Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Stuffman on November 08, 2009, 03:52:06 AM

Title: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Stuffman on November 08, 2009, 03:52:06 AM
Yes, another one already - but don't worry, as the title implies, the subject matter is incredibly simple.

RULES:
- The only bullet type you are allowed to use is WHITE05. Lasers using WHITE05 are (edit:) NOT permissible.
- You may have up to three spells.
- Any kind of graphics, music, or other effects are permitted, but the only thing that is allowed to actually kill the player is WHITE05 (and of course the enemy's hitbox (don't abuse this)).

JUDGING:
- The judge is me! I will arbitrarily decide which three are my favorites. Numbers are subjective anyway. Obviously, I can't win, but I'll probably make some for chuckles anyway.
- You will be judged purely on the quality of your danmaku, in terms of visual appeal and playability. Other bells and whistles are fine (and even recommended!) to make your script more fun, but you will be judged on your patterns alone.

DEADLINE: 11/15/09, midnight EST. No exceptions. (That's next Sunday, for those of you that don't feel like checking your calendars.)

Get crackin' PC-98 style, bros.

RESULTS HERE: http://www.shrinemaiden.org/forum/index.php?topic=3665.msg165048#msg165048
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Naut on November 08, 2009, 03:54:52 AM
Quote
[00:07]   <Stuffman>   I call it "Dead Simple", three spellcards, you may not use any bullet except WHITE05. You may include any kind of graphics or effects you wish, but nothing except WHITE05 bullets are allowed to actually kill the player.
[00:08]   <Blargel>   ....05 = super tiny dot bullets?
[00:08]   <Naut>   Those are the small dot bullet eh
[00:08]   <Stuffman>   Yeah the little white dots
[00:08]   <Stuffman>   PC-98 style brah
[00:08]   <Blargel>   hmmmm
[00:08]   <Naut>   I like this
[00:08]   <Blargel>   might be interesting :D
[00:08]   <Stuffman>   Though I'll wait a couple weeks before starting it
[00:08]   <Naut>   Has to be sufficiently before Christmas though
[00:09]   <Blargel>   what's the point of announcing it here early then? people can get a head start
[00:09]   <Blargel>   or anyone paying attention anyway :V
[00:09]   <Stuffman>   Oh whoops
[00:09]   <Stuffman>   Okay lol it's an easy contest anyway so I'll make a topic
[00:09]   <Naut>   Might as well go announce it then
[00:09]   <Naut>   haha
[00:09]   <Blargel>   hahaha
[00:10]   <Blargel>   YES I HAVE A 2 MINUTE HEAD START
[00:10]   * Blargel   goes off to script

Be sure to rate Blargel really low for having an advantage over the rest of us.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Blargel on November 08, 2009, 03:56:55 AM
Be sure to rate Blargel really low for having an advantage over the rest of us.

Nuuuuuuuu, how could you Naut? D:
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Lawence Codye on November 08, 2009, 04:00:33 AM
I guess I'll try to enter this one...welp, time to get working...
I really have nothing else to do so...
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Drake on November 08, 2009, 04:04:13 AM
I'm entering this one so fucking hard you don't even know.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Chronojet ⚙ Dragon on November 08, 2009, 04:32:36 AM
Bahhh...
Seems pretty hard to do...
My patterns all rely on more than one bullet type and stuff...

(On an unrelated note, :V looks like Pac-Man! Someone make somekind of Pac-man type thing using Danmakufu. With WHITE05 and stuff.)

EDIT: This means I'm sitting this one out and just seeing the entries.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Prime 2.0 on November 08, 2009, 05:14:25 AM
...Did you seriously just announce a Tiny Bullet Blizzard making contest?


This is going to be very, very amusing.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Thaws on November 08, 2009, 05:29:45 AM
So difficult T_T.
My mind is blank, no idea what to make. ;-;

By the way, can we have more time for contests in the future? (Because it seemed like there's like one week only every contest :/)
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Stuffman on November 08, 2009, 05:41:29 AM
Part of the fun is to see what people can put together in a limited amount of time, so I doubt contests will ever be longer than two full weeks or so.

But yes, this one is a bit short since the subject is simple.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Blargel on November 08, 2009, 05:44:41 AM
I'm just bursting with ideas here... But I just pulled an all-nighter and I can't get myself to concentrate on scripting... And tomorrow starts another work week... GAH! NO TIME!

EDIT: Btw, midnight of Sunday... does that mean we have till the very end of Sunday or till the very end of Saturday?
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Thaws on November 08, 2009, 05:48:49 AM
Part of the fun is to see what people can put together in a limited amount of time, so I doubt contests will ever be longer than two full weeks or so.

But yes, this one is a bit short since the subject is simple.

I'm not asking for a extra full week or something...
It'd be nice if contests are announced on Thursday/Friday so there's two weekends to work on the script. :P
But it's your choice since you're the one holding these contests. You do have a point though, it's interesting to see what people can come up with in just one week. :P
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Stuffman on November 08, 2009, 05:55:33 AM
Quote
Btw, midnight of Sunday... does that mean we have till the very end of Sunday or till the very end of Saturday?

Til the end of Sunday. In other words, you have tomorrow and all of next weekend to make it. (And also during the work week if you find time.)
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: 8lue Wizard on November 08, 2009, 06:38:16 AM
ooh, this looks interesting. Might actually jump in on this one. Generic bullets call for an equally generic enemy! *goes to scrounge up some FF6 save point sprites*
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Nimble on November 08, 2009, 08:12:35 AM
Wow, for me without object knowledge again.....
I see nothing but a field of tiny dot.

Anyway, I'll try if possible.


Up to three spell, only spell without regular attack?
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Pesco on November 08, 2009, 08:25:15 AM
I'd like to participate by giving ideas to those that want it.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Helepolis on November 08, 2009, 08:25:55 AM
Not in this.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Stuffman on November 08, 2009, 08:39:25 AM
Quote
Up to three spell, only spell without regular attack?
You can have them all be attacks if you want, doesn't really matter. Just three, uh, things max.

Quote
Not in this.
:<
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: KomeijiKoishi on November 08, 2009, 09:11:04 AM
Two very stupid questions:

1. What kind of bullet is WHITE05 again? (I don't script my spellcards like that)

2. Does it need to have a dialogue?
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Lawence Codye on November 08, 2009, 09:16:20 AM
Two very stupid questions:

1. What kind of bullet is WHITE05 again? (I don't script my spellcards like that)

2. Does it need to have a dialogue?

1. The very tiny dot like bullets(mostly seen in the PC-98 Touhou Games)...
this bullet... (http://images3.wikia.nocookie.net/touhou/images/c/cc/Danmakufu_RED05.jpg)

2. ...no(it doesn't "have" to)...
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Nimble on November 08, 2009, 09:38:46 AM
You can have them all be attacks if you want, doesn't really matter. Just three, uh, things max.
:<

Roger.
Monochrome time :V
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Pesco on November 08, 2009, 09:50:22 AM
Hele: Could I dictate my idea to you to program for me?
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: PT8Sceptile on November 08, 2009, 10:56:00 AM
- The only bullet type you are allowed to use is WHITE05. Lasers using WHITE05 are (edit:) NOT permissible.

A small question pertaining this rule:

Are object bullets that don't check collision with the player (and thus can't kill you) but have a graphic other than WHITE05 allowed? Or am I stuck with using effect objects in this regard?
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Iryan on November 08, 2009, 01:27:13 PM
You know that making a contest like this will force me to do yet another entry that I cannot see, and that this time it may even be something other than last place, right..?

Gnahahahaha...


Edit: So... anyone up to testing the erroneousity of my first script?  :V
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Helepolis on November 08, 2009, 02:29:30 PM
Hele: Could I dictate my idea to you to program for me?

I am sorry Pesco, but I am not joining any contests, even if I have to program it for someone.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Cabble on November 08, 2009, 03:07:09 PM
I would join but events are beyond me. They just won't work.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Stuffman on November 08, 2009, 03:13:25 PM
Quote
Are object bullets that don't check collision with the player (and thus can't kill you) but have a graphic other than WHITE05 allowed? Or am I stuck with using effect objects in this regard?

Yes, they are allowed.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: DgBarca on November 08, 2009, 05:46:33 PM
Is SetShotColor allowed ?
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Gc on November 08, 2009, 06:42:32 PM
Is SetShotColor allowed ?
I think it would defeat the purpose of being WHITE only...
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Stuffman on November 08, 2009, 07:58:34 PM
Is SetShotColor allowed ?

Technically yes, but not on the WHITE05's.

Any bullet that can kill you must not deviate from the normal appearance of a WHITE05.

Also, I'm kind of hoping you guys make true danmaku rather than just trying to come up with ways to trick the player into getting hit by WHITE05's.

Quote
I am sorry Pesco, but I am not joining any contests, even if I have to program it for someone.
Why not? Your scripts are so fun.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Iryan on November 08, 2009, 08:09:42 PM
Also, I'm kind of hoping you guys make true danmaku rather than just trying to come up with ways to trick the player into getting hit by WHITE05's.

CreateShot01(GetPlayerX, GetPlayerY, 0, 0, WH -

Oh, hi Stuffman, how did you get in here?  :V


Seriously, though, what iabout WHITE05 bullets leaving trails of colored pre-bullet-smoke to make bullets which behave differently distinguishable from each other? Using colours for bullet distinction can make the difference between a fun card and a pile of cheapness. Or am I to assume that bullet patterns which would require this sort of distinction are too complex for a dead simple contest anyways..?


Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Prime 2.0 on November 08, 2009, 08:31:01 PM
I may not have the scripting know-how to join the contest, but that doesn't mean I can't prepare for it.  :V

(http://img697.imageshack.us/img697/1492/stgframe.png)

Every contest ought to have one of these, seriously.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Lawence Codye on November 08, 2009, 08:38:03 PM
Also, I'm kind of hoping you guys make true danmaku rather than just trying to come up with ways to trick the player into getting hit by WHITE05's.

& the contest can truly begin...this alone should help me make something worth looking at
even if even a little bit worth the look...
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Stuffman on November 08, 2009, 09:04:01 PM
CreateShot01(GetPlayerX, GetPlayerY, 0, 0, WH -
FFFFF

Quote
Seriously, though, what iabout WHITE05 bullets leaving trails of colored pre-bullet-smoke to make bullets which behave differently distinguishable from each other? Using colours for bullet distinction can make the difference between a fun card and a pile of cheapness. Or am I to assume that bullet patterns which would require this sort of distinction are too complex for a dead simple contest anyways..?

A valid point. Colored delay trails are acceptable as they do not kill the player. However, making your spellcards playable despite only using WHITE05 is part of the challenge, so that won't change. Find other ways to telegraph your attacks.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Drake on November 08, 2009, 09:23:51 PM
Guys, stop trying to find a way around the rules; man up and make some fucking danmaku.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Suikama on November 08, 2009, 11:50:17 PM
Got a really busy week ahead of me so I probably won't enter...

CreateShot01(GetPlayerX, GetPlayerY, 0, 0, WH -
Unless I do this :V


Also next contest should be only Brofists are allowed
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: canobiecrazy on November 09, 2009, 02:28:13 AM
Ill join, Ill probably place dead last, but Ill join!
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Janitor Morgan on November 09, 2009, 02:41:56 AM
Perhaps I'll do better this time around.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Blargel on November 09, 2009, 02:44:49 AM
Yay, one attack done complete with stupid animations. Also, I woke up this morning with an epicly ridiculous final attack for my script. It's gonna be a huge pain to script, but totally worth it. :V
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Suikama on November 09, 2009, 02:48:21 AM
Yay, one attack done complete with stupid animations. Also, I woke up this morning with an epicly ridiculous final attack for my script. It's gonna be a huge pain to script, but totally worth it. :V
Go go Blargel!
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Naut on November 09, 2009, 03:19:40 AM
Guys, stop trying to find a way around the rules; man up and make some fucking danmaku.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Chronojet ⚙ Dragon on November 09, 2009, 06:39:58 AM
Not entering, but what the hey, I was bored.
Code: [Select]
#TouhouDanmakufu
#Title[Stuff 4]
#Text[XD]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {
    let GCSD = GetCurrentScriptDirectory;
    let BossImage = "script\img\ExRumia.png";
    let frame = -60;
    let frame2 = -60;
    let c = 0;
    let cc = 0;
    let num = 2;
    @Initialize {
        SetLife(10000); SetDamageRate(500, 260);
        LoadGraphic(BossImage);
        SetX(GetCenterX); SetY(GetCenterY-100);
        CreateEnemyFromScript("XD", GetX, GetY, 0, 0, 0);
        SetMovePosition03(GetCenterX-150, GetCenterY-150, 10, 3);
    }

    @MainLoop {
        SetCollisionA(GetX, GetY, 32); //32 for boss, 10 for fairy
        SetCollisionB(GetX, GetY, 24);//24 for boss, 5 for fairy
        if(frame == 1) {
            loop(num) {
if(GetSpeedX == 0) {
CreateShot01(GetX+20*cos(c), GetY+20*sin(c), 2, c, WHITE05, 10);
}
c+=360/num;
}
            frame = 0;
        }
        c+=cc;
        cc+=1;
        frame++;
        frame2++;
        if(frame2 == 300) {
        SetMovePosition03(GetCenterX+150, GetCenterY-150, 10, 3);
        }
        if(frame2 == 600) {
        SetMovePosition03(GetCenterX-150, GetCenterY-150, 10, 3);
        frame2 = 0;
        }
        yield;
    }

    @DrawLoop {
        DrawText("ENEMY", 40, 35, 12, 255);
        SetTexture(BossImage);
        SetGraphicRect(0, 0, 64, 64);
        DrawGraphic(GetX, GetY);
    }

    @Finalize {
        DeleteGraphic(BossImage);
    }
}

script_enemy XD {
    let GCSD = GetCurrentScriptDirectory;
    let BossImage = "script\img\ExRumia.png";
    let frame = -60;
    let frame2 = -60;
    let a = 0;
    let b = 0;
    let num = 2;
    @Initialize {
        SetLife(10000); SetDamageRateEx(500, 260, 125, 65);
        SetX(GetCenterX); SetY(GetCenterY-100);
        SetMovePosition03(GetCenterX+150, GetCenterY-150, 10, 3);
    }

    @MainLoop {
        SetCollisionA(GetX, GetY, 32); //32 for boss, 10 for fairy
        SetCollisionB(GetX, GetY, 24);//24 for boss, 5 for fairy
        if(frame == 1) {
            loop(num) {
if(GetSpeedX == 0) {
CreateShot01(GetX+100*cos(a+b), GetY+50*cos(a-b), 2, b, WHITE05, 10);
CreateShot01(GetX-100*cos(a+b), GetY+50*cos(a-b), 2, b, WHITE05, 10);
}
a+=360/num;
b+=360/num;
            }
            frame = 0;
        }
        b-=9.25;
        frame++;
        frame2++;
        if(frame2 == 300) {
        SetMovePosition03(GetCenterX-150, GetCenterY-150, 10, 3);
        }
        if(frame2 == 600) {
        SetMovePosition03(GetCenterX+150, GetCenterY-150, 10, 3);
        frame2 = 0;
        }
        yield;
    }

    @DrawLoop {
        SetTexture(BossImage);
        SetGraphicRect(0, 0, 64, 64);
        DrawGraphic(GetX, GetY);
    }

    @Finalize {
    }
}
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: KomeijiKoishi on November 09, 2009, 06:03:03 PM
http://www.mediafire.com/?5dkhymn4ozz
It is as simple as it can get.
No dialogue.
No special boss sprite.
Just a boss with three spell cards only made out of little white bullets.
Meaning that it's not very good and I just uploaded it because I had nothing better to do.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Prime 2.0 on November 09, 2009, 07:38:53 PM
http://www.mediafire.com/?5dkhymn4ozz
It is as simple as it can get.
No dialogue.
No special boss sprite.
Just a boss with three spell cards only made out of little white bullets.
Meaning that it's not very good and I just uploaded it because I had nothing better to do.

I'm not a judge, but I'm going to say what I think about this script anyways.

The first spell has waaaay too much HP, and you made the bullets bomb-proof to boot, while the boss itself is also unaffected by bombs. The danmaku was BS hard in its own right, too. I understand that the difficulty of the spell comes from the density of bullets built up over time, which would be why the bullets are bombproof, but the HP on the first spell needs a nerf, and you should probably be given the ability to harm the boss with bombs.

Another thing that bothered me was that there was no boss sprite period. Given that it still has the goomba touch, this can result in some unfair deaths... specifically, on the first spell. It also means that it is harder for ReimuA players to find the ranged sweet spot for the non-homing bullets. Furthermore, the first time I played it, I thought the whole thing was survival, because it looked like there was nothing to shoot at!

Don't get me wrong though, I did like it, I just think that it's made more difficult than it ought to be for some stupid, avoidable reasons. Also, the music was fitting.

EDIT: Ah, so that's why there was no sprite. I put this(and that other script from earlier) in a new scripts folder, like I did for the last contest, but didn't bring over that img folder. While this fixed some of the gameplay issues that having no boss sprite caused, it lost a little of the "simplicity" charm... so oddly enough, maybe having a custom sprite that fits in with the theme might have been best.

Also, the second has bomb-proof bullets too. Now, this doesn't actually add any difficulty due to the fact that there is no windup on this one, so all it really accomplishes is making my computer lag when I use master spark.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Blargel on November 09, 2009, 08:08:11 PM
http://www.mediafire.com/?5dkhymn4ozz
It is as simple as it can get.
No dialogue.
No special boss sprite.
Just a boss with three spell cards only made out of little white bullets.
Meaning that it's not very good and I just uploaded it because I had nothing better to do.

It'd be nice if you included the ExRumia sprite in your folder and referenced it from there rather than script/img/ExRumia.png since some people (like Prime 2.0) might have deleted it. Also, you should also mention that it uses the SHOT_REPLACE library since not everybody has that either.

EDIT: Oh god huge hp and indestructible bullets. I like the ideas the attacks (okay, well the second one is kinda generic....), but I have to agree with Prime 2.0 about how they're too difficult. Not harming the boss with bombs is something that I don't have much of an opinion on though. My own entry doesn't take damage from bombs either, but the health is lower so bombing it could ruin the attack before you could see the pattern. In the case of bomb resistant bullets and large amounts of hp likes yours though, I don't think it'd hurt to at least allow 20% bomb damage or so.

The music is cool though. Where's that from?
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Iryan on November 09, 2009, 10:56:27 PM
Ok, I warned you...

My Dead Simple Submission! (http://www.mediafire.com/download.php?zzf0ntjzym5)

Please disregard the pretentious spell card names and descriptions and be gentle if the difficulty is off on some parts.  :V

Actually, No.
Just try to run the script and tell me wether or not danmakufu spits out an error so that I can fix it. If it doesn't consider this my entry. Hopefully I won't have made any mistake that renders an attack unplayable without causing an error...


Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Prime 2.0 on November 09, 2009, 11:26:52 PM
I start the script, the background appears...

(http://img196.imageshack.us/img196/664/startuperror.png)

And then the script concludes as though I beat it.


EDIT: Tried all the spells in single mode, first one got the error shown above, second one got this error:

(http://img525.imageshack.us/img525/236/spell2error.png)

And the third one worked fine. All tests were done on hard mode.

EDIT 2: Just noticed this:

(http://img5.imageshack.us/img5/1158/easyhardhardnormal.png)

You labeled Lunatic mode hard.

EDIT 3: I went to the place in the first spell's script where it said circle(GetX, GetY, ang1+(ang2-ang1)*k/(n-1), speed, 1, dis, phas) and changed phas to phase, and it worked. Yay.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Chronojet ⚙ Dragon on November 09, 2009, 11:32:16 PM
I start the script, the background appears...

(http://img196.imageshack.us/img196/664/startuperror.png)

And then the script concludes as though I beat it.
there's no such thing as "phas" frogot to define the variable or someting?
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Drake on November 10, 2009, 02:48:09 AM
aaaaagsdkfjbadkjf typing out 2391 commas
this was such a bad idea
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: KomeijiKoishi on November 10, 2009, 08:40:16 AM
It'd be nice if you included the ExRumia sprite in your folder and referenced it from there rather than script/img/ExRumia.png since some people (like Prime 2.0) might have deleted it. Also, you should also mention that it uses the SHOT_REPLACE library since not everybody has that either.

EDIT: Oh god huge hp and indestructible bullets. I like the ideas the attacks (okay, well the second one is kinda generic....), but I have to agree with Prime 2.0 about how they're too difficult. Not harming the boss with bombs is something that I don't have much of an opinion on though. My own entry doesn't take damage from bombs either, but the health is lower so bombing it could ruin the attack before you could see the pattern. In the case of bomb resistant bullets and large amounts of hp likes yours though, I don't think it'd hurt to at least allow 20% bomb damage or so.

The music is cool though. Where's that from?
I'm gonna upload an improved version with fewer HP and no bomb immunity as soon as I sit on my own PC ;P
And the music is a converted version of Mima's final theme in Phantasm Romance.
I don't remember the exact title of the program, but it has five capital letters and starts with G.

EDIT: FINISHED!
http://www.mediafire.com/?movjwmihizz
Changes:
- No bomb immunity
- Bullets can be bombed away as well
- New second spell card
- Life of the first and second card decreased by 25%
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Iryan on November 10, 2009, 06:50:23 PM
I start the script, the background appears...

(http://img196.imageshack.us/img196/664/startuperror.png)

And then the script concludes as though I beat it.


EDIT: Tried all the spells in single mode, first one got the error shown above, second one got this error:

(http://img525.imageshack.us/img525/236/spell2error.png)

And the third one worked fine. All tests were done on hard mode.

EDIT 2: Just noticed this:

(http://img5.imageshack.us/img5/1158/easyhardhardnormal.png)

You labeled Lunatic mode hard.

EDIT 3: I went to the place in the first spell's script where it said circle(GetX, GetY, ang1+(ang2-ang1)*k/(n-1), speed, 1, dis, phas) and changed phas to phase, and it worked. Yay.
Yay typoes!  ;D
Okay, the first one should have "phase" instead of "phas", indeed. The second one has either not enough or too many brackets somewhere. That's gone take a few minutes to find...
The third one worked? Great! That one was the one I thought would be the best, anyways...

Muchas gracias to all of you. Fixed version should be up in a few minutes.


Edit: And here it is! (http://www.mediafire.com/download.php?uxwjhw0lcjj)
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Blargel on November 10, 2009, 11:31:31 PM
It's done!

Here's Mr. McBullet (http://www.mediafire.com/download.php?jymohykjtkm) for all of you to enjoy. I'm pretty happy with how it turned out. It's around Extra Stage difficulty and may cause some slowdown during some parts if your computer can't handle all the crap I put in there.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Prime 2.0 on November 10, 2009, 11:49:53 PM
It's done!

Here's Mr. McBullet (http://www.mediafire.com/download.php?jymohykjtkm) for all of you to enjoy. I'm pretty happy with how it turned out. It's around Extra Stage difficulty and may cause some slowdown during some parts if your computer can't handle all the crap I put in there.

I love you. A very original idea, even if some of it is pretty cheap(namely, the clipdeath-ish second spell, and the start of the third the first time you played).
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Suikama on November 10, 2009, 11:53:09 PM
It's done!

Here's Mr. McBullet (http://www.mediafire.com/download.php?jymohykjtkm) for all of you to enjoy. I'm pretty happy with how it turned out. It's around Extra Stage difficulty and may cause some slowdown during some parts if your computer can't handle all the crap I put in there.
Ahahaha oh my god what the ahahahahahaha
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Blargel on November 11, 2009, 12:00:24 AM
I love you. A very original idea, even if some of it is pretty cheap(namely, the clipdeath-ish second spell, and the start of the third the first time you played).

The second spell was much much worse before. Like, you needed a lot of luck so that holes would appear conveniently when you needed to run your ass away. And yeah, because the pattern is constructed with WHITE05, the clusters have a bigger hitbox than they normally would if it were just a single normal bullet the same size.

I thought I gave enough warning on the third attack though. I mean, there were sound effects and the little laser indicator thingy. Oh well, the point of the third attack was to entertain people really.

Ahahaha oh my god what the ahahahahahaha

:V
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Suikama on November 11, 2009, 12:02:08 AM
You can't see the laser thing if you use Marisa B, but I guess that's what you get for using the highest DPS character :V
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Prime 2.0 on November 11, 2009, 12:22:14 AM
I thought I gave enough warning on the third attack though. I mean, there were sound effects and the little laser indicator thingy. Oh well, the point of the third attack was to entertain people really.

No, that part was indicated fine. I meant the beginning of the attack, where he turns huge. There's a flash of light, and then he's big. And overlapping me.

It's kinda like a wriggle kick, really.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Nonnie Grey on November 11, 2009, 01:57:12 AM
I'm not letting lack of experience stop me from giving this a shot! ... Curse my competitive nature.

Kayorei's Kicking It Old School? (http://www.mediafire.com/?iy240zqdmmy)
It probably won't even hold a candle to the other stuff here, but... eh, I tried.  :-\ The difficulty is a little on the "all over the place" side, closest to Normal, I'd guess. Not quite sure.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Prime 2.0 on November 11, 2009, 02:07:50 AM
You're right, the difficulty is all over the place... You made a very defensive boss here, the attacks were of the sort to restrict horizontal movement, while the boss itself moved around quite a bit. Liked the idea with the background, just wish you could have set it up so the ground didn't repeat over and over again. I also liked the boss sprite, and the arrows-coming-from-the-sides-of-the-screen attack.

But for some reason, you didn't make any of them spells. For some other odd reason, there was no ENEMY bar at the bottom during the boss. Weird.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Nonnie Grey on November 11, 2009, 02:26:06 AM
Huh... I should stop testing with ReimuA so often. Now I'm really glad I decided to change the boss's movement pattern in the third attack.

The idea with the lack of spellcards was to dip a little into the PC-98 style; no spellcards back then, so... yeah. I completely forgot about the enemy marker, though. >_< I guess that could be written off as PC-98 styling, too, I guess, but that's just a cheap excuse.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Nimble on November 11, 2009, 03:56:35 PM
Finally done!

This is too simple and cheap!! (http://www.fileden.com/files/2007/4/10/970318/nimble_deadsimple.rar)

I feel like my first spell is replica, but I can't remember who is the owner of this spell card. (or it may be just an attack? :V)

Now with 4 difficulty from Easy to Lunatic, but I'm not sure that it fit or not.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Prime 2.0 on November 11, 2009, 09:30:58 PM
BS hard as always, eh Nimble?

The nonspell was alright, save for one detail: That unreasonable stream of bullets that it shoots downwards, all while it's moving across the screen wildly. On all but easy mode, that stream is simply too thick to get through consistently, which mostly serves to make it an attack to play as ReimuA. Oh, it's aimed. It wasn't very apparent that it was aimed at the time, though... not sure what you could do to change that.

The first spell was pretty generic, but the use of white bullets that have no clear direction on the sprite makes navigating the criss-cross harder.

The second spell hints that you may have been the only one who tested it; the bullets move so fast, and there was no way to predict that they would aim themselves at the player after hitting the wall(and they continue to move that fast after they do). A guaranteed hit the first time you play it. The strategy I figured out was just to stay to the absolute right, dodge the horizontal streams, and just move up or down a ways to dodge everything else that popped up. But with the boss moving wildly everywhere, this once again makes it an attack geared towards ReimuA.


I liked the sprite of the boss. I liked the background, and the music, but why did you use such an ugly upscale for the boss' portrait? It just looks bad... a Nearest Neighbor upscale would have been vastly preferable.

Also, why has every entry but Mr. Mcbullet thus-far used "dead simple entry" or "contest entry" as its name? I actually chose a different script by mistake when I went to play this because I confused the names in the plural menu.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Nuclear Cheese on November 12, 2009, 02:54:34 AM
Hey guys.
Was bored, so I figured I'd give things a shot.


... not even sure if these even really qualify as entries, though. :V

I'm not much of a "normal danmaku" type of guy.


... of course, I'm not much of an art/sound guy either, so it's just some vanilla stuff.  Hope that people don't mind too much.


But hey, I had fun.  Hope you have fun too.



(File uploaded to the forum, since I forgot my FTP password.  stupid me.)
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Nimble on November 12, 2009, 01:48:08 PM
VideoGameCrack >
Your first spell own me alot. When 3 more flower are bloom I feel like a rat in the flower petal maze.


Iryan >
Your third spell remind me someone immotal :)


Blargel >
I bet to see someone made a bullet like this, but I didn't prepare myself for this :o
Last spell surprise me a lot, with your entry name - I'm loving it!


Kayorei >
I agree with Prime 2.0 to have background fix, or just the star is scrolling.
Your entry look like PC-98 boss very well ;)


Nuclear Cheese >
It's not simple in the playstyle, but the dead is really simple. Very creative and cool.
But I suggest that last spell need something to tell the player how much they left before you clear it.



Prime 2.0 >
I really have no idea with cutin this time. I'll try change it with boss/bullet adjustment. Your comment help me a lot.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Blargel on November 12, 2009, 01:52:50 PM
Hey guys.
Was bored, so I figured I'd give things a shot.


... not even sure if these even really qualify as entries, though. :V

I'm not much of a "normal danmaku" type of guy.


... of course, I'm not much of an art/sound guy either, so it's just some vanilla stuff.  Hope that people don't mind too much.


But hey, I had fun.  Hope you have fun too.



(File uploaded to the forum, since I forgot my FTP password.  stupid me.)

Oh wow, those entries were kinda out there, but that kept me entertained for a bit, haha. I kept trying to get a perfect run of the last attack, but it was hard :x.
Last spell surprise me a lot

Good, then I'm doing my job. :D
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: KomeijiKoishi on November 12, 2009, 03:03:13 PM
Oh, Blargel, BTW...
MRMCBULLET IS GODLIKE.
MAKE IT A MEME, GUYS!
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Suikama on November 12, 2009, 03:06:23 PM
Oh, Blargel, BTW...
MRMCBULLET IS GODLIKE.
MAKE IT A MEME, GUYS!
Memes don't work that way :/
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: KomeijiKoishi on November 12, 2009, 03:10:37 PM
Memes don't work that way :/
Sadly.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Prime 2.0 on November 12, 2009, 08:53:34 PM
... not even sure if these even really qualify as entries, though. :V

I'm not much of a "normal danmaku" type of guy.

If only I knew how telling this remark would be. There is an irony to the fact that, while the theme of the contest was "dead simple", you went out of your way to mess with the core mechanics of the genre to make something that is plays with far more complexity.

And it falls flat on its face.


I'll start with the first spell, gravity. When I saw that I could bend the direction of the bullet, and that I couldn't fire, I immediately knew that I had to make it slam back into the boss, but I struggled initially trying to achieve this long enough that hint text popped up telling me what I already knew.

Here is the first, fundamental problem with the spell: it modifies the core game mechanics in such a way as that the player has to learn how to play it. A curiosity it may be that you can do something like this, but that doesn't make it intuitive, or fun.

And there is the next problem; for the majority of the spell, there is a single bullet on the screen, 5 at the most. It's pretty easy to see that cover fire would be unfair when trying to pull a bullet into the boss, but that only really serves to highlight that there is something wrong with the concept; I am not going to sugar-coat this, I was dead stiff bored by this spell, something I can't say about even a second of gameplay in a SHMUP that I have had in the past. There was no real challenge, there was no sense of accomplishment(the HP went down such a small amount for each hit, hits that were hard to land due to a target being smaller than it should be for such a gimmick), it was horrifyingly monotonous, and I didn't even have the comfort of the timer to cut me off when things dragged on too long.

And when you get bored, you make mistakes. You stop investing mental effort into the activity, and you use what remains to try to make it go by quicker and suffer because of it. I'm sure you've played a videogame where you were fighting some hard boss, and you had found a pattern that more or less let you damage him without letting harm fall to yourself... it takes a while, you can see the HP going down, and you slowly get bored as the variation in the fight has left; so you get ambitious. You try to get in a second hit. That's when you mess up, that's when you get hit, die, and receive such a dose of frustration from having screwed up a done deal that you might even consider quitting. It is quite literally death as the result of boredom.

And that just isn't fun.


Moving on from there, the second spell was a welcome relief in that I could see a timer ticking down. It was a survival spell, plain and simple, and having the "friends" begin to take up all parts of the screen vertically was a great way to add challenge during the last part of the attack.


And, the third spell. First noting that the timer once again no longer existed, I found that what appeared to be non-regulation bullets had started appearing. Were it not for my knowledge of the contest rules, it would have been a while before I guessed that I had to grab them...but perhaps you had set up hint text for that spell as well.

As per the name of the spell, I began to collect the blue orbs as they formed, and unlike the the first spell, there was cover fire here, but unlike the first spell, there were absolutely no signs of progress for each time the gimmick was satisfied. I was left to wonder if collecting the blue orbs did anything at all, and I slowly began to lose interest, not moving up to collect each as it formed. And such an oddity it was that this loss of interest was rewarded, as the blue orbs would continue to spawn, meaning I needed to make fewer trips if I just let them accumulate.

The spell ended, having overstayed its welcome, and the script ended. I closed danmakufu, and deleted the script, knowing that even if I kept it around, I would likely never play it again.


Maybe some of the others here disagree with me, but this was genuinely my experience playing the script. It had been an exercise in originality and change for its own sake, to the point that it removed the safeguards of bombing to quickly damage the opponent and a timer to end the attack before it overstayed its welcome. It never allowed the player to directly attack, making the differences in shot types almost meaningless... and though a good deal of effort was probably expended to make this something original and new, all it amounted to for me was a moment of "oh, that's neat", leading into just wanting to get it over with. I only wish the effort put into these gimmicks could have yeilded something more.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Naut on November 13, 2009, 04:32:09 AM
wat is this wall of haet i dont even
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Prime 2.0 on November 13, 2009, 05:17:43 AM
wat is this wall of haet i dont even

Maybe you have a different opinion of it, I dunno. That was just my experience with it, and not much more.

I generally want to focus on the positive. The people who submit scripts here expend a degree of effort, skill, and expertise that I lack and envy. I particularly envy the people like Nuclear Cheese who are willing to take risks in the work that they do, and continue to do so even if it might not turn out as good as was hoped. I myself had taken steps in the modification of another game, and had taken a huge risk in the creation of my level by implimenting and focusing on a gimmick that nobody else had done before. In part due to flaws in the concept, but mostly due to my execution, the effort which had lasted on-and-off for months came out bad, and after that I simply stopped trying, and it was pretty much the last level I ever made for that game.

I have not played any of his other scripts, though I may soon look to find them... but if he is true to his word on the kinds of scripts he generally makes, then it is undoubtable that he has faced the same situation as I did in the past, probably more than once. But as his submission here demonstrates, he didn't just stop because of a road bump like that, he kept on making scripts, and continued to take risks for the chance of creating something truly wonderful. And regardless of any missteps that happened in the creation of the script he submitted for this contest, I applaud him for that conviction.

But while I do, this does not mean that I will hold back on my opinion of a script. If I liked it, I will say so and try to offer what I thought could have made it even better. If I did not like it, I will go at length to explain why, and how I think it could have been made more enjoyable... to me, at least. It is only my opinion, after all, and I mean no offense to the person who puts forth effort in the hopes of receiving critique. But for the same reason that I would not mean offense to someone in this situation, I feel it would be an insult to selectively omit the thoughts I had regarding their work.

To Nuclear Cheese, I would like to apologize if what had been said was at all taken as spiteful. I don't even know if you've read it yet, but I'd like you to know that I did not intend for it to be hateful towards you.

And, just to note, I was probably a bit too hard on the third spell; I was still dogged down by the first at that point, but the point still stands that it could be vastly improved through the addition of a counter of some sort for the collectible items, since the HP bar doesn't get used for that purpose.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Nuclear Cheese on November 13, 2009, 05:53:46 AM
t3h haet

;__;

brb killing self
(not really)



Admittedly, these are more unusual than is typical from me.  I just got a few ideas, and this is what they became.

Generally, though, I tend to not go for straightforward danmaku, since from past experience I suck at making it.  Instead I go for stuff that's a bit different (although, usually not quite this different).
Doesn't help that I rushed a bit to finish them yesterday so as to not have something else distracting me from Musuu no Danmaku (not like I don't have enough distraction already :V).

Lack of timer in #1 and #3 came from me not wanting to punish a new player who's still figuring the scripts out.  #2 was originally going to follow suit, before I made it a survival card (since I couldn't think of an interesting way to attack the "friends" - I wasn't gonna have them be just shootable, with the stuff going on in the other scripts).

I do agree that a counter probably would've been a good addition on the 3rd one; somehow I didn't think of that.  I might go back and touch these up a bit, if I ever feel like it.


And, fyi - as you guessed, there is a hint for the 3rd card as well.  The hints appear in #1 and #3 after a set amount of time; I tried to gauge it to be long enough that a clever player might figure it out on their own (well, first one, at least), without it being forever to appear.  Also, as you probably notice, the hint goes away once the player scores a hit in #1 or collects an orb in #3.



I have not played any of his other scripts, though I may soon look to find them...

Knock yourself out. (http://www.shrinemaiden.org/forum/index.php?topic=216.0)
(not literally)



PS - Suikama should create an entry that is just a Brofist made up entirely of WHITE05 bullets.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Prime 2.0 on November 13, 2009, 06:06:55 AM
;__;
#2 was originally going to follow suit, before I made it a survival card (since I couldn't think of an interesting way to attack the "friends" - I wasn't gonna have them be just shootable, with the stuff going on in the other scripts).

words

PS - Suikama should create an entry that is just a Brofist made up entirely of WHITE05 bullets.

I don't know how fun this actually would be, and somehow I think it would actually be pretty hard to pull off, but if you put those two things together, you could have friends that try to punch you. You'd hurt them by trying to make them punch each other.

It would be delightfully twisted at the very least. But it would need something else in there to spice things up... I just don't know what that would be!


Also, I should have mentioned this in my first post, but the addition of reduced bomb damage on the first spell(and of course the second if it had been made into another weird thing) would have been appreciated. Not enough that you could rely on it entirely to beat the spell(unless you decide to suicide or something), but enough that you could speed things along a bit if you wanted to just get on to the next spell... and after giving it some thought, while I do not believe constant cover-fire would be fair given the gimmick of the gravity spell, a medium-thickness, kinda-sorta fast circle of bullets every 3 or 4 seconds might work... but on the other hand, the player might confuse the circle of bullets with the gravitational ones...except of course if there was some weird graphical effect on the gravity bullets like people have been talking about in this topic.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Lawence Codye on November 13, 2009, 09:09:04 AM
damn almost the 15th...I wish I could get my background to show up
in my scripts...then maybe add some bgm to it & get it posted already...oh well back to work...

oh wait...done that just now...here's my entry below...
It's just a damn Mirror... (http://www.mediafire.com/?zimgiwyhqqe)

it's harder with default characters, is very simple & finally done...now go break that damned Mirror...
"I'm going to go now to dodge the worst of the verbal assault that's heading in my direction"...
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Kylesky on November 13, 2009, 01:49:04 PM
So... I decided to join this contest too...

Heehee... my entry here (http://www.mediafire.com/?z3bm2xgzyzq)

Sorry for the probable massive lag at the 2nd card :P

Credits to Zun/Drake for bgm/ripping, and the same anonymous friend who helped me with my sprites...(he helped me with skelekin last time...) (Note: If you don't think the bgm is appropriate, sorry for that... but it seems fitting for me...)
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Nimble on November 13, 2009, 03:04:57 PM
UltimaRepman >
Oh... I don't sure that what'll happen if I move charecter around. But your first and second pattern was no need to move.
I just standstill where my charecter start and wait until third pattern, then move my cha' up a bit wait till the end without moving. :P
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Infy♫ on November 13, 2009, 08:56:06 PM
I don't know how fun this actually would be, and somehow I think it would actually be pretty hard to pull off, but if you put those two things together, you could have friends that try to punch you. You'd hurt them by trying to make them punch each other.
etc etc;
tl;dr

could you please stop cracking off other people's scripts? you don't even make your own attacks! you're not a judge; the only one judging here is Stuffman
advising people here is also pretty useless: once their attacks are posted you can't edit them anymore!

this kind of stuff is why i don't attend contests
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Naut on November 13, 2009, 08:59:26 PM
It's more of the fact he came off as "I fucking hate this script it sucks go die" rather than "I didn't like it, here's how it could've been improved, in my opinion", even if it wasn't his intention.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Prime 2.0 on November 13, 2009, 11:34:24 PM
could you please stop cracking off other people's scripts? you don't even make your own attacks! you're not a judge; the only one judging here is Stuffman
advising people here is also pretty useless: once their attacks are posted you can't edit them anymore!

this kind of stuff is why i don't attend contests

I should probably just shut up at this point, and turn the other cheek. Having been caught up in the moment, I had been more harsh than I should have been, and having realized my mistake, I spent upwards of 20-30 minutes drafting a post to apologize for it. The person who had the most right to be offended by the initial post took it in stride, made humor from it, and responded to the critique in a civilized manner, even showing interest in what had been said. The olive branch had been offered, all was more or less well, and I figured that after a prompt response with a reasonable tone to acknowledge that was made, we could all move on and enjoy the rest of the contest.

But I guess that just wasn't enough for you, huh.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Chronojet ⚙ Dragon on November 13, 2009, 11:41:26 PM
Oh, it's almost time up. I don't think I can even finish my entry (I'm secretly making one :V ). Blah. Oh well, I hope everyone does good good work. (And make it hard! *insert colon followed by a capital v*)
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Thaws on November 14, 2009, 03:37:00 AM
My entry : Click here (http://www.mediafire.com/?yzmccztd2mw)

How difficult it is?
This is the number of deaths I have for each mode during a no bombs run I did before submitting for testing purposes:
Easy : 0 death :D
Normal : 2 deaths on the 2nd card (It's not that hard, I just made mistakes. :P)
Hard : 1 death on 2nd card, 1 death on 3rd card
Lunatic : 2 deaths on 2nd card, 2 deaths on 3rd card (It's my first capture of the first card lol!)

So basically, lunatic mode is that wththisisimpossible mode because there some people here who enjoy impossible cards. XD
I've made sure that the hard difficulty cards are do-able though. (Captured them at least once after many many tries)
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Drake on November 14, 2009, 03:56:55 AM
thaws ilu
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Suikama on November 14, 2009, 05:42:55 AM
My entry : Click here (http://www.mediafire.com/?yzmccztd2mw)

How difficult it is?
This is the number of deaths I have for each mode during a no bombs run I did before submitting for testing purposes:
Easy : 0 death :D
Normal : 2 deaths on the 2nd card (It's not that hard, I just made mistakes. :P)
Hard : 1 death on 2nd card, 1 death on 3rd card
Lunatic : 2 deaths on 2nd card, 2 deaths on 3rd card (It's my first capture of the first card lol!)

So basically, lunatic mode is that wththisisimpossible mode because there some people here who enjoy impossible cards. XD
I've made sure that the hard difficulty cards are do-able though. (Captured them at least once after many many tries)
Oh baby :3

Although I have two gripes. One is the minor changes in difficulty. Although easy mode was technically easier, it still wasn't really easy and didn't feel much easier than normal. The other is each spell feels a bit cheap for one reason or another. The first is quite luckbased and the bullets move a bit too fast to see because they're hare to see (*coughthisappliestoalmosteveryonecough*), the second has those whips that spawn a bit too quickly and the delay clouds are rather large so it's hard to pinpoint exactly where they spawn, and the last one you get bubbles spawning right on top of you or right behind you if you're unlucky.


Also I got an idea for a script that I may or may not go through with
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Thaws on November 14, 2009, 05:50:55 AM
the second has those whips that spawn a bit too quickly and the delay clouds are rather large so it's hard to pinpoint exactly where they spawn, and the last one you get bubbles spawning right on top of you or right behind you if you're unlucky.
One of the wind symbols (they're not whips :() will always spawn on you, so it's quite cheap, I agree with that. XD Also, there was lag issues if the delay time was increased. :/

On the third card, instead of blaming it on bad luck, stay above the green area in the background. :v

That doesn't work too well on Lunatic :V
:V :suwakodwi:
Actually, I thought of not spawning bubbles on the player, but then one can just stay at one spot and focus on dodging the quick bursted bubble waves. I wanted to have the player moving over a large distance every once it a while in this spell, so I kept it that way. The boss follows you around anyways. :3
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Suikama on November 14, 2009, 05:52:42 AM
On the third card, instead of blaming it on bad luck, stay above the green area in the background. :v
That doesn't work too well on Lunatic :V
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Prime 2.0 on November 14, 2009, 06:27:26 AM
Thaws, if you had instead opted not to submit this script here, and had someone completely unrelated release it somewhere else, I would still have known that it was one of yours. The distinctive background/enemy sprites, the lack of BGM, the ridiculous ideas, and the inclusion of that terminally happy "pop" sound effect all come together as something that was clearly made by you.

Your premise was absolutely hilarious. I actually took a moment to consider the name of the script on the plural menu, but I was still surprised when I was suddenly under attack from a giant saltshaker.

Suikama mentioned the randomness of the script; I'd have to disagree that the randomness was a big problem on the first and third spells; particularly in the first, where you can bait the salt shaker to move around and create openings easily, and in the third where as Thaws has already mentioned, you can just stay above the bottom.

The second spell, on the other hand... Yeah, those wind swirls. It's already been said, so I'll say what you did right about it: you actually struck the balance of a defensive spell on this one; the shaker is moving back and forth rapidly while the swirls(and fronts of bullets) are restricting movement which makes it harder to land hits but it comes back quick enough that this isn't crippling. Combine that with the third spell in which the shaker accelerates towards your horizontal position slower than in the first spell, and it means that while there is a concrete benefit to using ReimuA in the script, the other shot types also get good representation.

I actually confused the portrait of the salt shaker for the salt shaker itself a few times when I first played this...seeing as how it used the exact same sprite(and size), and appears at roughly the same height as the shaker... well, it goes without saying that there needed to be a little more differentiating the two. Maybe if the portrait was right side up...

Also, I was amused to find that playing the individual spells showed the difficulty level in-game, but not the plural.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Suikama on November 14, 2009, 06:33:04 AM
damn almost the 15th...I wish I could get my background to show up
in my scripts...then maybe add some bgm to it & get it posted already...oh well back to work...

oh wait...done that just now...here's my entry below...
It's just a damn Mirror... (http://www.mediafire.com/?zimgiwyhqqe)

it's harder with default characters, is very simple & finally done...now go break that damned Mirror...
"I'm going to go now to dodge the worst of the verbal assault that's heading in my direction"...
You need some randomization in here man because I can timeout every single one of your spells without moving :V


Also for some reason I cannot cap the first salt shaker spell at all D:
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Prime 2.0 on November 14, 2009, 07:03:03 AM
Also for some reason I cannot cap the first salt shaker spell at all D:

Really? It's sorta like a misdirection spell. You have to move all the way to the left or right so the shaker follows you and overshoots off-screen, and then it'll be easier to get past the current wave of bullets. Rinse and repeat.

As for repman's script, I have to say that you nailed the PC98 feel for this one... though the SoEW music certainly helped to achieve that. I broke out my PC98 overlay for this one rather than using the tiny bullet blizzard frame I put in the topic earlier, and it felt so right.

And Suikama is right, these spells have more safe spots than Icicle Fall Easy. It also has a sweet graze exploit in the second spell, which I decided to make a replay (http://www.sendspace.com/file/df1qi4) of.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Lawence Codye on November 14, 2009, 11:58:55 AM
As for repman's script, I have to say that you nailed the PC98 feel for this one... though the SoEW music certainly helped to achieve that. I broke out my PC98 overlay for this one rather than using the tiny bullet blizzard frame I put in the topic earlier, and it felt so right.

And Suikama is right, these spells have more safe spots than Icicle Fall Easy. It also has a sweet graze exploit in the second spell, which I decided to make a replay (http://www.sendspace.com/file/df1qi4) of.

For me the replay, isn't neccessary since I'm well aware of all the lethal safe spots in it since I played it multiple times before posting...unfortunately it was either this...or omfg impossible patterns due to my horrible lack of skill...& yes it was the only thing that really fitted the mode for this train wreak in imo...PC-98 style was my primary focus here...
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: ChaoStar on November 14, 2009, 03:32:49 PM
It's simple... Maybe too simple.

=/

Code: [Select]
#TouhouDanmakufu
#Title[Backstabbing circles of snow.]
#Text[hooray.]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{

let CSD = GetCurrentScriptDirectory;

let imgBoss = CSD ~ "img\ExRumia.png";

let time = 0;

@Initialize{
SetLife(5000);
SetTimer(600);
SetScore(100000);
SetMovePosition01(GetCenterX,GetCenterY,5);
LoadGraphic(imgBoss);


mainTask;
}

@MainLoop{
SetCollisionA(GetX,GetY,32);
SetCollisionB(GetX,GetY,16);

if(time%120==0){
let angle1=GetAngleToPlayer;
let angle2=rand(0,360);
loop(15){
CreateShot01(GetX+40*cos(angle2),GetY+40*sin(angle2),2,angle1,WHITE05,10);
angle2+=360/15;

}
}
time++;
yield;
}

@DrawLoop{
SetTexture(imgBoss);
SetRenderState(ALPHA);
SetAlpha(255);
SetGraphicRect(64,1,127,64);
SetGraphicScale(01,1);
SetGraphicAngle(0,0,0);
DrawGraphic(GetX,GetY);
}

@BackGround{
SetTexture(NULL);
SetRenderState(ALPHA);
SetAlpha(255);
SetGraphicRect(0,0,500,500);
SetGraphicScale(1,1);
SetGraphicAngle(0,0,0);
DrawGraphic(GetCenterX,GetCenterY);
}

@Finalize{
DeleteGraphic(imgBoss);

}

task mainTask{
yield;
mainFire;
secondFire;
movement;
}

task movement{
SetMovePosition01(GetCenterX,120,5);

yield;

}

task mainFire{
let x = 0;
let dir = 0;
loop{
while(x<25){
CreateShotA(1,GetX,500,30);
SetShotDataA(1,60,1.5,dir,0.2,0,0,WHITE05);

FireShot(1);

dir+=360/25;
x++;
}
x = 0;
dir = 0;
wait(50);

yield;
}
}

task secondFire{
let x = 0;
let dir = 0;
loop{
while(x<25){
CreateShotA(1,GetX,500,30);
SetShotDataA(1,60,1.5,dir,-0.2,0,0,WHITE05);

FireShot(1);

dir+=360/25;
x++;
}
x = 0;
dir = 0;
wait(45);

yield;
}
}


function wait(w){
loop(w){yield;}
}
}
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Janitor Morgan on November 14, 2009, 07:18:32 PM
My entry's almost finished. I just have to decide on music and figure out how to make a decent background, which might not take that long I'll probably be occupied with for a few hours.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: 8lue Wizard on November 15, 2009, 04:21:07 AM
So, my last card isn't coming together, and I have two papers due on Monday, so I'm not really gonna be able to work on it tomorrow. I might as well submit what I have (http://www.mediafire.com/?izy3a0ynxku)...

Difficulty is balanced for my playing skill, so hardish-normal. Ignore the blatantly stolen graphics/music, plz?
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Suikama on November 15, 2009, 05:01:16 PM
Bah, don't have much time for this, so have a slapped together entry

http://www.mediafire.com/?2mnmtjwnqqj

:V

IhopeIdon'tgetdisqualifiedforthis
[/size]
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Demonbman on November 15, 2009, 10:42:58 PM
YAY~ its Sunday! crap its Sunday... Here is my entry~! sorry if the sound effects are a little annoying, I made them myself:

http://www.mediafire.com/file/0wdygoz2mj3

this time I tested the link and it works!

Credit to Always お⑨烏 for the Boss Sprite!
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Chronojet ⚙ Dragon on November 16, 2009, 12:30:57 AM
YAY~ its Sunday! crap its Sunday... Here is my entry~! sorry if the sound effects are a little annoying, I made them myself:

http://www.mediafire.com/file/0wdygoz2mj3

this time I tested the link and it works!

Credit to Always お⑨烏 for the Boss Sprite!
Oh, so this is what the sprite set and cut-in got into, mm?

IhopeIdon'tgetdisqualifiedforthis
[/size]
Ah, don't worry, you're probably good enough not to ever be. (What am I saying I can't even understand myself.)
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Demonbman on November 16, 2009, 12:46:18 AM
Oh, so this is what the sprite set and cut-in got into, mm?
Ah, don't worry, you're probably good enough not to ever be. (What am I saying I can't even understand myself.)

Not entirely, i have another project with..him...which im working on. I just used him in the contest cause i needed a boss ;)
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Chronojet ⚙ Dragon on November 16, 2009, 01:05:57 AM
Not entirely, i have another project with..him...which im working on. I just used him in the contest cause i needed a boss ;)
Mmm, we should name this character.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Janitor Morgan on November 16, 2009, 01:47:26 AM
Finished. (http://www.mediafire.com/?oemumytmaz5)

Drawing a background manually proved to be a bit difficult, so I just went with an image. I also think that the difficulty might be too easy for some of you, but I had to make danmaku I could actually succeed at.  :V
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Lawence Codye on November 16, 2009, 02:44:02 AM
Drawing a background manually proved to be a bit difficult, so I just went with an image. I also think that the difficulty might be too easy for some of you, but I had to make danmaku I could actually succeed at.  :V

This cannot be any easier then mine...I'm sure...
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Suikama on November 16, 2009, 02:45:29 AM
This cannot be any easier then mine...I'm sure...
Or mine :V :V :V
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Chronojet ⚙ Dragon on November 16, 2009, 03:59:34 AM
@Demonbman
Eeeeeeh?? You left some sprites unused... ??

Edit: Ok, I get it now.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Naut on November 16, 2009, 04:58:21 AM
[01:24]   <Naut>   In before Drake posts at the very last second because he is a gigantic faggot
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Drake on November 16, 2009, 05:00:02 AM
And here we are.

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

Yup. Two seconds late.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Naut on November 16, 2009, 05:00:22 AM
? Reply #101 on: Today at 02:00:02 am ?
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Stuffman on November 16, 2009, 05:03:55 AM
Quote
Yup. Two seconds late.

Quote
DEADLINE: 11/15/09, midnight EST. No exceptions. (That's next Sunday, for those of you that don't feel like checking your calendars.)

Quote
No exceptions.

Quote
No exceptions.

DISQUALIFIED.

Gonna start judging now.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Suikama on November 16, 2009, 05:08:26 AM
And here we are.

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

Yup. Two seconds late.
Wow you basically stole from everyone in this script :V

Stuffman, dixq, me...

DISQUALIFIED.

Gonna start judging now.
:V
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Stuffman on November 16, 2009, 05:32:03 AM
Oh wait it has Josette in it

Screw the rules, Drake wins, everyone go home

(No not really, should have results tonight. As a side note would everyone please put their names on their scripts from now on all but like three people did but I'm still upset)
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Pesco on November 16, 2009, 05:48:21 AM
Requesting videos of entries
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Stuffman on November 16, 2009, 06:16:47 AM
My computer experiences terrible slowdown on some of these scripts.

Naut, would you mind recording all the entries and putting them together on Youtube? Bonus points if you capture everything. Including Suikama's.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Suikama on November 16, 2009, 06:20:42 AM
Including Suikama's.
Ahahahaha good effing luck man :V
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Blargel on November 16, 2009, 06:22:41 AM
My computer experiences terrible slowdown on some of these scripts.
Like mine? :V

Quote
Naut, would you mind recording all the entries and putting them together on Youtube? Bonus points if you capture everything. Including Suikama's.
*writes a custom player script with 200 movement speed to teleport around*
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Stuffman on November 16, 2009, 07:00:48 AM
Defeat it with GOD RUMIA.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Suikama on November 16, 2009, 07:04:43 AM
Defeat it with GOD RUMIA.
Curses! Foiled by my own scripts!
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Stuffman on November 16, 2009, 08:25:02 AM
Always お⑨烏
Not a proper entry but I'll give my opinion anyway. This is slick, if you had bothered to make two more attacks you probably would've had something good going. I would've put the two Rumias a bit closer together so more of their spawn pattern was visible, but otherwise it looks pretty neat.

VideoGameCrack
Excellent entry, this is exactly what I had in mind when I came up with the contest. Snow Flowers took me a little bit to figure out, but I was able to capture it eventually so it's a good Extra-style card. The effect of Shattered Glass was one of the coolest things I saw in the whole contest. Ghost of the Ancient Danmaku is a kinda easy but long enough for someone to mess up at least once, bezier would've been much more impressive if the code for it didn't already get released earlier, nice nonetheless.

Iryan
Normal version was easy easy stuff, glad you included higher difficulties. The polygon orbit shots on Wind Tunnel were neat, it would've been nice if they rotated closer together and with more density so the effect was more visible. Mirror Universe is a rather straightforward rebound pattern, unfortunately the shots were a bit too sparse and often aimed at funny angles so you didn't get much visual effect out of it; also the bullets didn't bounce off the left wall, I trust this was a bug. Ripples in Reality is what makes this set worth playing IMO, the shot circle distortion was pretty interesting, but unfortunately the pattern didn't seem polished since it doesn't seem to normalize again, only becomes more and more random. However, I must credit you by saying I played this without remembering that you aren't able to playtest your own scripts, so big thumbs up there. I look forward to seeing what you can produce when you can actually, y'know, see your patterns :V

Blargel
Well done script, excellent visuals but a few playability hiccups. Dot Explosion looks super super cool but is extremely unfriendly to non-homing types, there should've been some kind of way to slide past those explosions without going to the corner (if there is one, I didn't catch it). Still, it's beatable no matter the shot type. Sprite of Atlas on the other hand is exceptionally cruel in that the boulder is aimed at you when thrown, rather than produced; I was utterly unable to capture it. Scaling is the most humorous entry and also the most entertaining to play IMO. Suika influence is obvious here.

Kayorei
A WHITE05-focused script on a starfield immediately strikes me as a bit distressing. This is a good script regardless, I enjoyed the simple geometric theme. The first attack is a fine entry, with the outer rings detonating being an interesting way to add complexity to the circle barriers. The alternate attack after the rings also plays nice, though the timing in which the larger rings spawn in sequence looked a little awkward to me. The second attack, the triangles, changes things up a bit by making you move more vertically. They feel a bit like polygon brofists. :V The final attack gave me trouble at first, as it made me think there was some gimmick to dodging it at first, but I was able to capture it once I started relying on instinct. It's a bit unintuitive but once you figure it out it's a fine end to the script.

Nimble
Okay, this changes things up a bit, seems like you're actually trying to kill the player. :D I'm afraid I don't recognize the enemy, so if there's a reference here, I've missed it...anyway the first attack seems reasonable, you have to do a bit of switchback if you're not a homing type, decent challenge. Circular Shot...well even if it's effective at killing me I'm afraid I can't give many points since it's something we've seen many times. Capturing Laser is just pretty much broken. I had to turn on invincibility to even figure out how you were supposed to dodge it, and even then I wasn't able to do it with any sort of consistency. Sorry bro, needs more playability.

Nuclear Cheese
Cheese's entry is a bit different in that it's more like a set of minigames. Gravity is impressive programming-wise, but directing shots is so cumbersome that it took a while for me to finish it. The stick figures in Friends are cute but Blargel did it better, and the hangtime between attacks makes this drag on a bit. Collection is more of a proper challenge, though I think it could've done with more variety in enemy shots or manners in which the player must collect the orbs. Overall, this is an interesting tech demo but not very fun!

UltimaRepman
Shot circles. Yep. Sorry, gotta do something a bit more interesting here. Well, I suppose the second attack is a bit interesting with the rings travelling at different speeds, makes it looks like the bullets are moving in pairs somehow. The presentation wasn't bad, I'm glad you included graphics and music, but I'm afraid it doesn't net you any points in this contest.

kyle_090594
Neat snowflakes. The middle dot is a bit off center though! (But really, who cares...) First attack is simple and effective. The snowblower on Artificial Snow seems like a cheap shot and a big downside to the script, you both need to know it's coming and know exactly what to do about it. The main part of the attack is alright though. Playing with Tiny Snow is a good straighforward spell, though it would've been nice to have some of those snowflakes in to pretty it up.

Thaws
Okay yeah this made me smile. In The Kitchen is a fun concept and also fairly challenging. Windy Day is a neat variation in effect but the gusts themselves are pretty unfair, it's pretty hard to react in time to not have them spawn on you...Out In Space on the other hand is a great finish, offering several things to dodge from multiple angles while still remaining very playable. Nice work!

ChaoStar
This is pretty okay, even if it's just shot circles. Needs more content to be in the running. Try some more stuff next time.

Blue Wolf
Am I fighting the FF6 save point? First attack is decent, no gimmicks, but nothing really special. Stealth Modo is...interesting. I can't decide if it's fair or not. I want to say it is, since I seem to have figured out a fairly reliable method to pass it. I think the shots start going stealth a bit too far from the player, making it impractical to always track them all; points for originality, regardless.

Suikama
DISQUALIFIED

Demonbman
Augh fuck this background, the high contrast makes it hard to track the bullets...maybe I should give points for that since that's PC-98-esque. :V The first attack is really difficult, it's hard to track the fast bullets coming at you from above when you're trying to get through the narrow openings in the spiral. The second attack is just mean when it comes from all four sides, and since it's just random spam I can't give you any points here. Third attack is AUUUUGH. The first spiral salvo is literally impossible to escape for some characters. You had something going with the missile streamers, but you can't put bullets that suddenly home in on you and look identical to the other ones in when the attack is already fairly dense. It looks like you're doing fine on the coding aspect of Danmakufu, but you need to work on the playability of your scripts. Did you playtest it thoroughly? Were you able to beat it yourself?

rdj522
Even if it is random spam I must say I appreciated Light Snow. Making jokes about dodging snow like it's danmaku is one thing, actually doing it is another. I had fun with that. Spiral Flurry is a good variation on a typical double spiral, with the way it gathers before dispersing. The curve as they fall towards the player feels unpredictable though, and it killed me once since I was expecting them to travel straight, I wish the curve was telegraphed a bit before so they wouldn't turn on top of me. Snowball Fight is alright, but more could've been done with the concept, like snowballs impacting the walls and such. As it stands it plays like a fairly simple shotgun card. Decent presentation overall.

Drake
I have to say I appreciate all the effort that went into this. Is Stalker Karakasa beatable? I don't get how it works exactly, I thought I noticed you being able to control its movement somehow though. NAUT, figure it out for me. Easy War was more practical, so I was able to take it easy. An Old Man Who Appreciates the Fine Arts is a good Extra-style card, being a little difficult to figure out at first but being very playable after you do. Great piece of work you've put together here. Too bad you're still disqualified :V (but ilu for making a Josette script)



STUFFMAN'S PICKS

1ST PLACE: VideoGameCrack - best straight-up danmaku.
2ND PLACE: Blargel - most visually impressive danmaku using pure WHITE05.
3RD PLACE: Kayorei - second most playable script that also includes unique patterns.
HONORABLE MENTION: I wanted to give third place to Thaws but I couldn't forgive the gust cheap shots.

Congratulations to our winners!



I've got a few ideas for the next contest in mind, but I'll keep them to myself for now. Expect the next contest sometime in December.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Thaws on November 16, 2009, 08:38:40 AM
I wanted to give third place to Thaws but I couldn't forgive the gust cheap shots.
;-; I couldn't figure out a better way to present the gust. The spell seemed plain with just the salt so I had to add them in.
It's still nice that I got a honorable mention. :P Thanks for the judging.

Congratulations to the winners!

Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Blargel on November 16, 2009, 08:46:47 AM
Blargel
Well done script, excellent visuals but a few playability hiccups. Dot Explosion looks super super cool but is extremely unfriendly to non-homing types, there should've been some kind of way to slide past those explosions without going to the corner (if there is one, I didn't catch it). Still, it's beatable no matter the shot type. Sprite of Atlas on the other hand is exceptionally cruel in that the boulder is aimed at you when thrown, rather than produced; I was utterly unable to capture it. Scaling is the most humorous entry and also the most entertaining to play IMO. Suika influence is obvious here.

Dot Explosion was supposed to be a rotation card. One rotation and you should've been able to defeat it unless the player you chose was abnormally weak. Guess I shouldn't have left the corners safe...
I can beat Sprite of Atlas consistently. D:  The difficulty was even more ungodly hard during the balancing phase.
I'm glad you like Scaling though. That was the one that I spent the most time on (for obvious reasons). Too bad it's relatively easy compared to the rest of my attacks.

Well that was fun scripting for this. I'm glad I placed, anyway. :D
Time to check out everyone else's entries that I haven't seen yet.
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Nimble on November 16, 2009, 09:05:10 AM
Congratulation to the winners!


Addition information about Army Eye here (http://pscave.com/ps2/enemies/armyeye.shtml).

Next time I'll trap you in third spell with WHITE05 ring instead :V




PS : I did change in first and third pattern to this (http://www.fileden.com/files/2007/4/10/970318/nimble_deadsimple_v2.rar) later, may be better. But not for submit contest :yukkuri:
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: KomeijiKoishi on November 16, 2009, 09:21:57 AM
VideoGameCrack
Excellent entry, this is exactly what I had in mind when I came up with the contest. Snow Flowers took me a little bit to figure out, but I was able to capture it eventually so it's a good Extra-style card. The effect of Shattered Glass was one of the coolest things I saw in the whole contest. Ghost of the Ancient Danmaku is a kinda easy but long enough for someone to mess up at least once, bezier would've been much more impressive if the code for it didn't already get released earlier, nice nonetheless.

1ST PLACE: VideoGameCrack - best straight-up danmaku.

WHA-

Okay, that´s really a surprise.

Like to type more, but I have to write this on my DSi because my PC needs to be repaired.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Lawence Codye on November 16, 2009, 10:06:05 AM
UltimaRepman
Shot circles. Yep. Sorry, gotta do something a bit more interesting here. Well, I suppose the second attack is a bit interesting with the rings travelling at different speeds, makes it looks like the bullets are moving in pairs somehow. The presentation wasn't bad, I'm glad you included graphics and music, but I'm afraid it doesn't net you any points in this contest.

The second spell seemed to look the most visually impressive to me too I guess...funny thing is I though this would look a lot worse to others so okay news there...need to learn more stuff come the next contest...oh, & glad I participated & congrats to all 3 winners...& honerable mention...it was fun...
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Kylesky on November 16, 2009, 11:08:10 AM
kyle_090594
Neat snowflakes. The middle dot is a bit off center though! (But really, who cares...) First attack is simple and effective. The snowblower on Artificial Snow seems like a cheap shot and a big downside to the script, you both need to know it's coming and know exactly what to do about it. The main part of the attack is alright though. Playing with Tiny Snow is a good straighforward spell, though it would've been nice to have some of those snowflakes in to pretty it up.

should've thought that was gonna be considered as a cheap shot... I just wanted to think up of a way to make the person think of ways to avoid that... there's actually 2 ways to beat it... first is to go left or right a bit, then when it starts, speed up to the other side (but only a bit) then slowly focus move to the end... it'll end a while before reaching the end if you do it slowly enough... the other way (the cheap way) is to just move above the boss  :V... I thought of placing snowflakes at the last card, but I couldn't think of a way to incorporate it anymore...

Anyway... congrats to the winners!!! (and honorable mention)
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Nonnie Grey on November 16, 2009, 11:17:23 AM
Kayorei
A WHITE05-focused script on a starfield immediately strikes me as a bit distressing. This is a good script regardless, I enjoyed the simple geometric theme. The first attack is a fine entry, with the outer rings detonating being an interesting way to add complexity to the circle barriers. The alternate attack after the rings also plays nice, though the timing in which the larger rings spawn in sequence looked a little awkward to me. The second attack, the triangles, changes things up a bit by making you move more vertically. They feel a bit like polygon brofists. :V The final attack gave me trouble at first, as it made me think there was some gimmick to dodging it at first, but I was able to capture it once I started relying on instinct. It's a bit unintuitive but once you figure it out it's a fine end to the script.

You know... the flawed logic behind the starfield background in this challenge never really hit me until you brought it up. At least I didn't make the stars white, I guess.

The third attack was my chief concern. While I found it workable with a little practice, it was still a bit on the WTF side. Good to know it wasn't quite as bad as I thought it was.

Still, third place? Wow... much better than I anticipated, that's for sure. ^_^* This was definitely interesting.

... Polygon brofists... heh.
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Helepolis on November 16, 2009, 12:44:39 PM
I am not going to congratulate the winners 1,2 and 3 but more like thank everybody for making the Dnh community on MotK a more lively place than before. I remember few months ago we had like maybe 1 or 2 replies a day or 48 hours and the IRC channel was empty like hell.

We grew into a fairly large community and I hope everybody enjoys their scripting. It doesn't matter if you are a newbie or expert. I think all the help can be offered here to achieve new skills.

Allright, not to be rude. Congratulations to the winners as well. I demand movies though.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Iryan on November 16, 2009, 02:53:37 PM
Naut, would you mind recording all the entries and putting them together on Youtube? Bonus points if you capture everything.
That would be so awesome.
Pleeeaaase...  :P


Iryan
Normal version was easy easy stuff, glad you included higher difficulties. The polygon orbit shots on Wind Tunnel were neat, it would've been nice if they rotated closer together and with more density so the effect was more visible. Mirror Universe is a rather straightforward rebound pattern, unfortunately the shots were a bit too sparse and often aimed at funny angles so you didn't get much visual effect out of it; also the bullets didn't bounce off the left wall, I trust this was a bug. Ripples in Reality is what makes this set worth playing IMO, the shot circle distortion was pretty interesting, but unfortunately the pattern didn't seem polished since it doesn't seem to normalize again, only becomes more and more random. However, I must credit you by saying I played this without remembering that you aren't able to playtest your own scripts, so big thumbs up there. I look forward to seeing what you can produce when you can actually, y'know, see your patterns :V
Success!  ;D

Also, conglaturation to Kayorei, Blargel and 'Crack!

Quote
I've got a few ideas for the next contest in mind, but I'll keep them to myself for now. Expect the next contest sometime in December.
Excellent, I should have an alternate danmakufu-capable WinXP hard drive ready by then.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Naut on November 16, 2009, 04:51:45 PM
Congratulations to the winners!



Naut, would you mind recording all the entries and putting them together on Youtube? Bonus points if you capture everything.

Only because it's you asking, sir Stuff.

<3

I don't get home for eight hours though, so that's the earliest I can start on this. To give you some indication of when you can expect this to be completed, I haven't even played half of the entries yet. Bad Naut.

Including Suikama's.

The things you people ask of me...
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Janitor Morgan on November 16, 2009, 06:29:20 PM
rdj522
Even if it is random spam I must say I appreciated Light Snow. Making jokes about dodging snow like it's danmaku is one thing, actually doing it is another. I had fun with that. Spiral Flurry is a good variation on a typical double spiral, with the way it gathers before dispersing. The curve as they fall towards the player feels unpredictable though, and it killed me once since I was expecting them to travel straight, I wish the curve was telegraphed a bit before so they wouldn't turn on top of me. Snowball Fight is alright, but more could've been done with the concept, like snowballs impacting the walls and such. As it stands it plays like a fairly simple shotgun card. Decent presentation overall.

That's all I was going for; a decent presentation to make up for the Halloween contest.

Your statement about Snowball Fight made me look back at the script, and I think I may have tried too hard to avoid copying ZUN's patterns. For example, when coding Spiral Flurry, I kept thinking back to Stage 3 of Perfect Cherry Blossom and trying to make it a bit different from that. In addition, when you mentioned letting snowballs bounce off the walls, I thought of a watered-down version of Flandre's Catadioptric.

Still, I'm glad you had fun with at least one of the scripts.
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Chronojet ⚙ Dragon on November 16, 2009, 06:40:34 PM
Arg, I didn't even enter, hahaha.

Anyways, good job for the winners.
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Suikama on November 16, 2009, 06:50:09 PM
Quote
Suikama
DISQUALIFIED

Daww :V
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Chronojet ⚙ Dragon on November 16, 2009, 06:56:01 PM
Daww :V
WUT.
THAT'S IMPOSSIBLE!!!
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Infy♫ on November 16, 2009, 06:58:06 PM
Daww :V
hhmmmmm why are you disqualified? used brofists again?
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Suikama on November 17, 2009, 03:20:23 AM
hhmmmmm why are you disqualified? used brofists again?
Maaaaaaaaybe

:V :V :V
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Demonbman on November 17, 2009, 03:28:57 AM
Demonbman
Augh fuck this background, the high contrast makes it hard to track the bullets...maybe I should give points for that since that's PC-98-esque. :V The first attack is really difficult, it's hard to track the fast bullets coming at you from above when you're trying to get through the narrow openings in the spiral. The second attack is just mean when it comes from all four sides, and since it's just random spam I can't give you any points here. Third attack is AUUUUGH. The first spiral salvo is literally impossible to escape for some characters. You had something going with the missile streamers, but you can't put bullets that suddenly home in on you and look identical to the other ones in when the attack is already fairly dense. It looks like you're doing fine on the coding aspect of Danmakufu, but you need to work on the playability of your scripts. Did you playtest it thoroughly? Were you able to beat it yourself?

Aahh....well   :-\ on my part, To answer you questions yes, i tested it with RemiuA and MarisaB and i was able to go through the spiral, and yes i have beaten it. Gratz to the winners. and Thanks for judging! :D
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Naut on November 19, 2009, 05:43:29 AM
this took too long
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Suikama on November 20, 2009, 02:41:44 AM
this took too long
How many parts are there? I see three, but there's still many missing scripts (mine:V)
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Naut on November 20, 2009, 02:48:33 AM
Videos:

Part 1 (http://www.youtube.com/watch?v=ZOqwJ7QYrGs&fmt=22): Winning Entry!

Part 2 (http://www.youtube.com/watch?v=rULuXvhjYvY&fmt=22)

Part 3 (http://www.youtube.com/watch?v=4qPI6Qry8Vo&fmt=22)

Part 4 (http://www.youtube.com/watch?v=F6VREiFzZ3c&fmt=22)

Click on a name to go directly to their portion of the video.
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Formless God on November 20, 2009, 02:51:12 AM
Jawdropped at Nuclear Cheese's SCs and Shattering Glass. Nice job everyone *sulks in a corner*

Oh yeah, where did you get all those remixes for A Drunkard's Lemuria ? ;_;
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Chronojet ⚙ Dragon on November 20, 2009, 02:53:20 AM
I wonder if my
(only)
card is in the 4th one.
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Naut on November 20, 2009, 03:25:07 AM
Not entering, but what the hey, I was bored.

What exactly was I supposed to get from this statement

"I'm not entering, here's an entry, include it in the contest as if I entered?"

??
Title: Re: Danmakufu Contest 2 - Dead Simple!
Post by: Chronojet ⚙ Dragon on November 20, 2009, 04:29:52 AM
What exactly was I supposed to get from this statement

"I'm not entering, here's an entry, include it in the contest as if I entered?"

??

Oh, ok.
Stuff already rated it (but I never wanted it to be, oh well :V ).
Never mind, then.
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Naut on November 20, 2009, 04:40:04 AM
Well I would've included it no problem if you didnt say you weren't entering :S
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Stuffman on November 20, 2009, 09:34:12 AM
Nicely done Naut. Now go necromance the Halloween Contest and do it again!

Actually, I've been thinking we should probably keep some sort of record of the contests in a sticky or something but I want to avoid sticky clutter, I was thinking I might add it to the FAQ thread. Suggestions?
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Nimble on November 20, 2009, 10:16:02 AM
How about create event/contest index page at dmf.shrinemaiden wiki and add record there?


To see my entry in youtube ..... wow :-[
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Iryan on November 20, 2009, 02:23:39 PM
VideoGameCrack (http://www.youtube.com/watch?v=ZOqwJ7QYrGs&fmt=22)
Shattering Glass is liquid awesome, nothing more to say.

Quote
Iryan (http://www.youtube.com/watch?v=rULuXvhjYvY&fmt=22#t=1m37s)
Fffff, half the stuff isn't working as imagined at all. Oh well...

Quote
Blargel (http://www.youtube.com/watch?v=4qPI6Qry8Vo&fmt=22#t=4m13s)
I love this.

Quote
Drake (http://www.youtube.com/watch?v=F6VREiFzZ3c&fmt=22#t=3m32s)
This too.

Quote
Suikama (http://www.youtube.com/watch?v=F6VREiFzZ3c&fmt=22#t=6m38s)
...Wat
Title: Re: Danmakufu Contest 2 - Dead Simple! (RESULTS!)
Post by: Naut on November 20, 2009, 02:37:50 PM
Nicely done Naut. Now go necromance the Halloween Contest and do it again!

/heartattack


Actually, I've been thinking we should probably keep some sort of record of the contests in a sticky or something but I want to avoid sticky clutter, I was thinking I might add it to the FAQ thread. Suggestions?
 

I like Nimble's suggestion. Maybe we should just combine all the stickies into one big one or something...

"EVERYTHING YOU NEED TO KNOW ABOUT DANMAKUFU"


To see my entry in youtube ..... wow :-[
:-[

HnnnnnwhathaveIdonennnghhh