Author Topic: Blargel's Danmakufu Corner (Ikareimu Revival? and Contest)  (Read 64969 times)

Primula

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Re: Blargel's Danmakufu Corner (Ikareimu v0.6.0 released!)
« Reply #60 on: December 06, 2009, 02:42:02 PM »
No I'm just playing the script because I have spare time.

Chronojet ⚙ Dragon

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Re: Blargel's Danmakufu Corner (Ikareimu v0.6.0 released!)
« Reply #61 on: December 06, 2009, 03:45:51 PM »
Oh, FUCKING WHAT!@! is pretty lunatic-ish...
Oh, and Lunatic is pretty easy.



Until LOVING HEART "DOUBLE SPARK"!! WOOOO then I lost my 5 lives.

EDIT: I must be crazy or something.
« Last Edit: December 06, 2009, 05:47:48 PM by Always お⑨烏 »

Blargel

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Re: Blargel's Danmakufu Corner (Ikareimu v0.6.0 released!)
« Reply #62 on: December 08, 2009, 02:40:21 AM »
Here, video. http://www.youtube.com/watch?v=e34VK4BmZiE
My attempt at Fuckingwhat with some rather stupid deaths (lol Cirno killed me) and utter fail at Marisa. Followed by a near perfect run of Normal if I hadn't had other stupid deaths. Yay for stupid deaths.

God damn bad framerate. But at least the sound doesn't desync.
<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: Blargel's Danmakufu Corner (Ikareimu v0.6.0 released!)
« Reply #63 on: December 08, 2009, 06:20:51 PM »
I like the rebalancing of FuckingWhat mode.

Or reskewing...? Hmm.

I still like it.

Benny1

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Re: Blargel's Danmakufu Corner (Ikareimu v0.6.0 released!)
« Reply #64 on: December 08, 2009, 06:41:23 PM »
Jesus, I check this forum after not going here for months, and I see all of this!

Awesome to have you back \o/

Blargel

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Re: Blargel's Danmakufu Corner (Ikareimu v0.6.0 released!)
« Reply #65 on: December 09, 2009, 06:30:01 AM »
Ahaha, you're late Benny1! :V
I could've sworn I've seen you on this part of the forum at least once before when I was on at the same time though.

I like the rebalancing of FuckingWhat mode.

Or reskewing...? Hmm.

I still like it.
The only thing I touched was Marisa's first spell for FuckingWhat. I had the great idea of making every spellcard in the game have something ridiculous and extra on FuckingWhat that would make the average player go "Fucking what." For example, 3x amount of stars in 3 different directions on Non-directional Laser and 3x the Sparks in Double Spark. I might consider making the sparks move and calling it "Non-directional Master Spark" or something.
<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.

Blargel

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Re: Blargel's Danmakufu Corner (Ikareimu v0.6.0 released!)
« Reply #66 on: February 10, 2010, 01:53:58 PM »
M-m-m-megabump!

Got a random update: Bad Apple.
Yes, in Danmakufu. No I wasn't crazy enough to construct everything out of bullets. I was just trying to kill time without working on the scripts I'm supposed to be working on. ('Cause you know, that would actually be productive.) It might be fun to look at the FrameDefine.dnh in there while you have the script. It's AWESOME.  :V

Also, I might as well announce that I actually AM working on something, though it's coming along slowly because of limited time.
« Last Edit: February 10, 2010, 02:11:49 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.

Chronojet ⚙ Dragon

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Re: Blargel's Danmakufu Corner (Ikareimu v0.6.0 released!)
« Reply #67 on: February 10, 2010, 03:21:24 PM »
OH SHIT. OH SHIT. OH SHIIIIIT. THIS IS FUCKING AWESOME. I COULDN'T BELIEVE IT WAS EVEN POSSIBLE, BLARGEL~! iluiluilu~

Re: Blargel's Danmakufu Corner (Ikareimu v0.6.0 released!)
« Reply #68 on: February 10, 2010, 08:23:28 PM »
Got a random update: Bad Apple.
Yes, in Danmakufu.


wow... no off-syncing... AWESOME
« Last Edit: February 10, 2010, 08:58:28 PM by By »

Re: Blargel's Danmakufu Corner (Ikareimu v0.6.0 released!)
« Reply #69 on: February 10, 2010, 10:48:54 PM »
M-m-m-megabump!

Got a random update: Bad Apple.
Yes, in Danmakufu. No I wasn't crazy enough to construct everything out of bullets. I was just trying to kill time without working on the scripts I'm supposed to be working on. ('Cause you know, that would actually be productive.) It might be fun to look at the FrameDefine.dnh in there while you have the script. It's AWESOME.  :V

Also, I might as well announce that I actually AM working on something, though it's coming along slowly because of limited time.
Damn you I was gonna do this!

Although you did a much better job that what I could have done :V


And now to probe your scripts to learn how you managed to sync it so well :coolvee:


Edit: Ahaha I feel so dumb for doing it the way I did for my GET DOWN script (raw frame by frame work :V).
« Last Edit: February 10, 2010, 10:51:21 PM by Suikama »

CK Crash

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Re: Blargel's Danmakufu Corner (Bad Apple Script...?)
« Reply #70 on: February 10, 2010, 10:52:12 PM »
I demand you add matching danmaku to this.

Re: Blargel's Danmakufu Corner (Bad Apple Script...?)
« Reply #71 on: February 11, 2010, 02:36:03 AM »
I demand you add matching danmaku to this.

EDIT: ALSO, I GET AN ERROR SAYING THAT THERE WAS AN UNEXPECTED END OF ARCHIVE...WHAT IS THIS?
« Last Edit: February 11, 2010, 02:38:28 AM by Demonbman »

Blargel

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Re: Blargel's Danmakufu Corner (Ikareimu v0.6.0 released!)
« Reply #72 on: February 11, 2010, 07:50:31 AM »
Damn you I was gonna do this!

Although you did a much better job that what I could have done :V


And now to probe your scripts to learn how you managed to sync it so well :coolvee:


Edit: Ahaha I feel so dumb for doing it the way I did for my GET DOWN script (raw frame by frame work :V).
:V

I demand you add matching danmaku to this.
That would be difficult.

EDIT: ALSO, I GET AN ERROR SAYING THAT THERE WAS AN UNEXPECTED END OF ARCHIVE...WHAT IS THIS?
Huh?
<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.

Nimble

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Re: Blargel's Danmakufu Corner (Bad Apple Script...?)
« Reply #73 on: February 11, 2010, 11:18:27 AM »
=A="

Average frame per sec = 7.2 oTL~
but yeah, I can watch it very well.

For the error, seem like it'll error if you fire some shot during play.


Re: Blargel's Danmakufu Corner (Bad Apple Script...?)
« Reply #74 on: February 11, 2010, 08:06:12 PM »
For the error, seem like it'll error if you fire some shot during play.

it works for me... infact, i wanted to make a movie with bullets of customed Danmakufu Characters over the normal video.

Chronojet ⚙ Dragon

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Re: Blargel's Danmakufu Corner (Bad Apple Script...?)
« Reply #75 on: February 11, 2010, 09:23:11 PM »
I'm so editing the Ikareimu sprites to make an Ikuruga thing. *shot*

« Last Edit: March 20, 2010, 05:23:26 PM by Demonbman »

Blargel

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Re: Blargel's Danmakufu Corner (Bad Apple Script...?)
« Reply #77 on: March 30, 2010, 02:06:40 PM »
Yo, I'm back with more useless shit. Well, this time it's only useless because it doesn't do what its name implies it's supposed to be doing. Yet. I'm working on it, I swear!

Shoot the Bullet Engine for Danmakufu
<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.

Zengar Zombolt

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DgBarca

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Re: Blargel's Danmakufu Corner (Bad Apple Script...?)
« Reply #79 on: March 30, 2010, 03:25:04 PM »
Yo, I'm back with more useless shit. Well, this time it's only useless because it doesn't do what its name implies it's supposed to be doing. Yet. I'm working on it, I swear!

Shoot the Bullet Engine for Danmakufu
I love you.
[21:16] <redacted> dgbarca makes great work
[21:16] <redacted> i hope he'll make a full game once

Kylesky

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Re: Blargel's Danmakufu Corner (Bad Apple Script...?)
« Reply #80 on: March 30, 2010, 03:29:46 PM »
Shoot the Bullet Engine for Danmakufu

:o

but honestly... it doesn't seem that hard... just tedious... all you have to do is check the position of the camera + the length and width... then check whether the boss is there... if it is... then create an object or player shot that damages the boss on top of it... for shots, just a simple DeleteEnemyShotInCircle (don't know how that would work for rectangles though... :V) then add an object effect and a timer that sets the reducing length and width... all put into a single if(GetKeyState(VK_SHOT)==KEY_PUSH || GetKeyState(VK_SHOT)==KEY_HOLD) statement... and of course adding if(cameracharge==100) or something like that... :D

All falls into having enough time... or not getting too lazy...
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DgBarca

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Re: Blargel's Danmakufu Corner (Bad Apple Script...?)
« Reply #81 on: March 30, 2010, 03:35:57 PM »
:o

but honestly... it doesn't seem that hard... just tedious... all you have to do is check the position of the camera + the length and width... then check whether the boss is there... if it is... then create an object or player shot that damages the boss on top of it... for shots, just a simple DeleteEnemyShotInCircle (don't know how that would work for rectangles though... :V) then add an object effect and a timer that sets the reducing length and width... all put into a single if(GetKeyState(VK_SHOT)==KEY_PUSH || GetKeyState(VK_SHOT)==KEY_HOLD) statement... and of course adding if(cameracharge==100) or something like that... :D

All falls into having enough time... or not getting too lazy...
The photo thing would be near the impossible...take an automatic screen shot are resize it, all of that coded in danmakufu ? hum...?
[21:16] <redacted> dgbarca makes great work
[21:16] <redacted> i hope he'll make a full game once

Chronojet ⚙ Dragon

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #82 on: March 30, 2010, 04:38:53 PM »
I like this StB thing so far, but can someone show us all how it actually works?
And... well, where's the camera shot thing?

Azure Lazuline

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #83 on: March 30, 2010, 04:44:54 PM »
For having the shots disappear, the easiest way would be to just make everything object shots in an array. I think you could figure out the rest from there (making the shots in a certain range disappear when you take a picture).

As for the screenshots, perhaps you could do some fooling around with this function? Call it, wait a frame, then load the picture and do whatever with it. Untested, but it should probably work.

Iryan

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #84 on: March 30, 2010, 04:58:53 PM »
For the actual bullet removal, you could write a function that, depending on the current size of the picture frame, calls enough DeleteEnemyShotInCircle to fill the entire frame. It may be tedious, rough on the edges and may cause some slowdown, but it could work.

Old Danmakufu stuff can be found here!

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #85 on: March 30, 2010, 05:02:57 PM »
Thank you for being less lazy than the rest of the competent programmers and actually possibly going through with this.

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Chronojet ⚙ Dragon

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #86 on: March 30, 2010, 05:24:13 PM »
I was trying to make a shot that kills the player, sorta like Hatate/Aya's camera bullet/whateveryouwannacallit, but it doesn't really work that well if I stretch it too weirdly. I figured that I could modify it a bit and use it in the StB engine.

Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #87 on: March 30, 2010, 10:40:51 PM »
I would sure be interested in help if there will be a "TouhouDanmakufu Bunkachou - MotK Edition" (most decent, till up to pros, scripters using thier own spellcards and you have to survive the shitstorm bullet curtains).

Chronojet ⚙ Dragon

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #88 on: March 30, 2010, 11:24:38 PM »
I would sure be interested in help if there will be a "TouhouDanmakufu Bunkachou - MotK Edition" (most decent, till up to pros, scripters using thier own spellcards and you have to survive the shitstorm bullet curtains).

I call 6th stage boss.
I'm also going to make my own spell card already for this.

... Collab time.

Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #89 on: March 30, 2010, 11:40:27 PM »
I call 6th stage boss.

I call for 4th Stage then.
but we are getting off-topic here, so this should be a discussion in another thread.

and for now get?s get back to topic!

EDIT:
I just remmembered this.
« Last Edit: March 31, 2010, 01:34:37 AM by Danielu Yoshikoto »