Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: tyrz_939 on March 18, 2015, 10:40:30 AM

Title: TyrZ GMDanmaku (In Dev)
Post by: tyrz_939 on March 18, 2015, 10:40:30 AM
GMDanmaku:

I've been working on a Touhou/Bullet Hell engine in Game Maker. Inspired by all the remastered PC-98 music on youtube I've decided to remaster Touhou 5 (Mystic Square) in it.
Being in Gamemaker also opens up the possibility to export native Ubuntu/OSX/Android builds. I'll be open-sourcing stable builds of the project/engine as I go in GMZ format.

Downloads:
Warning: These are quite out of date as I haven't had a "stable" build for a long time.
https://tyrzblog.wordpress.com/gmdanmaku-engine/

YouTube:
https://www.youtube.com/user/killer939/videos

Screen shots:
Warning: Sprites are mostly placeholders at the moment.
http://i.imgur.com/vAFAmbT.png
http://i.imgur.com/5Qa2uk1.png
http://i.imgur.com/bNazznJ.png
http://i.imgur.com/idkmAUv.png
http://i.imgur.com/Wp2afz6.png
http://i.imgur.com/e5quKAh.png
http://i.imgur.com/TNL7nZl.png

Particle effects:
http://i.imgur.com/SzG0ZjA.png
http://i.imgur.com/UPHDys8.png
http://i.imgur.com/xknI1Pn.png
http://i.imgur.com/NtCY2sk.png

Sprites:
Reimu: http://gabrieldrawingsxd.deviantart.com/art/My-new-Reimu-Hakurei-sprite-516844635
Marisa: http://gabrieldrawingsxd.deviantart.com/art/Marisa-Sprite-447130830
Fairies: http://gabrieldrawingsxd.deviantart.com/art/My-Fairies-resource-441919632 & Temporary ones from official Touhou games
Mima & Yuuka: https://www.shrinemaiden.org/forum/index.php?topic=476.0

Most shots are from this shot sheet. Thank you Helepolis.
https://www.shrinemaiden.org/forum/index.php/topic,1050.msg1189107.html#msg1189107

Music:
https://www.youtube.com/playlist?list=PL01C9ABC929DFC1EF

I'm looking for help with sprites and portraits at the moment.
Title: Re: TyrZ Game Maker Danmaku Experiments (In Dev)
Post by: Helepolis on March 18, 2015, 11:55:11 AM
For a gamemaker engine and PC98-style this is quite high quality. I am surprised. I've noticed more people have attempted the Game Maker method but I haven't seen a fully finished product yet unless I am missing something.

Good luck Tyrz

Come to think of it even that Game Maker had been produced by a professor at Utrecht University which I attended
Title: Re: TyrZ Game Maker Danmaku Experiments (In Dev)
Post by: Sparen on March 18, 2015, 01:09:37 PM
AAAAAH CHEETO LASERS
Title: Re: TyrZ Game Maker Danmaku Experiments (In Dev)
Post by: tyrz_939 on March 18, 2015, 01:41:16 PM
For a gamemaker engine and PC98-style this is quite high quality. I am surprised. I've noticed more people have attempted the Game Maker method but I haven't seen a fully finished product yet unless I am missing something.

Good luck Tyrz

Come to think of it even that Game Maker had been produced by a professor at Utrecht University which I attended

Thank you! Game maker seems more powerful than people make it out to be.

AAAAAH CHEETO LASERS

Yup!! They behave quite like the original ones too I think. Not too cheap like some of the cheeto lasers I have seen people do in Danmakufu. I would love to put them in a Shinki fight, maybe that can be done after Alice.. Shall I remake Mystic Square backwards?.. :P
Title: Re: TyrZ Game Maker Danmaku Experiments (In Dev)
Post by: tyrz_939 on March 18, 2015, 10:37:33 PM
I made them spew out tons of shots and uncapped the FPS to get a SS of the frame rate under silly conditions. It took this much to get it down to 63FPS on my G3258 but there was noticeable stutter on the frame that they spawned (staggering the spawn over a few frames would probably fix this?..).

http://i.imgur.com/zHHTQdU.png



Edit:
Boss movement is perfectly smooth now, no more jumping to destination (I hope!!  :ohdear:).

Lasers are also done, shot ones (like in the pic) can be set to any length and I have full length static ones working with warning lines before they spawn.

http://i.imgur.com/W3mp0Zh.png
Title: Re: TyrZ Game Maker Danmaku Experiments (In Dev)
Post by: tyrz_939 on March 23, 2015, 02:23:09 AM
Is there any info around on how big exactly hit boxes are on all the different types of bullets? Before for circles I was getting sprite height * 0.3 for the radius of the hit box and checking for a collision with the center point of the focus dot's position but since some bullets will have a glow included and are smaller than their image I moved to setting the hit box radius manually for each shot type.  At the moment I have a radius of 5 pixels for my standard 16x16 balls allowing the center point of the player to go up to 3 pixels in without it counting as a hit. Any info about the distance for grazing would be good too! At the moment I just eyeball it side by side with the games.

My collision codes if anyone wants to look. Left for circles, right for.. non circles.

http://i.imgur.com/qN7WeSV.png
*I wanted to use my own math for the simple circle one, I know game maker has built in functions that do it.

Edit: I'll show a SS of how close I can get at the moment. http://i.imgur.com/WnDoYAk.png (also noticed my shades of blue are different, great :P)
Title: Re: TyrZ Game Maker Danmaku Experiments (In Dev)
Post by: tyrz_939 on May 23, 2015, 02:13:24 PM
I had a bit of a holiday and have been busy but this week I got a bit done. It's probably terrible to play at the moment but I'll throw a download link anyway.

http://bit.ly/1Rcml76

Ignore obvious place holders (like char select/bomb images, menu background) and missing features (replay gui, score screen).
Mima/Yuuka's bombs aren't done (they'll make you immune forever currently).
Yuuka's sharing Mima's shot for now.
First stage of Alice was an experiment gone wrong, the speeds just silly at the moment. Last stage needs tuning.
Replay systems reliability is questionable at best. I've got many de-syncs and it'll be a pain to fix.  :wat:
I plan to change menu controls to your key binds and I may add controller support.

List getting too long, TL:DR: It's a broken, early/mid development build of my first Game Maker project.

edit: No constructive criticism? :(
Title: Re: TyrZ Game Maker Danmaku Experiments (In Dev)
Post by: tyrz_939 on May 30, 2015, 01:32:34 PM
Updated a bit. It's mostly the same but I made it look a little different  :V. Score screens in at least in a primitive abrupt way, I'll give it and ending scene though so don't worry.
I also fixed Alice's first shots speed.

Same download link as above post:
http://bit.ly/1Rcml76

Dev mode build so:
Tab = 10x speed (if vsync is off).
0 = full lives, bombs and power.
9 = Maxes internal difficulty adjustment thingo.
+ = Goes to next spell card on bosses.

Officially version 0.01.

If you find any crashes or see a way I could improve it please say. I plan to change a lot of visuals this week so any ideas and/or help with that would be welcome!

Most credits for things I plan to keep are in first post, it still has placeholders in it that need to go ASAP.
Title: Re: TyrZ Game Maker Danmaku Experiments (In Dev)
Post by: tyrz_939 on June 04, 2015, 11:07:39 AM
V0.02 Download:
http://bit.ly/1Qsj1SY

3D background support added!
It's only being used for a single cloud layer at the moment.
Main shot sheet is being changed over to: https://www.shrinemaiden.org/forum/index.php/topic,1050.150.html
Thank you Helepolis!


Smaller notes:
I bugged out cheeto lasers visuals, go me.
A half done 7th phase has been added to the Alice fight.
I rewrote the side waves on phase 2 so they are rounded rather than triangles.
Mima/Yuuka still not done, their bombs activate god mode.

If anyone wants a GMZ download, I'll throw one up.
Title: Re: TyrZ Game Maker Danmaku Experiments (In Dev)
Post by: tyrz_939 on June 06, 2015, 10:03:20 AM
A small video of a super simple 3D background I put in as a test.
https://youtu.be/xQvph-SWMPU

Uncapping the FPS, performance is lookin' good!
http://i.imgur.com/lNM6pmC.png

I also got YYC going so performance under heavy conditions is going to be much better too! This won't effect anything for other people who may end up using the engine though, unless they have access to YYC.

2k objects:
http://i.imgur.com/aWYEC6i.png

5k Objects:
http://i.imgur.com/3XTjDxw.png
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: r4z0r84 on June 06, 2015, 12:02:07 PM
I've been following this build from the start, i must say its looking to be better than any game maker game I've seen before, the options menu alone is more than I've ever seen even in some fully released indie games these days, key rebinding, different volume levels for bgm and sfx, resolution changes, full screen/windowed, gahh just those alone make this better than any game maker game, The 3d background is the thing that's made me want to post here above all though, its looking almost the same as Touhou 6!

Keep up the good work!

R4Z0R84
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: tyrz_939 on June 15, 2015, 12:44:40 PM
v0.03 Dev/Debug Build Download:
http://bit.ly/1GGUEQr

Needless to say, I wanted some of the features in Touhou 15.

Little changes include:
Power is 1-4 now (It was 0-128).
Animations added for player's shots impacting enemies/bosses.
Graze Coloring added.
Grazing now slows Power/Point Items for 1/3 of a second (or ugh, 20 frames!).
Many more Power/Point Items drop.
Bombing slows the player.
Item Get line added.
It's now compiled with YYC so performance should be better. Windows XP isn't supported with YYC sadly.
Probably many more little changes.

Making it less ugly is very high on the list but my art skills are rather bad. Any help would be welcomed!
Also high on the list is making the player shot types more like modern Touhou games, easy but time consuming.

Any feedback good or bad would be appreciated!!
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: tyrz_939 on July 28, 2015, 08:48:27 PM
v0.89 (Hopefully) Final Alpha
http://bit.ly/1IqFOyq

Video also added in OP
https://youtu.be/lRqFAztPWhc (ignore it saying BETA, I was overly hopeful)

Replay menu added with 25 save slots.
Prettied up the difficulty selection and some of the character selection (not finished).
Some bombs have been worked on, currently not happy with Yuuka's at the moment, its temporary.
Game Pad now supported and whole input system rewritten. 360 controller is all I have to test with, any feedback would be good.

Please let me know if any bugs pop up for you.

I'm busy so progress is rather small considering it's almost 1.5 months since the last update :(.
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: tyrz_939 on August 24, 2015, 05:01:05 AM
I've been quite busy but now that I have some more free time I'll be pushing for a quick a BETA release. When it's in BETA I'll put up a GMZ file of the whole project so others can tear it apart and make their own games if they can make sense of anything I have written.

PM me or post here if you are interested in helping with testing, notice any core features I'm missing or have any comments/criticism.
If anyone wants to make a game with me and can provide art/sound assets, story etc then PM me or post here.

Random new stuff list:
Boss distortion and background - DONE http://i.imgur.com/APgWC8g.png
Demo Play mode on timeout (30 sec) like the real Touhou games - DONE
Moving on death animations of NPCs and danmaku spawn/die animations to game makers particle system - DONE
Yes/No confirm screens when exiting and saving replay - DONE
Power up / Score text on square get - DONE http://i.imgur.com/CpvitkI.png

To be done before BETA:
Draw Alice's portrait
Player Weapon Impact to Particle Effect system
Make Yuuka Bomb betterer
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: Lollipop on August 24, 2015, 03:13:12 PM
It looks very promising  :)
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: tyrz_939 on August 25, 2015, 05:44:31 AM
It looks very promising  :)

A reply!!  :ohdear: Thank you..!!  :blush:

I don't know if any of the new features are impressive or not but I did a little video showing some off.
https://youtu.be/pWFf6iuKWzA

I keep expecting a replay to de-sync or the game to crash but it's surprisingly solid!
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: tyrz_939 on September 01, 2015, 12:01:49 AM
https://youtu.be/D-NLKReYYiw

With all the changes over the last few months performance has dropped somewhat, it's still good though! Click time stamps to see performance.

edit: I really can't bloody draw! :(
http://i.imgur.com/RsZrT4l.png

(http://25.media.tumblr.com/tumblr_mdnz82rhou1rjkvo2o3_250.png)
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: Lollipop on September 02, 2015, 02:22:18 AM
Looks better than my drawings, that's for sure.  :V
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: Sparen on September 02, 2015, 03:13:44 AM
https://youtu.be/D-NLKReYYiw

With all the changes over the last few months performance has dropped somewhat, it's still good though! Click time stamps to see performance.

edit: I really can't bloody draw! :(
http://i.imgur.com/RsZrT4l.png

(http://25.media.tumblr.com/tumblr_mdnz82rhou1rjkvo2o3_250.png)

Just a note: Besides the SFX ear-murder, I noticed that the graze circle (well, the bullets that change color around the player when they are in a certain radius) is not really a circle around the player. Is that intentional? Because bullets outside of a certain radius still maintain the color.
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: tyrz_939 on September 02, 2015, 04:03:28 AM
Just a note: Besides the SFX ear-murder, I noticed that the graze circle (well, the bullets that change color around the player when they are in a certain radius) is not really a circle around the player. Is that intentional? Because bullets outside of a certain radius still maintain the color.

It's set up a bit different to LoLK at the moment, when you get the graze point it changes color and has a small timer that counts down then changes it back to normal (you can only graze a bullet once of course). So it's graze triggered, not just if it's close to you. I don't know if I should leave it like this or change it to how LoLK does it. Any input would be nice since I'm not sure what others would want?

Ear rape isn't realistic in game play, it's only when it went over 64 sounds at once I think. I only found it in that video when spawning silly numbers of objects mid recording. That said, I'll stop it being able to happen at all since it's easy to do.

...

Sound fixed https://youtu.be/8IQB7vblMKQ
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: tyrz_939 on September 13, 2015, 01:10:56 PM
Beta is here!
Download: http://bit.ly/1F6A9hz

I've had so little time to work on it, that's the only reason it's late. Recent updates couldn't have gone smoother.  :)
Being more of an engine demo I hope it isn't too boring.  :ohdear:

Recent updates include:
Updating the drawing to look like more modern Touhou games (pixelated but smooth).
New 3D Background!
Updates to Grazing
Score Screen touch ups
More Particle tweaking
Many more minor touch ups

I want to move on to a making a full length game from scratch if I get time in the near future.
I'd be looking for someone else to help with art/music though.


http://bit.ly/1ONeiMa GMZ Download, good luck making sense of it!  :blush:
Just give me credit tell me if you use it to make something.
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: Lollipop on September 13, 2015, 05:47:33 PM
It's super cool, but you spelled border wrong in "Get Item Border Line!"
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: tyrz_939 on September 13, 2015, 09:29:37 PM
Wow, what a silly thing to not notice for months :/! I'll fix it when I get to comp. I Wonder what I put, lol.

edit: Fixed, hardly worth a new version number.
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: bennelsey on September 15, 2015, 03:09:06 AM
How did you manage to get Collision checking to be done on only the nearest objects?
Pretty important for keeping danmaku games running at 60 fps

Pretty awesome, are you using this by any chance ?
https://marketplace.yoyogames.com/assets/244/tmc-sgs-fast-collision-system
Or did you come up with your own programming magic for that?
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: Uruwi on September 15, 2015, 04:15:28 AM
How did you manage to get Collision checking to be done on only the nearest objects?
Pretty important for keeping danmaku games running at 60 fps

Pretty awesome, are you using this by any chance ?
https://marketplace.yoyogames.com/assets/244/tmc-sgs-fast-collision-system
Or did you come up with your own programming magic for that?

What the hell, charging $10 for something like this?!

I was guessing quadtrees, though.
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: tyrz_939 on September 15, 2015, 05:05:53 AM
How did you manage to get Collision checking to be done on only the nearest objects?
Pretty important for keeping danmaku games running at 60 fps

Pretty awesome, are you using this by any chance ?
https://marketplace.yoyogames.com/assets/244/tmc-sgs-fast-collision-system
Or did you come up with your own programming magic for that?

http://i.imgur.com/KIStDaQ.png

That's all I'm running every frame in every bullet. No magic. It's not "efficient" but it doesn't cause lag even on a slower system.  :)
Radius is set elsewhere.
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: bennelsey on September 15, 2015, 05:16:54 AM
http://i.imgur.com/KIStDaQ.png

That's all I'm running every frame in every bullet. No magic. It's not "efficient" but it doesn't cause lag even on a slower system.  :)
Radius is set elsewhere.
Something else seems to be at work though - why are bullets close to the player changing color even when they're nowhere near grazing?
That's why I assumed you had collision checks only for nearby bullets
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: tyrz_939 on September 15, 2015, 05:31:32 AM
Something else seems to be at work though - why are bullets close to the player changing color even when they're nowhere near grazing?
That's why I assumed you had collision checks only for nearby bullets

In the SS, the variable "grazing" (line 25 & 28, first code block) sets if it'll change the color or not. That was kind of bodged in later so I forgot to comment what it did.
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: Failure McFailFace on September 16, 2015, 02:17:39 AM
What's the language?

From the screenshots of the code you have up, it looks like JavaScript to me.

EDIT: Well, similar. It's missing the parentheses needed for the if statements.
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: tyrz_939 on September 16, 2015, 02:20:05 AM
What's the language?

From the screenshots of the code you have up, it looks like JavaScript to me.

EDIT: Well, similar. It's missing the parentheses needed for the if statements.

GML (game maker language).
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: Dark Kitsune on September 16, 2015, 04:17:31 AM
It's missing the parentheses needed for the if statements.
GML is odd in that parentheses and semicolons are completely optional.
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: Uruwi on September 16, 2015, 04:20:32 AM
GML is odd in that parentheses and semicolons are completely optional.

Does GML still lack first-class arrays?
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: Dark Kitsune on September 16, 2015, 04:23:10 AM
Does GML still lack first-class arrays?
Nope.
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: tyrz_939 on November 11, 2015, 12:37:50 PM
I am completely OCD with performance so I thought, since GML gets turned in to C++ with the YYC compiler (and therefor is actually quite fast) I could attempt to ditch the game maker object system for shots in favor of a higher performance shot system written in just GML. Performance tests are promising to say the least.

Ignore the terrible code, it's a proof of concept I wrote it in about 20 minutes. I have the number of new objects written in the top left;
http://i.imgur.com/XKGFwDa.png

They have some super simple circle collision checking running too. I have no idea how I'll scale it for practical use.  :ohdear:

Edit: I'm going to use some of the ideas a base for making curvy lasers as they are quite demanding.
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: tyrz_939 on November 12, 2015, 04:29:41 AM
Opps, double post. Tried to edit original post but hit quote instead of modify.
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: TalosMistake on November 12, 2015, 08:13:43 AM
I don't know anything about GML or your engine, but I just want to say...I like your Halloween script very much. Even though it wasn't made from danmakufu engine, the perfomance and sheer amount of effects impress me a lot (as well as danmaku pattern). Very well done tyrz_939!
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: tyrz_939 on November 12, 2015, 09:39:17 AM
I don't know anything about GML or your engine, but I just want to say...I like your Halloween script very much. Even though it wasn't made from danmakufu engine, the perfomance and sheer amount of effects impress me a lot (as well as danmaku pattern). Very well done tyrz_939!

Thank you! I was worried the Halloween entry I did was a bit rushed but it did better than I thought it would, I'm glad you and others like it.  :)
I actually have one of your videos (https://www.youtube.com/watch?v=rXfG9U3uzaM) open for reference at the moment, the worlds a small place!  :wat:

I'm making proper lasers now and it's a bit complex but I'm getting it done 1 bit at a time. They'll hopefully be able to curve, be thin at the ends, thicker in the middle and variable lengths.

They just draw straight and have collision at the moment though. Work work.
http://i.imgur.com/mLPIaio.png
http://i.imgur.com/MniCYXv.png
http://i.imgur.com/gYA41AE.png (I flew though this one, proof of collison)


Edit:
http://i.imgur.com/hZw4cc2.png After a bit more work
http://i.imgur.com/LWGmt7y.png That's the mess generating this first one. Once cleaned up and collision is tweaked it should be easy to use. Iee! New toy!  :V
http://i.imgur.com/UMPEQ3D.png PRETTY D:
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: Lollipop on November 12, 2015, 07:38:44 PM
nice lasers
Title: Re: TyrZ Game Maker Danmaku Engine (In Dev)
Post by: tyrz_939 on November 17, 2015, 09:48:36 AM
http://i.imgur.com/SHFJjic.png
http://i.imgur.com/vyo1CYP.png

It's all nice that my game is all prettyful etc but sometimes, when a new bug pops up, I want to kill it to death. Why for are my stage events spamming.  :ohdear: :ohdear: :ohdear:

http://i.imgur.com/wzjIsy4.png Marisa's helping me with debugging.


On a brighter note,  curvy lasers are finished and I got a Surface Pro 4 today, I'll have a go at drawing up portraits on it. If anyone wants to help with art and sound effects for my project I would be very grateful.

Curvy Lasers:
http://imgur.com/Uzzjlh7 < Pretty
http://imgur.com/2ssebJn < Uncapped FPS
https://youtu.be/-2xVwP70ouo < Performance on a decent netbook from 2010.
Title: Re: TyrZ GMDanmaku (In Dev)
Post by: tyrz_939 on December 17, 2015, 11:31:03 PM
I've completely updated my OP.

I'm currently looking for help with sprites/portraits as it's the main thing slowing me down at the moment. If anyone would like to help, please contact me (https://tyrzblog.wordpress.com/contact/).

I re-wrote Marisa and Reimu's shots types and I'll be including modern and classic options for them. Modern playing like recent Touhou games (but PC-98 themed) and classic playing more PC-98-like. Mima and Yuuka will play PC-98 like only.

I've put in many more particle effects including proper shot deaths and player shot impact effects.
http://i.imgur.com/SzG0ZjA.png
http://i.imgur.com/UPHDys8.png
http://i.imgur.com/xknI1Pn.png
http://i.imgur.com/NtCY2sk.png

Other screenshots I also added to the OP:
Warning: Sprites are mostly placeholders at the moment.
http://i.imgur.com/vAFAmbT.png
http://i.imgur.com/5Qa2uk1.png
http://i.imgur.com/bNazznJ.png
http://i.imgur.com/idkmAUv.png
http://i.imgur.com/Wp2afz6.png
http://i.imgur.com/e5quKAh.png
http://i.imgur.com/TNL7nZl.png