Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Dark Kitsune on June 04, 2013, 02:27:25 AM

Title: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Dark Kitsune on June 04, 2013, 02:27:25 AM
BloomDev v1.0.2
I don't recommend actually using this engine. I'm leaving everything untouched for archival purposes, but it's pretty bad.
Description
BloomDev is a new application designed to make creating Touhou danmaku games very easy. It has a built-in code editor and interface for creating the bullets, characters, and enemies that will appear in your game. And BloomDev compiles your project into a distributable .exe application and .dat datafile so your game can execute all by itself! Games made in BloomDev run on Bloom Engine 2, the same engine used in Iridescent Bloom. In other words, the engine will automatically update itself inside your game as I release new versions, even after you distribute copies!

Important info:
- I realize now how glitchy and bad the editor is. I'd recommend editing the files outside it for now, and use the editor only for compiling and configuration!
- The language used for coding is called GML, see info below
- Stage files must be edited outside the program for now
- Please ask for help
- I'm not very good at structuring topics...

I'll be compiling some documentation soon, but for now if you have any questions, please PM me or something.

Help for learning GML:
What is GML? (http://en.wikipedia.org/wiki/Game_Maker_Language)
How can I learn GML? (http://www.gamemakerlanguage.herobo.com/)


Screenshots:
(http://i39.tinypic.com/333gygk.png)
(http://i41.tinypic.com/zmwci.png)

Download:
http://www.mediafire.com/?z94qv3vdr7df6n9
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Sparen on June 04, 2013, 02:36:40 AM
Interesting. Let me see how it works.
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Kaze_Senshi on June 04, 2013, 03:51:00 AM
It looks interesting but:

1- Why does it need to change my Windows registry?
2- Ahhhhh the enemies's step code looks pretty complex :V
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Dark Kitsune on June 04, 2013, 03:57:24 AM
Huh? I never programmed it to change the registry... Maybe it's something from Visual Basic? Because I used VB to make it.

Oh, and I'll be adding more things to the engine soon, such as dialog and an actual end game screen..

The enemy's step code isn't that complicated, it just uses a pattern generated with Bullet Pattern Studio.
I included Bullet Pattern Studio in the zip. You can use it to generate code for spell cards and enemy patterns, just export as a GM8 code and paste it in the code editor, in a logical place.
Here's a tutorial on how to use it: https://www.youtube.com/watch?v=PIl2ia1_qBQ
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Maths ~Angelic Version~ on June 04, 2013, 07:23:23 PM
I haven't tried it yet, but it's very cool that you're sharing it :D
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Evil_Nazgul0616 on June 04, 2013, 11:49:11 PM
Some feedback:

It looks nice so far, but there are a few things that bug me:
1. I'm confused about any form of player/enemy/boss/bullet sprites that are animated, how would one implement them? (How far does the spacing need to be between subimages, is there a restriction on sprite/subimage size, etc.)?
2. I watched the bullet pattern studio tutorial, I'm assuming BPS exported code is compatible with BloomDev and should go into the step event? (since the draw event is nonexistent in BloomDev)
3. You have tabs for making players, bullets, enemies, player bullets, but not bosses and spellcards (unless they're variants of enemies, in that case I'm as blind as Rumia in her own darkness).  I hope that will be remedied in a later version.

I still prefer Game Maker 8 over this, but that may change in the future. You are off to a good start though!
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Dark Kitsune on June 05, 2013, 12:39:09 AM
1. I'm confused about any form of player/enemy/boss/bullet sprites that are animated, how would one implement them? (How far does the spacing need to be between subimages, is there a restriction on sprite/subimage size, etc.)?
It automatically divides the total size by the number of subimages it requires. Just look at the example game for details. And bullets cannot be animated.
2. I watched the bullet pattern studio tutorial, I'm assuming BPS exported code is compatible with BloomDev and should go into the step event? (since the draw event is nonexistent in BloomDev)
Yup.
3. You have tabs for making players, bullets, enemies, player bullets, but not bosses and spellcards (unless they're variants of enemies, in that case I'm as blind as Rumia in her own darkness).  I hope that will be remedied in a later version.
It's not broken. You create the bosses and spellcards in the stage files. Look at the example game files.
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Imosa on June 05, 2013, 01:53:06 AM
I've been looking over this a bit. So, do you use GML in the code view boxes? I tried to make a spell card but never watched the instruction video, so on one hand I have complaints but on the other I may have just missed something.
Also, when on the stage tab, hitting the "Open for Editing" button does nothing that I can see.

This looks pretty good, keep up the good work.

EDIT: I just noticed that the button opened a number of Window Explorer windows. So I guess that's what the button does.
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Dark Kitsune on June 05, 2013, 03:34:32 AM
I've been looking over this a bit. So, do you use GML in the code view boxes?
Yes. You can also generate a spell card with BPS and then export as GM8 format and paste it in a step event. You also have to set the variables at the top to the bullets you want it to shoot and stuff.

I tried to make a spell card but never watched the instruction video, so on one hand I have complaints but on the other I may have just missed something.
Please, if you have any complaints, voice them.

EDIT: I just noticed that the button opened a number of Window Explorer windows. So I guess that's what the button does.
Oh yeah, I gotta make it stop auto-minimizing the new windows...
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Kaze_Senshi on June 05, 2013, 05:10:50 AM
Woooohooo I made one spellcard HAXXEEED PWNED 1337 it looks pretty cool I think. I only couldn't fix the boss sprite :(

(http://img38.imageshack.us/img38/3274/illusionarykarmacycle.jpg)

* Spellcards doesn't have timelimit?
* The screen in the bullet pattern editor is bigger than in the game, so I needed to fix boss position in the generated code:
* When I create a spellcard using the editor, which difficult is considered there? I can't beat my own spellcard on lunatic =(
* If you use single quotes in the spellcard name (like "Shikigami's Shot"), it crashes the game :P

Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Dark Kitsune on June 05, 2013, 05:55:12 AM
Woooohooo I made one spellcard HAXXEEED PWNED 1337 it looks pretty cool I think. I only couldn't fix the boss sprite :(

[Image Removed]
Lookin' pretty good :P I like the bullets you chose here, they go well together.
And you can't just use any boss sprite directly from the Touhou datafiles if that's what you tried to do there. It requires a bit of editing, just look at the boss sprite sheet in the example game. The engine automatically breaks the sheet down into a set of 5 frames, each 1/5 of the width of the whole sheet. The first 4 frames are for the normal animation. The 5th frame is an optional image that can be used for attacks. (I'll document how to do that later)


* Spellcards doesn't have timelimit?
Gah, somehow I keep forgetting to add that...

* The screen in the bullet pattern editor is bigger than in the game, so I needed to fix boss position in the generated code:
I'm gonna try making a redesigned version specifically for BloomDev, with the same screen size and stuff.

* When I create a spellcard using the editor, which difficult is considered there? I can't beat my own spellcard on lunatic =(
Export the spell as you would like it to appear in Lunatic. It bases the difficulty modifications around Lunatic.

* If you use single quotes in the spellcard name (like "Shikigami's Shot"), it crashes the game :P
That's because the sprite-font database doesn't have graphics for ascii characters above a certain value. (I think ? is the highest) The official Touhou games actually can't handle single quotes either, that's why you never see them in the games.


And in other news, the next engine update will add extra 2D and 3D drawing layers so you can create more complicated 3D scenes, and custom effects like rain and fire.
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Imosa on June 05, 2013, 06:02:48 AM
Well, I checked it out a little more and the Bullet Pattern Studio is certainly lacking. Is it still being updated? Did you make it? Criticism is a little hard because a lot of problems stem from obvious draw backs such as no lasers, and the fact that slaves can only orbit the enemy.
It's unintuitive for the slaves to only be positioned by radial coordinates. I wanted to make something like Marisa's Light Blast "Shoot the Moon" and I'm not sure its possible (ignoring the fact that the game can't make lasers).
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Dark Kitsune on June 05, 2013, 06:12:09 AM
(Please see my last post, I added some more details about boss sprites)

Well, I checked it out a little more and the Bullet Pattern Studio is certainly lacking. Is it still being updated? Did you make it? Criticism is a little hard because a lot of problems stem from obvious draw backs such as no lasers, and the fact that slaves can only orbit the enemy.
It's unintuitive for the slaves to only be positioned by radial coordinates. I wanted to make something like Marisa's Light Blast "Shoot the Moon" and I'm not sure its possible (ignoring the fact that the game can't make lasers).
Lasers are perfectly possible (3rd stage of Iridescent Bloom). It just takes a bit of knowledge of GML and creativity.

Here's the code I used for lasers

create.txt:
fx_emit_small(x,y,c_white)
smartsound_play(snd_laser)
visible=0
alpha=0
ac=0
stopped=0
dir=0



step.txt
if stopped=0 {
    dir=direction
    speed=0
    x=xstart
    y=ystart
    ac=1
    visible=1
    timer=-1
    stopped=1
}
else {
    if timer<=0 {
        if ac=1 alpha+=ac/20
        else alpha+=ac/10
        if alpha>=1 {
            alpha=1
            if timer=-1 timer=30
            ac=-1
        }
    }
    else timer-=1
}
image_angle=direction
image_alpha=alpha
if alpha>0.7 cast_deathline(x,y,x+lengthdir_x(360,dir),y+lengthdir_y(360,dir))
if alpha<=0 and ac=-1 instance_destroy()



And if you want glow effects, you'll have to go to the folder and create a draw.txt file and put this in it:
if stopped {
    draw_set_blend_mode(bm_add)
    draw_sprite_line(sprite_index,0,x,y,x+lengthdir_x(360,dir),y+lengthdir_y(360,dir),image_blend,image_alpha,max(image_alpha*4-2,0.5))
    draw_set_blend_mode(bm_normal)
}



And finally, the sprite should be one of those colored oval bullets, facing to the right.



--------------------------

And if you want non-radial spells, you can always have bullets shoot other bullets..
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Imosa on June 05, 2013, 12:58:09 PM
That isn't for Bullet Pattern Bullet Pattern Studio is it?
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Dark Kitsune on June 05, 2013, 10:48:35 PM
That isn't for Bullet Pattern Bullet Pattern Studio is it?
No. Put the codes in the files for a bullet. If you navigate with the file browser to the place where your BloomDev project is saved, then open the Source folder, then open the bullets folder, you can access the code files for the bullets directly without BloomDev.
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Imosa on June 06, 2013, 12:31:03 AM
Ok, this (http://www.shrinemaiden.org/forum/index.php/topic,14889.msg982714.html#msg982714) post was criticizing the bullet studio, not BloomDev.
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Dark Kitsune on June 06, 2013, 11:07:46 PM
Ok, this (http://www.shrinemaiden.org/forum/index.php/topic,14889.msg982714.html#msg982714) post was criticizing the bullet studio, not BloomDev.
Well you create the spell card in BPS, then you export it into bloomdev and set one of the bullet types to a laser bullet you make. So it's really not that hard to make lasers...
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Kaze_Senshi on June 07, 2013, 12:13:24 AM
But is there a way to import bullet code to BPS? Otherwise there is no way to test lasers.
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Dark Kitsune on June 07, 2013, 03:22:26 AM
But is there a way to import bullet code to BPS? Otherwise there is no way to test lasers.
Eh, not yet. You can compile and test the game though...
Sorry, I've been busy making big changes to the engine lately. I'll work on BPS next.
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Vendetta on June 07, 2013, 06:31:54 PM
Nice one. Would try scripting for couple months, but there is hurdle.

The problem is when i try to load and create new project, there is error when creating new source file (e.g. config.cfg).
This preventing me from getting creational screen.

I am using Windows 7 and probably have GameMaker Studio 1.0 installed.

Next time I will post the images.
Title: Re: BloomDev v1.0.0 - Make your own Touhou games!~
Post by: Dark Kitsune on June 07, 2013, 11:59:42 PM
Nice one. Would try scripting for couple months, but there is hurdle.

The problem is when i try to load and create new project, there is error when creating new source file (e.g. config.cfg).
This preventing me from getting creational screen.

I am using Windows 7 and probably have GameMaker Studio 1.0 installed.

Next time I will post the images.
Please do post the images, because a few people have had that problem, but it's never happened to me.
Title: BloomDev v1.0.1 Update
Post by: Dark Kitsune on June 08, 2013, 12:23:45 AM
Okay, just updated the link to the new version. It fixes a few bugs and a new tool for viewing spell cards outside of the game has been added.

And the new version of the engine should be out soon (it will auto update) and it will allow advanced users to create cool background effects , like trees, mist, and rain.
Title: Re: BloomDev v1.0.1 - Make your own Touhou games!~
Post by: Vendetta on June 08, 2013, 02:37:39 PM
Here's the picture, maybe it's about .Net errors i think.
Title: Re: BloomDev v1.0.1 - Make your own Touhou games!~
Post by: Dark Kitsune on June 08, 2013, 04:02:57 PM
Here's the picture, maybe it's about .Net errors i think.
Look at the error, it somehow replaced all the backslashes with yen symbols... Pretty sure that's not my fault. You might want to try updating your .net framework.
Title: Re: BloomDev v1.0.1 - Make your own Touhou games!~
Post by: JmLyan on June 08, 2013, 05:39:41 PM
Look at the error, it somehow replaced all the backslashes with yen symbols... Pretty sure that's not my fault. You might want to try updating your .net framework.

That happens if you change the computer language to japanese, so probably has nothing to do with the error.
Title: Re: BloomDev v1.0.1 - Make your own Touhou games!~
Post by: Dark Kitsune on June 08, 2013, 05:44:01 PM
That happens if you change the computer language to japanese, so probably has nothing to do with the error.
Okay. But still, try updating your .net framework.
Title: Re: BloomDev v1.0.1 - Make your own Touhou games!~
Post by: Kaze_Senshi on June 09, 2013, 11:47:42 AM
Well my game updated itself with this new version, it is saving the score but when I play it shows the hi-score in the wrong place. Maybe you set the value to the wrong variable :P

(http://img191.imageshack.us/img191/2858/wrongvariable.jpg)

Also I was playing with the BPS then I made some wrong choose and it started to create 20000 bulllets on the screen and the editor frozen. You should create a panic button to stop the simulation :P

PS: The time counter when it's yellow is too big :x

Title: Re: BloomDev v1.0.1 - Make your own Touhou games!~
Post by: Dark Kitsune on June 09, 2013, 09:19:54 PM
Well my game updated itself with this new version, it is saving the score but when I play it shows the hi-score in the wrong place. Maybe you set the value to the wrong variable :P
Thanks, I'll take a look at it.

Also I was playing with the BPS then I made some wrong choose and it started to create 20000 bulllets on the screen and the editor frozen. You should create a panic button to stop the simulation :P
Haha, the [omni] patterns can really cause problems if used wrong. Also, you can right click Ran then click somewhere else to clear the bullets.

PS: The time counter when it's yellow is too big :x
oops, I got to switch the yellow and red sizes.
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Dark Kitsune on June 11, 2013, 12:04:01 AM
Update for the spell viewer tool:
- Changed bullet file loading method
- Added difficulty changing
- Fixed some nonexistant variable issues
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Imosa on June 11, 2013, 04:51:25 PM
Why Game Maker? GML implements arrays very poorly, and it's a scripting language, which tend to run slower then compiled languages. Plus, GML is interpreted by LUA, which I heard is also a slow language. I guess these didn't turn out to be a problem since you've already been working with Game Maker, GML, and this engine?
From what I've heard, and experienced to some extent, Game Maker isn't bad. However, it's meant to make game making accessible to the less computer (specifically coding) savvy user, and as a result it becomes exponentially worse with increasing complexity. Do you think that's true?
GML has functions restricted to the full version of Game Maker. Can we use those restricted functions?

I've got some patterns on my mind that I want to try making, so I really want to try your program. I actually decided to go with Danmakufu ph3 because I kinda felt it would take me longer to learn your GUI then it would for me to pick up how it's code worked. Now that I've made my first pattern in Danmakufu I think I might try to implement the same pattern in Bloom Dev and see how they compare.
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Dark Kitsune on June 11, 2013, 11:38:10 PM
Why Game Maker? GML implements arrays very poorly, and it's a scripting language, which tend to run slower then compiled languages. Plus, GML is interpreted by LUA, which I heard is also a slow language. I guess these didn't turn out to be a problem since you've already been working with Game Maker, GML, and this engine?
From what I've heard, and experienced to some extent, Game Maker isn't bad. However, it's meant to make game making accessible to the less computer (specifically coding) savvy user, and as a result it becomes exponentially worse with increasing complexity. Do you think that's true?
GML has functions restricted to the full version of Game Maker. Can we use those restricted functions?

I've got some patterns on my mind that I want to try making, so I really want to try your program. I actually decided to go with Danmakufu ph3 because I kinda felt it would take me longer to learn your GUI then it would for me to pick up how it's code worked. Now that I've made my first pattern in Danmakufu I think I might try to implement the same pattern in Bloom Dev and see how they compare.
I'll admit that Game Maker is rather slow in terms of drawing, but it works well for creating things quickly and easily. The runner is built with GM8.0 "Pro" and loads the code directly into generated objects. So all Pro functions are available to you.
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Imosa on June 12, 2013, 11:49:58 PM
Where do you get documentation for GML, I can't seem to find the place where I used to get it. Also, that should really be linked in the original post, since you're trying to help people learn GML.
Also, you should REALLY thoroughly comment all the code on your Example Game. I wouldn't even touch this thing if I didn't already feel like I knew GML.
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Dark Kitsune on June 13, 2013, 12:23:07 AM
Where do you get documentation for GML, I can't seem to find the place where I used to get it. Also, that should really be linked in the original post, since you're trying to help people learn GML.
Also, you should REALLY thoroughly comment all the code on your Example Game. I wouldn't even touch this thing if I didn't already feel like I knew GML.
I added some links to info and tutorials on GML to the OP.

And now that I'm done with finals, I can start working more on this and Iridescent Bloom.
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Imosa on June 13, 2013, 06:09:23 AM
I'm just gonna write this post as I go along

I wanted to recreate the pattern I was working on in Danmakufu but ended up not doing so for a few reasons. First of all, it requires bullets to be way off screen and I didn't know how to stop the program from automatically deleting bullets (I think it does that). Second, as far as I know GML doesn't have a default function to do things like insert elements into arrays, and without the ability to define one's own functions in the code (I also don't think that can be done) this would be a very tedious problem to solve.

Can your Icicle Fall be made in Bullet Pattern Studio? Seems like it might be able too.

Do you know about the modulo operator:
Code: [Select]
a mod b //returns the remainder of a divided by bIt seems like you might use this in a few places, like the places where you have:
Code: [Select]
while slavedir[si]>=360 slavedir[si]-=360
It might be helpful to include a test player with a hit box that's always showing, is invincible while focused, and who's shot simply decreases the enemy's life. I was wishing I had something like that in Danmakufu.

Is the health of a boss directly tied to the time given on the spell card?

Is player a global variable? I tried to put this into a bullets step function but it doesn't seem to work:
Code: [Select]
point_distance(x,y,player.x,player.y) <= 20 {
speed = 0;
}

I seem to be having trouble getting a second spell to work. If I switch the order of the two spells, the problem is also switched.
Also I tried just erasing the second boss fight and it caused the game to never get passed the loading screen.

When I pause the game, the exit button in the top right stops working. If I try it and then unpause, the game closes.

I couldn't create my own project. I had a similar error the the aforementioned one, but I'm too tired to get a picture of it now.


I'm just going to attach what I made in the fast few hours and you can see if you can glean any insight from that.
Also, the documentation that I was looking for seems to have been taken down. http://wiki.yoyogames.com used to have very comprehensive documentation but it looks like it was cleaned out. I made do with what I could find.
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: ErASeR MOdER MAxiMUM on June 13, 2013, 04:17:19 PM
I feel a little silly for not understanding how to code things, even with BloomDev.  :qq:

However, I've been playing with the bullet pattern maker, and it's really fun! I've come up with a few different patterns and had fun doing it.

If only I could figure out how to actually implement them.  :ohdear:
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Dark Kitsune on June 13, 2013, 04:51:03 PM
I'm just gonna write this post as I go along

I wanted to recreate the pattern I was working on in Danmakufu but ended up not doing so for a few reasons. First of all, it requires bullets to be way off screen and I didn't know how to stop the program from automatically deleting bullets (I think it does that). Second, as far as I know GML doesn't have a default function to do things like insert elements into arrays, and without the ability to define one's own functions in the code (I also don't think that can be done) this would be a very tedious problem to solve.

Can your Icicle Fall be made in Bullet Pattern Studio? Seems like it might be able too.

Do you know about the modulo operator:
Code: [Select]
a mod b //returns the remainder of a divided by bIt seems like you might use this in a few places, like the places where you have:
Code: [Select]
while slavedir[si]>=360 slavedir[si]-=360
It might be helpful to include a test player with a hit box that's always showing, is invincible while focused, and who's shot simply decreases the enemy's life. I was wishing I had something like that in Danmakufu.

Is the health of a boss directly tied to the time given on the spell card?

Is player a global variable? I tried to put this into a bullets step function but it doesn't seem to work:
Code: [Select]
point_distance(x,y,player.x,player.y) <= 20 {
speed = 0;
}

I seem to be having trouble getting a second spell to work. If I switch the order of the two spells, the problem is also switched.
Also I tried just erasing the second boss fight and it caused the game to never get passed the loading screen.

When I pause the game, the exit button in the top right stops working. If I try it and then unpause, the game closes.

I couldn't create my own project. I had a similar error the the aforementioned one, but I'm too tired to get a picture of it now.


I'm just going to attach what I made in the fast few hours and you can see if you can glean any insight from that.
Also, the documentation that I was looking for seems to have been taken down. http://wiki.yoyogames.com used to have very comprehensive documentation but it looks like it was cleaned out. I made do with what I could find.
You should use list data structures instead of arrays if you want to insert things.
Sorry, it auto-deletes bullets to save on speed.

Icicle Fall can be made quite easily, but it takes a bit of editing the code of the icicles so they either turn or create new icicles and destroy.

And I know about the mod operator I just tend to not use it for some reason...

The timer is, for now, tied to the health, but I might want to increase it.

And I fixed up your game by adding a missing "if" in the icicle bullet's step code, adding a declaration for the 2d array "stars", clearing timeline2 of all enemy references (there are no enemies in your game, so it broke) and removing the spellcards in boss2 (they used bullets you didn't have).
(http://i43.tinypic.com/2qu3m81.jpg)
I love those graphics XD
http://www.mediafire.com/download/q3tuo59pt7r6mio/ExampleGame2.zip



I feel a little silly for not understanding how to code things, even with BloomDev.  :qq:

However, I've been playing with the bullet pattern maker, and it's really fun! I've come up with a few different patterns and had fun doing it.

If only I could figure out how to actually implement them.  :ohdear:

Don't feel silly, GML can take a bit to learn as it's quite different from other languages. But luckily it's also very flexible and nearly all formats of loops, conditions, indentation, etc. work.
Did you try any tutorials? Look at the example game alongside the tutorials to get an idea of how to utilize the things you learn.

And unfortunately, at the moment, spell card patterns must be implemented outside BloomDev, in the project folder. There should be a stages folder inside with 2 boss folders, which contain the spell card info and code.
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Imosa on June 13, 2013, 08:37:12 PM
Sorry, it auto-deletes bullets to save on speed.

Icicle Fall can be made quite easily, but it takes a bit of editing the code of the icicles so they either turn or create new icicles and destroy.

The timer is, for now, tied to the health, but I might want to increase it.

And I fixed up your game by adding a missing "if" in the icicle bullet's step code, adding a declaration for the 2d array "stars", clearing timeline2 of all enemy references (there are no enemies in your game, so it broke) and removing the spellcards in boss2 (they used bullets you didn't have).
Have you considered doing what Danmakufu does? Every bullet has a toggleable flag that determines if the bullet should be deleted when too far away from the play area.

Seems like you could make one of those shot types (I forget what you call them) that aims all bullets of a certain type, at the player.

I'd suggest just making them separate values in the info file.

I'll be sure to look into your edited file later. Thanks.
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Dark Kitsune on June 13, 2013, 08:53:48 PM
Seems like you could make one of those shot types (I forget what you call them) that aims all bullets of a certain type, at the player.
You mean the "omni" ones? Hmm, maybe.
For now, you can use
Code: [Select]
with (bullet) {
    direction=point_direction(x,y,player.x,player.y)
}
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Imosa on June 13, 2013, 08:58:32 PM
You mean the "omni" ones? Hmm, maybe.
For now, you can use
Code: [Select]
with (bullet) {
    direction=point_direction(x,y,player.x,player.y)
}
Actually not even the "omni" things. Slaves already have a toggle-able thing which makes them aim at a player, and it doesn't seem to do anything right now if you use and omni setting.
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Imosa on June 14, 2013, 01:09:04 AM
Ok, I finished the other spell card I wanted to make. I discovered two nice things about Danmakufu. First is the fact that since all it's spell cards can be accessed individually, you can just test a single spell card instead of having to deal with an entire stage. The second is that it has a test mode in which you can make yourself invincible.
The big down side to your engine, right now (other then some obvious things), in my opinion, is that it's so rigid. The biggest example is that if I want to test, my spell card, I need to play through my entire boss. If I wanted to make a stage along with my boss, I'd have to go through a little hell before I could even see the boss on the screen.
Of course, this kinda comes with the territory of what you're making, a danmaku engine with a GUI. I had a lot of trouble with file management, but I shouldn't because that's what the GUI should simplifying for me. I think what you really need to focus on next is filling out the Stag. tab.

Also, I tried to edit a bullet in the Bul. tab and it didn't save when I hit save.
Also, here are my two spell cards. The second is quite devious if I do say so myself (also maybe unbalanced).
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Dark Kitsune on June 14, 2013, 01:48:00 AM
Ok, I finished the other spell card I wanted to make. I discovered two nice things about Danmakufu. First is the fact that since all it's spell cards can be accessed individually, you can just test a single spell card instead of having to deal with an entire stage. The second is that it has a test mode in which you can make yourself invincible.
The big down side to your engine, right now (other then some obvious things), in my opinion, is that it's so rigid. The biggest example is that if I want to test, my spell card, I need to play through my entire boss. If I wanted to make a stage along with my boss, I'd have to go through a little hell before I could even see the boss on the screen.
Of course, this kinda comes with the territory of what you're making, a danmaku engine with a GUI. I had a lot of trouble with file management, but I shouldn't because that's what the GUI should simplifying for me. I think what you really need to focus on next is filling out the Stag. tab.

Also, I tried to edit a bullet in the Bul. tab and it didn't save when I hit save.
Also, here are my two spell cards. The second is quite devious if I do say so myself (also maybe unbalanced).
I've found that it's sometimes just easier to edit the files outside BloomDev, then use it to compile the game. And the Spell Card Viewer allows you to test the spell card outside the game...
And about that saving thing, I thought for sure that it worked before, but I'm getting the same problem now too...
I'll try the new version you made soon. I'm really busy trying to add dialog to the engine but there's a weird bug that I can't find the source of DX
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: illunara on December 16, 2013, 06:51:48 PM
Hi Ran
Its a great job you had done there.
Are you still going with this engine?
^^
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Raiko on April 26, 2014, 02:51:55 PM
This actually looks pretty interesting and I hope you're continuing on it. The only thing I want you to add is more bullet types in the Bullet Pattern Studio. I think it would be great if all bullets were available and you could choose what color you want (e.g. red knife, blue kunai etc)
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Jean Fox on November 09, 2015, 06:42:41 PM
Question: If I have a ready self-written danmaku code, how can I put it in your engine and more interesting to compile it?
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Dark Kitsune on November 09, 2015, 06:57:08 PM
I wouldn't recommend using this engine. It's terrible compared to Danmakufu and I regret making it.
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Jean Fox on November 09, 2015, 07:04:17 PM
I wouldn't recommend using this engine. It's terrible compared to Danmakufu and I regret making it.
Ok. I see your engine can compile files! I'm searching something that can compile my code/music/graphic (or hide my stuff). Maybe.. You know something about that? I would be very glad (Sorry my English)
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Dark Kitsune on November 09, 2015, 07:06:25 PM
If I remember right I used this (http://gmc.yoyogames.com/index.php?showtopic=437320) archiver extension for GM 8.
Title: Re: BloomDev v1.0.2 - Make your own Touhou games!~
Post by: Jean Fox on November 09, 2015, 07:15:09 PM
Wow. But how can I compile my stuff with Archive.dll ? (Using Game Maker??)