Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Sparen on November 10, 2012, 06:02:15 PM

Title: Sparen's Code Dump (Final updates)
Post by: Sparen on November 10, 2012, 06:02:15 PM
Welcome to my Release Thread!
I'm Sparen of Ir?a, a danmakufu scripter here in RaNGE. Here you will find all of my publicly released danmakufu projects (as well as some others). If you are looking for a specific project's download link, scroll down and find the project. If you are just looking around, you may want to go to the Game Page Links section. On the game posts, there are videos, screenshots, and background information, as well as other helpful information.

I host a Youtube channel where I showcase scripts made by members of the community, and am one of the moderators of the Land of Codes and Apertures, a danmakufu-centered Discord (formerly Skype) group. I also occasionally make danmakufu tutorials, and they can be found on my website (https://sparen.github.io/ph3tutorials/ph3tutorials.html).

Please submit feedback for my (newer) projects!

LINK TO SEITENTOUJI PROJECT THREAD (https://www.shrinemaiden.org/forum/index.php/topic,18402.0.html)
For my Danmakufu Utilities and other services to the Danmakufu Community, refer to Sparen's Danmakufu Utilities (https://www.shrinemaiden.org/forum/index.php/topic,21535.0.html).

Touhou Danmakufu 0.12m mirror: Download (http://www.mediafire.com/download/i8wdtzxm770qu1s/Clean+DNH+0.12m.zip)
Touhou Danmakufu ph3 [.0 pre23] mirror: Download (http://www.mediafire.com/download/gdd643wxdx4gx10/ph3pre23.zip)

*When I append 'Release' to the end of a script, that means that something has been cut from the current version and is not available in the supplied script.

Youtube Playlists!
My main playlist for showcasing scripts from the community is DNHArt, or Danmakufu Art. Link below!
The official compilation is here: DNHArt (http://www.youtube.com/playlist?list=PLJ2F_5rhjlXT1kzX8UkVRlwFyG_rPcj0h&feature=mh_lolz)
My playlist for intentionally troll/funny scripts is DNHFart, generously Buddhaened by InfiniteUltimaWave in a less-than-glamorous ceremony.
DNHFart can be found here: DNHFart (https://www.youtube.com/playlist?list=PLJ2F_5rhjlXTnAieuCrr1mOHzemYM1aYH)

If you would like me to play your script, add/remove your youtube channel link, etc. please PM me. Voiced commentary is only available by request.
For more information, see http://sparen.github.io/dnhart.html (http://sparen.github.io/dnhart.html)

Danmakufu Ph3 Tutorials
Here is a link to my Youtube Danmakufu ph3 Video Tutorial Playlist! [Link (https://www.youtube.com/playlist?list=PLJ2F_5rhjlXTwCoPy9-5JSOufqAou908K)]
Here is a link to my Danmakufu ph3 Written Tutorials! [Link (http://sparen.github.io/ph3tutorials/ph3tutorials.html)]
*I have other tutorials on the Danmakufu Wiki.


Game Post Links
Pok?DigiDanmaku (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg952334.html#msg952334)
LOCAA Contest #3 Entry: Suicune Boss Battle (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg967722.html#msg967722)
RaNGE Contest #10 Entry: Sanae Boss Battle (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1013135.html#msg1013135)
Halloween Contest Entry: Sekibanki Boss Battle (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1032886.html#msg1032886)
LOCAA Contest #4 Entry: Death Match in the Skies (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1049520.html#msg1049520)
Danmaku Dodging for Dummies ph3 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1059848.html#msg1059848)
Digital Earth: Conquest (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1068443.html#msg1068443)
Artifact Contest #2 Entry: Of Celestials and Master Sparks (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1079959.html#msg1079959)
AAA Contest Entry: Nuclear Hell Raven (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1091346.html#msg1091346)
LOCAA Contest #6 Entry: Danmakufu Troll Stars (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1115353.html#msg1115353)
ICM Contest Entry: The Avatar of Mountains and Lakes (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1131236.html#msg1131236)
東方変幻永〜Indeterminate Insufferable Illness (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1148034.html#msg1148034)
Danmakufu Wars - Sparen vs PhantomSong (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1195535.html#msg1195535)
RaNGE 16 Contest Entry - Descent of the Mochi Hammer (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1230820.html#msg1230820)
RaNGE 17 Contest Entry - Shimmering Cyclochasm (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1350544.html#msg1350544)
RaNGE 19 Contest Entry - Moonstruck Magician (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1403721.html#msg1403721)
RaNGE 20 Contest Entry - Seasonal Rabbit (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1421772.html#msg1421772)
BHA 01 Contest Entry - Elemental Shapes (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1434662.html#msg1434662)

Release Packages and Projects listed below

All updates will be in red! All projects are listed in the order I started them in.
Glow: COMPLETED RELEASE CANDIDATE MODE ONGOING HIATUS PLANNING DEAD/TERMINATED

[ - ] = Minor script, [ P ] = Player, [ C ] = Contest, [ B ] = Single Boss, [ S ] = Stage, [ G ] = Full Game, [ VN ] = Visual Novel
$ denotes a GOOD QUALITY project (by my standards). Multiples of these denote a project that I spent a lot of time and work on.
$ denotes an EXCELLENT QUALITY project (by my standards). Multiples of these denote a *good* project that I spent a lot of time and work on.

NetLogo 5
*Note that all NetLogo games require either NetLogo 5 [http://ccl.northwestern.edu/netlogo/download.shtml (http://ccl.northwestern.edu/netlogo/download.shtml)] or a browser that can run Java Applets. Be aware than all games made with NetLogo use the mouse to move, cannot be paused, and lag terribly.

-[ S ] Touhou Terranean Cataclysm Phantasm Partition [Download Touhou TC Phantasm Stage (http://www.mediafire.com/download/yaq9337rbqdpqfg/TCPhPartitionRC3.zip)] COMPLETED
-[ B ] Cirno Day 2012 [No Longer Available] COMPLETED
-[ G ] Pok?Digi Danmaku [N/A] TERMINATED

Touhou Danmakufu v0.12m

-[ P ] Suiroga Player Script [N/A] TERMINATED
-[ P ] PDDVee Player Script [No Longer Available] COMPLETED
-[ G ] Introduction to Danmaku (Danmaku Dodging for Dummies) [Download R5 without music (http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies/v/r5)] COMPLETED
-[ S ] Touhou Terranean Cataclysm Extra Stage [No Longer Available] DEAD
-[ - ] BS Yukkuri Stage [No Longer Available] YUKKURI
-[ P ] Utsuho Player Script [Download Utsuho Player Scripts v0.14 (http://www.bulletforge.org/u/sparen/p/utsuho-player-script/v/014)] COMPLETED
-[ G ] Pok?DigiDanmaku [See Game Post for more information] COMPLETED $$$
-[ P ] Kogasa Player Script [Download Kogasa Player Scripts v0.10 (http://www.bulletforge.org/u/sparen/p/kogasa-player-script/v/010)] COMPLETED
-[ C ] LOCAA Contest #3: Suicune Boss Battle [DL Complete Package w/ Danmakufu (RC-5)  (http://www.mediafire.com/download/489jbau9a1nw74w/Sparen's_LOCAA_Contest_3_Entry_v1.09.zip)] COMPLETED $
-[ P ] Kyllallrenn Player Script [No Longer Available] COMPLETED
-[ C ] RaNGE Contest #10: Sanae Boss Battle [See Game Post for more information] COMPLETED $
-[ C ] Halloween Contest: Sekibanki Boss Battle  [Download Halloween Contest: Sekibanki Boss Battle v1.02 (RC-3) (http://www.bulletforge.org/u/sparen/p/halloween-contest-sekibanki-boss-battle/v/102)] COMPLETED $

Touhou Danmakufu ph3

-[ P ] TCKogasa-Utsuho Player Script [Download Kogasa-Okuu Player Script v0.12 (RC-5) (http://www.bulletforge.org/u/sparen/p/kogasa-okuu-player-script/v/012)] COMPLETED $
-[ C ] LOCAA Contest #4: Death Match in the Skies [See Game Post for more information] COMPLETED $
-[ G ] Danmaku Dodging for Dummies ph3 [See Game Post for more information] COMPLETED
-[ P ] DEC Flamon and Strabimon Player Scripts [No Longer Available] COMPLETED
-[ G ] Digital Earth: Conquest [See Game Post for more information] COMPLETED $$$
-[ C ] Artifact Contest #2: Of Celestials and Master Sparks [See Game Post for more information] COMPLETED $
-[ P ] Artifact 2 Contest Marisa Player [Download A2 Marisa v0.03 (http://www.bulletforge.org/u/sparen/p/marisa-player-artifact-2/v/003)]  COMPLETED
-[ C ] AAA Contest: Nuclear Hell Raven [See Game Post for more information] COMPLETED
-[ C ] LOCAA Contest #6: Danmakufu Troll Stars [See Game Post for more information] COMPLETED $$
-[ C ] Incident Causer Mayhem: The Avatar of Mountains and Lakes [See Game Post for more information] COMPLETED $
-[ G ] 西天東地 - AMB [See linked thread] COMPLETED
-[ B ] Danmakufu Wars - Sparen vs PhantomSong [See Game Post for more information] COMPLETED $$
-[ C ] RaNGE Contest 16: Descent of the Mochi Hammer [See Game Post for more information] COMPLETED $
-[ C ] RaNGE Contest 17: Shimmering Cyclochasm [See Game Post for more information] COMPLETED $
-[ P ] Reisen Player [Download III Reisen v0.04 (http://www.bulletforge.org/u/sparen/p/sparens-reisen-player)]  COMPLETED
-[ C ] RaNGE Contest 19: Moonstruck Magician [See Game Post for more information] COMPLETED $$$
-[ C ] RaNGE Contest 20: Seasonal Rabbit [See Game Post for more information] COMPLETED $$
-[ C ] BHA Contest 01: Elemental Shapes [See Game Post for more information] RC MODE $
-[ P ] Eleburstyr Player [Download Eleburstyr v1.2 (https://www.bulletforge.org/u/sparen/p/eleburstyr-player-script)]  RC MODE

-[ G ] Touhou Mystery Dungeon [DevLog (http://sparen.github.io/projects/projectstmddnh_devlog.html)] DEAD

For a more comprehensive and up-to-date list of both danmakufu and non-danmakufu projects, refer to the Projects (https://sparen.github.io/projects/projects.html) page on my website.
Title: Re: Touhou Terranean Cataclysm
Post by: Sparen on November 10, 2012, 06:13:37 PM
My Personal Deprecation Post
Before you ask, this is a new addition plugged in here because I couldn't move posts down any further.
Note: This is also invaluable advice for intermediate-level scripters who want to be at CK Crash or Talos's level

Here I will list (with pictures), all of my worst Danmakufu design issues and they will exist here to remind me that when I script, I should actually think about gameplay.

1: Super Complicated Attack, Excessively Simple Dodging
Thanks to CK Crash, the problem has been identified as not micro dodging, but this. I unnecessarily overcomplicate my attacks (in the coding) and when the player plays them, well... They dodge left. Dodge right. Micrododge.

Spells should not just look pretty. They should play well and have unique ways of dodging.

Examples of attacks that fit into this category: (Both MICRODODGE MICRODODGE MICRODODGE and Overcomplicated Messes that are ridiculously simple)
PDD: (MICRODODGE)
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_003ElectricJoltL_zps06ce8318.png) (http://s1164.photobucket.com/user/SparenofIria/media/003ElectricJoltL_zps06ce8318.png.html)(http://i1164.photobucket.com/albums/q570/SparenofIria/th_021ElectricalStormBlazeL_zps9ffa72eb.png) (http://s1164.photobucket.com/user/SparenofIria/media/021ElectricalStormBlazeL_zps9ffa72eb.png.html)(http://i1164.photobucket.com/albums/q570/SparenofIria/th_034WitheringLeavesofTimeO_zps3912cced.png) (http://s1164.photobucket.com/user/SparenofIria/media/034WitheringLeavesofTimeO_zps3912cced.png.html)
PDD: (Overcomplicated Code Implementation for something that wasn't worth it)
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_096BountifulGiftsofNatureO_zps92261b7a.png) (http://s1164.photobucket.com/user/SparenofIria/media/096BountifulGiftsofNatureO_zps92261b7a.png.html)(http://i1164.photobucket.com/albums/q570/SparenofIria/th_104DeathofDracoH_zps77304549.png) (http://s1164.photobucket.com/user/SparenofIria/media/104DeathofDracoH_zps77304549.png.html)(http://i1164.photobucket.com/albums/q570/SparenofIria/th_152EndlessRetributionO_zps1cc32586.png) (http://s1164.photobucket.com/user/SparenofIria/media/152EndlessRetributionO_zps1cc32586.png.html)(http://i1164.photobucket.com/albums/q570/SparenofIria/th_X07ShatteringIceofSpring_zps1e0b99eb.png) (http://s1164.photobucket.com/user/SparenofIria/media/X07ShatteringIceofSpring_zps1e0b99eb.png.html)(http://i1164.photobucket.com/albums/q570/SparenofIria/th_X13CrystallineGloryofRainbowandLight_zpsf99c5375.png) (http://s1164.photobucket.com/user/SparenofIria/media/X13CrystallineGloryofRainbowandLight_zpsf99c5375.png.html)
Misc. Scripts:
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_Screenshot2014-05-18071941_zps2913cb84.png) (http://s1164.photobucket.com/user/SparenofIria/media/Screenshot2014-05-18071941_zps2913cb84.png.html)
DEC:

2: A Spell with Too Many Parts
As CK Crash once said, a spell is complete when you can no longer take anything away from it.

Examples of attacks that fit into this category:
PDD:
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_145ElectrifyingRenderingO_zps986d9aea.png) (http://s1164.photobucket.com/user/SparenofIria/media/145ElectrifyingRenderingO_zps986d9aea.png.html)
Misc. Scripts:
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_ScreenShot2014-05-18at72426PM_zpsbf264206.png) (http://s1164.photobucket.com/user/SparenofIria/media/ScreenShot2014-05-18at72426PM_zpsbf264206.png.html)
DEC:
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_ScreenShot2014-05-18at73628PM_zps1e522f48.png) (http://s1164.photobucket.com/user/SparenofIria/media/ScreenShot2014-05-18at73628PM_zps1e522f48.png.html)

3: Graphical Excessiveness
This is self-explanatory. Blinding the player with ADD Bullets or abusing things not meant to be abused all go into this category.

Examples of attacks that fit into this category:
PDD:
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_089RadiantBlastsofShimmeringColorO_zps0b8b469a.png) (http://s1164.photobucket.com/user/SparenofIria/media/089RadiantBlastsofShimmeringColorO_zps0b8b469a.png.html)(http://i1164.photobucket.com/albums/q570/SparenofIria/th_111MirrorCannonL_zps34365d64.png) (http://s1164.photobucket.com/user/SparenofIria/media/111MirrorCannonL_zps34365d64.png.html)
Misc. Scripts:
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_02bSealofLightandWaterquotSeaofBrilliantAquaquot_zpse4d4c57b.png) (http://s1164.photobucket.com/user/SparenofIria/media/02bSealofLightandWaterquotSeaofBrilliantAquaquot_zpse4d4c57b.png.html)(http://i1164.photobucket.com/albums/q570/SparenofIria/th_ScreenShot2014-05-18at72835PM_zpsd095bd95.png) (http://s1164.photobucket.com/user/SparenofIria/media/ScreenShot2014-05-18at72835PM_zpsd095bd95.png.html)
DEC:
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_b6db0838-f31c-45f3-a74a-484ddbba2031_zps817dd95e.png) (http://s1164.photobucket.com/user/SparenofIria/media/b6db0838-f31c-45f3-a74a-484ddbba2031_zps817dd95e.png.html)


Contents of original post below

Edit: Moved the TC Phantasm stuff down to the next post to make space in the thread header.

I am now proud to introduce one of my games!

http://www.mediafire.com/?yaq9337rbqdpqfg (http://www.mediafire.com/?yaq9337rbqdpqfg)

The game is Touhou 13.2: Terranean Cataclysm! However, I am not including the main game and I am not including the Extra Stage. This package only contains the finalized Phantasm Stage (for now).

Reasons: Well, the main game is terrible, with lackluster, random based scripting. I only began using patterns when I reached Stage 8/10, and I didn't even use speed until Stage 7. Simply put, it's not that good. As for the Extra Stage, I don't want my OCs to be stolen. Besides, it deserves a port to Danmakufu, where I can actually bring out the full potential of the script.

Included in this package are the following:
-Obfuscated (by NetLogo Obfuscator) Touhou TC Extra Stages Release Candidate 3, Phantasm Partition
-No music (all of it is copyrighted and it takes up too much space)
-A brief spell explanation'
-Hours of frustration and wondering why Utsuho's hitbox is so large
-A lot of lackluster and poor quality spells
-Some great ones
-Lag
-Stuff so that you can run the .html if you really don't want to have to download NetLogo.

Enjoy, comment, and feel free to give constructive criticism! (although I'm actually going to quit NetLogo Danmaku after my current project...)

Screenshots (Touhou 13.2: Terranean Cataclysm, Phantasm Stage):

(https://sparen.github.io/img-hoster/public/Moon-Sign-Rings-of-Eternity.png)
https://sparen.github.io/img-hoster/public/Moon-Sign-Rings-of-Eternity.png

Sorry for the double post, sorry for too many bullets. But I made some pretty nice stuff with it.
Title: Re: Touhou Terranean Cataclysm
Post by: Lunasa Prismriver on November 10, 2012, 07:52:51 PM
Patterns are pretty fun but you can easily dodging them by hugging the bottom of the screen (bullets disappear before touch you).
Player shots are pretty well thought but they cover enemies bullets and it makes more harder to dodge them.
I think java is not the better choice to make a danmaku but I'm sure if you remake the script in Touhou Danmakufu, you'll get rid off a lot of bugs and It would be more playable  :).
Title: Re: Touhou Terranean Cataclysm
Post by: Sparen on November 10, 2012, 11:02:36 PM
The sides are invincible areas that I used when testing to speed up and check for bugs.

I guess I forgot to mention that. XD

As for the shots, I realized that error, and in my current project, the bullets have transparent space inside them. But the player's Utsuho, so... I really don't know if I could make the shots more transparent, since NetLogo doesn't support transparency layers. My remedy for this is to press 'hide-shots,' which will hide your shots.

The issue with HideShots is that since you are probably focusing on the character, it's not always certain if you are actually hitting the enemy.

Anyway, thanks for the feedback!
Title: Re: Touhou Terranean Cataclysm
Post by: touhoumaniac on November 12, 2012, 07:39:08 AM
I tried your scripts. The lag was unbearable, so i gave up before finishing it  :V
Title: Re: Touhou Terranean Cataclysm
Post by: Sparen on November 13, 2012, 11:51:51 PM
I know about the lag.

The issue is that the only way to stop the lag is to lower the amount of bullets, and that breaks some of the patterns.

Oh well. Might as well make that 'Easy Mode.' [Well, it's a Phantasm stage... but if it needs to be more playable, I'll cut the bullets]

Edit: Scrap that. I don't have a copy of the pre-obfuscated Phantasm only stage. I should've kept a copy. Either way, Extra isn't that great, so I don't want to risk it. And the main game... well, you'll have to wait for me to port it to Danmakufu. That'll take about a year or more, depending on how much free time I have and how quickly I learn Danmakufu. Still, an Utsuho player script would be pretty damn awesome if I can draw. [I.E, I can't draw pixel art]
Title: Re: Touhou Terranean Cataclysm
Post by: PhantomSong on November 14, 2012, 01:35:43 AM
I know about the lag.

The issue is that the only way to stop the lag is to lower the amount of bullets, and that breaks some of the patterns.

Oh well. Might as well make that 'Easy Mode.' [Well, it's a Phantasm stage... but if it needs to be more playable, I'll cut the bullets]

Edit: Scrap that. I don't have a copy of the pre-obfuscated Phantasm only stage. I should've kept a copy. Either way, Extra isn't that great, so I don't want to risk it. And the main game... well, you'll have to wait for me to port it to Danmakufu. That'll take about a year or more, depending on how much free time I have and how quickly I learn Danmakufu. Still, an Utsuho player script would be pretty damn awesome if I can draw. [I.E, I can't draw pixel art]

Scripting damakufu is far from difficult.
Allow me to direct you to:
Helopolis' Damakufu Tutorial Playlist (http://www.youtube.com/playlist?list=PLCF861494B025ABD5) It's a very nice way to learn Damakufu. Even for people who've never even scripted before (like me!  :ohdear:)
(I may be spriting Utsuho soon  :derp: So if I can get someone to script it would be good.)
Title: Re: Touhou Terranean Cataclysm
Post by: Sparen on November 14, 2012, 01:39:08 AM
I already know about the tutorials. I just have to learn about object bullets, tasks, and all of the image rendering.
Title: Re: Touhou Terranean Cataclysm
Post by: Lunasa Prismriver on November 15, 2012, 06:19:53 AM
I think a lot of your existing patterns can be easily done with CreateShot01, CreateShotA and familiars.  :)
Title: Re: Touhou Terranean Cataclysm
Post by: Sparen on November 16, 2012, 12:10:52 AM
The issue: CreateShotA and tasks.

My scripts are like this: I set up a timing system before each attack, and that timer controls the script. Basically, the 'mod' function does everything (count % ### in Danmakufu). Then I have special exits or things that are set up. All of the wallbouncing, QEDing, gravity effects, and more are built into each bullet's running script. Those are equivalent to tasks in Danmakufu. Then, of course, I have other issues besides these.

I use links. I have no clue how to translate that into Danmakufu. I also use turtles-own variables to control bullet headings. I have no clue how to do that on Danmakufu. I also have time lapses and bullet splitting, along with premature deaths. If I could get that into Danmakufu, my Suiroga player script's spellcards would be done by now. Then I base things off of patches, such as where to spawn familiars or bullets. I could try to do that in Danmakufu, but it wouldn't work.

Then comes my biggest enemy: random.

Yes, Danmakufu supports it. But my scripts were never meant to have replays made. And so, the CommanData stuff is enough to knock me out. I have no clue on how to make a stable replay on Danmakufu with my abuse of random.

And finally, Danmakufu uses a different coordinate system, a different angle system, a different drawing system, a different language, a different format for everything, and can't play sound on my computer (and won't) until the people over at Wine Bugzilla figure out why sound doesn't work on Danmakufu. It freezes Danmakufu, and screens don't update for some reason. So I'm stuck.

However, it's true that a lot of my patterns can be done in Danmakufu. Quadruple Visionary Tuning, for example. And Rings of Eternity, Demystify Feast, etc. The question is about the rest of them.
Title: Re: Touhou Terranean Cataclysm
Post by: Lunasa Prismriver on November 16, 2012, 06:19:54 AM
Don't worry about randoms, Danmakufu saves the seed of every rand() you'll put, you don't need commons data and you can abuse of random  :3c

If you want to manipulate every parameters of yours shots (and making bouncing ones or whatever other bullets), you must use object bullets, in fact, object bullets are just a declaration of the different parameters of the bullet in a task. They aren't that hard, learn the tutorials, read the "manual" (aka Touhou Danmakufu wiki) and you can look other scripts to see how bullets are scripted. Every pattern (excluded very very very very complicated ones) can be scripted into Danmakufu.  :)
QEDing bullets and wallbouncing ones are made with object bullets. Gravity ones can be make with CreateShotA (cf. Danmakufu Basics Tutorial by Blargel on the wiki).

If you want to using a task to manage enemy's firing, create a task, then put a infinite loop (with loop() without any number declared or using while(1)). Don't forget to put a yield; in @MainLoop and at the end of your loop or else Danmakufu will freeze. Call the loop at the end of @Initialize.

I agree Danmakufu's coordinate system is a bit weird but it's easy to handle with practice.
Drawing system is pretty easy and there is a lot functions/effects easily usable (I think of the last spell of Reisen).
All of this is for Danmakufu 0.12m put it could be easily port to ph3, at least I think.  ;)
Title: Re: Touhou Terranean Cataclysm
Post by: Sparen on November 16, 2012, 11:16:02 PM
I haven't had much success with drawing on Danmakufu. My cut-in for my player spell has half of his head cut off (I think the dimensions are 500x500), and I can't make my enemy appear on the screen in the draw loop.

Still, I'm getting used to the stuff, so maybe, just maybe, I can port this.
Title: Re: Touhou Terranean Cataclysm
Post by: PhantomSong on November 19, 2012, 01:46:14 AM
Lol that's rather large for a cut in XD Try like 300x360 or something XD
Title: Re: Touhou Terranean Cataclysm
Post by: Sparen on November 19, 2012, 02:14:00 AM
When I did that, the left half of the image appeared in the spell, and that's weird.
Title: Re: Touhou Terranean Cataclysm
Post by: Lunasa Prismriver on November 19, 2012, 06:01:16 AM
That's normal. You should re-dimensionate your picture to 300*360  :) .
Title: Re: Touhou Terranean Cataclysm
Post by: Sparen on November 19, 2012, 09:05:26 PM
You mean 300 across and 360 up/down?
Title: Re: Touhou Terranean Cataclysm
Post by: PhantomSong on November 19, 2012, 11:26:01 PM
You mean 300 across and 360 up/down?

Yes. It uses X*Y format.
You also may want to fill all your bounds out as well. (Left, Top, Right, Bottom) if I remember correctly.
Title: Re: Touhou Terranean Cataclysm
Post by: Sparen on November 19, 2012, 11:46:08 PM
The cut in works now. Also, the CutIn(KOUMA, etc.), when used in a player spellcard, does not accept the coordinate values. I tried and Danmakufu returned an error stating that a closing parenthesis was needed, i.e. no more arguments were allowed.

I've drastically slowed down my development speed of my current Touhou NetLogo game. If anybody wants to try it out, they are welcome to, but I'd prefer not to release it just yet, since I'm a third of the way through Stage 3.
Title: Re: Touhou Terranean Cataclysm
Post by: PhantomSong on November 20, 2012, 12:32:49 AM
The cut in works now. Also, the CutIn(KOUMA, etc.), when used in a player spellcard, does not accept the coordinate values. I tried and Danmakufu returned an error stating that a closing parenthesis was needed, i.e. no more arguments were allowed.

I've drastically slowed down my development speed of my current Touhou NetLogo game. If anybody wants to try it out, they are welcome to, but I'd prefer not to release it just yet, since I'm a third of the way through Stage 3.

Well if you let me see the error and  your script I may be able to help you. (Prtscn then Tinypic then post your script on Pastebin the PM the link.)
Also, I would love to play a little mini demo  :3
Title: Re: Touhou Terranean Cataclysm
Post by: Sparen on November 20, 2012, 02:47:12 AM
http://www.shrinemaiden.org/forum/index.php/topic,12397.300/topicseen.html (http://www.shrinemaiden.org/forum/index.php/topic,12397.300/topicseen.html)

The faulty spellcard code I'm using in Danmakufu can be found here.

As for the demo, I'll probably post it soon.
Title: Re: Touhou Terranean Cataclysm and other fangames!
Post by: Sparen on December 21, 2012, 03:04:35 AM
SUIROGA A PLAYER SCRIPT COMPLETED

Suiroga A player script completed. Download link... will not appear. Mainly because I can't draw pixel art well and the sprite looks really shitty.

On a sidenote, the porting of Pok?DigiDanmaku will begin after the Veemon player script is done, and porting of Terranean Cataclysm will probably start once that project is done (and I can effectively have a decent stage). HOWEVER, if I can get my Utsuho Scripts done...

Touhou Terranean Cataclysm Phantasm Stage WILL BE PORTED to Danmakufu!
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 07, 2013, 10:41:32 PM
POK?DIGIDANMAKU VEEMON PLAYER SCRIPT COMPLETED

Download link available here: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-veemon/v/18 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-veemon/v/18)

I need testers to use this on real scripts and give me feedback. Is one type OP? Is one type UP? Can't see the hitbox? Any suggestions for effects? Bugs? If I'm going to make it better, I need feedback.

Currently known issues:
-Deathbomb does not work in your own player type [MAJOR] {Fixed: 2.0}
-Lasers don't tell you if they are hitting the foe due to lack of effects [ENHANCEMENT]
-Hitbox may become obscured or may be hard to see [ENHANCEMENT] {Repeat}
-Lasers may suddenly disappear; bug is fixed upon changing types [UNCONFIRMED]
-Left Lighdramon laser does not match up perfectly with the option. [ENHANCEMENT] {Ignore}
-Hitbox not visible enough (especially with Lighdramon) [MINOR] {Fixed: 2.0}
-During some survival spells, Magnamon's honing shots collect at boss location but do not disappear, and lag Danmakufu as a result. [MAJOR]
-Lighdramon's Unfocused shots are much more focused than its focused shots [MINOR] {Fixed: 2.0}
-You can change types while bombing [MINOR] {Fixed: 2.0}
-[V2.1]After Dying, you do not revert to Veemon

Feedback:
-Lighdramon's lasers aren't transparent enough and interfere with scripts with blue lasers [ENHANCEMENT] {Fixed: 1.9}

...And it is now inevitable that I will port Pok?DigiDanmaku to 0.12m. It'll probably take a year though, considering that I need to remake it from scratch.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 09, 2013, 03:03:48 AM
INTRODUCTION TO DANMAKU (DANMAKU DODGING FOR DUMMIES) R1 READY FOR DOWNLOAD!

Download link available here: http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies/v/r1 (http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies/v/r1)

Feel free to post feedback here; look at the comments under the project for more detailed information.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 13, 2013, 08:08:35 PM
SUIROGA B PLAYER SCRIPT COMPLETED

Suiroga B player script completed. Nothing else to say about it except it features bomb spamming.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 19, 2013, 07:55:56 PM
INTRODUCTION TO DANMAKU (DANMAKU DODGING FOR DUMMIES) R2 READY FOR DOWNLOAD!

Download link available here: http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies/v/r2

Feel free to post feedback here; look at the comments under the project for more detailed information.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 21, 2013, 02:22:49 AM
http://www.youtube.com/watch?v=WIMN651LI6A&feature=youtu.be (http://www.youtube.com/watch?v=WIMN651LI6A&feature=youtu.be)

Just some comedy that I pieced together for the sake of it.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 21, 2013, 08:37:43 PM
Okay~

If Suiroga's scripts are ever going to be released (that includes his Extra Stage), I'm going to need a spriter. His back portraits suck because I'm doing it pixel by pixel with a program I'm unfamiliar with, and I'm not even thinking about the horrors of a front battle sprite.

This is open to all potential spriters.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 22, 2013, 02:04:39 AM
Video of Danmaku Dodging for Dummies Parts 1-24

http://www.youtube.com/watch?v=CVRoKlRPm3Q&feature=youtu.be (http://www.youtube.com/watch?v=CVRoKlRPm3Q&feature=youtu.be)
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: LadyScarlet on January 22, 2013, 03:52:26 PM
Danmaku For Dummies freezes when I try to open it :(
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 22, 2013, 10:22:23 PM
Danmaku For Dummies freezes when I try to open it :(

Please specify how and when it freezes.

If it crashes, it's an Locale error.

If it (Danmakufu) freezes after selecting the script without an error message, then I will need more info.

If it freezes before selecting the script, something is wrong with Danmakufu.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: LadyScarlet on January 23, 2013, 12:58:22 AM
Please specify how and when it freezes.

If it crashes, it's an Locale error.

If it (Danmakufu) freezes after selecting the script without an error message, then I will need more info.

If it freezes before selecting the script, something is wrong with Danmakufu.
It's the middle. What do you need?
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 23, 2013, 01:14:13 AM
It's the middle. What do you need?

@LadyScarlet: Firstly, your Danmakufu version. This script is only compatible with 0.12m. Secondly, how does it freeze? Does it crash? Does the window freeze (need to force quit Danmakufu)? Which scripts are affected?

INTRODUCTION TO DANMAKU (DANMAKU DODGING FOR DUMMIES) R3 READY FOR DOWNLOAD!

Download link available here: http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies/v/r3 (http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies/v/r3)

Feel free to post feedback here; look at the comments under the project for more detailed information.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 23, 2013, 03:15:44 PM
POK?DIGIDANMAKU VEEMON PLAYER SCRIPT V2.3 READY FOR DOWNLOAD!

Download link available here: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-veemon/v/23 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-veemon/v/23)

I need testers to use this on real scripts and give me feedback. Is one type OP? Is one type UP? Can't see the hitbox? Any suggestions for effects? Bugs? If I'm going to make it better, I need feedback.

Currently known issues:
-Lasers don't tell you if they are hitting the foe due to lack of effects [ENHANCEMENT]
-Lasers may suddenly disappear; bug is fixed upon changing types [UNCONFIRMED]
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: LadyScarlet on January 23, 2013, 03:46:09 PM
@LadyScarlet: Firstly, your Danmakufu version. This script is only compatible with 0.12m. Secondly, how does it freeze? Does it crash? Does the window freeze (need to force quit Danmakufu)? Which scripts are affected?
Now it works. That's probably because I wasn't trying to run any other music. I'll try adding some music and see how that goes.

I was running 0.12m, I have to force close the window after choosing my character and this script was the only one affected.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 23, 2013, 07:30:46 PM
Now it works. That's probably because I wasn't trying to run any other music. I'll try adding some music and see how that goes.

I was running 0.12m, I have to force close the window after choosing my character and this script was the only one affected.

With the 3rd release, there should be a total of 40 executable scripts. Please confirm if the scripts labelled "Part#" have the issue. If they do, then I can't help you farther than this. Also, what do you mean by the following?
Quote
That's probably because I wasn't trying to run any other music.

Also, please edit your post to remove everything after "Which scripts are affected" inside the quote. Thank you.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 25, 2013, 01:47:10 AM
Preview of Touhou 13.2: Terranean Cataclysm Extra Stage

http://i1164.photobucket.com/albums/q570/SparenofIria/Terranean%20Cataclysm%20Misc/02ts_zps71d2e7b5.png
http://i1164.photobucket.com/albums/q570/SparenofIria/Terranean%20Cataclysm%20Misc/01te_zps2e092e51.png
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: PhantomSong on January 25, 2013, 02:02:33 AM
Preview of Touhou 13.2: Terranean Cataclysm Extra Stage

(http://i1164.photobucket.com/albums/q570/SparenofIria/Terranean%20Cataclysm%20Misc/02ts_zps71d2e7b5.png)(http://i1164.photobucket.com/albums/q570/SparenofIria/Terranean%20Cataclysm%20Misc/01te_zps2e092e51.png)

Omai Seems quite spammy, no?
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 25, 2013, 02:08:30 AM
Omai Seems quite spammy, no?

It's meant to be.

Suiroga doesn't have power, and doesn't have super-special abilities, but he can conjure a near infinite amount of water talismans from the air, so there you go.
The second pic is one of my favorite spells of his. I made it easier.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 26, 2013, 04:37:32 PM
TOUHOU 13.2 TERRANEAN CATACLYSM EXTRA STAGE v0.06 READY FOR DOWNLOAD

Download Link: http://www.bulletforge.org/u/sparen/p/touhou-132-extra-stage/v/006 (http://www.bulletforge.org/u/sparen/p/touhou-132-extra-stage/v/006)

Feel free to post comments and bug reports below.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 26, 2013, 10:56:00 PM
TOUHOU 13.2 TERRANEAN CATACLYSM EXTRA STAGE v0.10 READY FOR DOWNLOAD

Download Link: http://www.bulletforge.org/u/sparen/p/touhou-132-extra-stage/v/010 (http://www.bulletforge.org/u/sparen/p/touhou-132-extra-stage/v/010)

Feel free to post comments and bug reports below.

Changes from Version 0.06:
-Nonspell 7 and Spell 7 have been added
-Spell 2 now has color! And three different forms based on player character and a random variable.
-Nonspells 1, 2, and 4 have been altered to be less spammy and less random.
-Blue Shredder Claws now has half the teleportation, and has been renamed.
-Nonspell 6 has been made harder
-Wall of Bullets changed to Collapsing Walls of Ame-no-Torifune Shrine
-Point items, bombs, and extends now available (assuming you capture the cards)

For more information, please consult the Changelog.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Flan27 on January 26, 2013, 11:06:10 PM
Everything works fine for me, no bugs to report.

Your midspells are pretty boring, but  I did like the last one there.  As for the difficulty, well, most everything is quite evenly balanced.  The only issue I see is with Rent of The Blue Claw, which is extremely easy due to being simple streaming.  It's not even hard to figure that out, so it's not good as a puzzle spell either.

My favorite card was Pentagramic Virtue; It was so pretty that I felt bad about shooting it down piece by piece.  By the way, did you make those familiars just for this character?  They're quite unique.  You should make them spin around or something.

EDIT: Wait, huh?  Is that another version up already?  You might want to explain the differences... Well, anyways, I'll just post this message anyways!
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 27, 2013, 12:44:51 AM
Everything works fine for me, no bugs to report.

Your midspells are pretty boring, but  I did like the last one there.  As for the difficulty, well, most everything is quite evenly balanced.  The only issue I see is with Rent of The Blue Claw, which is extremely easy due to being simple streaming.  It's not even hard to figure that out, so it's not good as a puzzle spell either.

My favorite card was Pentagramic Virtue; It was so pretty that I felt bad about shooting it down piece by piece.  By the way, did you make those familiars just for this character?  They're quite unique.  You should make them spin around or something.

EDIT: Wait, huh?  Is that another version up already?  You might want to explain the differences... Well, anyways, I'll just post this message anyways!

Rent of the Blue Claw: It's not meant to be too hard, but it was originally just a single slash that erupted into bullets. So... it's actually improved.
Pentagramic Virtue: Originally, the spell was called Dual Yinyang, but that would've been to easy, so I had five thunder orbs. I might have considered spinning, but since the pattern depends on them being static, any movement would have destroyed the pattern.

New Version: Edits will be made to the release post.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 27, 2013, 10:12:44 PM
TOUHOU 13.2 TERRANEAN CATACLYSM EXTRA STAGE v0.11 NOT READY FOR DOWNLOAD

~Girls Guys are programming...~

Download Link: http://www.bulletforge.org/u/sparen/p/touhou-132-extra-stage/v/011
If you're smart, you won't even try to click the link. XD Okay. That was mean.

Feel free to post comments and bug reports below.

Changes from Version 0.10:
-Spells 2 and 4 different slightly!
-Movement speed of enemy is now bearable!
-Rent of the Blue Claw is no longer streamable! Now there are 15 lasers instead of 5! In the same angle range! With giant waves of bullets that fall with weitrd gaps between them!
-Spell 7 has been completely replaced!

For more information, please consult the Changelog. please wait for the next release version to come out!

I know that this is a really $#!++? way to bump a thread that doesn't need to be bumped, but whatever~ Updates are nice.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 31, 2013, 02:18:39 AM
TOUHOU 13.2 TERRANEAN CATACLYSM EXTRA STAGE v0.13 PROGRESS UPDATE

~Guys are programming...~

Download Link: [None]

Changes from Version 0.11:
-Graphic and coding changes (minor)
-Spell number 4 is completely different. (and now features curvy lasers and colorful stuff)
-Spell 8 in progress (ugh. It's going to be a bunch of object effects that rotate around a moving enemy while firing other effect bullets... Hopefully not)

For more information, please wait for the next release version to come out!
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on January 31, 2013, 02:45:36 AM
BS YUKKURI STAGE RELEASED

DL: http://www.bulletforge.org/u/sparen/p/bs-yukkuri-stage/v/yukkurishiteittene (http://www.bulletforge.org/u/sparen/p/bs-yukkuri-stage/v/yukkurishiteittene)

Have fun.

Notice:
I am not responsible for any unnatural or unexpected urges to suddenly stab yukkuris with lasers.
I am not responsible for any pillow mutilation.
I am not responsible for an excessive greed for point items.
I am not responsible for misuse of a character's spread.
I am not responsible for 65000 grazes in under one minute.
I am not responsible if Danmakufu crashes because you exceeded the maximum point limit.
I am not responsible for you dying in this stage (If you manage to die in this stage, you might want to consider Very Easy Mode where the bullets bounce off of you).
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: fondue on February 02, 2013, 11:20:47 AM
Hey, nice digimon player script you have there. It works great, and I don't think I've encountered any bugs yet. GJ :)
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on February 03, 2013, 03:56:02 PM
INTRODUCTION TO DANMAKU (DANMAKU DODGING FOR DUMMIES) R4 READY FOR DOWNLOAD!

Download link available here: http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies/v/r4 (http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies/v/r4)

Feel free to post feedback here; look at the comments under the project for more detailed information.

-Movies have been posted for three of my scripts, this one included.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on February 05, 2013, 01:30:18 AM
UTSUHO A PLAYER SCRIPT COMPLETED

Utsuho A player script completed!

Once the extra graphics and stuff are ready, I'll think about a RC-1, but I'll probably finish OkuuB and C first (and I need sprites).

On a side note...

IT'S MY BIRTHDAY! TIME TO ABUSE MY BIRTHDAY POWERS!
...not.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: PhantomSong on February 05, 2013, 02:26:12 AM
ERMAHGERSH HAPPY BERFFFDAY
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: fondue on February 05, 2013, 08:09:50 AM
Make a thread in TSC about it then :3
Would try the script but im too sick to ;A; Ill try it later...
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on February 06, 2013, 10:03:47 PM
UTSUHO B PLAYER SCRIPT COMPLETED

Utsuho B player script completed!

What I need now is a cutin image that fits on the Player Select screen. That and Okuu sprites.

Download: [http://www.bulletforge.org/u/sparen/p/utsuho-player-script/v/006 (http://www.bulletforge.org/u/sparen/p/utsuho-player-script/v/006)]

Bug List and Enhancements:
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on February 08, 2013, 02:46:30 AM
UTSUHO PLAYER SCRIPTS VERSION 0.08 READY FOR DOWNLOAD

Utsuho C player script completed!

What I need now is a cutin image that fits on the Player Select screen. That and Okuu sprites.

Download: http://www.bulletforge.org/u/sparen/p/utsuho-player-script/v/008 (http://www.bulletforge.org/u/sparen/p/utsuho-player-script/v/008)

Bug List and Enhancements:
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on February 12, 2013, 11:32:51 PM
As of August 2014, this is no longer updated (more like August 2013, but whatever)

Wine Project - Application DataBase and BugZilla

I am the application maintainer for the following Touhou games:
-Labyrinth of Touhou Special Disk v3.01
-Marine Benefit
-Touhou Danmakufu v0.12m
-Touhou Danmakufu ph3 [.0 pre10]
-Touhou Danmakufu ph3 [.0 pre13]
-Touhou Danmakufu ph3 [.0 pre14]
-Moedan

If you wish to submit test data, please do so. If you want it checked over and put up ASAP without any problems, you must state the following:

1) Do you have Winetricks installed? If you have anything installed via Winetricks, you must, in Additional comments, state EXACTLY what you installed.
2) In Additional comments, state your operating system, state which locale you were using, etc. Also, state your processor and your source for wine.
3) Be specific. I will reject test data that is not helpful.

There is always a chance that your test data will be approved by another moderator, but I check this forum frequently. If you happen to have submitted test data for one of the applications above, please post in this tread with the following header:
Code: [Select]
[size=14pt]WINE: AppBP/BugZilla[/size]Below, state what exactly it is that has been done. I will check your data ASAP.

Thank you.

Last Edit to post: July 1, 2013
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on February 16, 2013, 10:28:18 PM
UTSUHO PLAYER SCRIPTS VERSION 0.10 READY FOR DOWNLOAD

Basically, just player balancing and lag reduction.

What I need now is a cutin image that fits on the Player Select screen. That and Okuu sprites.

Download: http://www.bulletforge.org/u/sparen/p/utsuho-player-script/v/010 (http://www.bulletforge.org/u/sparen/p/utsuho-player-script/v/010)

Bug List and Enhancements:
UtsuhoC's focused bomb hitbox isn't correct
UtsuhoB's focused bomb might start the flare at a different location due to moving boss
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on February 17, 2013, 05:04:56 PM
TOUHOU 13.2 TERRANEAN CATACLYSM EXTRA STAGE v0.16 READY FOR DOWNLOAD

Download Link: http://www.bulletforge.org/u/sparen/p/touhou-132-extra-stage/v/016 (http://www.bulletforge.org/u/sparen/p/touhou-132-extra-stage/v/016)

Feel free to post comments and bug reports below.

Changes from Version 0.13:
-Rent of the Blue Claw is now streamable
-Major graphic and nonspell changes
-Collapsing Walls of Ame-no-Torifune Shrine changed
-Nonspell 8 added

For more information, please consult the Changelog.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on February 19, 2013, 06:49:46 PM
TOUHOU 13.2 TERRANEAN CATACLYSM EXTRA STAGE v0.18 PROGRESS UPDATE

~Guys are programming...~

Download Link: [None]

Changes from Version 0.16:
-Spell and charge sound effects added
-Thunder Orb's Seigabullets are pretty much done (a little too ugly)
-Delayed non spells

For more information, please wait for the next release version to come out!
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on February 20, 2013, 01:14:53 AM
TOUHOU 13.2 TERRANEAN CATACLYSM EXTRA STAGE v0.19 PROGRESS UPDATE

~Guys are programming...~

Download Link: [None]

Changes from Version 0.18:
-Thunder Orb almost done
-BACKGROUNDS.

For more information, please wait for the next release version to come out!

However, I think that the link below is a better status report than anything else. Please listen to the following music:
The Barrier of Ame-no-Torifune Shrine (ZUN)

http://www.youtube.com/watch?v=zOZPw6kfWko (http://www.youtube.com/watch?v=zOZPw6kfWko)

(http://i1164.photobucket.com/albums/q570/SparenofIria/Terranean%20Cataclysm%20Misc/th_YYPV_zps447eb30d.png) (http://s1164.photobucket.com/albums/q570/SparenofIria/Terranean%20Cataclysm%20Misc/?action=view&current=YYPV_zps447eb30d.png)(http://i1164.photobucket.com/albums/q570/SparenofIria/Terranean%20Cataclysm%20Misc/th_RotBC_zps765d4ac2.png) (http://s1164.photobucket.com/albums/q570/SparenofIria/Terranean%20Cataclysm%20Misc/?action=view&current=RotBC_zps765d4ac2.png)
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Helepolis on February 20, 2013, 06:51:42 AM
Hello Sparen,

While I definitely enjoy seeing you extremely enthusiastic about your scripting updates, I do question whether it is a good idea to non-stop post your updates so fast. You should heavily consider using the edit button to post your updates because half of the time there is no link release. Don't get me wrong, it is just that the forum isn't Twitter/Facebook and spamming your own thread only leads to noise. For example there is minor difference between 0.18 and 0.19 like "Thunder Orb's Seigabullets are pretty much done (a little too ugly)" and "Thunder Orbs almost done". Bumping up your thread for every minor tweak just to keep your thread at top can be considered spam, even if this isn't your intention. Again, nothing dramatic but please consider this by editing your post.

Secondary, we do have a rule for posting images. Keep them as much as possible close to 150kb and 640x480 dimensions. If you want to show a lot of things, thumbnail them or plain link. I am not going to punish/pichuun you for surpassing 5kb/20kb or few pixels. But 300kb/400kb png is kind of unwanted. (I went ahead and plain linked those for you).

Good luck with your project

PS I am aware of your PM, I need to figure out some structure and reserve time. Busy RL is busy.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Qwertyzxcv on February 20, 2013, 10:39:36 PM
Sorry again about my missin letters
Some non-spells are a little to difficult.
Amulets might be used to much.
Thepoint items might be too close tgehr.
Rent f  blue claw, the small bults are too dense, ad I thogh I could go inside the lasers xD
I liked it! :DDD
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on February 20, 2013, 11:19:49 PM
Some non-spells are a little to difficult.
Amulets might be used to much.
Thepoint items might be too close tgehr.
Rent f  blue claw, the small bults are too dense, ad I thogh I could go inside the lasers xD
I liked it! :DDD

I know about the difficulty of Nonspells 3 and 7. However, I'm not changing them. It's meant to be Extra level. (Nonspell 7 is the only one I personally have not cleared).
All Suiroga originally used were amulets. Not going to be changed.
Small bullets in Rent of the Blue Claw are supposed to be dense. It's streamable, so I had to make the bullets very dense to make sure that it wasn't uber easy.
Point items, I'll consider changing. But maybe not.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Qwertyzxcv on February 20, 2013, 11:24:14 PM
I know about the difficulty of Nonspells 3 and 7. However, I'm not changing them. It's meant to be Extra level. (Nonspell 7 is the only one I personally have not cleared).
All Suiroga originally used were amulets. Not going to be changed.
Small bullets in Rent of the Blue Claw are supposed to be dense. It's streamable, so I had to make the bullets very dense to make sure that it wasn't uber easy.
Point items, I'll consider changing. But maybe not.
Well, i'm bad at feedback xD
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on February 20, 2013, 11:27:07 PM
Well, i'm bad at feedback xD

It's fine.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on February 23, 2013, 01:20:12 AM
POK?DIGIDANMAKU VEEMON PLAYER SCRIPT V2.4 {RC-3} READY FOR DOWNLOAD!

Basically, just the hitbox.

Download link available here: http://www.bulletforge.org/u/sparen/p/pokedigidanmaku-veemon/v/24 (http://www.bulletforge.org/u/sparen/p/pokedigidanmaku-veemon/v/24)

Currently known issues:
-Lasers don't tell you if they are hitting the foe due to lack of effects [ENHANCEMENT]
-Lasers may suddenly disappear; bug is fixed upon changing types [UNCONFIRMED]

UTSUHO PLAYER SCRIPTS VERSION 0.12 READY FOR DOWNLOAD

Basically, just hitbox and bomb stability.

What I still need is a cutin image that fits on the Player Select screen. That and Okuu sprites.

Download: http://www.bulletforge.org/u/sparen/p/utsuho-player-script/v/012 (http://www.bulletforge.org/u/sparen/p/utsuho-player-script/v/012)

Bug List and Enhancements:
UtsuhoC's focused bomb hitbox isn't correct

SUIROGA PLAYER SCRIPTS VERSION 2.17 COMPLETED

And yeah. No download because my spriting sucks and because of personal reasons.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on February 24, 2013, 04:45:37 PM
TOUHOU 13.2 TERRANEAN CATACLYSM EXTRA STAGE v0.22 READY FOR DOWNLOAD

Download Link: http://www.bulletforge.org/u/sparen/p/touhou-132-extra-stage/v/022 (http://www.bulletforge.org/u/sparen/p/touhou-132-extra-stage/v/022)

Feel free to post comments and bug reports below.

Changes from Version 0.19:
-Cleanup of all attacks
-Thunder orb and Cycle Ice completed.
-All spells drop items if you complete them

For more information, please consult the Changelog.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on February 26, 2013, 12:36:38 AM
Announcement

I've noticed that people have begun to flame my Bulletforge account. I understand that having three down votes on a project that has been downloaded once is obvious flaming of the user. (mainly because it occurred on more than one of my projects, even though it's only obvious on one.)
[attach=1]

What I'm unhappy about is the fact that they didn't even have the decency to post a flame comment so that I can at least identify them. Anyway, what this means is that I'm beginning the removal of old versions that do not have many comments (i.e. more than one), or do not have any at all. So far, I know of a minimum of three users who do this, based off of data from my Okuu script.

All I'm saying is pretty much this: If you're going to flame old versions to lower the overall ranking of a project, I'm A) either going to set it up as a new project so that I can get to the top of the release list and clear away all of the flames, or B) going to delete old versions. Depending on how far this goes, I may decide to do the former. I understand that three down votes isn't a lot, but when it's done without any rationale, I'm not going to stand idly by and watch as my stuff gets bashed and beaten down. I also know for a fact that Suiroga's script is going to be counted as a separate release next time because it's going to be a legit stage instead of some disorganized boss battle.

So far, two releases of my works have been cleared. And yes, I have the decency to post the same version twice. I'm not going to go down as easily as I did on Fanfiction.net. Flamers will have to do more than this to kick me out of Bulletforge.

Thank you.

P.S. To those in question who see this announcement, it's up to you to decide your own actions. As long as I don't know who you are, I'm not going to get back at you. At the same time, I'm not going to pardon you.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Qwertyzxcv on February 26, 2013, 12:45:36 AM
WOAH, now 6 down votes!!
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on February 26, 2013, 01:24:09 AM
WOAH, now 6 down votes!!

Please remove the 'Announcement' part of the quote. Other than that, it's not actually six down votes because TC Extra v0.22 hasn't been voted up or down at all yet. The four down votes were from a different version. Now, if those six votes happened to be on the current version...

...Just thinking about it makes me want to code a virus in that strangles anyone not running Danmakufu in a Virtual Machine.

...That was a joke.

Anyway, I'll begin work on Pok?DigiDanmaku soon. I just need decent sized sprites... for the stage enemies. Preferably, PMD rips are fine, but... can't find them and can't rip them from a rom on mac.

Not to mention that it's illegal. (though I own all of the handheld PMD games anyway. I really don't want to have to shoot down cute Pichus... >:D)
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on February 28, 2013, 12:14:00 AM
POK?DIGIDANMAKU
(https://sparen.github.io/img-hoster/public/PDD-Extra.png)

This is the main announcement page for Pok?DigiDanmaku, a complete game made in Touhou Danmakufu 0.12m. It features 6 stages on 6 difficulties and an Extra Stage. It is the cumulation of work done over more than a year, and has been the foundation for my progress in 0.12m.

Please note that this game is HARD. The difficulty curve is almost nonexistent; it just starts hard and continues to get harder. The exceptions are Very Easy mode, which starts pitifully easy and ends relatively easy, and Overdrive mode, which starts ridiculously hard and stays ridiculously hard.

Note on Eeveelutions and which difficulties they appear in:
Vaporeon: VNO     Flareon: ENL      Jolteon: NHO     Espeon: VEHO     Umbreon: EHL     Leafeon: VHLO     Glaceon: VENL     Sylveon: X

Current Version: 2.04 [ExPDDVee E2.8]
Current Release Version: 2.04 [ExPDDVee E2.8]
All versions come with the latest version of the player character available at the time.

Download Pok?DigiDanmaku (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-alpha/v/204-rc7)

*Current Version is my current version. Current Release Version is the latest Devel release for the public. Current Demo Version is the latest stable/demo release.
**If you want the latest version, you must contact me directly.

Current Features
-Full game (all current complete stages) VENHLO
-Boss Rush (all current complete non-Extra bosses) VENHLO
-All of Stage 1, VENHLO
-All of Stage 2, VENHLO
-All of Stage 3, VENHLO
-All of Stage 4, VENHLO
-All of Stage 5, VENHLO
-All of Stage 6, ENHLO
-All of Extra Stage, X

Current Progress
Done

All Demo Versions
FINAL RELEASE 1: Version 2.04 Release (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1057145.html#msg1057145)
DEMO 6.2: Version 1.37 Release (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1016882.html#msg1016882)
DEMO 6.1: Version 1.31 Release (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1016073.html#msg1016073)
DEMO 6: Version 1.29 Release (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1015129.html#msg1015129)
DEMO 5: Version 1.00 Release (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg994260.html#msg994260)
DEMO 4: Version 0.31 Release (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg966205.html#msg966205)
DEMO 3: Version 0.16 Release (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg958469.html#msg958469)
DEMO 2: Version 0.14 Release (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg957828.html#msg957828)
DEMO 1: Version 0.11 Release (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg956933.html#msg956933)

PREVIEWS
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_084EruptionsofOceanSprayN_zps2242eaaa.png) (http://s1164.photobucket.com/user/SparenofIria/media/084EruptionsofOceanSprayN_zps2242eaaa.png.html)(http://i1164.photobucket.com/albums/q570/SparenofIria/th_096BountifulGiftsofNatureO_zps92261b7a.png) (http://s1164.photobucket.com/user/SparenofIria/media/096BountifulGiftsofNatureO_zps92261b7a.png.html)(http://i1164.photobucket.com/albums/q570/SparenofIria/th_128DistortionintheFabricofSpace-TimeH_zps244d7b5f.png) (http://s1164.photobucket.com/user/SparenofIria/media/128DistortionintheFabricofSpace-TimeH_zps244d7b5f.png.html)(http://i1164.photobucket.com/albums/q570/SparenofIria/th_076IgnitingtheFlamesofWarO_zpse54ff9cf.png) (http://s1164.photobucket.com/user/SparenofIria/media/076IgnitingtheFlamesofWarO_zpse54ff9cf.png.html)

Stage 1 Normal (Version 0.12): http://youtu.be/7IWLUERj9J0 (http://youtu.be/7IWLUERj9J0)
Stage 1 Hard (Version 0.14): http://youtu.be/5FdnPBkCskg (http://youtu.be/5FdnPBkCskg)
Stage 1 Lunatic (Version 0.16): http://www.youtube.com/watch?v=iYHUpOPJtos (http://www.youtube.com/watch?v=iYHUpOPJtos) *Ozzy's Review/Playthrough
Stage 2 Hard (Version 0.31): http://www.youtube.com/watch?v=_qnJx5-8L3w (http://www.youtube.com/watch?v=_qnJx5-8L3w)
Stage 1 Overdrive (Version 0.45): http://www.youtube.com/watch?v=tQPK6QNnFQo (http://www.youtube.com/watch?v=tQPK6QNnFQo) *Miransu's replay
Stages 1-3 Highlights (Version 0.57): http://www.youtube.com/watch?v=9vtMj0ENFTE (http://www.youtube.com/watch?v=9vtMj0ENFTE)
Stage 4 Normal (Version 1.29b): http://www.youtube.com/watch?v=3GHr5stYk2U (http://www.youtube.com/watch?v=3GHr5stYk2U)
Stages 1-4 Hard (Version 1.37): http://www.youtube.com/watch?v=FDP4_QL-8mw (http://www.youtube.com/watch?v=FDP4_QL-8mw) *Ozzy's Review/Playthrough
Stage 5 Preview (Version 1.43): http://www.youtube.com/watch?v=piHoIiVvZVc (http://www.youtube.com/watch?v=piHoIiVvZVc)
Stage 5 Preview (Version 1.47a): http://www.youtube.com/watch?v=uaaNndqmpxc (http://www.youtube.com/watch?v=uaaNndqmpxc)
Stage 6 Preview (Version 1.63): http://www.youtube.com/watch?v=lU86BYAclvg (http://www.youtube.com/watch?v=lU86BYAclvg)
Extra Stage Preview (Version 1.75): http://www.youtube.com/watch?v=2dmU6goR-h8 (http://www.youtube.com/watch?v=2dmU6goR-h8)
Extra Stage Preview (Version 1.82): http://www.youtube.com/watch?v=cCaK-bLIT5k (http://www.youtube.com/watch?v=cCaK-bLIT5k)

FULL GAME PLAYTHROUGHS
http://www.youtube.com/watch?v=7yynSvyoRwY (http://www.youtube.com/watch?v=7yynSvyoRwY) - Kirakishou (Weekend Danmaku #53)
https://www.youtube.com/watch?v=R8mr6mXmC3o (https://www.youtube.com/watch?v=R8mr6mXmC3o) - Ozzy840/ExPorygon (Let's Play Danmakufu [32])
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 01, 2013, 12:14:32 AM
POK?DIGIDANMAKU v0.02 Release

DL: [No longer available]

Testing ONLY. The scripts do not run, and I am uploading this only for reference. I highly suggest not running the script stage and instead looking at the non spells, because they are the only things that actually work correctly.

This post may be deleted at a later date.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Lavalake on March 01, 2013, 12:50:57 AM
Testing ONLY. The scripts do not run, and I am uploading this only for reference. I highly suggest not running the script stage and instead looking at the non spells, because they are the only things that actually work correctly.

This post may be deleted at a later date.
Nonspells don't even work. Error message saying some Japanese that I don't understand.
But it indicates @DrawLoop. Hope you fix this.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 01, 2013, 01:26:32 AM
Nonspells don't even work. Error message saying some Japanese that I don't understand.
But it indicates @DrawLoop. Hope you fix this.

Nonspells work. I assume you clicked on the template, which is not meant to be played. The nonspells must be called from the boss scripts. They work (everything else, not so much).
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on March 02, 2013, 01:38:57 AM
POK?DIGIDANMAKU VEEMON PLAYER SCRIPT V2.5 {RC-4} READY FOR DOWNLOAD!

Basically, just image manipulation and stuff.

Unless debilitating bugs are found or additional player balancing/new functions are needed for Pok?DigiDanmaku, this is the final release candidate and will not be updated further.

Download link available here: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-veemon/v/25 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-veemon/v/25)

Version 0.24 (the version with the 4 down votes and one download) has been removed.

Currently known issues:
-Lasers don't tell you if they are hitting the foe due to lack of effects [ENHANCEMENT]
-Lasers may suddenly disappear; bug is fixed upon changing types [UNCONFIRMED]


Also, the main game directly feeds to this directory's name. You no longer have to change the directory name or change player to FREE in order for the main game to work. Of course, it doesn't work anyway, but that's a different story.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 02, 2013, 08:04:42 PM
POK?DIGIDANMAKU v0.04 RELEASE READY FOR DOWNLOAD!

DL: http://www.mediafire.com/?j4197otmqco1vmb (http://www.mediafire.com/?j4197otmqco1vmb)

This release is simply to replace the older... shittier bug-infested script with a working one. It's not really worth playing yet, although all comments and suggestions will be received graciously.

Bug and Suggestion List:
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 07, 2013, 11:37:05 PM
UTSUHO PLAYER SCRIPTS VERSION 0.14 {RC-1} READY FOR DOWNLOAD!

Basically, just CAUTION (thanks to Puremrz) and main menu cut in.

What I still need are Okuu sprites.

Download: http://www.bulletforge.org/u/sparen/p/utsuho-player-script/v/014 (http://www.bulletforge.org/u/sparen/p/utsuho-player-script/v/014)

Bug List and Enhancements:
UtsuhoC's focused bomb hitbox isn't correct
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 14, 2013, 12:55:57 AM
POK?DIGIDANMAKU v0.10 STATUS REPORT!

DL: N/A

This status report is to highlight the changes that will appear in the upcoming release of Stage 1.
~Stage music actually works. Boss music doesn't, however, so that may have to be cut.
~Stage 1 will be complete
~Backgrounds and effects will actually be present in the release!

Bug and Suggestion List:
If you notice a bug from 0.04 that is debilitating or have any suggestions, they must be reported soon, because I will be releasing the Stage 1 demo within the week.

Tribute 1 Complete

Just a little note about a tribute I made to one of my teachers~ Nothing more, nothing less.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on March 14, 2013, 11:25:47 PM
TOUHOU 13.2 TERRANEAN CATACLYSM EXTRA STAGE v0.27 READY FOR DOWNLOAD

Download Link: http://www.bulletforge.org/u/sparen/p/touhou-132-extra-stage/v/027 (http://www.bulletforge.org/u/sparen/p/touhou-132-extra-stage/v/027)

Feel free to post comments and bug reports below.

Changes from Version 0.22:
-Stage portion added
-Graphics now available
-Final Spell and Last Word available.
-Stuff.

I plan to add the rest of the stage and Akyu, but this project is on hiatus, so that will probably not happen given the terrible ratings and my motivation to work on PDD instead until I am ready to tackle the monumental hell task that is Touhou TC.

For more information, please consult the Changelog.

Bug reports and Suggestions are always welcome~
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Qwertyzxcv on March 14, 2013, 11:55:45 PM
Wow! Sounds like a lot of updates!
But i'm going to wait for the next version to download it.
And by stuff, what do you mean? Just everything else? My feedback?...
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 14, 2013, 11:57:02 PM
Wow! Sounds like a lot of updates!
But i'm going to wait for the next version to download it.
And by stuff, what do you mean? Just everything else? My feedback?...

...There most likely will NOT BE another version. Unless I can get motivated enough to add to the stage section. My other issue is finding Akyu sprites, because making my own would be overkill.

Feedback is fine~
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Qwertyzxcv on March 15, 2013, 12:07:16 AM
...There most likely will NOT BE another version. Unless I can get motivated enough to add to the stage section. My other issue is finding Akyu sprites, because making my own would be overkill.

Feedback is fine~
Aww, well are you going to eventually release the whole game?
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 15, 2013, 12:26:48 AM
Aww, well are you going to eventually release the whole game?

Give me a few years and maybe yes. I highly doubt that I have the skill right now to make the graphics required. Music is a separate issue.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Qwertyzxcv on March 15, 2013, 12:58:43 AM
Give me a few years and maybe yes. I highly doubt that I have the skill right now to make the graphics required. Music is a separate issue.
Well i'm looking forward to it! And did you see my feedback on BulletForge?
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 15, 2013, 01:03:31 AM
Well i'm looking forward to it! And did you see my feedback on BulletForge?

Yes, I saw. I'm not going to risk tampering with the music though. From later experiences, I know that a small edit may make the music a failure. I'm not going to swap non spells, and the Spell 4 laser heads are more visible now (I used bubble bullets!)
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Qwertyzxcv on March 15, 2013, 11:50:56 AM
Yes, I saw. I'm not going to risk tampering with the music though. From later experiences, I know that a small edit may make the music a failure. I'm not going to swap non spells, and the Spell 4 laser heads are more visible now (I used bubble bullets!)
1. ok
2. Oh, well just because the 7th is harder than the 8th.
3. Yay!

Feedback on Suiroga Stage v0.27 Release:
1. In Rent of the Blue Claw, make it more clear that you CANT go inside the lasers.
2. The stage is too short.
3. Reflection of Frozen Ice is WAY too easy.
4. In Yin and Yang of Pentagramic Virtue, did you purposly make the enemy take no damage until 5 seconds left?
Good script!! :D

Edit: Sorry for double posting, I could've just added it to my other post... :derp:    Then why would you double post if you know it? -Hele
I wasnt thinking ;_;
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 17, 2013, 02:52:50 PM
Feedback on Suiroga Stage v0.27 Release:
1. In Rent of the Blue Claw, make it more clear that you CANT go inside the lasers.
2. The stage is too short.
3. Reflection of Frozen Ice is WAY too easy.
4. In Yin and Yang of Pentagramic Virtue, did you purposly make the enemy take no damage until 5 seconds left?
Good script!! :D

1) ...That means I'll be doubling the number of lasers.
2) I'm probably going to add more. I already have more planned.
3) ...Should I make that last part longer? Or should I return to the original where there were twice as many bullets?
4) TC was meant to be played with one of my character scripts (specifically Okuu, though there were some serious issues with that). If you play with PDD Vee, the base power is stronger. You seriously should not play the script with default ReimuA because her power is not enough to clear Byakko and Pentagramic Virtue until the end. However, with Pentagramic Virtue, it's possible to clear it in almost not time at all... Maybe I'll lengthen the timer.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Qwertyzxcv on March 17, 2013, 03:34:33 PM
3) ...Should I make that last part longer? Or should I return to the original where there were twice as many bullets?
I think you should go back to double bullets
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 17, 2013, 03:53:49 PM
Now there are 9 bullets per ring instead of 6. I think that I wouldn't be able to survive if I doubled it.

INTRODUCTION TO DANMAKU (DANMAKU DODGING FOR DUMMIES) R5 READY FOR DOWNLOAD!

Download link available here: http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies/v/r5 (http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies/v/r5)
With music link: http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies/v/r5-with-music (http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies/v/r5-with-music)

Feel free to post feedback here; look at the comments under the project for more detailed information.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 17, 2013, 06:49:43 PM
POK?DIGIDANMAKU v0.11 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/011 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/011)

This release contains all of Stage 1! Enjoy and please give lots of feedback!

It comes with the music and graphics, and the only thing missing is the spellcard gallery because I forgot to update it before zipping the files.

Bug and Suggestion List:
FIXED:
-Lower SFX Volume [MINOR] {Fixed in 0.12}
-Make sure that enemies do not crash into player [MAJOR] {Fixed in 0.12}
-PikaSpell3: Fix the density+speed issue without breaking the pattern [MINOR] {Fixed in 0.13}
-PikaSpell4: Fix the density issue, fix the pattern [MAJOR] {Fixed in 0.13}
-Presence of Safe Spots in Pichu's spell? [MAJOR] {Fixed in 0.13}
-Variety needed in Pikachu's 1st and 2nd nonspells [MINOR] {Fixed in 0.13}
-Pikachu Nonspell 3: Dim down Difficulty [MAJOR] {Partially Fixed in 0.13}
-New Stage Patterns [MAJOR] {Fixed in 0.13}

To be worked on:
-Use different Art [ENHANCE]
-Too much yellow [MAJOR]
-Make the streamability obvious (or make the stuff non-streamable) [MAJOR]
-More bullet variety in stage [MAJOR]
-Different Pok?mon Enemy graphics for Stage 1 [MAJOR] {0.13: In progress}
-Make the stage banner flash on then off. [ENHANCE]
-Spiral Thunder Blast: Dim down Difficulty [MINOR]
-First wave of downwards enemies is too long and too dense in higher difficulties [MINOR]
-Second & third waves of downwards enemies are overused. Need to be swapped for something more creative (and not yellow) [MAJOR]
-Second wave of post-midboss enemies is too low and too repetitive. [MINOR]
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 19, 2013, 12:11:15 AM
Regarding Pok?DigiDanmaku:

Current Version: 0.13b

As you can see from the post above, I'm trying to get as many bugs and suggestions out of the way as possible. As a result, I'll be posting a release version soon so that I can get all of the issues fixed before I begin work on Stage 2.

On that note, I will probably need assistance about how to chain the stages together. If there is anyone who can help me to do that, their help will be greatly appreciated. I am planning to use either #include_function or #include_script.

@Qwertyzxcv
Quote
Maybe fade in and out the stage title?
Easy:
-Bullets are ttoo slow and dense.
-Too much yellow.
-That non-moving enemy gives too many/too dense points.
-Too much streaming.
Boss-
-2nd spell is too hard for stage one easy. Maybe make it the last one?
-3rd spell MY EARS WTF
Lunatic:
-Too easy.
Sorry no time for normal and hard.
1) Will do if I can.
E1) ...Might change. Might not change.
E2) Will deal with the yellow.
E3) I'm not going to be using the point counter for lives, so it really doesn't matter.
E4) Will change. Have already begun to change.
B2) Will send up one difficulty and send Lunatic to Overdrive.
B3) Explain please
L) ...Do you play SA Ultra for fun?

@PhantomSong
Quote
1 - You make is so the player has to search your projects to get a player... Why don't you include it?
2 - THE SOUND HOLY CRAP MY EARS!
3- Hello... Official art?
4 - OKAY! After the midboss: WHAT? TOO MANY BULLETS
5- You have awesome music, but it's block out by the freaking sound effects.
6 - Too much yellow, look really bland.
7- This is the first stage? I'd sure hate to see the 6th stage...
8 - I overall felt like I was playing a bad remake of PCB Phantasm...
Tips:
Make the sound effects quieter
Change the bullet colors
Change the bullet patters so it doesn't look like you ripped it from PCB
And finally
FREAKING MAKE IT EASY!
1) ... It'll be included from here on out.
2) ...SFX have been lowered. At least the bullet one has been.
3) No choice here. I can't draw, and I need Alpha transparency. I used Google Images to find stuff. Not venturing into Danbooru.
4) ...Are you playing Lunatic? Anyway, the enemies move faster now, so the bullet count has effectively been chopped in half.
5) Understood
6) Understood.
7) Difficulty... will only get harder for Easy and Normal, I think. Hard and Lunatic will only get slightly harder.
8) ...Never played it. And I don't think ZUN is bad enough to make an entire stage streamable. XD
T1) OK
T2) OK
T3) ...I might be able to. I might not be able to.
T4) Play Easy Mode.

Thanks for the feedback!

Edit: Moved the contents of the second half of this post
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Qwertyzxcv on March 19, 2013, 01:51:42 AM
@Qwertyzxcv1) Will do if I can.
E1) ...Might change. Might not change.
E2) Will deal with the yellow.
E3) I'm not going to be using the point counter for lives, so it really doesn't matter.
E4) Will change. Have already begun to change.
B2) Will send up one difficulty and send Lunatic to Overdrive.
B3) Explain please
L) ...Do you play SA Ultra for fun?
1. ok
2. ok
3. well maybe make them farther apart?
4. yay
b2. yay
b3. Sound effects. I see you already have gotten some feedback on that though :3c
L. Couldn't get the patch to work xD
I'll give feedback on all difficulties tommorow, and play on full screen to make it accurate feedback.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 19, 2013, 02:06:36 AM
I'll give feedback on all difficulties tommorow, and play on full screen to make it accurate feedback.

The game is meant to be played Windowed. Graphics will mess up Fullscreen. Maybe even more.

...Oh yeah, and if you're actually looking forward to it, I can go and wrap up Version 0.13b. Not now, of course.

@Arachnophilia
Quote
The bullet patterns throughout the stage are much too predictable; every single attack is fired towards the player. This makes the stage very dull, since by slowly shuffling to the left/right, one can completely avert the attacks and essentially turn the stage into two boss scripts. This also makes the difference between difficulties somewhat meaningless.
OK. Will change some/most of it.
 
Quote
There are many, MANY bullets on the screen at once during the stage. In fact, there are enough to occasionally lag the game, even on lower difficulties. I hope you do something about the regular enemies' attacks so as to correct both this and the complaint above it.
I'll think about it when playing/testing through Lunatic and Overdrive.
 
Quote
I feel I must emphasize this: There is too much yellow on the screen! Even if Pichu/Pikachu are lightning-type pok?mon, that does not justify every single bullet being yellow! (It's not like yellow is the only colour symbolizing lightning, either.)
Note: This might be less of a complaint if there weren't so many bullets on the screen at one time, but as it stands, it's an eyesore.
Note 2: Why are there only lightning-type pok?mon in the forest anyways? I'm pretty sure bug-types or plant-types would have a more dense population in these areas. It would give an excuse to use other colours of bullets, if nothing else, if there were different types of pok?mon.
It was always meant to be a forest of Pichu, but now I've added Hoppip. A sad excuse to use non-yellow bullets.
 
Quote
Just a small qualm: the banner that appears at the beginning of the stage just flashes on, then back off. I think it would be more attractive to have it fade in and out instead. (I don't know if that's too much to ask since I'm not that familiar with Danmakufu, but it can certainly be done.)
I'd have to create another annoying variable that might screw things over, but I;m sure it can be done.
 
Quote
In general, the stage could benefit from not having so many attacks based on player position.
 
I agree that it seems unfair to not have the Veemon player file included in the package if he is necessary to play the scripts.
 
The spell names might be a bit dry for my tastes.
 
Some of the enemies appear immediately on the side of the screen instead of offscreen.
Understand one and two. The spell names won't be changed because this is, once again, a port (at least stages 1 and two are ported). As for the enemies... I'll think about it, although it'd be a massive pain to alter every single number in all four stage scripts.
 
Quote
Now, I'll try to express my concerns with the bosses and their attacks as well as I can...
 
-----------------------------------
Midboss: Pichu
-----------------------------------
 
Before even talking about the attacks, I find it odd and annoying that the bullets were not cleared when Pichu appeared.
Bullets are not cleared before a midboss in Touhou, I think. Only before a boss.
 
Quote
   Non-spell Attack (Player-aimed shots + lasers)
This attack is very basic; I guess that's to be expected of a Stage 1 midboss, though. It's a little different from the attacks used by the other Pichus, but unless the lasers are anywhere near you, the same tactic of shuffling left/right still works. This attack is fine; however, I don't like obsessions with shots aimed at the player.
 
   Spell Attack "Miniature Jolt"
There seems to be a sudden 'jolt' in the difficulty level coming from the non-spell... maybe there isn't? I couldn't tell because of the glaring existence of SAFE SPOTS in many places in the attack. Standing still in specific areas of the attack turns this attack into a "Stand Still to Kill" situation. (This can be remedied by adding angles that don't divide well into 360, or by using irrational numbers.) This would be a less flawed attack if you could get rid of the safe spots.
 
Overall, a midboss doesn't really inspire much in general, so I guess Pichu's simple attacks fit in well enough to the script.
For the first, I really either use GetAngleToPlayer or rand in situations like this. Once again, this attack was directly ported. As for the spell, I was probably sleeping if I didn't see that. It's been fixed now. (Also, if that was meant to be insulting, I'm fine with it because it's clever.)
 
Quote
-----------------------------------
Boss: Pikachu the Thunder God
-----------------------------------
 
   Non-spell Attack #1 (Electric waves)
Not a particularly enthralling attack; waves of yellow bullets emanate from Pikachu in a spiral pattern. The bullets move a little slow on this one, but otherwise it isn't a bad introduction to the first boss. I feel like there could be a little more variance in the attack, though (such as a small break in fire followed by a change in direction for the spiral increment, or another element of attack mixed in).
 
   Spell Attack #1: "Sparkle: Lightning Shocker"
This is another of those attacks that rely on player position; what makes this attack different from the patterns of the enemy Pichus is a combination of multiple different speeds of bullets (particularly the slower ones) and the fact that Pikachu continues to move throughout his attack. However, I believe this attack could benefit from having more complex patterns than "all of the bullets aim at the player"; some of the bullets could be shot at random or incrementing angles to add some variety to the attack. Also, should the streams of yellow bullets be bent whenever Pikachu moves?
Understand the first, has been changed. As for the spell, it's not meant to be a hard spell, even on Lunatic. It's meant to give a breather before the hell that is spell 2 sets in. Also, they are supposed to bend because that's the only way Pikachu will really hit the player. It's the only danger the spell actually poses.
 
Quote
   Non-spell Attack #2 (Double electric waves)
A like mind to the first non-spell attack, now with double the trouble! Although this attack does play a little differently than the first one, it feels like there's little effort put into making this one much different from the last. This attack could definitely use some variance added to it, or simply rethought altogether.
 
   Spell Attack #2: "Thunder Sign: Spiral Thunder Blast"
I don't like these kinds of attacks. ?_? They take the powers of curving bullets and use them for evil! Well... that's not my main complaint; this attack is quite a bit more difficult than those preceding it, and I notice that this becomes a pattern as you progress through the boss. Even if this is your intention, it's not a subtle change in difficulty at all. I'm sure this attack could survive being dumbed down a little for the sake of being less overwhelming. (Of course, I may just have a personal bias...)
For the spell, I'll be shifting the spells one difficulty upwards. I realized that I can't beat Hard without sweating profusely or bombing at least once.
 
Quote
   Non-spell Attack #3 (Stray sparks & sonic booms)
This attack can be a little overwhelming the first time you see it, and it may take time to remind yourself that this is still a stage 1 script. I like this one, though; if it were made a bit less surprising, it would make a solid non-spell attack. I would recommend turning the waves of large bullets into singular shots; they cover a wide area as they are right now, making the other bullets a hassle to work around.
...That's the entire point.
 
Quote
   Spell Attack #3: "Thunderbolt: Electrical Storm"
I don't think this kind of barrage belongs in the first stage. :p  This attack is just ridiculous; an unpleasant, repeating pattern which floods the entire area with obnoxious trails of bullets makes this attack less than enjoyable. It isn't actually hard to overcome if you stay in the back, but even disregarding whatever difficulty issues it has, this simply isn't an easy attack to get interested in at all due to its monotony. I believe this is an attack worth rejecting in favour of another. (Also, it suffers from the same illness as the midboss's spell attack in that the pattern is predictable enough to exploit.)
Angles no longer divide into 1080, less dense. It's not meant to be hard, but I doubt I'll be scrapping it.
 
Quote
   Spell Attack #4: "Crackle: Rain of Thunder"
The waves of slow bullets making tight spaces to fit in consequently draws attention away from the main attraction of the attack, which is the thunder rain. On top of that, making it through the waves is made even more ridiculous by the fact that the thunder rain can actually close in on the angle it's going at and trap the player. These can make the attack seem both slow and unfair. If the waves were faster, less dense, or more spaced out from each other -- or maybe replaced with something else -- I believe this would become a much more engaging spell attack than it is right now.
The waves are actually easier on Hard and Lunatic than on Easy and Normal. That has been fixed and they are no longer dense to the point of oblivion.

Edit: Moved Arachnophilia's review here to make things easier to read and keep track of
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Darkness1 on March 19, 2013, 06:17:35 AM
I don't know if anyone mentioned it yet, but what I know a stage 1 boss usually only has 2 spellcards and 2 nonspells, by ZUN standard. At the moment Pika has the amount of spellcards of a stage 3 boss (I think).
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: SacredWind on March 19, 2013, 09:52:02 AM
I don't know if anyone mentioned it yet, but what I know a stage 1 boss usually only has 2 spellcards and 2 nonspells, by ZUN standard. At the moment Pika has the amount of spellcards of a stage 3 boss (I think).

You do know that TD Yuyuko has 3 spellcards (4 when Hard and up) and 2 nonspells, but yes, it's too many spellcards. Seiga doesn't even have that many spellcards (only 3! (Not counting mid-boss battle))

(I know that Yuyuko has more spellcard than Kyouko and Yoshika in Hard and Lun. and most other st. 2-3 bosses for that sake :P)
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Darkness1 on March 19, 2013, 02:14:29 PM
You do know that TD Yuyuko has 3 spellcards (4 when Hard and up) and 2 nonspells, but yes, it's too many spellcards. Seiga doesn't even have that many spellcards (only 3! (Not counting mid-boss battle))

(I know that Yuyuko has more spellcard than Kyouko and Yoshika in Hard and Lun. and most other st. 2-3 bosses for that sake :P)

Well, I guess I forgot that. I guess Yuyuko wanted to show off a bit :p.

But for the most part (I checked Aki, Yamame and Rumia) stage 1 bosses got only 2 spellcards.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Maths ~Angelic Version~ on March 19, 2013, 03:39:17 PM
I don't know if anyone mentioned it yet, but what I know a stage 1 boss usually only has 2 spellcards and 2 nonspells, by ZUN standard. At the moment Pika has the amount of spellcards of a stage 3 boss (I think).

It's closer to a Stage 5 boss, I think.
I don't really think a Stage 1 boss with many attacks is necessarily a bad thing, but I assume that the final boss will need quite a few attacks to compensate for a strong early boss.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 19, 2013, 09:22:53 PM
The issue with attack numbers is that each boss is not some unknown character. I could cut spells, but what would that do for the character? I'm going to keep up a stable number of spells for stages 1-3, so Pikachu, Celebi, and Charizard will all most likely have 3 nonspells and 4 spells. Then, when Stage 4 comes along, I'll just scrap that all and dump as many as needed. The stages are limited by the music, so in exchange for shorter stages, there will be longer boss battles.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Qwertyzxcv on March 19, 2013, 09:42:45 PM
Reviewed on BulletForge more. :D
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 19, 2013, 09:50:28 PM
POK?DIGIDANMAKU v0.14 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/014 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/014)

This release contains all of Stage 1! Enjoy and please give lots of feedback!

It comes with the music and graphics, and has all of the bugfixes made earlier. The reason I'm making this release is to clear up the list of bugs and to provide more stability and convenience to avoid getting most of the same reviews over and over again. Please be aware that I have not fixed/changed everything yet.

Edit: And once again, I have one down vote, one up vote, and zero downloads. Wow.
New movie (if being processed, please wait a while) http://youtu.be/5FdnPBkCskg (http://youtu.be/5FdnPBkCskg)

Bug and Suggestion List:
FIXED:
-Make sure that directions for boss and spell practice are in ReadME [MINOR] {Fixed: 0.15}
-More bullet variety in stage [SEVERE] {Fixed: 0.15}
-Different Pok?mon Enemy graphics for Stage 1 [MAJOR] {0.13: Fixed}
-Make the streamability obvious (or make the stuff non-streamable) [MAJOR] {Fixed?: 0.15}
-First wave of downwards enemies is too long and too dense in higher difficulties [MINOR] {Fixed: 0.15}
-Second & third waves of downwards enemies are overused. Need to be swapped for something more creative (and not yellow) [MAJOR] {Fixed: 0.15}
-Second wave of post-midboss enemies is too low and too repetitive. [MINOR] {Fixed: 0.15}
-Wall of Pichu is so dense (with so many bullets) that it's too panicky for the first time [MAJOR] {Fixed: 0.15}
-Koishi Hearts pattern doesn't fit the stage [MAJOR] {Fixed: 0.15}
-Hoppip bullets are released at same time as Pichu bullets. [MINOR] {Fixed?: 0.15}
-Hoppip bullet graphics don't fit well [MINOR] {Fixed? 0.15}
-Dialogue is short and lacks substance [MINOR] {Fixed: 0.16}
-SFX need to be even lower. Or increase music volume [MAJOR] {Fixed: 0.16}
-TIMEOUT: Stage 1 Music track is shorter than stage [SEVERE] {Fixed: 0.16}

CUT:
-Spiral Thunder Blast: Dim down Difficulty [MAJOR]
-Fix Continues or Initial Player lives so that they can be edited for testing. [MINOR]

To be worked on:
-Use different Art [ENHANCE]
-Too much yellow [SEVERE]
-Make the stage banner flash on then off. [ENHANCE]

*Spiral Thunder Blast is now on the cutting block for multiple reasons. [COMPLETE]
*Spell 3 needs to either be revamped or adapted into something more creative
*Send NS 3 to Stage 6 Boss and do away with it for now. [COMPLETE]
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 19, 2013, 10:21:58 PM
Reviewed on BulletForge more. :D

...Is there a difference from your previous comments? And the continue issue might be addressed soon, although you should really practice deathbombing and you should try Normal instead of Lunatic. If Lunatic is too easy, then you shouldn't be complaining about there not being enough continues. 
:P :P :P :P :P :P :P :P :P
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Qwertyzxcv on March 19, 2013, 10:37:00 PM
...Is there a difference from your previous comments? And the continue issue might be addressed soon, although you should really practice deathbombing and you should try Normal instead of Lunatic.
Nope theres more somments...


and:

Quote

If Lunatic is too easy, then you shouldn't be complaining about there not being enough continues. 
 :P :P :P :P :P :P :P :P :P 
I want to fastforward if I want to review a specific spell...
and, AHHHHHH!1! Kogasa everywhere  :persona:
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 19, 2013, 10:46:45 PM
I want to fastforward if I want to review a specific spell...

THAT'S WHAT SPELL PRACTICE IS FOR!!!

DNH:Directory=>Pok?DigiDanmaku=>Data=>Script

The spells are named and numbered. It even says that there's spell practice in the ReadMe! (I hope)
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Qwertyzxcv on March 19, 2013, 11:02:24 PM
THAT'S WHAT SPELL PRACTICE IS FOR!!!

DNH:Directory=>Pok?DigiDanmaku=>Data=>Script

The spells are named and numbered. It even says that there's spell practice in the ReadMe! (I hope)
YAY :D epic derp  :derp:
(100th reply teehee)
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 20, 2013, 12:59:19 AM
@Victini: Thanks for the review

Announcement

I'm finally going and throwing together a website for my projects. Hopefully, it'll portray things in a better light than here or on BulletForge.

I'll post a link to the website in my sig and over here once the preparations are done (probably once I've fixed the mess that is PDD Stage 1).

Edit: March 20, 2013: WEBSITE IS UP. [LINK (https://sites.google.com/site/sparensprojects/home)]
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Qwertyzxcv on March 20, 2013, 01:04:32 AM

I'm finally going and throwing together a website for my projects. Hopefully, it'll portray things in a better light than here or on BulletForge.
I'll post a link to the website in my sig and over here once the preparations are done (probably once I've fixed the mess that is PDD Stage 1).
:o

YAY!


*bookmarks*
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Darkness1 on March 20, 2013, 06:07:01 AM
I want to fastforward if I want to review a specific spell...
and, AHHHHHH!1! Kogasa everywhere  :persona:

You do know you can press I to turn invincible and U to get normal again. Should fix that problem easily. (Or did Sparen disable it? In that case, my bad for not noticing it.)
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 20, 2013, 08:43:50 PM
You do know you can press I to turn invincible and U to get normal again. Should fix that problem easily. (Or did Sparen disable it? In that case, my bad for not noticing it.)

It's not disabled. I'm just going to ignore the issue and delete the suggestion.

...Looks like Spell 2 will be removed from the boss battle...

Edit:

To those of you who have noticed, a few seconds ago, the bug list for PDD v0.14 just got amazingly shorter. I think I'll have one more Demo Release before starting Stage 2 (and using Release Versions).

If there are any comments that need to be given to me, please tell me.

Nonspell 3 has been removed (I will implement it later in the game where the angular velocity is not a problem), and so has Pikachu Spell 2. Please do not comment on these.

The Koishi hearts at the end have been replaced with ellipses. I'm working on the soundtrack/stage length issue.

Thank you for your continued support (tsk tsk) and your comments, especially those who submitted the helpful reviews.


I would highly suggest you to stop double posting continuously. -Hele


Quote
I would highly suggest you to stop double posting continuously. -Hele

? Where?

If you're talking about the challenges page, I understand, but I've only made one double post on this thread in the past week or so, and in both cases, the posts were made as to not interfere with releases or more important posts.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 21, 2013, 11:25:18 PM
POK?DIGIDANMAKU v0.16 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/016 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/016)

The monster has been tamed. Partially.

The amount of bug fixes is frightening. Hopefully, the stage is much better. Still send in feedback, especially since Stage 2 will begin production very soon.

It comes with the music and graphics, and has all of the bugfixes made earlier. The reason I'm making this release is to clear up the list of bugs and to provide more stability and convenience to avoid getting most of the same reviews over and over again. Please be aware that I have not fixed/changed everything yet.

Bug and Suggestion List:
FIXED:
-Pikachu Spell 4: get rid of the Seiga SFX [MINOR] {Fixed: 0.17c}
-End of battle dialogue [MAJOR] {Fixed: 0.18}
-SFX wave: lower volume [MINOR] {Fixed: 0.18}
-SFX explode: lower volume [MINOR] {Fixed: 0.18}

Cut:
-Too much yellow [MAJOR]
-Use different Art [ENHANCE]

To be worked on:
-Make the stage banner flash on then off. [ENHANCE]
-Pikachu NS 2: Bigger gaps in between bullet waves [MINOR]
-See if music can be started during the boss event script [MINOR]
-By Version 1.00, there must be a game file that plays all stages, as well as practice stages that differentiate from the stage files called by the main game outline. Study Luminous Dream. [PLANS]
-Increase Music Volume [MAJOR]
-Hoppip bullets don't hone if hoppips die [UNFIXABLE]*

*Why Danmakufu~ Why can't objects still execute their stuff when the enemy has died?!
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Helepolis on March 22, 2013, 08:16:19 AM
? Where?

If you're talking about the challenges page, I understand, but I've only made one double post on this thread in the past week or so, and in both cases, the posts were made as to not interfere with releases or more important posts.
I had merged your posts to get rid of the double post which could be perfectly edited in (wasn't a release post, but mere responses), but now you seem to have entirely deleted the post and just replaced it with this question. (No idea why)

I have no idea what the hell you are doing, all I know is that you shouldn't be erasing your own mistakes carelessly because now my modline looks out of the blue.

Don't make me revert your posts again.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 22, 2013, 10:43:38 AM
I had merged your posts to get rid of the double post which could be perfectly edited in (wasn't a release post, but mere responses), but now you seem to have entirely deleted the post and just replaced it with this question. (No idea why)

I have no idea what the hell you are doing, all I know is that you shouldn't be erasing your own mistakes carelessly because now my modline looks out of the blue.

Don't make me revert your posts again.

I don't remember deleting posts on this thread recently, but I can guarantee you that I have not deleted posts for the sole purpose of humiliating a mod. If the issue is posting and non-release posts doubling up, then I will stop responding to comments. If the definition of a double post is two posts next to each other regardless of date posted or topic matter, then I will simply stop posting non-release updates.

If the problem is lack of self contol when hitting the reply button, it may be better for me to stop posting minor things altogether. I'm not trying to put you in an uncomfortable position; this isn't sarcasm. It is probably easier form me to not post at all than it is for me to avoid double posting.

I apologize for all of the things I've done wrong on this thread and if I need to, I'll pack up and either stop posting or leave.

-Sparen
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Helepolis on March 22, 2013, 12:53:45 PM
You did nothing wrong in terms of rule breaking and I don't see a reason to revert to leaving / stopping.

There seem to be miscommunication going on.  I'll PM you regarding this issue since we don't wish to clutter your thread.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 23, 2013, 02:18:04 PM
OK~

1) @Helepolis: I read your message, etc. I'll avoid double posting, but once again, I can't guarantee stuff.

2) Website is getting major updates~

Why I'm doing this, I do not know. I do not know why I make myself suffer. (https://sites.google.com/site/sparensprojects/danmakufu-0-12m-tutorials)

3) Pok?DigiDanmaku Stage 2 already has buckets of problems. The first is with the music.

Basically, I'm most likely going to release Stage 2 without music. It sucks, but even Audacity can't seem to fix the .wav problems.

Anyway, comments for Stage 1 need to come in soon, because Stage 2 will be my focus in a few days, and I don't think I'll be returning to Stage 1 unless I need to reformat everything in preparation for the main Demo.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Qwertyzxcv on March 23, 2013, 03:30:01 PM
About your website:
In wat it touhou:
I think you should mention focusing slows down the player.
And I dunno but, I think MoF has the worst art out of all the games IMO.
And a question:
Can/How can I make an account?
:D
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 23, 2013, 03:55:31 PM
About your website:
In wat it touhou:
I think you should mention focusing slows down the player.
And I dunno but, I think MoF has the worst art out of all the games IMO.
And a question:
Can/How can I make an account?
:D

1) Will fix (still WIP)
2) ...I...don't know where to draw the line, but... that's the transition to the new engine, so the graphics capabilities were severely upgraded, I think.
3) ...Make a google account (gmail) and then go to sites.google.com and create a website you mean? All you need is a gmail account to comment on the site.

And while you're at it, if you, for some reason, find out that you are able to edit the site, then tell me right away so that I can change things.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Qwertyzxcv on March 23, 2013, 04:38:14 PM
2) Oh, I wasn't reading it correctly...I thought you meant the character art.
3) Still says: You have no permission to add comments.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 23, 2013, 05:14:58 PM
2) Oh, I wasn't reading it correctly...I thought you meant the character art.
3) Still says: You have no permission to add comments.
4) I'll modify this message soon.

Apparently, Google Sites does not allow other people to comment on your site. Not only that, they have a limit of 100 MB per site, so there go my images. That sucks.

And you really don't need to say 'I'll modify this message soon'
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Qwertyzxcv on March 23, 2013, 05:21:32 PM
Apparently, Google Sites does not allow other people to comment on your site. Not only that, they have a limit of 100 MB per site, so there go my images. That sucks.

And you really don't need to say 'I'll modify this message soon'
Oh...


And about the "I'll modify this message soon", I don't think I can edit the website.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: ExPorygon on March 25, 2013, 12:09:46 AM
Just played through your PokeDigiDanmaku v0.16.

Check it out here here! (http://www.youtube.com/watch?v=iYHUpOPJtos)

It contains my "review" of sorts.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 25, 2013, 01:34:30 AM
Just played through your PokeDigiDanmaku v0.16.

Check it out here here! (http://www.youtube.com/watch?v=iYHUpOPJtos)

It contains my "review" of sorts.

Thank you very much! Can I use the video link for other purposes? (comments added to the video)
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on March 25, 2013, 01:44:22 AM
POK?DIGIDANMAKU VEEMON PLAYER SCRIPT V2.5b {RC-5} READY FOR DOWNLOAD!

Basically, just an update to the ReadMe. THIS VERSION WILL NOT BREAK REPLAYS FROM 2.5

Unless debilitating bugs are found or additional player balancing/new functions are needed for Pok?DigiDanmaku, this is the final release candidate and will not be updated further.

Download link available here: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-veemon/v/25b (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-veemon/v/25b)

Currently known issues:
-Lasers don't tell you if they are hitting the foe due to lack of effects [ENHANCEMENT]
-Lasers may suddenly disappear; bug is fixed upon changing types [UNCONFIRMED]


Also, the main game directly feeds to this directory's name. You no longer have to change the directory name or change player to FREE in order for the main game to work. Of course, it doesn't work anyway, but that's a different story.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 27, 2013, 10:45:21 PM
Danmakufu 0.12m Tutorials!

https://sites.google.com/site/sparensprojects/danmakufu-0-12m-tutorials (https://sites.google.com/site/sparensprojects/danmakufu-0-12m-tutorials)
Edit: Use this site instead. I partitioned it because if I want to add more images and resources, I'll be competing with my project page for that 100MB size limit.
https://sites.google.com/site/sparensdanmakufututorials/ (https://sites.google.com/site/sparensdanmakufututorials/)

These are the Danmakufu tutorials I've been making. Please give me feedback on them~

What I want feedback on: Font size, readability, understandability, accuracy, and things that I haven't covered that are related to the topics

If you have anything else to add, say it so that I can take it into account when I edit them.

Currently, 001-007 are completed.

And yes, I know that this is probably... superfluous and unneeded due to the large variety of tutorials, but I've learned how to use CreateShot12 from doing the tutorial, so it's not all bad~
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Qwertyzxcv on March 28, 2013, 12:16:08 AM

https://sites.google.com/site/sparensprojects/danmakufu-0-12m-tutorials/005-introduction-to-danmakufu-part-3 (https://sites.google.com/site/sparensprojects/danmakufu-0-12m-tutorials/005-introduction-to-danmakufu-part-3)
I think for the initialize part, bold all the things:

SetLife states how much HP the enemy has.
SetDamageRate is for damage percentage (shot damage, then bomb damage, respectively).
SetTimer  sets how long the spell is (the timeout meter is on the upper right of the screen).
etc.

Concentration01 is how many frames to charge energy before the script starts (I have never seen it work correctly).
Concentration02 is similar to 01, but has icy graphics.
Concentration01(frames); There are ovals that go to the enemy like a chargeup
Concentration02(frames); Instead of ovals, it is snow.
I use Concentration01 and 02 in my game that youve played, so you seen it happen but don't realize it ;)
You should put it instead of:
SetEffectForZeroLife is for when the player shoots down the enemy. The arguments are the time (in frames) for the effect, the intensity (how much the screen shakes), and slowdown.
Like:
SetEffectForZeroLife is for when the player shoots down the enemy.
SetEffectForZeroLife(amount of frames, intensity (0 - 255) (The screen bets bright), slowdown (1 = 1/2 speed 2 = 1/4 etc.)


And about it all, are you going to teach tasks? liek: task fire{ loop{ BULLET yield; } }

You should include more diagrams/pictures!

https://sites.google.com/site/sparensprojects/danmakufu-0-12m-tutorials/002-wat-is-touhou-how-to-play-and-navigate-danmakufu (https://sites.google.com/site/sparensprojects/danmakufu-0-12m-tutorials/002-wat-is-touhou-how-to-play-and-navigate-danmakufu)
You could list things? I find lists easier to understand than paragraphs.
EX:

In Touhou, you have a player character that you control with the arrow keys. Usually, the Z button is for shooting, X is for bombing, C is for special things, and shift is for focusing. Shooting is self explanatory. C depends on the game.

Bombing is a special move that takes up a bomb point (or 1 power level, depending on the game). It usually wipes bullets off of the screen and deals heavy damage. They're spell cards. Enemy spellcards are different, but... yeah. Very similar.

Focusing concentrates your shots, may give different things based on the player, and usually gives a different bomb.

Deathbombing is when you get hit by a bullet and bomb immediately, saving a life in exchange for a bomb.

The hitbox is the space that controls whether or not you die. If you are hit there, you die. You can view it by focusing.
to...

Arrow keys: Control charcter's movement.
Z: Shooting (usually).
-You're player can shoot at the enemy, causing damage.
X: Bombing.
-It usually wipes all bullets off of the screen and deals heavy damage.
-Bombing is a special move that takes up a bomb point (or 1 power level, depending on the game).
-They're spell cards. Enemy spellcards are different, but... yeah. Very similar.
-It makes you invincible for a few seconds.
-Deathbombing is when you get hit by a bullet and bomb immediately, saving a life in exchange for a bomb.
Shift: Focusing.
-You slow down the player making it easier to dodge bullets.
-Focusing concentrates your shots, may give different things based on the player, and usually gives a different bomb.
-The hitbox is the space that you die from being hit there. It's usually a small white dot in the center of the player that you can view by focusing.
C - Special things that depend on the game.

http://www.shrinemaiden.org/forum/index.php?topic=385.0
For the resources maybe? I know you already have another thing like this in it.


I don't know, just my opinion.
(This is one HUGE post)
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Maths ~Angelic Version~ on March 28, 2013, 12:17:18 AM
First of all, allow me to say that having another tutorial here is not pointless. I like how you want the reader to experiment and have fun with Danmakufu. That's what makes programming enjoyable to me~
It's a nice start of a tutorial. My only suggestion for improvement might be adding a few images because it could be helpful for certain explanations (for instance x and y velocities).
There are a few things  that bug me in part 007. In the second quiz, option b uses "Red02" instead of "RED02". Danmakufu is case sensitive...
It's nice that you point out that when you make a circle of x bullets, the angle has to increase by 360/x. I recommend always writing "angle+=360/x;" when making circles, also if 360 happens to be divisible by x or 360/x happens to have a finite decimal representation. This makes the code more self-explanatory (if you for instance want a circle of 125 bullets, the angle increment will be the weird number 2.88, which I don't think many people will guess equals 360/125) and easier to modify if you need to do it ("40 bullets wasn't dense enough, but 60 is too dense. Let's try 50") without having to calculate every angle increment (you get Danmakufu to do it for you). It's also what you have to do if you want x to be a variable (let's say that you want to make an attack that gets harder over time).
Anyway, good luck with your projects!  :)
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 28, 2013, 02:47:05 AM
In response to Qwerty...
...and other stuff

https://sites.google.com/site/sparensdanmakufututorials/danmakufu-0-12m-tutorials/lesson-plans (https://sites.google.com/site/sparensdanmakufututorials/danmakufu-0-12m-tutorials/lesson-plans)

These are my plans! basically, this is what I plan to go over in my tutorials. Problem is, I need to master Danmakufu before like...object effects. Mainly because I suck at them.

If there's anything that slipped by me, please post so that I can add it to the lesson plans.

And yes! As soon as that stupid music file is fixed (...Why does all of my music fail to work? I dunno if it's my version of Audacity), I should be motivated enough to continue Pok?Digi Danmaku!
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: Sparen on March 28, 2013, 03:37:46 PM
POK?DIGIDANMAKU v0.20 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/020 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/020)
DL w/o music: http://www.mediafire.com/?6t3qc0t5m1azcth (http://www.mediafire.com/?6t3qc0t5m1azcth) *Music volume has changed since 0.16

This release does not come with the Stage 2 music because that is still broken and mangled. It comes with the pre-midboss portion of Stage 2 on Easy Mode only. Stage 2 must be manually selected because the stages are not yet linked together.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:
-Make the stage banner flash on then off. [ENHANCE]
-See if music can be started during the boss event script [MINOR]
-By Version 1.00, there must be a game file that plays all stages, as well as practice stages that differentiate from the stage files called by the main game outline. [PLANS]
-Pikachu's First Spell sometimes walls the player [MAJOR]

Edit April 16, 2013: The bulletforge link has been cleared out.
Title: Re: Sparen's Code Dump (Terranean Cataclysm, Pok?DigiDanmaku, and more!)
Post by: ExPorygon on March 29, 2013, 03:01:17 AM
-See if music can be started during the boss event script [MINOR]
It definitely can, I've done it. GetEventStep and SetStep are your friends. Look them up and if you have any questions on how to use them, feel free to ask. Just make sure you don't call GetEventStep when an event isn't running, or it will error.
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on March 29, 2013, 02:49:33 PM
POK?DIGIDANMAKU VEEMON PLAYER SCRIPT V2.6 {RC-6} READY FOR DOWNLOAD!

Major changes to Fladramon and Magnamon's damage. THIS VERSION WILL BREAK REPLAYS FROM 2.5b

Unless debilitating bugs are found or additional player balancing/new functions are needed for Pok?DigiDanmaku, this is the final release candidate and will not be updated further.

Download link available here: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-veemon/v/26 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-veemon/v/26)

Currently known issues:
-Lasers don't tell you if they are hitting the foe due to lack of effects [ENHANCEMENT]
-Lasers may suddenly disappear; bug is fixed upon changing types [UNCONFIRMED]
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on March 31, 2013, 12:15:32 AM
KOGASA PLAYER SCRIPTS V0.03 READY FOR DOWNLOAD!

TESTING RELEASE ONLY. Focused bomb has the unfocused bomb as a placeholder right now.

Please state if anything is broken or lags. That's the main purpose of the release. Please give feedback about player balancing too.

Download link available here: Link (http://www.bulletforge.org/u/sparen/p/kogasa-player-script-test/v/003)

Currently known issues:
Title: Re: Sparen's Code Dump (Kogasa Player Script v0.03)
Post by: PhantomSong on March 31, 2013, 12:28:17 AM
Wow, I'm very impressed! Your spriting has really improved!
Maybe change Kogasa's shots to Talismans and/or Murasa's Droplets? Because the laser looking shot looks meh...
Title: Re: Sparen's Code Dump (Kogasa Player Script v0.03)
Post by: Sparen on March 31, 2013, 01:26:58 AM
Wow, I'm very impressed! Your spriting has really improved!
Maybe change Kogasa's shots to Talismans and/or Murasa's Droplets? Because the laser looking shot looks meh...

Talismans: Isn't she supposed to be exterminated with talismans? XD
MurasaDroplets: I really don't like using common bullet graphics because people will confuse them for bullets that they're supposed to dodge. Also, she never actually used them...

I'll think about graphical changes, of course. Still, I'm using ZUN's player script resources anyway, so might as well check to see if other things look better.

Thanks anyway~

Also, regarding the spriting...

Basically, I made Suiroga pixel by pixel.
PDDVee and Okuu were made using NetLogo and by taking a screenshot of the image... Not entirely reliable (+ NetLogo's limited image functions)

This time, I did it pixel by pixel, just like with Suiroga, except I took the colors directly from Kogasa's cutin and used ReimuC from MoF for a design comparison (skirt size, etc). I also avoided her hair by using the umbrella, and I BSsed the side movements by using the Danmakufu SetGraphicAngle, so yeah~

Still, I know how to use Seashore much better now, so that's good. GIMP tutorial #1 has been passed.
Title: Re: Sparen's Code Dump (Kogasa Player Script v0.03)
Post by: PhantomSong on March 31, 2013, 02:13:36 AM
Well Kogasa DOES use them... So... That wouldn't be completely ironic...

Edit: I'm talking about Talismans...
Title: Re: Sparen's Code Dump (Kogasa Player Script v0.03)
Post by: Sparen on March 31, 2013, 02:27:01 AM
Well Kogasa DOES use them... So... That wouldn't be completely ironic...

Edit: I'm talking about Talismans...
AAH.  :colonveeplusalpha:

OK. I have her focused bomb as that spell with talismans and I still managed to not realize it. Wow.

...Yeah... This might become an issue. But... well, I'll think about it. I have the graphics for talismans there already, so I might consider changing things (although her main shots would become talismans while the other bullets would become option shots)
Title: Re: Sparen's Code Dump (Kogasa Player Script v0.03)
Post by: Sparen on March 31, 2013, 04:02:14 PM
Danmakufu 0.12m Tutorials: Exam # 1

Link available here: Exam (https://sites.google.com/site/sparensdanmakufututorials/danmakufu-0-12m-tutorials-part-2/dnh0-12m-exam-1)

I know it's probably... really freaky, but at the very least I hope that my answers are accurate...

On a side note, I'm procrastinating on Pok?DigiDanmaku due to lack of feedback. I'll try to complete Stage 2 by Tuesday, but it seems pretty unlikely.
Title: Re: Sparen's Code Dump (Kogasa Player Script v0.03)
Post by: Maths ~Angelic Version~ on March 31, 2013, 04:52:23 PM
I don't see any obvious errors in the exam. I think I could have fun solving the problems if I programmed in 0.12m.  :)
The only thing that bothers me is question 24. I thought "360 degree turn every 120 frames" meant that the bullet turns 360 degrees, waits 120 frames, turns 360 degrees again etc. I wondered why. A 360 degree increase is no change at all. Maybe you could mention that Suika wants to make a bullet with angular velocity.
Random tip if you want an angle increment that does not go into 360 (this method actually tests if numbers have any common factors with 360):
Because 360=2*2*2*3*3*5, you'll need a number that isn't divisible by 2, 3, or 5. To check 2 and 5, make sure that the last digit isn't 0, 2, 4, 5, 6 or 8. To check divisibility by 3, check if the digit sum is divisible by 3 (for instance 53 isn't divisible by 3 because 5+3=8 isn't divisible by 3).
Title: Re: Sparen's Code Dump (Kogasa Player Script v0.03)
Post by: Sparen on March 31, 2013, 05:10:03 PM

Thanks for your feedback. It has been implemented, and you've been credited. If you want a different credit name or don't want your name to be shown, just tell me and I'll remove your name (by making the font black)
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on March 31, 2013, 10:27:31 PM
KOGASA PLAYER SCRIPTS V0.05 READY FOR DOWNLOAD!

Feedback and suggestions for KogasaB will be taken into consideration! Probably.

Download link available here: http://www.bulletforge.org/u/sparen/p/kogasa-player-script/v/005 (http://www.bulletforge.org/u/sparen/p/kogasa-player-script/v/005)

KogasaB suggestions:
-Exclamation Marks (I'm really considering the possibility of an Exclamation Spark Bomb)
-Talisman shots

Currently known issues:
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on April 02, 2013, 09:36:49 PM
TOUHOU 13.2 TERRANEAN CATACLYSM EXTRA STAGE v0.29 READY FOR DOWNLOAD

Download Link: http://www.bulletforge.org/u/sparen/p/touhou-132-extra-stage/v/029 (http://www.bulletforge.org/u/sparen/p/touhou-132-extra-stage/v/029)

Feel free to post comments and bug reports below.

This project is on indefinite hiatus, so Akyu may never come in. However, if I really feel like this could be made much better, I may return to it. In due time.

For more information, please consult the Changelog.

Bug reports and Suggestions are always welcome~
Title: Re: Sparen's Code Dump (TC Extra Stage v0.29 Release)
Post by: Darkness1 on April 03, 2013, 08:57:57 AM
Interesting script. Just some things I reacted to:
- The second nonspell (The one with the shiny bullets) is way too dense.
- The boss isn't bombresistant, which IMO makes this extra boss easier than most of the "original" ones by zun, even if the patterns may be difficult here, because you can just bomb through alot of the patterns.
- The last spellcard becomes a bit unfair at the end. What am I saying, it becomes BS really fast here. Atleast Ran's and Yukari's final (not for Yukari, ofc) had a feeling to be dodgeable even at the end. Also, ADD blending everywhere.
- I seem to get some error with a file names 01 Seiryuu "Talisman Eruption".png. Doesn't seem to change playability of the script though.

Attached a replay of the script using ReimuA.
Title: Re: Sparen's Code Dump (TC Extra Stage v0.29 Release)
Post by: Sparen on April 03, 2013, 08:50:52 PM
Interesting script. Just some things I reacted to:
- The second nonspell (The one with the shiny bullets) is way too dense.
- The boss isn't bombresistant, which IMO makes this extra boss easier than most of the "original" ones by zun, even if the patterns may be difficult here, because you can just bomb through alot of the patterns.
- The last spellcard becomes a bit unfair at the end. What am I saying, it becomes BS really fast here. Atleast Ran's and Yukari's final (not for Yukari, ofc) had a feeling to be dodgeable even at the end. Also, ADD blending everywhere.
- I seem to get some error with a file names 01 Seiryuu "Talisman Eruption".png. Doesn't seem to change playability of the script though.

A) Do you mean the second spell/third nonspell?
B) I did that on purpose, although it seems to have partially backfired.
C) If you're talking about the Last Word, I couldn't get it to be like the original, so the port version wasn't that great.
D) You mean when unzipping the file? Because those are in the spellcard gallery and have nothing to do with the script itself.

Anyway, thanks for the feedback!
Title: Re: Sparen's Code Dump (TC Extra Stage v0.29 Release)
Post by: Darkness1 on April 03, 2013, 09:34:24 PM
A) Do you mean the second spell/third nonspell?
B) I did that on purpose, although it seems to have partially backfired.
C) If you're talking about the Last Word, I couldn't get it to be like the original, so the port version wasn't that great.
D) You mean when unzipping the file? Because those are in the spellcard gallery and have nothing to do with the script itself.

A) The second NONspell.
B) Kind of, only the "final spell" seems to survive bombs.
C) Nope, I mean the "final" spell, before the last word.
D) Ok then.
Title: Re: Sparen's Code Dump (TC Extra Stage v0.29 Release)
Post by: Sparen on April 03, 2013, 09:50:43 PM
A) The second NONspell.
B) Kind of, only the "final spell" seems to survive bombs.
C) Nope, I mean the "final" spell, before the last word.
D) Ok then.

A) I was confused because there were only talismans in the second non spell.
C) Oh, you mean the talisman spam at the very end when his life drops below a certain point.

And yeah... you aren't supposed to use default Reimu and Marisa unless you've used the CtC recolors because the ADD bullets blend in with their graphics and make it very hard to dodge.
Title: Re: Sparen's Code Dump (TC Extra Stage v0.29 Release)
Post by: PhantomSong on April 04, 2013, 12:57:33 AM
SOUND EFFECTS! asogeouibeouib! Severe Earrape... Change it... That's a major thing, not a minor...
Title: Re: Sparen's Code Dump (TC Extra Stage v0.29 Release)
Post by: Sparen on April 04, 2013, 01:06:02 AM
SOUND EFFECTS! asogeouibeouib! Severe Earrape... Change it... That's a major thing, not a minor...

Which script? TCX? PDDVee? PDD? Kogasa? Okuu?
Title: Re: Sparen's Code Dump (TC Extra Stage v0.29 Release)
Post by: PhantomSong on April 04, 2013, 01:27:01 AM
Which script? TCX? PDDVee? PDD? Kogasa? Okuu?
TC!
Title: Re: Sparen's Code Dump (TC Extra Stage v0.29 Release)
Post by: Sparen on April 04, 2013, 01:44:59 AM
TC!

Ah. That's because I never went and edited the SFX that still overpower the music. If I decide to add more, I'll be sure to replace the TC bullet and wave SFX with the ones from PDD (that have like half volume).
Title: Re: Sparen's Code Dump (TC Extra Stage v0.29 Release)
Post by: Sparen on April 05, 2013, 09:36:12 PM
Announcement

For those who were wondering about the Challenge Thread (now locked), here's the alternative archive.

https://sites.google.com/site/sparensprojects/projects/danmakufu-challenges/challenge-archive (https://sites.google.com/site/sparensprojects/projects/danmakufu-challenges/challenge-archive)

If you still want to receive feedback, just PM me with it like before.

Just remember: I probably won't being adding new challenges. If there aren't any requests for more, there won't be any more, unless I feel like adding one.

@Helepolis: This isn't meant to go against your lock post. It's just that I've received PMs about the thread being locked (from some people who are thinking about scripting some challenges), so I'm making sure that the resources are available in multiple places.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.23 Release!)
Post by: Sparen on April 06, 2013, 02:41:50 PM
@Qwerty: No. I'm not planning on making 71 more versions of TCX.

POK?DIGIDANMAKU v0.23 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/023 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/023)

This version comes with Stage 2's music, all of stage 2 except for most of the boss battle, and more. There have been changes to the stage portion, etc, and there was a bug fixed in the second event of Stage 1.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:
-Stage 2: Not enough time to POC [MAJOR] {Fixed: 0.24}
-Stage 2: Lunatic/Overdrive opener floods screen [MAJOR] {Fixed: 0.24}
-Stage 2 Celebi Midboss Spell: WAY. TOO. OVERPOWERED. (All difficulties) [MAJOR] {Fixed: 0.24}
-Stage 2 Celebi Boss Nonspell 1: Gaping blind spot. Needs to be covered (and at the same time, bullet density must be reduced) [MINOR] {Fixed: 0.24}

Cut:

To be worked on:
-Make the stage banner flash on then off. [ENHANCE]
-See if music can be started during the boss event script [MINOR]
-By Version 1.00, there must be a game file that plays all stages, as well as practice stages that differentiate from the stage files called by the main game outline. [PLANS]
-Pikachu's First Spell sometimes walls the player [MAJOR]
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.23 Release!)
Post by: Sparen on April 07, 2013, 01:03:55 AM
Review!

Quote
Time to review the currently-in-progress Stage 2 of Pok?DigiDanmaku.
 
Okay, let's start by reviewing the stage portion, then comment a little more on the bosses and their attacks.
 
 
Wave 1: Some Pichus walk up to you and fire rings of 5 bullets for a while; more Pichus pour in from the side, shooting directly at you and then fleeing like cowards.
  Those Pichus must really be pumped, because they're shooting much larger bullets than any of the other ones, in addition to how much longer they take before going down. (On Lunatic, those bullets become especially obnoxious because, in addition to their increased hitbox, the bubbles flood the stage and turn it into yellow hell, much like what was seen in the early releases of the first stage.) Nothing else glares at me much; the Pichus that flood in from the boundaries seam in well enough to compliment the pattern, I think.

OK. Noticed it, and I guess I should just increase number of bullets rather than size.
Quote

Banner: "The Forest of Time"
  Another forest, so close to the first one... :p
 
Wave 2: Hoppips cause some trouble with their spiral patterns, as more Pichus dive in to assist.
  I don't really have much to comment on here; the Hoppips are fine, the Pichus are fine... the only thing I could consider arguing about is that there isn't always time to auto-collect items before the next wave comes in, since it starts as soon as the screen is clear of enemies.
I know about the autocollecting issue, but I'm more worried about the stage being longer than the music. I'll see what can be done.
Quote

Wave 3: Pichus stop using their moves and start throwing trinkets at you.
  That's a pretty neat pattern... even if it is completely safe at the top. It feels like a bit of a warm up for the entrance of the midboss, and most of the bullets have lingered off the screen by the time of its arrival. If you shoot them all in the center, though, they don't give much offense to hit you with anything.
I'll make it so that they either enter the screen farther up or create bullets that go upwards.
Quote

Midboss: Celebi gives you a taste of just how much pain she'll cause you at the end of the stage.
  I've commented on this below.
 
Wave 4: More Pichus play with toys, and yet more Pichus cause minor interference with their huge balls of electricity.
  The Pichus that spawn on the left side just... appear out of nowhere. Even though they probably won't spawnkill you, it isn't as attractive as if they had some kind of entrance. Nothing much to say here.
 
Wave 5: Hoppips try again to dissuade you or something.
  The enthusiasm kind of dies down here, because this exact pattern has been seen before, only there's less going on here than in their first appearance. If there were more of them, or in different places, or if they moved differently, or something else, then this would be a bit of a different case. Granted, I'm examining this past my first playthrough, so this probably isn't as much of a concern as I'm making it seem.
I'll see about this, but then again, Stages 1 and 2 are a port, so I'm sort of adamant against changing things too much.
Quote

Wave 6: Chikoritas hop into the scene, dogged to cause you some grief.
  The final part of the stage portion is familiar to the Stage 1 script, where a "final" enemy delivers a pattern before allowing you to fight the boss... is this going to happen in every stage? (I'm just wondering.) Anyways, I don't have any major qualms with them or their patterns (and it's refreshing to see a different enemy graphic :p).
No it's not going to happen. Originally, there were three of them, but I decided that that was too much and that I wasn't going to port it a third time.
Quote

Boss: Celebi greets you, then tries to kill you.
  Please look below you. :p
 
 
Something I noticed in the script was that there was more coordination in the enemy patterns (as well as less streaming) than in the first stage. As well, it isn't as painful to look at as Stage 1 was in its infancy (unless you play on Lunatic). These kinds of things I like to see. (But the banner still doesn't have any transition. >_>)
 
Transition=pain to program. The main issue is when I link the stages together. The thing about the coordination is that Stage 1 was my third stage script ever, with the former two being total failures. Not only that, it was done on NetLogo originally. Now that I have Danmakufu, making things more intricate is much easier, so the coordination and stage quality should increase as I continue forwards.
Quote

------------------------------
Midboss: Celebi Part 1
------------------------------
 
Nonspell Attack: Headed lasers and player-bound shots
   Ehh, it's nothing too fantastic. This attack doesn't seem to be that much different from the nonspell attack of the midboss in the first stage, and it sometimes feels that way as well. It's definitely more intense, but not really exciting or interesting to play through. Even if this is the midboss, it could use some new ideas to meet with the new stage. (Also, on Lunatic, the attack appears to be quite difficult to weave through, but the lasers' hitboxes are cut short on the tail end, so you can just go through them as the next laser approaches you. Not exactly pretty...)
 
Spell Attack: Spring of Life "Leaves in the Bright Sky"
   Well, this attack is more interesting than the last, to be certain; it's also a very sudden difficulty rise, and it hardly fits in a Stage 2 script, bearing its teeth as it does. It could benefit from having less bullets per circle or fewer circles or wider circles or even different angle incrementations of the circles, but it's far out of place in this script as it is.
 
I was wondering if this would murder people. I lowered the difficulty about two-three times already. Looks like I'll keep Overdrive the same and cut the difficulty of all of the other difficulties.
Quote

------------------------------
Boss: Celebi Part 2
------------------------------
 
Nonspell Attack: Near-repeat of the first nonspell attack
   Now, at first I thought this was pretty much the first attack with a few things tweaked, but after some study, I've realized that the concept of this attack is entirely different from it. Though it may appear to be the same attack waiting in the back, what you're SUPPOSED to do is stand close to Celebi so those pesky lasers don't get in the way. (In other words, this attack is broken.) Honestly, though, this is way too much like what Celebi was using in the middle of the stage (and I wasn't terribly fond of that one either). Fix the hole if you want to keep this, but I would recommend replacing it entirely.
For this one, I doubt I'll replace it. I don't really want to go back to the original non spells.

Anyway, thanks for the review (although it'd be nice if I could have gotten some of it before I made the stage scripts...)
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.24 Release!)
Post by: Sparen on April 07, 2013, 10:18:35 PM
Yay! I finally 1CC'd PCB Easy Modo! Practicing in Danmakufu+not having played in a long time = success!

I'm going to post an announcement below.

POK?DIGIDANMAKU v0.24 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/024 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/024)

This version is basically 0.23 with the bugfixes. This version comes with the player script but not the music. (On Victini's suggestion)

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:
-Make the stage banner flash on then off. [ENHANCE]
-See if music can be started during the boss event script [MINOR]
-By Version 1.00, there must be a game file that plays all stages, as well as practice stages that differentiate from the stage files called by the main game outline. [PLANS]
-Pikachu's First Spell sometimes walls the player [MAJOR]
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.24 Release!)
Post by: Arachnophilia on April 08, 2013, 07:14:59 PM
Nice. Not that most of what I complained about was a serious problem (barring the boss attack difficulty/exploits), but I've mostly been silenced... mostly. I'm not absolutely sure the easiest solution to fixing the hole in the boss's attack is making lasers shoot in both directions; would it not be simpler to just have all of the lasers from the original attack be shot towards the boss? (Or you could make the boss shoot bullets at you if you get too close, like in IN ;P)

Also, the Pichus after the midboss that fire the rings of 5 bullets don't appear to scale in difficulty.

And don't worry too much about the banners; I'm just being a bother. :V

(And good job on the 1CC!  :))
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.24 Release!)
Post by: Sparen on April 08, 2013, 08:11:12 PM
Nice. Not that most of what I complained about was a serious problem (barring the boss attack difficulty/exploits), but I've mostly been silenced... mostly. I'm not absolutely sure the easiest solution to fixing the hole in the boss's attack is making lasers shoot in both directions; would it not be simpler to just have all of the lasers from the original attack be shot towards the boss? (Or you could make the boss shoot bullets at you if you get too close, like in IN ;P)

Also, the Pichus after the midboss that fire the rings of 5 bullets don't appear to scale in difficulty.
I'm just really scared that the bullets will flood the screen. They were originally bubble bullets.

Video of Stage 2 Hard, NetLogo version: http://www.youtube.com/watch?v=EQOdH1GcPJY (http://www.youtube.com/watch?v=EQOdH1GcPJY)

I do have to say that I did in fact port it much more accurately than I did Stage 1.

Quote
And don't worry too much about the banners; I'm just being a bother. :V
XD

Quote
(And good job on the 1CC!  :))
Thanks~ Although beating Easy Mode should have come much earlier since I did manage to 1cc SA Easy. Still, ending with 3 lives is much better than I imagined. That first spell has always annihilated me, and I never expected to last that long in her Final Spell and Survival Spell. Butterfly bullet hitboxes for the win!


Edit: For those who are interested, my Danmakufu Exam # 1 has been updated with Cirno's Perfect Math Class. You're not supposed to play it while taking the exam, of course, but hey. You never know.

https://sites.google.com/site/sparensdanmakufututorials/danmakufu-0-12m-tutorials-part-2/dnh0-12m-exam-1
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.24 Release!)
Post by: Sparen on April 12, 2013, 12:50:30 AM
@Helepolis: If this is illegal, then I won't do it again.

Quote
Suggestions: 1. Lunatic on stage 2 is way too easy! Its easier than stage 1!!! 2. Those kunai look like Yoshika, and those spinning bullets look like EoSD stage 4. Dont change it, just an observation. 3. The boss comes in before the text starts 4. The mid-boss non-spell on lunatic walls you to the edge, forcing you to go inbetween tiny spaces that the graphics cover up! Take out the walls and make it faster or somthing. Very fun though :D

1) ...Upgraded.
2) They're supposed to resemble Yoshika's kunais. Originally, it just looked really bad, so I had to change it when I ported it. As for EoSD... this one's easier.
3) ...Can't do anything about that with my crummy event scripting.
4) ...Timing, planning, memorization. Start on one side and move to the other. Celebi doesn't have much of a chance against ExVeemon in that attack because she's stationary.

The spells are coming out really slowly, but I plan to get Stage 2 finished ASAP because I've decided that I'm probably not going to port Stage 3. It looks really bad in the original, and it's probably better to make it from scratch. If there are any ideas or suggestions for a fire-based stage, please feel free to comment. Also, I really have no clue about what I'm going to be doing for the boss except for my plans here:

Stage 3: The Mountains of Flame
Enemies: Charmander, ???
Stage Gimmicks: ???
Midboss: Charizard
Boss: Charizard: The Flaming Torch of Battle
Boss Nonspell: Flame lines
Boss Gimmicks: Enemy calls

(It's located in the ReadMe for Versions 0.25 and up)

If anyone wants to suggest a stage enemy or stage gimmicks, feel free to tell me. Out of the three or so enemy scripts I have for the original, I don't think most of them will work, simply because, well... people were scared of the pichu walls in Stage 1, so... I don't think a Charmander Army would receive positive reviews.

I'm currently thinking along the lines of Alice because of her use of dolls, but nothing is set in stone as of yet.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.24 Release!)
Post by: Qwertyzxcv on April 12, 2013, 01:56:24 AM
Quote
4) ...Timing, planning, memorization. Start on one side and move to the other. Celebi doesn't have much of a chance against ExVeemon in that attack because she's stationary.
That would unfair for a first try...but alright.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.24 Release!)
Post by: Lavalake on April 12, 2013, 02:12:46 AM
The spells are coming out really slowly, but I plan to get Stage 2 finished ASAP because I've decided that I'm probably not going to port Stage 3. It looks really bad in the original, and it's probably better to make it from scratch. If there are any ideas or suggestions for a fire-based stage, please feel free to comment. Also, I really have no clue about what I'm going to be doing for the boss except for my plans here:

Stage 3: The Mountains of Flame
Enemies: Charmander, ???
Stage Gimmicks: ???
Midboss: Charizard
Boss: Charizard: The Flaming Torch of Battle
Boss Nonspell: Flame lines
Boss Gimmicks: Enemy calls

If anyone wants to suggest a stage enemy or stage gimmicks, feel free to tell me. Out of the three or so enemy scripts I have for the original, I don't think most of them will work, simply because, well... people were scared of the pichu walls in Stage 1, so... I don't think a Charmander Army would receive positive reviews.
You just need patience. I haven't even started working on my real game. (Still stuck on player scripts.)
As for suggestions:
Fire likes to spread. So AddShot can be the gimmick.
Rapidash: This Pokemon can be the fast Pokemon. They can run from one side to the other. It's up to you to make the patterns it will shoot.
Torchic: This Pokemon can make simple spirals that aren't that dense.
Vulpix: Umm... I imagine Vulpix making many tails streams behind him, and the bullets wait a little before falling, but I usually portray that as a water danmaku. (Since it reminds me of rain. Water is affected by gravity also.)
I can't think of too many fire Pokemons right now. Hope this helps.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.24 Release!)
Post by: Sparen on April 12, 2013, 02:39:32 AM
Torchic: This Pokemon can make simple spirals that aren't that dense.
Vulpix: Umm... I imagine Vulpix making many tails streams behind him, and the bullets wait a little before falling, but I usually portray that as a water danmaku. (Since it reminds me of rain. Water is affected by gravity also.)

Torchic... the problem is retrieving the sprites. It'd make a better choice than Charmander as far as the start of the stage is concerned.
Vulpix would be nice, but... hmm... I'll think about both. I can use purple flames for Vulpix, and that'd add some variety.
Title: Re: Sparen's Code Dump (TC Kogasa v0.07)
Post by: Sparen on April 13, 2013, 02:35:15 PM
KOGASA PLAYER SCRIPTS V0.07 READY FOR DOWNLOAD!

Feedback and suggestions for KogasaB will be taken into consideration! Probably.

Download link available here: http://www.bulletforge.org/u/sparen/p/kogasa-player-script/v/007 (http://www.bulletforge.org/u/sparen/p/kogasa-player-script/v/007)

KogasaB is WIP.

Currently known issues:
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.29 Release!)
Post by: Sparen on April 14, 2013, 04:47:24 PM
POK?DIGIDANMAKU v0.29 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/029 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/029)

This version contains... no music and no spell card gallery. it contains everything else though.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:
-Make the stage banner flash on then off. [ENHANCE]
-See if music can be started during the boss event script [MINOR]
-By Version 1.00, there must be a game file that plays all stages, as well as practice stages that differentiate from the stage files called by the main game outline. [PLANS]
-Send @Initialize and @Background for stages into another #include [PLANS]
-Pikachu's First Spell sometimes walls the player [MAJOR]
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.30 Release!)
Post by: Sparen on April 15, 2013, 09:54:52 PM
POK?DIGIDANMAKU v0.30 PATCH READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/030 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/030)

ALL this update is is a patch to fix the issue with the incorrect naming of variables when making variables.txt. Please dump the files into your PDD=>Data folder, and override the stage files and variables.txt.

EDIT: Everything's getting screwed up. I wanted to release v0.31 ASAP because I really didn't like the idea of a patch, but I probably can't release it until the end of the week. Until then, I'll have to rely on the patch.
 
Bug and Suggestion List:
FIXED:

Cut:

To be worked on:
-Make the stage banner flash on then off. [ENHANCE]
-See if music can be started during the boss event script [MINOR]
-By Version 1.00, there must be a game file that plays all stages, as well as practice stages that differentiate from the stage files called by the main game outline. [PLANS]
-Send @Initialize and @Background for stages into another #include [PLANS]
-Pikachu's First Spell sometimes walls the player [MAJOR]
-CelebiSpell4's attack is not symmetrical [MINOR]
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 Release!)
Post by: Sparen on April 16, 2013, 12:07:01 AM
POK?DIGIDANMAKU v0.31 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/031 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/031)
Mediafire Mirror: http://www.mediafire.com/?jp62hfuq0d4ey2b (http://www.mediafire.com/?jp62hfuq0d4ey2b)

That was complete hell. A spell that looked so easy to port took two hours of function-changing, swearing, and furious debugging. In the end, it's not that great, but it's enough for the release.

Stage 2 is DONE. I will not begin Stage 3 until I have had at least one decent review, because there is no way for me to change things drastically once I've started the next stage. At this time, Stage 1 suggestions will probably not be implemented, although I'll still try to fix things up if need be.

The entire restructuring will occur during this time period before Stage 3, so please give as much feedback as possible.

This version comes with the player script and music, but does not come with the spellcard gallery.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:
-Celebi's last nonspell is absurd on Hard and Lunatic [MAJOR] {Fixed: 0.32}
--Send @Initialize for stages into another #include [PLANS] {Done: 0.32}
-...Celebi midboss spell... needs to be toned down AGAIN. [MAJOR] {Fixed: 0.35}
-Stage 2 opener is underwhelming on all difficulties [MAJOR] {Fixed: 0.35}
-Stage 2 hoppips are underwhelming on all difficulties [MAJOR] {Fixed: 0.35}

Cut:

To be worked on:
-Make the stage banner flash on then off. [ENHANCE]
-See if music can be started during the boss event script [MINOR]
-By Version 1.00, there must be a game file that plays all stages, as well as practice stages that differentiate from the stage files called by the main game outline. [PLANS]
-Send @Background for stages into another #include [PLANS?]
-Pikachu's First Spell sometimes walls the player [MAJOR]
-CelebiSpell2's attack is not symmetrical [MINOR]
-Timestop often leads to deaths [UNCONFIRMED]
-Celebi's boss sprite is really... ugly? [MINOR?]
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: Lavalake on April 16, 2013, 12:39:35 AM
This is my first review for danmaku scripts so:
And I'm playing on normal mode and hard mode on stage 2.
Enemies: They're pretty easy to pass. Except for the Kunai Pichus. They are a little dense.
Mid-boss: Dense Nonspell and the spellcard seems a bit hard for stage 2.
Boss:
Nonspell 1: Too dense.
Spell 1: It's okay. Kind of tricky, but fun.
Nonspell 2: Normal mode is really easy, even though it looks intimidating. Are the lasers supposed to be ever so slowly inching to the left after each laser. You might want to increase the adding for difficulty.
   Hard is a whole different story. It's pretty dense.
Spell 2: Yellow bullets kind of walls you off a lot. But this is just my opinion. This is really, not that important.
Spell 3: This reminds me so much of Sakuya.  :3 But, there is no need to fix this that much. Except that is can be dense on some levels.

Overall: Stage 2 seems to be dense for a stage 2. It was fun, but make the stage harder, and the boss easier/less dense.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: Sparen on April 16, 2013, 01:12:27 AM
\
Mid-boss: Dense Nonspell and the spellcard seems a bit hard for stage 2.
Boss:
Nonspell 1: Too dense.
Spell 1: It's okay. Kind of tricky, but fun.
Nonspell 2: Normal mode is really easy, even though it looks intimidating. Are the lasers supposed to be ever so slowly inching to the left after each laser. You might want to increase the adding for difficulty.
   Hard is a whole different story. It's pretty dense.
Spell 2: Yellow bullets kind of walls you off a lot. But this is just my opinion. This is really, not that important.
Spell 3: This reminds me so much of Sakuya.  :3 But, there is no need to fix this that much. Except that is can be dense on some levels.
Overall: Stage 2 seems to be dense for a stage 2. It was fun, but make the stage harder, and the boss easier/less dense.

I'll see about the non spells. I've already toned down the midboss spell so much though... >_<
Boss Spell 1: OK.
Boss Spell 2: It's supposed to wall you.

Thanks for the review~
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: Sparen on April 16, 2013, 10:15:04 PM
ALL PDD Releases before 0.23 have been deleted from Bulletforge.

Versions 0.11, 0.14, 0.16, and 0.20 have been cleared from Bulletforge. The reviews can be found Here (https://sites.google.com/site/sparensprojects/projects/pokedigidanmaku/pdd-reviews)

Version 0.20 still has a version available from Mediafire, however.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: Sparen on April 17, 2013, 11:19:12 PM
Video for PDD Version 0.31: http://www.youtube.com/watch?v=_qnJx5-8L3w (http://www.youtube.com/watch?v=_qnJx5-8L3w)
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on April 18, 2013, 11:44:16 PM
POK?DIGIDANMAKU VEEMON PLAYER SCRIPT V2.6c {RC-7} READY FOR DOWNLOAD!

Major changes to Fladramon and Magnamon's damage. THIS VERSION WILL NOT BREAK REPLAYS FROM 2.6.

Unless debilitating bugs are found or additional player balancing/new functions are needed for Pok?DigiDanmaku, this is the final release candidate and will not be updated further.

Download link available here: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-veemon/v/26c (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-veemon/v/26c)

Currently known issues:
-Lasers don't tell you if they are hitting the foe due to lack of effects [ENHANCEMENT]
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: Sparen on April 19, 2013, 11:37:40 PM
Now that I'm participating in LOCAA...

I've successfully turned my first polar equation into bullets!

r = 40*cos(theta/2)

As for releases... I'm not allowed to post them until my project is finalized, so I will only be able to post status updates.

PDD is going to continue, so don't worry about that if you're waiting for Stage 3.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: PhantomSong on April 21, 2013, 08:58:35 PM
Suicune + Polar Equations? Sounds fitting :)
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: Sparen on April 21, 2013, 09:08:58 PM
Suicune + Polar Equations? Sounds fitting :)

Have a dose of polar equations. All of my polar experiments will come with the release of my Contest Entry.

http://www.youtube.com/watch?v=-ypZRXD7QUE&feature=youtu.be (http://www.youtube.com/watch?v=-ypZRXD7QUE&feature=youtu.be)
Title: Re: Sparen's Code Dump (LOCAA Contest 3 Submission!)
Post by: Sparen on April 21, 2013, 09:15:57 PM
LOCAA Contest #3 Submission:
Suicune Boss Battle

This is the main announcement post for my LOCAA Contest #3 Submission, which I plan to incorporate into PDD Extra (...Maybe). This is a project for 0.12m only. This script will feature all kinds of extras outside of the main script, including a nonspell rush and my collection of polar/parametric experiments.

Current Version: 1.10
Current Release Version: 1.09 [Download (http://www.bulletforge.org/u/sparen/p/suicune-boss-battle/v/109)]
Current Release Package: 1.09 [Download (http://www.mediafire.com/download/489jbau9a1nw74w/Sparen's_LOCAA_Contest_3_Entry_v1.09.zip)]
**Comes with Kogasa Player Scripts v0.10 and Touhou Danmakufu 0.12m

*Current Version is my current version. Current Release Version is the latest Devel release.
*All versions besides the final release will most likely be hosted as unlisted on Bulletforge, mainly due to the fact that the submission shouldn't really be too public.

Current Features
-Easy and Extra Modes, with the option to not have the STG_Frame
-Nonspell rush (NS 1-6)
-Polar experiments (1-8+Extra)
-Parametric experiments (1-4+Extra)
-Spells: 1-7
-Custom Frame

Current Progress
This project is complete.

All Demo Versions
Demo 4: [Version 1.09 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg981267.html#msg981267)]
Demo 3: [Version 1.08 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg980124.html#msg980124)]
Demo 2: [Version 1.07 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg979496.html#msg979496)]
Demo 1: [Version 1.00 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg974924.html#msg974924)]

PREVIEWS

(https://sparen.github.io/img-hoster/public/Suicune-NS4.png)
SPOILER ALERT (http://sparenofiria.deviantart.com/art/LOCAA-Contest-3-Final-Attack-patterns-373238906)
http://i1164.photobucket.com/albums/q570/SparenofIria/Grapher_zps79b8575f.png (http://i1164.photobucket.com/albums/q570/SparenofIria/Grapher_zps79b8575f.png)

Polar Experiments Part 1: http://www.youtube.com/watch?v=jBusvmlFbng (http://www.youtube.com/watch?v=jBusvmlFbng&list=PLJ2F_5rhjlXQukEdm_QhTcsr0HaSj6xU5&index=8)
Polar Experiments Part 2: http://www.youtube.com/watch?v=-ypZRXD7QUE (http://www.youtube.com/watch?v=-ypZRXD7QUE&feature=youtu.be)
Psycho Bullets: http://www.youtube.com/watch?v=XNFWNmbuA_I (http://www.youtube.com/watch?v=XNFWNmbuA_I)

Suicune Boss Battle v1.07 [http://www.youtube.com/watch?v=slYZIUQ4LPo&feature=youtu.be (http://www.youtube.com/watch?v=slYZIUQ4LPo&feature=youtu.be)]
Suicune Boss Battle v1.07 [http://youtu.be/a3sHFZdjY-k?t=8m25s (http://youtu.be/a3sHFZdjY-k?t=8m25s)] *Kirakishou's Playthrough
Suicune Boss Battle v1.09 [http://www.youtube.com/watch?v=zXpiENqr0BE (http://www.youtube.com/watch?v=zXpiENqr0BE)] *Rogus's Playthrough
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on April 24, 2013, 11:07:34 PM
LOCAA CONTEST #3 SUBMISSION: SUICUNE BOSS BATTLE READY FOR DOWNLOAD!

Download link available here: http://www.bulletforge.org/u/sparen/p/suicune-boss-battle-pre-release/v/004 (http://www.bulletforge.org/u/sparen/p/suicune-boss-battle-pre-release/v/004)

If you do not want spoilers, please do not download the script.

Please do not provide videos of this script. Please do not rip code from this script. Please do not use a white color player character because I can guarantee that you will die.

Currently known issues:
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: PhantomSong on April 25, 2013, 12:27:54 AM
@Contest Entry:

SPAREN STAHP WITH THE EAR RAPE SEs... They KILL my ears, and will most likely kill the judges'... You don't really even need SEs... But still if you're going to use SE makes sure they don't kill people's ears!
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: Sparen on April 25, 2013, 12:32:15 AM
SPAREN STAHP WITH THE EAR RAPE SEs... They KILL my ears, and will most likely kill the judges'... You don't really even need SEs... But still if you're going to use SE makes sure they don't kill people's ears!

...What kind of volume do you have? Everyone keeps on complaining about the SFX when they came straight from a Touhou game's data rips. It befuddles me.

Which SFX are problematic? If you say 'all of them,' I'm going to suggest that you lower your volume, because the bullet SFX volume has been lowered like five times already. If it's the ice SFX, that can be fixed.

The things below are gags.

VOTE TO REDUCE SFX:
For: TT, Sparen, JpMr [3]
VS: PhtmSg [1]
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: Lavalake on April 25, 2013, 01:45:21 AM
I thought the SE's were fine, but that's because I'm so used to playing danmakufu with half of my volume turned on. (That's a lot. It's because of quiet youtube videos.) Now, I usually turn it lower, so I thought the SE's weren't that loud.
The attacks: If you use this as an extra stage boss for your PDD, please raise the difficulty. I have more trouble on Celebi on normal than this.
Also, What's a Polar Equation.  :derp:
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: PhantomSong on April 25, 2013, 01:51:07 AM
...What kind of volume do you have? Everyone keeps on complaining about the SFX when they came straight from a Touhou game's data rips. It befuddles me.
Which SFX are problematic? If you say 'all of them,' I'm going to suggest that you lower your volume, because the bullet SFX volume has been lowered like five times already. If it's the ice SFX, that can be fixed.
Well maybe from the conversion(being mostly everyone uses Windows) from Mac to Windows, the sound somehow gets louder...
I shouldn't need to turn my volume when other scripts I play with sound effects I have on full volume.

SE ~ Bullet
SE ~ Ice
and a little bit of SE ~ Laser

The things below are gags.

VOTE TO REDUCE SFX:
For: TT, Sparen, JpMr [3]
VS: PhtmSg [1]
I don't get it...
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: Sparen on April 25, 2013, 02:11:53 AM
\
Also, What's a Polar Equation.  :derp:

https://sites.google.com/site/sparensdanmakufututorials/danmakufu-0-12m-tutorials-part-2/008-scripting-createshota-and-trigonometry
Also, check Google. It's taught in second term of precalculus in my school.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: Lavalake on April 25, 2013, 02:47:57 AM
Thanks, I'll be sure to read it little by little since I haven't learned Trigonometry yet. Or Pre-Calculus.
I get some of it. Hope you can finish the script soon.

Edit: Actually, I'm totally lost. After "How to Use Trigonometry in Danmakufu"
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: Darkness1 on April 25, 2013, 05:26:49 AM
In your createshotA section, you said making them go after the player at any moment is really difficult. But won't using
Code: [Select]
SetShotDirectionType(PLAYER); make it alot easier? Should work for all types of bullets in 0.12m. (The function list seems to say enemy to player, but it should be coordinates to player, as where the angle 0 starts from.) Just reset back to coordinate type ABSOLUTE afterwards, or an obvious problem will appear.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: Qwertyzxcv on April 25, 2013, 08:05:22 PM
I would suggest making the sound effects quieter than the average Touhou game because thay are already quite loud. If only it was possible to make a SE and BGM volume option in Danmakufu... :c
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: Sparen on April 27, 2013, 03:14:18 AM
Edit: Actually, I'm totally lost. After "How to Use Trigonometry in Danmakufu"

Tell me exactly where you got lost, and I'll see what needs to be done. It may be that I need a completely different Tutorial to teach the introduction to trigonometry, polar coordinates, and parametric equations.

Also, PDD Stage 3 is in progress, but a lot of work needs to be done with Stage 2 before I want to move on. I'll be providing a release soon with the fixed issues.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.35 Release!)
Post by: Sparen on April 27, 2013, 03:21:57 AM
POK?DIGIDANMAKU v0.35 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/035 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/035)

This version does NOT come with music or the spellcard gallery. It has a number of changes from 0.31, especially regarding the difficulty of the midboss and boss.

PLEASE review and comment. Stage 3 is under way and I want all of Stage 2's problems fixed ASAP. However, I need player feedback to know what the issues are. Thank you.

This version comes with the player script and music, but does not come with the spellcard gallery.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:
-Celebi's boss sprite is really... ugly? [MINOR?] {Fixed?: 0.37}
-CelebiSpell2's attack is not symmetrical [MINOR] {Fixed: 0.37}

Cut:
-Make the stage banner flash on then off. [ENHANCE]

To be worked on:
-See if music can be started during the boss event script [MINOR]
-By Version 1.00, there must be a game file that plays all stages, as well as practice stages that differentiate from the stage files called by the main game outline. [PLANS]
-Send @Background for stages into another #include [PLANS?]
-Pikachu's First Spell sometimes walls the player [MAJOR]
-Timestop often leads to deaths [UNCONFIRMED]
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
Post by: Lavalake on April 27, 2013, 03:24:54 AM
I understood some, but some of the other's were hard to understand.

Paragraph of one of the confusing ones.
Quote
For your information, there are multiple sets of coordinates used by Danmakufu. They've been merged into an uncomfortable yet fitting mixture. The first system is the rectangular coordinate system, with your standard x and y axes. This makes up the Cartesian plane, which is basically the x-y plane. However, because the creators decided that the origin was to be crammed in the upper left corner, you obviously can't do anything based off of negative values (unless you move the origin). Anyway, this is why you use GetX and GetY. These two values anchor your initial position. This is the pole, C(GetX, GetY), which is the point from where all stuff is done. From the initial point, you do all of the weird trig, alterations, etc.
So you're telling people that Danmakufu uses quadrant 1, except, it is mirrored vertically?
Quote
There is also the parametric system, which is how Danmakufu accesses the individual alterations to the X and Y coordinates. The X and Y coordinates are altered individually, and that's because of the influence of the parametric system.
Can you word it a little differently, I'm having some kind of weird trouble with reading the quote. I think it's about the first two parameters of Creating shots.

Others are the little things I will learn, as soon as I learn Trigonometry like:
Quote
cos(60) is .500 while cos(30) is .866

Edit: As for your v0.35. It looks pretty good, but could have some improvements. But the improvements you need are pretty minor so I might let it slide. (One of them is the lasers. They have an ugly white outline, but I also have trouble trying to get them to not have one.)
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.35 Release!)
Post by: PhantomSong on April 27, 2013, 06:01:01 PM

-Celebi's boss sprite is really... ugly? [MINOR?]



It is... try using the main game's sprites, they'd look much better!
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.35 Release!)
Post by: Sparen on April 27, 2013, 07:48:17 PM
It is... try using the main game's sprites, they'd look much better!

Which game? Tell me ASAP so that I can fix all 30 scripts now.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.35 Release!)
Post by: PhantomSong on April 27, 2013, 09:32:38 PM
main game as in Black and White... I got some just for convenience 
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.35 Release!)
Post by: Sparen on April 27, 2013, 09:45:08 PM
main game as in Black and White... I got some just for convenience

Well, thanks for the offer, but I've decided that using small sprites won't help the game. Besides, I personally like Stage 1's sprites. I may replace the Celebi with a less-ugly one, but I can't guarantee more than that.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.35 Release!)
Post by: PhantomSong on April 28, 2013, 04:11:00 AM
Well, thanks for the offer, but I've decided that using small sprites won't help the game. Besides, I personally like Stage 1's sprites. I may replace the Celebi with a less-ugly one, but I can't guarantee more than that.
Honestly, official portrait art =/= good boss sprite, it looks bad because you shrink it down to scale and it's all pixly.  Also that it's out of place from all the other sprites...
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.35 Release!)
Post by: Sparen on April 28, 2013, 05:33:37 PM
Okay~ I just changed my profile pic to a meme I threw together for LOCAA.

Status reports:
PDD: Fixing bugs, enhancing visuals, working on Stage 3's stage portion
LOCAA #3: Adding effects, writing code
Kogasa: Procrastinating.

Edit: April 29, 2013: PDD v0.23, PDD v0.24, and the Kogasa Player Script test have been removed from BulletForge.
Title: Re: Sparen's Code Dump (TC Kogasa v0.08)
Post by: Sparen on May 02, 2013, 10:48:01 PM
KOGASA PLAYER SCRIPTS V0.08 {RC-1} READY FOR DOWNLOAD!

This script is finally complete (after lots of procrastinating!). I probably won't be updating it again, but there may be some tweaks later on.

Download link available here: http://www.bulletforge.org/u/sparen/p/kogasa-player-script/v/008 (http://www.bulletforge.org/u/sparen/p/kogasa-player-script/v/008)
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.39 Release!)
Post by: Sparen on May 04, 2013, 02:27:19 PM
POK?DIGIDANMAKU v0.39 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/039 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/039)

This version does NOT come with the spellcard gallery. It has a number of changes from 0.35, especially regarding stage 3

Basically, I just threw this together for review purposes. It also serves as an update.

This version comes with the player script and music, but does not come with the spellcard gallery.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:
-Stage 2 opener enemies take too long to defeat [MINOR] {Fixed: 0.40}
-Stage 1 opener bullets should spawn in different places. Same for the non-aimed pichu [MAJOR] {Fixed: 0.40}
-Stage 2 midboss lunatic nonspell too dense [MAJOR] {Fixed: 0.40}
-Do the Overdrive, Special port for Electrical Storm (Stage 1) [MINOR] {Fixed: 0.41}

Cut:
-Celebi Timestop often leads to deaths [UNCONFIRMED]
-Pikachu's First Spell sometimes walls the player [MAJOR]
-Celebi Spell (45) has gaping blind spot. Sort of [MINOR]

To be worked on:
-See if music can be started during the boss event script [MINOR]
-By Version 1.00, there must be a game file that plays all stages, as well as practice stages that differentiate from the stage files called by the main game outline. [PLANS]
-Send @Background for stages into another #include [PLANS?]
-Do something about Celebi's nonspell lasers. They're ugly. [MAJOR]
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.39 Release!)
Post by: PhantomSong on May 04, 2013, 09:38:27 PM
Aha note that .39 has been the only one as of recent I played of PDD
@0.39
-YES SEs AREN'T EAR RAPING ANYMORE! (Dunno how long that was fixed)
- Still bothered by Celebi and Pikachu's sprites... e.e Though Celebi's does looks better than that other one... Do what you did to Charizard! D:< That looks so cool...
- Celebi's lasers look... sorta ugly...
-Also, time to tackle dialogue. Some things Veemon says are... rather... -enter durr hurr effects here-:
Quote
Celebi: I'm Celebi the guardian of time
Veemon: Oh. That sounds nice.
Something about that seems really off... I don't know why... Probably because I'm spending too much time with lolis instead of Digimon... xD
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.39 Release!)
Post by: Maths ~Angelic Version~ on May 05, 2013, 10:12:10 AM
That Charizard midboss is pretty cool, but are the two Charmander (I'm not sure if I got the name right. Please forgive my lack of knowledge about Pok?mon.) that shoot orange arrowheads supposed to stay on the screen as the midboss appears and starts attacking? It makes the battle more difficult, maybe a little difficult for Easy Mode.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.39 Release!)
Post by: Sparen on May 05, 2013, 02:41:51 PM
That Charizard midboss is pretty cool, but are the two Charmander (I'm not sure if I got the name right. Please forgive my lack of knowledge about Pok?mon.) that shoot orange arrowheads supposed to stay on the screen as the midboss appears and starts attacking? It makes the battle more difficult, maybe a little difficult for Easy Mode.

It's been changed so that the bullets are on the screen but the enemies are no longer firing them. It's supposed to blend the midboss with the stage, but it's been made easier.

May 07 EDIT: PDD v0.31 and PDD v0.35 have been taken down from BulletForge. The main post has also undergone a makeover because my projects are more important than my release archives.

May 10 EDIT: Tutorials keep on getting edits. Also, I plan to release PDD's next build tomorrow once the midboss is done. Either that or I'll try to cram some more stage in.

May 11 EDIT: Tutorial 013a done
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.45 Release!)
Post by: Sparen on May 11, 2013, 06:05:59 PM
POK?DIGIDANMAKU v0.45 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/045 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/045)

This version does NOT come with the spellcard gallery or the music. Please use music from 0.39 release http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/039

This release completes the mid boss. To access Normal, Hard, and Lunatic mode, find "E" in the stage script for stage 3 and change all to "N", "H", or "L".

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:
-Send @Background for stages into another #include [PLANS?] {Done: 0.49}
-By Version 1.00, there must be a game file that plays all stages, as well as practice stages that differentiate from the stage files called by the main game outline. [PLANS] {Done: 0.50}
-Do something about Celebi's nonspell lasers. They're ugly. [MAJOR] {Finally fixed: 0.50}

Cut:

To be worked on:
-See if music can be started during the boss event script [ENHANCE]
-Add an Extend point system in so that I don't need to make enemies drop 1ups. [ENHANCE]
-MAKE BATTALION OF FLAME EASY!!! [MAJOR]
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.45 Release!)
Post by: Sparen on May 12, 2013, 01:58:29 AM
Tutorial 13b is complete.

On a side note, it seems that the columns seem to be non-aligned all the time in my tutorials. Since this depends on the user's computer, the only solution is to revert this to a one column system or to *greatly* expand the tutorials with code blocks. I seem to favor the latter, although it will make things harder to read and follow.

Edit: May 17, 2013: Tutorial 14 complete. Basically a review and summary of the Error Message Thread's first post
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on May 18, 2013, 07:34:35 PM
LOCAA CONTEST #3 SUBMISSION: SUICUNE BOSS BATTLE V1.00 {RC-1} READY FOR DOWNLOAD!

For download, please PM me on MotK, the Moriya Shrine, or Skype so that I can confirm that you are not a judge.

If you do not want spoilers, please do not download the script.

People who CANNOT download this script:
Mewkyuu/LonelyCry/Inferior/Calimera/Quux/Yaku/etc.
TrollTrain

Please do not provide videos of this script. Please do not rip code from this script. Please do not use a white color player character because I can guarantee that you will die.

Currently known issues:
Title: Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
Post by: Sparen on May 20, 2013, 10:30:09 PM
HOMEBREW.RTF READY FOR DOWNLOAD!

LOLOLOLOLOLOL.

Download (https://docs.google.com/file/d/0B-nwl86SSHdBZE0tWmJiMmVRYlE/edit?pli=1)

This is basically just a glorified .rtf that has the same font and background color as the Homebrew skin for the MacOSX Terminal Window. That's all. FYI: Andale Mono 12 pt font.

More info and a preview can be found on my website. https://sites.google.com/site/sparensprojects/misc-projects#TOC-Homebrew.rtf (https://sites.google.com/site/sparensprojects/misc-projects#TOC-Homebrew.rtf)
Title: Re: Sparen's Code Dump (TC Kogasa v0.09)
Post by: Sparen on May 21, 2013, 11:32:13 PM
KOGASA PLAYER SCRIPTS V0.09 {RC-2} READY FOR DOWNLOAD!

This version hopefully fixes the lag issue with KogasaA. For those of you who have been playing my LOCAA contest entry, please use this updated version instead.

I do not believe that this update will break replays for KogasaA. It will not break replays for KogasaB.

Download link available here: http://www.bulletforge.org/u/sparen/p/kogasa-player-script/v/009 (http://www.bulletforge.org/u/sparen/p/kogasa-player-script/v/009)
Title: Re: Sparen's Code Dump (TC Kogasa v0.09)
Post by: Sparen on May 22, 2013, 11:09:18 PM
KOGASA PLAYER SCRIPTS V0.10 {RC-3} READY FOR DOWNLOAD!

Basically, I was watching Kogasa's replays and... well... those umbrellas looked ugly. So I made then ALPHA instead of ADD. Looks a lot better now, talismans still ADD b/c otherwise they look like bullets.

For those of you who have been playing my LOCAA contest entry, please use this updated version instead.

This version will not break replays. It will enhance them.

Download link available here: http://www.bulletforge.org/u/sparen/p/kogasa-player-script/v/010 (http://www.bulletforge.org/u/sparen/p/kogasa-player-script/v/010)
Title: Re: Sparen's Code Dump (TC Kogasa v0.10!)
Post by: Sparen on May 23, 2013, 11:04:09 PM
BULLETFORGE CLEANUP

(Hele, got the message. This cleanup is in response to your conversations with Blargel over versions.)

Good point Ozzy raises. If the script is exactly the same, but improved due to version change then I don't see a reason either to clutter bulleforge with bugged/faulty scripts.

But this cannot be complete stopped since it is a scriptwriter's discipline as well. If you keep spamming updates for every little bullet/function change (which I see a lot because the same threads are always bumped to top) then logically we're going to run into problems like these. Maybe we can encourage people to thoroughly workout their scripts before uploading. Logically singular scripts or simple plural bosses are exceptional, since those are mini-projects. I am more like talking about examples such as: "Player Script <Girlname>" version 0.1  0.2  0.3  0.4 0.41  0.411a 0.411abc (you get the idea)

While it cannot be forced, people should learn to release things once they are completed (a 1.0 version at least). Releasing a fixed release due to critical bugs or discovered issues is very common and falls under "patching". I am seriously raising my eye brows in confusion every time I see a thread being bumped for micro changes. Then again, it isn't illegal or against the rules particular. Just not classy. And I don't want to force dumb rules people should follow. RikaNitori has to stay a flexible and relaxed place and not constrained by guidelines.

The following script versions have been cleared from BulletForge:
TCX v0.06
TCX v0.10
TCX v0.16
TCX v0.22
Utsuho Player v0.08
Utsuho Player v0.10
PDDVee Player v2.5
DDD R1
DDD R2
DDD R3
DDD R4
Kogasa Player v0.05
Kogasa Player v0.07
Kogasa Player v0.08

If anyone wants a specific version that has been cleared from BulletForge, please PM me and I will do something about it. I will continue to clear out old versions. On that note, PDD will be updated soon.

Edit: I've revamped PDD. As a result, I'll be featuring a release very soon, because I need feedback.

Briefly stated, all of the stages have finally been linked together.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.50 Release!)
Post by: Sparen on May 24, 2013, 12:54:12 AM
POK?DIGIDANMAKU v0.50 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/050 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/050)

Music DL: http://www.mediafire.com/?lzvbi2kh3ggep (http://www.mediafire.com/?lzvbi2kh3ggep)

This release has some more of Stage 3. To access Normal, Hard, and Lunatic mode, find "E" in the stage script for stage 3 and change all to "N", "H", or "L".

More importantly, this version comes with FULL GAME scripts. These will be upgraded to include Stage 3 once Stage 3 has been completed.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:
-See if music can be started during the boss event script [ENHANCE]
-Add an Extend point system in so that I don't need to make enemies drop 1ups. [ENHANCE]
-MAKE BATTALION OF FLAME EASY!!! [MAJOR]

Edit: Versions 0.39 and 0.45 have been removed from BulletForge.

EDIT: I seem to have made a stupid error. I've attached the CORRECT stage files. Replace the faulty ones with these OR just fix it manually by commenting out the Stage 3 stuff in the full game scripts for Normal, Hard, and Lunatic.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.50 Release!)
Post by: Qwertyzxcv on May 25, 2013, 06:40:43 PM
Stage 3 Easy~
?Too hard for easy mode.
?It keeps bringing me to the side.
?The first nonspell's bubble bullet is too fast...i thought id just have to move a bit to the left.
?This is confusing, what is the midboss and boss?
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.50 Release!)
Post by: Sparen on May 25, 2013, 07:27:35 PM
Stage 3 Easy~
?Too hard for easy mode.
?It keeps bringing me to the side.
?The first nonspell's bubble bullet is too fast...i thought id just have to move a bit to the left.
?This is confusing, what is the midboss and boss?

1) Really? I'm pretty sure that Stage 1 is harder than this.
2) What do you mean?
3) There's a delay laser to notify you that it's coming. Also, it's not that hard if you're paying attention
4) The boss isn't done yet. I'm trying to be like Yuugi and have the boss be inside the stage as well. Only modern army commanders sit halfway across the world as their men die. Charizard doesn't. He likes to take out intruders personally.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.50 Release!)
Post by: Qwertyzxcv on May 26, 2013, 05:25:14 PM
1) Really? I'm pretty sure that Stage 1 is harder than this.
2) What do you mean?
3) There's a delay laser to notify you that it's coming. Also, it's not that hard if you're paying attention
4) The boss isn't done yet. I'm trying to be like Yuugi and have the boss be inside the stage as well. Only modern army commanders sit halfway across the world as their men die. Charizard doesn't. He likes to take out intruders personally.
1- I played EoSD stage 3 on normal, and bombed once, then I played this on easy and died 5 times.
2- Nevermind
3- Can you atleast mae the graphic smaller?
4- Ok
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.50 Release!)
Post by: Sparen on May 26, 2013, 07:54:23 PM
1- I played EoSD stage 3 on normal, and bombed once, then I played this on easy and died 5 times.
2- Nevermind
3- Can you atleast mae the graphic smaller?
4- Ok

1) Where are you dying? Are you dying at the start? During the Midboss? Post-midboss? There are two main places to die here, and those are Charizard's second nonspell and spell. The rest of the stage is basic dodging and streaming.
3) I can't. I'm using a shotsheet that has its IDs maxxed out. And besides, it's not that fast of a bubble bullet. That stuff is streamable.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.50 Release!)
Post by: Sparen on May 27, 2013, 02:23:20 PM
Touhou 14: Double Dealing Character STG_Frame

DL: http://www.mediafire.com/view/ecny04sa86um9p4/DDC.png (http://www.mediafire.com/view/ecny04sa86um9p4/DDC.png)

Only the frame itself is done. I have not inserted the life images, the spellcard text, etc.

This was created by downscaling Drake's image rips. Apparently, the reason why the game is HD is because everything is 4 times as large.
Title: Re: Sparen's Code Dump (LOCAA Contest #3 Submission COMPLETE)
Post by: Sparen on May 27, 2013, 07:40:10 PM
LOCAA CONTEST #3 SUBMISSION: SUICUNE BOSS BATTLE V1.07 {RC-2} READY FOR DOWNLOAD!

Download: http://www.bulletforge.org/u/sparen/p/suicune-boss-battle/v/107 (http://www.bulletforge.org/u/sparen/p/suicune-boss-battle/v/107)

It's here! It's finally here! My long-awaited release of my LOCAA Contest Submission! A Suicune boss battle with 5 nonspells and 7 spells, lots of polar and parametric experiments, and lots of shiny bullets! If you love curvy lasers (...) or love dying (...) or love Suicune (!!!) or love non spells (!!!) then get it now! Rate and Review! And more importantly, enjoy!

Please do not use a white color player character because I can guarantee that you will die.

Currently known issues:
Title: Re: Sparen's Code Dump (LOCAA Contest #3 Submission COMPLETE)
Post by: Sparen on May 29, 2013, 12:12:34 AM
LOCAA CONTEST #3 SUBMISSION: SUICUNE BOSS BATTLE V1.08 {RC-3} READY FOR DOWNLOAD!

Download: http://www.bulletforge.org/u/sparen/p/suicune-boss-battle/v/108 (http://www.bulletforge.org/u/sparen/p/suicune-boss-battle/v/108)

Download with Danmakufu included here: http://www.mediafire.com/download/wdnsrrno7hcwj49/Sparen's_LOCAA_Contest_3_Entry.zip (http://www.mediafire.com/download/wdnsrrno7hcwj49/Sparen's_LOCAA_Contest_3_Entry.zip)
**Also comes with KogasaAB v0.10

This version adds Easy Mode for the main script and fixes a bug with Spell 3's background. That's all. No replays should be broken.

Quote
It's here! It's finally here! My long-awaited release of my LOCAA Contest Submission! A Suicune boss battle with 5 nonspells and 7 spells, lots of polar and parametric experiments, and lots of shiny bullets! If you love curvy lasers (...) or love dying (...) or love Suicune (!!!) or love non spells (!!!) then get it now! Rate and Review! And more importantly, enjoy!

Please do not use a white color player character because I can guarantee that you will die.

Currently known issues:

EDIT: THIS IS NO LONGER THE FINAL RELEASE. I WILL BE RELEASING EXPANSIONS.
Title: Re: Sparen's Code Dump (LOCAA Contest #3 Submission COMPLETE)
Post by: Sparen on May 31, 2013, 09:41:48 PM
LOCAA CONTEST #3 SUBMISSION: SUICUNE BOSS BATTLE V1.09 {RC-4} READY FOR DOWNLOAD!

Download: http://www.bulletforge.org/u/sparen/p/suicune-boss-battle/v/109 (http://www.bulletforge.org/u/sparen/p/suicune-boss-battle/v/109)

Download with Danmakufu included here:
http://www.mediafire.com/download/489jbau9a1nw74w/Sparen's_LOCAA_Contest_3_Entry_v1.09.zip (http://www.mediafire.com/download/489jbau9a1nw74w/Sparen's_LOCAA_Contest_3_Entry_v1.09.zip)
**Also comes with KogasaAB v0.10

This version adds two more versions of the main script. Basically, these don't have the STG_Frame and all of the object effects associated with it. That means less lag on some of the attacks. There is also Nonspell 6 in the Nonspell rush, so all replays of the Nonspell rush will be broken.

Currently known issues:

KYLLALLRENN PLAYER SCRIPT v0.03 {RC-1} READY FOR DOWNLOAD!

Link: http://www.bulletforge.org/u/sparen/p/kyllallrenn-player-script/v/003 (http://www.bulletforge.org/u/sparen/p/kyllallrenn-player-script/v/003)

See Bulletforge for more details~
Title: Re: Sparen's Code Dump (LOCAA Contest #3 v1.09 Release Ready for Download!)
Post by: Sparen on June 02, 2013, 09:24:42 PM
UPDATES~

PDD: There is now a STG_Frame built into all stages. I plan for the next release version to be the Official Demo, with three complete stages on ENHL. Please wait warmly.

LOCAA: My script is done.

Kyllallrenn: ...The sprite is ugly. But the rest is fine

Utsuho: I don't know if I should attempt to improve the graphics.

Kogasa: Done.

Tutorials: Exam 2 has been finished. Projects 2 are in progress. For more information, go here: https://sites.google.com/site/sparensdanmakufututorials/dnh-0-12m-tutorials-part-3/dnh0-12m-exam-2 (https://sites.google.com/site/sparensdanmakufututorials/dnh-0-12m-tutorials-part-3/dnh0-12m-exam-2)

Please check for any errors in the exam. Thank you.

I'm going to shift my focus back to PDD now. Hopefully, I'll be able to make it nice to look at and nice to play.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.54 Release!)
Post by: Sparen on June 04, 2013, 12:24:37 AM
POK?DIGIDANMAKU v0.54 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/054 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/054)

Music DL: http://www.mediafire.com/?lzvbi2kh3ggep (http://www.mediafire.com/?lzvbi2kh3ggep)

This release has lots and lots of effects added. To access Normal, Hard, and Lunatic mode, find "E" in the stage script for stage 3 and change all to "N", "H", or "L".

More importantly, this version comes with FULL GAME scripts. These will be upgraded to include Stage 3 once Stage 3 has been completed.

Added in the latest versions are a STG_Frame, difficulty icons, boss names, Life icons, Bomb icons, point #s, FPS meter, Enemy locator, and a bit of other stuff.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:
-See if music can be started during the boss event script [ENHANCE]
-Add an Extend point system in so that I don't need to make enemies drop 1ups. [ENHANCE]
-MAKE BATTALION OF FLAME EASY!!! [MAJOR]

Bugs:
-All full game scripts, ENHL Stage 1 do not show up in the Data Folder. {Submitted by Qwertyzxcv|June 3, 2013|Resolved|June 3, 2013}
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.54 Release Ready for Download!)
Post by: Sparen on June 09, 2013, 01:50:35 PM
ANNOUNCEMENT

I am now the Wine AppDB super maintainer for Touhou Danmakufu. As such, I will now be taking test data for ph3. Also, I am now able to run ph3, so I am now able to R&R ph3 scripts and such.

If I find ph3 to be attractive enough, I will start churning out scripts for ph3 over the summer.

Pok?DigiDanmaku is currently stalled, but will continue shortly.

LOCAA contest entries are due by June 12, 2013!
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.54 Release Ready for Download!)
Post by: Qwertyzxcv on June 10, 2013, 05:59:38 PM
Your game is looking really good so far! :D
I like the player too :D

Just a few comments...
1. The stage 1 boss has too much yellow.
2. The beginning of stage 2 is really easy. (but fun)
3. The stage 2 boss is over the player in the dialogue.
4. The stage 2 midboss has too much health.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.54 Release Ready for Download!)
Post by: Sparen on June 10, 2013, 09:34:28 PM
Just a few comments...
1. The stage 1 boss has too much yellow.
2. The beginning of stage 2 is really easy. (but fun)
3. The stage 2 boss is over the player in the dialogue.
4. The stage 2 midboss has too much health.

3) ...Uh... what does this mean?
4) It has the least amount of HP of any boss in the game.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.54 Release Ready for Download!)
Post by: Qwertyzxcv on June 10, 2013, 09:38:50 PM
3) ...Uh... what does this mean?
4) It has the least amount of HP of any boss in the game.
3) During the dialogue, the one on the right overlaps the one on the left. It might not really be a problem, but...
4) ...Oh, I must've meant somehing else, or maybe it's because of the movement of the player and boss?
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.54 Release Ready for Download!)
Post by: Sparen on June 10, 2013, 09:47:06 PM
3) During the dialogue, the one on the right overlaps the one on the left. It might not really be a problem, but...
4) ...Oh, I must've meant somehing else, or maybe it's because of the movement of the player and boss?

3) Oh, OK. I understand what you mean
4) Yup. It's the movement that makes the spell so long.

Also, I've updated the LOCAA v1.09 Package. After a complaint about it being dysfunctional, I went and updated the DNH with one I downloaded from the official site.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.54 Release Ready for Download!)
Post by: Sparen on June 12, 2013, 11:17:49 PM
POK?DIGIDANMAKU v0.57 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/057 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/057)

Music DL: http://www.mediafire.com/?lzvbi2kh3ggep (http://www.mediafire.com/?lzvbi2kh3ggep)

This release features complete stage portions for Stage 3 on ENHL. It also cleans up a few things and upgrades Stage 2's background slightly. It features a few more updates as well.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:

Cut:
-See if music can be started during the boss event script [ENHANCE]

To be worked on:

Bugs:
-All full game scripts, ENHL Stage 1 do not show up in the Data Folder. {Submitted by Qwertyzxcv|June 3, 2013|Resolved|June 3, 2013}

In about 2 hours, my video will have completed its upload to Youtube.

http://www.youtube.com/watch?v=9vtMj0ENFTE&feature=youtu.be (http://www.youtube.com/watch?v=9vtMj0ENFTE&feature=youtu.be)

This video basically covers the highlights of Pok?DigiDanmaku and shows off the new effects.

Edit: v0.50 has been removed from BulletForge
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.57 Release Ready for Download!)
Post by: Kingault on June 13, 2013, 04:43:25 AM
Interesting stuff you have here...
Maybe I shouldn't have stopped trying Danmakufu stuff back in seventh-eighth grade... back in 2010...
I'll probably read your tutorials once finals are done(Sophomore... except of course I decided not to go to the school that offered programming stuff... meh)
Nearly made it into Stuyvesant, but I did get into Brooklyn Tech... Of course the inner sloth in me decided not to go there... Meh.
Anyway, you have some great tutorials. Really impressive stuff.
Cheers.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.57 Release Ready for Download!)
Post by: Darkness1 on June 13, 2013, 07:54:24 AM
Before playing:
- It is quite easy to play music during event scripts in 0.12m.
Code: [Select]
//In the event script
SetStep(x);

//In a task in the enemy script which contains the event script
task mainTask{
let check1 = 0;
     loop{

if(OnEvent){
if(GetEventStep==x && check1==0){
         PlayMusic(bgm);
check1++;}}

yield;}}
- The way you put the music for download is annoying, since it takes alot of time to download each file separately...
After playing:
Stage 1:
- Way too many bullets for stage 1. The bullets are also quite fast and confusing, so it's close to being the hardest stage in the game (atleast on normal).
- The boss circles layout isn't transparent at all.
Stage 2:
-
Celebi's sprite still looks strange.
- Celebi's second spellcard: Sudden green cheapshot out of nowhere. Even when you know it's coming, it is kinda cheap. Almost on par with the Mrs.Estacion cheapshots.
- Celebi's third spellcard: The sudden timestop actually makes the pattern ALOT harder than neccessary in this case.
Stage 3:
- Midboss Charizards second nonspell is a cheapshot in most cases.
- In lunatic mode, Charizards dash attacks after the midboss gets close to undodgeable at the end.
- Charizard retreats, then explodes???
- Just wondering, have you thought about using a 3D background here? Nothing wrong, but it would look alot better.
Simply some feedback on what could be better.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.57 Release Ready for Download!)
Post by: Sparen on June 13, 2013, 12:07:42 PM
Interesting stuff you have here...
Maybe I shouldn't have stopped trying Danmakufu stuff back in seventh-eighth grade... back in 2010...
I'll probably read your tutorials once finals are done(Sophomore... except of course I decided not to go to the school that offered programming stuff... meh)
Nearly made it into Stuyvesant, but I did get into Brooklyn Tech... Of course the inner sloth in me decided not to go there... Meh.
Anyway, you have some great tutorials. Really impressive stuff.
Cheers.

Thanks.

- The way you put the music for download is annoying, since it takes alot of time to download each file separately...
Nothing I can do about this; I'm constantly updating this makes updates much smaller. I can't zip them all up though, simple because I need to test each music track to make sure it doesn't crash (which happens ALL the time with my version of Audacity).
After playing:
Stage 1:
- Way too many bullets for stage 1. The bullets are also quite fast and confusing, so it's close to being the hardest stage in the game (atleast on normal).
- The boss circles layout isn't transparent at all.
Stage 2:
-
Celebi's sprite still looks strange.
- Celebi's second spellcard: Sudden green cheapshot out of nowhere. Even when you know it's coming, it is kinda cheap. Almost on par with the Mrs.Estacion cheapshots.
- Celebi's third spellcard: The sudden timestop actually makes the pattern ALOT harder than neccessary in this case.
Stage 3:
- Midboss Charizards second nonspell is a cheapshot in most cases.
- In lunatic mode, Charizards dash attacks after the midboss gets close to undodgeable at the end.
- Charizard retreats, then explodes???
- Just wondering, have you thought about using a 3D background here? Nothing wrong, but it would look alot better.
Simply some feedback on what could be better.

Stg 1:
Please elaborate on where you're having the density issue
What do you mean by Boss Circle Layout? If you mean the magic circle, I can just lower the Alpha value.

Stg 2:
OK. Got the message about the green cheap shot. Will probably lower speed on ENH.
As for the timestop, I'll see if I can still sync the lasers if I use slowdown.

Stg 3:
Got it. I'll make the first one redirect elsewhere so that it doesn't become a cheapshot and so the player knows what's coming.
I'll deal with the density of the small flames.
Uh... I'll try to have him explode higher up on the screen so it doesn't look as cheesy.
I FAIL AT 3D BACKGROUNDS! I've tried doing it for Stage 1, and I've never gotten what I wanted.

Thanks for the feedback!

(As for the music, I think it'll be a logistical challenge since the boss scripts will have trouble fading out the stage bgm on practice mode.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.57 Release Ready for Download!)
Post by: Darkness1 on June 13, 2013, 04:54:00 PM
Stg 1:
Please elaborate on where you're having the density issue.
What do you mean by Boss Circle Layout? If you mean the magic circle, I can just lower the Alpha value.
Stg 3:
Uh... I'll try to have him explode higher up on the screen so it doesn't look as cheesy.
1. Normally (even on lunatic) stage 1 doesn't have that many bullets. At the end of the stage the different bullets with different speeds starts to make the pattern harder to read, so maybe you could slow down the bullet speed on the last part of stage 1?
2. What I mean is that I see a highly transparent, but visible square behind the circle.
3. Why not use VanishEnemy here? Have I missed something?
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.57 Release Ready for Download!)
Post by: Sparen on June 13, 2013, 07:50:23 PM
Anyways, Stage 3 now has a 3D background. I tried Stage 1 but it just wouldn't come out like you were traveling into the picture. I don't have any clue how to do it, so it'll probably stay 2D until I figure out how to do it.

EDIT: Version 0.59 now has a semi-working Norm-point and Norm-graze system. Bombs are now officially broken. Also, adding in the music has no easy solution, because I need to restate paths, edit all of my boss practice files, and edit all of my stage task files and hope that it works. PDD is not supposed to be Touhou, and that's my excuse.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.60 Release Ready for Download!)
Post by: Sparen on June 18, 2013, 02:06:52 PM
POK?DIGIDANMAKU v0.60 READY FOR DOWNLOAD!

DL: LOCAA only; PM me if you want v0.60 Release

Music DL: http://www.mediafire.com/?lzvbi2kh3ggep (http://www.mediafire.com/?lzvbi2kh3ggep)

This version fixes up some difficulty issues, adds a 3D background for Stage 3, adds Char's first non spell, and does other stuff. There is now a system where graes give you bombs and points give you lives, and there are now custom cut in images for each boss. Helepolis's cutin has been adapted to create a variation that's less ZUNish bust still works. Also, spell card cutin images no longer are covered up by Spellcard text.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:

Bugs:

POK?DIGIDANMAKU VEEMON PLAYER SCRIPT V2.7 {RC-8} READY FOR DOWNLOAD!

Major changes to Fladramon's damage. THIS VERSION WILL BREAK REPLAYS FROM 2.6c.

Unless debilitating bugs are found or additional player balancing/new functions are needed for Pok?DigiDanmaku, this is the final release candidate and will not be updated further.

Download link available here: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-veemon/v/27 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-veemon/v/27)

Currently known issues:
-Lasers don't tell you if they are hitting the foe due to lack of effects [ENHANCEMENT]
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.64 Release Ready for Download!)
Post by: Sparen on June 20, 2013, 07:51:31 PM
POK?DIGIDANMAKU v0.64 READY FOR DOWNLOAD!

DL: LOCAA only; PM me if you want v0.64 Release

Music DL: http://www.mediafire.com/?lzvbi2kh3ggep (http://www.mediafire.com/?lzvbi2kh3ggep)

This version fixes up multiple difficulty issues, adds a few attacks, and adds what currently exists of extra. This release is more for difficulty testing than anything else, mainly because I am unable to complete Stage 3 Lunatic (the difficulty spike for Hard and Lunatic Mode). Note that much more music is currently available, and that some of it may need testing.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:

Bugs:
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.65 Release Ready for Download!)
Post by: Sparen on June 26, 2013, 12:55:51 AM
POK?DIGIDANMAKU v0.65 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/065 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/065)

Music DL: http://www.mediafire.com/?lzvbi2kh3ggep (http://www.mediafire.com/?lzvbi2kh3ggep)

This release features the changes from the previous 2 releases as well as Very Easy Mode for Stage 2.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:

Bugs:
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.68 Release Ready for Download!)
Post by: Sparen on July 01, 2013, 09:59:47 PM
POK?DIGIDANMAKU v0.68 READY FOR DOWNLOAD!

DL: LOCAA only; PM me if you want v0.68 Release

Music DL: http://www.mediafire.com/?lzvbi2kh3ggep (http://www.mediafire.com/?lzvbi2kh3ggep)

This version fixes some bugs, adds Full Game files for Very Easy and Overdrive, adds Stage 2 Overdrive, and adds two more attacks to Charizard's boss battle.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:

Bugs:


EDIT: Versions 0.54 and 0.57 have been removed from BulletForge.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.71 Release Ready for Download!)
Post by: Sparen on July 02, 2013, 06:13:49 PM
This post has been reserved for the release of PDD Demo. If you would like to Beta-Test PDD v0.71, please refer to PDD's primary post on the second page of this thread.

(http://i1164.photobucket.com/albums/q570/SparenofIria/th_076IgnitingtheFlamesofWarO_zpse54ff9cf.png) (http://s1164.photobucket.com/user/SparenofIria/media/076IgnitingtheFlamesofWarO_zpse54ff9cf.png.html)

Edit: Now the testing release is 0.72, because of severe problems with Stage 3.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.76 Release Ready for Download!)
Post by: Sparen on July 04, 2013, 09:31:18 PM
POK?DIGIDANMAKU v0.76 READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/076 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/076)

Music DL: http://www.mediafire.com/?lzvbi2kh3ggep (http://www.mediafire.com/?lzvbi2kh3ggep)

This version, well... is the last version before the official release of the demo. Turns out that there are too many problems for the process to go smoothly, so I'm releasing this version as a placeholder so that I can log changes more effectively. Below are the changes from 0.68.

Stage 3 finished
Delay changes for all attacks
Stage 3 edits
New openers by Hinabanana
Charge effects
Fade in and out of stage openers (Arachnophilia, the thing you requested in like version 0.14 has finally been done)
Typos fixed, directories reorganized
New spell backgrounds for Stage 1

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:

Bugs:

Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v0.76 Release Ready for Download!)
Post by: Sparen on July 07, 2013, 12:51:56 PM
POK?DIGIDANMAKU v1.00 (RC-3) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-beta/v/100 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-beta/v/100)

Music DL: http://www.mediafire.com/?lzvbi2kh3ggep (http://www.mediafire.com/?lzvbi2kh3ggep)

Complete Package (w/ Danmakufu 0.12m): [http://www.mediafire.com/download/aw8sdot4g7aeh36/PokeDigiDanmaku_v1.00_Demo_Package.zip (http://www.mediafire.com/download/aw8sdot4g7aeh36/PokeDigiDanmaku_v1.00_Demo_Package.zip)]
If you do not want to download the music tracks separately, please download the Complete Package, which contains all necessary files and music. It is highly recommended that you use the complete package and upgrade accordingly.

This is the official demo release of Pok?DigiDanmaku.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:

Bugs:
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.05 Release Ready for Download!)
Post by: Sparen on July 09, 2013, 10:07:35 PM
POK?DIGIDANMAKU v1.05 READY FOR DOWNLOAD!

DL: PM me for download (patch)

Music DL: http://www.mediafire.com/?lzvbi2kh3ggep (http://www.mediafire.com/?lzvbi2kh3ggep)

This version adds Stage 3 Very Easy and Overdrive, and adds the first half of Stage 4 on Easy Mode only. There are quite obvious difficulty balancing issues with Very Easy mode, but that will be fixed as time goes on.

The complete changelog can be found in the folder, as well as PATCHING DIRECTIONS.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:

Bugs:
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.14 Release Ready for Download!)
Post by: Sparen on July 20, 2013, 01:44:48 PM
POK?DIGIDANMAKU v1.14 READY FOR DOWNLOAD!

DL: Patch; please READ THE PATCHING DIRECTIONS (http://www.mediafire.com/download/a4tt8s7olsc0pyq/PokeDigiDanmaku_v1.14_Release.zip)

Music DL: http://www.mediafire.com/?lzvbi2kh3ggep (http://www.mediafire.com/?lzvbi2kh3ggep)

This version is more a placeholder than anything else (because that makes it easier to log changes).

Changes in this version include but are not limited to:
-Stage 4 Stage portion completed on all difficulties
-All full game scripts include stages 1-4
-Stage 4 boss first attack available
-A variety of bugfixes and upgrades
-Stage 1 boss spell 2 changed
-Flareon Completed (not yet available)

Due to the nature of the Stage 4 boss, it will be impossible for any of the boss attacks to be available until all of them have been completed. However, you may use Spell Practice to access Flareon's spells.

The complete changelog can be found in the folder, as well as patching directions.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:
-Hard Mode Pikachu Spell 2 is too difficult [MINOR]
-Pre-midboss Eevee release too many dense bullets on Hard Mode [MAJOR]
-Battalion of Flame (Hard) is too difficult [MINOR]

Bugs:



EDIT: I have implemented a visitor comment feature on my Projects Website.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.14 Release Ready for Download!)
Post by: Sparen on July 28, 2013, 09:21:54 PM
For those who were wondering about Suicune's nonspells, here is a new graph of it all.

Thanks to Imosa and The Embodiment of Fondue for inspiring me to actually make it.

[This image has also been linked under LOCAA Contest #3]

http://i1164.photobucket.com/albums/q570/SparenofIria/Grapher_zps79b8575f.png (http://i1164.photobucket.com/albums/q570/SparenofIria/Grapher_zps79b8575f.png)
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.19 Release Ready for Download!)
Post by: Sparen on August 05, 2013, 01:27:22 PM
POK?DIGIDANMAKU v1.19 READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-beta/v/119 (http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-beta/v/119)

Music DL: http://www.mediafire.com/?lzvbi2kh3ggep (http://www.mediafire.com/?lzvbi2kh3ggep)

This version is also a placeholder

Changes in this version include but are not limited to:
-Non-random item spawning
-Jolteon and Vaporeon finished
-The Kanto Eeveelutions have been added to the plural scripts. Note that since not all of the eeveelutions are completed, some difficulties will be incomplete. Note that Lunatic has 3/4 of the boss battles.
-Minor bugfixes
-3D Backgrounds for Stages 1 and 2

I recommend waiting for the next version. However, feedback for this version will be very helpful.

The complete changelog can be found in the folder, as well as patching directions.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:
-Fate to Black needed in Stage 1 background [ENHANCE]
-Stage 4 Eevee needs to be tamed slightly on Very Easy and Easy modes [MAJOR]
-Familiars need to be ALPHA and not ADD [ENHANCE]

Bugs:
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.22 Release Ready for Download!)
Post by: Sparen on August 20, 2013, 08:36:53 PM
POK?DIGIDANMAKU v1.22 RELEASE READY FOR DOWNLOAD!

DL: Skype only

Music DL: http://www.mediafire.com/?lzvbi2kh3ggep (http://www.mediafire.com/?lzvbi2kh3ggep)

This version is not a placeholder; it is for testing purposes because a few new features were added.

Changes in this version include but are not limited to:
-Espeon and Umbreon finished
-Fade to black implemented
-Sakura and Flame effects for all stages
-Revamped parts of Stage 1's boss and mid boss battles

The complete changelog can be found in the folder, as well as patching directions.

Bug and Suggestion List:
FIXED:
-Stage 4 Eevee needs to be tamed slightly on Very Easy and Easy modes [MAJOR] {Fixed: 1.22b}
-Stage 4 Umbreon Spell's name is covered by the stars. [...I dunno what to do about this] {Fixed: 1.22b}

Cut:

To be worked on:

Bugs:
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.22 Release Ready for Download!)
Post by: ExPorygon on August 22, 2013, 06:56:29 PM
Just a question, why do you even bother posting these updates if you're not going to give the download out here? I guess it's just to let people know stuff is being done but you update often enough as it is. Bumping your thread constantly is just going to make people stop paying attention as closely, as each update post seems to look exactly like the last. It becomes too much of a routine if you update so frequently, IMO. Not to mention that these updates don't serve much of a purpose if people can't actually download them to see them for themselves. Why not just post the updates only if you're actually willing to let forum members download them?

Edit: I just realized that it's possible that you're going to add the download link later. If that is the case, then I'm sorry I didn't notice, but honestly it's mainly because your updates look so ubiquitous that I haven't been paying attention as closely, as I said. If you update less frequently, then (IMO) people are more likely to notice, because it's more out of the ordinary.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.22 Release Ready for Download!)
Post by: Helepolis on August 23, 2013, 07:35:39 AM
I am also slightly questioned/confused by this. Before I thought it was occasional or random. But if I back-track versions I notice similar occurrences, no idea why.

DL: Skype only
You're posting on a public section, if you have no intention of sharing/releasing, instead keeping it inside a private (? Skype only?) group why bother? Unless you're private testing first before releasing to public. Which again I don't see why it is being reported like this. *scratches head*

Not quite sure if it is any use when someone notices "Hey a new version. Huh? No download link? Skype? What?" or similar scenario occurs.  I don't mind the frequent updates, that is developer choice but I do mind people running into odd things.





Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.22 Release Ready for Download!)
Post by: Sparen on August 23, 2013, 01:35:35 PM
I understand what both of you are referring to.

I have multiple reasons for this.

Firstly, it saves time uploading to BulletForge and repopulating information in a number of places about the new release. (I have to update the information in about 6-7 different locations)
Secondly, most of these releases are completely bug-infested and people don't like buggy or incomplete versions (hence the reason why most releases aren't released and why most Skype-only downloads have such a weird selection of features).
Thirdly, (and most controversially), making a new post prevents this thread from moving to the next page of RaNGE, and since there is no bookmark function on MotK, finding the thread easily involves going to Notifications and finding it that way (and posing the danger of clicking the Delete This Account button, which I've almost clicked accidentally when I'm not clear-headed)
Fourthly, it shows that I'm not dead.

I understand that some of my reasons aren't exactly legitimate and are selfish, but the number of releases will continue to plummet (especially since I plan for Stage 5 to be the longest stage in the main game, at about 6-7 minutes for the stage portion.)

I will refrain from posting as much, but I will still post placeholder versions when I think that I've either added a lot or when the thread is about to fall into the abyss of RaNGE.

Either way, a major demo release of PDD will be out within a month, and once my domain name is purchased, I should have an independent website update sometime after to promote my new projects site.

I apologize for my selfishness and for whatever other reasons, but I plan to move my focus to my own website after it's made, so I will most likely stop posting devel releases on MotK entirely then.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.22 Release Ready for Download!)
Post by: Helepolis on August 23, 2013, 02:04:27 PM
Secondly, most of these releases are completely bug-infested and people don't like buggy or incomplete versions (hence the reason why most releases aren't released and why most Skype-only downloads have such a weird selection of features).
No offence, but your last four releases report Bugs: < void >. Isn't there discrepancy if that is the case? Incomplete versions, from the sounds of your releases they sound complete. Which is why I noted the confusion in the first place. Your announcing a version for download, yet you tell us these are incomplete versions. Wouldn't it be better to actually complete something first then announce it?

Thirdly, (and most controversially), making a new post prevents this thread from moving to the next page of RaNGE, and since there is no bookmark function on MotK, finding the thread easily involves going to Notifications and finding it that way (and posing the danger of clicking the Delete This Account button, which I've almost clicked accidentally when I'm not clear-headed)
Afaik, MotK has bookmark abilities for threads. Also for other people there is the A to Z listing for reference. Perhaps you should check this out if it makes your life easier.

Fourthly, it shows that I'm not dead.
I wouldn't be worried too much about the "dead" status. By those standards you could declare 90% of RikaNitori dead :V since most people are silently working on their projects but post on the board as regular member activity.

I understand that some of my reasons aren't exactly legitimate and are selfish, but the number of releases will continue to plummet (especially since I plan for Stage 5 to be the longest stage in the main game, at about 6-7 minutes for the stage portion.)

I will refrain from posting as much, but I will still post placeholder versions when I think that I've either added a lot or when the thread is about to fall into the abyss of RaNGE.

Either way, a major demo release of PDD will be out within a month, and once my domain name is purchased, I should have an independent website update sometime after to promote my new projects site.
Whether they are legitimate or selfish isn't the issue, more like the confusion occurring along with your updates. I think you're taking this too hard on yourself.

I apologize for my selfishness and for whatever other reasons, but I plan to move my focus to my own website after it's made, so I will most likely stop posting devel releases on MotK entirely then.
I don't understand this motive.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.22 Release Ready for Download!)
Post by: Sparen on August 23, 2013, 03:17:07 PM
No offence, but your last four releases report Bugs: < void >. Isn't there discrepancy if that is the case? Incomplete versions, from the sounds of your releases they sound complete. Which is why I noted the confusion in the first place. Your announcing a version for download, yet you tell us these are incomplete versions. Wouldn't it be better to actually complete something first then announce it?
Afaik, MotK has bookmark abilities for threads. Also for other people there is the A to Z listing for reference. Perhaps you should check this out if it makes your life easier.
I wouldn't be worried too much about the "dead" status. By those standards you could declare 90% of RikaNitori dead :V since most people are silently working on their projects but post on the board as regular member activity.
Whether they are legitimate or selfish isn't the issue, more like the confusion occurring along with your updates. I think you're taking this too hard on yourself.
I don't understand this motive.

I stopped listing most bugs because it's easier to keep track of them in the changelog or fix them ASAP (which occurred with Umbreon's spell name being too long and stars covering up the lifebar and spell name; that was fixed under 10 minutes after Trickysticks reported it).

Most of the releases are not "Complete." Most releases are for feedback on how to improve before a more complete "demo" release. And while I understand your point about only releasing complete versions like most others, I take negative criticism too strongly, so I try to fix as much as possible before I label a project as "Complete."

MotK has bookmarking? O_O I thought it only had notifications and that new replies button.

The motive for moving everything to one place is to not have to update multiple places when I release something. Currently, all Youtube links (after I hit like 4 or 5 videos, I implemented this) link to my google sites subdomain rather than the bulletforge dl link. And everything else links here to MotK. But I'm not going to risk throwing my entire future of computer programming and engineering under google sites, so I'm planning to make my own website with its own domain name so that I can have one place to pool everything and link to. That way I won't have to worry about my DeviantArt, Youtube, Moriya Shrine, etc. updates because they will all link to one central place. (I'll still use MotK of course. Where else am I going to get publicity? XD)
Title: Re: Sparen's Code Dump (RaNGE Contest 10 Submission!)
Post by: Sparen on August 26, 2013, 02:02:26 PM
RaNGE Contest #10 Submission:
Sanae Boss Battle

This is the main announcement post for my RaNGE Contest #10 Submission. This is a project for 0.12m only.

(https://sparen.github.io/img-hoster/public/RaNGE10.png)

This project features 3 modes. Normal, Miracle, and Abnormal. Normal is Easy-Normal. Miracle is around Normal-Hardish. Abnormal is just weird.

Current Version: 0.07 (RC-1)
Current Release Version: 0.07 [http://www.bulletforge.org/u/sparen/p/range-10-contest-entry-sanae-boss-battle/v/007 (http://www.bulletforge.org/u/sparen/p/range-10-contest-entry-sanae-boss-battle/v/007)]
Current Release Package: 0.00 [N/A]
**Comes with Kogasa Player Scripts v0.10 and Touhou Danmakufu 0.12m
**Whether or not KogasaB will be included will be determined after the spellcards have been edited

*Current Version is my current version. Current Release Version is the latest Devel release.

Current Features
-3D Background ripped from MoF using Drake's Projects
-Ripped HUD comprised of previous projects' HUDs and MoF HUD from Drake's Projects
-Kogasa Player Script (made by me)
-Effects carried over from PDD
-3 Nonspells, 3 Spells, 3 Difficulties
-Extra Aesthetic spell

Current Progress
Done

All Demo Versions
RC-1 v0.07 [Version 0.07 Release (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1015611.html#msg1015611)]

PREVIEWS
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_preview2_zpsda5028c5.png) (http://s1164.photobucket.com/user/SparenofIria/media/preview2_zpsda5028c5.png.html)
https://www.youtube.com/watch?v=afvm8FWKWWQ&index=2&list=PLJ2F_5rhjlXT1kzX8UkVRlwFyG_rPcj0h (https://www.youtube.com/watch?v=afvm8FWKWWQ&index=2&list=PLJ2F_5rhjlXT1kzX8UkVRlwFyG_rPcj0h) *Normal Mode - DNHArt 1
https://www.youtube.com/watch?v=icgtOFJt8bE (https://www.youtube.com/watch?v=icgtOFJt8bE) *Ozzie840/ExPorygon (Let's Play Danmakufu [29])
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.22 Release Ready for Download!)
Post by: Sparen on August 29, 2013, 10:53:11 PM
So two more releases of PDD have come out.

Pok?DigiDanmaku 1.26 Beta Release
and
Pok?DigiDanmaku 1.27 Beta Release.

Within the next week, I should have bug fixed and stabilized most of Pok?DigiDanmaku. After that, there will be a demo release in its own release package, like with the 1.00 release.

The difference is that this time, the download on Bulletforge will be blank; it will state that "No Script Has Been Uploaded." This is because I will not be providing a patch; I will request that everyone redownload the entire thing. I will most likely include music for Stages 5 and 6 inside the package.

Whether or not I will release an official demo with Stage 5 is currently unknown; it depends on how much feedback I receive for it.

Anyways, just to give a few highlights of the next demo:

-Eevee is completed! Challenge 7 of the Eeveelutions! Each difficulty features a different cast of the Eeveelutions!
-Config.txt is available! You can now choose to turn off the Stage Frame and Background effects if your computer is a lag machine!

There will be other changes as well. Stay tuned!
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.22 Release Ready for Download!)
Post by: Qwertyzxcv on August 31, 2013, 02:48:21 AM
Maybe you should screenshot a spell or nonspell?
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.22 Release Ready for Download!)
Post by: Sparen on August 31, 2013, 02:15:42 PM
Maybe you should screenshot a spell or nonspell?

Doesn't matter; I'll be releasing the entire thing very soon. The question is whether or not it'll work; I need to do a bit of testing first.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.29 Demo Release Ready for Download!)
Post by: Sparen on August 31, 2013, 04:51:33 PM
POK?DIGIDANMAKU v1.29 DEMO 6 RELEASE READY FOR DOWNLOAD!

DL: Mediafire Download (http://www.mediafire.com/download/tba39uj83os7ad1/PokeDigiDanmaku_v1_29_Demo_6_Package.zip)
And yes, I will not be hosting a patch on Bulletforge. Please download this one and override whatever you used to have.

Music DL: http://www.mediafire.com/?lzvbi2kh3ggep (http://www.mediafire.com/?lzvbi2kh3ggep)

This version is not a placeholder; it is for testing purposes because a few new features were added.

Changes in this version include but are not limited to:
-Stage 4 done
-Config functions implemented
etc.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:

Bugs:
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.29 Demo 6 Release Ready for Download!)
Post by: Sparen on September 01, 2013, 10:24:50 PM
Pok?DigiDanmaku Demo 6 v1.29 Release Announcement

...Yes. I have realized. The game is way too difficult.

I can't stop people from downloading it, but for those of you who do, please tell me where things are too difficult or where balancing just fails, as well as other comments and bug reports.

Either way, I plan to rectify the situation as soon as possible with another release. This one will also be in the style of a complete package, with Danmakufu and everything (because there have been changes to the player script as well as changes to the game).

There is also a video of the pre-fix but post-demo release up on Youtube:

http://www.youtube.com/watch?v=3GHr5stYk2U (http://www.youtube.com/watch?v=3GHr5stYk2U)

Glaceon has been made significantly easier on all difficulties.

I'll post the new version when it's ready, but I'd like everyone to know that the version up right now (Demo 6) is no longer recommended.

Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.29 Demo Release Ready for Download!)
Post by: Sparen on September 02, 2013, 02:19:50 AM
RaNGE 10 ENTRY: SANAE BOSS BATTLE v0.07 (RC-1) RELEASE READY FOR DOWNLOAD!

This script is for 0.12m!

DL: http://www.bulletforge.org/u/sparen/p/range-10-contest-entry-sanae-boss-battle/v/007 (http://www.bulletforge.org/u/sparen/p/range-10-contest-entry-sanae-boss-battle/v/007)

This version may or may not be the final version, depending on if I find bugs or not.

Note: So far, it seems that there are no bugs. If that happens to be the case, this will be my final version.
EDIT: This is the final version for judging.

Reminder: Please do not post feedback publicly on MotK until AFTER the judging is completed. If you want to give me feedback, send it via Skype or find some way to send it to me that doesn't involve posting it publicly on MotK.
Title: Re: Sparen's Code Dump (RaNGE 10: Sanae Boss Battle v0.07 Ready for Bug Testing!)
Post by: Spectral Nexus on September 02, 2013, 03:38:38 AM
We don't rate or judge/opinion Contest entries without the contest being over. --Helepolis
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.31 Demo Release Ready for Download!)
Post by: Sparen on September 03, 2013, 02:59:58 PM
POK?DIGIDANMAKU v1.31 DEMO 6.1 RELEASE READY FOR DOWNLOAD!

EDIT: Due to serious bugs, this download has been removed. Please see v1.37 for the replacement version.

And yes, I will not be hosting a patch on Bulletforge. Please download this one and override whatever you used to have, unless you are pleased with the Demo 6 version.

This version fixes some of the balancing issues with Demo 6, and adds some extra 'idiotproof' features, such as a red sign at the start of a stage that tells you that you can use the C Button to transform and the POC.

Changes in this version include but are not limited to:
-Glaceon, Espeon, Charizard, Leafeon, and Umbreon have been made easier.
-Idiotproofing
-Common Data Implementation for the ExPDDVee Player Script.

The complete changelog can be found in the folder.

This will be the last public release of Pok?DigiDanmaku until a) the script is completed or b) a major system change is implemented that requires multiple testers.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:

Bugs:
Title: Re: Sparen's Code Dump (RaNGE 10: Sanae Boss Battle v0.07 Ready for Download!)
Post by: Sparen on September 05, 2013, 07:15:57 PM
PDD Fatal Bug

PDD Full Game Normal does not work because of my epic stupidity.

I have attached a WORKING version of the file.

This file should successfully patch up Version 1.31 so that Normal can be run.

ALSO:
Celebi's sprite is messed up because I didn't go all the way through with the Black and White 2 sprite replacements.
I have attached the working one.

DIRECTIONS
PDD Normal.txt: PDD=>Data, replace the original.
Celebi.png: PDD=>Data=>System, replace the original.

I will most likely have to release the working v1.36 version, since these bugs really aren't nice to deal with for normal players.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.37 Demo Release Ready for Download!)
Post by: Sparen on September 05, 2013, 07:42:37 PM
POK?DIGIDANMAKU v1.37 DEMO 6.2 RELEASE READY FOR DOWNLOAD!

DL: Download (http://www.mediafire.com/download/fcchxe33uiyygnq/PokeDigiDanmaku_v1_37_Demo_6_2_Package.zip)

This version fixes the fatal errors of Demo 6.1 regarding Full Game Normal and fixes the Celebi sprite issue. It also adds the current WIP Stage 5 (Easy only)

The complete changelog can be found in the folder.

This will be the last public release of Pok?DigiDanmaku until a) the script is completed or b) a major system change is implemented that requires multiple testers.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:

Bugs:
Title: Re: Sparen's Code Dump (RaNGE 10: Sanae Boss Battle v0.07 Ready for Download!)
Post by: Sparen on September 17, 2013, 12:56:45 AM
This post is to announce a minor change for the OP.

Starting today, the words "Python" will be replaced with the words "Java" because I don't know any Python but am going to be learning Java for the next year. Hopefully, I will have some tools and minor applications to show off within the next year.

Maybe I'll start out with a Hello Gensokyo!

Code: [Select]
public class hellogensokyo{
    public static void name(String[]args){
        System.out.println("Hello Gensokyo! Hello MotK! Welcome Back, Trickysticks!");
    }
}

...I seriously hope that works. Correctly.
Title: Re: Sparen's Code Dump (PDD v1.37 (Demo 6.2) Release Ready for Download!)
Post by: Sparen on September 22, 2013, 12:32:03 AM
http://www.youtube.com/watch?v=afvm8FWKWWQ (http://www.youtube.com/watch?v=afvm8FWKWWQ)

A video is up!

And also, with this post, I announce my Danmakufu LP series! Currently, it's just Danmakufu Art (DNHArt). Whether or not that changes... who knows.

Either way, I'm currently doing the RaNGE 10 contest entries.

This post has links (http://www.shrinemaiden.org/forum/index.php/topic,15432.msg1023456.html#msg1023456)
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.31 Demo Release Ready for Download!)
Post by: Sparen on September 29, 2013, 03:01:46 AM
POK?DIGIDANMAKU v1.43 STATUS REPORT

http://youtu.be/piHoIiVvZVc (http://youtu.be/piHoIiVvZVc)

In this video, I demonstrate some of the new functions in PDD, as well as a preview of Stage 5.

For those who do not care to watch the video for whatever reason, here is the basic changelog since Version 1.37

-Fog no longer kills the player in Umbreon's nonspells (...)
-Stage 5 stage post Midboss A and pre Midboss B done
-Stage 5 Midboss completed on all difficulties
-Numerous edits to Charizard (mainly from Ozzy's comments)
-Offscreen movement added to some enemies (from Ozzy's comments)
-Graphically varied Suicune's bullets and made the nonspell length more Extra-ish
-Upgraded Charges
-Added number graphics for norms (lives and bombs)
-Added a number of effects of questionable importance to the start of the game/practice stages
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.31 Demo Release Ready for Download!)
Post by: Sparen on October 15, 2013, 11:00:04 PM
POK?DIGIDANMAKU v1.51 STATUS REPORT

Sorry, but no official spoilers for this version. ^_^

*Technically, v1.51 is a release, but I'm relying solely on beta-testers now. You can find spoiler videos on my Youtube and spoiler spellcards on my deviantArt

Basic changelog since 1.43:

-Norm graphics are fixed
-Stage 5 completed until the last spell and dialogue
-Jolteon and Espeon have FINALLY been nerfed down to an appropriate level.
-Practice stages have slightly conformed to norms; 3 continues, 9 lives

Note that Dialga's difficulty curve is currently under extremely brutal scrutiny due to two very difficult spells and a very hard nonspell.
Title: Re: Sparen's Code Dump (Halloween Contest Submission!)
Post by: Sparen on October 19, 2013, 03:53:35 PM
Halloween Contest Submission:
Sekibanki Boss Battle

This is the main announcement post for my Halloween Contest Submission. This is a project for 0.12m only.

(https://sparen.github.io/img-hoster/public/Halloween2013.png) (https://sparen.github.io/img-hoster/public/Halloween2013.png)

This project features 5 modes. Easy, Normal, Hard, Lunatic, and Phantasm. Choose Phantasm if you like Lunatic because Lunatic is nerfed down.

Current Version: 1.02
Current Release Version: 1.02 [Download (http://www.bulletforge.org/u/sparen/p/halloween-contest-sekibanki-boss-battle/v/102)]
Current Release Package: 0.00 [N/A]

*Current Version is my current version. Current Release Version is the latest Devel release.

Current Features
-3D Background ripped from DDC using Drake's Projects
-Ripped HUD comprised of previous projects' HUDs and DDC HUD from Drake's Projects
-Effects carried over from PDD
-3 Nonspells, 3 Spells, 5 Difficulties

Current Progress
Post-release testing

All Demo Versions
RC-1: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1036229.html#msg1036229 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1036229.html#msg1036229)
RC-2: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1036229.html#msg1036229 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1036229.html#msg1036229)
RC-3: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1036293.html#msg1036293 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1036293.html#msg1036293)

PREVIEWS
http://www.youtube.com/watch?v=BfMK1XNNgfM&list=PLJ2F_5rhjlXQukEdm_QhTcsr0HaSj6xU5&index=21 (http://www.youtube.com/watch?v=BfMK1XNNgfM&list=PLJ2F_5rhjlXQukEdm_QhTcsr0HaSj6xU5&index=21)
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.29 Demo Release Ready for Download!)
Post by: Sparen on October 27, 2013, 03:14:34 PM
HALLOWEEN CONTEST ENTRY: SEKIBANKI BOSS BATTLE v1.00 (RC-1) RELEASE READY FOR DOWNLOAD!

This script is for 0.12m!

DL: http://www.bulletforge.org/u/sparen/p/halloween-contest-sekibanki-boss-battle/v/100 (http://www.bulletforge.org/u/sparen/p/halloween-contest-sekibanki-boss-battle/v/100)

HALLOWEEN CONTEST ENTRY: SEKIBANKI BOSS BATTLE v1.01 (RC-2) RELEASE READY FOR DOWNLOAD!

This script is for 0.12m!

DL: http://www.bulletforge.org/u/sparen/p/halloween-contest-sekibanki-boss-battle/v/101 (http://www.bulletforge.org/u/sparen/p/halloween-contest-sekibanki-boss-battle/v/101)

Less lag version.


EDIT: Get 1.02. These two are super-laggy.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.29 Demo Release Ready for Download!)
Post by: Darkness1 on October 27, 2013, 05:41:26 PM
Less lag version.
Just so you know, the final spellcard comes close to killing danmakufu for me (yes, it was phantasm) . My graze meter tells me it's because there's 6 bullets inside each bullet in that pattern.

I still think your magic circle graphic looks strange, because it looks like a square ingame.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.29 Demo Release Ready for Download!)
Post by: Sparen on October 27, 2013, 06:05:18 PM
Just so you know, the final spellcard comes close to killing danmakufu for me (yes, it was phantasm) . My graze meter tells me it's because there's 6 bullets inside each bullet in that pattern.

I still think your magic circle graphic looks strange, because it looks like a square ingame.

THANK YOU.
I found the bug now.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku v1.29 Demo Release Ready for Download!)
Post by: Sparen on October 27, 2013, 06:11:53 PM
HALLOWEEN CONTEST ENTRY: SEKIBANKI BOSS BATTLE v1.02 (RC-3) RELEASE READY FOR DOWNLOAD!

This script is for 0.12m!

DL: http://www.bulletforge.org/u/sparen/p/halloween-contest-sekibanki-boss-battle/v/102 (http://www.bulletforge.org/u/sparen/p/halloween-contest-sekibanki-boss-battle/v/102)

Actually less lag version.
Title: Re: Sparen's Code Dump (Halloween Sekibanki Boss Battle v1.02 Ready for Download!)
Post by: Sparen on November 02, 2013, 09:29:40 PM
Note: I've done a complete update of the main post for Pok?DigiDanmaku.

The post can be found here:
http://www.shrinemaiden.org/forum/index.php/topic,13738.msg952334.html#msg952334 (http://www.shrinemaiden.org/forum/index.php/topic,13738.msg952334.html#msg952334)

Please do note that this project is still going strong and that I hope to release it within a few months (depends on how long it takes me to get the resources I need for Stage 6 and Extra Stage).

P.S. Looking for a new artist to make banners, and looking for someone with a decent copy of Sylveon's sprites. Serebii.net has really ugly sprites, nd I don't know if the Spriter's Resource has ones that I like.

Also, note that I decided that 6 difficulties are too much, so I went EoSD and decided that Very Easy Mode will dead-end at Stage 5. (Sort of makes sense given how ridiculously easy it is)
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku Main Game Completed!)
Post by: Sparen on November 24, 2013, 03:09:19 PM
KOGASA-UTSUHO PLAYER SCRIPT v0.03 (RC-1) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/kogasa-okuu-player-script/v/003 (http://www.bulletforge.org/u/sparen/p/kogasa-okuu-player-script/v/003)

This is a WIP player script for my LOCAA 4 contest entry~

Please read the ReadMe and the description on BulletForge for more information!

KOGASA-UTSUHO PLAYER SCRIPT v0.04 (RC-2) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/kogasa-okuu-player-script/v/004 (http://www.bulletforge.org/u/sparen/p/kogasa-okuu-player-script/v/004)

This is a WIP player script for my LOCAA 4 contest entry~

Now with a cut in and dps balancing!

Please read the ReadMe and the description on BulletForge for more information!

Edit: DDD R5 with music removed due to copyright infringement possibilities
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku Main Game Completed!)
Post by: Sparen on November 28, 2013, 05:52:37 PM
KOGASA-UTSUHO PLAYER SCRIPT v0.09 (RC-3) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/kogasa-okuu-player-script/v/009 (http://www.bulletforge.org/u/sparen/p/kogasa-okuu-player-script/v/009)

This is my (no longer WIP) player script for my LOCAA 4 contest entry~

Now with a new shot type, correct rendering, etc!

Please read the ReadMe and the description on BulletForge for more information!
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku Main Game, Kogasa-Okuu Players Completed!)
Post by: Sparen on December 01, 2013, 12:12:30 AM
Notice:

Pok?DigiDanmaku is nearing completion. As a result, I will be looking for beta-testers to test all functions within the game and do a full sweep for bug checks. If all goes according to plan, I will be releasing the game before Christmas and will immediately begin work on LOCAA 4: Death Match in the Sky immediately afterwards.

Do expect a massive post filled with thanks, credits, and copyright infringement notices. (I think Pok?mon and Digimon will look aside because a) I'm advertising Pok?mon Conquest, which, for some reason, nobody seems to have heard of despite it being amazing, and b) Digimon needs to be advertised anyways).

I will be releasing the game with its own copy of Touhou Danmakufu 0.12m.

...And... that's it for now. I'm basically working on the Extra Stage Boss now.
Title: Re: Sparen's Code Dump (LOCAA Contest 4 Submission!)
Post by: Sparen on December 01, 2013, 11:33:37 PM
LOCAA Contest #4 Submission:
Death Match in the Skies

(https://sparen.github.io/img-hoster/public/LOCAA4-dmits.png)

This is the main announcement post for my LOCAA Contest #4 Submission. This is my first ph3 script and comprises of a battle against Raiko and Nitori.

The code is... REALLY BAD. People should not attempt to base their systems and code off of this script. Never before have I randomly changed shot sheets in the middle of a script and since this is my first ph3 script, there are probably bugs galore hidden from the naked eye. Please do not take code from this project unless you want your project to break or work incorrectly.

Current Version: 1.03
Current Release Version: 1.03 [Download (http://www.bulletforge.org/u/sparen/p/locaa-4-death-match-in-the-skies/v/103)]
Current Release Package: 0.00 []

*Current Version is my current version. Current Release Version is the latest Devel release.
*All versions besides the final release will most likely be hosted as unlisted on Bulletforge, mainly due to the fact that the submission shouldn't really be too public until the entry is released.

Current Features
-5 Nonspells
-6 Spells
-Pretty Pretty Backgrounds
-Sunset bullets

Current Progress
-This script is completed

All Demo Versions
RC-2: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1061374.html#msg1061374 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1061374.html#msg1061374)
RC-3: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1063544.html#msg1063544 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1063544.html#msg1063544)
RC-4: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1066340.html#msg1066340 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1066340.html#msg1066340)

PREVIEWS
*I'm not going to post the Youtube links for the early versions. They can be found under the playlist "Sparen's Danmakufu" on my Youtube if anyone wants to view the videos, which, for the most part, are simply previews detailing my progress in ph3 as a whole and mainly showcase new developments.

DNHArt 59: Death Match in the Skies v1.01 (http://www.youtube.com/watch?v=TaJTB4qaaEc&list=PLJ2F_5rhjlXT1kzX8UkVRlwFyG_rPcj0h&index=60)
VichyCatalan: Raiko & Nitori Script by Sparen (http://www.youtube.com/watch?v=bRbkI-LFTJ4)
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku Main Game, Kogasa-Okuu Players Completed!)
Post by: Sparen on December 22, 2013, 02:40:54 AM
BETA-TESTING OF POK?DIGIDANMAKU HAS BEGUN

Expected Release Data of Pok?DigiDanmaku: December 25, 2013

POK?DIGIDANMAKU v1.86 RELEASE READY FOR DOWNLOAD!

DL: Skype only; Contact me on Skype before December 25 if you would like to assist in the Beta-Testing process.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku Main Game, Kogasa-Okuu Players Completed!)
Post by: Sparen on December 24, 2013, 03:09:07 AM
POK?DIGIDANMAKU v2.02 (RC-6) RELEASE READY FOR DOWNLOAD!

DL: Skype only; Contact me on Skype before December 25 if you would like to assist in the Beta-Testing process.

...Changes from previous version?

Uh...

-Finished Extra Stage event, invincibility, touching up
-Music credits now live, debug controls turned off
-Ended up spending about an hour rebalancing Stage 5's bosses to not be harder than the final boss
-Fixed Glaceon Issue #5 out of like 30. Fixed Salamence issues (in theory)

I really don't want to push back the release date, but Stage 5 just underwent a frightening rewrite. I'll still try to get it out by Christmas.

Major thanks to the following people:
Spectral Nexus, PhantomSong, Shiizendame Hoshiteru, etc.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku completed!)
Post by: Sparen on December 25, 2013, 03:28:15 PM
POK?DIGIDANMAKU HAS BEEN COMPLETED!

Today is December 25, 2013, and I am proud to release Pok?DigiDanmaku.

This release is the culmination of one year and three months work. This project was started on September 28, 2012 in NetLogo 5.0.2. Work began on the player December 17, 2013. Thanks to Drake, Lunasa, and Helepolis, the player script was completed. Work began on the actual game February 19, 2013 and has continued on to this day.

A full list of credits can be found within the Pok?DigiDanmaku v2.## directory inside the script folder of the release package. However, I would like to spend a brief moment thanking those who contributed most to this project, in no particular order.

CK Crash/Onthenet, Drake, gtbot, Helepolis, Hunguil, Miransu/Victini/Mewkyuu, Neito/Ikaruneko, Ozzy/ExPorygon, PhantomSong, Shiizendame Hoshiteru, Spectral Nexus, TalosMistake, Trickysticks, TrollTrain

Additional code credits go to the following:
Professor Scissors and Shockman

Additional graphics credits go to the following:
Feilarco666, YuniNaoki, The Pok?mon Company, The Last Comer staff, Digimon, ZUN

And of course, the professors who inspired me and helped me (probably) without knowing about the existence of this project or their role in it
Mr. Brown-Mykolyk, Mr. Cocoros, Mr. Konstantinovich, and Mr. Usoroh

This project has been my gateway into Danmakufu. Three major scripts of mine have been published during its time based on the existing system, my LOCAA Contest 3 entry, my RaNGE Contest 10 Entry, and my Halloween Contest Entry. The first of the three formed the basis of the Extra Stage Boss of Pok?DigiDanmaku. The second formed the basis of the stage background code for Stage 5 of Pok?DigiDanmaku.

And so, the download link on Bulletforge:
http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-alpha/v/204-rc7

Please note two things. Firstly, this come with Danmakufu pre-packaged. Secondly, the download link for the music can be found in the Bulletforge version description. Please note that all of the music is from Pok?mon, and that I need to deliver a shoutout to the fabulous composers that made the original soundtracks (which I have edited accordingly). An especially large shoutout goes to Arata Iiyoshi, Tsukasa Tawada, and Shinichiro Nakamura, who, as far as my sources say, composed the music for Pok?mon Mystery Dungeon Red/Blue/Time/Darkness/Sky, Pok?mon Colosseum/XD/Battle Revolution, and Pok?mon Conquest, respectively. They are responsible for all but two of the bgms used in this game.

Extra shoutout to Pok?mon Conquest: It's awesome. Get it. ^_^

Finally, I have one last thing to say to this community about this game.

This is most likely going to be the final script I ever release in Touhou Danmakufu 0.12m. Along with PhantomSong and some other scripters, I am learning ph3, as can be seen by the post for my LOCAA Contest 4 entry. From here on out, I'll be scripting in Touhou Danmakufu ph3. I will try to get more of my Danmakufu Tutorials done so that I can begin work on a ph3 transition guide. Other than that, if there are any glaring bugs that my beta-testers or I did not pick up, please notify me via Skype or via PM so that I can fix it. And yes, I will patch this thing until it works. XD

--Sparen of Ir?a
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku completed!)
Post by: Sparen on December 28, 2013, 05:05:50 PM
Hooray! Today, thanks to inspiration from GT and Ultima, I made a MOUSE PLAYER for ph3!!!

You control it based on the position of you mouse, it has autoshooting, and you bomb by right clicking. Whoohoo. Still supports arrow key movement... I think.

I might give a preview. ^_^

KOGASA-UTSUHO PLAYER SCRIPT v0.11 (RC-4) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/kogasa-okuu-player-script/v/011 (http://www.bulletforge.org/u/sparen/p/kogasa-okuu-player-script/v/011)

This is my (no longer WIP) player script for my LOCAA 4 contest entry~

Now with a mouse and debug player, etc!

Please read the ReadMe and the description on BulletForge for more information!


For those of you who do not know, I'm working on a 0.12m to ph3 transition guide on the Danmakufu Wiki.
http://dmf.shrinemaiden.org/wiki/Sparen's_0.12m_to_ph3_Transition_Guide (http://dmf.shrinemaiden.org/wiki/Sparen's_0.12m_to_ph3_Transition_Guide)

It's still WIP although it should, after I fill in some remaining sections and read some more sample code, be a viable tool for those starting ph3 either from 0.12m or from a computer science background.





Well... looks like more hell has broken loose, mainly with a reported 7 FPS on Death Match in the Skies on Nonspell 3 when using KogasaUtsuhoA's bomb. Well... if each time suns are spawned, that's considered one spell objects... Let's just say that I reduced 5 suns per umbrella per 50 frames (lol) to 2.

12 umbrellas x 4 spawn times x 2 directions x net change -3 suns = 288 less ADD_ARGB rendered spell objects with manual setting of position.

...That SHOULD reduce lag. ^_^

KOGASA-UTSUHO PLAYER SCRIPT v0.12 (RC-5) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/kogasa-okuu-player-script/v/012 (http://www.bulletforge.org/u/sparen/p/kogasa-okuu-player-script/v/012)

This is my (no longer WIP) player script for my LOCAA 4 contest entry~

Now with a mouse and debug player, etc!

Also, significantly less lag for KogasaOkuuA and the mouse player's bombs.

Please read the ReadMe and the description on BulletForge for more information!
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku released!)
Post by: Sparen on January 04, 2014, 06:50:35 PM
So whoohoo!!!! ph3 transition guide relatively usable, LOCAA4 entry almost done, and...


PREVIEWS!!!

http://youtu.be/J2Qx_Z5itTI (http://youtu.be/J2Qx_Z5itTI)

This video showcases the mouse player, the new system, the selection screens (thanks to GTBot for allowing me to adapt his code), and lots of other good stuff. It doesn't show the entire script, unfortunately, because the mouse player has horrid DPS compared to the *cough**cough* debug player and since it's best to hide the good better parts until the script is actually released to the public.

Note that there will be a beta-test available on Bulletforge before the official contest entry is released.

Also note that once 4 non-unlisted projects have been submitted to BulletForge (namely, the Artifact Contest entries), the featured project will (most likely/probably/according to my calculations) change from Experiment 354 to Hell's Famous Sisters.
Title: Re: Sparen's Code Dump (Danmaku Dodging for Dummies!)
Post by: Sparen on January 06, 2014, 02:11:13 AM
Danmaku Dodging for Dummies (ph3)

(https://sparen.github.io/img-hoster/public/DDDph3-Wakasagihime.png)

This is the main announcement post for my work in progress Danmaku Dodging for Dummies ph3 version. It is meant to be a step by step guide to teach people unfamiliar with danmaku how to dodge. It is a stage that has units, each of which has its own attacks. This project will coexist alongside my other projects, and I unfortunately cannot give a release date because I will be working on this project for an extended period of time.

Edit (Feb 22, 2014): I am quickly losing motivation to complete this project. Chances are I will only complete up to Unit 5

After a number of units, it will become more focused on actual dodging rather than new techniques, and I will include complete boss battles inside.

Current Version: 0.34
Current Release Version: 0.34 [Download R4 (http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies-ph3/v/r4)]
Current Release Package: 0.00 []

*Current Version is my current version. Current Release Version is the latest Devel release.

Current Features
Unit 1: 9 attacks + Rumia Boss (3 attacks) + EX Rumia Boss (3 attacks) [Complete]
Unit 2: 9 attacks + Cirno Boss (5 attacks) + EX Cirno Boss (5 attacks) [Complete]
Unit 3: 9 attacks + Wakasagi Boss (5 attacks) + EX Wakasagi Boss (5 attacks) [Complete]
Unit 4: 9 attacks + Nazrin Boss (5 attacks) + EX Nazrin Boss (5 attacks) [Complete]
Unit 5: 9 attacks + Nue Boss (5 attacks) + EX Nue Boss (5 attacks) [Complete]

Current Progress
-This project has been terminated/is complete

All Demo Versions
R1: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1063328.html#msg1063328 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1063328.html#msg1063328)
R2: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1067107.html#msg1067107 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1067107.html#msg1067107)
R3: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1073117.html#msg1073117 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1073117.html#msg1073117)
R4: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1079699.html#msg1079699 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1079699.html#msg1079699)

Previews
http://www.youtube.com/watch?v=IcVdyB0Pp6I (http://www.youtube.com/watch?v=IcVdyB0Pp6I)
http://www.youtube.com/watch?v=pTswzIohrkU (http://www.youtube.com/watch?v=pTswzIohrkU)
http://www.youtube.com/watch?v=Ik381KaTgp0 (http://www.youtube.com/watch?v=Ik381KaTgp0)
Title: Re: Sparen's Code Dump (Death Match in the Skies completed!)
Post by: Sparen on January 12, 2014, 03:38:58 PM
LOCAA 4 DEATH MATCH IN THE SKIES v1.01a (RC-2) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/locaa-4-death-match-in-the-skies/v/101a (http://www.bulletforge.org/u/sparen/p/locaa-4-death-match-in-the-skies/v/101a)

Here is my long-awaited? LOCAA 4 Contest Entry!

It features Raiko and Nitori, and is my first ph3 script!
Title: Re: Sparen's Code Dump (Death Match in the Skies completed!)
Post by: Sparen on January 18, 2014, 05:10:39 PM
DDD ph3 v0.12 (R-1) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies-ph3/v/r1 (http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies-ph3/v/r1)

This is the first (unlisted, of course) testing release of my DDDph3. The purpose of this testing release is to confirm any difficulty spikes or bugs so that they can be fixed ASAP. If the font glitches become problematic, all future versions (and all future scripts) I make will have a font prepackaged and installed.

Please do not criticize boss choices. Giving Rumia coin bullets is not a legitimate complaint since Rumia can literally use any bullet in existence besides maybe music notes.

EDIT:
And no. The fact that it's version 0.12 is A COINCIDENCE. A coincidence, I say. -_-
How did I not notice that for like two weeks.
Title: Re: Sparen's Code Dump (Death Match in the Skies completed!)
Post by: Sparen on January 19, 2014, 03:35:26 PM
LOCAA 4 DEATH MATCH IN THE SKIES v1.02 (RC-3) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/locaa-4-death-match-in-the-skies/v/102 (http://www.bulletforge.org/u/sparen/p/locaa-4-death-match-in-the-skies/v/102)

Here is my LOCAA 4 Contest Entry: Death Match in the Skies!

This version brings support for ph3 [.1 pre1 test6], and has a font included, as well as a player script edit that allows (hopefully) the bomb name to fit on the screen in-game.
Title: Re: Sparen's Code Dump (Pok?DigiDanmaku, Death Match in the Skies released!)
Post by: Sparen on January 27, 2014, 12:38:11 AM
Whoohoo! I gave the OP a serious makeover! I basically chopped the post in half by removing the wall of links nobody ever uses.

Also, DEC will have a post for itself in the near future. I plan to finish DDD ph3 first though, so that I have enough familiarity with ph3 in order to attack my second complete game.

I will need testers for the players (lol balancing). They will be uploaded to Bulletforge once the spriting is complete.

ALSO! I am looking for a graphic artist! Preferably, whoever takes on the job will finish it. -_-

http://sparenofiria.deviantart.com/journal/Looking-for-a-Digimon-Graphical-Artist-429405273 (http://sparenofiria.deviantart.com/journal/Looking-for-a-Digimon-Graphical-Artist-429405273)



EDIT 2: DDDph3 video out + Flamon showcase: http://www.youtube.com/watch?v=IcVdyB0Pp6I (http://www.youtube.com/watch?v=IcVdyB0Pp6I)
Title: Re: Sparen's Code Dump (Death Match in the Skies completed!)
Post by: Sparen on January 30, 2014, 01:21:50 AM
LOCAA 4 DEATH MATCH IN THE SKIES v1.03 (RC-4) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/locaa-4-death-match-in-the-skies/v/103 (http://www.bulletforge.org/u/sparen/p/locaa-4-death-match-in-the-skies/v/103)

Here is my LOCAA 4 Contest Entry: Death Match in the Skies!

...Again.

This version fixes the font in the difficulty and effect selection, and reverts the issue where Nitori was unable to use charge graphics.

THIS IS THE FINAL VERSION OF THIS PROJECT. (Hopefully)



EDIT: OP has been slightly reformatted again. All of those weird "Phases" are gone and I've just gone and marked which scripts are worth playing.
Title: Re: Sparen's Code Dump (Death Match in the Skies completed!)
Post by: Sparen on February 02, 2014, 09:34:23 PM
DDD ph3 v0.18 (R-2) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies-ph3/v/r2 (http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies-ph3/v/r2)

This is the second (unlisted, of course) testing release of my DDDph3. The purpose of this testing release is to confirm any difficulty spikes or bugs so that they can be fixed ASAP, especially in regards to Wakasagihime (I know she's probably a little too hard for Unit 3, but I don't exactly know what to make easier)

Video: http://www.youtube.com/watch?v=pTswzIohrkU&list=PLJ2F_5rhjlXQukEdm_QhTcsr0HaSj6xU5&index=33 (http://www.youtube.com/watch?v=pTswzIohrkU&list=PLJ2F_5rhjlXQukEdm_QhTcsr0HaSj6xU5&index=33)
Title: Re: Sparen's Code Dump (Digital Earth: Conquest!)
Post by: Sparen on February 08, 2014, 03:05:47 PM
DIGITAL EARTH: CONQUEST

(https://sparen.github.io/img-hoster/public/DEC-Ex.png)

This is the main announcement post for Digital Earth: Conquest, my current full game. It is to be a complete 6 stage + Extra + whatever other stages game with 4 difficulties, and uses a package script.

The three stage demo has been released. Other release versions will be hosted as unlisted on Bulletforge, although I will gladly give you a link if you want to play a devel release for whatever purpose (feedback would be highly appreciated).

I'm starting this project from an initial scripting level that's relatively high. Unlike Pok?DigiDanmaku, this game should be somewhat playable and hopefully enjoyable to Digimon fans and those unfamiliar with Digimon alike. I will try to not BS any of this either; that way, the overall quality will be slightly better.

This game has 4 difficulties. Notable gameplay-affecting gimmicks include using graze to gain DigiEnergy (allowing you to evolve by pressing C if you meet the requirements), point items being used for extends (and different colored point items giving bonus points depending on your player), and flash bombs, which are restockable. Please read the ReadMe for strategies, gimmicks, directions, and other miscellaneous information that can and will make your experience more enjoyable.

All enemy sprites made by Digimon; I do not own those.
Player sprites made by me.

Current Version: 1.55
Current Release Version: 1.55 [Official Release]
Current Demo Version: 1.55 (RC-9) [See "All Demo Versions" for link to post]

*Current Version is my current version. Current Release Version is the latest Devel release.

Current Progress
SYSTEM: Optimization, Bullet Delete Effect Implementation
STAGE 1: Done
STAGE 2: Done
STAGE 3: Done
STAGE 4: Done
STAGE 5: Done
STAGE 6: Done
STAGE X: Done

All Demo Versions

Download Latest Version: RC-9 (http://www.bulletforge.org/u/sparen/p/digital-earth-conquest/)

Demo 1: March 25, 2014: [RC-1 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1082346.html#msg1082346)]
Demo 2: May 26, 2014: [RC-2 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1099144.html#msg1099144)]
Demo 3: May 31, 2014: [RC-3 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1100365.html#msg1100365)]
Demo 4: Jan 12, 2015: [Closed Demo]
Demo 5: Jan 15, 2015: [Closed Demo]
Demo 6: Apr 30, 2015: [RC-6 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1181714.html#msg1181714)] **Beta-Release
Full Game: May 2, 2015 [RC-7 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1182150.html#msg1182150)] **Official Release!
Full Game: May 3, 2015 [RC-8 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1182252.html#msg1182252)] **Official Release + Bugfixes!
Full Game: May 3, 2015 [RC-9 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1182340.html#msg1182340)] **Official Release + Bugfixes!

Previews
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_DECpreview_zps541d6f8c.png) (http://s1164.photobucket.com/user/SparenofIria/media/DECpreview_zps541d6f8c.png.html)(http://i1164.photobucket.com/albums/q570/SparenofIria/th_DECPreview2_zps4fe641d0.png) (http://s1164.photobucket.com/user/SparenofIria/media/DECPreview2_zps4fe641d0.png.html)(http://i1164.photobucket.com/albums/q570/SparenofIria/th_ScreenShot2014-04-22at42421PM_zpse0b61fdd.png) (http://s1164.photobucket.com/user/SparenofIria/media/ScreenShot2014-04-22at42421PM_zpse0b61fdd.png.html)
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_Screenshot2015-01-17020000_zpsfadc60e0.png) (http://s1164.photobucket.com/user/SparenofIria/media/Screenshot2015-01-17020000_zpsfadc60e0.png.html)

Video Playthroughs
Sparen - RC-2 (https://www.youtube.com/watch?v=Y8OxA19i2Hs)
ExPorygon - RC-5 (https://www.youtube.com/watch?v=DGpqIuZrBPg&spfreload=10) **Let's Play Danmakufu 38
Gizmo the Dragon - RC-7 (https://www.youtube.com/watch?v=Zn8hJPQfj1I&spfreload=10)

Spinoffs
TheProjectThatMustNotBeNamed



Selected Text from ReadMe
Hello to all players of Digital Earth: Conquest! This is Sparen, the creator of said game.

This is a game where you play as either Flamon or Strabimon (Rookie level Digimon from Digimon Frontier). There's a massive tournament and Digimon from across the Digital World have met to compete. However, is there an ulterior motive behind this tourney? And if so, it's up to you to stop it.

This game is my first major full game in ph3. In Credits.rtf, you can see those who contributed to this project. In the Changelog, there is a pretty detailed description of every edit made. Note that there may be typos and lots of weird exclamations when something was completed. In CommonData.rtf, if it is packaged with your game, there is a description of all of the CommonData used in this game. Programmers may find this helpful.

This game comes with a number of fonts; I highly recommend that you install ALL of them onto your computer, as there is a chance that Danmakufu will fail to install them when it runs, which may result in text behaving incorrectly.

Note that this game comes after Pok?DigiDanmaku chronologically; it is not required that you play the former in order to understand the plot of this game, since PDD only manifests itself in Veemon's dialogue and some other references.

The Player you choose is very important for the game. Plotwise, there aren't many changes. However, the Point of Collection, DigiEnergy required to Digivolve, the number of flash bombs, and many other things are changed. Select whichever one you like; they both have their pros and cons.

In this game, there are a number of gimmicks to be observed.

Firstly, there are multiple types of items. The blue items give double points to Strabimon, while the red items give double points to Flamon. Since items are key to getting extends, you will want to POC or manually collect as many of them as possible. Bombing will also attract all items on-screen to you. There are also DigiEnergy packets.

DigiEnergy is this game's main gimmick. When you hit a certain number of DigiEnergy (gained based on graze), you will be able to Digivolve your player up to two times. DigiEnergy amounts vary based on player and difficulty, since higher difficulties provide more graze. When you Digivolve, you will gain a power boost. Note that if you die, you will revert back to the base form of your player, and that at during events, you will also revert (although your DigiEnergy will be refunded). All attacks are balanced to the base forms, Strabimon and Flamon, so evolving is purely positive, unless you want the attacks to last longer.

Flash Orbs are items similar to the Time Orbs of Imperishable Night. When you get enough of these, you will gain a flash bomb. You get them by damaging enemies unfocused. You will not gain any while bombing or focusing.

This game comes with a number of configuration options. You can set the default amount of lives to start the game with, the music and sound effect volume, and effects.

The Effects deserve the most attention. There are four levels of effects: Low, Medium, High, and OD (Overdrive). Low has minimal effects. Medium adds the magic circle, charge effects, and flash orb graphics. High will add most of the other effects. OD will add the rotating ring of numbers around bosses.

If you find that this game is running at 55 FPS or lower, you may want to lower the effects. I suggest either High or Overdrive to have the full experience of playing this game.

If there are any questions or concerns, I can be reached by Private Message (PM) on the Maidens of the Kaleidoscope Forums or on the Moriya Shrine Forums. I can also be contacted via Skype or e-mail.
Title: Re: Sparen's Code Dump (Death Match in the Skies completed!)
Post by: Sparen on February 23, 2014, 08:33:38 PM
DDD ph3 v0.30 (R-3) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies-ph3/v/r3 (http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies-ph3/v/r3)

This is the third (unlisted, of course) testing release of my DDDph3. The purpose of this testing release is to confirm any difficulty spikes or bugs so that they can be fixed ASAP, especially in regards to Nazrin and Units 4 and 5.

Whether or not Units 6 and onwards will be completed and released is dependent on DEC, real life scheduling, and the Second Artifact Contest, as well as my motivation to continue with this soon-to-be overly complicated project.
Title: Re: Sparen's Code Dump (Death Match in the Skies released!)
Post by: Sparen on February 28, 2014, 12:04:54 AM
Update for Digital Earth: Conquest:
-Spellcard Practice has been made. It works. It does not work with replays. However, it's there.
-Event system has been made. It also works. It works so well that I already used it for a 3 minute event-only script.

Update for Danmaku Dodging for Dummies ph3:
-Nue has been finished. Expect an official release relatively soon.

Update for Artifact Contest 2: Of Angels and Master Sparks (or whatever I decide to name it): [Boss: Tenshi]
-Progress has not started. It will start once DDDph3 has been officially released
Title: Re: Sparen's Code Dump (Death Match in the Skies completed!)
Post by: Sparen on March 05, 2014, 01:11:19 AM
Artifact 2 Marisa Player v0.03 (RC-1) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/marisa-player-artifact-2/v/003 (http://www.bulletforge.org/u/sparen/p/marisa-player-artifact-2/v/003)

This is the base Marisa player for my Artifact 2 contest entry (IE, no script-specific gimmicks).

Redistribution information can be found inside the download. DPS and Spell damage data can be found inside the ReadMe. Please actually read the ReadMe if you have questions about the DPS.
Title: Re: Sparen's Code Dump (Death Match in the Skies completed!)
Post by: Sparen on March 15, 2014, 08:12:30 PM
DDD ph3 v0.34 (R-4) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies-ph3/v/r4 (http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies-ph3/v/r4)

This is the official release of Danmaku Dodging for Dummies ph3. It is a relatively-comprehensive tutorial of sorts for those learning how to dodge danmaku. It should be fairly useful for those with little experience, although the difficulty curve isn't exactly friendly.

It is meant to be supplemented by actual Touhou + Danmakufu gameplay for best effects.
Title: Re: Sparen's Code Dump (Artifact 2: Of Celestials and Master Sparks)
Post by: Sparen on March 16, 2014, 10:41:44 PM
Artifact Contest #2:
Of Celestials and Master Sparks


(https://sparen.github.io/img-hoster/public/A2-mid.png)

This is the main announcement post for my Artifact 2 contest entry: Of Celestials and Master Sparks. It features the required Marisa player and is a complete stage featuring a Patchouli mid boss and a Tenshi boss.

Current Version: 1.01
Current Release Version: 1.01 [Download RC-2 (http://www.bulletforge.org/u/sparen/p/artifact-2-of-celestials-and-master-sparks/)]

*Current Version is my current version. Current Release Version is the latest Devel release.

Current Progress
STAGE A: DONE
MIDBOSS: DONE
STAGE B: DONE
BOSS: DONE

All Demo Versions
RC-1: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1086042.html#msg1086042 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1086042.html#msg1086042)
RC-2:https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1243594.html#msg1243594 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1243594.html#msg1243594)

Previews
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_Screenshot2014-04-06115512_zps751a9413.png) (http://s1164.photobucket.com/user/SparenofIria/media/Screenshot2014-04-06115512_zps751a9413.png.html)(http://i1164.photobucket.com/albums/q570/SparenofIria/th_ScreenShot2014-04-06at115417AM_zpsea67148b.png) (http://s1164.photobucket.com/user/SparenofIria/media/ScreenShot2014-04-06at115417AM_zpsea67148b.png.html)

https://www.youtube.com/watch?v=pN0pSrhuo98 (https://www.youtube.com/watch?v=pN0pSrhuo98)
Title: Re: Sparen's Code Dump (Death Match in the Skies completed!)
Post by: Sparen on March 25, 2014, 07:06:48 PM
Digital Earth: Conquest v0.34 (RC-1) READY FOR DOWNLOAD!

IF YOU DO NOT WANT SPOILERS, DO NOT USE THIS DOWNLOAD LINK. (And instead wait for the three-stage demo due in two-three months)

DL: http://www.bulletforge.org/u/sparen/p/digital-earth-conquest-devel/v/034 (http://www.bulletforge.org/u/sparen/p/digital-earth-conquest-devel/v/034)

PLEASE READ THE DESCRIPTION ON BULLETFORGE!!!

This is a testing release for Digital Earth: Conquest. In your feedback, please give as much detail as possible in regards to all system, font, text, and effect bugs/glitches so that they may be rectified.
Title: Re: Sparen's Code Dump (Death Match in the Skies completed!)
Post by: Sparen on April 10, 2014, 11:24:23 PM
Artifact 2 Contest Entry: Of Celestials and Master Sparks v1.00 (RC-1) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/artifact-2-of-celestials-and-master-sparks/v/100 (http://www.bulletforge.org/u/sparen/p/artifact-2-of-celestials-and-master-sparks/v/100)

This is my entry for the Artifact 2 contest, involving the hakkero. It is two weeks early, but that's a good thing since there's another contest coming up and since I should really finish DEC Stage 2.

Please report any and all bugs, so that they may be fixed (preferably) before the contest deadline. However, this entry is basically in its final state, so only critical bugs will be addressed at this point.

Enjoy!
Title: Re: Sparen's Code Dump (AAA: Nuclear Hell Raven)
Post by: Sparen on April 26, 2014, 11:05:07 PM
AAA Contest: Nuclear Hell Raven

(https://sparen.github.io/img-hoster/public/AAA-nhr.png)

This is the main announcement post for my Apprehensive Adherent Abasement contest entry: Nuclear Hell Raven. It features an Utsuho boss.

I would not have done this project without the constant reminders that I finished my RaNGE 10 Entry in like no time at all + I might not actually be a runner-up in this one (unless Talos or CK Crash or Sariel enters -_- (OR DRAKE)). Either way, the background is hideous (bear with me with that one) and there is no way to toggle effects for this script because without the fog, you can't see any bullets in the non spells because my stage background is like... white.

Current Version: 1.00
Current Release Version: 1.00 [Download RC-1 (http://www.bulletforge.org/u/sparen/p/aaa-contest-nuclear-hell-raven/v/100)]

*Current Version is my current version. Current Release Version is the latest Devel release.

Current Progress
Done

All Demo Versions
RC-1: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1093240.html#msg1093240 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1093240.html#msg1093240)

Previews
https://www.youtube.com/watch?v=6rie53Kr1RU&index=74&list=PLJ2F_5rhjlXT1kzX8UkVRlwFyG_rPcj0h (https://www.youtube.com/watch?v=6rie53Kr1RU&index=74&list=PLJ2F_5rhjlXT1kzX8UkVRlwFyG_rPcj0h)
Title: Re: Sparen's Code Dump (Nuclear Hell Raven completed!)
Post by: Sparen on May 04, 2014, 07:05:58 PM
AAA Contest Entry: Nuclear Hell Raven v1.00 (RC-1) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/aaa-contest-nuclear-hell-raven/v/100 (http://www.bulletforge.org/u/sparen/p/aaa-contest-nuclear-hell-raven/v/100)

This is my entry for the Apprehensive Adherent Abasement contest, an Utsuho Boss battle with three select spells used as a recollection rush. Please note that the Virtue of Wind God code is from Kirbio, who based it off of Naut's code. Therefore, that spell cannot be judged, as I did not make it.

Music is Radiant Radiant Symphony ~ Nuclear Fusion by Nudarai

Please report any and all bugs, so that they may be fixed (preferably) before the contest deadline. However, this entry is basically in its final state, so only critical bugs will be addressed at this point.

Enjoy!
Title: Re: Sparen's Code Dump (Death Match in the Skies released!)
Post by: Sparen on May 13, 2014, 01:18:53 AM
Update for Digital Earth: Conquest:
-Continue menu was successfully implemented due to help from Arby26.
-Stage 3 is almost done; just need to complete the boss battle.

Soon I will be looking for testers once more in order to fix as many residual system errors as possible before the release of the three stage demo. I will be posting the three stage demo on Bulletforge once balancing issues, system bugs (there are probably more than I think I know about), and other issues have been taken care of.

Simply put, I will need someone who is not a danmakufu scripter and preferably someone who doesn't have any clue what Digimon is to get in contact with me, preferably through Skype so that I can get relevant information on improving the plot in regards to making longer and more informative+creative events (*needs a LOT of work given how short WereGarurumon's opening event is*) and other issues.

And of course, I can't wait to give a preview. So here you go. I now present...

Generic Pre-boss event
Code: [Select]
ObjText_SetText(objEText, "Yo.");//WGarurumon
ObjText_SetText(objEText, "Hey. So you must be...");//Player
ObjText_SetText(objEText, "WereGarurumon.[r]Veemon told me you were on the way.");//WGarurumon
ObjText_SetText(objEText, "I've heard quite a bit about[r]your strength.");//Player
ObjText_SetText(objEText, "Really? I'm not that strong.[r]Though I always give it my all.");//WGarurumon
ObjText_SetText(objEText, "So I guess it's time to battle?");//Player
ObjText_SetText(objEText, "Yeah.[r]You're not going to win, of course.");//WGarurumon
        //Music
ObjText_SetText(objEText, "We'll see about that!");//Player
ObjText_SetText(objEText, "Prepare to be amazed!");//WGarurumon

Ahem. Something about this cries WHERE'S THE FEARSOME POWERFUL WEREGARURUMON GONE and something else screams Worse-than-ZUN-Event and something else says generictriteboringoverusedunderwhelmingpaintoreadwhyissomethingthissadevenhere.

<End of rant>

(But seriously, although I expect that nobody will ever read this post, DEC is currently one of my best works in Danmakufu and has far exceeded Pok?DigiDanmaku in every way, shape, and form.)

Excessive List of Features (for those who are interested)
-Spellcard Practice (if you want to copy this code, you must be a masochist. I suggest using a simpler method than the crummy and overly complicated one I used to sync replays correctly)
-Config (thanks to Ozzy)
---Includes ability to change sound effect volume. PhantomSong, I hope this makes your gameplay experience 400x more positive. XD
---Also includes effect toggling. My magic circle is nowhere near as elegant as Darkness1's dual rotating Y-axis spinning primitive object vertex heavy and absurdly beautiful ones, but it still kills your processor if you have less than an i5.
-Custom system and other stuff (Please read the ReadMe or you will have no clue what's going on. I promise you. You will be halfway through Stage 2 and run out of bombs)
-Continue Menu (currently ugly, but working thanks to Arby26. Needs a lot of tweaking, needs a lot of testing)
-A collection of questionable content (don't ask. It's all there. Unfortunately, Strabimon's right eye was a slit, so it wasn't a good candidate for ESPURRification. Also, there are a lot of terrible attempts at graphical editing in that EVENT folder.)

And wow I actually wrote a substantial amount about a project that I should technically be almost done with given that I can complete an entire stage in two weeks since I'm not composing my own music like ZUN is.

Over and out.

-Sparen
Title: Re: Sparen's Code Dump (Death Match in the Skies completed!)
Post by: Sparen on May 19, 2014, 11:22:28 PM
Digital Earth: Conquest v0.62  READY FOR DOWNLOAD!

This is the LAST RELEASE before the three stage demo. As such, it is unlisted on Bulletforge. The purpose of this release is a) backup because my hard drive might crash according to my CS teacher and b) because I would like as much feedback as possible before I release the 3 Stage Demo (which will be publicly released).

If you do not want whatever spoilers there are, please avoid this version. It does not come with the package.

DL: http://www.bulletforge.org/u/sparen/p/digital-earth-conquest-devel/v/062 (http://www.bulletforge.org/u/sparen/p/digital-earth-conquest-devel/v/062)

DL: http://www.bulletforge.org/u/sparen/p/digital-earth-conquest-devel/v/062b (http://www.bulletforge.org/u/sparen/p/digital-earth-conquest-devel/v/062b)
*Contains possible fix for the Player Not Found bug in the package and some other stabilizations. Will place new versions here as soon as they are uploaded.

Please report ANY and ALL bugs as soon as possible.

This is what I am looking for:
-Spell Practice: Any mismatched attacks, incorrect difficulty labels, font errors, replay issues, etc.
-Main Game: Balancing harder difficulties, evolution problems, linkage problems, replay desync issues, other unexplainable and otherwise unusual bugs, lack of music, etc.
-Events: Incorrect grammar, wrong text color, font issues, text going off screen, etc.
-Config: Saving failure, loading failure, menu problems, FPS issues at lower effect selections, etc.
-Players: Evolution issues, bomb issues, etc.
-System: Hi Score issues, Flash orb issues, Difficulty text issues, incorrect enemy name, text issues, continue system issues, continue system failure, pause and end scene bugs, replay select and replay save bugs, CommonData issues, etc.
-General: Locale issues, Failure to run issues, etc.

All help will be greatly appreciated. Thank you.
Title: Re: Sparen's Code Dump (AAA: Nuclear Hell Raven Released!)
Post by: Sparen on May 25, 2014, 05:08:46 PM
Regarding my Youtube Playlist:

May 25, 2014: From here on out (as of DNHArt 74), the naming of the videos will be changed so that those in the Western Danmakufu Community can actually find my videos. I will retrofit the existing videos so that the names conform with the new standard. Please feel free to comment on the new system and whether or not certain things should be changed.

All existing video links on the Moriya Shrine Forums and MotK will remain as they are.

NOTE: I plan to do a video of EUB if I can. DEC 3 Stage Demo has been postponed due to the release of the release of EUB's Demo, and also due to laziness and eye problems.
Title: Re: Sparen's Code Dump (DEC Stage 3 Demo Released!!)
Post by: Sparen on May 26, 2014, 09:44:54 PM
Digital Earth: Conquest v0.63 (RC-2) READY FOR DOWNLOAD!

At last, the three stage demo has arrived! Although its release conflicts with the demo of EUB, I hope that there will be more than one download this time. XD

There are issues, of course. There is a weird lag spike and some other things. If you could all report bugs, that would be greatly appreciated.

Download: http://www.bulletforge.org/u/sparen/p/digital-earth-conquest-beta/v/063 (http://www.bulletforge.org/u/sparen/p/digital-earth-conquest-beta/v/063)
NOTE: I am working on a more stable release of the 3 Stage Demo and it will be available shortly. I advise AGAINST downloading this version and instead, I recommend waiting for the new version, which will have major stability fixes (thanks to Arby26, CK Crash, Ultima, and PhantomSong).

Enjoy!

This is what I am looking for in bug reports:
-Spell Practice: Any mismatched attacks, incorrect difficulty labels, font errors, replay issues, etc.
-Main Game: Balancing harder difficulties, evolution problems, linkage problems, replay desync issues, other unexplainable and otherwise unusual bugs, lack of music, etc.
-Events: Incorrect grammar, wrong text color, font issues, text going off screen, etc.
-Config: Saving failure, loading failure, menu problems, FPS issues at lower effect selections, etc.
-Players: Evolution issues, bomb issues, etc.
-System: Hi Score issues, Flash orb issues, Difficulty text issues, incorrect enemy name, text issues, continue system issues, continue system failure, pause and end scene bugs, replay select and replay save bugs, CommonData issues, etc.
-General: Locale issues, Failure to run issues, etc.


VIDEO!: https://www.youtube.com/watch?v=Y8OxA19i2Hs (https://www.youtube.com/watch?v=Y8OxA19i2Hs)
Title: Re: Sparen's Code Dump (DEC Stage 3 Demo Released!!)
Post by: Sparen on May 31, 2014, 08:08:20 PM
Digital Earth: Conquest v0.65 (RC-3) READY FOR DOWNLOAD!

At last, the three stage demo has arrived! It is now FIXED!

There are still issues, of course (including an issue where music loops the first second if you click another window and come back. Cause unknown). If you could all report bugs, that would be greatly appreciated.

Download: http://www.bulletforge.org/u/sparen/p/digital-earth-conquest-beta/v/065 (http://www.bulletforge.org/u/sparen/p/digital-earth-conquest-beta/v/065)

Enjoy!

This is what I am looking for in bug reports:
-Spell Practice: Any mismatched attacks, incorrect difficulty labels, font errors, replay issues, etc.
-Main Game: Balancing harder difficulties, evolution problems, linkage problems, replay desync issues, other unexplainable and otherwise unusual bugs, lack of music, etc.
-Events: Incorrect grammar, wrong text color, font issues, text going off screen, etc.
-Config: Saving failure, loading failure, menu problems, FPS issues at lower effect selections, etc.
-Players: Evolution issues, bomb issues, etc.
-System: Hi Score issues, Flash orb issues, Difficulty text issues, incorrect enemy name, text issues, continue system issues, continue system failure, pause and end scene bugs, replay select and replay save bugs, CommonData issues, etc.
-General: Locale issues, Failure to run issues, music problems, etc.
Title: Re: Sparen's Code Dump (FIXED Digital Earth: Conquest 3 Stage Demo Released!)
Post by: Sparen on June 19, 2014, 09:44:22 PM
NOTE:

I will no longer be making DNHArt videos for 0.12m, as I just updated to the latest version of Wine and it no longer supports 0.12m's sound and font system.

Ph3 still works.
Title: Re: Sparen's Code Dump (Currently procrastinating)
Post by: Sparen on July 05, 2014, 12:39:13 AM
NOTE: DNHArt 75 has been released on Youtube. In conjunction with this, the thread on the Moriya Shrine Forums will no longer be updated. A reminder that I cannot run 0.12m anymore.

Also, the OP got a relatively small makeover. It should be possible to read the wall of text at the start now. Ish.
Title: Re: Sparen's Code Dump (Currently procrastinating)
Post by: Sparen on July 10, 2014, 05:35:35 PM
NOTE: Currently on Bulletforge, Talos Seija will most likely be replacing Miransu's Hell's Famous Sisters as Featured Project. After that, it seems to be a tie between Portrait of Disaster and Pok?DigiDanmaku.

However, I personally believe PoD to be far superior and will therefore be UNLISTING POK?DIGIDANMAKU. (Nobody will bother to find it via Bulletforge anyways so it shouldn't make a difference). This will allow Kirbio's script to be featured on the front page of Bulletforge for a few months and will save me the pain of having extra comments about a game that, although I spent a great deal of time and effort on, I believe to not be worth featuring.

As of today, Pok?DigiDanmaku will be unlisted and all of the beta and devel projects will be removed permanently from Bulletforge.
Title: Re: Sparen's Code Dump (New Danmakufu Video Tutorials!)
Post by: Sparen on July 14, 2014, 06:18:27 PM
New Danmakufu Tutorial Video!

https://www.youtube.com/watch?v=6c54DO4gjos&index=2&list=PLJ2F_5rhjlXTwCoPy9-5JSOufqAou908K (https://www.youtube.com/watch?v=6c54DO4gjos&index=2&list=PLJ2F_5rhjlXTwCoPy9-5JSOufqAou908K)

I might continue this, elaborating and giving examples of how to do certain things and how to use certain functions/create specific patterns. Of course, it's dependent on motivation, time, and whether or not I am capable of explaining what I am trying to do.
Title: Re: Sparen's Code Dump (New Danmakufu Video Tutorials!)
Post by: Helepolis on July 15, 2014, 05:42:26 AM
Adding links to the video tutorial thread if that is ok with you.
Title: Re: Sparen's Code Dump (New Danmakufu Video Tutorials!)
Post by: Sparen on July 15, 2014, 01:32:25 PM
Adding links to the video tutorial thread if that is ok with you.

It's preferable if you link to the playlist.

https://www.youtube.com/playlist?list=PLJ2F_5rhjlXTwCoPy9-5JSOufqAou908K (https://www.youtube.com/playlist?list=PLJ2F_5rhjlXTwCoPy9-5JSOufqAou908K)

That way if/when I add more videos, it won't cause clutter linking to each one.

Thank you.

EDIT: https://www.youtube.com/watch?v=G2yidnL8kw0&list=PLJ2F_5rhjlXTwCoPy9-5JSOufqAou908K&index=3 (https://www.youtube.com/watch?v=G2yidnL8kw0&list=PLJ2F_5rhjlXTwCoPy9-5JSOufqAou908K&index=3)
Second video is out. Covers creating and utilizing delay lasers, precautions, spell design, various ascent and loop techniques, etc.
Title: Re: Sparen's Code Dump (New Danmakufu Video Tutorials!)
Post by: Helepolis on July 15, 2014, 08:46:58 PM
Thank you too. It is good that someone is taking on the pattern tutorials because that is something I simply will never have the time for.

Tomorrow, I'll edit the video tutorial thread also to make it more generic and categorize.
Title: Re: Sparen's Code Dump (New Danmakufu Video Tutorials!)
Post by: Sparen on July 21, 2014, 08:23:22 PM
NEW VIDEOS!!!

(Yes, DEC is on hiatus mode. I will try to actually finish the game.)

DNHArt - LOCAA 5 Contest videos
DNHArt 76 - PhantomSong (2nd Place, Miko vs Sanae) (https://www.youtube.com/watch?v=bKaKUeq0wCY&index=78&list=PLJ2F_5rhjlXT1kzX8UkVRlwFyG_rPcj0h)
DNHArt 77 - AJS (1st Place, Tenshi vs Yukari) (https://www.youtube.com/watch?v=buqjGcXLBjE&list=PLJ2F_5rhjlXT1kzX8UkVRlwFyG_rPcj0h&index=78)*VichyCatalan's is better quality than mine and is played on a higher difficulty
DNHArt 78 - Gusano2314 (3rd Place, Cirno vs Utsuho) (https://www.youtube.com/watch?v=9dTJqRucfYM&list=PLJ2F_5rhjlXT1kzX8UkVRlwFyG_rPcj0h&index=79)

Danmakufu Tutorials
Tutorial 3 (http://youtu.be/I0jBPs90KTg)
Covers: Uses of ascent loops, including rings, waves, lines, and arrows of bullets, as well as basic structure of plural scripts

NOTE: Yeah, I am also working on another project that has been constantly postponed for the past half year. I'm going to wait for about 5 posts on this thread before I make a post for it, however. That way I can have it at the top of the next page.
Title: Re: Sparen's Code Dump (LOCAA 6: Danmakufu Troll Stars)
Post by: Sparen on July 25, 2014, 02:02:10 AM
LOCAA Contest 6:
Danmakufu Troll Stars


(https://sparen.github.io/img-hoster/public/Trollstars.png)

This is the main announcement post for my LOCAA 6 Contest Entry, Danmakufu Troll Stars. This project has two parts - a stage portion meant to carry the Spirit of Unreasonable Mechanism and a boss portion meant to refresh scripters minds that there are funny and memorable things out there in the world of Danmakufu.

This project is not meant to humiliate, insult, or in any way degrade any of those who are featured. This content of this script is not meant to be taken seriously. Please do not publicly or privately degrade any of those featured or exaggerate the points featured in this script to the point that those featured feel more uncomfortable than necessary. With some exceptions, any and all of those featured can be switched out and replaced by others. Please inform me if you would NOT like to be featured in this script.

Those featured as part of the system (not to be replaced):
Drake - Player
Helepolis - Cutin
TrollTrain - STG_Frame and background
Infinite Ultima Wave - Playlist Title

Those featured in boss attacks (in order of appearance):
Lunarethic [Permission granted]
Sparen [Permission granted]
Miplouf [Permission granted]
I Have No Name [Permission granted]
GTbot [Permission granted]
Miransu Uwabami [Permission granted]
ExPorygon
AJS
Thaws
CK Crash [Permission granted]
PhantomSong [Permission granted]
Trickysticks [Permission granted]
Hunguil [Permission granted]
TalosMistake
Kirbio [Permission granted]
Gusano2314 [Permission granted]
FondueMaster [Permission granted]
Arby26
Darkness1
Sariel/Gungnir
Infinite Ultima Wave [Permission granted]
Naut
Blargel

Those not to be featured:
N/A

Current Version: 0.20a
Current Release Version: 0.20a [See below for download]

*Current Version is my current version. Current Release Version is the latest Devel release.

Current Progress
Done

All Demo Versions
RC-1: See following post: RC-1 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1126746.html#msg1126746)

Previews
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_ScreenShot2014-07-23at62923PM_zpsd84d640d.png) (http://s1164.photobucket.com/user/SparenofIria/media/ScreenShot2014-07-23at62923PM_zpsd84d640d.png.html)
(Trust me, you don't want her as a conductor)
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_ScreenShot2014-08-24at90605AM_zps75147bd3.png) (http://s1164.photobucket.com/user/SparenofIria/media/ScreenShot2014-08-24at90605AM_zps75147bd3.png.html)
(You know, 3D is fun...)

Official Video: (links to other videos of this script will be in the description)
DNHFart 2 (https://www.youtube.com/watch?v=qoTaRIdI8o8&list=PLJ2F_5rhjlXTnAieuCrr1mOHzemYM1aYH&index=2) ***SPOILER WARNING***
Title: Re: Sparen's Code Dump (New Danmakufu Video Tutorials!)
Post by: Sparen on August 24, 2014, 01:11:44 PM
UPDATES!!!

I know I've been away for a long time, but that doesn't mean I haven't been doing productive things!

DNHArt:
DNHArt 79? Hunguil's Yoshika (https://www.youtube.com/watch?v=Wu_dtXK9_7A)
I'm planning to do another script or two in the following days, but there are no guarantees here.

Danmakufu Tutorials:
-I may or may not do a tutorial on how to make bullets bounce off of walls. It depends on my workload and schedule, as well as the cooperation of my new dorm and suite mates now that I'm in college.

LOCAA 6:
(http://i1164.photobucket.com/albums/q570/SparenofIria/th_ScreenShot2014-08-24at90605AM_zps75147bd3.png) (http://s1164.photobucket.com/user/SparenofIria/media/ScreenShot2014-08-24at90605AM_zps75147bd3.png.html)
I've been working hard to make this a script worth playing. Currently, I'm finishing up the spell that inspired me to make the script.

DEC:
...I have done nothing for DEC in the past month. -_-

Wine APPDB/BugZilla
-I will try to provide accurate and up-to-date test results for the Touhou series, although I may be slower than previously thought.
Title: Re: Sparen's Code Dump (Working on LOCAA 6: Danmakufu Troll Stars!)
Post by: Sparen on September 02, 2014, 07:26:01 PM
NOTE:

Here is the main post of my LOCAA 6 contest entry. Link (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1115353.html#msg1115353)

This is the last call for anyone to opt in or opt out of the script. If you would like to be ADDED, please tell me ASAP so that I can include you in the CommonData. Note that all you'll get is a non spell, since I have like 5 spells in a row at the end. If you would like to be DROPPED, simply tell me and I will either drop you on the spot (if I have not done anything for you) or will see what can be done (if I have already made an attack for you).

Thank you, and await the final script! Please note that the video preview is now UNLISTED and can no longer be accessed from Sparen's Danmakufu (playlist) or the official post for this project. Three videos was apparently enough to give me a wakeup call, so the other two unlisted previews will be removed so that prospective video makers do not get spoilers.
Title: Re: Sparen's Code Dump (Danmakufu Troll Stars completed!)
Post by: Sparen on September 10, 2014, 12:54:45 AM
LOCAA 6: Danmakufu Troll Stars v0.20a (RC-1) READY FOR DOWNLOAD!

It's here!

DOWNLOAD (http://www.bulletforge.org/u/sparen/p/locaa-6-danmakufu-troll-stars/v/v020a)
Title: Re: Sparen's Code Dump (LOCAA 6: Danmakufu Troll Stars has been released!)
Post by: Sparen on September 13, 2014, 04:46:39 PM
The following projects and versions have been removed from Bulletforge:
-DEC Devel
-DEC Beta - v0.64, v0.80*
-PDD Veemon Player v2.6, v2.6c
-LOCAA 4 - v1.01a, v1.02
-Kogasa-Okuu Player v0.03, v0.04, v0.09, v0.11
-Halloween Sekibanki v1.01
-LOCAA 3 - v1.07
-Kogasa Player v0.09
-PDD Alpha - v2.00

~Note that with the exception of DEC Devel, all of the scripts have only had OLD versions removed. This is to free up some space (~300 MB) on Bulletforge since I'm known for storing amazing amounts of stuff there.

*v0.85 is the stable release of Stages 1-4, but will not be released to the public. If you would like to beta-test and give feedback for Stage 4, please contact me. Do note that I am now officially working on Stage 5 after about 2-3 months of hiatus from DEC




SEPT 15, 2014:
DNHFart 2 (https://www.youtube.com/watch?v=qoTaRIdI8o8&list=PLJ2F_5rhjlXTnAieuCrr1mOHzemYM1aYH&index=2)

As of today, the video for my script is no longer unlisted
Title: Re: Sparen's Code Dump (Sparen Boss Battle)
Post by: Sparen on September 28, 2014, 07:02:49 PM
Incident Causer Mayhem
The Avatar of Mountains and Lakes


(https://sparen.github.io/img-hoster/public/ICM-Kanako.png)

In the end I decided that I will not be able to to my Sparen Boss Battle until DEC is completed due to limitations on myself as well as the plethora of system upgrades I am in the midst of. Therefore I have decided on something more interesting for the time being - a Kanako boss battle for the Incident Causer Mayhem contest hosted by PhantomSong.

Current Version: 1.00a
Current Release Version: 1.00a

*Current Version is my current version. Current Release Version is the latest Devel release.

Current Progress
Final testing

All Demo Versions
RC-1/RC-2: See following post: [https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1139793.html#msg1139793 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1139793.html#msg1139793)]

Previews
RC-1: DNHArt 82 (https://www.youtube.com/watch?v=lmAdPwu4uMY&index=83&list=PLJ2F_5rhjlXT1kzX8UkVRlwFyG_rPcj0h)
*All other videos of this script will be linked in this video's description
Title: Re: Sparen's Code Dump (LOCAA 6: Danmakufu Troll Stars has been released!)
Post by: Sparen on October 05, 2014, 01:07:06 AM
I am now purging another set of projects from Bulletforge:

The following are no longer available:
-Kyllallrenn Player Script (Hands down my least popular player)
-BS Yukkuri Stage (This is a wonderful relic of my first month of Danmakufu. My only regret was deleting the comments)
-PDD Veemon Player (Given that PDD comes with it, I doubt people will need this link...)
-TC Extra Stage (This was my first 'real' script, and I feel that since absolutely nobody is going to want to download it, I might as well ditch it. There's a chance I will remake it from scratch in ph3. It will actually be a stage this time.)
-DEC Flamon/Strabimon Players (Having multiple versions gets me very confused. Removing because it's never going to be the same version as with the actual game)

Note that I still have these projects on my computer and on my flash drives, so if you happen to want one of them (looks at Trickysticks, who's doing first script videos), just ask.
Title: Re: Sparen's Code Dump (Two new tutorials!)
Post by: Sparen on October 10, 2014, 12:01:13 AM
I threw together a small tutorial after a fight in LOCAA. I hope it is helpful to newer scripters.

Sparen's Basic ph3 Item Tutorial (http://dmf.shrinemaiden.org/wiki/Sparen%27s_Basic_Ph3_Item_Tutorial)






Today, Oct 21, 2014...

I present a new video tutorial!

[4] Touhou Danmakufu ph3 Tutorial - Reflecting Bullets off of Sides and Walls (https://www.youtube.com/watch?v=eoOlDcWmGjc&list=PLJ2F_5rhjlXTwCoPy9-5JSOufqAou908K&index=4)

It will be processed shortly!
Title: Re: Sparen's Code Dump (ICM: TAoMaL completed!)
Post by: Sparen on November 02, 2014, 05:50:19 PM
ICM: The Avatar of Mountains and Lakes v1.00a (RC-2) READY FOR DOWNLOAD!

It's here!

DOWNLOAD (http://www.bulletforge.org/u/sparen/p/icm-the-avatar-of-mountains-and-lakes/v/100a)

**RC-2 is the fixed version (should fix Nonspell 3 issue)
Title: Re: Sparen's Code Dump (ICM: The Avatar of Mountains and Lakes Released!)
Post by: Sparen on November 09, 2014, 11:59:10 PM
Today I will be purging the following from my Mediafire account. They will NO LONGER BE AVAILABLE.

PDD v0.02
PDD v0.04
PDD v0.20
PDD v0.31
PDD v1.14
PDD v1.29
PDD v1.31
LOCAA3 v1.08

Cirno Day 2012
Title: Re: Sparen's Code Dump (ICM: The Avatar of Mountains and Lakes Released!)
Post by: Sparen on November 14, 2014, 07:15:47 PM
This post has a few functions

Firstly, DEC Stage 5 is near completion! Yay!

Secondly, I will now begin danmaku script videos with voiced commentary! The only requirement is that you ask me to do it AND that I have not seen it before - blind runs are best for these kinds of things.

Thirdly, the Sparen Boss Battle has been cancelled and has been replaced by a tentative project - 東方変幻永〜Indeterminate Insufferable Illness, a game that I plan to make instead of Terranean Cataclysm.

On this note, I would like to make the game original - therefore, I will need original remixes of Touhou music as well as a person capable of making slightly unusual cut ins (i.e. Eirin foaming at the mouth) and associated sprites.

Digital Earth: Conquest v1.00 READY FOR DOWNLOAD!

This is a closed demo meant for balancing, bug fixing, and overall quality improvements. If you would like to assist in the development process, please PM me or contact me on Skype. I am looking for players of varying skills levels, but preferably those who can also give feedback on how to improve my game.
Title: Re: Sparen's Code Dump (ICM: The Avatar of Mountains and Lakes Released!)
Post by: Sparen on November 24, 2014, 02:15:28 AM
DNHART and DNHFART notices:

Starting today, I will be retrofitting all videos to comply with the following:
-Links auto redirect to latest versions of any given script - if I have featured your script and you would like the link to point to a specific version, I will make note of that.
-I will provide partial localizations for Japanese in the descriptions.
-Lower ranks will be removed from RaNGE 10. If you are in ranks 6-10 and your rank number is still there and you don't want it to be there, remind me to remove it.
-Scripts whose downloads have been removed will no longer have their old link
-Video links that are dead will most likely be removed. If I forgot to remove a dead link, please notify me.

Current Progress:
RaNGE 10 Contest (1-22): COMPLETE
Intermission I (23-33): COMPLETE
CURSE 1 Contest (34-40): COMPLETE
Halloween Contest (41-48): COMPLETE
Intermission II (49-58): COMPLETE
LOCAA 4 and Artifact 1 Contests (59-63): COMPLETE
Intermission III (64-65): COMPLETE
Artifact 2 and AAA Contests (66-73): COMPLETE
Intermission IV (74-75): COMPLETE
LOCAA 5 Contest (76-78): COMPLETE
Intermission V (79-80): COMPLETE
Incident Causer Mayhem Contest (81-93): COMPLETE UNTIL CONARNAR (Youtube won't let me edit descriptions now for some reason.)
LOCAA 6 Contest (1-3): COMPLETE
Intermission VI (94): COMPLETE

Scripts that do not have download links:
DNHArt 02: RaNGE 10 - Rikako Asakura
DNHArt 11: RaNGE 10 - Victini
DNHArt 19: RaNGE 10 - PhantomSong
DNHArt 26: Giratina - Victini
DNHArt 27: Gensei Ruri - TalosMistake
DNHArt 28: Hatate - Victini
DNHArt 78: LOCAA 5 - Gusano

EDIT @ Nov 24, 2014 - 12:07PM: All DNHArt videos have been put into the new description standards. Please inform me of any issues by PM. Also, I managed to put a ph3 script as 0.12m. And it was there for like 5 months. Did nobody actually notice? o_O
EDIT @ Nov 24, 2014 - 12:10PM: All DNHFart videos have been placed into the new description standards.
Title: Re: Sparen's Code Dump (Finishing DEC and reformatting DNHArt!)
Post by: Sparen on December 01, 2014, 03:45:08 AM
NOTE: I will soon begin making a step by step tutorial for ph3, similar to my 0.12m one except significantly better - and perhaps I will actually finish it. Chances are it will be completely linked with existing tutorials in the hope that it provides a solid foundation and support network for new scripters to begin using ph3.

Once I have covered a certain amount (to be determined), I will most likely shut down both of my Google Sites, since I sort of view them as failed experiments. However, if people want to use my existing but absolutely incomplete 0.12m tutorial, they are perfectly free to do so.

For future reference, the new tutorials will most likely hosted on my Github page, and I will try to implement Java applications and GIFs to make the experience more thorough. No guarantees since it is in planning stage, however.

As of right now, figuring out how to implement code blocks and simple GUI applications for asking multiple choice questions for comprehension are some of the main challenges in beginning implementation.
Title: Re: Sparen's Code Dump (Finishing DEC and reformatting DNHArt!)
Post by: Failure McFailFace on December 01, 2014, 12:34:51 PM
NOTE: I will soon begin making a step by step tutorial for ph3, similar to my 0.12m one except significantly better - and perhaps I will actually finish it. Chances are it will be completely linked with existing tutorials in the hope that it provides a solid foundation and support network for new scripters to begin using ph3.

Yay! I'm really considering making my own game by daisy chaining some ridiculous number of stages together into one long game.
Title: Re: Sparen's Code Dump (Finishing DEC and reformatting DNHArt!)
Post by: Sparen on December 01, 2014, 01:21:53 PM
Yay! I'm really considering making my own game by daisy chaining some ridiculous number of stages together into one long game.

It'll be a very long time until I get to linking stages, you know... got to get through shooting a bullet at the player first and all that stuff. ^_^

(As an answer to your question, there are 2 common methods. One is to use a package and iterate through the stages and the other is to include all of your 'stages' in one superstage.)
Title: Re: Sparen's Code Dump (Finishing DEC and writing tutorials!)
Post by: Sparen on December 06, 2014, 07:55:00 PM
I am now proud to announce my ph3 tutorials. They will be hosted at sparen.github.io/ph3tutorials/ph3tutorials.html (http://sparen.github.io/ph3tutorials/ph3tutorials.html). Please note that this is a slow process and that it will take a while for me to get anywhere. Current Progress is not as far as I hoped it would be but in exchange, I'm getting familiar with writing HTML/CSS without and IDE and I'm getting some exposure to Javascript, which powers the quizzes on the site. Note that you will need Javascript to see the quizzes and receive feedback on the answer. If you would like to leave a comment, there is a comment page linked on all major pages of the website, and feel free to PM me here on MotK.

The tutorials are currently in progress and please note that peer review has not scoured later tutorials very thoroughly yet, as will always be the case. Please report errors as soon as possible.

Thanks to CK Crash and Drake for code and tutorial resources, and thanks to Miransu and Ultima, among others, for the feedback and peer review you have given.

Also: As of right now, I have decided not to shut down my 0.12m tutorial site.

EDIT: FlamingRok: Thanks. I'm in a daze after fixing Javascript.
Title: Re: Sparen's Code Dump (Finishing DEC and writing tutorials!)
Post by: FlamingRok on December 06, 2014, 07:57:28 PM
Link appears to be broken, try this one (http://sparen.github.io/ph3tutorials/ph3tutorials.html) instead.

I'll be making use of these tutorials though, so thanks!
Title: Re: Sparen's Code Dump (Touhou III)
Post by: Sparen on December 07, 2014, 05:03:25 PM
東方変幻永〜Indeterminate Insufferable Illness

(https://sparen.github.io/img-hoster/public/III-teaser.png)

Indeterminate Insufferable Illness (Hengenei) *was* a planned game that has since been cancelled - see bottom of post for premise.

Still, I plan to at least make the Reisen-Marisa dual boss battle as a system transition to the future SeitenTouji system, so one component of this project will probably come to fruition.

Current Version: N/A
Current Release Version: N/A
Current Demo Version: N/A

*Current Version is my current version. Current Release Version is the latest Devel release.

Current Progress
Planning

All Demo Versions
RC-1: ???

Previews
None as of now



ORIGINAL CONTENT OF POST:

This is the official release post for my next major (and perhaps final) project in Touhou Danmakufu - 東方変幻永〜Indeterminate Insufferable Illness. This will be a long term project, and I am posting this thread now for the following reasons:

-I will need a composer/remixer/arranger who will be willing to make remixes of Touhou bgm and perhaps original music for stages - preferably, the same person for the entire game's bgm. If this position is not filled, music will default to ZUN's. By default, this will prevent international release of the game.
-I need someone to make cut ins and sprites of enemies. You will get to make a foaming Chen, an insane Sanae, and a drunken Suika (well... she's always drunk). If the cut in position is not filled, I will do cut ins myself and events will default to my DEC event system, where there is only a face and nothing else. If the spriter position is not filled, I will either do the sprites myself (i.e. no attack animations) or will default to SpellCardCollection sprites, in which case, the game will be limited to a free download on Bulletforge, since I won't even be able to sell it at a convention.

MUSIC: FrenticPony, TBA
CUTINS: Ultimadragon88
SPRITES:

As for all other resources, I can hopefully apply for a creative tech grant to get me access to textures and a copy of the Adobe Creative Suite. Other option is to commission people or make them myself, or to use ZUN backgrounds.

If you are interested in one of the positions, be aware of the following:
-I cannot pay you.
-Please contact me via PM or Skype
-I cannot start scripting Stage 1 without a bgm. If I do not have a composer at the time and someone wishes to help me out afterwards, you will be restricted to the tempo and song chosen.


Thank you.

Now, the plot premise:
Reisen is walking towards the SDM to deliver some medicine. However, Sakuya refuses to let her pass, and then attacks, blaming Reisen for her madam's insanity and Flan's mysterious disappearance. And then it goes south from there.

The entire plot has already been determined, as have all of the bosses. I am to be the sole scripter for the majority of the project, with the exception of function libraries and other resources made by others
Title: Re: Sparen's Code Dump (ICM: The Avatar of Mountains and Lakes Released!)
Post by: Sparen on December 13, 2014, 07:09:04 PM
Digital Earth: Conquest v1.13 BACKUP RELEASE

DEC is nearing its next demo, and although I would really like to ask someone to do a full replacement of all cut in images, I doubt it will ever happen. Therefore, I will leave this here as a note that I may consider dropping the Extra Stage entirely if nobody wants to actually play this game. Work has already begun on my next project (which is Touhou related, as seen in the previous post), and truth be told, I highly doubt that DEC will get much of any attention. It's also far easier to release without extra because I won't have to accommodate for the Extra Stage in the package.

Anyways, that's that. Depending on my coding pace, the first 6 stages might be ready for beta-testing within a week.
Title: Re: Sparen's Code Dump (Finishing DEC and writing tutorials!)
Post by: Sparen on December 15, 2014, 03:45:15 PM
...Turns out that my download link for my LOCAA 6 contest entry has been wrong for the past 3 months, so here's the CORRECT link:

http://www.bulletforge.org/u/sparen/p/locaa-6-danmakufu-troll-stars/v/v020a (http://www.bulletforge.org/u/sparen/p/locaa-6-danmakufu-troll-stars/v/v020a)

Yeah, I have no clue why nobody noticed this, but oh well.
Title: Re: Sparen's Code Dump (Finishing DEC [not really] and writing tutorials [sort of]!)
Post by: Sparen on January 04, 2015, 12:30:29 AM
Happy New Year peoples.

I wrote a guide to Bulletforge, although it is 100% unpolished and may not be helpful for its intended audience (new Danmakufu scripters and people trying to figure out how to use the thing)

http://sparen.github.io/ph3tutorials/ph3uXl1.html (http://sparen.github.io/ph3tutorials/ph3uXl1.html)

EDIT: Forgot to note that I am no longer doing DNH Let's Plays due to some issues with sound quality with my computer.

EDIT: Finished Lesson 6 as well.
Title: Re: Sparen's Code Dump (ICM: The Avatar of Mountains and Lakes Released!)
Post by: Sparen on January 12, 2015, 12:37:35 AM
Digital Earth: Conquest v1.17 BACKUP RELEASE

About a month ago, I said that Stage 6 would be ready for Beta-Testing within a week. Well, a month has passed and in that time, I have done a surprising number of optimizations, including pre-loading bosses, as well as the credit stage. However, I need to make a significant number more, since my credit stage is running at an abysmal FPS due to the usage of a 70ish long array as well as the sheer number of rendering problems.

Regardless, today two more attacks were done. Once I complete the final spell of the Stage 6 boss, I will perform some more optimizations, and then there is a chance I will release the game to Lets Players and the like while I try to dredge an extra stage with unbroken replay support out of the ugly and overly complicated mess that is my package.

Hopefully I will be able to complete this game within a month or two.

Anyways, have a preview. It may be taken down at any time though.

(http://puu.sh/eoqT1/69f55adde3.png)



EDIT Jan 11 2014 (around 9PM)
Digital Earth: Conquest v1.18 (RC-4) RELEASED

CK Crash did a stream of the entire game on Twitch, which was very much a success. Fixes will be implemented, as well as the ending. There will most likely be another closed demo followed by the creation of the Extra Stage rather than a release without Extra and a release with Extra.


EDIT Jan 13, 2014, 4:39 PM
DEC game-wide optimization has begun. Priorities include making sure that text fits inside text boxes (the side pitch of text is apparently different depending on your operating system, and I have no control over that at all, which is somewhat worrisome), identifying higher-powered stage enemies, and implementing @Loading/@Finalize RAM Optimization Pairing as well as unneeded variable removal, which basically constitutes wiping the remainder of the 0.12m code from the game and from future projects in Danmakufu ph3.

Depending on the speed at which I optimize the code and can get Extra to work both in replays and spell card practice, I may send out another closed demo.
Title: Re: Sparen's Code Dump (DEC Extra Stage! Ph3 Tutorial 7 completed!)
Post by: Sparen on January 22, 2015, 05:20:29 PM
Ph3 Tutorials - Unit 1 Lesson 7 Completed!

http://sparen.github.io/ph3tutorials/ph3u1l7.html (http://sparen.github.io/ph3tutorials/ph3u1l7.html)



NOTICE (Jan 23, 2015): I can now stream Danmakufu, so I may actually turn DNHLP into something worthwhile. My first successful? attempt can be found here for maybe up to 2 weeks (http://www.twitch.tv/sparenofiria/b/614986943).

In the future the music will not be painfully loud to the point you can't hear my commentary. -_-
Title: Re: Sparen's Code Dump (DEC Extra Stage and ph3 Tutorials!)
Post by: Sparen on February 01, 2015, 07:40:11 PM
STREAM RESULTS

Completed remainder of DEC Extra Stage (pre-midboss), as well as mid boss animation and basic events.



Anyways, DEC is slowly crawling towards completion, and so is Unit 1 Lesson 8 (http://sparen.github.io/ph3tutorials/ph3u1l8.html) (ph3 tutorials). Productivity!
Title: Re: Sparen's Code Dump (DEC Extra Stage and ph3 Tutorials!)
Post by: Sparen on February 07, 2015, 04:57:42 PM
STREAM RESULTS

-Completed implementation of Extra stage into the package
-Completed implementation of Extra stage replays into the package
-Completed implementation of Extra stage spell card practice into package
-Completed Extra Stage Midboss Spell 1 (my first time using ObjMove_AddPatternB2 ever)

Even though I received 0 feedback and there was only one viewer for the majority of the stream, I was productive, so that's good.
Title: Re: Sparen's Code Dump (DEC Extra Stage! Ph3 Tutorials!)
Post by: TalosMistake on February 08, 2015, 07:22:22 AM
I didn't have time to watch it.  Could you upload it to youtube?
Title: Re: Sparen's Code Dump (DEC Extra and Tuturials!)
Post by: Sparen on March 02, 2015, 09:05:41 PM
I am pleased to announce that I managed to stop procrastinating. As a result, work has finally begun on the boss of Digital Earth: Conquest.

As of now, if there are any artists willing to do a full replace of all cut in images, please contact me. If there are composers who would like to do the main menu and ending themes, please contact me.

I will be finishing Lesson 8 in a few days at the most (hopefully), and will get to work on the rest during Spring break, most likely.



EDIT @8:10 PM EST, 03/02/15
Lesson 8 is done! Link here: Introduction to Shotsheets and Bullet Properties (http://sparen.github.io/ph3tutorials/ph3u1l8.html)
Please report any issues to me, preferably through Skype or PM
Title: Re: Sparen's Code Dump (Tutorial Lesson 8 done!)
Post by: Uruwi on March 03, 2015, 06:08:18 AM
Err, keyboard input and file objects aren't "super advanced" IMO. Common data and using the debug console should be moved to the Intermediate section as well.
Title: Re: Sparen's Code Dump (Tutorial Lesson 8 done!)
Post by: Sparen on March 03, 2015, 01:58:55 PM
Err, keyboard input and file objects aren't "super advanced" IMO. Common data and using the debug console should be moved to the Intermediate section as well.

I've reordered a few things and partially organized things under the scrip type they are more applicable under.
Title: Re: Sparen's Code Dump (Tutorial Lesson 9 done!)
Post by: Sparen on March 14, 2015, 08:37:41 PM
Tutorial Lesson 9 (http://sparen.github.io/ph3tutorials/ph3u1l9.html), which covers Loose, Straight, Delay, and Non-Directional Lasers, is done!
Title: Re: Sparen's Code Dump (Tutorial Lesson 9 done!)
Post by: Sparen on March 31, 2015, 04:01:13 AM
UPDATES

Hengenei - So it seems that with my willpower to finish DEC dwindling even more by the day, this project will never come to fruition. I will still consider doing the Marisa-Reisen dual boss as a way to prepare for the cleaning of my system, but I doubt Hengenei will ever come into being as a full game
Digital Earth: Conquest: This is pretty bad for procrastination, even for me. I've been sitting on the Extra Boss with a to-do list of player experience improvements, and I have a grand total of 0 willpower to complete the game, mainly due to the ever-growing fear of copyright infringement cases and the seeming lack of support for the project. If I can get some free time, I may try to at least write some attacks and finish the Ex Boss, but I don't know when that will happen.

Tutorials:
As with DEC, time constraints are making this painful. If I have some free time on the weekend and someone reminds me, I will probably finish writing Lesson 10 and some of the supplemental lessons.

SeitenTouji: For a project that nobody knows about, it's gradually becoming more and more solid. Rough concept art is done for the player of the first game and for the stage 5 boss as well - I'm working on some design things and back anatomy. I will probably make an official announcement about this once I have a working system ready to go with all-custom resources

PMD DNH: I have not really announced this project here on RaNGE as this is a Touhou forum, but yes - I am making a Pok?mon Mystery Dungeon engine in Danmakufu ph3 based off a proof-of-concept made by FrenticPony. The devlog can be found at my website (http://sparen.github.io/projects/projectspmddnh_devlog.html). This project is going pretty well, even though it will never be completed and will most likely not feature a complete plot or all *600+* Pok?mon due to sheer manpower limitations. If someone wants me to turn it into a Pok?mon Mystery Dungeon x Touhou crossover, the game will become 1000x more possible because we will be dealing with 70 or so non-evolving players rather than 600+ Pok?mon with evolutions, different base stats per evolution, different move sets per evolution, different graphics per evolution, and *different TM sets and egg moves and abilities and terrain abilities and sizes and ....*

...needless to say, I currently have no plans to bother with most of the Pok?mon available simply because my proof of concept is for the dungeon crawling and not the ability to write 50 MB text files comprising of move sets.
Title: Re: Sparen's Code Dump (Tutorial Lesson 9 done!)
Post by: Uruwi on March 31, 2015, 04:59:56 AM
UPDATES

Hengenei - So it seems that with my willpower to finish DEC dwindling even more by the day, this project will never come to fruition. I will still consider doing the Marisa-Reisen dual boss as a way to prepare for the cleaning of my system, but I doubt Hengenei will ever come into being as a full game
Digital Earth: Conquest: This is pretty bad for procrastination, even for me. I've been sitting on the Extra Boss with a to-do list of player experience improvements, and I have a grand total of 0 willpower to complete the game, mainly due to the ever-growing fear of copyright infringement cases and the seeming lack of support for the project. If I can get some free time, I may try to at least write some attacks and finish the Ex Boss, but I don't know when that will happen.

Tutorials:
As with DEC, time constraints are making this painful. If I have some free time on the weekend and someone reminds me, I will probably finish writing Lesson 10 and some of the supplemental lessons.

SeitenTouji: For a project that nobody knows about, it's gradually becoming more and more solid. Rough concept art is done for the player of the first game and for the stage 5 boss as well - I'm working on some design things and back anatomy. I will probably make an official announcement about this once I have a working system ready to go with all-custom resources

PMD DNH: I have not really announced this project here on RaNGE as this is a Touhou forum, but yes - I am making a Pok?mon Mystery Dungeon engine in Danmakufu ph3 based off a proof-of-concept made by FrenticPony. The devlog can be found at my website (http://sparen.github.io/projects/projectspmddnh_devlog.html). This project is going pretty well, even though it will never be completed and will most likely not feature a complete plot or all *600+* Pok?mon due to sheer manpower limitations. If someone wants me to turn it into a Pok?mon Mystery Dungeon x Touhou crossover, the game will become 1000x more possible because we will be dealing with 70 or so non-evolving players rather than 600+ Pok?mon with evolutions, different base stats per evolution, different move sets per evolution, different graphics per evolution, and *different TM sets and egg moves and abilities and terrain abilities and sizes and ....*

...needless to say, I currently have no plans to bother with most of the Pok?mon available simply because my proof of concept is for the dungeon crawling and not the ability to write 50 MB text files comprising of move sets.

Quite disappointed that Hengenei never came to fruition, especially given that I applied to compose its BGM. Same with DEC; however, I'm excited to see what SeitenTouji will become.
Title: Re: Sparen's Code Dump (Tutorial Lesson 9 done!)
Post by: Sparen on March 31, 2015, 12:45:32 PM
Quite disappointed that Hengenei never came to fruition, especially given that I applied to compose its BGM. Same with DEC; however, I'm excited to see what SeitenTouji will become.

Thanks. Once I've finalized the plot and characters for the first game, I'll populate the information on my website.
Title: Re: Sparen's Code Dump (Tutorial Lesson 10 done!)
Post by: Sparen on April 04, 2015, 07:42:46 PM
Touhou Danmakufu ph3 Tutorials - Lesson 10 (http://sparen.github.io/ph3tutorials/ph3u1l10.html) (Angular Velocity, Curvy Lasers, Curved strings of bullets, snaking lasers, directional parameters) is now complete and ready for fact-checking! I have begun work on Extra Lesson 1, and hope to make some progress on these.
Title: Re: Sparen's Code Dump (Tutorial Lesson 10 done!)
Post by: Sparen on April 09, 2015, 11:49:39 PM
For those who are interested, I just finished my Extra Lesson 1 (Tutorial 8a)

http://sparen.github.io/ph3tutorials/ph3u1l8a.html (http://sparen.github.io/ph3tutorials/ph3u1l8a.html)

I hope this helps people out in regards to using some of the rand and math functions in DNH
Title: Re: Sparen's Code Dump (Tutorial Lesson 10 done!)
Post by: Uruwi on April 10, 2015, 03:59:46 AM
For those who are interested, I just finished my Extra Lesson 1 (Tutorial 8a)

http://sparen.github.io/ph3tutorials/ph3u1l8a.html (http://sparen.github.io/ph3tutorials/ph3u1l8a.html)

I hope this helps people out in regards to using some of the rand and math functions in DNH

Just so you know, using round results in a bias against the start and end integers. I personally use truncate(low, high + 1) (though floor would yield the correct results when one or both arguments are negative).
Title: Re: Sparen's Code Dump (DEC Home Stretch!!)
Post by: Sparen on April 17, 2015, 08:38:58 PM
April 17 Binge Programming

@4:37PM EST
Stream Part 1 has concluded. Thanks to all of my viewers (all 2? 3? of them).
In this segment, I made DEC's Extra Stage Boss's spell background, as well as the first two spell cards and their implementations in Spellcard Practice.

The next segment of the stream is scheduled to go from 5:30 or so to 7:30 or so at http://www.twitch.tv/sparenofiria

@7:36PM EST
Stream Part 2 has concluded. Thanks to my viewers (especially Pikmin H, for actually saying things)
In this segment, I made DEC's Extra Stage Boss's third spell and fourth non spell, as well as the spell's implementation in Spell Practice.

If I have energy later today, the final segment of the stream will start around 9:30 PM and will continue until I have no more energy left to code.

@12:26PM EST
Stream Part 3 has concluded. Thanks to my viewers (especially Miransu)
In this segment, I made DEC's Extra Stage Boss's fourth spell and fifth+sixth? non spells, as well as the spell's implementation into Spellcard Practice.

So in the end, I completed 7 attacks today. That means that 10 out of the 18 attacks in the Extra Stage Boss are done. Three of the remaining 8 are in the design phase. Now I just need to figure out the rest...

April 18 Binge Programming
@10:11PM EST
OK so this wasn't as much of a binge as it was organizing the beta group and plowing through an open topics sheet. The v1.42 Beta Release contains the following:
-Nonspells 7 and 8
-Spells 5 and 6
-Fixing of a few bugs and a few graphics changes

Want to join the beta-testing team? My Skype is sparenofiria
At my current pace, I could release the game tomorrow... though that's unlikely.

@12:11AM EST
Stage 5 and the Extra Stage have been rebalanced, the former to make the stage harder and to make Cyberdramon's non spells less cheap, and the latter to allow Strabimon to actually take out enemies.

A bug in spell card practice has been resolved as well.

If I go at my current pace, the game will most likely be completed tomorrow and will begin strenuous testing and rebalancing.
Title: Re: Sparen's Code Dump (DEC in Beta-Testing!)
Post by: Sparen on April 27, 2015, 10:39:10 PM
As of this post, Digital Earth: Conquest has entered the official Beta-Testing period. As of now, every attack and every bit of dialogue is complete.

From here on out, I will try to fix all remaining issues and upgrade as much of the code as possible within a week, aiming for a release data at or before May 8, 2015

I am looking for beta-testers from here on out, and if you would like to assist, please contact me via PM.

EDIT: ...This deadline needs to be met in order for the release to not conflict with ULiL, Touhou Hou Enbu, and LoLK Demo, so I will push forwards.
Title: Re: Sparen's Code Dump (DEC in Beta-Testing!)
Post by: Sparen on May 01, 2015, 03:07:20 AM
Digital Earth: Conquest v1.52 (RC-6)

While this is not a public release (I doubt it will become one), it is a major milestone, as we have 100% completion and are currently fixing and balancing.

Hopefully, I will be able to do as much balancing as possible before the final release.



EDIT @ May 2, 2015

ph3 Tutorials - Extra Lesson 2 (http://sparen.github.io/ph3tutorials/ph3u1l10a.html) done. Features how to replicate Moonlight Ray
Title: Re: Sparen's Code Dump (DEC RELEASED!!!!)
Post by: Sparen on May 03, 2015, 12:29:16 AM
DIGITAL EARTH: CONQUEST HAS BEEN COMPLETED!

It's been a long year and 3 months. On February 3, 2014, I copied the first file from Danmakufu Dodging Dummies into a brand new Digital Earth: Conquest folder, hopes high and mind set.

One year and three months later, this project has been realized to completion.

This project was not without pitfalls and periods of both hope and despair. I dealt with code I didn't understand, came face to face with both my and Danmakufu's limits, and had month-long periods of procrastination in which I decided that DEC was either too boring, not worth it, or sometimes, perhaps, just a piece of ****

I fought against myself and my own worries. Copyright issues, Doujin Guidelines, Resource Citation, and lack of willing testers were my enemies. But the biggest enemy was myself. But yet, I prevailed. I prevailed through seven stages full of hopes and dreams, and brought my ideas to life.

And while I may not consider this a worthy project... it is what it is, and without further ado, I present to you all...

Digital Earth: Conquest (http://www.bulletforge.org/u/sparen/p/digital-earth-conquest/)



To those who have helped me along the way, you have been immortalized in both the Credits Stage as well as the Credits file that comes with the game. And to my teachers, my testers, and my friends, I give you a big and honest Thank You from the bottom of my heart. Without all of you and the community that you have provided, this game would have died long ago. And indeed it did at certain times, but it was always revived, something that had to be completed.

This may not be a Touhou game, but that doesn't change the fact that it was inspired by Touhou. I hope that all of my players will find a fun attack, something interesting, or simply something that they like about this game, and I hope that all of you someday decide that it's worth playing.

To everyone, Thank You.

~~~Sparen of Iria/Andrew Fan, May 2, 2015
Title: Re: Sparen's Code Dump (DEC RELEASED!!!!)
Post by: Sparen on May 03, 2015, 05:04:46 PM
Digital Earth: Conquest v1.54 (RC-8)

This release fixes a bug in the continue menu system (Thanks to Ultima), fixes an issue with Stage 4 dialogue (Thanks to Gizmo), and includes a basic in-game manual that should make some things clearer to the player.

http://www.bulletforge.org/u/sparen/p/digital-earth-conquest/ (http://www.bulletforge.org/u/sparen/p/digital-earth-conquest/)
Title: Re: Sparen's Code Dump (DEC RELEASED!!!!)
Post by: Gusano Wornis on May 03, 2015, 07:18:42 PM
Congratulations with your relase Sparen! even if I'm not a digimon fan I will play it, because I liked the demo and wanted more of it. your scripts really show that graphics doesn't matter when you have a nice gameplay ^-^
Title: Re: Sparen's Code Dump (DEC RELEASED!!!!)
Post by: Sparen on May 03, 2015, 07:36:24 PM
Congratulations with your relase Sparen! even if I'm not a digimon fan I will play it, because I liked the demo and wanted more of it. your scripts really show that graphics doesn't matter when you have a nice gameplay ^-^

Thanks Gusano, but it's probably too difficult of a game for most people
Title: Re: Sparen's Code Dump (DEC RELEASED!!!!)
Post by: Lefkada on May 03, 2015, 10:33:31 PM
Congratulation!
I play it and it was cool but... it's fukin hard ><. Even in Rookie mode I can only do a 3CC... and I'm not a really bad Touhou player. Did you 1CC it?
Anyway I notice some things.
- What's the difference between red items, blue items and square items?
- Item seems like bullet and it's easy to confuse the two.
- Many warning lasers are quasi-not visible. Especially on the lasts stages. Same thing with some bullets like the green-3D-square bullets of Cyberdramon and with curved lasers on the last boss nonspells.
- I don't understand the Digivolution system. I can digivolve with C key with DigiEnergy and Digivolution cancel... some times? But I regain Digienergy? Why do you do un-digivolution if it cause no lost of digienergy?
- Why? WHY the continue choise is on NO by default? WHYYYYYYY? The continue screen come to fast after the death and it really easy to select NO by error.

Oh and I also find a bug. If you select NO on the continue screen and select Retry on the gameover menu, Extend system is broken. Even if you got the right amount of point, you don't have an extend. And I think you also keep the Digienergy from your previous run (I have more than 500 digienergy at the end of the stage one after that).
Return to the title screen and restart the game cancel theses bugs.

Anyway, good job. It's a fun game, even I'm not a great fan of Digimon universe.


Title: Re: Sparen's Code Dump (DEC RELEASED!!!!)
Post by: Sparen on May 03, 2015, 10:56:33 PM
Congratulation!

//Bug reports

Were you playing RC-7 (1.53) or RC-8 (1.54)? I believe I added a manual of sorts and some bug fixes in RC-8 earlier today

EDIT: Ephy: Yes, I managed to reproduce the bug. Thank you for reporting it.



Digital Earth: Conquest v1.55 (RC-9)

This release fixes a bug in the extend system (Thanks to Lunar), and removes the inverts from Patamon's last spell. There are also graphical improvements to Lobomon, including less ADD bullets and slightly darker fog to aid contrast.

http://www.bulletforge.org/u/sparen/p/digital-earth-conquest/ (http://www.bulletforge.org/u/sparen/p/digital-earth-conquest/)
Title: Re: Sparen's Code Dump (DEC RELEASED, Ph3 Tutorial Lesson 11 done!)
Post by: Sparen on May 17, 2015, 01:48:18 AM
HOORAY!

Ph3 Tutorial Lesson 11 (http://sparen.github.io/ph3tutorials/ph3u1l11.html) is the gateway to all things coordinates and parametrics! It's probably completely useless to most people and it was an add-on lesson to begin with, but now I can move on towards the good stuff! It covers basically everything in my first video tutorial, but in the form of a wall of text with lots of math and gifs embedded in it. :)
Title: Re: Sparen's Code Dump (DEC RELEASED, Ph3 Tutorial Lesson 11 done!)
Post by: Failure McFailFace on May 17, 2015, 02:34:11 AM
HOORAY!

Ph3 Tutorial Lesson 11 (http://sparen.github.io/ph3tutorials/ph3u1l11.html) is the gateway to all things coordinates and parametrics! It's probably completely useless to most people and it was an add-on lesson to begin with, but now I can move on towards the good stuff! It covers basically everything in my first video tutorial, but in the form of a wall of text with lots of math and gifs embedded in it. :)
Looking at the contents really quick, it's a good thing my math class learned how to use trig functions a few weeks ago. :)
Title: Re: Sparen's Code Dump (DEC RELEASED, Ph3 Tutorial Lesson 11 done!)
Post by: Sparen on May 17, 2015, 02:39:59 AM
Looking at the contents really quick, it's a good thing my math class learned how to use trig functions a few weeks ago. :)

If there's anything I can do to make the tutorial better (visual aids, clarifications, more examples), please do tell!



Edit @ May 17, 2015, 12:56AM EST

Extra Lesson 3 (http://sparen.github.io/ph3tutorials/ph3u1l11a.html) (Border of Wave and Particle) completed. I can't believe that all you need is angle+sin(count)...
Title: Re: Sparen's Code Dump (ph3 Tutorials Lesson 12 done!)
Post by: Sparen on May 28, 2015, 01:49:59 AM
Lesson 12 is completed. I've ditched the wall reflect lesson for now since I already have a video tutorial for that.

Link here: http://sparen.github.io/ph3tutorials/ph3u2l12.html (http://sparen.github.io/ph3tutorials/ph3u2l12.html)

I hope to move on to sprites and sprite manipulation shortly. As in, within two months, given my current rate of writing tutorials.
Title: Re: Sparen's Code Dump (ph3 Tutorials Lesson 13 done!)
Post by: Sparen on June 22, 2015, 01:29:59 AM
Ph3 Tutorials Lesson 13 is finally done. I plan to continue work, but some lessons may be dropped.

http://sparen.github.io/ph3tutorials/ph3u2l13.html



Edit: I also did Lesson 14 (http://sparen.github.io/ph3tutorials/ph3u2l14.html) while I was at it.
Title: Re: Sparen's Code Dump (DNHWars)
Post by: Sparen on July 01, 2015, 03:16:14 AM
Danmakufu Wars
Sparen vs PhantomSong


(https://sparen.github.io/img-hoster/public/DNHWars.png)

I would now like to announce the commencement of my next standalone script, which is my half of the Danmakufu Wars 'competition'. Both challengers (me and PhantomSong), in order to teach me to have fun while scripting in order to make my scripts good again (and so I like what I do a bit more), decided to have a three non spell three spell no-pressure no-deadline 'contest' with one-another. Rules were simple. Choose one of the three provided waifu and make a script. From my [Sanae, Kogasa, Utsuho], PhantomSong chose Kogasa. From PhantomSong's [Yuyuko, Ran, Kokoro], I chose Ran.

And so the quest began for me to make what I want to be my best standalone script. Ever.

Do not use Mr. Blue's Reimu with this script.

All Demo Versions
RC-1: Version 1.00; Aug 16, 2015 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1206999.html#msg1206999)
RC-2: Version 1.01; Aug 16, 2015 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1206999.html#msg1206999)
RC-3: Version 1.02; Aug 20, 2015 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1206999.html#msg1206999)

Video
DNHArt 115 (https://www.youtube.com/watch?v=xJfH0Wic138&feature=youtu.be)
Title: Re: Sparen's Code Dump (~~~)
Post by: Sparen on July 24, 2015, 12:08:35 AM
Note:

As Bulletforge is now at capacity, I've gone and done a number of things

-All backups (CK Akemi and SA Last Words, Lunatic 494, Khayoshia) have been removed from Bulletforge
-All extra versions (besides LOCAA 3 Suicune and a few other exceptions) have been purged

If any of you reading this post have unlisted projects you don't need on Bulletforge or have old versions of projects, you can remove some of the unneeded versions/projects to save Blargel some space.

...Now, the real issue for me is whether to remove LOCAA 3 Suicune entirely, since virtually the entire thing is present within Pok?DigiDanmaku. I may choose to purge it in the near future (if Blargel defaults on single versions for projects, it will be purged due to the latest 'version' being a patch for a previous version).

If any of you actually want the script, please use http://www.mediafire.com/download/489jbau9a1nw74w/Sparen's_LOCAA_Contest_3_Entry_v1.09.zip (http://www.mediafire.com/download/489jbau9a1nw74w/Sparen's_LOCAA_Contest_3_Entry_v1.09.zip) from now on.
Title: Re: Sparen's Code Dump (DNHWARS RELEASED!!!!)
Post by: Sparen on August 16, 2015, 09:09:04 PM
Danmakufu Wars: Sparen vs PhantomSong v1.00 (RC-1)

http://www.bulletforge.org/u/sparen/p/danmakufu-wars-sparen-vs-phantomsong (http://www.bulletforge.org/u/sparen/p/danmakufu-wars-sparen-vs-phantomsong)

Enjoy



EDIT: There's a strange bug with the game where it loads the default danmakufu shot sheet after loading mine, which basically breaks the entire game. Me and some others are trying to figure out why. It only happens with certain players

List of players that DO NOT work with the game
-Mr. Blue's Reimu



Edit: There is actually an issue in Mr. Blue's Reimu, where he includes the default danmakufu shot constant sheet in Function.txt. This seems to be the cause of the bug - it is isolated to his player.



Danmakufu Wars: Sparen vs PhantomSong v1.01 (RC-2)

http://www.bulletforge.org/u/sparen/p/danmakufu-wars-sparen-vs-phantomsong (http://www.bulletforge.org/u/sparen/p/danmakufu-wars-sparen-vs-phantomsong)

This version fixed a pause before music starts issue (thanks AJS) as well as a bomb-fails-to-delete-bullets issue (thanks Conarnar). It also has a warning yelling for you to NOT USE MR. BLUE's REIMU. Yes there was a coding flaw in the player.



Danmakufu Wars: Sparen vs PhantomSong v1.02 (RC-3)

http://www.bulletforge.org/u/sparen/p/danmakufu-wars-sparen-vs-phantomsong (http://www.bulletforge.org/u/sparen/p/danmakufu-wars-sparen-vs-phantomsong)

This version fixes a minor issue with the background alpha and removes one flame bullet per ring in Nonspell 2.
Title: Re: Sparen's Code Dump (Tutorials and More!)
Post by: Sparen on September 05, 2015, 04:04:22 AM
Update time~

I'll begin with DNHArt. I've decided to not do any more videos for the RaNGE 14 Contest. It's become a problem for a number of reasons. I will also focus more on Lets Plays rather than simple DNHArt videos, as the Max Playlist Video Limit is a thing.

That said, here's a video for my Ran script!
https://www.youtube.com/watch?v=xJfH0Wic138&feature=youtu.be (https://www.youtube.com/watch?v=xJfH0Wic138&feature=youtu.be)

Now, onto tutorials.

I do not I believe I ever announced it (maybe I did?), but Lesson 15 - Sound (http://sparen.github.io/ph3tutorials/ph3u2l15.html) was completed a while ago. It covers everything except for sampling and Audacity use, I believe. I've decided to make Audacity a separate tutorial for the future.

Additionally, AJS mentioned a possible showing of my tutorials at TouhouCon (at the LOCAA/EUB/Danmakufu/thing panel). Therefore, I went and began revising tutorials. So far, Lessons 1-7 have been revised, wholly or partially, and I plan to continue with the remainder. My aim for the remaining tutorials is to provide better quiz questions, implement actual coding in text boxes on-site, un-generify the quiz responses to make them more specific and helpful, add lesson summaries and key points, add more exercises, clarify information, and provide more code examples to better illustrate implementation.

Therefore, I would like to reach out to all of the people who have stumbled upon this post.
Over the next few days, I'd like if you would be able to check out my ph3 tutorials (http://sparen.github.io/ph3tutorials/ph3tutorials.html) and PM me with any questions, concerns, or suggestions that you have for improving the existing tutorials.

Thank you very much.
Title: Re: Sparen's Code Dump (Tutorials and More!)
Post by: Sparen on November 18, 2015, 05:33:48 AM
As a general note, despite being completely dead in the scripting department, I have some updates I'd like to share as of now.

Firstly, I've decided that it's about time I fixed the projects page on my website, so PDD and DEC have seen significant improvements to their respective game pages, while I have made a separate page for Danmakufu Troll Stars. I will likely make separate pages for RaNGE 10 Sanae and Danmakufu Wars in the coming days.
http://sparen.github.io/projects/projectspdd.html (http://sparen.github.io/projects/projectspdd.html)
http://sparen.github.io/projects/projectsdec.html (http://sparen.github.io/projects/projectsdec.html)
http://sparen.github.io/projects/projectsphase4_locaa6.html (http://sparen.github.io/projects/projectsphase4_locaa6.html)

Secondly, and I really do swear, I plan to complete the existing WIP tutorial and try to move forwards with the other Plural-related tutorials. I have my first 'break' since August in a few days due to Thanksgiving, so I will finally have time to do actual things for this community besides the occasional contest-related moderation/judging/whatever.

And finally, SeitenTouji/TouhouMysteryDungeon/RandomSpellcardNameGenerator. All three of these projects are currently on extended hiatus. The first of the three is in a strange situation where I really want to make more for it but I can't get assets (sound, graphics), so the entire thing is in limbo. Touhou Mystery Dungeon is in a state where nobody wants to make a story but we have all the asset creators and coders we need (a first! I know!), so the project is currently in a state of relative aimlessness, hence the hiatus. As for the last one, I have a feeling that nobody actually *uses* it, so chances are it won't be touched until the next Touhou game is announced. Of course, you as the community are full to submit pull requests, which I will review.

Thanks for reading!
Title: Re: Sparen's Code Dump (Tutorials and More!)
Post by: Python on November 18, 2015, 05:46:40 PM
Honestly, I'd like to use your random card name generator (along with CK Crash's random boss generator for a script of PURE RANDOMNESS). It just never works for me for some reason.
Title: Re: Sparen's Code Dump (Tutorials and More!)
Post by: Sparen on November 18, 2015, 05:56:24 PM
Honestly, I'd like to use your random card name generator (along with CK Crash's random boss generator for a script of PURE RANDOMNESS). It just never works for me for some reason.

Here's the thread: https://www.shrinemaiden.org/forum/index.php/topic,18226.0.html (https://www.shrinemaiden.org/forum/index.php/topic,18226.0.html)

If I have enough time, I may port it to Javascript, but no guarantees.
Title: Re: Sparen's Code Dump (Tutorials and More!)
Post by: tyrz_939 on November 18, 2015, 08:29:00 PM
I compiled the spellcard name generator on Debian a month or so back and it worked perfectly.
Title: Re: Sparen's Code Dump (Tutorials and More!)
Post by: Uruwi on November 18, 2015, 10:29:03 PM
I've managed to compile it on Win10 / Cygwin as well.
Title: Re: Sparen's Code Dump (Tutorials and More!)
Post by: Sparen on December 31, 2015, 07:21:27 PM
I think I may be back in the tutorial writing business (finally), so I'll be using this post for immediate upgrades and the like. I plan to get as much as possible done to compensate for the last few months of inactivity.

Dec 31, 2015 - 2:13 PM EST
    -- Ph3 Tutorials Lesson 1 is now available in Spanish. Link here (http://sparen.github.io/ph3tutorials/ph3u1l1_ESP.html). Please inform me of any errors.

Dec 31, 2015 - 2:47 PM EST
    -- Ph3 Tutorials Lesson 2 is now available in Spanish. Link here (http://sparen.github.io/ph3tutorials/ph3u1l2_ESP.html). Please inform me of any errors.

Dec 31, 2015 - 7:42 PM EST
    -- Ph3 Tutorials Lesson 16 has been completed. Link here (http://sparen.github.io/ph3tutorials/ph3u2l16.html). Please inform me of any errors.

TODO:
    -- Ph3 Tutorials Lesson 17 (ENG) [Text Functions and Fonts]
    -- Ph3 Tutorials Lesson 18 (ENG) [Function Libraries]
Title: Re: Sparen's Code Dump (Tutorials and More!)
Post by: Uruwi on December 31, 2015, 09:27:03 PM
Quote
simplemente doble clic en el ejecutable (th_dnh.exe).

I believe it's "simplemente haz doble clic...", but I might be wrong on that correction. I'll edit this post with more errors if I find them.

Edit 1: both the English and Spanish versions of Lesson 2 claim that the user keys are C and D, while they are actually C and V.
Title: Re: Sparen's Code Dump (Tutorials and More!)
Post by: Sparen on December 31, 2015, 10:32:01 PM
Edit 1: both the English and Spanish versions of Lesson 2 claim that the user keys are C and D, while they are actually C and V.

I just downloaded a clean version to confirm. And yes, you are correct. I will fix it shortly.
Title: Re: Sparen's Code Dump (RaNGE 16: Descent of the Mochi Hammer)
Post by: Sparen on January 10, 2016, 12:45:54 AM
RaNGE 16 Contest Entry:
Descent of the Mochi Hammer


(https://sparen.github.io/img-hoster/public/RaNGE16-Seiran.png)

I would now like to announce the commencement of my next standalone script, which is my entry for the RaNGE 16 Contest hosted by Lefkada here on MotK.

Originally, there was to be a stage with a mid boss as well, but those were dropped due to a number of reasons.

Since I copy-pasted SeitenTouji's system over, continues, extend systems, Spell Practice, and a number of other things (including four difficulties) are automatically built in and will be implemented.

All Demo Versions
RC-1: Link to post (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1233382.html#msg1233382)
RC-2: Link to post (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1233382.html#msg1233382)
RC-3: Link to post (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1238835.html#msg1238835)
RC-4: Link to post (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1243594.html#msg1243594)

Video
https://youtu.be/qXjvFX1aJYo (https://youtu.be/qXjvFX1aJYo)
Title: Re: Sparen's Code Dump (Tutorials and More!)
Post by: Sparen on January 20, 2016, 12:37:18 AM
Contest Database

Hello everyone. Today I'd like to present my Contest Database (http://sparen.github.io/projects/contestdatabase.html), a database for Danmakufu Contests held in RaNGE and LOCAA. This is not meant to replace Helepolis's list - it's meant to be used when comparing contests and trends, and also serves to find legacy contests and submissions easier.

If you find inaccuracies or would like to submit new links/new information, please PM me or contact me via Skype. Please do not post in this thread. Specifically, I am trying to fill in missing download links to top three contest entries as well as the ??? and N/A sections on the page.
Title: Re: Sparen's Code Dump (Tutorials and More!)
Post by: Lollipop on January 20, 2016, 01:15:19 AM
this is handy  :) i'll probably use this alot
Title: Re: Sparen's Code Dump (Tutorials and More!)
Post by: Sparen on January 21, 2016, 04:31:58 PM
Ph3 Tutorials Lesson 3 is now available in Spanish. Link here (http://sparen.github.io/ph3tutorials/ph3u1l3_ESP.html). Please inform me of any errors.

(Also, my contest entry is near completion)
Title: Re: Sparen's Code Dump (Tutorials and More!)
Post by: Sparen on January 25, 2016, 07:32:05 PM
Please Junko Responsibly (http://sparen.github.io/404.html)
Title: Re: Sparen's Code Dump (RaNGE 16 Seiran!!!!)
Post by: Sparen on January 26, 2016, 02:17:20 AM
RaNGE 16: Descent of the Mochi Hammer v1.00 (RC-1)

Link (http://www.bulletforge.org/u/sparen/p/range-16-descent-of-the-mochi-hammer)

Enjoy!

(And yes I know that there are a few things that need to be improved with the last spell. Will consider fixing them.



RaNGE 16: Descent of the Mochi Hammer v1.01 (RC-2)

Link (http://www.bulletforge.org/u/sparen/p/range-16-descent-of-the-mochi-hammer)

This version fixes a number of issues, including but not limited to some balancing problems, a crash if you focused with reimu going into the dialogue, and the final spell blind spot.
Title: Re: Sparen's Code Dump (Tutorials and More!)
Post by: Sparen on January 26, 2016, 06:21:55 PM
Ph3 Tutorials Lesson 4 is now available in Spanish. Link here (http://sparen.github.io/ph3tutorials/ph3u1l4_ESP.html). Please inform me of any errors.

Ph3 Tutorials Extra Unit Lesson 3 - Asset and Code Protection (http://sparen.github.io/ph3tutorials/ph3uXl3.html) now available.

(I will try to finish Lesson 17 as soon as possible
Title: Re: Sparen's Code Dump (RaNGE 16 Seiran released!)
Post by: Sparen on February 23, 2016, 05:15:00 PM
Apparently I never announced the completion of Lesson 17.

Lesson 17 - Introduction to Text Functions and Fonts (http://sparen.github.io/ph3tutorials/ph3u2l17.html)
Title: Re: Sparen's Code Dump (RaNGE 16 Seiran, Tutorials Lesson 17 released!)
Post by: Sparen on February 28, 2016, 07:51:10 PM
RaNGE 16: Descent of the Mochi Hammer v1.02 (RC-3)

Link (http://www.bulletforge.org/u/sparen/p/range-16-descent-of-the-mochi-hammer)

Now that the contest has concluded, I am releasing a version with a fixed Spellcard History system.



Ph3 Tutorials Lesson 18 (http://sparen.github.io/ph3tutorials/ph3u2l18.html) has been completed (although it has not yet been peer-reviewed).
Title: Re: Sparen's Code Dump (RaNGE 16 Seiran, Tutorials Lesson 18 released!)
Post by: Sparen on March 23, 2016, 04:43:02 PM
I've updated Extra Unit Lesson 3 to include a step by step guide on how to use the Danmakufu ph3 FileArchiver.exe. Also, Lesson 19 currently being written. Please wait warmly.

http://sparen.github.io/ph3tutorials/ph3uXl3.html (http://sparen.github.io/ph3tutorials/ph3uXl3.html)
Title: Re: Sparen's Code Dump (RaNGE 16 Seiran, Tutorials Lesson 17 released!)
Post by: Sparen on March 25, 2016, 05:18:31 PM
RaNGE 16: Descent of the Mochi Hammer v1.03 (RC-4)

Link (http://www.bulletforge.org/u/sparen/p/range-16-descent-of-the-mochi-hammer)

This update fixes a bug in Spell 4 where if the player dies or deletes the red bullets that spawn lasers, they all relocate to (0, 0).



Artifact 2 Contest Entry: Of Celestials and Master Sparks v1.01 (RC-2)

DL: http://www.bulletforge.org/u/sparen/p/artifact-2-of-celestials-and-master-sparks (http://www.bulletforge.org/u/sparen/p/artifact-2-of-celestials-and-master-sparks)

So I went and did a large number of improvements to this old script of mine, including but not limited to: allowing you to hit the back button on the replay save scene, implementing more recent cutin and sound libraries, revamping the pause and end scenes, and fixing a few bugs.

I sort of can't believe it's actually been two years since I made this script, but it should be better than ever (though it might have a few bugs).
Title: Re: Sparen's Code Dump (Tutorials Lesson 19 released!)
Post by: Sparen on March 28, 2016, 08:08:52 PM
Ph3 Tutorials Lesson 19 (http://sparen.github.io/ph3tutorials/ph3u2l19.html) has been completed (although it has not yet been peer-reviewed).

I hope to do the next guide shortly, although it may take some time.
Title: Re: Sparen's Code Dump (New video tutorial for running Touhou on MacOSX with Wine!)
Post by: Sparen on April 23, 2016, 04:39:18 PM
New video tutorial on running Danmakufu and other Touhou games with Wine!

https://www.youtube.com/watch?v=xOr8ZJLSlW4 (https://www.youtube.com/watch?v=xOr8ZJLSlW4)
Title: Re: Sparen's Code Dump (Ph3 Tutorials Lesson 21 Finally Released!)
Post by: Sparen on March 03, 2017, 10:16:49 PM
The procrastination is strong with this one.

Ph3 Tutorials Lesson 21 (http://sparen.github.io/ph3tutorials/ph3u2l21.html)

As usual, please report any inconsistencies or errors, or things I may have missed.
Title: Re: Sparen's Code Dump (Ph3 Tutorials Lesson 22 Released!)
Post by: Sparen on April 10, 2017, 06:47:40 PM
Well, after someone praised me on Youtube and reminded me of the fact that these are pretty much the only comprehensive guides to Touhou Danmakufu ph3... I went and finished the one on Background scripts.

Lesson 22 - Implementing 2D Backgrounds in Background Files (http://sparen.github.io/ph3tutorials/ph3u2l22.html)

As usual, notify me of any errors. If the SVG animation doesn't work, however, there's nothing I can do. I threw it together in half an hour and don't know about browser compatibility.
Title: Re: Sparen's Code Dump (Ph3 Tutorials Extra Lesson 4 Released!)
Post by: Sparen on June 04, 2017, 02:58:26 AM
Extra Lesson 4 done.

http://sparen.github.io/ph3tutorials/ph3u2l22a.html

Covers 2D Camera, screen shake, screen flip, and screen rotate.



June 5, 2017:

Lesson 23 done, after a reminder that these tutorials exist.

http://sparen.github.io/ph3tutorials/ph3u3l23.html

Covers basic stages, loading plurals in stages, and controlling music with pause events.
Title: Re: Sparen's Code Dump (Ph3 Tutorials Lesson 23 Released!)
Post by: Sparen on June 11, 2017, 04:36:29 AM
As a general note, I just provided descriptions for my tutorials on the main ph3 tutorials page (http://sparen.github.io/ph3tutorials/ph3tutorials.html). This should make it easier to figure out which lesson covered which topic and should be, in general, beneficial.

If there are any comments or concerns with this setup, please let me know via PM so that I can address the issues.

Thank you very much.
Title: Re: Sparen's Code Dump (Ph3 Tutorials Lesson 23 Released!)
Post by: JayRS on June 28, 2017, 10:08:11 PM
Your stage tutorial is not working for me. I can't for the life of me figure out how to make @Event recognize my bgm variable... :(

EDIT: Misnamed variable... grrrr. Well, I solved that, so in the mean time, perhaps you could go over to the problems thread and check out my edited post there?
Title: Re: Sparen's Code Dump (Ph3 Tutorials Lesson 23 Released!)
Post by: Sparen on June 29, 2017, 02:41:16 AM
RIP Photobucket

I'll go in and fix all of the broken assets one by one over the next few hours.



UPDATE (2017 06 29 12:21AM): I've fixed all the major things - headers, main images, etc. here and on my website. However, I did not change thumbnails and other resources because it's simply too much work. If anything breaks, please PM me so that I can do emergency repairs.

For those curious, I've switched from Photobucket to Github for my image hosting on this forum. Puu.sh links will remain as-is... for now.



UPDATE (2017 06 29 07:19PM): All of the images on the STTJ AMB thread have been moved to GitHub.
Title: Re: Sparen's Code Dump (RaNGE 17: Shimmering Cyclochasm)
Post by: Sparen on July 06, 2017, 12:20:14 AM
RaNGE 17 Contest Entry:
Shimmering Cyclochasm


(https://sparen.github.io/img-hoster/public/RaNGE17-Banner.png)

I would now like to announce the commencement of my next standalone script, which is my entry for the RaNGE 17 Contest hosted by PhantomSong here on MotK.

Featuring Kogasa Tatara because why not.

Since I copy-pasted SeitenTouji's system over, continues, extend systems, Spell Practice, and a number of other things are automatically built in and will be implemented.

All Release Versions
RC-1 (2017 07 13): http://www.bulletforge.org/u/sparen/p/range-17-shimmering-cyclochasm

Video
https://www.youtube.com/watch?v=F1UQy3gPeoA
Title: Re: Sparen's Code Dump (ph3 Tutorials Lesson 24 (Common Data) complete!)
Post by: Sparen on January 19, 2018, 12:46:27 AM
Common Data tutorial (Lesson 24) done.

Sparen's Danmakufu ph3 Tutorials Lesson 24 - Introduction to Common Data (http://sparen.github.io/ph3tutorials/ph3u3l24.html)

...That took way too long to release.
Title: Re: Sparen's Code Dump (ph3 Tutorials Lesson 25 (@Event Part 1) complete!)
Post by: Sparen on January 24, 2018, 01:13:18 AM
Tutorial: Events Part 1 done

Ph3 Tutorials Lesson 25 - Understanding and Manipulating @Event (http://sparen.github.io/ph3tutorials/ph3u3l25.html)

Please note that this tutorial has not been fact-checked and may contain errors/issues. These will be ironed out soon (hopefully) and loose ends will be fixed when I handle the EV_USER tutorial.
Title: Re: Sparen's Code Dump (ph3 Tutorials Lesson 26 (@Event Part 2) complete!)
Post by: Sparen on February 11, 2018, 05:54:01 AM
Events Part 2 is now available

It's pretty short since I plan to discuss items in the next tutorial. As usual, please let me know if there are any issues.

Ph3 Tutorials Lesson 26 (http://sparen.github.io/ph3tutorials/ph3u3l26.html)
Title: Re: Sparen's Code Dump (ph3 Tutorials Lesson 27 (Item Basics) complete!)
Post by: Sparen on April 28, 2018, 06:32:10 PM
Lesson 27 - Basics of Items complete

Link (http://sparen.github.io/ph3tutorials/ph3u3l27.html)

Does not cover item scripts or user defined items - that will come in a later lesson. The current lesson is a formalization of https://dmf.shrinemaiden.org/wiki/Sparen%27s_Basic_Ph3_Item_Tutorial
Title: Re: Sparen's Code Dump (ph3 Tutorials Lesson 28 (Familiars & Stg Enemies) complete!)
Post by: Sparen on May 04, 2018, 01:10:01 AM
It's finally here!

Sparen's Danmakufu ph3 Tutorials Lesson 28 - Implementing Stage Enemies and Familiars (http://sparen.github.io/ph3tutorials/ph3u3l28.html)

We finally have a proper Familiar/Stage Enemy implementation guide! As usual, please inform me of any bugs, issues, or suggestions~
Title: Re: Sparen's Code Dump (ph3 Tutorials Lesson 28 (Familiars & Stg Enemies) complete!)
Post by: Arcvasti on May 04, 2018, 02:01:27 AM
Clicking on the "Run Damnakanvas Simulation" button multiple times in quick succession really messes it up. Its a really neat idea, however.
Title: Re: Sparen's Code Dump (ph3 Tutorials Lesson 28 (Familiars & Stg Enemies) complete!)
Post by: Sparen on May 04, 2018, 02:46:50 AM
Clicking on the "Run Damnakanvas Simulation" button multiple times in quick succession really messes it up. Its a really neat idea, however.

Holy crap. That must be a new bug since the old system didn't do that...

EDIT: Fixed; it was an unintended consequence of the way I transitioned global variables to object fields during porting. For more info: Danmakanvas (http://sparen.github.io/projects/danmakanvas.html)
Title: Re: Sparen's Code Dump (ph3 Tutorials: Backup Docs WIP (Obj Fxns complete!))
Post by: Sparen on May 31, 2018, 03:44:14 PM
As you may or may not know, I have recently begun the task of hosting my own copy of the Danmakufu ph3 Function Reference on my website, which will become the primary reference within the tutorials once complete. It serves as a backup for when the Danmakufu Wiki goes down.

...Coincidentally, almost immediately after starting the project, the DNH Wiki went down, and it has been weeks since we've last had access.

The backup docs can be found here (https://sparen.github.io/ph3tutorials/docs.html) and although it is a work-in-progress (one or two categories of functions every day or so), the project is proceeding smoothly.

If you have any questions or concerns, or if there are errors (as there very well might be due to my copy-paste-rewrite mechanism), please send me a PM and I will rectify the issues as soon as possible.

Thank you.
Title: Re: Sparen's Code Dump (ph3 Tutorials: Backup Docs WIP (Player Misc Fxns complete!))
Post by: Sparen on June 09, 2018, 10:51:33 PM
As of writing, the only functions missing from my copy of the function reference are the Package Functions at the end of the docs.

At this time, I'd like to get feedback on the following:

- General look, usability, and helpfulness of my copy of the function reference
- ph3 tutorials: Should opening videos from my DNHArt playlist be removed from lessons?

If anyone has any suggestions, please let me know. In addition, if any content in my function reference is blatantly wrong, confusing, or unreadable, please let me know ASAP so that the problem can be rectified. If there are any bugs, issues with JavaScript, etc, also please let me know.

Thank you very much. Look forwards to documentation integration into the tutorials over the coming days and weeks!

EDIT:
In regards to documentation integration, refer to Lesson 6 (https://sparen.github.io/ph3tutorials/ph3u1l6.html). If you hover over a function name (with the green dotted underline), a tooltip should appear with the function's parameters return value, etc.

If you have feedback on this feature, please let me know so that I can improve it.

EDIT (Jun 10): The entire function reference is now backed up to my site. Thank you all for your patience.
Title: Re: Sparen's Code Dump (ph3 Tutorials: Backup Docs Complete!)
Post by: Sparen on June 10, 2018, 05:06:42 PM
RaNGE 19 Contest Entry:
Moonstruck Magician


(https://sparen.github.io/img-hoster/public/RaNGE19-Marisa.png)

I would now like to announce the commencement of my next standalone script, which is my entry for the RaNGE 19 Contest hosted by ExPorygon here on MotK.

This script features my Reisen player and an extra-crazy Marisa Boss. I will attempt to maintain its status as a serious script as best as I can, but some weird features may leak through the filter.

Since I copy-pasted SeitenTouji's system over, continues, extend systems, Spell Practice, and a number of other things are automatically built in and will be implemented.

All Release Versions
RC-3 [2018 06 19]: Release Post (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1404716.html#msg1404716)
RC-4 [2018 06 20]: Release Post (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1404716.html#msg1404716)
RC-5 [2018 06 20]: Release Post (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1404716.html#msg1404716)
RC-6 [2018 07 15]: Release Post (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1406309.html#msg1406309) Download (http://www.bulletforge.org/u/sparen/p/range-19-moonstruck-magician)

Video
DNHArt 133: https://www.youtube.com/watch?v=s9vgI5BluVQ
Title: Re: Sparen's Code Dump (ph3 Tutorials: Backup Docs Complete!)
Post by: ExPorygon on June 10, 2018, 10:49:02 PM
More people would probably see that announcement if you posted in the contest's actual thread.
Title: Re: Sparen's Code Dump (ph3 Tutorials: Backup Docs Complete!)
Post by: Sparen on June 10, 2018, 11:24:06 PM
More people would probably see that announcement if you posted in the contest's actual thread.

I always do a post on my thread first. (And I literally started a few hours ago).

When my entry is ready to be released I'll post on the contest thread like usual.
Title: Re: Sparen's Code Dump (ph3 Tutorials: Backup Docs Complete!)
Post by: Sparen on June 19, 2018, 11:21:53 PM
Reisen Player Released

My Reisen Player has been released! Technically it's been a four year project, since I worked on it in 2014 and 2015 and then abandoned it until a few weeks ago, but hey! It's done!

Download at Bulletforge (http://www.bulletforge.org/u/sparen/p/sparens-reisen-player)

Please let me know if there are any issues.

Other contestants in RaNGE 19 are welcome to use this player in their entries if they so choose.
Title: Re: Sparen's Code Dump (ph3 Tutorials: Backup Docs Complete!)
Post by: Sparen on June 20, 2018, 04:19:40 AM
RaNGE 19: Moonstruck Magician v0.09 (RC-3)

I'm pleased to announce the completion of my entry for the RaNGE 19 Contest! Features a Marisa boss.

Download at Bulletforge (http://www.bulletforge.org/u/sparen/p/range-19-moonstruck-magician)

Please let me know if there are any issues. Some rigorous testing has hopefully ensured that the script is bug-free, but there may be residual issues remaining.



RaNGE 19: Moonstruck Magician v0.10 (RC-4)

EDIT (Jun 20): New update. This update forces the last spell to have two circles on each side, and fixes a (0, 0) spawning error. In addition, it makes Spell 3 on Hard a little harder.



RaNGE 19: Moonstruck Magician v0.11 (RC-5)

EDIT (Jun 20): Apparently the system script was still using Teiki for accessing common data, meaning that when playing the game, the high score would never be rendered. This has been fixed. This update should not break replays with v0.10 RC-4.
Title: Re: Sparen's Code Dump (SeitenTouji Released - see SeitenTouji AMB thread!)
Post by: Sparen on July 15, 2018, 09:47:42 PM
RaNGE 19: Moonstruck Magician v0.12 (RC-6)

Yay contest results out; I can edit my entry now.

New download on Bulletforge fixes the menu issues found in ExPorygon's stream - namely, that I removed two difficulties but forgot to limit as such on selection (so you could scroll past the existing difficulties on the difficulty select menu) and the issue where Reisen's name in Japanese just shows up as squares (installed a font; unfortunately it increases the file size substantially).
Title: Re: Sparen's Code Dump (ph3 Tutorials L29 (Primitives + 2D Sprite Lists complete)!)
Post by: Sparen on October 12, 2018, 10:59:20 PM
ph3 Tutorials Lesson 29 (Primitives and 2D Sprite Lists) is FINALLY out. Well, the primitive portion was technically complete a month and a half ago and I just procrastinated, but hey, it's out now.

Sprite List portion has not yet been thoroughly fact-checked; please be aware that it may not be at the same standard as everything else.

https://sparen.github.io/ph3tutorials/ph3u3l29.html
Title: Re: Sparen's Code Dump
Post by: Sparen on March 19, 2019, 10:17:04 PM
RaNGE 20 Contest Entry:
Seasonal Rabbit


(https://sparen.github.io/img-hoster/public/RaNGE20-Tewi.png)

I would now like to announce the commencement of my next standalone script, which is my entry for the RaNGE 20 Contest hosted by Trickysticks? here on MotK.

This script features my Reisen player and a Tewi Boss, acting as a 'sequel' to my RaNGE 19 entry. As April 1 is near, I am providing two difficulties for this script - one for standard play and one for more... unique play.

Since I copy-pasted SeitenTouji's system over via RaNGE 19, continues, extend systems, Spell Practice, and a number of other things are automatically built in and will be implemented.

All Release Versions
RC-3 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1422167.html#msg1422167)
RC-4 (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1422705.html#msg1422705)

Video
DNHArt 137 (https://www.youtube.com/watch?v=KwCA1HcZx_s)
Title: Re: Sparen's Code Dump (RaNGE 20 Entry released!)
Post by: Sparen on March 28, 2019, 12:20:32 AM
RaNGE 20: Seasonal Rabbit v0.19 (RC-3)

My entry for the RaNGE 20 Contest is now available! Featuring Tewi! And Reisen! And a light sprinkle of memes!

Comes in two flavors - Normal and Abnormal. May also contain a rare crash in Spell 008 (attempted to fix; unable to find reason why it crashed).

Note that due to the same spell spawning exceptional amounts of bullets, dawdling for too long can cause issues with Danmakufu. But that's a different story. :)

http://www.bulletforge.org/u/sparen/p/range-20-seasonal-rabbit
Title: Re: Sparen's Code Dump (RaNGE 20 Entry released!)
Post by: Sparen on April 06, 2019, 02:26:37 PM
RaNGE 20: Seasonal Rabbit v0.20 (RC-4)

An update has arrived for my entry for the RaNGE 20 Contest!

As expected, spawning stupidly large numbers of bullets caused problems! But alas, perhaps those have now been solved!

Updates:
Potentially addressed issue where forcefully deleted bullets prior to the boss dialogue would not have their ongoing tasks terminated, resulting in those tasks continuing to fire after Danmakufu reassigned their Object IDs during Spell 4 on Abnormal difficulty. This might address the potential crash in Spell 4 on Abnormal, and should also prevent random laser explosions from the stage enemies mysteriously occurring during or after Spell 4 on Abnormal difficulty.

Download (replays from the prior version will most likely break):
http://www.bulletforge.org/u/sparen/p/range-20-seasonal-rabbit

(NOTE: Apparently the game saved "Spn1" as the default replay name so you'll probably have to be careful when saving replays XD)
Title: Re: Sparen's Code Dump (RaNGE 20 Entry released!)
Post by: YushuNiangNiang on April 20, 2019, 04:24:51 AM
Hi Sparen. I joined way back but I just had the chance to open up Danmakufu PH3 today. By code dump, you are saying we can use this to learn how to make our own scripts or implement some of the codes here for our own complete game, correct? I just want to make sure. I don't want to violate anything.
Title: Re: Sparen's Code Dump (RaNGE 20 Entry released!)
Post by: Sparen on April 20, 2019, 05:17:51 AM
Hi Sparen. I joined way back but I just had the chance to open up Danmakufu PH3 today. By code dump, you are saying we can use this to learn how to make our own scripts or implement some of the codes here for our own complete game, correct? I just want to make sure. I don't want to violate anything.

This is my general project release thread. I use this thread for posting about my own projects as well as when I post updates to my website in regards to tools and tutorials for the community.

In terms of code reuse, most of the libraries I've released are open for reuse via a license. If you plan to use other libraries, just ask beforehand.
Title: Re: Sparen's Code Dump
Post by: Sparen on August 07, 2019, 03:47:21 AM
BHA 01 Contest Entry:
Elemental Shapes


(https://sparen.github.io/img-hoster/public/BHE01-ElementalShapes.png)

I would now like to announce the commencement of my next standalone script, which is my entry for the Bullet Hell Artistry #1Contest hosted by Jean Fox on the Bullet Hell Engines discord server.

This script trashes most of the systems I typically use and opts for a simple model with no score, lives, or items. There is no package this time, so the script lacks features such as spell practice. Depending on how far I get with this, a certain someone may appear during the script...

All Release Versions
Download: Bulletforge (https://www.bulletforge.org/u/sparen/p/bullet-hell-artistry-elemental-shapes)
RC-1: Release Post (https://www.shrinemaiden.org/forum/index.php/topic,13738.msg1437305.html#msg1437305)

Video
Title: Re: Sparen's Code Dump (Bullet Hell Artistry: Elemental Shapes released!)
Post by: Sparen on August 27, 2019, 03:01:27 AM
BHA 01: Elemental Shapes v0.19 (RC-1)

The initial release of my Bullet Hell Artistry Contest entry is complete! Enjoy responsibly at https://www.bulletforge.org/u/sparen/p/bullet-hell-artistry-elemental-shapes

Warning: Contains shapes

Warning: Contains primitives

Warning: Game can will lag
Title: Re: Sparen's Code Dump (Bullet Hell Artistry: Elemental Shapes released!)
Post by: Sparen on September 07, 2019, 10:40:20 PM
The player I made for my Bullet Hell Artistry contest entry, Eleburstyr, is now available at Bulletforge (https://www.bulletforge.org/u/sparen/p/eleburstyr-player-script).

Features four elemental shots, with a forwards focus, wide spread, pseudo-homing, and forwards burst shot. Most have backwards firing capabilities.

Note that the bomb does no damage and that the player is not that great at certain types of bosses. Not tested on stages.
Title: Re: Sparen's Code Dump (ph3 Tutorials: Circular Lifebar complete!)
Post by: Sparen on September 13, 2019, 04:23:58 AM
Tutorials are now being written once more thanks to some prodding by people in the Bullet Hell Engines server.

Extra Lesson 5: Circular Lifebar (https://sparen.github.io/ph3tutorials/ph3u3l29a.html) is now complete, providing a circular lifebar. In addition, Lesson 30 on 3D sprites and 3D backgrounds is under construction and should be complete relatively soon. Hopefully everything up to the player script tutorial will be completed in a timely manner by the end of this month.
Title: Re: Sparen's Code Dump (ph3 Tutorials: 3D Sprites&Backgrounds, Log Window complete!)
Post by: Sparen on September 18, 2019, 03:46:02 AM
After a few days of devoting my heart and soul to Danmakufu's camera, joyfully located by default at (341.506348, 353.553375, 91.506348) due to Danmakufu's wonderful Elevation and Azimuth angle defaults, I am pleased to announce the completion of two new tutorials.

First, the long and messy one - Introduction to 3D Sprites and 3D Backgrounds (https://sparen.github.io/ph3tutorials/ph3u3l30.html). This one covers 3D sprites, Danmakufu's coordinate system, the 3D camera's defaults and functions, and showcases the development of two sample 3D backgrounds in Danmakufu ph3. It contains SVG visualizations, two Danmakanvas examples for showcasing weird math, and Yukkuris.

Second, the short and unfortunate one - Utilizing the Log Window and Debug Functions (https://sparen.github.io/ph3tutorials/ph3u3l31.html). The fact that this tutorial is so short is reflective of Danmakufu's rather... lacking built-in capabilities for debugging.

Both of these are new tutorials and may have errors. They may undergo changes and upgrades over the coming days and weeks, so please be aware that the contents may not be final.

If there are any bugs, please let me know on Discord by PM'ing me, @mentioning me in LOCAA/F&C/BHE/Bulletforge, or posting a bug report/discussion in my Discord server.
Title: Re: Sparen's Code Dump (ph3 Tutorials: Virtual Keys, Dialogue Systems!)
Post by: Sparen on September 29, 2019, 09:14:20 PM
These have been out for a few days and nobody has complained yet, so here they are:

First, Virtual Keys and Input Tutorial (https://sparen.github.io/ph3tutorials/ph3u3l32.html) in Danmakufu!

Second, using this tutorial as a base, Dialogue Systems (https://sparen.github.io/ph3tutorials/ph3u3l32a.html) in Danmakufu!

Now everyone can have a basic 0.12m style dialogue event system :3

As always, these tutorials are new and may have problems. Please let me know if there are any by PM'img, me @mentioning me in LOCAA/F&C/BHE/Bulletforge Discord servers, or by posting a bug report/discussion in my Discord server.
Title: Re: Sparen's Code Dump (ph3 Tutorials: Virtual Keys, Dialogue Systems!)
Post by: Sparen on November 23, 2019, 03:35:58 AM
I guess it's time to formally announce my Danmaku Design guides!

Find them here (https://sparen.github.io/ph3tutorials/danmakudesign.html)

These guides are intended to cover danmaku design from a higher perspective and provide insight into designing good patterns. Note that the content here is naturally subjective.

The guides are, like my ph3 tutorials, a work in progress. Currently there aren't many but I will eventually make progress on them. Note that they are not bound to any language or framework in particular, though the most natural audience will be from the Danmakufu community.
Title: Re: Sparen's Code Dump (ph3 Tutorials: Virtual Keys, Dialogue Systems!)
Post by: Sparen on February 14, 2020, 01:28:33 AM
With the end of MotK approaching, I'll close off this thread by announcing all of the locations where my work can be found and where I can (currently) be contacted.

My Discord Server (usually empty but people are still welcome to join): http://discord.gg/vXpr7Mw
My Website (ph3 function reference, ph3 tutorials, Danmakufu design studio, utilities, software recommendations): https://sparen.github.io

I am (as usual) staff on the LOCAA Discord, and am present in the Bulletforge, Fangames & Chill, Bullet Hell Engines, Unreal World of Mugenri, and Danmaku Artist Nightclub discord servers.

I've been preparing for the day MotK went down for good for years now.
RaNGE Contest backups: https://sparen.github.io/projects/contest/contestlocalbackup.html
[NOTE: Only opening posts were backed up. I might go and back up placement/rank announcements but it's a terribly messy job and there's no good way to keep the formatting, images, emoji, etc]

Backups of the content of this thread and my other release threads (Note: content parity not established; some things just don't work outside of the forum structure): https://sparen.github.io/projects/projects.html

Danmakufu Wiki will still be available via the Wayback Machine after it goes down; otherwise my function reference covers part of what was on the Wiki. Unfortunately there's just too much stuff floating around and too little time/energy, so I don't know how much more I will back up

And that's that. See you on Discord/YouTube.