Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Sage Ω (Ultima) on July 30, 2013, 10:36:12 PM

Title: Infinite's Danmakufu Lobby(Reimu B and Marisa Player 11-24-13)
Post by: Sage Ω (Ultima) on July 30, 2013, 10:36:12 PM
Ph3 Kochiya Sanae Boss (http://www.bulletforge.org/u/ultima124/p/kochiya-sanae-ph3-boss/v/first-public-release) 10 - 9 - 13

Nue Houjou (https://docs.google.com/file/d/0B5B6ZFqtvsOhQ0RXc3FJNWRzdnc/edit?usp=drive_web) 10 - 26 - 13

Nue Houjou v1.0b (http://www.bulletforge.org/u/ultima124/p/nue-houjou-boss-battle-ph3/v/10) 10 - 28 - 13 (newest)

DDC Reimu B Player Ph3 (http://www.bulletforge.org/u/ultima124/p/ultimas-ddc-reimu-b-player/v/10b)
MMS Marisa Ph3 (http://www.bulletforge.org/u/ultima124/p/magical-moon-story-marisa-player-ph3/v/10)
Title: Re: Infinite's Danmakufu stuff
Post by: Lavalake on July 31, 2013, 02:58:56 AM
Welcome, even though you've been around for a while now.
First off, have you tried uploading on Bulletforge?
This review will be based on the gameplay of Flandre's stage.

Stage Part 1: Pretty decent, but easy. Nothing really to say. [6/10]

Satori, Keine: I see my sprites. XD
Nonspell: This was pretty easy. This nonspell fits Alice more than anything. Although since Satori copies attacks, this fits her too. Though I fail to see the relation with Keine. [5/10]

Stage Part 2: Still pretty easy. [6/10]

Sakuya: So much lag in the nonspell.
Nonspell: Really simple concept and an easy nonspell. [4/10]
Spell: A basic spell that seems like a nonspell. One homing knife, and a bunch of knives randomly thrown in a direction. Not that original. [2/10]
Nonspell: Unused? But in directory.

Stage Part 3: It's still pretty easy. Not memorable. [6/10]

Flandre: Lag in some places.
Flandre 1: Random bullets... [2/10]
Flandre 2: Random bullets with reversing. [3/10]
Flandre 3: Homing Bullets with random ones. [3/10]
Flandre 4: Nonspell or Spell? Easy. It all depends on how she moves. [2/10]
Flandre 5: Rotating bullets. [5/10]
Flandre 6: Flandre 2 with walls that minimize your movements. [4/10]
Flandre 7: Harder version of Flandre 5. [6/10]
Flandre 8: This is the best spell of the pack. Still looks like a nonspell though, because of random bullets. [5/10]
Flandre 9: Unused?
[59/140] = [42.1/100]

Sorry for the bad score. I'm not trying to be mean.
There is still space to improve. And I will play your Aya boss soon.
I can see your potential, because your first script was better than mine.
Title: Re: Infinite's Danmakufu stuff
Post by: Sage Ω (Ultima) on July 31, 2013, 04:09:14 AM
Sorry for the bad score. I'm not trying to be mean.
There is still space to improve. And I will play your Aya boss soon.
I can see your potential, because your first script was better than mine.

It's fine, it'll help me alot to get honest opinions. Also, I tried to upload to Bullet Forge but it didn't work and Mediafire gets soo annoying having to retry many times so I used Google Drive as it works better for me.
Title: Re: Infinite's Danmakufu stuff
Post by: Sage Ω (Ultima) on August 01, 2013, 05:52:32 PM
Here's an update for flandre's stage. I changed the spell cards a bit to make them more interesting.

Link (http://www.mediafire.com/download/39mudsr182465ms/script.zip) paste the files into the same place where you saved the flandre stage.

I'll work on the stage portion and dialog (since Alice and Sakuya aren't as nice as I thought they would be to each other).
Title: Re: Infinite's Danmakufu stuff
Post by: Lavalake on August 02, 2013, 03:08:21 AM
You should disable any other characters from the Flandre Stage because it seems like the stage was made for Alice. (Dialogue.)
I will be sure to try it.
And the link to the Aya boss leads to own drive. Basically, it's broken.
Title: Re: Infinite's Danmakufu stuff
Post by: PhantomSong on August 02, 2013, 03:15:53 AM
Drive is an extreme inconvenience, considering not everyone has a Gmail account, and you need one to download stuff from Drive
and yes, Aya script link is broken.
Title: Re: Infinite's Danmakufu stuff
Post by: Sage Ω (Ultima) on August 02, 2013, 03:36:56 AM
Sorry guys I gave the wrong link for Aya's boss battle go here (https://docs.google.com/file/d/0B5B6ZFqtvsOhRFdEdi1wM0hydzg/edit?pli=1)
Title: Re: Infinite's Danmakufu stuff
Post by: PhantomSong on August 02, 2013, 08:06:45 AM
Okay, something that should be noted

You should NOT force the use of circle life bars. As cool as they are, some people's computers just simply cannot handle them and will lag. Not to mention with real dense patterns it even slowed down for me.
Title: Re: Infinite's Danmakufu stuff
Post by: Sage Ω (Ultima) on August 02, 2013, 02:08:17 PM
I've been thinking about removing it because it forces you to use extremely small health values which conflict with shot types especially Alice.

But it's really hard for me to tell what lags because everything seems alright on my end and it won't lag unless I add like over 1200 bullets the screen(even with the life bar) but I guess I'll remove it and bring the old one back.
Title: Re: Infinite's Danmakufu stuff
Post by: Sparen on August 02, 2013, 02:47:55 PM
I've been thinking about removing it because it forces you to use extremely small health values which conflict with shot types especially Alice.

But it's really hard for me to tell what lags because everything seems alright on my end and it won't lag unless I add like over 1200 bullets the screen(even with the life bar) but I guess I'll remove it and bring the old one back.

You can use Circle lifebars with minimal lag if you do the following:
Use extremely small life and use SetDamageRate(10,8) or something VERY small. That will cut the lag to a minimum. (But yes; be like Shockman and make it so that lifebars are not mandated).

If you do not want to duplicate all of your attacks without lifebars, use common data for a stage script and embed the common data in all of your attacks. I.E. set common data in your stage script and in each attack, use an if statement to see if the lifebar will be drawn.

Ex:
Code: [Select]
//Stage, With Lifebar
SetCommonData("Lifebar", 1); //1 is true

//Stage, Without Lifebar
SetCommonData("Lifebar", 0); //0 is false

//Single Script, where drawing the lifebar
if(GetCommonData("Lifebar") == 1){Lifebar;}
I hope this helps
Title: Re: Infinite's Danmakufu stuff
Post by: Sage Ω (Ultima) on August 02, 2013, 08:08:36 PM
Thank you but removing the life bar script is really just deleting a line from the draw loop, I don't have any plans to use it anymore unless a better version comes out in the future.(unlikely)

I'll update with the life bar removed later on.
Title: Re: Infinite's Danmakufu stuff
Post by: Sage Ω (Ultima) on August 08, 2013, 09:13:56 PM
I took the Flandre stage down for a min, until I finish the stage portion. I also took a brake and made a Eirin Boss Battle, download link is in the OP.
Title: Re: Infinite's Danmakufu stuff
Post by: Sage Ω (Ultima) on August 19, 2013, 12:14:54 AM
Here's WIP boss I'm put together. It's short, 3 spells 3 non spells. Lunatic type difficulty(or Extra type).

Kesima Haotou (https://docs.google.com/file/d/0B5B6ZFqtvsOhc2ZTVHlDXzFheVU/edit?pli=1)
Title: Re: Infinite's Danmakufu stuff
Post by: Sage Ω (Ultima) on September 01, 2013, 09:39:33 PM
Contest Entry v1.0a (http://www.bulletforge.org/u/ultima124/p/reimu-hakurei-motk-contest-entry/v/10a)

It's not finished, I may or may not do some tweaks to it. I'll try to come up with a Stage background, or cheese through it by using an existing one from an unfinished fangame. I purposely left the music out, in until I find a better song.
Title: Re: Infinite's Danmakufu stuff
Post by: Spectral Nexus on September 01, 2013, 10:44:46 PM
As you might've seen on BulletForge, I am experiencing problems with downloading and extracting your script. When I try to extract your script into the script folder, I get an error saying something along the lines of:

 !   C:\Users\[Me]\Downloads\Reimu.zip: Unknown method in Reimu\boss\Reimu\Reimu.png
!   C:\Users\[Me]\Downloads\Reimu.zip: Unknown method in Reimu\enemy\Enemy1.txt

The same error occurs for almost every file in this zip folder, and I can't play your Reimu script.

Please fix this! Maybe compress your script folder as a rar file rather than a zip file.
I'd really hate for this script to be disqualified for an error!
Title: Re: Infinite's Danmakufu stuff
Post by: Sage Ω (Ultima) on September 01, 2013, 11:02:29 PM
Thanks for letting me know.

Contest Entry reup (http://www.bulletforge.org/u/ultima124/p/reimu-hakurei-motk-contest-entry/v/10a-reup)

EDIT:Seems to be a problem with all of them.
Title: Re: Infinite's Danmakufu stuff
Post by: Spectral Nexus on September 01, 2013, 11:14:36 PM
Well I got everything to work... except the bullets. Hehe  :blush:
I changed:

    #include_function "script\Reimu\include\Bullet.txt"
    #include_function "script\Reimu\include\AnimationLib.dnh"
    #include_function "script\Reimu\include\ShootShape.txt"
    #include_script="script\Reimu\include\function_cutin.txt";
    #include_script= "script\Reimu\include\Halo.txt";

To:

    #include_function ".\include\Bullet.txt"
    #include_function ".\include\AnimationLib.dnh"
    #include_function ".\include\ShootShape.txt"
    #include_script = ".\include\function_cutin.txt";
    #include_function = ".\include\Halo.txt";

EDIT: The bullet graphic of Bullet.txt and ShootShape.txt can be made visible by changing them to a default graphic (i.e. RED01)
I'm not that good at corrections but I think that's the problem.

Yay! I got all of Reimu1, Reimu2, Reimu3, Reimu4 and Reimu5 to work!
To be honest, I don't know why I'm helping you! I'm a competitor too :V guessing its good sportsmanship.
Title: Re: Infinite's Danmakufu stuff
Post by: Sage Ω (Ultima) on September 01, 2013, 11:31:46 PM
Hmm, that's what I get for assuming everyone puts it directly into the script folder.

I'll change it for the next version.

EDIT: Did you stick it into a sub folder inside of the script folder? it should work without any changes if it's directly in the script folder.
Title: Re: Infinite's Danmakufu stuff
Post by: Spectral Nexus on September 02, 2013, 12:21:05 AM
Because I got bored, I made almost everything work :V
If you want, I can send you the script.
Unfortunately, I don't understand how to use CreateSprite, so even though Reimu6 still works, it doesn't include the huge seal, even though it's still in the code ( I just made it a comment)

Hehe, I actually helped someone :3c
Title: Re: Infinite's Danmakufu stuff
Post by: Sparen on September 02, 2013, 12:32:56 AM
You have one heck of a problem. Let me explain the problem with your Reimu script.

    #include_script="script\Reimu\include\function_cutin.txt";

You automatically assumed that nobody is going to rename your folder. Within moments, I had renamed the folder 'RaNGE 10 Infinite Ultima Wave Reimu Boss.'

As a result, the includes could not have been found.

Please use the following:

#include_script=".\include\function_cutin.txt";

...For ALL of your included files. Always use relative pathnames. This concludes the first bug I encountered (there may be more, but this is the obvious one). You'll have to go and fix all of the scripts that use this type of pathing, or anyone who renames your folder will not be able to play your script.

EDIT: Just realized that this problem has already been solved, and that the issue is the lack of uploading a fixed version. Also, no music. -_-
Title: Re: Infinite's Danmakufu stuff
Post by: Sage Ω (Ultima) on September 02, 2013, 12:54:42 AM
Alright I'm working on it.

Hehe, I actually helped someone :3c
not really, I know about absolute paths, I remember something not working if I used "./" and it was variables, so I got into the habit of not using "./".

Anyway, I'll fix all of this mess now.

EDIT: Spec, the reason why bullets didn't show is the same reason why everything else didn't work, in order to get paths to work you(or me for that matter) must use GetCurrentScriptDirectory~"/path/....." This only works for variables.
Title: Re: Infinite's Danmakufu stuff
Post by: Spectral Nexus on September 02, 2013, 01:05:09 AM
Just in case you would like it, I included an attachment of my version of your script~

not really, I know about absolute paths, I remember something not working if I used "./" and it was variables, so I got into the habit of not using "./".

 Well I tried to help lol :V
Title: Re: Infinite's Danmakufu stuff
Post by: Sage Ω (Ultima) on September 02, 2013, 01:10:22 AM
Well, you helped me notice that nothing worked. But anyway, I've made the corrections, thanks for the feedback everyone.

I'm going to include the music next time, as well as some other changes.

Title: Re: Infinite's Danmakufu stuff
Post by: Sage Ω (Ultima) on September 02, 2013, 03:15:56 AM
Here we go. Updated to v1.0b, there should be no more problems.

Contest Entry v1.0b (http://www.bulletforge.org/u/ultima124/p/reimu-hakurei-motk-contest-entry/v/10b)
Title: Re: Infinite's Danmakufu stuff (Contest Entry v1.0b)
Post by: Sparen on September 02, 2013, 02:03:02 PM
As soon as I got the script, I decided to go and check to see if it would work.

Before I tried to play it, I looked at the code. And voila.
Code: [Select]
    let xBossCutIn= csd~ "script\Reimu\boss\Reimu\CutReimu.png";
    let spell_back1 = csd~ "script\Reimu\boss\Reimu\Reimu1.png";
    let spell_back2 = csd~ "script\Reimu\boss\Reimu\Reimu2.png";
Still using paths that are detrimental to people who organize their files.

Also, I peeked around and found this:
Code: [Select]
    let obj = Obj_Create(OBJ_SHOT);You defined this in script_enemy_main of pretty much all of the attacks, and it seems to not do anything.

ALSO:
Code: [Select]
    PlayMusic(bgm);Is in every single attack. I think that this will replay the music from the start at the beginning of each attack (I may be wrong). For your situation, it is probably better to use #BGM in the Plural files for music.

Some of these may cause problems to people who play your script, so I wanted to let you know, And no, I have not tried to play it yet; I'm going to wait for a version where I can change the folder name and be able to play the script without any functions disabled.
Title: Re: Infinite's Danmakufu stuff (Contest Entry v1.0b)
Post by: Sage Ω (Ultima) on September 02, 2013, 03:45:10 PM
I must've forgot. Damnit, give me minute.

could've sworn I got everything.

Also, don't mind that obj variable, I copy and paste my scripts so it was left over from something I did along time ago for a completely different boss. Play bgm I used it in every script for the sake of playtesting and spell practice. It doesn't do anything if the music is already playing.


EDIT: I'm working on some other stuff right now, so paste everything in this folder into the main folder of the game.

This should get the cut ins and 2nd spell card Normal to work.
Title: Re: Infinite's Danmakufu stuff (Contest Entry v1.0b)
Post by: Darkness1 on September 02, 2013, 05:22:13 PM
I can finally extract your scripts! *hooray*
First thing I noticed was how much I loved that spellcard background, nice touch.
Overall, Reimu moves way too much and her animation seems to get bugged sometimes. I won't say anymore right now.
Title: Re: Infinite's Danmakufu stuff (Contest Entry v1.0c)
Post by: Sage Ω (Ultima) on September 02, 2013, 07:11:57 PM
Thanks for the fb.

Here's version 1.0c tested it and it works regardless of what you name it.

Contest Entry v1.0c (http://www.bulletforge.org/u/ultima124/p/reimu-hakurei-motk-contest-entry-final/v/10c)
Title: Re: Infinite's Danmakufu stuff (Contest Entry v1.0c)
Post by: Sage Ω (Ultima) on September 07, 2013, 05:27:00 PM
This is the final version that will be submitted as the contest Entry.

Ultima/Infinite's 2013 RANGE 10 Contest v1.0d (http://www.bulletforge.org/u/ultima124/p/reimu-hakurei-range-10-entry-10d/v/10d)
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Sage Ω (Ultima) on September 12, 2013, 01:28:20 AM
Magical Moon Story v0.1 (http://www.bulletforge.org/u/ultima124/p/magical-moon-story-test/v/01)

Only stage 1, I hope the difficulty is balanced, for Reimu's story, it centers around Reimu finding the one responsible for the decrease in donations to the shrine. I don't have time for a huge paragraph with the story layout yet.

Requires Marisa A and Reimu A player scripts.
Marisa A (http://www.shrinemaiden.org/forum/index.php/topic,5219.msg619284.html#msg619284)
Reimu A (http://www.shrinemaiden.org/forum/index.php/topic,5219.msg472443.html#msg472443)
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Sparen on September 12, 2013, 10:21:55 PM
You commented out the entire OP. Is there a reason for that?
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Sage Ω (Ultima) on September 12, 2013, 10:30:17 PM
I needed to fix those games and the OP was kinda centered on one script.

No sense in keeping broken games up.
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Maths ~Angelic Version~ on September 13, 2013, 11:49:09 AM
The lasers in Patchouli's noncards need some delay, otherwise the players gets killed suddenly with no warning.
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: PhantomSong on September 14, 2013, 12:14:42 AM
Victini's Review (http://pastebin.com/XqQ939vA)
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Spectral Nexus on September 14, 2013, 12:36:56 AM
All I really can say, as well as Patchouli's lasers is:

Way too many safespots!!
Momiji is practically the easiest boss ever. Her nonspells have SO many gaps in them, and a few of her spellcards do too.

...
But I do have to say, I love Momiji's Chase spellcard and Patchouli's Explosive spellcard, and I can't make a fangame whatsoever, let alone a stage, so I can't give advice in any way lol. I also think Victini was incredibly harsh too.

It does need a bit of work, but I still think it's good and not absolutely dreadful. Good job.



Edited post formatting to remove the large text. Unnecessary in my opinion to get a message across, -Hele
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Sage Ω (Ultima) on September 14, 2013, 01:08:27 AM
Yeah, I was tired of trying to find a balance in between the nons for Momiji, it was a lot harder before, but as a stage 1 boss I thought I should dummy it down. I guess, too much......
Anyway, I'll sort it out once I get started on the next stage. Thanks for your comments.

Victini's Review (http://pastebin.com/XqQ939vA)

I can't really take this review seriously.
Quote
What the fuck is Momiji doing. Her animation is strange. (-3 points)
Minus points for giving a stage 1 midboss an event? Yeah, ok...... Being a dick must come naturally to him.
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Sparen on September 14, 2013, 01:34:49 AM
Yeah, I was tired of trying to find a balance in between the nons for Momiji, it was a lot harder before, but as a stage 1 boss I thought I should dummy it down. I guess, too much......
Anyway, I'll sort it out once I get started on the next stage. Thanks for your comments.

I can't really take this review seriously. Minus points for giving a stage 1 midboss an event? Yeah, ok...... Being a dick must come naturally to him.

He is usually like that. But take the review seriously. It was because of his review for Pok?DigiDanmaku that I realized that I was doing some pretty bad things. Follow the parts that aren't unreasonable and try to implement them. If it doesn't work the way you want it to, find a way.

I haven't played your script, but I do ask that you take his feedback into consideration.

EDIT: I just shot you (I hope that it's you) a Skype contact request. Also, I have a bit of feedback
-The spell card/lives graphics are too close to the left.
-The stage background is... meh.
-The stage enemies could do with some more attack variety
-Momiji is not bad. Second nonspell is weird though and final attack is cheap in that you have curvy lasers that follow you. I liked the claw at first, but... yeah.

Overall, I have a much higher opinion of it than Victini does.
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Sage Ω (Ultima) on September 14, 2013, 01:53:20 AM
I'll see about it. I generally don't like reviews like this, when I do stuff like Danmakufu and other fangame/creation stuff I'm used to honest and insightful reviews that tell me how to make things better.

Things that actually help me make my script better, not catering to meet the needs of one or two people. I'm not ZUN, I don't have awesome scripting abilities like some of you guys have, but damn, help me, or atleast give me chance.

I can understand the parts like abuse of the same kind of enemy graphic but man.....

EDIT: You edited your post while I was typing mine. Um, I don't have a Skype.....
Also, thanks for your opinion I'll try to work on it more once I get started on the next stage.
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: ExPorygon on September 14, 2013, 07:45:56 AM
Victini's Review (http://pastebin.com/XqQ939vA)
Wow, seriously? Like 20 of the points taken off were for minor graphical complaints and personal preferences. Seriously, who cares if all the enemies are Yin-Yang orbs or if the lasers don't look like you want them to? Don't even get me started about the "Lives" and "Spellcard" supposedly being too close the edge of the playing field.

Even though all of these may be true, they're all MINOR. The gameplay should be where the criticism is at, not pretty graphics or extra stuff (unless the extra stuff actually interferes with gameplay). Hell, I'm impressed that there's even a custom HUD and effects at all, because no script NEEDS them. IMO, all of these should be treated as bonuses, and points should not be taken off for them. PATTERN design is paramount, and I saw very little wrong with the patterns.

That said, the review did mention several legitimate complaints regarding gameplay errors, such as Patchouli's non-directional laser spawning with no delay. However, please do not be discouraged by that review. The reviewer was being overly harsh on relatively unimportant details. Furthermore, his last remark was rather nasty and uncalled for. I certainly wouldn't blame you for ignoring most of that review.


In conclusion, I would like to say that I was rather impressed with the script overall. I ESPECIALLY like the dialogue tree-ish system you have going with the midboss. I've never seen this in Danmakufu scripts before and would love to see what you do with it. It gives the games a bit more replay value, IMO. Stage patterns were also pretty decent. I know how difficult it is to make a good stage, so it's really nice to see it done pretty well. My only complaints there would be that the patterns are little on the simple side and the stage can get repetitive at times. And aside from the gameplay complaints previously noted (safespots, no laser delay, etc.) I can safely say that I'm definitely looking forward to seeing more. Keep it up!
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Darkness1 on September 14, 2013, 08:16:15 AM
Overall problems I found:
- Like Victini said, some enemies never leaves the screen. This ruins the flow of the stage.
- Patchoulis nonspell, no warning.
- Patchoulis second spell is too much like a nonspell.
- I really think you should rethink your idea for Momiji nonspells. It's not just that it didn't fit with Momiji, I just think it is too scary. Another thing you could do here is making the vertical pattern more dense, but deleting the bullets if the player is on them while delaying.
- Momiji bodyslams the player if you're unlucky between nonspell1<> spell1 <> nonspell2.

This looks really interesting though. The yinyang patterns were nice and Momijis spellcards were fun. This wasn't that bad, not at all.
(But please, try to include the player scripts next time, it would make everything easier.)
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: PhantomSong on September 14, 2013, 12:37:06 PM
I'm just going to simplify Victini's review to the legitimate issues.
Here /w my comments on some issues I agree on. (http://pastebin.com/XdNDXKsg)
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Sage Ω (Ultima) on September 14, 2013, 04:22:27 PM
Once again thanks guys, I'll take your feedback and try to make things better next time.

Once I get atleast 3 stages going I'll upload it again this time with the player scripts since last time I was rushing and forgot to include them. After that I'll work on the first 3 in order to make sure I don't make the same mistakes again before moving on.
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Sparen on September 14, 2013, 08:08:29 PM
Regarding Skype:

Fondue said that he was talking with you, and there happened to be someone with a skype name of Ultima124, so I assumed it wasn't a coincidence.
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Sage Ω (Ultima) on September 14, 2013, 08:34:56 PM
That's weird. I use Ultima124 for my PSN and few other stuff. Though I've never used it for Skype or even tried Skype before. I also use it on Soku Lobby too so I guess you can find me there when I'm not browsing the forums.

Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Sage Ω (Ultima) on September 17, 2013, 02:08:34 AM
I've got some screenshots of stage 2.
The boss here is Soya no Kanise. There are four main antagonist, Kanise, Luia, Rinoa, and Dia, they're all sisters, and Kanise is the youngest while Dia is the oldest.

Those oval bullets move in the path of trick lasers(lasers that end before the delay finishes).
(http://s21.postimg.org/3t8yzgddj/th_dnh_2013_09_16_20_18_57_61.jpg)

Simple pattern, enemies move from the sides, kill them and they shoot suicide bullets.
(http://s10.postimg.org/h7utri4o9/th_dnh_2013_09_16_20_19_44_54.jpg)

These enemies fill the screen with bullets. It would've been to easy if there was only one so I added three.
(http://s9.postimg.org/45p93ziin/th_dnh_2013_09_16_20_19_33_70.jpg)

The enemies at the top are still shooting aimed bullets while the enemy at the bottom is doing the same but moving up.
(http://s14.postimg.org/50r04u19t/th_dnh_2013_09_16_20_20_06_93.jpg)


Progress Report:
All enemies leave the screen at some point.
Replaced the STG Frame.
Aligned the "Lives" and "SpellCard" text.
Gave Patchy a 20frame delay on her non spell lasers.
Did some edits to the way the sun in her 1st spell is drawn.
Added proper transitions between stage backgrounds(fadeout before loading the next).
Did some edits to Momiji, namely her non spells(still need to fix her first spell due to a shot type glitch).
Added a Menu with five difficulties from Easy to Extra(Extra doesn't work atm so you'll hear the invalid sound effect).
Finished the stage portion of stage 2.
Replaced Reimu A with a homing amulet shot type by Ozzy.
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Helepolis on September 17, 2013, 09:44:22 AM
All right I think I am getting slightly tired of this external-commenting by channelling it through forum users. Here is the deal from this point on: What ever review/comment/post a user has been posting, it will be posted by the user itself on this forum board. He/she should register if not an existing user.

If the user is existant but has a banned or probated status, then that is your own problem. If you want to bash a script without insightful comments and call it feedback, you might as well deserve a probation or ban for ill behaviour. Rika Nitori is a no drama zone. And I take it very seriously on this stance. We provide insightful, clear, friendly feedback. No lousy reviews with a stupid point system. Numbers mean nothing when there is only 1 review going on. Ever heard of averages? The more data, the better the results become.

The only exclusion I am going to make on this rule is the following: If banned users want to post their danmakufu work, they can discuss it with me first through PM by asking another user on motk, But no script-bashing or drama-spawning comments from external sources.

I will make a warning sticky post which will be existent for a week or two, so this thread doesn't gets polluted any further.

--Helepolis




Edit:
He is usually like that. But take the review seriously.
That review is nowhere to be taken seriously. I definitely agree with Ozzy here regarding the review. "He is usually like that" , sorry I don't buy this nonsense, but that was already made clear in my previous part.

- Like Victini said, some enemies never leaves the screen. This ruins the flow of the stage.
- Patchoulis second spell is too much like a nonspell.
Did you notice these are all subjective personal preferences? You might want to elaborate more why you think the second spell is too much of a nonspell? What is it that in your opinion makes a non-spell and a spell card?

Ruins the flow of the stage? ZUN has added in his own official games some enemies that stick around until they are killed. If you don't kill them the stage doesn't move on. This is nothing out of the ordinary and is personal choice. Whether it is pleasant or not is again, subjective. Rate that as part of the game play, not the actual work of the author.


Edit 2:
Now something positive to report which actually caught my eyes in your screenshots Infinite, I am definitely loving that city background you made there.
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Darkness1 on September 17, 2013, 11:25:52 AM
Did you notice these are all subjective personal preferences? You might want to elaborate more why you think the second spell is too much of a nonspell? What is it that in your opinion makes a non-spell and a spell card?

Ruins the flow of the stage? ZUN has added in his own official games some enemies that stick around until they are killed. If you don't kill them the stage doesn't move on. This is nothing out of the ordinary and is personal choice. Whether it is pleasant or not is again, subjective. Rate that as part of the game play, not the actual work of the author.
I would never take Kyuu's reviews seriously. True, he got a few good points, but most of his points are strange and really rude.

Sorry, but it just seemed nonspell-like to me. Maybe because it was the only spellcard in the stage which I didn't see as interesting? The same may go for EXpatchy's philo stone spellcard, but it had more variety. But yeah, this is just my opinion and no statement/fact.

It works if all enemies are adapted to it. I didn't feel like they were and as such, the enemies stacked too much together and made it way harder. It was a time since I last played the script, so I may be wrong though.
I know this is possible in ZUNs games, but it's nothing frequent unless I try to pacify the stage.
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Helepolis on September 17, 2013, 11:33:46 AM
Now we're getting some sense here. See? When you take a little more time to elaborate a post instead of creating a list of things with vague description things become more clear for the author. And no, you're not wrong. You're merely explaining what you felt, experienced. One can agree/disagree with someone's opinion

Oh, so Victini is Mewkyuu / Miransu? Good to know on my part. Amplifies my concern I wrote above. Also, having good points is meaningless if you end your sentence telling the author to stop scripting full games and return to solo scripts. Might want to rereading my concern on feedback.
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: ExPorygon on September 17, 2013, 03:22:38 PM
Those screenshots.....that looks a lot like my Reimu player from KoM. Is it? I'm fine with you using it but I would like to know if that's the case.


Also why does that background remind me of Rapture?
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Sage Ω (Ultima) on September 17, 2013, 09:13:37 PM
That player script was given to me. That's why I didn't know who made it. I'll edit the post and make sure to put your name in the credits.

Regarding the background, the photo is a screen of a rapture. Though, that's not why I chose it. Stage 2 takes place inside the elevator leading to the moon. So that's kinda what I think it would look like. A bit too real for a Touhou maybe?
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: ExPorygon on September 18, 2013, 01:32:51 AM
That player script was given to me. That's why I didn't know who made it. I'll edit the post and make sure to put your name in the credits.
Thanks. Out of curiousity, who gave it to you?

Regarding the background, the photo is a screen of a rapture. Though, that's not why I chose it. Stage 2 takes place inside the elevator leading to the moon. So that's kinda what I think it would look like. A bit too real for a Touhou maybe?
Not at all! It looks nice. I was just making a comment that it reminded me of Rapture from Bioshock.
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Sage Ω (Ultima) on September 18, 2013, 01:37:08 AM
Thanks. Out of curiousity, who gave it to you?

Trickysticks. He neglected to me, but I neglected to ask. :V

Not at all! It looks nice. I was just making a comment that it reminded me of Rapture from Bioshock.

It is from Bioshock..........
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: ExPorygon on September 18, 2013, 04:00:19 AM
It is from Bioshock..........
Oh, I misunderstood.
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Helepolis on September 18, 2013, 08:29:00 AM
So that's kinda what I think it would look like. A bit too real for a Touhou maybe?
Worry about your game play more than your graphical setting such as "is this bit too real", imo. You said it yourself, it is an elevator to the moon. And you seem to have chosen an urban setting so I don't see the problem. Your own personal choices, depending on your story line and theme.
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Sage Ω (Ultima) on September 26, 2013, 01:23:31 AM
Update, been working hard on this, finishing up on Kanise, I changed her sprite(twice), I need to change her last spellcard, designed a Menu and I'm about halfway finished with that. Starting stage 3 in a bit.

Anyway....

(http://s10.postimg.org/gyj0cxwi1/Untitled.jpg)
Title: Re: Infinite's Danmakufu stuff (Magical Moon Story Stage 1 uploaded)
Post by: Sage Ω (Ultima) on October 10, 2013, 01:24:57 AM
Took a break from MMS and decided to try something in ph3. Anyway I'm too lazy to post everything I wrote on bf so here's the script.

Ph3 Kochiya Sanae Boss (http://www.bulletforge.org/u/ultima124/p/kochiya-sanae-ph3-boss/v/first-public-release)

As I stated in bf, this is a package script, though the single and plurals work regardless, somethings may or may not function correctly.
Title: Re: Infinite's Danmakufu stuff (Sanae Ph3 Boss uploaded)
Post by: Sparen on October 10, 2013, 09:51:11 PM
I will play it and give you a detailed list of issues that I can find. (Since finding flaws seems to be my specialty). I'll post it below once I've finished.

NOTE: I did everything via the package menu of .0 pre19

Sanae Boss Beta by Ultima

-Please use .ogg files for music in ph3. It saves space and is the standard used in Japan. You can use audacity to turn .mp3 into .ogg.
-No select SFX used when choosing difficulty
-You use Absolute pathing. You should not require the folder to be named "Sanae", and you should DEFINITELY not distribute a file that is stated to use a package and then require its components to be in specific folders. Please refer to Helepolis's paths and directories tutorial.
-Also, what's up with that Mitori title screen? O_O
-The pause menu's images are low resolution.
-If you are on the pause menu try to return to the title menu, you get this. http://puu.sh/4MP92.png Also, boss music continues to play even when you return to the title screen via this method. In this mode, trying to load a replay fails and returns you to the puu.shed menu. It occurs in Spell 1, Nonspell 2, Spell 3, and perhaps more scripts, but does NOT occur in Nonspell 1. Once, it went to a black screen and no keyboard input was able to resuscitate it.
-Reimu's power is not shown. This poses a problem since SA ReimuA uses power.
-When in the pause menu, returning to the game can cause cheapshotting a little too easily.
-In the select screens, the slow alpha changes of the images makes it hard to see which one you are currently on. I suggest not going completely transparent, and making the alpha change significantly faster.

Nonspell 1: Crushing, colors unlike Sanae. But it's nice.
Spell 1: Fairly simple. Feels like a non spell though. Nice job with Sanae's background though. You did a good job with the effects.
Nonspell 2: Nice job here/ However, it feels like the first attack, since the patterns are basically similar. Also, feels like Ichirin. Also, there is a LOT of lag when the player dies. Also, the cross patterned bullets always spawn in the same place. Try using different angle increments, because it's impossible to get under Sanae.
Spell 2: Nice spell. Seems very Yukari-ish (SA Stage 4), but it's nice anyways. Butterflies don't fit that well though.
Nonspell 3: Nonspells are getting pretty repetitive. Background is nice, but... Yeah. You need much more non spell variety.
Spell 3: Fabulous idea. Note that you're basically dodging bullets from the right though.
Nonspell 4: WOW. By far, this is your best non spell. It is AMAZING (although the bullets are a little too fast and shiny)
Spell 4: Meh. Looks fine, but... Just not interesting enough.
Title: Re: Infinite's Danmakufu stuff (Sanae Ph3 Boss uploaded)
Post by: Sage Ω (Ultima) on October 10, 2013, 11:50:21 PM
I will play it and give you a detailed list of issues that I can find. (Since finding flaws seems to be my specialty). I'll post it below once I've finished.

NOTE: I did everything via the package menu of .0 pre19

Sanae Boss Beta by Ultima

-Please use .ogg files for music in ph3. It saves space and is the standard used in Japan. You can use audacity to turn .mp3 into .ogg.
-No select SFX used when choosing difficulty
-You use Absolute pathing. You should not require the folder to be named "Sanae", and you should DEFINITELY not distribute a file that is stated to use a package and then require its components to be in specific folders. Please refer to Helepolis's paths and directories tutorial.
-Also, what's up with that Mitori title screen? O_O
-The pause menu's images are low resolution.
-If you are on the pause menu try to return to the title menu, you get this. http://puu.sh/4MP92.png Also, boss music continues to play even when you return to the title screen via this method. In this mode, trying to load a replay fails and returns you to the puu.shed menu. It occurs in Spell 1, Nonspell 2, Spell 3, and perhaps more scripts, but does NOT occur in Nonspell 1. Once, it went to a black screen and no keyboard input was able to resuscitate it.
-Reimu's power is not shown. This poses a problem since SA ReimuA uses power.
-When in the pause menu, returning to the game can cause cheapshotting a little too easily.
-In the select screens, the slow alpha changes of the images makes it hard to see which one you are currently on. I suggest not going completely transparent, and making the alpha change significantly faster.


-Mitori???
-Uh? The pause menu is directly ripped from SA and look fine on my side. However, I do notice that every visual effect seems to be a bit blurry in Danmakufu than in the original.
Compare the STG Frame file to MoF and then Compare MoF to the frame being rendered in danmakufu.



-When I get the chance (or feel like it) I may change, it's not like its uncompressed wav files.
-Forgot about the sfx for the difficulty menu.
-Player Power was purposely omitted, I plan on changing the player types in the future and those don't use power.
-Can you provide an example, because I don't think it's hard to see. Maybe I'll change the color similiar to how to pause menu works.


-I originally tested for absolute pathing before I started using the package script. I'm guessing it's the stage and player paths that are broken?

-This may be caused because you're running on a Mac, I've playtested many times and that doesn't happen. I even tried again while writing this and everything works fine.

Nonspell 1: Crushing, colors unlike Sanae. But it's nice.
Spell 1: Fairly simple. Feels like a non spell though. Nice job with Sanae's background though. You did a good job with the effects.
Nonspell 2: Nice job here/ However, it feels like the first attack, since the patterns are basically similar. Also, feels like Ichirin. Also, there is a LOT of lag when the player dies. Also, the cross patterned bullets always spawn in the same place. Try using different angle increments, because it's impossible to get under Sanae.
Spell 2: Nice spell. Seems very Yukari-ish (SA Stage 4), but it's nice anyways. Butterflies don't fit that well though.
Nonspell 3: Nonspells are getting pretty repetitive. Background is nice, but... Yeah. You need much more non spell variety.
Spell 3: Fabulous idea. Note that you're basically dodging bullets from the right though.
Nonspell 4: WOW. By far, this is your best non spell. It is AMAZING (although the bullets are a little too fast and shiny)
Spell 4: Meh. Looks fine, but... Just not interesting enough.

Nonspell 1:But Sanae has a pattern similar to this in MoF.
Spell 1: Thanks
Nonspell 2: Lag? Didn't notice it doesn't lag on my laptop, I'll add an option to disable the dissolve effect. I'll change the blue shots a bit to make things better.
Spell 2: The idea came from Sanae's second spell and Yuyuko.
Nonspell 3: Nonspells sometimes seem harder than spell cards, I didn't want something too complex, I'll try to think of something new.
Spell 3: Hmm....
Nonspell 4: Can't have Sanae without stars.
Spell 4: I won't lie, this was seriously rushed.
Title: Re: Infinite's Danmakufu Lobby(Sanae Ph3 Boss v1.0a 10-17-13)
Post by: Sage Ω (Ultima) on October 18, 2013, 02:04:44 AM
Since I don't have time to upload to BF atm I'll post this drive link instead.

Sanae Ph3 Boss v1.0a (https://docs.google.com/file/d/0B5B6ZFqtvsOhYWVScGxEZFpiRmM/edit?usp=drive_web)
This should be the final. Also, Magical Moon Story 0.12m has been scrapped in favor of a ph3 version.
Title: Re: Infinite's Danmakufu Lobby(Sanae Ph3 Boss v1.0a 10-17-13)
Post by: Sage Ω (Ultima) on October 27, 2013, 01:43:35 AM
And I'm back with another boss battle before start on stage 2 of MMS.

The battle is about as long as your average EX boss, there are only nine spells instead of ten though.
Nue Houjou (https://docs.google.com/file/d/0B5B6ZFqtvsOhQ0RXc3FJNWRzdnc/edit?usp=drive_web)
Title: Re: Infinite's Danmakufu Lobby(Nue Houjou Ph3 Boss v1.0 10-26-13)
Post by: Spectral Nexus on October 27, 2013, 12:05:19 PM
I played it, and I really must say, it's brilliant! There was one major problem for me though. The game ran at 10fps for the whole thing, it took like 20 minutes to complete it! I don't know if it can be solved or not, but I really hope it can.
Title: Re: Infinite's Danmakufu Lobby(Sanae Ph3 Boss v1.0a 10-17-13)
Post by: Sparen on October 27, 2013, 12:49:37 PM
And I'm back with another boss battle before start on stage 2 of MMS.

The battle is about as long as your average EX boss, there are only nine spells instead of ten though.
Nue Houjou (https://docs.google.com/file/d/0B5B6ZFqtvsOhQ0RXc3FJNWRzdnc/edit?usp=drive_web)

Please ZIP the file and upload to Bulletforge or Mediafire. What is this mess of files?
Title: Re: Infinite's Danmakufu Lobby(Nue Houjou Ph3 Boss v1.0 10-26-13)
Post by: Sage Ω (Ultima) on October 27, 2013, 01:03:29 PM
I played it, and I really must say, it's brilliant! There was one major problem for me though. The game ran at 10fps for the whole thing, it took like 20 minutes to complete it! I don't know if it can be solved or not, but I really hope it can.

Hmm, I'll upload a low quality version when I get the chance. This is probably caused by the distortion effect, magic circle and aura flame. Of course, when it comes to things like slowdowns I can't really help it since everything is fine on my end. Hopefully my fixes can help you.

Please ZIP the file and upload to Bulletforge or Mediafire. What is this mess of files?

Google Drive works exactly like mediafire, the only difference is that it shows you the contents of the zip. Click the file tab and download. I'll see if I can get to BF tomorrow on my home net since this net isn't capable of uploading there(it fails because of it being so slow).
Title: Re: Infinite's Danmakufu Lobby(Nue Houjou Ph3 Boss v1.0 10-26-13)
Post by: Darkness1 on October 27, 2013, 02:07:31 PM
Google Drive works exactly like mediafire, the only difference is that it shows you the contents of the zip. Click the file tab and download. I'll see if I can get to BF tomorrow on my home net since this net isn't capable of uploading there(it fails because of it being so slow).
Also, it seems like you uploaded the files by themselves. It's not much, but it would be easier for the player to have everything ready in its own folder.

General complaint is about cheapshots:
- Shaky screen with a large burst of tiny bullets is crazy to go against, I don't really know what to say. Especially since the pattern looks kind of random.
- The green UFO warping spellcard is a cheapshot the first time. I don't have much against it, since it only happens the first playthrough, so it's okay.

Another thing to mention, (this may or may not be true since I'm playing with pre17 for some reason ^^") your delay effect seems to have the wrong coordinates or something, since it looks like "graphical edges" appears ingame with the bullet delay.

This is only some things which bugged me. Overall the script is quite good, with some interesting patterns, fun nonspells and a great usage of effects.
Title: Re: Infinite's Danmakufu Lobby(Nue Houjou Ph3 Boss v1.0 10-26-13)
Post by: Sage Ω (Ultima) on October 27, 2013, 02:36:15 PM
Sorry, I suck at survivals and sometimes I forget to ease up on surprise patterns. I'll improve on those two cards before I put it up on Bullet Forge. I should've known the survival wouldn't play out very well for people.

Anyway, glad you enjoyed it Darkness. Oh, about the bullet delay, I noticed that too, I didn't make the shotsheet but I'll try to edit the delay rect for it and see if it works.
Title: Re: Infinite's Danmakufu Lobby(Nue Houjou Ph3 Boss v1.0 10-26-13)
Post by: Sage Ω (Ultima) on October 28, 2013, 12:22:09 PM
Just as I promised here's the BF link.

Nue Houjou v1.0b (http://www.bulletforge.org/u/ultima124/p/nue-houjou-boss-battle-ph3/v/10)

Includes fixes that Darkness pointed out. And Nexus, I'll make a special version for you that has less lag when I get the chance.(later on today)
Title: Re: Infinite's Danmakufu Lobby(DDC Reimu B Player Ph3 1.0 11-24-13)
Post by: Sage Ω (Ultima) on November 24, 2013, 04:15:27 PM
Back nearly a month later with my first player script. Enjoy and expect to see this with all of my boss scripts.
Any questions or comments please leave them here.

DDC Reimu B Player Ph3 (http://www.bulletforge.org/u/ultima124/p/ultimas-ddc-reimu-b-player/v/10b)

MMS Marisa Ph3 (http://www.bulletforge.org/u/ultima124/p/magical-moon-story-marisa-player-ph3/v/10)
Title: Re: Infinite's Danmakufu Lobby(Reimu B and Marisa Player 11-24-13)
Post by: ExPorygon on April 16, 2018, 03:57:18 AM
I hope the mods excuse this necrobump, but I'm doing it on behalf of an update to Ultima's DDC Reimu B Player that was just made today. He doesn't post on this forum much anymore so I'm making the post for him. There was a longstanding bug with the player that was just fixed thanks to Drake's investigation (https://www.shrinemaiden.org/forum/index.php/topic,19249.msg1394862.html#msg1394862).

Ordinarily, I wouldn't want to make a big deal of this but this player has been used in many, many scripts over the years so I wanted to make sure as many people know about the fix as possible. The glitch most usually involved player shots randomly being deleted, however this random deletion could theoretically happen to almost any object in use by Danmakufu. If you still use or are planning to use Ultima's DDC Reimu B Player, please redownload it from its Bulletforge page. The version is 1.0e.
Title: Re: Infinite's Danmakufu Lobby(Reimu B and Marisa Player 11-24-13)
Post by: Drake on April 16, 2018, 05:33:36 AM
Wrong investigation ;P (https://www.shrinemaiden.org/forum/index.php/topic,19249.msg1394862.html#msg1394862)

Also it only applies to objects created after (typically way after) the rogue tasks delete the cherry effects. It could definitely just coincidentally delete future enemies and boss scenes though, so still mildly dangerous.
Title: Re: Infinite's Danmakufu Lobby(Reimu B and Marisa Player 11-24-13)
Post by: ExPorygon on April 16, 2018, 02:39:16 PM
Whoops, I copied the wrong link. It's been fixed, thanks Drake.
Title: Re: Infinite's Danmakufu Lobby(Reimu B and Marisa Player 11-24-13)
Post by: JDude :3 on April 16, 2018, 09:56:36 PM
The MMS Marisa player it's not available anymore?
Title: Re: Infinite's Danmakufu Lobby(Reimu B and Marisa Player 11-24-13)
Post by: ExPorygon on April 17, 2018, 12:48:38 AM
The MMS Marisa player it's not available anymore?
I guess not, you'll have to contact Ultima about it but I since he told me he no longer has any Danmakufu stuff on his PC anymore, I doubt he still has it. You may be out of luck.