Author Topic: Danmaku Pattern Ideas  (Read 36278 times)

Re: Danmaku Pattern Ideas
« Reply #30 on: May 05, 2009, 07:29:15 PM »
That code raises an error, specifically targetted towards your massive if statement in your object. Instead of checking to see if it might spawn outside the auto delete clip, you could set it larger by calling every frame in @MainLoop:

Code: [Select]
SetShotAutoDeleteClip(200, 200, 200, 200);
Expanding the active game field from it's default 64, 64, 64, 64 pixels beyond the game window, to 200, 200, 200, 200. I'm not sure if it will work, but you can give it a shot.

Garlyle

  • I can't brain today
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    • Tormod Plays Games
Re: Danmaku Pattern Ideas
« Reply #31 on: May 05, 2009, 07:38:00 PM »
Quote
Take a look at this:

http://www.youtube.com/watch?v=Z1xt1Mstpig

Somebody has WAY too much time on their hands.

Completely and awesomely related: http://www.youtube.com/watch?v=gz10bka9Ly4
[Check the guy's user accounts for more.  He's done five or six]

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: Danmaku Pattern Ideas
« Reply #32 on: May 05, 2009, 07:53:20 PM »
Code: [Select]
SetShotAutoDeleteClip(200, 200, 200, 200);
Expanding the active game field from it's default 64, 64, 64, 64 pixels beyond the game window, to 200, 200, 200, 200. I'm not sure if it will work, but you can give it a shot.
Wow, there is a command for that?! That explains how some of the danmaku I've seen on youtube works. I'm going to try that, muchas gracias!


As for the error, I think I just have a superfluous bracket at the end. ^^'


Edit: Hell yeah, a new one from TalonPain!
« Last Edit: May 05, 2009, 08:01:02 PM by Iryan »
Old Danmakufu stuff can be found here!

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

Re: Danmaku Pattern Ideas
« Reply #33 on: May 27, 2009, 07:31:10 PM »
Remake Unzan except with Zun's head.

ZUNZAN!

Re: Danmaku Pattern Ideas
« Reply #34 on: June 05, 2009, 11:47:41 PM »
I just got an idea... maybe for EX Nitori ^^"

bullets fall from the top and from rise from the buttom. The get slower until they stop. after an short amount of time (between 0.5 and 4 seconds) that they start moving again. This can really be hard to navigate when the bullets don?t start moving after the same time.

SONIC BHOCOLATE STRIKER

  • Doing >9000 Barrel Rolls
Re: Danmaku Pattern Ideas
« Reply #35 on: June 06, 2009, 12:04:44 AM »
Completely and awesomely related: http://www.youtube.com/watch?v=gz10bka9Ly4
[Check the guy's user accounts for more.  He's done five or six]
Epitome of awesome. Seeing this made me want to do some kind of musical danmaku attack if I could ever find a place for one in a game. The song is amazing, and the sync of the patterns was phenomenal.
I gotta have something for my sig, so...

Drake

  • *
Re: Danmaku Pattern Ideas
« Reply #36 on: June 06, 2009, 01:13:49 AM »
I just got an idea... maybe for EX Nitori ^^"

bullets fall from the top and from rise from the buttom. The get slower until they stop. after an short amount of time (between 0.5 and 4 seconds) that they start moving again. This can really be hard to navigate when the bullets don?t start moving after the same time.
so in other words kappa's flash flood but from both top and bottom

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
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Garlyle

  • I can't brain today
  • I have the dumb
    • Tormod Plays Games
Re: Danmaku Pattern Ideas
« Reply #37 on: June 06, 2009, 02:03:32 AM »
Quote
so in other words kappa's flash flood but from both top and bottom

Don't even joke about that

http://www.youtube.com/watch?v=5rUmib_Q6aI -> http://www.youtube.com/watch?v=E7GbB9wWiaY

A Touhou fan's least favourite meme, BUT, the unique patterns are kinda cool.

The final spellcard is kinda cool on the basis of "Replicating spellcards can be fun"

Re: Danmaku Pattern Ideas
« Reply #38 on: June 06, 2009, 02:43:09 AM »
Epitome of awesome. Seeing this made me want to do some kind of musical danmaku attack if I could ever find a place for one in a game. The song is amazing, and the sync of the patterns was phenomenal.

Problem is, many of us only play Danmakufu at 57fps (because they won't fullscreen, or don't bother with the config menu... But I digress) so synchronizing spellcards to music just won't work. Also, even the slightest bit of slowdown kills the sync. There is a way to circumvent this (in Danmakufu, GetTime), but it doesn't work well and will always desync replays. The way TalonPain syncs his spellcards is to time it with a long string of "yield" commands inside of a task, which again, only works if you have perfect 60fps for the whole spellcard.

I've actually tried this myself, and though it does work and is not nearly as hard as it looks (if you can get a song at 60, 120, 180 or 240 bpm then it's fucking easy), you have to realize that most people can't play it perfectly synched. For example, one of the spellcards that I'll be uploading in a few days is a Mokou script psuedo-synced to a song (as in, the first little bit is), but the problem is that a part of it is almost guarenteed to drop everybody's fps, so I can't sync anything else in the script or I have to get rid of the part altogether (right now it's the only part of the script I actually like). So it's a pain in the ass.

However, it does look fucking amazing when you finish it, even if the patterns are garbage.

SONIC BHOCOLATE STRIKER

  • Doing >9000 Barrel Rolls
Re: Danmaku Pattern Ideas
« Reply #39 on: June 06, 2009, 05:53:13 AM »
This reminds me of my studying separating frame rate and rendering from actual game logic, which may eliminate this problem (but screw the player over if they effectively go blind or at least make the controls unresponsive/choppy for a second in the middle of bullet spam).
I gotta have something for my sig, so...

RainfallYoshi

  • Yoshi of Skies & Rains
  • Who is it that calls for me?
Re: Danmaku Pattern Ideas
« Reply #40 on: June 06, 2009, 06:22:19 AM »
so in other words kappa's flash flood but from both top and bottom

I don't use the program or actually make patterns but I'll share my ideas. This one in particular gave me an idea. It can start how you say, bullets can come in from the top and bottom in columns. Once the column is the height of the screen, they can move sideways. Maybe something like every other column will go left, and the others right or what not. While they're moving more columns will come in from the top/bottom to repeat the pattern.

It will make it a very wild looking spellcard to really capture the essence of a "flood".

Another idea I have came from my create-a-character, a youkai who can control sleep and energy levels (induce fatigue and such things). As for patterns, they could be lots of star or crescent moon shapes.

One thing in particular I had in mind though is a similar effect to Youmu or Medicine's effects. During the spell card he could cause you to fall alseep and lose movement for a small time. The patterns during this kind of spellcard would be less dense and have a patterns so that you would have to position yourself ahead of time before you fall asleep. Mind games right?

Another effect could be that he causes you to be fatigued to where you can't shoot for a time or your bombs are disabled. It wouldn't quite be a survival spellcard but not quite a normal spellcard either.

Re: Danmaku Pattern Ideas
« Reply #41 on: June 06, 2009, 12:06:01 PM »
During the spell card he could cause you to fall alseep and lose movement for a small time.

I think i found a function for this...
it is a function with the name "TimeStop"

Code: [Select]
4 Parameters
    1) frames
    2) player's character
        0: not stopped
        1: stopped
    3) bullets
        0: not stopped
        1: stopped
    4) background
        0: not stopped
        1: stopped

TimeStop(180, 1, 0, 0); tells the game to freeze the caracter for 3 seconds.
« Last Edit: June 06, 2009, 12:10:02 PM by Danieluyoshikoto »

Re: Danmaku Pattern Ideas
« Reply #42 on: June 07, 2009, 12:43:36 AM »
I made something weird again... http://www.mediafire.com/?ivbnzencn5z

Re: Danmaku Pattern Ideas
« Reply #43 on: June 07, 2009, 01:44:40 AM »
You're a bro.

Re: Danmaku Pattern Ideas
« Reply #44 on: June 08, 2009, 12:59:29 AM »
To be used in tandem with http://www.mediafire.com/?ivbnzencn5z
Code: [Select]
#TouhouDanmakufu
#Title[BROFIST]
#Text[Dodge five bros or you're not a bro]
#BGM[.\Unzan lol.mp3]
#PlayLevel[ULTRA RAPE]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {
    let frame = 0;
    let count = 0;
    let count2 = 0;
    let direction = 0;
    @Initialize {
SetLife(9001);
        SetTimer(30);
LoadUserShotData(GetCurrentScriptDirectory ~ "shot.txt");
SetShotAutoDeleteClip(500,500,500,500)
    }

    @MainLoop {     
        if(frame==2){
    CreateShot01(60, -300, 50, 90+(1*count), 300, 0);
            CreateShot01(390, -300, 50, 90-(1*count), 300, 0);
    frame = 0;
    count2++;
    if(direction==0){
        count++;
        }
            if(count==5){
        direction = 1;
        count--;
                }
        if(direction==1){
        count--;
        }
            if(count==-5){
        direction = 0;
        count++;
        }
            }
if(count2==5){
    CreateShot01(GetX, -300, 2, GetAngleToPlayer, RED01, 0);
    count2 = 0;
            }
        frame++;
    }

    @DrawLoop {
    }

    @Finalize {
    }

    @BackGround {
    }
}
This is so much fun :V

Nimono

  • wat
Re: Danmaku Pattern Ideas
« Reply #45 on: June 08, 2009, 02:18:35 AM »
Well, since you're doing Unzan's fists (I fail to see the similarity in that to the "BROFIST" fad, seriously.), I will show my UNZRIROCK script!

http://www.mediafire.com/?kwezummzdyt

Meet Ichirirock and Unzrirock! Together, they will poke you to death! Gaaaahahahahahahahahaa!



NOTE: If you consider the mere look and name of a character to be a spoiler, then don't look at this, as this character is from the upcoming Mario & Luigi game...but I bet you all have gobbled up those spoilers surrounding this game! Again, you've been warned!


NOTE2: This is my first time using the TimeStop function. I hope I've used it well...


Re: Danmaku Pattern Ideas
« Reply #46 on: June 08, 2009, 02:59:38 AM »
I love how the faces turn when you move =D

Re: Danmaku Pattern Ideas
« Reply #47 on: June 10, 2009, 08:32:41 PM »
This is the extent of song syncing I think I might do. Maybe.

Vidya:
http://www.youtube.com/watch?v=2xheQmS7ZJo&fmt=22

Downroodo:
http://www.mediafire.com/?zntnzcz3zex

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: Danmaku Pattern Ideas
« Reply #48 on: June 10, 2009, 08:47:41 PM »
...and this is why you are more awesome than me...

*takes a bow*
Old Danmakufu stuff can be found here!

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

Infy♫

  • Demonic★Moe
  • *
Re: Danmaku Pattern Ideas
« Reply #49 on: June 12, 2009, 06:18:24 PM »
lasers that manipulate the movement of bullets colliding with them. This hasn't been seen many times yet. quite original eh

Re: Danmaku Pattern Ideas
« Reply #50 on: June 12, 2009, 11:59:45 PM »
lasers that manipulate the movement of bullets colliding with them. This hasn't been seen many times yet. quite original eh

http://www.shrinemaiden.org/forum/index.php?topic=216.0

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Chronojet ⚙ Dragon

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Re: Danmaku Pattern Ideas
« Reply #51 on: September 12, 2009, 03:51:38 AM »
During the spell card he could cause you to fall alseep and lose movement for a small time.

I think i found a function for this...
it is a function with the name "TimeStop"

Code: [Select]
4 Parameters
    1) frames
    2) player's character
        0: not stopped
        1: stopped
    3) bullets
        0: not stopped
        1: stopped
    4) background
        0: not stopped
        1: stopped

TimeStop(180, 1, 0, 0); tells the game to freeze the caracter for 3 seconds.

Try to move left or right and tell me what happens.  ;D

Tenbatsu! Myon Rabbie

  • I cannot and will not learn.
  • Letty is sick of my shit.
Re: Danmaku Pattern Ideas
« Reply #52 on: September 13, 2009, 06:22:37 PM »
How about a spellcard for Shou, where she steals your Bombs and Lifes  :V
And you have to get them back before she can draw them. And if she gets your lifes and bombs.. I dont know, maybe if she gets your bombs, she starts shooting more danmaku or her pattern gets harder. And when she gets your lifes.. she just regains her health..

But is this impossible to make?

Re: Danmaku Pattern Ideas
« Reply #53 on: September 13, 2009, 06:28:09 PM »
How about a spellcard for Shou, where she steals your Bombs and Lifes  :V
And you have to get them back before she can draw them. And if she gets your lifes and bombs.. I dont know, maybe if she gets your bombs, she starts shooting more danmaku or her pattern gets harder. And when she gets your lifes.. she just regains her health..

But is this impossible to make?
Not really. There are SetLife and SetBomb functions and you can set negative values to take away lives/bombs.

KomeijiKoishi

Re: Danmaku Pattern Ideas
« Reply #54 on: September 13, 2009, 06:38:29 PM »
I have a card in mind with Nue and I-No from Guilty Gear. It's basically Nue's final card, but instead of the lasers turning into bullets, the lasers shoot lasers while falling down.
"I-Nue - Yorimasa Genzanmi's Pact with a Witch"

Tenbatsu! Myon Rabbie

  • I cannot and will not learn.
  • Letty is sick of my shit.
Re: Danmaku Pattern Ideas
« Reply #55 on: September 13, 2009, 06:51:24 PM »
I have a card in mind with Nue and I-No from Guilty Gear. It's basically Nue's final card, but instead of the lasers turning into bullets, the lasers shoot lasers while falling down.
"I-Nue - Yorimasa Genzanmi's Pact with a Witch"

Now this is interesting. The fact I love Guilty Gear just makes it better. I'm totally waiting for this if you have the mind to create that spellcard.

KomeijiKoishi

Re: Danmaku Pattern Ideas
« Reply #56 on: September 13, 2009, 06:54:20 PM »
I have a card in mind with Nue and I-No from Guilty Gear. It's basically Nue's final card, but instead of the lasers turning into bullets, the lasers shoot lasers while falling down.
"I-Nue - Yorimasa Genzanmi's Pact with a Witch"

Now this is interesting. The fact I love Guilty Gear just makes it better. I'm totally waiting for this if you have the mind to create that spellcard.

Then you can wait as long as you live. I hate working with lasers.

Tenbatsu! Myon Rabbie

  • I cannot and will not learn.
  • Letty is sick of my shit.
Re: Danmaku Pattern Ideas
« Reply #57 on: September 13, 2009, 06:58:30 PM »
I have a card in mind with Nue and I-No from Guilty Gear. It's basically Nue's final card, but instead of the lasers turning into bullets, the lasers shoot lasers while falling down.
"I-Nue - Yorimasa Genzanmi's Pact with a Witch"

Now this is interesting. The fact I love Guilty Gear just makes it better. I'm totally waiting for this if you have the mind to create that spellcard.

Then you can wait as long as you live. I hate working with lasers.
But I will die tomorrow :< Wait, is that a good thing or a bad thing?

Henry

  • The observer
  • Exploring to the new world of Danmaku
Re: Danmaku Pattern Ideas
« Reply #58 on: September 17, 2009, 10:50:42 AM »
I have a card in mind with Nue and I-No from Guilty Gear. It's basically Nue's final card, but instead of the lasers turning into bullets, the lasers shoot lasers while falling down.
"I-Nue - Yorimasa Genzanmi's Pact with a Witch"

Now this is interesting. The fact I love Guilty Gear just makes it better. I'm totally waiting for this if you have the mind to create that spellcard.

Then you can wait as long as you live. I hate working with lasers.
But I will die tomorrow :< Wait, is that a good thing or a bad thing?

It depends on you, whether you enjoy it or not. (I'm serious)

The phoenix spell cards for Mokou seems successful.
We can make a representative symbol for the character, then use it like for Mokou. (also demonstrated by Naut in one of his plural script)
Old/Forgotten member.

Old Patchouli Project was outdated but new one is in progress.

KomeijiKoishi

Re: Danmaku Pattern Ideas
« Reply #59 on: September 17, 2009, 12:03:11 PM »
I have an idea for two more Danmakufu-Touhou-Non-Touhou-Pairings:

Murasa + May "Anchors and Dolphins"
Youmu + Lloyd "Four Blades"