reply #31 on: May 07, 2010, 01:26:08 PM »
oh god XD

and I fear another one's coming up :V (seriously... I'm just fixing it up right now)


EDIT:
And here it is!!!

*********************WARNING*********** LONG POST ****************

Last words for the cast of SA... they may seem a bit broken, and I don't think some are Last Word difficulty...

hope this isn't over the size limit... (they look a lot better in motion :/)


there's 4 modes in the rar... 1st is Continuous Play, which basically places you against every last word until you get hit or beat every one (this one's a bit hard cause Kisume's is first :V scroll down to her section for the reason why), 2nd is Continuous Play B, which is like the first, but instead, it sends you to the next character even if you get hit, 3rd is the basic single card and 4th is single continuous which is basically a stage script that restarts if you get hit (for people who're lazy to press backspace or go back to the menu and stuff :V)

Please note that I thought of these ideas a long time ago (months before DS was released), so they may not be that good and stuff...

Kisume: "Demon Bucket-Monster"
I don't know why or how one of the hardest last words went to the stage 1 midboss, but oh well :V... Kisume moves above you and creates 5 lasers moving down that act somehow like the ones in the SA spell card, and she shoots arrowheads like her nonspells while doing this. I can't even survive 3/4 of this spell card :V

Yamame: "Spider of Miasma"
Yamame creates a web-like pattern (would've made it a bit more web-like, but it already uses a lot of processing power as is) with lasers, every start and end of each laser creates a small pattern similar to her 2nd spell card's. I had to completely tone down the original version just to get it to play without lagging...

Parsee: "Ritual of Jealousy"
The only survival card here. Parsee creates an extremely toned down version of Green-Eyed Monster, but the bullets spread into the flower pattern on one of her spell cards, which then shoots out and acts like the bullets on her last spell card. She also shoots movement limiting rings at the center of the screen.

Yuugi: "Spirit of Sake"
Yuugi creates the back portion of her ring spell card thing (forgot the name :V) to limit movement, while creating a modified version of Knockout in Three Steps (the first 2 parts of each wave at least)... Can't even survive 2 waves :|... would've added something like her midboss spell card, but this was getting a bit confusing already...

Satori: "Sleep for the Insomniacs"
This is how hard falling asleep is for insomniacs :V (not really... I think it's a little harder for them to sleep)... Well... it's pretty chaotic, so I won't even bother explaining this one...

Orin: "Hordes of Abaddon" (yes, Abaddon the thing in hell)
The hardest boss gets the hardest last word :V... 6 Fairies move out while shooting stuff at you, then lunge at you and make bubbles... All this while Orin makes her extra crap that's also found on her last spell card I think...

Utsuho: "Subterranean Nuclear Fission"
4 Heaven Hell Meltdown like ball things go out to the sides, then Utsuho recreates her 2nd spell card (without the extra crap)

Koishi: "Guiltless Pleasure"
Embers of Love, coming from the corners and super sped up... was originally slow, but that was too easy... now it's freaking impossible for me to beat :V
« Last Edit: May 08, 2010, 02:44:26 AM by Kylesky »
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Re: Kylesky's Corner-o'-Danmaku (Newest: SA Last Words)
« Reply #32 on: May 07, 2010, 04:41:00 PM »
There should be a rule for people not to make scripts harder than they can beat. :V

Well they look nice but they're all way too hard and since you can't even beat them yourself there no guarantee they're actually beatable so yeah :V

Parsee's is like the only one that's beatable, and well designed too.

Oh wait nevermind, Yamame's isn't too bad either although the first wave feels like the hardest :V

Yuugi's seems almost beatable if you just slowed down the bullets a notch.

Same with Kisume if you made her dropping large orbs less dense. Right now it's jsut a wall of crap with no openings (unless you're lucky)

Satori's is like QED during the final phases all the time but on top of that you had to add those Green orbs which are randomly aimed everywhere turns the card into a luck fest. (Yay an opening in the red bullets and FUCK NO GET AWAY)

Oh god Hordes of Abaddon is like Fujiyama Volcano only impossible :V

Okuu's attack killed be even though I was invincible :/ I guess you're using ShootDownPlayer which results in clipdeaths ahoy!

Koishi is... I dunno if ZUN made this I'd have confidence it was beatable somehow but :V
« Last Edit: May 07, 2010, 04:55:24 PM by Pun...zan ☑ »

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Kylesky's Corner-o'-Danmaku (Newest: SA Last Words)
« Reply #33 on: May 08, 2010, 02:36:27 AM »
There should be a rule for people not to make scripts harder than they can beat. :V

Well they look nice but they're all way too hard and since you can't even beat them yourself there no guarantee they're

I assure you they're all beatable :V I survived all of them at least until 1/2 of the life is left... and since there's no changes at all like phases and stuff, it all comes down to being able to survive long enough which I'm not good at since I'm extremely careless (died at easy mode wriggle once :derp:)

hey... they're last words :V and since SA's harder than IN overall, I just made their last words harder than IN's? XD


Some things though...
Kisume-originally, the idea for Kisume was running from one side of the screen, then to the other, and back again... but I guess the shift between waves is too short and filled up with orbs...
Yamame-Her's was supposed to be a bit harder actually... and the first wave is the one that I never die in :V
Parsee-I don't even wanna show you how the original looked like... Just 2 words: "FUCKING HELL"
Yuugi-seriously the hardest at first...
Satori-Really easy at first... so I sped up the red pellets... than decided to add green bullets... (the green bullets were a bit too much I guess? :V) I gave fair warning by the way
Quote
This is how hard falling asleep is for insomniacs
Orin-Hardest boss = Hardest last word... it's not that hard to survive waves actually... the main problem is the extra blue bullets that keep on killing me...
Utsuho- :3 :3 :3 :3 :3 :3
Koishi-At first every heart bullet was at 1.5 speed... then it got a bit easy... so I decided to make 2 spawn in each corner per wave instead of 1, then speed them up to hell :V

I'd like to see Naut beat continuous play :getdown:
« Last Edit: May 08, 2010, 03:29:19 PM by Kylesky »
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Re: Kylesky's Corner-o'-Danmaku (Newest: SA Last Words)
« Reply #34 on: May 08, 2010, 04:02:43 AM »
Thing is for Orin is that stupidly huge explosion the fairies make, which I guess is avoidable except she starts her next aimed wave while other crap is still there >:/

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Kylesky's Corner-o'-Danmaku (Newest: SA Last Words)
« Reply #35 on: May 08, 2010, 02:51:08 PM »
Another script has been shat...

OVER HERE!!!

Was searching around the touhou wiki a few months ago and found out about the Watatsuki Sisters... but I only decided to make something for them now... The thing is SEMI song synced, so please play at fullscreen and NO BOMBS, also, if you're planning to use a continue, continue IMMEDIATELY or it might desync...

There may be some parts that go wrong (especially on lunatic) cause I messed up at some parts when I was changing the difficulty (the original version was the Fucking What version)

Normal - For most people
Lunatic - For experiences players
Fucking What - For asses who think they can handle 5 minutes of pure hell :V

BGM used: Prominence, T01: Youkai Space Travel
Found here: http://www.youtube.com/watch?v=1RQYosnzT9I
Images were found in Danbooru

This may be the last thing I'm gonna release for a while... I've been neglecting my other projects for too much now, so I'm gonna continue working on them...
« Last Edit: May 08, 2010, 03:25:57 PM by Kylesky »
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Haven't released anything in a while... Got kinda bored so I decided to finish this :V

Sadly, it's a usable script, not a playable one...

Custom Dialogue Functions

don't forget to read the readme file :D
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Solais

  • Developer fairy
  • is working for a game developer now.
Re: Kylesky's Corner-o'-Danmaku (Newest: Custom Dialogue Functions)
« Reply #37 on: May 17, 2010, 11:42:04 AM »
Interesting, I may use this.

Edit: After checking out the stuff, I really need this, thanks!
« Last Edit: May 17, 2010, 11:46:14 AM by Solais' Video Game Arcade and Wool Shop »

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Kylesky's Corner-o'-Danmaku (Newest: Custom Dialogue Functions)
« Reply #38 on: May 17, 2010, 01:07:15 PM »
Edit: After checking out the stuff, I really need this, thanks!
:3



Also, I forgot to add... It doesn't check for words and stuff so you'll have to put extra spaces if a word will pass from one line to another... AND 1-2 characters usually don't show at the end of the first line (if the string reaches 2 lines), just add spaces to move the last few characters down...
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
Re: Kylesky's Corner-o'-Danmaku (Newest: Custom Dialogue Functions)
« Reply #39 on: May 18, 2010, 01:06:54 PM »
Hm, the only thing missing is like, an event box. Any changes of extending the script to include an event box?

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Kylesky's Corner-o'-Danmaku (Newest: Custom Dialogue Functions)
« Reply #40 on: May 18, 2010, 01:29:23 PM »
Hm, the only thing missing is like, an event box. Any changes of extending the script to include an event box?

by event box, do you mean the thing behind the text? the background?

I called it the dialogue background there... The script allows you to use your own custom event box, if you want the normal one like in danmakufu... just create a plain graphic with the same color and use that on InitializeDialogue
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
Re: Kylesky's Corner-o'-Danmaku (Newest: Custom Dialogue Functions)
« Reply #41 on: May 18, 2010, 02:28:28 PM »
by event box, do you mean the thing behind the text? the background?

I called it the dialogue background there... The script allows you to use your own custom event box, if you want the normal one like in danmakufu... just create a plain graphic with the same color and use that on InitializeDialogue
* Myuukyuu facepalms for his stupidity

holy freak now  i know what you meanz :ohdear:

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Kylesky's Corner-o'-Danmaku (Newest: Custom Dialogue Functions)
« Reply #42 on: May 18, 2010, 02:35:52 PM »
* Myuukyuu facepalms for his stupidity
:3


EDIT: Just noticed now...

WOOT! 1000 views XD
« Last Edit: May 18, 2010, 03:11:35 PM by Kylesky »
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Kylesky's Corner-o'-Danmaku (Newest: Custom Dialogue Functions)
« Reply #43 on: May 20, 2010, 06:58:39 AM »
Double post... again... :V


Here's

dunununununununununununun

EX-BROFIST!!! OH YEAH!!!
Note: There's gonna be a short lag before it's spawned cause of the huge image used for the shot replace, and certain attacks may lag quite a bit :V, and the life system follows SA, so every 5 attacks you don't die in gives you an extra life...

You may kill me now... or shout "WHAZAFACKINGHELLISZISSHEET!?!?!?", whichever suits you :V

Also, BGM is a portion of a random battle theme from FFVIII :3



Another thing... for my custom dialogue functions, would people be interested in the option to animate the event box or the character portraits? :V and... can anyone give any feedback on it? like, comments and suggestions, if anything's missing, is it hard to use/understand?, etc... thanks :D
« Last Edit: May 20, 2010, 07:14:37 AM by Kylesky »
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Solais

  • Developer fairy
  • is working for a game developer now.
Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST)
« Reply #44 on: May 20, 2010, 08:40:55 AM »
Well for one, it is very easy to understand, but I haven't got time to actually work with it.

Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST)
« Reply #45 on: May 20, 2010, 05:00:47 PM »
oh god too many fists :getdown:

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST)
« Reply #46 on: May 21, 2010, 05:27:00 AM »
Update:

Ex-Brofist v2

Made stuff easier

oh god too many fists :getdown:
:getdown:
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST v2)
« Reply #47 on: May 21, 2010, 06:07:59 AM »
I really need to post here for updates  :derp:


Also, awesome scripts

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST v2)
« Reply #48 on: May 21, 2010, 06:22:49 AM »
I really need to post here for updates  :derp:


Also, awesome scripts

XD, thanks :derp:
« Last Edit: May 21, 2010, 06:36:34 AM by Kylesky »
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST v2)
« Reply #49 on: May 21, 2010, 06:35:55 AM »
why does this keep on happening...
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST v2)
« Reply #50 on: May 22, 2010, 03:55:53 PM »
Neat, 50 replies! and yet no one notices my own script thread. :V
Also, THE EVENT SCRIPT! IT CRASHES!
Well, actually the event just stops without Danmakufu crashing.
I think it has to do with having the message skip button, the shot button, and the space bar all being held down.

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST v2)
« Reply #51 on: May 23, 2010, 02:17:52 AM »
Neat, 50 replies! and yet no one notices my own script thread. :V
Also, THE EVENT SCRIPT! IT CRASHES!
Well, actually the event just stops without Danmakufu crashing.
I think it has to do with having the message skip button, the shot button, and the space bar all being held down.

hmm... I'll check on that, but it isn't supposed to do that... mind telling me what you did btw? it might have something to do with how you coded it also... cause I also do that and the script doesn't crash :/
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST v2)
« Reply #52 on: May 23, 2010, 02:20:32 AM »
hmm... I'll check on that, but it isn't supposed to do that... mind telling me what you did btw? it might have something to do with how you coded it also... cause I also do that and the script doesn't crash :/
I'll paste the code here.
Code: [Select]
let imgdir = GetCurrentScriptDirectory~".\img\";
let eb = imgdir~"eventbox.png";
let p_a_1 = imgdir~"pblah.png";
let p_a_2 = imgdir~"pmad.png";
let p_a_3 = imgdir~"psurprise.png";
let e_a_1 = imgdir~"eblah;
let e_a_2 = imgdir~"epride.png";
let e_a_3 = imgdir~"emad.png";
LoadGraphic(eb);
LoadGraphic(p_a_1);
LoadGraphic(p_a_2);
LoadGraphic(p_a_3);
LoadGraphic(e_a_1);
LoadGraphic(e_a_2);
LoadGraphic(e_a_3);
let BACK = 0;
let FRONT = 1;
task Dialogue {
SetMovePosition02(GetCenterX, GetClipMinY-50, 1);
Wait(1);
MagicCircle(false); SetEffectForZeroLife(0, 0, 0);
InitializeDialogue(eb, 0, 0, 255, 50);
DialogueVariableChange(0, 0);
DoStuff;
AddDialogueChar(p_a_1, 0, 0, 150, 150, "LEFT");
MoveDialogueChar("LEFT", 0, FRONT);
AddDialogueText("Blah blah blah.", 255, 0, 255);
AddDialogueText("More text.", 255, 0, 255);
MoveDialogueChar("LEFT", 0, BACK);
AddDialogueText("Enemy says stuff.", 0, 255, 0);
MoveDialogueChar("LEFT", 0, FRONT);
DialogueVariableChange(0, 1);
AddDialogueTextB(90, "Hi miss enemy.", 255, 0, 255);
Wait(90);
AddDialogueText("Mewkyuu was lazy.", 255, 0, 255);
AddDialogueChar(e_a_1, 0, 0, 150, 150, "RIGHT");
ChangeCharImg("RIGHT", 0, e_a_1);
MoveDialogueChar("LEFT", 0, BACK); MoveDialogueChar("RIGHT", 0, FRONT);
AddDialogueText("ZUN does better work", 0, 255, 0);
AddDialogueText("This is a text", 0, 255, 0);
MoveDialogueChar("LEFT", 0, FRONT); MoveDialogueChar("RIGHT", 0, BACK);
AddDialogueText("Lol yeah", 255, 0, 255);
MoveDialogueChar("LEFT", 0, BACK); MoveDialogueChar("RIGHT", 0, FRONT);
AddDialogueText("Stuff",  0, 255, 0);
MoveDialogueChar("LEFT", 0, FRONT); MoveDialogueChar("RIGHT", 0, BACK);
AddDialogueText("Yukarinfantasia", 255, 0, 255);
ChangeCharImg("LEFT", 0, p_a_2);
AddDialogueText("NO OPENING THE DOORRRRRRRRR", 255, 0, 255);
ChangeCharImg("LEFT", 0, p_a_1);
AddDialogueText("Gotta go nwo", 255, 0, 255);
MoveDialogueChar("LEFT", 0, BACK); MoveDialogueChar("RIGHT", 0, BACK);
AddDialogueText("Loltypo", 155, 155, 255);
ChangeCharImg("LEFT", 0, p_a_3);
AddDialogueText("(blah blah blah blah)", 155, 155, 255);
ChangeCharImg("LEFT", 0, p_a_2);
MoveDialogueChar("LEFT", 0, FRONT); MoveDialogueChar("RIGHT", 0, BACK);
AddDialogueTextB(120, "...What.", 255, 0, 255);
AddDialogueText("Yay.", 255, 0, 255);
DialogueVariableChange(0, 2);
}
task DoStuff {
while(changevariables[0] != 1) { Wait(1); }
SetMovePosition02(GetCenterX, GetClipMinY+100, 60);
Wait(60);
while(changevariables[0] != 2) { Wait(1); }
VanishEnemy;
}
« Last Edit: May 23, 2010, 02:57:45 AM by みゅう⑨(Mewkyuu) »

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST v2)
« Reply #53 on: May 23, 2010, 03:14:34 AM »
I'll paste the code here.
Code: [Select]
*insert long-ish code here*

It says in the readme file :V
Quote
Important! THE DIALOGUE WILL NOT START WITHOUT THIS FUNCTION AND ANY FUNCTIONS CALLED AFTER STATING THIS MAY EITHER CAUSE AN ERROR, BE IGNORED, OR MAKE WEIRD THINGS HAPPEN
move InitializeDialogue to the end...

This is how it basically works... each function of the dialogue adds values to arrays, then InitializeDialogue is a task that brings all of those arrays together and ends after the last thing in the array... the problem with your script is this:
Code: [Select]
AddDialogueTextB(90, "Hi miss enemy.", 255, 0, 255);
Wait(90);
AddDialogueText("Mewkyuu was lazy.", 255, 0, 255);
so basically, InitializeDialogue takes everything before Wait(90); but misses everything else after that... which is why I added a DialogueWait(time); function...

also, unless this is just an event or something... you don't have to put a VanishEnemy, cause the entire task itself ends with AddLife(-GetLife); I guess I should've cleared that up somewhere :ohdear:
« Last Edit: May 23, 2010, 03:17:17 AM by Kylesky »
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST v2)
« Reply #54 on: June 02, 2010, 12:26:04 PM »
Newest thing: Super Smash Touhou Brawl - Danmaku Edition :V

EXTREMELY BETA (It still sucks right now, with only 1 test boss and test character)

Currently still under testing, but I'll probably get too lazy to continue on this again, so I'm posting this now...

There's still some things that can be fixed like how it checks if the player/enemy will be killed yet, etc.

The Shochi boss here was just a test of some random stuff I thought of. There's still some balancing problems like the damage inflicted per shot and, of course, difficulty. I used Johnny Walker's sprite sheet that's supposed to be for DVT (if that's ok? :D) These attacks aren't going to be her attacks on DVT... They're just random ideas that fit her somehow... I have better ideas for DVT...

Also, the reason why the only player script shown is Sanae, is because she was the easiest to take, and recode (naut's :V) still needs balancing also...

The thing about this is that it allows for more complex danmaku, and attacks with walls can become legit :V with enough balancing, I think this can be a good idea... if I bother to work on this again, I guess it's going to be an engine...
« Last Edit: June 02, 2010, 12:28:26 PM by Kylesky »
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

I dont get how this is Brawl at all :V

Also

>Brawl Script
>Lack of Captain Falcon

 :X

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
I dont get how this is Brawl at all :V

Also

>Brawl Script
>Lack of Captain Falcon

 :X

Damage Ratio system :V that is all...




***FALCON PAUNCH!!!***
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
I dont get how this is Brawl at all :V

> Correctness

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Kylesky's Corner-o'-Danmaku (Newest: SSTB - Danmaku Edition)
« Reply #58 on: June 03, 2010, 02:35:01 AM »
Does no one notice the damage ratio and the randomness of when you die!?!?!? :(

And also the difficulty in those cards (cause that's just supposed to be normal mode)

Quote
Super Smash Touhou Brawl - Danmaku Edition

It took me 5 whole minutes to figure this out

Code: [Select]
task DeathHandling{
    let curdam=damage;
    let randnum=0;
    loop{
        if(curdam!=damage){
            curdam=damage;
            if(damage>80){
                randnum=rand_int(1, 1000);
                if(randnum<((damage/12)^2)){
                    array=GetCommonData("ENEMY"~ToString(id)~"INFO");
                    array[3]=50000;
                    SetCommonData("ENEMY"~ToString(id)~"INFO", array);
                    yield;
                    AddLife(-GetLife);
                }
            }
        }
        yield;
    }
}
:V
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Re: Kylesky's Corner-o'-Danmaku (Newest: SSTB - Danmaku Edition)
« Reply #59 on: June 03, 2010, 04:09:28 AM »
damage ratio

That.

It's probably the only thing I find that's related to Brawl. :/