What happened to this thread? https://www.shrinemaiden.org/forum/index.php/topic,17156.0.html
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.
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.
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 #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.
Hell yeah! My next project that'll never get finished- remaking every pattern sinceEoSDHRtP! 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...
Really? Where?
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
In fact, this means Shinmyoumaru would be the only one being able to pose a threat to the player.
Even if faced with nuclear sun spam, the game would be a breeze, unfortunately.
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.
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
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
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. ^_^
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.
Maybe you could do some Icarus bullets, they go until the Sun, burns and fall to the ground.
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)
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.There was a fan-made Phantasm stage for DDC out there somewhere, where Seija had an attack where the bullets were safe spots...
@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.
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