Maidens of the Kaleidoscope

~Hakurei Shrine~ => Touhou Addict Recovery Center => Topic started by: Failure McFailFace on December 02, 2014, 08:31:11 PM

Title: Bigyihsuan's Possibly Impossible Danmaku Ideas
Post by: Failure McFailFace on December 02, 2014, 08:31:11 PM
Feel free to steal these; I might not need them. :V

IDEA #1: ISC shmup-fied

TL;DR ISC as a normal (but gimmicky) Touhou game

Plot: Same as ISC
Characters: Same

Stages: This is where it gets weird. ISC is divided into days, with multiple spellcards per character per day, AND there's always two or more characters per day.
So, There is 1 stage per 1 day. The stage is divided into X parts with each part being a character being a midboss/boss. The spellcards go in order of appearance in ISC.

Shot/Bomb/Special: Another weird one. ISC has the 9 items you can equip, along with the sub item after Day 6, allowing for 81 different item combos.
A solution for this is having the C key switching the shot, and pressing Z and Shift for the bomb. The Special item can only be selected at the beginning of each day/stage.

Shot Effects
Main: Same as ISC default, but more dense
Fabric: Double shot speed
Camera: Shots bounce off walls
Umbrella: Shots ignore + wrap around walls (Think SA ReimuA near a wall, but all 4 walls). Shots that hit the top or bottom of the screen will go to the opposite side.
Ying-Yang Orb: Homing shots
Bomb: Small explosion when the shot hits
Lantern: Piercing shot
Decoy Doll: Twice as wide as in ISC
Statue: Main shot divided into 4; will make a trail behind you (think MoF MarisaA with no shifting)
Miracle Mallet: Turns shot yellow, double damage

Bombs
Fabric: Invincible for 10 seconds.
Camera: Same function as in ISC, but with invincibility
Umbrella: Same bomb as SA ReimuA, IN Yukari, or DDC SakuyaB
Ying-Yang: Orbs fly out at high speeds, will home in on enemies.
Bomb: Same effect
Lantern: Trance Mode for 10 seconds
Doll: Same effect as ISC, but all bullets will move towards it
Statue: Will clear screen of bullets when hit after activation. See SA MarisaC or DDC SakuyaA
Mallet: Same as ISC, but multiple times (5) w/ no charge time

Special Effects (when equipped as a Special):
Fabric: Item Collection range is higher
Camera: Faster movement speed (1.5x)
Umbrella: Same as SA, ut with up/down movement too
Ying-Yang: Smaller hitbox (make it work with bullets please)
Bomb: Same as ISC
Lantern: Able to deathbomb
Doll: A semi-permeable doll shield placed right in front of Seija. Can absorb 10 bullets, then recharges for 15 seconds.
Statue: Uses 3/4 of a life instead of 1.
Mallet: Same as ISC, but only to the bomb.

Mallet Special Effects:
Fabric: increases invincibility time
Camera: Enlarges photo size
Umbrella: Longer bomb duration
Ying-Yang: More orbs
Bomb: Larger bomb radius
Lantern: Longer Trance time
Doll: Longer Doll duration
Statue: Longer bomb time
Mallet: Swings 3 more times
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Helepolis on December 03, 2014, 06:44:17 AM
What happened to this thread? https://www.shrinemaiden.org/forum/index.php/topic,17156.0.html
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Chronojet ⚙ Dragon on December 03, 2014, 07:29:52 AM
I would just like to say that your ideas are almost so possible to do in Danmakufu, the only thing that gets in the way is the time it takes to actually implement the gimmicks.
The person who had been working on that Ponihou project had already come close to finishing a Seija player WITH items. It wouldn't be hard at all to modify it into this.
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Failure McFailFace on December 03, 2014, 04:46:04 PM
What happened to this thread? https://www.shrinemaiden.org/forum/index.php/topic,17156.0.html

Indefinite hiatus.

Or when I get off my lazy bum and learn Unity or Danmafuku.

There is probably a way to invert the player and boss scripts, right, so the player uses boss scripts and the enemy uses player scripts?
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Sparen on December 03, 2014, 08:22:59 PM
There is probably a way to invert the player and boss scripts, right, so the player uses boss scripts and the enemy uses player scripts?

Uh... you'd just be asking for pain and suffering if you wanted to do that. It's technically possible with hideous CommonData bulletId stuff and a couple 1000 item arrays being tossed around here and there. Just don't expect it to run at any reasonable FPS.
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: gtbot on December 03, 2014, 09:33:56 PM
Uh... you'd just be asking for pain and suffering if you wanted to do that. It's technically possible with hideous CommonData bulletId stuff and a couple 1000 item arrays being tossed around here and there. Just don't expect it to run at any reasonable FPS.

Uhh... while you could do that, I see absolutely no reason to forcibly have common data and 1000 item arrays. In fact, you could probably just set the internal player's speed to (0,0), have the AI take control of the player, and then give the boss movement via the arrow keys, make the boss shoot by pressing Z/X/C, and then proceed as you would normally, but with the user winning by depleting the AI player's lives. It would definitely run at a reasonable FPS and not be as convoluted as you're making it out to be.
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Failure McFailFace on December 04, 2014, 04:25:23 AM
IDEA #2: Super- HYPER-Long Touhou Game

Pretty simple here, a Touhou game with an abnormal number of stages, like say, 50 stages. In a row. With the difficulty going up to Phantasm at Stage 40.

From my n00b-level understanding of Danmakfuku (read: none whatsoever), I assume that you could chain together stages using a package script, right?



IDEA #3: Multi-Player Shmup

Another self-explanatory idea. A shmup with a different bomb and life stock per player.

If no one has made a Phantasmagoria game yet on Danmafuku, there's the next idea.



IDEA #4: Phantasmagoria Updated to DDC+

An idea I made a few months ago here (https://www.shrinemaiden.org/forum/index.php/topic,17051.msg1115058.html).

Most of the details are already there, not much room for additional things for the listed characters.

Quote
Keine
Level 1: Portable full moon. A device made by the kappa and cursed by the Miracle Mallet, it allows Keine to transform at will. She shoots two horns in addition to her main shot. The horns have a large hitbox, and explode at the edges of the screen. Is based on your movement (i.e. SA ReimuC)
Level 2: Spiritual Birth "First Pyramid". Same as her IN card, but only the lasers spawn.
Level 3: Reincarnation "Returning-Bridge Ichijo". Same as the IN card, but only 3 waves of bullets come, and the rice is half-changed to snowballs.
Level 4: "Great Fire in Yamato Kingdom". A mash-up of her final StB and ISC cards. The blue kunai in "Yamato Kingdom" is replaced with "Great Fire" triangle bullets.
Scope: Triangle outline                                      Ability: Any bullets hitting the scope reverse their trajectories to their spawn, but they then move about in random directions.
Shot: Mini-horns.                                                 Opponent Effects: Horns, that when they hit the edge of the screen, reverse the trajectories of all bullets around it

Reimu
Level 1: Her ReimuA bomb in DDC. Is initially 2 by 1 sprites in size. At level 4, the gohei fills half the screen in front of Reimu.
Level 2: Spirit Sign "Cursed Yin-Yang". Same as "Ying-Yang" in PoFV, but less bullets.
Level 3: Spirit Sign "Fantasy Seal". Same as PoFV.
Level 4: Spirit Tool "Cursed Gohei". Reimu follows the player around the screen. She swings her gohei (same as her level 2 attack) which spawns snowballs.
Scope: Circle (Same as PoFV)                         Ability: Smallest hitbox                                  Shot: Prayer Slips (same as PoFV)
Opponent Effects: Bouncing Ying-Yang Orbs (Same as PoFV)

Marisa
Level 1: Her MarisaA focused shot, but only the first half of the screen. Gets longer and more spread out with each level.
Level 2: Magic Sign "Stardust Reverie". Same as EoSD bomb. Large stars slowly drift out of the center of the screen.
Level 3: Astronomical Instrument "Solar System of Comets". Similar to DS's card. Harmless familiars come out of the center of the screen, forms a large circle around the player, and shoots thick lasers outwards. Small stars from "Oort Cloud" spiral into the center of the circle, and then disappear.
Level 4: Magicannon "Final Dark Spark". Similar to DDC's MarisaA's bomb. A black Master Spark is aimed at the player, and slowly trails behind the player. The Spark then spawns stars around it.
Scope: Straight forward (same as PoFV)            Ability: Fastest Gauge charge               Shot: Green Magic Missiles (same as PoFV)
Opponent Effects: Lasers from behind (same as PoFV)

Sakuya
Level 1: Sakuya's DDC unfocused shot. Level 1 =1.00 power, Level 2 = 2.00 Power, etc.
Level 2: "Indiscriminate". Same effect as PCB bomb, but slower and less bullets
Level 3: Illusion Ghost "Jack the Ludo Bile". Same as EoSD, but less bullets.
Level 4: Time Sign "Time Stopper Sakuya". Half the kunai are snowballs.
Scope: Fan (same as PoFV)                           Ability: Any bullet or enemy that hit the scope freeze, then explode/die.             Shot: Knives (same as PoFV/DDC)
Opponent Effects: Knife stream (same as PoFV)

Seija:
Level 1: Combo of Imitation Miracle Mallet (with no charge needed) main and Bomb sub. Has larger range with higher levels.
Level 2: Spell card: Deceit Sign "Reverse Needle Attack." Red and blue waves of alternating ovals spread from behind. Right underneath the opponent.
Level 3: Spell card: Reverse Bow "Dream Bow of Heaven & Earth." Same as DDC card, center 1/3 of screen.
Level 4: Boss card: Turnabout "Reverse Hierarchy." Same as DDC card.
Scope: Inverse of Reimu's scope.                        Ability: Bullets in the empty potion of the scope are reflected back                         Shot: Same as Doll sub

Shinmyoumaru:
Level 1: Danmaku Bowl. About 3x the width of sprite and 2x sprites tall. Any bullets that touch the bowl are shot back as a very weak homing shot (10 bullets for 1 sunflower fairy kill). It grows larger with higher levels. Max is The width of the screen.
Level 2: Spell Card: "You Grow Bigger!" Opponent's hitbox grows to 5x in size.
Level 3: Spell Card: "Grow Bigger!" All bullets on screen grow 2x their size for 5 seconds.
Level 4: Boss Card: "Get Smaller!" All bullets are multiplied by 10 when Shinmyoumaru is on screen. All bullets are made smaller by 5x. The smallest bullet (snowball) is reduced to 4 pixels.
Scope: Growing/shrinking circle.                             Ability: Snowball bullets have no affect
Shot: A bouncing laser similar to Shinmyoumaru's non-spell's laser. 3 lasers, slight spread. Bounces once.
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: aUsernameIsFineToo on December 04, 2014, 05:28:16 AM
IDEA #3: Multi-Player Shmup

Another self-explanatory idea. A shmup with a different bomb and life stock per player.

If no one has made a Phantasmagoria game yet on Danmafuku, there's the next idea.

THIS. Why hasn't this been made yet? Instead of a PvP-type game like PoDD and PoFV, why not have a co-op mode. I've been playing Ikaruga with some friends lately, and its 2-player mode is really good. The only thing it lacks is the bullet density of Touhou.

ZUN seriously needs to consider something like this for TH15. Isn't that supposed to be the 20th anniversary release? I'd buy that up the second it's feasible.

And if he (somehow) releases it on Steam, I might even buy extra copies for friends.
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Helepolis on December 04, 2014, 08:23:41 AM
PoFV PoDD style games are difficult because there is no netplay function in Danmakufu. So to play together, you'll need as you mentioned real life friends. Sure, PoDD probably didn't had it either around that time though PoFV is often popular at mini-LAN-parties for its netplay.

Guessing that is the constraint which makes it less popular for fan-devs to make such games.

Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Jaimers on December 05, 2014, 12:35:59 AM
IDEA #2: Super- HYPER-Long Touhou Game

Pretty simple here, a Touhou game with an abnormal number of stages, like say, 50 stages. In a row.

Might as well go the Darius Gaiden Extra way and make a game where you chain all of the stages in the Touhou series together.
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: TresserT on December 05, 2014, 04:04:52 AM
Might as well go the Darius Gaiden Extra way and make a game where you chain all of the stages in the Touhou series together.

Hell yeah! My next project that'll never get finished- remaking every pattern since EoSD HRtP! Who cares if a third of them rely on specific gameplay mechanics or aren't even from bullet hell games?!?!?
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Sparen on December 05, 2014, 04:58:15 AM
Hell yeah! My next project that'll never get finished- remaking every pattern since EoSD HRtP! Who cares if a third of them rely on specific gameplay mechanics or aren't even from bullet hell games?!?!?

Someone has already made a HRtP style game in Danmakufu though...
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Failure McFailFace on December 05, 2014, 05:44:15 PM
Someone has already made a HRtP style game in Danmakufu though...

Really? Where?
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Sparen on December 05, 2014, 06:40:54 PM
Really? Where?

https://www.youtube.com/watch?v=YlgU3MhrML0&spfreload=10
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Failure McFailFace on December 07, 2014, 11:51:56 PM
IDEA #4: Phantasmagoria Updated to DDC+ Part 2: Electric Boogaloo
Continuing with the idea. This is mostly about the characters that haven't appeared in a PoXX game yet.

Benben
Level 1: a curvy laser that pierces and homes.
Level 2: Heikyoku "Sounds of Jetavana's Bell". Notes replaced with snowballs
Level 3: Noise Sign "Euphoric Biwa". Half of the ring is replaced with snowballs
Level 4: String Music "Storm Ensemble". With Yatsuhashi.
Scope: Curvy laser homing to the nearest spirit             Ability: Can randomly summon Yatsuhashi to help in Level 2-3. Shoots bullets for 5 seconds
Shot: Multi-colored rests        Opponent Effects: Random curvy lasers form the sides

Yatsuhashi
Level 1: A large burst of music notes that dissapear
Level 2: Echo Sign "Heian's Reverberation". Music notes replaced with snowballs
Level 3: Koto Sign "Ame no Norigoto". A short burst of homing notes, rests, and snowballs.
Level 4: String Music "Storm Ensemble". With Benben.
Scope: Tiny circular scopes. Bounces around, so it's unreliable.             Ability: Can randomly summon Benben to help in Levels 2-3. Shoots bullets for 5 seconds
Shot: Multi-colored Music notes          Opponent Effects: Random music notes from the sides.

Raiko
Level 1: A drum beat that erases bullets in a small area in front (i.e. in the sprite)
Level 2: Third Drum "Three Strikes at Midnight". Only one rotating drum, but it shoots 3 times.
Level 3: Taiko "Fantastic Woofer". Half of the 3 rings are snowballs
Level 4: Eighth Drum "Thunder God's Anger". Have fun.
Scope: Taiko drum-shaped beating circle            Ability: Drums erase some bullets.
Shot: Mini-drums           Opponent effects: A breakable Taiko drum that releases bullets. When broken, will shoot out music notes and rests.

Wagasakihime
Level 1: A quick tail slap.
Level 2: Water Sign "Tail Fin Slap". All bullets are snowballs.
Level 3: Tide Sign "Tidal Wave of the Lake". Bullets transform into snowballs, 5 waves.
Level 4: Scale Sign "Great Raging Waves of the Reversed Scale". Have fun
Scope: Tail that wags back and forth in front.          Ability: Blue bullets on the screen increases the shot power
Shot: Splashes                Opponent effects: Splashes of water from the bottom



Will finish with DDC cast SoonTM
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Failure McFailFace on December 10, 2014, 02:19:34 AM
Finishing DDC, then another character

IDEA #4: Phantasmagoria Updated to DDC+ Part 3: Colon Cancer

Sekibanki
Level 1: A set of 3 eyebeams comes out for each head on screen.
Level 2: Flight Sign "Flying Head". 2 heads go to the opponent's screen. Triangles are snowballs
Level 3: Glinting Eyes "Hell's Ray". 3 heads shoot beams of lasers and fast snowballs
Level 4: Flying Head "Dullahan Night". All heads on player's side are duplicated and assist in attacking opponent.
Scope: A small circle around body, and a smaller circle around heads.              Ability: Every Level 2-4 attack makes an extra head that has its own shot.
Shot: Slow worms            Opponent Effects: A head comes in and shoots some lasers

Kagerou
Level 1: Quick bullet-destroying roar. Small range.
Level 2: Transformation "Triangle Fang". Large bullets transform to snowballs
Level 3: Roar "Full Moon Howling". Half of bullets are snowballs
Level 4: Full Moon "Full Moon Roar" Have fun
Scope: Fan pointing forwards             Ability: Roar can destroy bullets
Shot: Splitting bullets                Opponent Effects: Red bubbles spawn, then divide into smaller red bullets

Satori
Level 1: Shot changes to bullets right in front (Large bullets do more damage)
Level 2: Recollection "Terrible Souvenir". All bullets are snowballs, no lasers.
Level 3: Brain Sign "Brain Fingerprint". 5 green bullets appear in random locations, then explode 5 seconds later.
Level 4: Recollection "Vague Recollection of Kinkaku-ji". All non-yellow bullets are snowballs
Scope: Same as opponent's            Ability: Can use the bullets in a small area in front as the shot
Shot: By default little pink and blue hearts                  Opponent Effects: Bullet patterns from the previous attack on player is used randomly
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Failure McFailFace on December 25, 2014, 10:27:03 PM
A little bit of mulling over later:

IDEA #5: PoFV/PoDD Health Bar as Lives

Take PoFV's health bar. Double it. Apply it to the lives bar. That's pretty much it.

The amount of health taken away scales with bullet size (out of 20 units)
Code: [Select]
Snowballs               1/4 unit
Rice                    1/2 unit
Tiny Rice               1/4 unit
Spinning Tiny Circle    1/4 unit //The green bullets in Inching's Path
Orbit                   3/4 unit //The medium-sized bullets with a circle around it
Small Circle            3/4 unit //Bullet of solid color
Butterfly               3/4 unit
Knife                   1 unit
Laser (includes curvy)  0.001 per "bullet" //(Amount of graze from laser) * 0.001 = (Health lost)
Large Circle            2 units
Heart                   2 units
Bubble                  3 1/2 units
Nuclear Sun             7 units
Giant Sukuna Bullets    ALL OF IT
Hitting the boss        1 unit
etc                     etc

This system could make games more strategy, for example suciding on small bullets to clear the larger ones.
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Chronojet ⚙ Dragon on December 26, 2014, 02:08:04 AM
*Shinmyoumaru

Stupid name error aside...

While GetShotDataInfoA1 could potentially be used to do this it's definitely not a good idea.

Lives with sections of their own, as if the player were a boss would mean the player is quite durable.
In fact, this means Shinmyoumaru would be the only one being able to pose a threat to the player.

It also takes way too much away from the challenge of having to dodge a shitstorm (not really) of bullets with a small amount of lives.

While this would be kind of interesting to make, I just wouldn't find this kind of game practical, or fun, for that matter.
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Failure McFailFace on December 26, 2014, 02:40:40 AM
In fact, this means Shinmyoumaru would be the only one being able to pose a threat to the player.

You forgot about the nuclear suns. If you were fighting any bosses with lol sun spam, then you could potentially die from hitting too many of them.

And maybe the Nukes should be tweaked so it's instadeath, considering there's rarely more than 5 at a time, and change the Gigantic Kobito Bullets to 7 units.
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Chronojet ⚙ Dragon on December 26, 2014, 08:18:29 PM
That would make the player relatively even more durable, which, as I said before, defeats the purpose of "you must survive having so many bullets thrown at you, even though you have so few lives".

Apparently bullets are also deleted when you collide with them, Combine that with the small radius of bullet deletion in PoFV and PoDD, and...

Even if faced with nuclear sun spam, the game would be a breeze, unfortunately.
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Failure McFailFace on December 26, 2014, 09:24:29 PM
Even if faced with nuclear sun spam, the game would be a breeze, unfortunately.

Still, it's always tweakable.
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Failure McFailFace on December 31, 2014, 02:27:35 PM
I have no idea where I get these ideas.

IDEA #6: Mix 'n Match Shots

You have a set of generic shots to pick from. Pick 2, one for unfocused, and one for focused.

Your focused shot is the one that determines the ending.


The thing is, the shots change depending on what character is using it.
For example, Piercing Reimu uses a non-homing version of SA ReimuB. Piercing Marisa uses her UFO lasers shot.
Homing Reimu is UFO homing shot. Homing Marisa is homing X-mas tree spam.

Etc...
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Failure McFailFace on January 09, 2015, 06:11:49 PM
My brother made this one.

IDEA #7: Midi-to-Bullets

Simply a way to convert midi notes to bullet patterns. According to my brother, the longer a note is, the larger the bullet is. If a note is more than 4 beats, then it becomes a laser of x beat length.

He didn't say anything about bullet color, but I'll add my two cents. The track number makes the color.
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Failure McFailFace on January 22, 2015, 04:13:00 AM
Not really a game mechanic idea, but a bullet pattern.

BULLET PATTERN #1

A very thick laser first points down from the boss. The boss then shoots out a few bubbles. These bubble bullets block the laser, so it's necessary to hide behind these.

The laser then starts to go in a clockwise direction at about 24 rpm. After 5 seconds, a "ding" sound plays, and the laser stops where it is for 0.5 seconds. Another ding, and the laser is going counterclockwise.

To up the difficulty, there could be random snowballs coming out of the boss, and/or less bubble bullets.
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Helepolis on January 22, 2015, 08:46:27 AM
I am still actually surprised that you didn't consider learning ph3 to make this yourself. Majority of your ideas are interesting so why not try to make them?  ???

Ph3 isn't hard to learn nowadays. We got seriously a lot of new tutorials and information.

Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Sparen on January 22, 2015, 02:54:29 PM
Just realized that Danmakufu is spelled wrong in the name of the thread. :)
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Helepolis on January 22, 2015, 03:29:50 PM
Just realized that Danmakufu is spelled wrong in the name of the thread. :)
Holy hell, all this time even I didn't realise that lol.
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Chronojet ⚙ Dragon on January 22, 2015, 03:57:35 PM
Well, ph3 isn't hard at all to learn even for people who are completely new to programming, but the getting started part is the hardest, I believe. Once you get past there, everything kind of falls into place. I'm sure that's easy for anyone to overcome if they put enough effort in.
The other part about making scripts is the creativity part, and bigyihsuan definitely has no problem with that. :3
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Failure McFailFace on January 24, 2015, 02:04:41 AM
Well, ph3 isn't hard at all to learn even for people who are completely new to programming, but the getting started part is the hardest, I believe. Once you get past there, everything kind of falls into place. I'm sure that's easy for anyone to overcome if they put enough effort in.
The other part about making scripts is the creativity part, and bigyihsuan definitely has no problem with that. :3

Well, I've been looking at Sparen's in-progress ph3 tutorial, so eventually.
Just realized that Danmakufu is spelled wrong in the name of the thread. :)
I didn't notice that either. Huh. Gotta change that.

Bullet Pattern #2
This is a pattern that takes advantage of screen flipping.

A huge mass of bullets (various kinds) spawns at the top of the screen. Next, they pick up speed and fall to the bottom of the screen. These bullets have physics, and they pile on the bottom of the screen.

5 seconds after spawning, the entire screen rotates and the bullets fall to the the top of the screen, which is now the bottom. You are upside down for this part, and the bullets just fall off screen and get deleted.

To add difficulty, add more bullets, or flip the screen more.

Bullet Pattern #2

The boss spawns a rock of various overlapping bullets. The rock slowly drifts in a random direction toward an edge. Once the rock hits the edge, it explodes into gravity-affected bullets. The boss then spawns two rocks, then three, etc.

Add more rocks for difficulty.
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Sparen on January 24, 2015, 03:09:25 AM
Bullet Pattern #2

The boss spawns a rock of various overlapping bullets. The rock slowly drifts in a random direction toward an edge. Once the rock hits the edge, it explodes into gravity-affected bullets. The boss then spawns two rocks, then three, etc.

Add more rocks for difficulty.

It's been done before. ^_^
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Failure McFailFace on January 24, 2015, 04:23:47 AM
It's been done before. ^_^

Any pics? I think that one came from a free write for English class....
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Sparen on January 24, 2015, 02:34:39 PM
Any pics? I think that one came from a free write for English class....

PDD Stage 5 Boss Spell 1 uses globs of bullets that explode, just not with gravity.
Adding gravity just requires changing the y acceleration of the bullets afterwards.
Title: Re: Bigyihsuan's Possibly Impossible Danmafuku Ideas
Post by: Failure McFailFace on January 25, 2015, 04:16:26 AM
PDD Stage 5 Boss Spell 1 uses globs of bullets that explode, just not with gravity.
Adding gravity just requires changing the y acceleration of the bullets afterwards.

Any link to a video?

Bullet Pattern #3
bullets growing

The boss spawns a nuclear sun on top of it. Then it spawns a familiar that orbits in a circle around it. The familiar spawns many random rice bullets, most of which will "fall" into the "sun." The boss will be moving around during this card randomly.

As the sun absorbs more and more bullets, say 100 bullets, it grows by 5%. As the attack continues, the sun gets larger and larger until it hits the shorter edge of the screen, where any more absorbed bullets will be deleted.

To add difficulty, add more familiars.
Title: Re: Bigyihsuan's Possibly Impossible Danmakufu Ideas
Post by: Chronojet ⚙ Dragon on January 25, 2015, 08:03:17 AM
Generally, people treat the "sun" as a separate entity, merely attracting bullets towards the position of the sun.

It's what I thought the idea behind Hell's Artificial Sun in Touhou 11 was supposed to be.

I'd like to see someone actually do Katamari-like stuff though.
Title: Re: Bigyihsuan's Possibly Impossible Danmakufu Ideas
Post by: Kaze_Senshi on January 25, 2015, 06:57:53 PM
Maybe you could do some Icarus bullets, they go until the Sun, burns and fall to the ground.
Title: Re: Bigyihsuan's Possibly Impossible Danmakufu Ideas
Post by: Failure McFailFace on January 26, 2015, 03:04:12 AM
Maybe you could do some Icarus bullets, they go until the Sun, burns and fall to the ground.

That seems like a new idea. Bird bullets come from the sides, hit nuke sun, turn 90 degrees, and speed straight down towards the bottom? Yes.
Title: Re: Bigyihsuan's Possibly Impossible Danmakufu Ideas
Post by: Chronojet ⚙ Dragon on January 26, 2015, 04:28:27 AM
@ both above posts: Sounds a lot like moths and a lamp XD It might... probably even work as a Wriggle spell or something :v It really depends on what bullet graphics are used and stuff like that.
Title: Re: Bigyihsuan's Possibly Impossible Danmakufu Ideas
Post by: Failure McFailFace on January 26, 2015, 01:11:53 PM
BULLET PATTERN #5
a literal wall

First, the boss looks at which side the player is on (up right, down right, up left, down left). A wave of bullets comes from the opposite side of the player and traps the player on one side.

Then bullets spawn from the top, and creep slowly down, until about 25% of the screen is clear. Then a rapid aimed shot forces you to move around the box. Have fun trying to cross it! And the wall bullets can't be erased.
Title: Re: Bigyihsuan's Possibly Impossible Danmakufu Ideas
Post by: Sparen on January 26, 2015, 08:00:46 PM
BULLET PATTERN #5
a literal wall

First, the boss looks at which side the player is on (up right, down right, up left, down left). A wave of bullets comes from the opposite side of the player and traps the player on one side.

Then bullets spawn from the top, and creep slowly down, until about 25% of the screen is clear. Then a rapid aimed shot forces you to move around the box. Have fun trying to cross it! And the wall bullets can't be erased.

http://youtu.be/qoTaRIdI8o8?t=12m13s (http://youtu.be/qoTaRIdI8o8?t=12m13s)
Like this? (based on Darkness1's Mystic Extra Stage)
Title: Re: Bigyihsuan's Possibly Impossible Danmakufu Ideas
Post by: Failure McFailFace on January 27, 2015, 04:09:41 AM
http://youtu.be/qoTaRIdI8o8?t=12m13s (http://youtu.be/qoTaRIdI8o8?t=12m13s)
Like this? (based on Darkness1's Mystic Extra Stage)

No, what I had in mind is bullets moving vertically and horizontally in about 75 percent of the screen, so something like RAN's PCB survival card, but much denser, and with streaming.
Title: Re: Bigyihsuan's Possibly Impossible Danmakufu Ideas
Post by: Failure McFailFace on February 07, 2015, 04:41:05 AM
BULLET PATTERN #6
mastah spahk

Something similar to Yuuka's Twin Spark, and maybe she should use it.

The boss splits, and shoots a master spark each directly downwards. The sparks then rotate towards the top of the screen until the Sparks hit the boss sprites. The player should be near the top edge of the screen.

A second set of sparks then fires perpendicularly upwards from the initial sparks, making the bottom of a square. The sparks then continue rotating, forcing the player to move either left or right. A third set of sparks fires right in the middle of the two pairs of initial sparks, splitting the angle in half.

Rinse and repeat. Add difficulty with more bosses.
Title: Re: Bigyihsuan's Possibly Impossible Danmakufu Ideas
Post by: Maple on February 07, 2015, 09:24:11 AM
If this thread is still alive (seeing OP posting), then can i dump my ideas here for anyone to take?

1. Bullets with sprite but that lack hitbox. These are harmless. Then you mix them with ones that are lethal. Would be good for Reisen or Koishi (messin' with the player's mind). Something like this (http://youtu.be/ixO1sF3HBG0?t=5m) (warning: not for the weak of mind  :getdown:), but the bullets are visible from the start.

2. Invert the shmup genre: now you need to get constantly hit by bullets or you'll die. At higher difficulties, you need to be hit but not so much.
Title: Re: Bigyihsuan's Possibly Impossible Danmakufu Ideas
Post by: Failure McFailFace on February 07, 2015, 01:31:03 PM
If this thread is still alive (seeing OP posting), then can i dump my ideas here for anyone to take?

1. Bullets with sprite but that lack hitbox. These are harmless. Then you mix them with ones that are lethal. Would be good for Reisen or Koishi (messin' with the player's mind). Something like this (http://youtu.be/ixO1sF3HBG0?t=5m) (warning: not for the weak of mind  :getdown:), but the bullets are visible from the start.

oh god

why

Quote
2. Invert the shmup genre: now you need to get constantly hit by bullets or you'll die. At higher difficulties, you need to be hit but not so much.
There was a fan-made Phantasm stage for DDC out there somewhere, where Seija had an attack where the bullets were safe spots...
Title: Re: Bigyihsuan's Possibly Impossible Danmakufu Ideas
Post by: Helepolis on February 07, 2015, 03:03:24 PM
Personally, I am though starting to generate question marks for this thread's existence to be honest.

It first was an idea of actual games (which was all right) then it transformed into minor patterns (which is becoming spammy). I don't mind ideas being generated as a brainstorming session but there is actually nothing being produced. Also, what if someone happens to make an exact or similar idea, while being unaware of this? Yet you ask for credit in your opening post.

May I ask if you're actually planning anything regarding your own development and efforts?

Curious because I've been pondering about this thread for a long while whether it truly belongs in RikaNitori, but couldn't really explain it myself. Especially as there is no development at all.
Title: Re: Bigyihsuan's Possibly Impossible Danmakufu Ideas
Post by: Failure McFailFace on February 18, 2015, 01:59:02 AM
There aren't any threads around except this one that discuss and share potential game mechanics, bullet patterns, and the like. A place to get inspired if you can't think up of anything.


GAME MECHANIC #7: Tengu cameras as bombs
charge bombs

You know how the Perfect Freezes work in GFW? It's something like it, but moreso towards StB and DS's camera functions.

Two characters, Aya and Hatate.

Their bombs are replaced by a camera photo. Their bomb charges up similar to StB and DS, with bullet cancels and all, but the charge received from cancelling bullets has an exponential curve downwards based on difficulty, so that things don't get too OP. e.g. Taking a picture of a nuke sun gives 10% charge on Normal, 15% on Easy, 5% on Hard, and 1% on Lunatic, for example. To take this further, the charge received would have to go into decimals, like 0.1% on Extra, 0.01% on Phantasm, etc.

Aya has the effects shown above, along with high zoom, long exposure time, large area, but a very slow charge (~1% every second when normally focused, 5% when charging).
Hatate has a 1.5 times charge multiplier to the above (i.e. 15% for a nuke on Normal). Very fast charge (2x Aya), very low zoom, short exposure time, and a smaller/thinner area covered.

Aya could be used for getting rid of bullets from the source, like homing bullets.
Hatate could be used for removing bullets that are right next to her.

And so on, and so on
Title: Re: Bigyihsuan's Possibly Impossible Danmaku Ideas
Post by: Failure McFailFace on February 27, 2015, 06:23:19 PM
Since this got moved from Range to TARC, I changed the title.


BULLET PATTERN #7 Hitting a Drum With Bullets
bosses with drums

The boss spawns a taiko drum in the middle of the screen. The boss then does either hit the drum, or shoots bullets at it.

When the boss hots the drum, the drum makes a ring of music notes and rests at varying speeds. This repeats for around 4 more times,

After that, the boss shoots a bubble bullet at the drum. The drum then explodes into all sorts of bullets. The drum can also be destroyed by the player. Either way, the boss replaces the drum.

Add difficulty by adding more bullets and more drums.
Title: Re: Bigyihsuan's Possibly Impossible Danmaku Ideas
Post by: Failure McFailFace on April 02, 2015, 04:36:14 PM
I was idly mulling over how Seiga has Yoshika as her servant/slave, and I read a YouTube comment that said that slave magic is synonymous with options, so I considered Yoshika to be Seiga's option....


Shot Idea #1:Yoshika the option

The main shot here is Seiga. I don't know what her shot would be, but I imagine the bullet walls and homing orbs from TD. You can control her as usual, with the usual controls.

But, as an option, you can have Yoshika to come with you. You control both Yoshika and Seiga, with separate keys. Space bar could be the shot button, Enter/Return to be the bomb button, and left slash to be the focus?

Yoshika as a separate hit box, which shows up when you focus. When Yoshika gets hit, you lose a bomb instead of a life. Yoshika then falls to the bottom of the screen, but can't shoot, but she automatically collects items for you. After a certain amount of time, or when a boss comes in, or when the stage ends, Yoshika comes back to life, causing an explosion that acts like a bomb.


food for thought
Title: Re: Bigyihsuan's Possibly Impossible Danmaku Ideas
Post by: Failure McFailFace on May 27, 2015, 03:33:08 AM
I know about the 2-month necro, but since I can't post in RaNGE unless I have something to show, I just have to post in this thread.

After playing LoLK for a bit, I wondered to myself, how far does the graze count go on Danmafuku?

SO I'm still thinking about making a script with primarily streaming, which I assume would use this code:
Code: [Select]
@MainLoop
{
let playerX = ObjMove_GetX(player)
let playerY = ObjMove_GetY(player)
CreateShotA1(playerX, playerY, 2, null, [bullet graphic here], 5) //I assume frames or frames/second?
}
I'll go ask a little bit more in RaNGE about this.
Title: Re: Bigyihsuan's Possibly Impossible Danmaku Ideas
Post by: Sparen on May 27, 2015, 07:02:05 PM
Graze count can go as far as you want it to in ph3. This isn't 0.12m.
Title: Re: Bigyihsuan's Possibly Impossible Danmaku Ideas
Post by: Failure McFailFace on May 27, 2015, 09:47:30 PM
Graze count can go as far as you want it to in ph3. This isn't 0.12m.
Well, let's see what my tolerance is for graze!  >:D