Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Kylesky on April 05, 2010, 08:00:59 AM

Title: Kylesky's Corner-o'-Danmaku (Newest: Intertwining Mechanical Intervention, temp)
Post by: Kylesky on April 05, 2010, 08:00:59 AM
///////////////////////////////Previously Released Stuff (a.k.a. Crap that I wish to bore you with :V)/////////////////////////////////////////
Zodiac Extra Stage: (I can't neglect my first extra stage)
Download Here! (http://www.mediafire.com/?yjomhmtzmnk)
Video part 1 (http://www.youtube.com/watch?v=OY4ft3PmVAQ)
Video part 2 (http://www.youtube.com/watch?v=v7cqIgyy7D0)
sorry for sound desync and use of invincibility in the videos... I suck at this and fraps is uncooperative...

Harmony Unzan Harmony Salivates on his Harmony Fistgasm: BulletForge (http://bulletforge.org/u/kylesky/p/harmony-unzan-drools-harmony-saliva-on-his-harmony-fistgasm/v/11)
(needs Suikama's brofist replace in the lib folder and with the shot_all.txt replaced with the one in this rar)

Sakuya Boss Fight: BulletForge Download Link (http://bulletforge.org/u/kylesky/p/sakuya-boss-fight/v/11/archive) - BulletForge Page Link (http://bulletforge.org/u/kylesky/p/sakuya-boss-fight/v/11) - My Video of Normal (http://www.youtube.com/watch?v=XnDih8sOLNg)
Harder version, easier version is in the group file...

Keine Boss Fight : BulletForge Download Link (http://bulletforge.org/u/kylesky/p/keine-boss-fight/v/1/archive) - BulletForge Page Link (http://bulletforge.org/u/kylesky/p/keine-boss-fight/v/1) - My Video of Normal (http://www.youtube.com/watch?v=JkL5vy-lEZQ) - Naut's Video of Lunatic with his Remilia (http://www.youtube.com/watch?v=5z4srsEsjdY#t=3m27s)
Harder version, easier version is in the group file...

Alice Boss Fight : BulletForge Download Link (http://bulletforge.org/u/kylesky/p/alice-boss-fight/v/1/archive) - BulletForge Page Link (http://bulletforge.org/u/kylesky/p/alice-boss-fight/v/1) - My Video of Normal (http://www.youtube.com/watch?v=9brUAB4CIbI) - Naut's Video of Normal with Azure's Nhimor (http://www.youtube.com/watch?v=5z4srsEsjdY)
Harder version, easier version is in the group file...

Easier fixed versions of the previous 3 boss fights : BulletForge Download Link (http://bulletforge.org/u/kylesky/p/kyleskys-boss-scripts/v/1/archive) - BulletForge Page Link (http://bulletforge.org/u/kylesky/p/kyleskys-boss-scripts/v/1)

Flandre Player Script : BulletForge Download Link (http://bulletforge.org/u/kylesky/p/flandre-player-script/v/11/archive) - BulletForge Page Link (http://bulletforge.org/u/kylesky/p/flandre-player-script/v/11)

Last Words of the SA Cast: BulletForge Download Link (http://bulletforge.org/u/kylesky/p/subterranean-animism-last-words-or-last-spells-you-decide-v/v/1/archive) - BulletForge Page Link (http://bulletforge.org/u/kylesky/p/subterranean-animism-last-words-or-last-spells-you-decide-v/v/1) -  My Video of Continuous Play (http://www.youtube.com/watch?v=6M4EkwzoFGc)

Watatsuki Sisters Semi-Song Sync Battle: BulletForge Download Link (http://bulletforge.org/u/kylesky/p/watatsuki-semi-sync-battle/v/1/archive) - BulletForge Page Link (http://bulletforge.org/u/kylesky/p/watatsuki-semi-sync-battle/v/1) - My Video of Fucking What Mode (http://www.youtube.com/watch?v=PYG9fiQEiz8)

Custom Dialogue Functions: BulletForge Download Link (http://bulletforge.org/u/kylesky/p/dialogue-functions-by-kylesky/v/1/archive) - BulletForge Page Link (http://bulletforge.org/u/kylesky/p/dialogue-functions-by-kylesky/v/1)

Ex-Brofist: BulletForge Download Link (http://bulletforge.org/u/kylesky/p/ex-brofist/v/2/archive) - BulletForge Page Link (http://bulletforge.org/u/kylesky/p/ex-brofist/v/2)

Danmaku with an SSBB-style death system engine BulletForge Download Link (http://bulletforge.org/u/kylesky/p/super-smash-touhou-brawl-danmaku-edition/v/001-beta-test-release/archive) - BulletForge Page Link (http://bulletforge.org/u/kylesky/p/super-smash-touhou-brawl-danmaku-edition/v/001-beta-test-release)

Youmu Boss Fight: BulletForge Download Link (http://bulletforge.org/u/kylesky/p/youmu-boss-fight/v/1/archive) - BulletForge Page Link (http://bulletforge.org/u/kylesky/p/youmu-boss-fight/v/1) - My Video of Normal Mode (http://www.youtube.com/watch?v=9vP27kwCUBc)

Ex-Shochi Ayumikata: BulletForge Download Link (http://bulletforge.org/u/kylesky/p/ex-shochi-ayumikata/v/1/archive) - BulletForge Page Link (http://bulletforge.org/u/kylesky/p/ex-shochi-ayumikata/v/1) - My Video (http://www.youtube.com/watch?v=9pFZ3fTu72g)

"Nitori's Garage Experiments": Small Beta Video (http://www.youtube.com/watch?v=P2PzpneyhBI) - Video #2 (http://www.youtube.com/watch?v=6GZJKg9n0KE)
*NAME CHANGE*
Intertwining Mechanical Intervention: BulletForge Download Link (http://bulletforge.org/u/kylesky/p/intertwining-mechanical-intervention-temporary/v/001/archive) - BulletForge Page Link (http://bulletforge.org/u/kylesky/p/intertwining-mechanical-intervention-temporary/v/001)

////////////////////////////ENIGMATIC SKY DREAM///////////////////////////////////
A Touhou Fangame complete with 4 modes, of 6 stages, Extra, Phantasm and spell practice that MIGHT include last words... Currently still in the works, I still need sprites, textures, graphics and some ideas... Anyone who's interested in helping can PM me, and of course, you will be in the Credits...

No preview or anything yet, since I want it to be a surprise


/////////////////////////Touhou-RPG Cross////////////////////////////////////
I don't know if this will really work... but the things I've made so far are fun for me...
I don't know if it's possible to make this into an engine though, and making a full game of this will be a major pain to code... If ever I make this into an engine, it'll probably only be for making short skirmishes or whatever... making tasks for declaring the stage boundaries would be hard enough already... (unless it's just a big rectangle... who would do that?)

I don't have any ideas on what the story maybe, don't have graphics and stuff either... but I may work on this soon...

Videos of some things I've made so far:
My first successful test (http://www.youtube.com/watch?v=fME9tNC1CWA)
Reimu vs. a modified version of Sakuya's Deflation World and Marisa vs. Youmu (*slash*) (http://www.youtube.com/watch?v=gkXcohRJ6SY)
A short skirmish/scenario style thing in Moriya Shrine... Sanae with 1 nonspell and 1 spell card, and Kanako with 2 non spells and 2 spell cards (http://www.youtube.com/watch?v=XPFb7-H48pc)


//////////////////////////Touhou-Tower Defense Cross///////////////////////////
I don't know if this would work either... would obviously need a lot of balancing...
Basically... the player cannot attack... It can only "plant" stuff on the screen... Some attack the enemies, some act as support, etc...
This one's probably going to be an engine with a few built-in characters...

I have some ideas already:
Power based Player - Focuses on attack towers that deal the most damage
Support based Player - Focuses on support towers (defences, item collection towers, etc)
Spread based Player - Focuses on attack towers that damage the entire screen or home on enemies
Chaos based Player - Focuses on chaotic attack towers (WARNING: DO NOT USE THIS UNLESS YOU CAN PROPERLY READ BULLETS cause you may mistake enemy bullets for yours, etc...)

Characters in mind:
Nitori - tanks and other stuff
Yukari - gaps
Suwako - frogs?
Alice - dolls

Bullet types in mind:
Normal - hits player, hits shield, hits towers
Ghost - hits player, misses shield, misses towers (to avoid shield abuse)
Special - misses player, misses shield, hits towers (usually targeted at towers or are spread out... for evil spell cards and stuff :V)

Crappy video of PLACEHOLDERS (http://www.youtube.com/watch?v=JiFqb_-TZ2E)
Currently contains stuff for 1 player (probably chaos-based), and 3 types of bullets(CreateShot01, CreateShot02, and my personal CreateShot03, it's like shot 01 but it includes angular velocity)
Title: Re: Kylesky's Corner-o'-Danmaku
Post by: Kylesky on April 15, 2010, 07:36:52 AM
finally... after being gone for around a week (and a few days of procrastination :V), I've finally done something Youtube (http://www.youtube.com/watch?v=Q09soSobCdE) (Please read the description first...)

Buildings and altitude system added, plus see Patchouli fight Suika (don't know how this will even happen, but who cares :V)



I really need to start thinking of actual story ideas and stuff... also making actual sprites...
Title: Re: Kylesky's Corner-o'-Danmaku
Post by: Kylesky on April 19, 2010, 08:08:16 AM
Sorry for triple posting... well... no one's replying here :V... Not good with words so the descriptions and the story telling will suck...

So here's basically the first portion of the story I'm thinking of for the RPG:
****************************************
Stuff that have been coded already
****************************************
CHAPTER 1:
Nazrin, Yamame and Wriggle all wind out in the same cave for different reasons... once they found each other, they decided to find a way out together, but they had to fight Parsee on the way out... (Fight with parsee is a party battle, also known as choose which character you want to use, but the wondering around portion is for each character)
*insert video of it here* (http://www.youtube.com/watch?v=E44wM_Ztl8I)

****************************************
Stuff that haven't been coded yet
****************************************
They get out of the cave, but see something like a portal for a split second.

The 3 go their separate ways outside the cave, and try to find help on what that was, etc. Nazrin goes to Makai and gets Murasa and Byakuren to help, but stays there with Shou. Yamame goes to the Palace of Earth Spirits and tries to get Satori to help, but she doesn't wanna help, so Koishi goes instead, but gets help from someone (haven't decided yet) from Moriya Shrine, while Yamame returns to her tunnel with Kisume. Wriggle goes to Eientei and gets Eirin and Reisen to help, but doesn't go with them. (this part is a 3-way choice... you choose to follow one of the 3 characters and have 1-2 scenarios with them going to the place they go to)

Then, the pair of the character you chose goes to Hakurei Shrine (another "party" scenario). When they get there, they find the other 2 pairs with Reimu. They talk and decide to go and find the reason for that portal, etc. Reimu says "This is another Unprecedented Serious Affair."

END OF CHAPTER 1 (Current Party: Reimu, Murasa, Byakuren, Koishi, person from Moriya Shrine, Eirin, Reisen)

*****************************
Stuff I don't know where to put yet, but will probably be included in this thing
*****************************
-Might include Aya stopping the party from leaving hakurei shrine cause she needs something for her newspaper... then Marisa sees this and joins the party later on... If she does join the party, she would be included in the list of party groups in the next 3 ideas...

-Party finds Satori somewhere... she shares an emo story about loneliness and says something like "I CAN'T TAKE IT ANYMORE"... Player fights her using only either Reimu, Koishi or the person from Moriya Shrine (cause the other 2 pairs say something like, "this isn't our fight")... I wanna try to song-sync this fight (probably a single survival card) with a sad-ish song... After that, Koishi leaves the party and accompanies Satori back to the Palace of Earth Spirits...

-Party finds Ichirin unable to calm down an enraged Unzan... (SUPER BROFIST FIGHT) Player fights her using only either Reimu, Murasa or Byakuren (like the fight with satori... it's not the others' fight)... After this, Murasa offers to bring Ichirin back to Makai via the Holy Palanquin, but Byakuren decides to be the one who Ichirin brings back (quote: "You will do more good here than in Makai, I will take Ichirin back, don't worry... Make me proud Murasa."), and Byakuren fades away with Ichirin

-Party finds Kaguya beat beaten up by Mokou/Keine... Player fights with Reimu/Eirin/Reisen (not the others' fight)... Kaguya shouts "Help Me, Eirin!"... after the fight, Eirin leaves with Kaguya for Eientei...

-Party finds the character the player chose at the start in trouble and saves her... She then joins the party (so that the choice there won't just affect the gameplay by a teeny-tiny bit...)

-Ideas and suggestions are appreciated :D



Anyone interested in helping out for any of my projects can pm me :3
Title: Re: Kylesky's Corner-o'-Danmaku
Post by: Blargel on April 19, 2010, 09:36:09 AM
People aren't posting here because it's a giant wall of text and they don't want to read.  ::)

Oh wow I just looked at your videos of the RPG and it's funny because I just made something similar to that as a test. The player is stuck at in the middle and the bullets/enemies/field moves around you instead. The only difference is that the player is still flying and everything wraps around infinitely so you have stuff coming at you from all sides. Someone described it as playing danmaku while trapped on a sphere. Looks like you definitely have more progress than I do (since I worked on it for 2 hours lol) though I think my stuff is less buggy (your mangled star for Sanae is pretty lol).

As for suggestions, you can try to make a stat system. Have it display in the HUD at all times by turning off the default HUD and drawing your own. Having a lifebar and mana to give more leeway before death and limit the use of special attacks would be a good idea and you can make the player respawn in town (or at the shrine lol) if they run out of hp. Also, you should probably try to make it more obvious which bullets belong to the player and which ones belong to the enemy. Watching those videos wasn't too confusing but it probably would make it hard to see in a lot of other cases, especially when the enemies start tossing cards against Reimu or stars against Marisa.

To solve the lag problem, perhaps you should make it like Diablo and have it load separate areas instead of a large area with a bazillion enemies in it.

If you need any help with coding logic for this, I'd be happy to help, though I'm obviously busy with my own projects as well. In any case, great job on what you got so far. Looking forward to seeing good things from you.
Title: Re: Kylesky's Corner-o'-Danmaku
Post by: Kylesky on April 19, 2010, 10:31:03 AM
People aren't posting here because it's a giant wall of text and they don't want to read.  ::)
apparently XD

your mangled star for Sanae is pretty lol
yeah... I lol'ed at that... not sure what's causing it though...

As for suggestions, you can try to make a stat system. Have it display in the HUD at all times by turning off the default HUD and drawing your own. Having a lifebar and mana to give more leeway before death and limit the use of special attacks would be a good idea and you can make the player respawn in town (or at the shrine lol) if they run out of hp.
For this, I was already thinking of making a stat system in the HUD... but I was thinking of changing the lifebar into a more touhou-style thing... so the player's going to have X lives per stage that increases every _ levels... As for mana, that was actually the next thing I was going to put in... The respawning also, when they run out of lives, but as for now, I didn't get to coding the first town yet. (probably gonna be hakurei shrine) doubt if I'll be able to incorporate equipment though cause of the limited buttons... if ever, they're probably just going to be upgrades to the character's stats...

Also, you should probably try to make it more obvious which bullets belong to the player and which ones belong to the enemy. Watching those videos wasn't too confusing but it probably would make it hard to see in a lot of other cases, especially when the enemies start tossing cards against Reimu or stars against Marisa.
yeah... I was thinking of making new shotsheets for each playable character...

To solve the lag problem, perhaps you should make it like Diablo and have it load separate areas instead of a large area with a bazillion enemies in it.
I'm actually already doing this... :V

If you need any help with coding logic for this, I'd be happy to help, though I'm obviously busy with my own projects as well. In any case, great job on what you got so far. Looking forward to seeing good things from you.
Thanks... :D
Title: Re: Kylesky's Corner-o'-Danmaku
Post by: Kylesky on April 23, 2010, 08:02:50 AM
Double posting again :V

Took a little break from doing my current projects... so here's a little sakuya fight in normal and lunatic
Bullet Forge (http://bulletforge.org/u/kylesky/p/sakuya-boss-fight/v/1/archive)

Might be a little unbalanced though... not good at balancing...
Title: Re: Kylesky's Corner-o'-Danmaku
Post by: Johnny Walker on April 23, 2010, 01:01:58 PM
Double posting again :V

Took a little break from doing my current projects... so here's a little sakuya fight in normal and lunatic
Bullet Forge (http://bulletforge.org/u/kylesky/p/sakuya-boss-fight/v/1/archive)

Might be a little unbalanced though... not good at balancing...

It's a very enjoyable script. All your cards are very beautiful, specially on lunatic! :P
Don't worry, it's well balanced.

Playing some lunautic danmakufu scripts improves your touhou skills a lot.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Sakuya Script)
Post by: 8lue Wizard on April 24, 2010, 06:33:30 AM
I very nearly fell in love with Pocketwatch of Blood. The fact that it's memorizable makes me cry on the inside. The fact that I still can't cap it, even on Normal, due to the wtfisthisshit 3rd wave wall makes me rage of StB proportions.

Also, your NC's aren't very PoC-friendly. Other than that, though, yeah, awesome work.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Sakuya Script)
Post by: Kylesky on April 24, 2010, 06:56:42 AM
I very nearly fell in love with Pocketwatch of Blood. The fact that it's memorizable makes me cry on the inside. The fact that I still can't cap it, even on Normal, due to the wtfisthisshit 3rd wave wall makes me rage of StB proportions.

Also, your NC's aren't very PoC-friendly. Other than that, though, yeah, awesome work.

I admit Pocketwatch of Blood's almost impossible due to the walling waves created when time stops :ohdear: (have to fix that...)

Also, I already noticed that I should've added a longer waiting time before the noncards start :V
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Sakuya Script)
Post by: Iryan on April 24, 2010, 08:13:53 AM
Naaais...  :D

Bonus points for using the best of the available themes. Devil Clock is liquid awesome and the eye-candy bullets on Knife Barrage look very nice. Killer Watch is a little too sudden for my taste, though, and several of the patterns are of the kind I suck at, but they're good nontheless. I die all the times because of the knife hitboxes...  :V
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Sakuya Script)
Post by: Kylesky on April 24, 2010, 02:07:29 PM
Naaais...  :D

Bonus points for using the best of the available themes. Devil Clock is liquid awesome and the eye-candy bullets on Knife Barrage look very nice. Killer Watch is a little too sudden for my taste, though, and several of the patterns are of the kind I suck at, but they're good nontheless. I die all the times because of the knife hitboxes...  :V

Thanks... :D and, the knives also murder me cause of their hitboxes...

New Sakuya script: BulletForge (http://bulletforge.org/u/kylesky/p/sakuya-boss-fight/v/11/archive)
Edits:
-Killer Watch Lunatic knives made a BIT slower
-non spells have an extra time delay for point item collection
-Pocket Watch of Blood waller wave reduced by 1 ring (hope that makes it possible :V)

Also, here's Keine! (http://bulletforge.org/u/kylesky/p/keine-boss-fight/v/1/archive) (Might be a bit harder than Sakuya... and I think Sakuya's better... didn't have that many ideas with Keine)

You may cave me now :o

EDIT: starting the day after tomorrow... I'm gonna be gone for around 4 days... so expect nothing from me :V
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Keine Script)
Post by: Suikama on April 25, 2010, 08:57:13 PM
There are quite a number of design flaws in both scripts like no invincibility at the beginning of cards, normal mode is more like hard mode, bombs deal crazy damage, dialogue takes forever and you can't skip it, and other things, however almost all of your attacks are well designed. They look nice, match the characer, use fitting bullets, aren't too cheap (although more playtesting is needed), and are overall fun and original, so good job ;)
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Keine Script)
Post by: Kylesky on April 26, 2010, 10:00:33 AM
There are quite a number of design flaws in both scripts like no invincibility at the beginning of cards, normal mode is more like hard mode, bombs deal crazy damage, dialogue takes forever and you can't skip it, and other things, however almost all of your attacks are well designed. They look nice, match the characer, use fitting bullets, aren't too cheap (although more playtesting is needed), and are overall fun and original, so good job ;)

I got too lazy to add the invincibility and stuff :V... but I do admit that normal mode's harder than how it's supposed to be...

I wasn't even sure if Keine's attacks were fitting in any way whatsoever :3 (especially that first spell card with the "curvy" lasers that spawn 1 extra "curvy" laser each... tried to make it not lag as much as possible...)

Also... that 3rd spell card, with the bridge... wasn't originally supposed to be like that :V I just couldn't figure out one part so I took the easy way out...
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Keine Script)
Post by: Blargel on April 26, 2010, 10:09:28 AM
Wait, Suikama made a post that is longer than twenty words, does not have a silly smiley, and is actually giving constructive criticism?

WHO ARE YOU AND WHAT HAVE YOU DONE WITH SUIKAMA!?
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Keine Script)
Post by: Kylesky on April 26, 2010, 10:17:26 AM
Wait, Suikama made a post that is longer than twenty words, does not have a silly smiley, and is actually giving constructive criticism?

WHO ARE YOU AND WHAT HAVE YOU DONE WITH SUIKAMA!?

oh god... why didn't I notice that 0_o
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Keine Script)
Post by: Suikama on April 26, 2010, 03:45:59 PM
Wait, Suikama made a post that is longer than twenty words, does not have a silly smiley, and is actually giving constructive criticism?

WHO ARE YOU AND WHAT HAVE YOU DONE WITH SUIKAMA!?
:derp:

Also the bridge card was weird, but still hella fun to play.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Keine Script)
Post by: Kylesky on April 27, 2010, 09:56:02 AM
:derp:

Also the bridge card was weird, but still hella fun to play.

It wasn't originally supposed to be like that... but I couldn't figure out how to do the calculations to the thing I was planning, so I just did that :V

(I forgot to slow down the bullets on normal mode :ohdear:)
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Keine Script)
Post by: Kylesky on April 29, 2010, 01:42:27 PM
I'm back, and with something new for everyone! :V

Heeeeeeeerrrrrreeeeeeeeeeeee's AAAAALLLLLIIIIICCCCCCEEEEEE!!! (which apparently spells "A Lice" which is wrong grammar, if you add a space after "a") (http://bulletforge.org/u/kylesky/p/alice-boss-fight/v/1/archive)

She's the hardest so far... and I got too lazy to add a dialogue :V
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Keine Script)
Post by: Naut on April 29, 2010, 06:45:12 PM
Heeeeeeeerrrrrreeeeeeeeeeeee's AAAAALLLLLIIIIICCCCCCEEEEEE!!! (which apparently spells "A Lice" which is wrong grammar, if you add a space after "a") (http://bulletforge.org/u/kylesky/p/alice-boss-fight/v/1/archive)

Jesus fucking Christ
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Keine Script)
Post by: Suikama on April 29, 2010, 06:56:55 PM
Way too many attacks that spawn bullets right on top of you :/
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Keine Script)
Post by: Kylesky on April 30, 2010, 03:36:38 AM
Way too many attacks that spawn bullets right on top of you :/
first spell card and 3rd and 4th nonspells :V (seriously... I just couldn't think of anything to put for those 2 nonspells :ohdear:)





Jesus fucking Christ
:V
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Keine Script)
Post by: 8lue Wizard on April 30, 2010, 04:07:13 AM
Quote
Puppeteer ''Grand Doll Performance''

Every time you publish an otherwise totally awesome spellcard that's completely static, god kills a baby panda. :(

Also, what do you have against singles?
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Keine Script)
Post by: Kylesky on April 30, 2010, 05:30:18 AM
Every time you publish an otherwise totally awesome spellcard that's completely static, god kills a baby panda. :(

Nuuuuu!!! I don't mean to kill baby pandas :ohdear:

Also, what do you have against singles?

What singles?
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Keine Script)
Post by: 8lue Wizard on April 30, 2010, 05:43:14 AM
What singles?

I mean, being able to play the spellcards individually, instead of having to choose the stage script and go through the entire fight.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Keine Script)
Post by: Kylesky on April 30, 2010, 06:12:43 AM
I mean, being able to play the spellcards individually, instead of having to choose the stage script and go through the entire fight.

Oh that... dunno... :V I'll add those in next time
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Alice Script)
Post by: Kylesky on May 01, 2010, 01:04:32 AM
Here you guys go (http://bulletforge.org/u/kylesky/p/kyleskys-boss-scripts/v/1/archive)

Easier versions of all the previous bosses grouped into 1 folder, enjoy! :D

Note: Someone (:V) doesn't want me to change the old versions so just treat these as easy-normal and hard-lunatic versions...

Changes, a hell lot of them so you may just want to skip it or look for the stuff you wanna read or whatever...:
All 3 scripts:
-Added Invincibility to the start of all attacks (didn't have previously, got too lazy to add them)
-Added the heightening of the damage ratio in spell cards (hope it's not too high)
-Lowered the bomb damage for spell cards (try 2 bombs this time :V)
-Used my dialogue function this time
-Added some extra effects
-Added single playthrough

Sakuya:
-No changes in non-spells :/
-Killer Watch Lunatic has been made easier (but the kunais have more WTF juice in them now :V)
-Devil Clock Lunatic is now even more liquid awesome (and noisy...)
-Knife Cage Normal and Lunatic has been made easier
-Pocket Watch of Blood walling wave has been made easier

Keine:
-Nonspells 2 and 4 Normal and Lunatic bullet density decreased
-God of Legends Lunatic arrowhead density lessened and delay between aimed pellets is increased
-Bridge to the Heavens Normal pellets slowed
-Bridge to the Heavens Lunatic pellet density lessened, but the explosion range is increased
-Today's History Normal and Lunatic waves vary now, and the arrowheads target you when they start moving instead of when they're fired

Alice:
-Added a dialogue
-Animated the sprite (wasn't animated before, was too lazy)
-Nonspell 1 Normal and Lunatic bullet density decreased
-Nonspells 3 and 4 Normal and Lunatic made hell lots easier and slower
-Nonspell 3 Lunatic became too easy so I had to increase bullet density :V
-Grand Doll Performance Normal and Lunatic bullet density decreased and made the pattern vary a bit (to remove the incredibly obvious safespot on normal :V)
-Doll Suicider Normal and Lunatic bullet density decreased, explosion bubbles lessened and slowed down
-Dolls of Mischief Normal and Lunatic added yellow bubbles to prevent empty space after all dolls dying
-Dolls of Mischief Lunatic bullet density decreased which affected the pattern by a bit, but it's still the same thing
-Great Phantom Dolls of Sorrow Normal and Lunatic pattern changed a bit, bullet density decreased and red pellet speed decreased a bit

Note: Any bullet density decreasing may have changed the pattern a bit...
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: easier versions of the 3 boss scripts)
Post by: Kylesky on May 06, 2010, 06:45:27 AM
May still need some DPS and graphic fixing, but here's Flandre :V
BulletForge (http://bulletforge.org/u/kylesky/p/flandre-player-script/v/1)
P.S. Don't use her on scripts that need a lot of processing power cause she needs quite a lot herself...
P.S.B. She may be a little blinding XD

Images were either from Google Images, image rips of various stuff, danmakufu scripts I have and the ones that suck were made by me via photoshop...

Flandre A:

Flandre Scarlet (Penetration Type)
Shot:
Forbidden Barrage "Counter Clock"
With
Manipulable Laser Cannon

Bombs:
Unfocused - Taboo "Kagome, Kagome"
Focused - Taboo "Laevatein"

Press C to toggle between offensive and defensive mode.


Flandre B:

Flandre Scarlet (Spread Type)
Shot:
Forbidden Barrage "Counter Clock"
With
Wing Utilization

Bombs:
Unfocused - Taboo "Cranberry Trap"
Focused - Forbidden Barrage "Starbow Break"

Press C to use up a crystal.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Flandre Player)
Post by: Suikama on May 06, 2010, 06:05:18 PM
FlanA has horrible DPS, Kagome is average but Laevatien does rediculous damamge if you're on the boss

FlanB is okay if you spam crystals but then danmakufu lags and once you have none left not only is your shot weakened but starbow break does nothing. Also Cranberry does way more damage either way.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Flandre Player)
Post by: Kylesky on May 07, 2010, 02:32:38 AM
*do not mind this post... had some problems and crap :V*
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Flandre Player)
Post by: Kylesky on May 07, 2010, 03:59:32 AM
I knew it needed a lot of DPS fixing :V (Danmakufu goes weird with DrawText so the DPS tester's pretty much useless on me :/)

EDIT:

DPS fixing... all tests were done at optimal damaging positions :V

Flandre A: fixed shots
Laevatein: *doesn't know how to make spell object lasers have varied damage* fixed damage a little, but still does heavy damage when on top of enemy (when are you on top of a boss anyway? :V)
Kagome, Kagome: No changes

Flandre B: fixed shots
Cranberry Trap: Damage decreased a bit
Starbow Break: still does nothing (but give invincibility :V) when you have no crystals left (that's why it's called self-destructive spread type). Tip: for maximum damage, use it THEN focus :V

found here (http://bulletforge.org/u/kylesky/p/flandre-player-script/v/11)
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Flandre Player)
Post by: Infy♫ on May 07, 2010, 11:56:12 AM
I quote:
Quote
<Naut> kylesky is shitting scripts
<Naut> and they're damn fun :/
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Flandre Player)
Post by: Kylesky 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... (http://bulletforge.org/u/kylesky/p/subterranean-animism-last-words-or-last-spells-you-decide-v/v/1/archive) 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 :/)
(http://img52.imageshack.us/img52/5647/11327597.jpg)

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
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: SA Last Words)
Post by: Suikama 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
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: SA Last Words)
Post by: Kylesky 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:
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: SA Last Words)
Post by: Suikama 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 >:/
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: SA Last Words)
Post by: Kylesky on May 08, 2010, 02:51:08 PM
Another script has been shat...

OVER HERE!!! (http://bulletforge.org/u/kylesky/p/watatsuki-semi-sync-battle/v/1/archive)

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...
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Watatsuki Sisters Semi-Song Sync Battle)
Post by: Kylesky on May 17, 2010, 09:38:54 AM
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 (http://bulletforge.org/u/kylesky/p/dialogue-functions-by-kylesky/v/1/archive)

don't forget to read the readme file :D
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Custom Dialogue Functions)
Post by: Solais on May 17, 2010, 11:42:04 AM
Interesting, I may use this.

Edit: After checking out the stuff, I really need this, thanks!
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Custom Dialogue Functions)
Post by: Kylesky 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...
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Custom Dialogue Functions)
Post by: Chronojet ⚙ Dragon 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?
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Custom Dialogue Functions)
Post by: Kylesky 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
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Custom Dialogue Functions)
Post by: Chronojet ⚙ Dragon 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
/me facepalms for his stupidity

holy freak now  i know what you meanz :ohdear:
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Custom Dialogue Functions)
Post by: Kylesky on May 18, 2010, 02:35:52 PM
/me facepalms for his stupidity
:3


EDIT: Just noticed now...

WOOT! 1000 views XD
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Custom Dialogue Functions)
Post by: Kylesky on May 20, 2010, 06:58:39 AM
Double post... again... :V


Here's

dunununununununununununun

EX-BROFIST!!! OH YEAH!!! (http://bulletforge.org/u/kylesky/p/ex-brofist/v/1/archive)
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
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST)
Post by: Solais 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.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST)
Post by: Suikama on May 20, 2010, 05:00:47 PM
oh god too many fists :getdown:
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST)
Post by: Kylesky on May 21, 2010, 05:27:00 AM
Update:

Ex-Brofist v2 (http://bulletforge.org/u/kylesky/p/ex-brofist/v/2/archive)

Made stuff easier

oh god too many fists :getdown:
:getdown:
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST v2)
Post by: Demonbman on May 21, 2010, 06:07:59 AM
I really need to post here for updates  :derp:


Also, awesome scripts
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST v2)
Post by: Kylesky on May 21, 2010, 06:22:49 AM
I really need to post here for updates  :derp:


Also, awesome scripts

XD, thanks :derp:
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST v2)
Post by: Kylesky on May 21, 2010, 06:35:55 AM
why does this keep on happening...
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST v2)
Post by: Chronojet ⚙ Dragon 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.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST v2)
Post by: Kylesky 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 :/
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST v2)
Post by: Chronojet ⚙ Dragon 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;
}
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST v2)
Post by: Kylesky 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:
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: EX-BROFIST v2)
Post by: Kylesky on June 02, 2010, 12:26:04 PM
Newest thing: Super Smash Touhou Brawl - Danmaku Edition (http://bulletforge.org/u/kylesky/p/super-smash-touhou-brawl-danmaku-edition/v/001-beta-test-release/archive) :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...
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Super Smash Touhou Brawl - Danmaku Edition)
Post by: Suikama on June 02, 2010, 02:34:03 PM
I dont get how this is Brawl at all :V

Also

>Brawl Script
>Lack of Captain Falcon
 :X
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Super Smash Touhou Brawl - Danmaku Edition)
Post by: Kylesky on June 02, 2010, 02:38:45 PM
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!!!***
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Super Smash Touhou Brawl - Danmaku Edition)
Post by: Chronojet ⚙ Dragon on June 02, 2010, 06:54:30 PM
I dont get how this is Brawl at all :V

> Correctness
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: SSTB - Danmaku Edition)
Post by: Kylesky 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
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: SSTB - Danmaku Edition)
Post by: Chronojet ⚙ Dragon on June 03, 2010, 04:09:28 AM
damage ratio

That.

It's probably the only thing I find that's related to Brawl. :/
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: SSTB - Danmaku Edition)
Post by: Kylesky on June 03, 2010, 04:22:23 AM
Fine fine...

Danmaku with an SSBB-style death system... happy?
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: SSTB - Danmaku Edition)
Post by: Suikama on June 03, 2010, 04:12:32 PM
Fine fine...

Danmaku with an SSBB-style death system... happy?
Except there's no knockback :V
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: SSTB - Danmaku Edition)
Post by: Chronojet ⚙ Dragon on June 03, 2010, 05:42:00 PM
Except there's no knockback :V
> Knockback
> PoFV deaths ::)

Do want.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Danmaku with an SSBB-style death system)
Post by: Kylesky on June 24, 2010, 10:19:10 AM
*necrobump*

Another boss script, Youmu this time... (http://bulletforge.org/u/kylesky/p/youmu-boss-fight/v/1/archive)

She may be kinda hard :V and there may be some unavoidable walls... I can't seem to figure out how to make some things easier without destroying the pattern/blah...

She feels so much crappier than the others :ohdear:

Also, enjoy the experimental render targets background :V (because I was too lazy to replicate her PCB background...)

I hope the slashes are properly shown... it shows as white lines of crap here so I can't see if the vertexes are positioned right...


Warning: this topic has not been posted in for at least 14 days.
Unless you're sure you want to reply, please consider starting a new topic.
:3 :3 :3
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Youmu Boss Fight)
Post by: Chronojet ⚙ Dragon on June 24, 2010, 10:42:27 AM
Oh god Youmu is harder than herself in PCB.
Make it harder.

Also, no-verted it just for fun.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Youmu Boss Fight)
Post by: Kyaksa on June 24, 2010, 11:32:16 AM
D8... She's stronger than all 3 of your last bosses...

:3 Probablily because she's the fastest there is! (LOL... Aya is tied with her)... you need super reflects.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Youmu Boss Fight)
Post by: Kylesky on June 24, 2010, 11:45:07 AM
23 minutes after releasing this, I already got a lunatic replay...

Mewkyuu... WHAT THE HELL!?!?!? YOU BOMBED EVERYTHING :V

and you want me to make it harder 0_o


Kyaksa, yes she is... :V
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Youmu Boss Fight)
Post by: Chronojet ⚙ Dragon on June 24, 2010, 12:43:06 PM
Mewkyuu... WHAT THE HELL!?!?!? YOU BOMBED EVERYTHING :V

and you want me to make it harder 0_o
I'm still half-asleep, don't pressure me...

Also, all those were mostly panicbombs so yeah....

/me is working on a better replay

EDIT: Done. I'm wide awake now!
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Youmu Boss Fight)
Post by: Kylesky on June 24, 2010, 01:31:10 PM
Nice job...

NOW 1LC IT!
 :V
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Youmu Boss Fight)
Post by: Kylesky on August 28, 2010, 04:10:57 AM
SUPER NECROBUMP

Ok... so I haven't been that active lately... real-life and all...

BOOLETFORGE (http://bulletforge.org/u/kylesky/p/ex-shochi-ayumikata/v/1/archive)

Enjoy this horrendously made ex-boss script of my DVT character, Shochi Ayumikata (http://www.shrinemaiden.org/forum/index.php/topic,5551.msg313155.html#msg313155)... (and yes, I haven't made her DVT spell cards yet :V)

Also, this ex-boss isn't really extra difficulty... it's a lot harder from when I was testing it, so it's more of a challenge script than an actual boss script :V still, comment on the spell cards please... I need to improve this boss...

yeah... I might disappoint people with this one >_> then again, I've always degraded myself with regards to my scripts, then they magically appear as fine, or even good, to other people... so... yeah... enjoy!

NOTE: on the 2nd spell card, if you end it while a lot of the lasers are still on-screen, danmakufu might pause for a while, it's not crashing, it's just taking a long time to delete all those lasers :V still haven't found a way to fix this...

Credits:
JW for sprites (were supposed to be used for DVT, hope using it here's ok)
BGM-Remastered version of Strawberry Crisis found on youtube
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Youmu Boss Fight)
Post by: Chronojet ⚙ Dragon on August 28, 2010, 04:37:20 AM
You should totally use harder/easier versions of some of these spell cards for DVT. Saves some time, don'tcha think?

EDIT: "Satorin, it's me! Let's get married!" is the first thought that crossed my mind when I saw the non-spells.

EDIT:
OK, OK, OK!
Why do I keep dying unexpectedly to the first spell card?
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Youmu Boss Fight)
Post by: Kylesky on August 28, 2010, 05:24:13 AM
actually... I wouldn't mind making new spell cards for DVT, my only problem's ideas

lol, I die there a lot too :V but I was able to capture it already, so...

oh yeah, forgot to mention... I assure everyone that all of those spell cards are completely possible, because it's either I've captured them already or I've perfected every phase of that card, I just can't do any of them consistently, so... yeah
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Ex-Shochi Ayumikata)
Post by: Chronojet ⚙ Dragon on August 28, 2010, 06:35:59 AM
Hm... I lasted all the way to the last part, but then when the boss started to die I got cheapwalled and hit by a bullet that was WTF speeding up. (That blue type of bullet that seems to slow down, speed up, slow down, speed up, etc.) Oh shi--
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Ex-Shochi Ayumikata)
Post by: Supreme Gamesmaster on August 30, 2010, 11:45:59 AM
EX-Shochi is NOT EX LEVEL. >.>

Anyway, the first thing I notice is the nonspells: THEY'RE REALLY FREAKING FAST. >.> And not enough bulletspam IMO. But those familiar paths are made out of win and cheesecake, so no complaints there.
Next thing I notice is the spellcards:
>Adamantium Shield: Streaming through a Killer Doll-type spray, mm? I can dig it. *shot* But... are those bullets-03 actually eating my bullets? ...they are... NOOOOOOOOOOOOOOOOOO
>Energy Net: YESYESYESYESYESYESYES
>Emotional Rain: Oh, hey, a pathseeking card, cool... why are the bullets getting faster. Actually, never mind; it's not unreasonable.
>Devil's Inferno: FAST CONSTRUCT FFFFFFF-- ohwait, never mind, it's aimed. Phew. Yeah, you can bomb away the whole challenge of this card. >.>
>Controlled Wormhole: Have the border bullets slower; massive FFFFFFF on first run. Other than that, epic concept. :D
>Aurora Stream: YESYESYESYESYESYESYES. Though if you get caught in one of the streams, you're kinda screwed. :/
>Butterfly Blossoms: Oh, I get it! It's 'cuz there's the butterflies, and then the blossoms... ahem. Anyway, epic card, do like. Mind you, I'd have the butterflies slower, but that's BECAUSE I SUUUUUUUUUUUUUUUUUUUUUCK and not because of poor balance.
>Photon Ball: REFLEX DODGING RRRRRRRRAAAAAAAAAAAAAAAAEEEEEEEEEEEEEEEEGGGGGGG.
...ahem. It's pretty good. Moving on now.
>Black Hole: What is this I don't even
Okay, I can barely beat it... with five lives. Making it harder than Photon Ball, Emotional Rain, Devil's Inferno, and Aurora Stream put together. Make the bullets less dense! Seriously...
>Celestial Inferno: Heeeey, I like it! Red-bullet pathseeking, reminds me of Charming Siege from All Sides! And it's moving, too! Although it's a bit fast for my... is that the boss? FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Ex-Shochi Ayumikata)
Post by: Kylesky on August 30, 2010, 12:08:40 PM
EX-Shochi is NOT EX LEVEL. >.>

well... I DID say
Quote
Also, this ex-boss isn't really extra difficulty... it's a lot harder from when I was testing it, so it's more of a challenge script than an actual boss script

Anyway, the first thing I notice is the nonspells: THEY'RE REALLY FREAKING FAST. >.> And not enough bulletspam IMO. But those familiar paths are made out of win and cheesecake, so no complaints there.
Idea: offset small number of bullets with speed :V (also, increasing the number of bullets either destroyed the pattern or made things too hard :V)

>Adamantium Shield: Streaming through a Killer Doll-type spray, mm? I can dig it. *shot* But... are those bullets-03 actually eating my bullets? ...they are... NOOOOOOOOOOOOOOOOOO
Obviously, the worst spell card in this boss >_> yes, those 03 bullets really do eat the player's bullets (and deal 1/2 damage to the boss) that's why it's called adamantium SHIELD :V

>Energy Net: YESYESYESYESYESYESYES
well, no problem here... NEXT

>Emotional Rain: Oh, hey, a pathseeking card, cool... why are the bullets getting faster. Actually, never mind; it's not unreasonable.
speed and angle per change is randomized...

>Devil's Inferno: FAST CONSTRUCT FFFFFFF-- ohwait, never mind, it's aimed. Phew. Yeah, you can bomb away the whole challenge of this card. >.>
:derp:

>Controlled Wormhole: Have the border bullets slower; massive FFFFFFF on first run. Other than that, epic concept. :D
the border bullets should remain fast IMO, because they'd leave a big space after bombing if they're not speedy... the delay's enough to tell you to go away from that oval anyway :/

>Aurora Stream: YESYESYESYESYESYESYES. Though if you get caught in one of the streams, you're kinda screwed. :/
I get screwed there 1/2 the time... just try not to get trapped >_>

>Butterfly Blossoms: Oh, I get it! It's 'cuz there's the butterflies, and then the blossoms... ahem. Anyway, epic card, do like. Mind you, I'd have the butterflies slower, but that's BECAUSE I SUUUUUUUUUUUUUUUUUUUUUCK and not because of poor balance.
***Request Processing***
DENIED

>Photon Ball: REFLEX DODGING RRRRRRRRAAAAAAAAAAAAAAAAEEEEEEEEEEEEEEEEGGGGGGG.
...ahem. It's pretty good. Moving on now.
Photon ball isn't that hard IMO (unless you get walled)

>Black Hole: What is this I don't even
Okay, I can barely beat it... with five lives. Making it harder than Photon Ball, Emotional Rain, Devil's Inferno, and Aurora Stream put together. Make the bullets less dense! Seriously...
The only real problem there is actually the last phase :V

>Celestial Inferno: Heeeey, I like it! Red-bullet pathseeking, reminds me of Charming Siege from All Sides! And it's moving, too! Although it's a bit fast for my... is that the boss? FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
wrong name... honestly, I had to recheck the file to make sure that it said Celestial INTERVENTION :V


Wow, this is my longest post since.... since.... uhhhhhhh... *goes braindead*
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Ex-Shochi Ayumikata)
Post by: Lord Phantasm Satori on August 30, 2010, 09:35:45 PM
for someone who can teleport you to any dimension, they all seem to look the same, don't they? :P
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Ex-Shochi Ayumikata)
Post by: Kylesky on August 31, 2010, 11:47:57 AM
for someone who can teleport you to any dimension, they all seem to look the same, don't they? :P
well, I was originally planning a different spell backdrop for each spell card, but that was too much work so I just decided against it :V
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Ex-Shochi Ayumikata)
Post by: Kylesky on November 03, 2010, 04:23:16 AM
SUPER NECROBUMP!!!


ok... so I guess it's about time I started being active in some way again... so I started working on something, and this is what I came up with in 1 day (by 1 day I mean 10am - 12am, excluding meals and some breaks)

Enjoy! (http://www.youtube.com/watch?v=P2PzpneyhBI)
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Ex-Shochi Ayumikata)
Post by: Blargel on November 03, 2010, 05:06:56 AM
Oh wow, I had an idea similar to that, but not to such a crazy customizable extent. I was thinking of something more RPG-ish where you buy or find weapons and the player can equip them for a new shot type. But you... you're making them shoot at customizable angles and allowing mixing and matching. You're nuts.

...

Keep going. :V

EDIT: Why  not call it Rika and Nitori's Garage Experiments?
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Ex-Shochi Ayumikata)
Post by: Kylesky on November 03, 2010, 05:19:56 AM
You're nuts.
Thanks... I guess :V

EDIT: Why  not call it Rika and Nitori's Garage Experiments?
Sure... why not... :derp:



EDIT: actually...
Anyone who wants to help me with this (ideas, weapons, vehicles, stages, storyline, images, etc.) is more than welcome to pm me... I'm more than happy to make this a collaboration cause I'm pretty much clueless on what I can make/do right now...
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: KomeijiKoishi on November 03, 2010, 10:22:19 AM
HAIL KYLE!

Wait, that came out wrong...
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: Kylesky on November 03, 2010, 03:07:31 PM
Majorly overhauled some stuff and I'll just list down a few things to point out

-Complexity is now weight (ilu Blargel)
-Weapons are easily editable to only fit certain vehicles and such
-There is now a vehicle and weapon garage where you can upgrade your vehicles and create weapons
-Weapons will either be dropped/gained from enemies or created in the weapon garage
-Upgrade/creation of vehicles/weapons will be based on a currency and raw material system (ilu again Blargel :V)
-Expect 7 different vehicles once I get cracking on this (and once I find a way to get proper graphics)
-There's now a weapon list menu that lists all the weapons you have and their compatibilities with all unlocked vehicles
-Bombs are vehicle-specific, but can ALSO be modified with certain stuff (not just damage or stock, but the actual bomb)

I guess that's it for now... still have no storyline and crap, but I hope I'll be able to complete something with what I currently have... and also make things look more appealing...

EDIT: expect an Exteeeending Aaaaarm weapon at one point :V
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: Naut on November 03, 2010, 05:47:08 PM
Coolest thing since sliced bread. You're awesome.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: Grumskiz on November 03, 2010, 07:12:45 PM
Coolest thing since sliced bread. You're awesome.
You said it!
But I would replace "sliced bread" with Tyrian^^
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: Kylesky on November 08, 2010, 02:16:18 AM
New vid (http://www.youtube.com/watch?v=6GZJKg9n0KE)

added some new stuff, especially bad placeholder backgrounds :V (those were for format rather than for design :|)
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: GenericTouhouFailure on November 08, 2010, 02:50:05 AM
New vid (http://www.youtube.com/watch?v=6GZJKg9n0KE)

added some new stuff, especially bad placeholder backgrounds :V (those were for format rather than for design :|)
Interesting concept in these videos.
I want to see what kind of game comes out of this :p
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: Kylesky on November 08, 2010, 02:54:24 AM
Interesting concept in these videos.
I want to see what kind of game comes out of this :p

I'm full of game-system/concept ideas... but I'm blank for storyline-game ideas :V

(I actually have 2 more ideas, but I'm pretty much blank on how I'm going to approach them, and also, I wouldn't want to abandon this one...)
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: Primula on November 08, 2010, 03:31:10 AM
Wow, the Nitori garage script looks cool~

(Spewing out nonsense here that might relate to ideas for a storyline) For some reason, the game gives me a feeling that the other scientists that would challenge Nitori.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: Kylesky on November 08, 2010, 03:37:17 AM
(Spewing out nonsense here that might relate to ideas for a storyline) For some reason, the game gives me a feeling that the other scientists that would challenge Nitori.

actually... I've been thinking of using rika a lot...
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: Kyaksa on November 10, 2010, 06:59:29 PM
0.0... still the most epic coding I've ever seen D:

How long did you think of this before you put it into action?
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: Kylesky on November 11, 2010, 11:32:10 AM
0.0... still the most epic coding I've ever seen D:

How long did you think of this before you put it into action?

uhhh... popped into my head one morning, worked on it the next day, had the first video up the next morning :V
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: GenericTouhouFailure on November 11, 2010, 01:03:54 PM
You need to implement snapping to angles. maybe pressing C will rotate the gun by 10? or something so that it is possible to make perfectly symmetrical shot types.

If you're already working on this, ignore my  :wikipedia:
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: Blargel on November 12, 2010, 12:48:37 AM
You need to implement snapping to angles. maybe pressing C will rotate the gun by 10? or something so that it is possible to make perfectly symmetrical shot types.

If you're already working on this, ignore my  :wikipedia:

On that subject, I noticed in your videos that you can only rotate clockwise. Really slowly. Maybe you wanna make it rotate the other way too? :V
If you think you can't because you mapped the controls to be arrow keys to move the gun, z to confirm, x to cancel, and c to rotate (am I right?), then you might wanna think about making it so that c toggles between moving the gun and rotating the gun with the arrow keys. Or something.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: Demonbman on November 12, 2010, 03:19:25 AM
On that subject, I noticed in your videos that you can only rotate clockwise. Really slowly. Maybe you wanna make it rotate the other way too? :V
If you think you can't because you mapped the controls to be arrow keys to move the gun, z to confirm, x to cancel, and c to rotate (am I right?), then you might wanna think about making it so that c toggles between moving the gun and rotating the gun with the arrow keys. Or something.
Adding to Blargel's idea, have the player hold down the C and the arrow keys determine the direction, or toggle like Blargel suggested. and have the Up and Down arrows switch between the speed of the spin
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: 8lue Wizard on November 12, 2010, 03:27:45 AM
Alternatively, Up/Down could snap to the nearest "round" value (every 15 degrees or so, maybe?), or move in discrete increments.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: Kylesky on November 12, 2010, 11:47:39 AM
Wow... 4 different people adding to one suggestion that I was thinking of since before :V
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: Azure Lazuline on November 12, 2010, 07:17:28 PM
First off, I already said this as a comment on the video, but this is absolutely awesome.

As for the rotation thing, my idea for the control scheme:
Arrows: move
Shift+L/R: rotate in increments of 5 degrees (small enough for precision, yet each rotation is easy to see)
Shift+U/D: flip horizontally or vertically
C: flip horizontally, including position (so if the gun was 10 pixels to the left of the center at 20 degrees, it would move it to 10 pixels to the right of the center at -20 degrees)
Then maybe you can use ctrl for "free" rotation with no degree snap if you think it's needed.

Also, it's probably too soon to be thinking of this, but once you get the system in place, this seems like the perfect project to have lots of people here working on (and not just because of the title). It doesn't even have to be a formal sign-up or anything - you can just send out the "engine" and let people fool around with it, then create a weapon or two and send it to you for tweaking and balancing. Depending on how you have things organized, that could work really well.

Heck, you could have each weapon/vehicle be a single numbered text file, then have the users download/create whichever ones they want and they'll become available in-game. This might be pushing the "customizable" idea a bit too much, though. Another crazy idea: is there any way that you can make the created vehicle available outside of your pre-made scripts? I don't think there would be, but it's worth investigating.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: Kylesky on November 13, 2010, 01:44:32 AM
First off, I already said this as a comment on the video, but this is absolutely awesome.

As for the rotation thing, my idea for the control scheme:
Arrows: move
Shift+L/R: rotate in increments of 5 degrees (small enough for precision, yet each rotation is easy to see)
Shift+U/D: flip horizontally or vertically
C: flip horizontally, including position (so if the gun was 10 pixels to the left of the center at 20 degrees, it would move it to 10 pixels to the right of the center at -20 degrees)
Then maybe you can use ctrl for "free" rotation with no degree snap if you think it's needed.

Also, it's probably too soon to be thinking of this, but once you get the system in place, this seems like the perfect project to have lots of people here working on (and not just because of the title). It doesn't even have to be a formal sign-up or anything - you can just send out the "engine" and let people fool around with it, then create a weapon or two and send it to you for tweaking and balancing. Depending on how you have things organized, that could work really well.

Heck, you could have each weapon/vehicle be a single numbered text file, then have the users download/create whichever ones they want and they'll become available in-game. This might be pushing the "customizable" idea a bit too much, though. Another crazy idea: is there any way that you can make the created vehicle available outside of your pre-made scripts? I don't think there would be, but it's worth investigating.

Nice idea for the rotation also, but I'll have to think about which to use...

As for the custom weapons and vehicles, I'm not that sure... that would be a lot of work, especially if you're allowing people to pick which ones they like because my Common data and arrays right now are a bit of a mess and they all require to have the exact same number of elements depending on which array they are... It's a bit complicated... (plus, those who don't do it properly will keep on complaining about it not working or what they're doing wrong and stuff)... However, if it's just people sending me more things, then me just creating some kind of patch, it would be a lot easier. The problem with that is that I suck at balancing :V

Hmm... I don't think it would be possible for it to be available outside the script, because currently... all the weapons placed are just set in an array inside a common data, and the graphic is a render target that was being "edited" as the person was placing the weapons.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: Kylesky on December 16, 2010, 03:07:24 PM
DOUBLE POST

Nevermind about this post... nothing I posted here before was useful in any way :V
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: "Nitori's Garage Experiments" Video)
Post by: Kylesky on December 22, 2010, 03:01:56 PM
Triple post apparently... oh well, sorry about that... but this won't jump up if I don't do it...

well... since it's almost Christmas... I'll treat this as my gift to everyone :V

I PRESENT

INTERTWINING MECHANICAL INTERVENTION (IMI) V0.01 (temporary title)!!!!!! (http://bulletforge.org/u/kylesky/p/intertwining-mechanical-intervention-temporary/v/001)

First short demo of my nitori game (For those who don't know what this is... it's more or less a game where you can decide how your character shoots stuff...)

IT HAS COME TO MY ATTENTION THAT I MAY HAVE FORGOTTEN TO RESET THE DATA BEFORE RAR'ING THE FILE. PLEASE CHOOSE THE RESET DATA SELECTION IN THE MAIN MENU WHEN STARTING THE GAME IF YOU DO NOT SEE TEXT AT THE TOP SAYING THAT YOU WILL BE BROUGHT TO THE PROLOGUE THE FIRST TIME YOU OPEN THE GAME. (so sorry about that... :( )

Contains:
-Prologue + 1st Chapter (containing 2 stages that's more like 1 stage cause the first is only a stage portion and the second is only a boss)
-2 Weapons (yeah, only 2)
-1 Vehicle (only the first vehicle for now)
-An options menu that allows you to change difficulty and handicap
-First "helper" (you'll see what I mean)
-A totally different dialogue style
-Everything else I've missed

What I'm planning to do/add:
-Still haven't made one of the menus
-Haven't fixed up the backgrounds and design stuff of all the menus
-Haven't made a custom HUD
-Of course, finish all the stages, weapons, vehicles, "helpers"
-Everything else I've missed

Note: I know the name sucks, it's temporary :V
Noteb: I also know the story/dialogues suck so far... don't judge me :| I suck at writing..

EDIT: Apparently... it's still uploading... I hate my slow internet
EDITB: yay it's done
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Intertwining Mechanical Intervention, temp)
Post by: KomeijiKoishi on December 22, 2010, 04:05:09 PM
...I have absolutely no idea how to add weapons to my character. At all.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Intertwining Mechanical Intervention, temp)
Post by: Kylesky on December 23, 2010, 12:36:25 AM
Oh sorry about that... I was pretty sleepy when I posted this so I forgot some stuff...

To place weapons...
1) In the edit vehicle menu press left-right to select vehicles
2) press z to select your vehicle
3) you will have a list of available weapons (make sure you followed the tutorial and made your first weapon first)
4) press up-down to select a weapon
5) you will now have free movement of the weapon over the sprite
6) up/down/left/right for normal movement
7) For rotations... I tried to put it there in symbols... but I'm sure it's still pretty hard to understand
    -hold c for normal rotation
    -shift-left/right to move by a fixed number of degrees (I think I made it 3)
    -shift-c to reflect horizontally (both angle and position)
    -shift-up to reflect angle vertically
    -shift-down to reflect angle horizontally
8 ) press z to place the weapon
9) repeat 4-8 for all weapons
10) press x to return to vehicle select
11) press x to return to main menu
12) You're done!


For some other stuff I forgot:
1) When you try creating a vehicle right after playing a stage, the render targets break down or something... I don't know why... so it'd be best to reset the game after returning to the MAIN MENU (don't worry... your progress is saved every time you finish the clear screen anyway)
2) As of right now, when you go back to the main menu after a stage, the bgm keeps on playing... I'll fix that once I find a suitable menu bgm
3) Playing music in the music room then returning to the main menu won't cause the music to stop... I made it that way cause, once there's a lot of ingredients, weapons and vehicles to choose from, trust me, most people will take a long time in the experiment and edit vehicle menus... and they'll probably get sick of the menu bgm... so I let them listen to anything :V
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Intertwining Mechanical Intervention, temp)
Post by: KomeijiKoishi on December 23, 2010, 12:35:50 PM
And... how am I making weapons? Yes, I'm aware that these question get stupider by the minute...
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Intertwining Mechanical Intervention, temp)
Post by: Kylesky on December 23, 2010, 12:47:02 PM
I guess I wasn't able to explain this properly in the prologue? :V

1) Garage --> 3rd choice in garage
2) Experiments
3) Select ingredients with up/down and z
4) If you mis-selected an ingredient press right and select it with up/down and z to remove it from the list (then left to return to the selecting part)
5) Press c to create
6) An error sound will play if there's no such recipe, other stuff will show if there is.
7) If there's such a recipe, your ingredients will be deducted by what you used (move up/down/left/right or pressing z will "refresh" the page thing)
8 ) Done...
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Intertwining Mechanical Intervention, temp)
Post by: KomeijiKoishi on December 23, 2010, 12:49:38 PM
I didn't get a prologue, so I didn't know that I had to push C after using the ingredients.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Intertwining Mechanical Intervention, temp)
Post by: Kylesky on December 23, 2010, 12:52:46 PM
Really? I thought I resetted the data so that the prologue showed... :/

It's supposed to be the very first thing showed... anyway... choose the reset data in the main menu if it doesn't show...
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Intertwining Mechanical Intervention, temp)
Post by: Azure Lazuline on December 24, 2010, 02:41:52 AM
Anywhere with scrolling text, especially the prologue, it starts lagging a lot later on whenever the text scrolls. I think you don't delete the text once it's invisible.
If you start the game without constructing a vehicle, you can still play, but you can't shoot and Nitori is invisible.
There's no indicator of which direction is which when placing a weapon, so my cucumbers shot backwards at first.
The hitbox for collecting coins is extremely small (with no collection sound), and the coins are very "solid" and easily mistaken for bullets. I assume the first one is so you can upgrade collection radius later, right?
The boss doesn't seem to appear, and even when the timer ran out, the "arms" kept attacking.
The "stage clear" thing takes way too long. Why do you need a half-second pause between everything that's drawn?

...in general, it's just really hard to understand. You need better instructions and controls for setting everything up. It's extremely confusing right now. Although, like I said before, I absolutely love the concept and think you're off to a great start. It just needs a lot of polishing.

Although I'm really nitpicking here. Overall, I think this is awesome, it's just very very non-user-friendly (which is to be expected in a demo like this, but I needed to point it out anyway). The multi-hit system instead of lives is pretty cool, although I would give a longer invincibility time, multiple lives (just one extra would be fine), or both. Right now it kinda sucks that if you're doing really good but then get caught in machine-gun fire (or outside a "reverse streaming" section, like what the hands shoot), you die and have to start all over from one mistake.

Good luck on this, and I look forward to when you finish it.
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Intertwining Mechanical Intervention, temp)
Post by: Suikama on December 24, 2010, 02:44:19 AM
5) Press c to create
derp
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Intertwining Mechanical Intervention, temp)
Post by: Kylesky on December 24, 2010, 05:27:43 AM
Seems I messed up quite a lot this time... I feel like an idiot...

Anywhere with scrolling text, especially the prologue, it starts lagging a lot later on whenever the text scrolls. I think you don't delete the text once it's invisible.
Yeah... I don't... I'll look into that next time...
If you start the game without constructing a vehicle, you can still play, but you can't shoot and Nitori is invisible.
Really? I thought I blocked Stage Select until you create a vehicle... I'll recheck
There's no indicator of which direction is which when placing a weapon, so my cucumbers shot backwards at first.
Well... the direction of the cannon kinda looked obvious to me :V I'll add an arrow or something...
The hitbox for collecting coins is extremely small (with no collection sound), and the coins are very "solid" and easily mistaken for bullets. I assume the first one is so you can upgrade collection radius later, right?
Hmm... the radius for the items seems normal to me... it's really small when you're unfocused, but it gets a lot bigger when you're focused... I'll recheck... and fix the image of the coin...
The boss doesn't seem to appear, and even when the timer ran out, the "arms" kept attacking.
What... really? it's a big rectangle at the top-center of the screen... how can that not appear when I played through that like 10 times :<
The "stage clear" thing takes way too long. Why do you need a half-second pause between everything that's drawn?
I don't really know... I just felt like it seemed nice... I'll shorten it XD no actually... I'll just remove the wait...

...in general, it's just really hard to understand. You need better instructions and controls for setting everything up. It's extremely confusing right now. Although, like I said before, I absolutely love the concept and think you're off to a great start. It just needs a lot of polishing.
Yeah... I'll try fixing it up when I continue with the next part...

Although I'm really nitpicking here. Overall, I think this is awesome, it's just very very non-user-friendly (which is to be expected in a demo like this, but I needed to point it out anyway). The multi-hit system instead of lives is pretty cool, although I would give a longer invincibility time, multiple lives (just one extra would be fine), or both. Right now it kinda sucks that if you're doing really good but then get caught in machine-gun fire (or outside a "reverse streaming" section, like what the hands shoot), you die and have to start all over from one mistake.

Good luck on this, and I look forward to when you finish it.
Thanks... and nitpicking's ok cause it's what'll let me improve on this... I'm not sure about adding an extra life cause it's really supposed to be "you exploded, haha" after sustaining too much damage... I'll add a longer invincibility time, and when you get more money, one of the things upgradable in the vehicle garage is armor... (plus there's the handicap in the options menu where you can make yourself only receive 50% damage... though decreasing your earnings per level)

Also, I don't think anyone noticed this... but the small fairies in the "To Reimu!" stage actually drops extra cucumbers and cattails (1/250 chance and which will drop depends on which color the fairy is :V)
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Intertwining Mechanical Intervention, temp)
Post by: Azure Lazuline on December 24, 2010, 05:37:57 AM
For the boss not appearing, maybe it just blends in with the background or something since you say it's just a rectangle. Once the dialogue ended, I heard the "enemy death" sound, so I thought something messed up and the boss wasn't there.
For "the direction of the cannon kinda looked obvious to me", that's because you made it. I could make a rectangle that's half white and half black, and I'll know that the white end is what shoots things, but that's not immediately obvious to everyone else. An arrow would be nice. Also, add a button to re-center the current weapon on your vehicle, since it's kind of annoying if you want something centered. (And you can just use text descriptions for the buttons, you know... you have plenty of room on the screen.)
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Intertwining Mechanical Intervention, temp)
Post by: Kylesky on December 24, 2010, 05:46:12 AM
For "the direction of the cannon kinda looked obvious to me", that's because you made it. I could make a rectangle that's half white and half black, and I'll know that the white end is what shoots things, but that's not immediately obvious to everyone else. An arrow would be nice. Also, add a button to re-center the current weapon on your vehicle, since it's kind of annoying if you want something centered. (And you can just use text descriptions for the buttons, you know... you have plenty of room on the screen.)
k, I'll think about it... :/
Title: Re: Kylesky's Corner-o'-Danmaku (Newest: Intertwining Mechanical Intervention, temp)
Post by: sumisumi on January 01, 2011, 10:08:49 PM
A lot of what I was going to say has already been said, but here's what's left.

After the prolouge, when you press z it goes into the stage select even though you haven't made a vehicle yet.
If you return to the main menu, and try to go back, it won't work.  Stage Select is only accessable without a vehicle right after the prolouge.

Doesn't being able to change the handicap just pressure players into playing on lower difficulties for higher money outputs?
You should either remove it or have the player choose the difficulty for the entire game at the beginning of the game.

It's strange that the helper always goes back to the center and just stays there.  Maybe have him have the same x-cordinate as Nitori?  Or maybe not.

Nice game so far!  The menus are confusing, but it's a good idea and you're doing well.