~Hakurei Shrine~ > Rika and Nitori's Garage Experiments
The armory
puremrz:
--- Quote from: shadowbringer on August 07, 2009, 06:51:30 PM ---suggestions:
- double parallel shots (as seen in Armed Police Batrider or Dodonpachi's stage 2 midboss); main uses: sprinkling shots
- vulcan shots (Battle Garegga's Black Heart boss being an example); main uses: straight shots, can have zoning properties
- "molecule" shots (Dodonpachi's stage 2 boss fire out those); main uses: remainders of enemy explosive projectiles, or blast cannons
- arrowhead shots (not the ones from PCB; the ones in the Seihou series/Samidare); main uses: can fly straightforward, or change angle slightly (in a curve)
perhaps I'll come back with more suggestions xD
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Yow! Can you give me screenshots? I haven't played any other danmaku besides Touhou games ^^;
--- Quote from: Naut on August 07, 2009, 06:57:42 PM ---Holy shit those are awesome.
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Thanks :D
--- Quote from: CAsercan3 on August 07, 2009, 08:31:19 PM ---HORSES
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LOL!
I once used a picture of my cat when I was learning how to use custom shots. Complete with Orin's meow sound every 60 frames...
...MANNOSUKE bullet. O_O http://www.youtube.com/watch?v=H5BYw_jymqo
Anyhoo.
I was making the UserShotData, and I noticed Danmakufu has a REALLY screwy way of drawing graphics. No matter how I put the rect data, it's never right. The closest I got was when the bullets show up perfect in one or two directions, but change when they go the opposite direction!
This is what I mean:
When shot, left looks like it should, but while right is the same bullet, it looks different when aimed the opposite way. And the bottom one is strange too.
I fiddled around, and my only option was to put a white space between each single bullet on the shot sheet. This is gonna take a while... But while I'm at that, I'll add white and black shots to it as well :3
(40% done...)
shadowbringer:
I was trying to get screenshots for you, but then I found out that I can't.. because I almost always try to play for score, and am trying to learn an optimal way to score in APB (and Dodonpachi stage 2 as well).. and.. and..
....whenever I do a mistake, I instantly reset the game :D
(think of this: in APB, the path I've chosen for score is: Manhattan City -> Sky High -> Airport -> Sewer System -> Highway; I must learn to score well up to the Airport, there I could get you two examples of said double parallel shots -- from the blue helicopters and Black Heart -- and the vulcan shots -- from Black Heart. As for Dodonpachi, if I don't get my 270+ chain with the A-L ship at the second stage, it wouldn't be a replay worth saving.. and in fact, I've saved none so far :D)
There's one way for me to not reset the game, and that would be playing on arcade, where I spend actual money and wouldn't want to restart the game.. but then I can't take screenshots.. :(
(the more I learn about scoring, the more difficult it becomes for me to get past through stages that I normally wouldn't have as much trouble with)
tl;dr I can't yukkuri shitteite ne! T____T
edit: I knew that something was feeling wrong... Airport's secret boss isn't Black Heart; Sewer System's is..
puremrz:
--- Quote from: shadowbringer on August 08, 2009, 04:55:21 AM ---tl;dr I can't yukkuri shitteite ne! T____T
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I looked on YouTube, but I couldn't make out the shots very well. So I made the double parallel and molecule shots based on my own thoughts. They're above the knives.
Bats have been added too.
Oh, and some oversized shots at the bottom as well. But I removed the dragonflies, because they scream ugly everytime I see them (And they're always in the way when reorganizing).
This is gonna need a lot of UserShotData files for different categories.
Currently about 10% done.
Helepolis:
Some bullets look really nice: I am curious how you are going to declare them all, even though I see most of them are animated.
Fuck Danmakufu :[ if it only allowed more than 255 declareable bullets, that shotsheet is indeed too awesome.
puremrz:
--- Quote from: Helepolis on August 08, 2009, 01:55:38 PM ---Some bullets look really nice: I am curious how you are going to declare them all, even though I see most of them are animated.
Fuck Danmakufu :[ if it only allowed more than 255 declareable bullets, that shotsheet is indeed too awesome.
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I'm going to make a few variations of the shot sheets. You can only load one shot data file per spell, but that doesn't limit your whole game to just one. When you need bullets that are currently not in your UserShotData, just load another one :3
Or you can just change the name of the shot id to make your own version, easily done!
I finished the first part, so I uploaded it: http://www.mediafire.com/download.php?tjmjy2gt4yy
Just put the files in a folder such as
LoadUserShotData(GetCurrentScriptDirectory ~ "shots\CustomShots1.txt");
I added a doc file to the zip so you can quickly see which bullet is which number.
All right, time to do the other half... X_x (Anyone wanna help? :P)