Author Topic: Danmakufu Contest 2 - Dead Simple! (RESULTS!)  (Read 65328 times)

Re: Danmakufu Contest 2 - Dead Simple!
« Reply #30 on: November 08, 2009, 08:31:01 PM »
I may not have the scripting know-how to join the contest, but that doesn't mean I can't prepare for it.  :V



Every contest ought to have one of these, seriously.
The SoEW patch has had its second release, come and get it!

Lawence Codye

  • The Nine Tails of Subconscious...
  • Come & your desires shall all become reality...
Re: Danmakufu Contest 2 - Dead Simple!
« Reply #31 on: November 08, 2009, 08:38:03 PM »
Also, I'm kind of hoping you guys make true danmaku rather than just trying to come up with ways to trick the player into getting hit by WHITE05's.

& the contest can truly begin...this alone should help me make something worth looking at
even if even a little bit worth the look...
I am the Nine Tails of Subconscious...

Come & your greatest desires will be reality...

Stuffman

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  • We're having a ball!
Re: Danmakufu Contest 2 - Dead Simple!
« Reply #32 on: November 08, 2009, 09:04:01 PM »
CreateShot01(GetPlayerX, GetPlayerY, 0, 0, WH -
FFFFF

Quote
Seriously, though, what iabout WHITE05 bullets leaving trails of colored pre-bullet-smoke to make bullets which behave differently distinguishable from each other? Using colours for bullet distinction can make the difference between a fun card and a pile of cheapness. Or am I to assume that bullet patterns which would require this sort of distinction are too complex for a dead simple contest anyways..?

A valid point. Colored delay trails are acceptable as they do not kill the player. However, making your spellcards playable despite only using WHITE05 is part of the challenge, so that won't change. Find other ways to telegraph your attacks.

Drake

  • *
Re: Danmakufu Contest 2 - Dead Simple!
« Reply #33 on: November 08, 2009, 09:23:51 PM »
Guys, stop trying to find a way around the rules; man up and make some fucking danmaku.

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

Re: Danmakufu Contest 2 - Dead Simple!
« Reply #34 on: November 08, 2009, 11:50:17 PM »
Got a really busy week ahead of me so I probably won't enter...

CreateShot01(GetPlayerX, GetPlayerY, 0, 0, WH -
Unless I do this :V


Also next contest should be only Brofists are allowed
« Last Edit: November 09, 2009, 12:07:41 AM by Suikama »

Re: Danmakufu Contest 2 - Dead Simple!
« Reply #35 on: November 09, 2009, 02:28:13 AM »
Ill join, Ill probably place dead last, but Ill join!

Re: Danmakufu Contest 2 - Dead Simple!
« Reply #36 on: November 09, 2009, 02:41:56 AM »
Perhaps I'll do better this time around.

Blargel

  • RAWR!
  • I'M AN ANGRY LOLI!
Re: Danmakufu Contest 2 - Dead Simple!
« Reply #37 on: November 09, 2009, 02:44:49 AM »
Yay, one attack done complete with stupid animations. Also, I woke up this morning with an epicly ridiculous final attack for my script. It's gonna be a huge pain to script, but totally worth it. :V
<WorkingKeine> when i get home i just go to the ps3 and beat people up in blazblue with a loli
<Azure> Keine: Danmakufu helper by day, violent loli by night.

Re: Danmakufu Contest 2 - Dead Simple!
« Reply #38 on: November 09, 2009, 02:48:21 AM »
Yay, one attack done complete with stupid animations. Also, I woke up this morning with an epicly ridiculous final attack for my script. It's gonna be a huge pain to script, but totally worth it. :V
Go go Blargel!

Re: Danmakufu Contest 2 - Dead Simple!
« Reply #39 on: November 09, 2009, 03:19:40 AM »
Guys, stop trying to find a way around the rules; man up and make some fucking danmaku.

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
Re: Danmakufu Contest 2 - Dead Simple!
« Reply #40 on: November 09, 2009, 06:39:58 AM »
Not entering, but what the hey, I was bored.
Code: [Select]
#TouhouDanmakufu
#Title[Stuff 4]
#Text[XD]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {
    let GCSD = GetCurrentScriptDirectory;
    let BossImage = "script\img\ExRumia.png";
    let frame = -60;
    let frame2 = -60;
    let c = 0;
    let cc = 0;
    let num = 2;
    @Initialize {
        SetLife(10000); SetDamageRate(500, 260);
        LoadGraphic(BossImage);
        SetX(GetCenterX); SetY(GetCenterY-100);
        CreateEnemyFromScript("XD", GetX, GetY, 0, 0, 0);
        SetMovePosition03(GetCenterX-150, GetCenterY-150, 10, 3);
    }

    @MainLoop {
        SetCollisionA(GetX, GetY, 32); //32 for boss, 10 for fairy
        SetCollisionB(GetX, GetY, 24);//24 for boss, 5 for fairy
        if(frame == 1) {
            loop(num) {
if(GetSpeedX == 0) {
CreateShot01(GetX+20*cos(c), GetY+20*sin(c), 2, c, WHITE05, 10);
}
c+=360/num;
}
            frame = 0;
        }
        c+=cc;
        cc+=1;
        frame++;
        frame2++;
        if(frame2 == 300) {
        SetMovePosition03(GetCenterX+150, GetCenterY-150, 10, 3);
        }
        if(frame2 == 600) {
        SetMovePosition03(GetCenterX-150, GetCenterY-150, 10, 3);
        frame2 = 0;
        }
        yield;
    }

    @DrawLoop {
        DrawText("ENEMY", 40, 35, 12, 255);
        SetTexture(BossImage);
        SetGraphicRect(0, 0, 64, 64);
        DrawGraphic(GetX, GetY);
    }

    @Finalize {
        DeleteGraphic(BossImage);
    }
}

script_enemy XD {
    let GCSD = GetCurrentScriptDirectory;
    let BossImage = "script\img\ExRumia.png";
    let frame = -60;
    let frame2 = -60;
    let a = 0;
    let b = 0;
    let num = 2;
    @Initialize {
        SetLife(10000); SetDamageRateEx(500, 260, 125, 65);
        SetX(GetCenterX); SetY(GetCenterY-100);
        SetMovePosition03(GetCenterX+150, GetCenterY-150, 10, 3);
    }

    @MainLoop {
        SetCollisionA(GetX, GetY, 32); //32 for boss, 10 for fairy
        SetCollisionB(GetX, GetY, 24);//24 for boss, 5 for fairy
        if(frame == 1) {
            loop(num) {
if(GetSpeedX == 0) {
CreateShot01(GetX+100*cos(a+b), GetY+50*cos(a-b), 2, b, WHITE05, 10);
CreateShot01(GetX-100*cos(a+b), GetY+50*cos(a-b), 2, b, WHITE05, 10);
}
a+=360/num;
b+=360/num;
            }
            frame = 0;
        }
        b-=9.25;
        frame++;
        frame2++;
        if(frame2 == 300) {
        SetMovePosition03(GetCenterX-150, GetCenterY-150, 10, 3);
        }
        if(frame2 == 600) {
        SetMovePosition03(GetCenterX+150, GetCenterY-150, 10, 3);
        frame2 = 0;
        }
        yield;
    }

    @DrawLoop {
        SetTexture(BossImage);
        SetGraphicRect(0, 0, 64, 64);
        DrawGraphic(GetX, GetY);
    }

    @Finalize {
    }
}

KomeijiKoishi

Re: Danmakufu Contest 2 - Dead Simple!
« Reply #41 on: November 09, 2009, 06:03:03 PM »
http://www.mediafire.com/?5dkhymn4ozz
It is as simple as it can get.
No dialogue.
No special boss sprite.
Just a boss with three spell cards only made out of little white bullets.
Meaning that it's not very good and I just uploaded it because I had nothing better to do.

Re: Danmakufu Contest 2 - Dead Simple!
« Reply #42 on: November 09, 2009, 07:38:53 PM »
http://www.mediafire.com/?5dkhymn4ozz
It is as simple as it can get.
No dialogue.
No special boss sprite.
Just a boss with three spell cards only made out of little white bullets.
Meaning that it's not very good and I just uploaded it because I had nothing better to do.

I'm not a judge, but I'm going to say what I think about this script anyways.

The first spell has waaaay too much HP, and you made the bullets bomb-proof to boot, while the boss itself is also unaffected by bombs. The danmaku was BS hard in its own right, too. I understand that the difficulty of the spell comes from the density of bullets built up over time, which would be why the bullets are bombproof, but the HP on the first spell needs a nerf, and you should probably be given the ability to harm the boss with bombs.

Another thing that bothered me was that there was no boss sprite period. Given that it still has the goomba touch, this can result in some unfair deaths... specifically, on the first spell. It also means that it is harder for ReimuA players to find the ranged sweet spot for the non-homing bullets. Furthermore, the first time I played it, I thought the whole thing was survival, because it looked like there was nothing to shoot at!

Don't get me wrong though, I did like it, I just think that it's made more difficult than it ought to be for some stupid, avoidable reasons. Also, the music was fitting.

EDIT: Ah, so that's why there was no sprite. I put this(and that other script from earlier) in a new scripts folder, like I did for the last contest, but didn't bring over that img folder. While this fixed some of the gameplay issues that having no boss sprite caused, it lost a little of the "simplicity" charm... so oddly enough, maybe having a custom sprite that fits in with the theme might have been best.

Also, the second has bomb-proof bullets too. Now, this doesn't actually add any difficulty due to the fact that there is no windup on this one, so all it really accomplishes is making my computer lag when I use master spark.
« Last Edit: November 09, 2009, 09:10:55 PM by Prime 2.0 »
The SoEW patch has had its second release, come and get it!

Blargel

  • RAWR!
  • I'M AN ANGRY LOLI!
Re: Danmakufu Contest 2 - Dead Simple!
« Reply #43 on: November 09, 2009, 08:08:11 PM »
http://www.mediafire.com/?5dkhymn4ozz
It is as simple as it can get.
No dialogue.
No special boss sprite.
Just a boss with three spell cards only made out of little white bullets.
Meaning that it's not very good and I just uploaded it because I had nothing better to do.

It'd be nice if you included the ExRumia sprite in your folder and referenced it from there rather than script/img/ExRumia.png since some people (like Prime 2.0) might have deleted it. Also, you should also mention that it uses the SHOT_REPLACE library since not everybody has that either.

EDIT: Oh god huge hp and indestructible bullets. I like the ideas the attacks (okay, well the second one is kinda generic....), but I have to agree with Prime 2.0 about how they're too difficult. Not harming the boss with bombs is something that I don't have much of an opinion on though. My own entry doesn't take damage from bombs either, but the health is lower so bombing it could ruin the attack before you could see the pattern. In the case of bomb resistant bullets and large amounts of hp likes yours though, I don't think it'd hurt to at least allow 20% bomb damage or so.

The music is cool though. Where's that from?
« Last Edit: November 09, 2009, 08:25:15 PM by Blargel »
<WorkingKeine> when i get home i just go to the ps3 and beat people up in blazblue with a loli
<Azure> Keine: Danmakufu helper by day, violent loli by night.

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: Danmakufu Contest 2 - Dead Simple!
« Reply #44 on: November 09, 2009, 10:56:27 PM »
Ok, I warned you...

My Dead Simple Submission!

Please disregard the pretentious spell card names and descriptions and be gentle if the difficulty is off on some parts.  :V

Actually, No.
Just try to run the script and tell me wether or not danmakufu spits out an error so that I can fix it. If it doesn't consider this my entry. Hopefully I won't have made any mistake that renders an attack unplayable without causing an error...


Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Re: Danmakufu Contest 2 - Dead Simple!
« Reply #45 on: November 09, 2009, 11:26:52 PM »
I start the script, the background appears...



And then the script concludes as though I beat it.


EDIT: Tried all the spells in single mode, first one got the error shown above, second one got this error:



And the third one worked fine. All tests were done on hard mode.

EDIT 2: Just noticed this:



You labeled Lunatic mode hard.

EDIT 3: I went to the place in the first spell's script where it said circle(GetX, GetY, ang1+(ang2-ang1)*k/(n-1), speed, 1, dis, phas) and changed phas to phase, and it worked. Yay.
« Last Edit: November 10, 2009, 12:18:50 AM by Prime 2.0 »
The SoEW patch has had its second release, come and get it!

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
Re: Danmakufu Contest 2 - Dead Simple!
« Reply #46 on: November 09, 2009, 11:32:16 PM »
I start the script, the background appears...



And then the script concludes as though I beat it.
there's no such thing as "phas" frogot to define the variable or someting?

Drake

  • *
Re: Danmakufu Contest 2 - Dead Simple!
« Reply #47 on: November 10, 2009, 02:48:09 AM »
aaaaagsdkfjbadkjf typing out 2391 commas
this was such a bad idea

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

KomeijiKoishi

Re: Danmakufu Contest 2 - Dead Simple!
« Reply #48 on: November 10, 2009, 08:40:16 AM »
It'd be nice if you included the ExRumia sprite in your folder and referenced it from there rather than script/img/ExRumia.png since some people (like Prime 2.0) might have deleted it. Also, you should also mention that it uses the SHOT_REPLACE library since not everybody has that either.

EDIT: Oh god huge hp and indestructible bullets. I like the ideas the attacks (okay, well the second one is kinda generic....), but I have to agree with Prime 2.0 about how they're too difficult. Not harming the boss with bombs is something that I don't have much of an opinion on though. My own entry doesn't take damage from bombs either, but the health is lower so bombing it could ruin the attack before you could see the pattern. In the case of bomb resistant bullets and large amounts of hp likes yours though, I don't think it'd hurt to at least allow 20% bomb damage or so.

The music is cool though. Where's that from?
I'm gonna upload an improved version with fewer HP and no bomb immunity as soon as I sit on my own PC ;P
And the music is a converted version of Mima's final theme in Phantasm Romance.
I don't remember the exact title of the program, but it has five capital letters and starts with G.

EDIT: FINISHED!
http://www.mediafire.com/?movjwmihizz
Changes:
- No bomb immunity
- Bullets can be bombed away as well
- New second spell card
- Life of the first and second card decreased by 25%
« Last Edit: November 10, 2009, 12:07:49 PM by VideoGameCrack »

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: Danmakufu Contest 2 - Dead Simple!
« Reply #49 on: November 10, 2009, 06:50:23 PM »
I start the script, the background appears...



And then the script concludes as though I beat it.


EDIT: Tried all the spells in single mode, first one got the error shown above, second one got this error:



And the third one worked fine. All tests were done on hard mode.

EDIT 2: Just noticed this:



You labeled Lunatic mode hard.

EDIT 3: I went to the place in the first spell's script where it said circle(GetX, GetY, ang1+(ang2-ang1)*k/(n-1), speed, 1, dis, phas) and changed phas to phase, and it worked. Yay.
Yay typoes!  ;D
Okay, the first one should have "phase" instead of "phas", indeed. The second one has either not enough or too many brackets somewhere. That's gone take a few minutes to find...
The third one worked? Great! That one was the one I thought would be the best, anyways...

Muchas gracias to all of you. Fixed version should be up in a few minutes.


Edit: And here it is!
« Last Edit: November 10, 2009, 06:57:59 PM by Iryan »
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Blargel

  • RAWR!
  • I'M AN ANGRY LOLI!
Re: Danmakufu Contest 2 - Dead Simple!
« Reply #50 on: November 10, 2009, 11:31:31 PM »
It's done!

Here's Mr. McBullet for all of you to enjoy. I'm pretty happy with how it turned out. It's around Extra Stage difficulty and may cause some slowdown during some parts if your computer can't handle all the crap I put in there.
<WorkingKeine> when i get home i just go to the ps3 and beat people up in blazblue with a loli
<Azure> Keine: Danmakufu helper by day, violent loli by night.

Re: Danmakufu Contest 2 - Dead Simple!
« Reply #51 on: November 10, 2009, 11:49:53 PM »
It's done!

Here's Mr. McBullet for all of you to enjoy. I'm pretty happy with how it turned out. It's around Extra Stage difficulty and may cause some slowdown during some parts if your computer can't handle all the crap I put in there.

I love you. A very original idea, even if some of it is pretty cheap(namely, the clipdeath-ish second spell, and the start of the third the first time you played).
« Last Edit: November 10, 2009, 11:51:49 PM by Prime 2.0 »
The SoEW patch has had its second release, come and get it!

Re: Danmakufu Contest 2 - Dead Simple!
« Reply #52 on: November 10, 2009, 11:53:09 PM »
It's done!

Here's Mr. McBullet for all of you to enjoy. I'm pretty happy with how it turned out. It's around Extra Stage difficulty and may cause some slowdown during some parts if your computer can't handle all the crap I put in there.
Ahahaha oh my god what the ahahahahahaha

Blargel

  • RAWR!
  • I'M AN ANGRY LOLI!
Re: Danmakufu Contest 2 - Dead Simple!
« Reply #53 on: November 11, 2009, 12:00:24 AM »
I love you. A very original idea, even if some of it is pretty cheap(namely, the clipdeath-ish second spell, and the start of the third the first time you played).

The second spell was much much worse before. Like, you needed a lot of luck so that holes would appear conveniently when you needed to run your ass away. And yeah, because the pattern is constructed with WHITE05, the clusters have a bigger hitbox than they normally would if it were just a single normal bullet the same size.

I thought I gave enough warning on the third attack though. I mean, there were sound effects and the little laser indicator thingy. Oh well, the point of the third attack was to entertain people really.

Ahahaha oh my god what the ahahahahahaha

:V
<WorkingKeine> when i get home i just go to the ps3 and beat people up in blazblue with a loli
<Azure> Keine: Danmakufu helper by day, violent loli by night.

Re: Danmakufu Contest 2 - Dead Simple!
« Reply #54 on: November 11, 2009, 12:02:08 AM »
You can't see the laser thing if you use Marisa B, but I guess that's what you get for using the highest DPS character :V

Re: Danmakufu Contest 2 - Dead Simple!
« Reply #55 on: November 11, 2009, 12:22:14 AM »
I thought I gave enough warning on the third attack though. I mean, there were sound effects and the little laser indicator thingy. Oh well, the point of the third attack was to entertain people really.

No, that part was indicated fine. I meant the beginning of the attack, where he turns huge. There's a flash of light, and then he's big. And overlapping me.

It's kinda like a wriggle kick, really.
The SoEW patch has had its second release, come and get it!

Nonnie Grey

  • Contradictory Statement
  • The Anonymity formerly known as Kayorei
Re: Danmakufu Contest 2 - Dead Simple!
« Reply #56 on: November 11, 2009, 01:57:12 AM »
I'm not letting lack of experience stop me from giving this a shot! ... Curse my competitive nature.

Kayorei's Kicking It Old School?
It probably won't even hold a candle to the other stuff here, but... eh, I tried.  :-\ The difficulty is a little on the "all over the place" side, closest to Normal, I'd guess. Not quite sure.

Re: Danmakufu Contest 2 - Dead Simple!
« Reply #57 on: November 11, 2009, 02:07:50 AM »
You're right, the difficulty is all over the place... You made a very defensive boss here, the attacks were of the sort to restrict horizontal movement, while the boss itself moved around quite a bit. Liked the idea with the background, just wish you could have set it up so the ground didn't repeat over and over again. I also liked the boss sprite, and the arrows-coming-from-the-sides-of-the-screen attack.

But for some reason, you didn't make any of them spells. For some other odd reason, there was no ENEMY bar at the bottom during the boss. Weird.
« Last Edit: November 11, 2009, 02:29:19 AM by Prime 2.0 »
The SoEW patch has had its second release, come and get it!

Nonnie Grey

  • Contradictory Statement
  • The Anonymity formerly known as Kayorei
Re: Danmakufu Contest 2 - Dead Simple!
« Reply #58 on: November 11, 2009, 02:26:06 AM »
Huh... I should stop testing with ReimuA so often. Now I'm really glad I decided to change the boss's movement pattern in the third attack.

The idea with the lack of spellcards was to dip a little into the PC-98 style; no spellcards back then, so... yeah. I completely forgot about the enemy marker, though. >_< I guess that could be written off as PC-98 styling, too, I guess, but that's just a cheap excuse.

Nimble

  • Broken English Fox
  • Rushing toward the bullet!
    • Viewmix
Re: Danmakufu Contest 2 - Dead Simple!
« Reply #59 on: November 11, 2009, 03:56:35 PM »
Finally done!

This is too simple and cheap!!

I feel like my first spell is replica, but I can't remember who is the owner of this spell card. (or it may be just an attack? :V)

Now with 4 difficulty from Easy to Lunatic, but I'm not sure that it fit or not.