Author Topic: [東方意地奴 ~ Touhou Ijiyatsu] - Monarchly Moron (Ver. 1.00f)  (Read 106463 times)

FinnKaenbyou

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1.00e is here.

Last time on Ijiyatsu, the programmers finally got something to work with and the structure of the game is starting to take shape. Most recent update in terms of programming, from what I see, is Drake's set of dialogue functions.

Feel free to continue, people. Just act like the apocalypse never happened.
« Last Edit: December 08, 2009, 06:41:49 AM by Nobu~ »

Letty Whiterock

Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #1 on: November 26, 2009, 11:58:43 AM »
First post.


Helepolis

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #3 on: November 26, 2009, 12:40:12 PM »
Need to quote this from the old Ijiyatsu thread incase Drake missed it.

Quote from: Drake
At the very least, something like a Pop'n Music Groove gauge would be awesome. Good ideaaaaaaa I can work with this.

I beg your pardon? :V

Drake

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #4 on: November 26, 2009, 07:41:02 PM »
Not what I mean >:X



At this point it would start flashing. It wouldn't be a "groove" gauge, either...

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Helepolis

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #5 on: November 26, 2009, 07:51:56 PM »
FFFF you inspired to change my groove power gauge for Dance Contest. That looks so much better.

Well yea, you can program it in various ways. Easiest would be preparing the images in a large sheet. Then simply use vars in the vertex UV mapping to set the correct image corresponding to the right statements. Because I don't think you want to spend your time programming endless loops of vertex?

Gpop

Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #6 on: November 26, 2009, 08:21:26 PM »
Not what I mean >:X



At this point it would start flashing. It wouldn't be a "groove" gauge, either...

FEVER!

Gappy

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #7 on: November 26, 2009, 08:34:07 PM »
Limitbreak Overdrive!

Nobu

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #8 on: November 26, 2009, 10:33:22 PM »
Let's replace the danmaku with Pop-kuns and have Fever flash when the bar is full Nah. :V

Yeah, I like the idea of the Pop'n style groove gauge. How big are we talking though?
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Drake

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #9 on: November 26, 2009, 10:58:58 PM »
Not very big, just about the size of the usual gauge, just different.

Also I made a zero. EDIT: And a 1.

« Last Edit: November 27, 2009, 12:27:15 AM by Drake »

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Kuma

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #10 on: November 26, 2009, 11:00:45 PM »
cool zero, bro
Wotters gonna' wot


Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #11 on: November 27, 2009, 03:05:53 AM »
I like the sound of "Fever" myself ...

Kuma

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #12 on: November 27, 2009, 03:10:53 AM »
I like the sound of "Fever" myself ...

I like the sound of the sea~
Wotters gonna' wot


Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #13 on: November 27, 2009, 03:20:56 AM »
I like the forest ... and every single bee!

I like the whole world ... it's pretty nifty, gee!

Boom-de-ah-da, boom-de-ah-da, boom-de-ah-da, boom-de-ah-da ...

Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #14 on: November 27, 2009, 04:45:24 AM »
Not what I mean >:X



At this point it would start flashing. It wouldn't be a "groove" gauge, either...
First thing I thought of when I saw this was "guard primer"

FinnKaenbyou

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #15 on: November 27, 2009, 08:51:58 AM »
gasdsdgjsdlgknsagedg

I've had an idea for Tenshi's theme that I've been working on for the last few days, but I'm irritated with how it's coming out. May put out a demo later in the day to see if there is a problem or if I'm just being picky...

Helepolis

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #16 on: November 27, 2009, 08:54:55 AM »
Not very big, just about the size of the usual gauge, just different.

Also I made a zero. EDIT: And a 1.



/thread.

So that is going to be used for the spellcard timer or what?

Drake

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #17 on: November 27, 2009, 03:09:24 PM »
Timer, score, point value, graze, etc. There's also another font for things like Spell Card Bonuses and History and whatever. I wanted it to be used for FPS counting, but I don't think you can put an image over the current counter.

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
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Helepolis

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #18 on: November 27, 2009, 03:15:30 PM »
Timer, score, point value, graze, etc. There's also another font for things like Spell Card Bonuses and History and whatever. I wanted it to be used for FPS counting, but I don't think you can put an image over the current counter.

Not even with ObjEffect_SetLayer(obj,8);  ?

Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #19 on: November 27, 2009, 04:44:31 PM »
Drawing over the FPS counter is a pretty needless waste of processing power, especially since you're going to need to draw another frame as well. Is it really worth the process whoring for such a small effect?

FinnKaenbyou

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #20 on: November 27, 2009, 09:34:22 PM »
Okay, here's Tenshi's theme. Or at least, the first draft.

MIDI
MP3

Zengar Zombolt

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #21 on: November 27, 2009, 09:48:40 PM »
Okay, here's Tenshi's theme. Or at least, the first draft.

MIDI
MP3
Oh man
pretty

Nine West

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #22 on: November 27, 2009, 09:50:02 PM »
Okay, here's Tenshi's theme. Or at least, the first draft.

MIDI
MP3

Reminds me of this.

But nice, regardless.

dustyjo

Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #23 on: November 27, 2009, 10:40:09 PM »
Okay, here's Tenshi's theme. Or at least, the first draft.

MIDI
MP3

Why the fuck can't I download it?

Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #24 on: November 27, 2009, 10:49:32 PM »
Mediafire's server is fucking up. Give it a few hours.

Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #25 on: November 28, 2009, 02:56:32 AM »
It's a few hours later, and it still isn't working :<

Drake

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #26 on: November 28, 2009, 03:16:42 AM »
This, I can work with.

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
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Drake

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #27 on: November 30, 2009, 12:53:11 AM »
wtf why is this on page 3



HUEGPOST CAUTION CAUTION (Text written in green is for everyone)

Enemy-related functions discussing with programmerz tiem

The library I originally planned out actually isn't as big as I had thought, we've done most of the specifics and the rest is just a bunch of general things to do. So next come the enemy-related parts. Of course being a full game I would think that stage enemies need to be a bit more defined than "okay lets just have things shoot bullets", even though that's all they do. Naming from the list I made (which were written in no particular order), there's

-More versatile enemy spawning functions (pretty much adding arguments to the regular one)
-An exploding enemy function
-Have variables for different enemies and their colors (power/points = red/blue etc), and reference those for drawing enemy animations instead of having all the drawloops inside the script and clogging the attacks/spells up.
-Use one of these names for each enemy scripts and (using alternative) write different behaviours instead of making like fifty thousand enemy scripts
-MoveEx functions for enemies, bosses, options and whatever needs to move in a complex manner
-Animation functions such as if(EnemyMovingLeft==true){
-Create 'familiar' functions (draw on point, positions are referencable)

To begin with, making the enemy scripts themselves. As there are only Power and Points dropped by a specific enemy, technically we only need two colors of fairies. Although that's pretty boring and there could be another enemy type that drops both power and points, and maybe one that drops extra IE, just to have some color variation.

For all the basic enemies in the game, I suggest referencing them by simple variabled names instead of having fifty different scripts for all the enemies; if only each enemy type has it's own script, it makes each script fairly huge, but more organized and easy to scroll through if you're looking for a certain behaviour. SMALL_RED and LARGE_BLUE, etc. These would be used for spawning and drawing.

For drawing, you would just put [DrawFairy;] in the DrawLoop and ask what kind of fairy it is in the one function using alternatives, and set GraphicRects accordingly. That gets rid of a huge amount of space right there.

For spawning, it would be more of something like [SpawnFairy(SMALL_BLUE,4,2,5);] with type, stage number, bullet behaviour and movement. To eliminate the need to explain the movement in each script, upon initialize we call upon a separate encompassing "enemy movement" script that moves the enemy, but in an entirely different thread/script so that the bullet behaviour and movement behaviour aren't linked whatsoever and it's easy to go through each one. To eliminate the need to have multiple scripts for each bullet behaviour as well, another alternative function is called asking the current stage and pattern, then a main task runs based on that.

For example, in the stage script you have a variable like [current_stage] for the stage number, and one like [enemy_move] that would increment after every enemy spawns to number each enemy that appears in a line. Then, you would have [SpawnFairy(SMALL_BLUE,current_stage,2,enemy_move);] or whatever.

SMALL_BLUE would be "ijiyatsu/script_enm/small_blue.txt", current_stage would be 4, 2 indicates bullet behaviour and enemy_move is 5. It calls the SpawnFairy function, which asks what script to create. It creates the SMALL_BLUE script, then finds the movement sorting function. It picks movement by the number of the enemy in the enemy_move line, and moves the enemy. Next, the behaviour sorting function. The behaviour gets picked and the equivalent main task is run. Anything that's in the main task is what seperates one enemy from another, and the MainLoop, Finalize and whatever contain the same functions for each enemy type. Next, it hits the DrawLoop and finds the GraphicRect sorting function and picks the right one, and draws the enemy.

If any enemies spawn familiars or something (not sure if we're going to add familiars for basic enemies, there's not much reason to if you can just make more enemies...) then you can create another enemy with a FAMILIAR enemy type, and the chain goes on.

Animation functions like [if(EnemyMovingLeft==true)] is useless and you can just use GetSpeed, sorry. As well, MoveEx can just be made seperately and it should be pretty obvious how they're done.

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

Nine West

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #28 on: November 30, 2009, 12:54:42 AM »
wtf why is this on page 3

Because of no fanart, obviously. :V

Nobu

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Re: 東方意地奴 ~ Touhou Ijiyatsu - Monarchly Moron (Ver. 1.00f)
« Reply #29 on: November 30, 2009, 01:31:24 AM »
Still doesn't work over here either. Also, isn't there another option instead of having two different colors of fairies? Maybe varying the primary or secondary color while keeping the other color red or blue for identifying purposes or something like that. I like the idea of having different fairies for extra I.E. or power/points.
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