Author Topic: Sparen's Code Dump (Final updates)  (Read 145543 times)

Qwertyzxcv

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.24 Release!)
« Reply #150 on: April 12, 2013, 01:56:24 AM »
Quote
4) ...Timing, planning, memorization. Start on one side and move to the other. Celebi doesn't have much of a chance against ExVeemon in that attack because she's stationary.
That would unfair for a first try...but alright.
« Last Edit: May 07, 2013, 08:32:25 PM by Qwertyzxcv »

Re: Sparen's Code Dump (Pok?DigiDanmaku v0.24 Release!)
« Reply #151 on: April 12, 2013, 02:12:46 AM »
The spells are coming out really slowly, but I plan to get Stage 2 finished ASAP because I've decided that I'm probably not going to port Stage 3. It looks really bad in the original, and it's probably better to make it from scratch. If there are any ideas or suggestions for a fire-based stage, please feel free to comment. Also, I really have no clue about what I'm going to be doing for the boss except for my plans here:

Stage 3: The Mountains of Flame
Enemies: Charmander, ???
Stage Gimmicks: ???
Midboss: Charizard
Boss: Charizard: The Flaming Torch of Battle
Boss Nonspell: Flame lines
Boss Gimmicks: Enemy calls

If anyone wants to suggest a stage enemy or stage gimmicks, feel free to tell me. Out of the three or so enemy scripts I have for the original, I don't think most of them will work, simply because, well... people were scared of the pichu walls in Stage 1, so... I don't think a Charmander Army would receive positive reviews.
You just need patience. I haven't even started working on my real game. (Still stuck on player scripts.)
As for suggestions:
Fire likes to spread. So AddShot can be the gimmick.
Rapidash: This Pokemon can be the fast Pokemon. They can run from one side to the other. It's up to you to make the patterns it will shoot.
Torchic: This Pokemon can make simple spirals that aren't that dense.
Vulpix: Umm... I imagine Vulpix making many tails streams behind him, and the bullets wait a little before falling, but I usually portray that as a water danmaku. (Since it reminds me of rain. Water is affected by gravity also.)
I can't think of too many fire Pokemons right now. Hope this helps.
Currently a normal player

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.24 Release!)
« Reply #152 on: April 12, 2013, 02:39:32 AM »
Torchic: This Pokemon can make simple spirals that aren't that dense.
Vulpix: Umm... I imagine Vulpix making many tails streams behind him, and the bullets wait a little before falling, but I usually portray that as a water danmaku. (Since it reminds me of rain. Water is affected by gravity also.)

Torchic... the problem is retrieving the sprites. It'd make a better choice than Charmander as far as the start of the stage is concerned.
Vulpix would be nice, but... hmm... I'll think about both. I can use purple flames for Vulpix, and that'd add some variety.

Sparen

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Re: Sparen's Code Dump (TC Kogasa v0.07)
« Reply #153 on: April 13, 2013, 02:35:15 PM »
KOGASA PLAYER SCRIPTS V0.07 READY FOR DOWNLOAD!

Feedback and suggestions for KogasaB will be taken into consideration! Probably.

Download link available here: http://www.bulletforge.org/u/sparen/p/kogasa-player-script/v/007

KogasaB is WIP.

Currently known issues:

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.29 Release!)
« Reply #154 on: April 14, 2013, 04:47:24 PM »
POK?DIGIDANMAKU v0.29 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/029

This version contains... no music and no spell card gallery. it contains everything else though.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:
-Make the stage banner flash on then off. [ENHANCE]
-See if music can be started during the boss event script [MINOR]
-By Version 1.00, there must be a game file that plays all stages, as well as practice stages that differentiate from the stage files called by the main game outline. [PLANS]
-Send @Initialize and @Background for stages into another #include [PLANS]
-Pikachu's First Spell sometimes walls the player [MAJOR]

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.30 Release!)
« Reply #155 on: April 15, 2013, 09:54:52 PM »
POK?DIGIDANMAKU v0.30 PATCH READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/030

ALL this update is is a patch to fix the issue with the incorrect naming of variables when making variables.txt. Please dump the files into your PDD=>Data folder, and override the stage files and variables.txt.

EDIT: Everything's getting screwed up. I wanted to release v0.31 ASAP because I really didn't like the idea of a patch, but I probably can't release it until the end of the week. Until then, I'll have to rely on the patch.
 
Bug and Suggestion List:
FIXED:

Cut:

To be worked on:
-Make the stage banner flash on then off. [ENHANCE]
-See if music can be started during the boss event script [MINOR]
-By Version 1.00, there must be a game file that plays all stages, as well as practice stages that differentiate from the stage files called by the main game outline. [PLANS]
-Send @Initialize and @Background for stages into another #include [PLANS]
-Pikachu's First Spell sometimes walls the player [MAJOR]
-CelebiSpell4's attack is not symmetrical [MINOR]
« Last Edit: April 15, 2013, 11:18:59 PM by Sparen »

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 Release!)
« Reply #156 on: April 16, 2013, 12:07:01 AM »
POK?DIGIDANMAKU v0.31 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/031
Mediafire Mirror: http://www.mediafire.com/?jp62hfuq0d4ey2b

That was complete hell. A spell that looked so easy to port took two hours of function-changing, swearing, and furious debugging. In the end, it's not that great, but it's enough for the release.

Stage 2 is DONE. I will not begin Stage 3 until I have had at least one decent review, because there is no way for me to change things drastically once I've started the next stage. At this time, Stage 1 suggestions will probably not be implemented, although I'll still try to fix things up if need be.

The entire restructuring will occur during this time period before Stage 3, so please give as much feedback as possible.

This version comes with the player script and music, but does not come with the spellcard gallery.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:
-Celebi's last nonspell is absurd on Hard and Lunatic [MAJOR] {Fixed: 0.32}
--Send @Initialize for stages into another #include [PLANS] {Done: 0.32}
-...Celebi midboss spell... needs to be toned down AGAIN. [MAJOR] {Fixed: 0.35}
-Stage 2 opener is underwhelming on all difficulties [MAJOR] {Fixed: 0.35}
-Stage 2 hoppips are underwhelming on all difficulties [MAJOR] {Fixed: 0.35}

Cut:

To be worked on:
-Make the stage banner flash on then off. [ENHANCE]
-See if music can be started during the boss event script [MINOR]
-By Version 1.00, there must be a game file that plays all stages, as well as practice stages that differentiate from the stage files called by the main game outline. [PLANS]
-Send @Background for stages into another #include [PLANS?]
-Pikachu's First Spell sometimes walls the player [MAJOR]
-CelebiSpell2's attack is not symmetrical [MINOR]
-Timestop often leads to deaths [UNCONFIRMED]
-Celebi's boss sprite is really... ugly? [MINOR?]
« Last Edit: April 26, 2013, 10:46:49 PM by Sparen »

Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #157 on: April 16, 2013, 12:39:35 AM »
This is my first review for danmaku scripts so:
And I'm playing on normal mode and hard mode on stage 2.
Enemies: They're pretty easy to pass. Except for the Kunai Pichus. They are a little dense.
Mid-boss: Dense Nonspell and the spellcard seems a bit hard for stage 2.
Boss:
Nonspell 1: Too dense.
Spell 1: It's okay. Kind of tricky, but fun.
Nonspell 2: Normal mode is really easy, even though it looks intimidating. Are the lasers supposed to be ever so slowly inching to the left after each laser. You might want to increase the adding for difficulty.
   Hard is a whole different story. It's pretty dense.
Spell 2: Yellow bullets kind of walls you off a lot. But this is just my opinion. This is really, not that important.
Spell 3: This reminds me so much of Sakuya.  :3 But, there is no need to fix this that much. Except that is can be dense on some levels.

Overall: Stage 2 seems to be dense for a stage 2. It was fun, but make the stage harder, and the boss easier/less dense.
Currently a normal player

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #158 on: April 16, 2013, 01:12:27 AM »
\
Mid-boss: Dense Nonspell and the spellcard seems a bit hard for stage 2.
Boss:
Nonspell 1: Too dense.
Spell 1: It's okay. Kind of tricky, but fun.
Nonspell 2: Normal mode is really easy, even though it looks intimidating. Are the lasers supposed to be ever so slowly inching to the left after each laser. You might want to increase the adding for difficulty.
   Hard is a whole different story. It's pretty dense.
Spell 2: Yellow bullets kind of walls you off a lot. But this is just my opinion. This is really, not that important.
Spell 3: This reminds me so much of Sakuya.  :3 But, there is no need to fix this that much. Except that is can be dense on some levels.
Overall: Stage 2 seems to be dense for a stage 2. It was fun, but make the stage harder, and the boss easier/less dense.

I'll see about the non spells. I've already toned down the midboss spell so much though... >_<
Boss Spell 1: OK.
Boss Spell 2: It's supposed to wall you.

Thanks for the review~

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #159 on: April 16, 2013, 10:15:04 PM »
ALL PDD Releases before 0.23 have been deleted from Bulletforge.

Versions 0.11, 0.14, 0.16, and 0.20 have been cleared from Bulletforge. The reviews can be found Here

Version 0.20 still has a version available from Mediafire, however.
« Last Edit: April 16, 2013, 10:18:00 PM by Sparen »

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #160 on: April 17, 2013, 11:19:12 PM »
Video for PDD Version 0.31: http://www.youtube.com/watch?v=_qnJx5-8L3w

Sparen

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Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
« Reply #161 on: April 18, 2013, 11:44:16 PM »
POK?DIGIDANMAKU VEEMON PLAYER SCRIPT V2.6c {RC-7} READY FOR DOWNLOAD!

Major changes to Fladramon and Magnamon's damage. THIS VERSION WILL NOT BREAK REPLAYS FROM 2.6.

Unless debilitating bugs are found or additional player balancing/new functions are needed for Pok?DigiDanmaku, this is the final release candidate and will not be updated further.

Download link available here: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-veemon/v/26c

Currently known issues:
-Lasers don't tell you if they are hitting the foe due to lack of effects [ENHANCEMENT]

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #162 on: April 19, 2013, 11:37:40 PM »
Now that I'm participating in LOCAA...

I've successfully turned my first polar equation into bullets!

r = 40*cos(theta/2)

As for releases... I'm not allowed to post them until my project is finalized, so I will only be able to post status updates.

PDD is going to continue, so don't worry about that if you're waiting for Stage 3.
« Last Edit: June 29, 2017, 03:21:05 AM by Sparen »

PhantomSong

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #163 on: April 21, 2013, 08:58:35 PM »
Suicune + Polar Equations? Sounds fitting :)

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #164 on: April 21, 2013, 09:08:58 PM »
Suicune + Polar Equations? Sounds fitting :)

Have a dose of polar equations. All of my polar experiments will come with the release of my Contest Entry.

http://www.youtube.com/watch?v=-ypZRXD7QUE&feature=youtu.be

Sparen

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Re: Sparen's Code Dump (LOCAA Contest 3 Submission!)
« Reply #165 on: April 21, 2013, 09:15:57 PM »
LOCAA Contest #3 Submission:
Suicune Boss Battle

This is the main announcement post for my LOCAA Contest #3 Submission, which I plan to incorporate into PDD Extra (...Maybe). This is a project for 0.12m only. This script will feature all kinds of extras outside of the main script, including a nonspell rush and my collection of polar/parametric experiments.

Current Version: 1.10
Current Release Version: 1.09 [Download]
Current Release Package: 1.09 [Download]
**Comes with Kogasa Player Scripts v0.10 and Touhou Danmakufu 0.12m

*Current Version is my current version. Current Release Version is the latest Devel release.
*All versions besides the final release will most likely be hosted as unlisted on Bulletforge, mainly due to the fact that the submission shouldn't really be too public.

Current Features
-Easy and Extra Modes, with the option to not have the STG_Frame
-Nonspell rush (NS 1-6)
-Polar experiments (1-8+Extra)
-Parametric experiments (1-4+Extra)
-Spells: 1-7
-Custom Frame

Current Progress
This project is complete.

All Demo Versions
Demo 4: [Version 1.09]
Demo 3: [Version 1.08]
Demo 2: [Version 1.07]
Demo 1: [Version 1.00]

PREVIEWS


SPOILER ALERT
http://i1164.photobucket.com/albums/q570/SparenofIria/Grapher_zps79b8575f.png

Polar Experiments Part 1: http://www.youtube.com/watch?v=jBusvmlFbng
Polar Experiments Part 2: http://www.youtube.com/watch?v=-ypZRXD7QUE
Psycho Bullets: http://www.youtube.com/watch?v=XNFWNmbuA_I

Suicune Boss Battle v1.07 [http://www.youtube.com/watch?v=slYZIUQ4LPo&feature=youtu.be]
Suicune Boss Battle v1.07 [http://youtu.be/a3sHFZdjY-k?t=8m25s] *Kirakishou's Playthrough
Suicune Boss Battle v1.09 [http://www.youtube.com/watch?v=zXpiENqr0BE] *Rogus's Playthrough
« Last Edit: June 29, 2017, 03:23:28 AM by Sparen »

Sparen

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Re: Sparen's Code Dump (Touhou Terranean Cataclysm and other works!)
« Reply #166 on: April 24, 2013, 11:07:34 PM »
LOCAA CONTEST #3 SUBMISSION: SUICUNE BOSS BATTLE READY FOR DOWNLOAD!

Download link available here: http://www.bulletforge.org/u/sparen/p/suicune-boss-battle-pre-release/v/004

If you do not want spoilers, please do not download the script.

Please do not provide videos of this script. Please do not rip code from this script. Please do not use a white color player character because I can guarantee that you will die.

Currently known issues:

PhantomSong

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #167 on: April 25, 2013, 12:27:54 AM »
@Contest Entry:

SPAREN STAHP WITH THE EAR RAPE SEs... They KILL my ears, and will most likely kill the judges'... You don't really even need SEs... But still if you're going to use SE makes sure they don't kill people's ears!

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #168 on: April 25, 2013, 12:32:15 AM »
SPAREN STAHP WITH THE EAR RAPE SEs... They KILL my ears, and will most likely kill the judges'... You don't really even need SEs... But still if you're going to use SE makes sure they don't kill people's ears!

...What kind of volume do you have? Everyone keeps on complaining about the SFX when they came straight from a Touhou game's data rips. It befuddles me.

Which SFX are problematic? If you say 'all of them,' I'm going to suggest that you lower your volume, because the bullet SFX volume has been lowered like five times already. If it's the ice SFX, that can be fixed.

The things below are gags.

VOTE TO REDUCE SFX:
For: TT, Sparen, JpMr [3]
VS: PhtmSg [1]
« Last Edit: April 25, 2013, 12:40:16 AM by Sparen »

Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #169 on: April 25, 2013, 01:45:21 AM »
I thought the SE's were fine, but that's because I'm so used to playing danmakufu with half of my volume turned on. (That's a lot. It's because of quiet youtube videos.) Now, I usually turn it lower, so I thought the SE's weren't that loud.
The attacks: If you use this as an extra stage boss for your PDD, please raise the difficulty. I have more trouble on Celebi on normal than this.
Also, What's a Polar Equation.  :derp:
Currently a normal player

PhantomSong

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #170 on: April 25, 2013, 01:51:07 AM »
...What kind of volume do you have? Everyone keeps on complaining about the SFX when they came straight from a Touhou game's data rips. It befuddles me.
Which SFX are problematic? If you say 'all of them,' I'm going to suggest that you lower your volume, because the bullet SFX volume has been lowered like five times already. If it's the ice SFX, that can be fixed.
Well maybe from the conversion(being mostly everyone uses Windows) from Mac to Windows, the sound somehow gets louder...
I shouldn't need to turn my volume when other scripts I play with sound effects I have on full volume.

SE ~ Bullet
SE ~ Ice
and a little bit of SE ~ Laser

The things below are gags.

VOTE TO REDUCE SFX:
For: TT, Sparen, JpMr [3]
VS: PhtmSg [1]
I don't get it...

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #171 on: April 25, 2013, 02:11:53 AM »

Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #172 on: April 25, 2013, 02:47:57 AM »
Thanks, I'll be sure to read it little by little since I haven't learned Trigonometry yet. Or Pre-Calculus.
I get some of it. Hope you can finish the script soon.

Edit: Actually, I'm totally lost. After "How to Use Trigonometry in Danmakufu"
« Last Edit: April 25, 2013, 02:53:11 AM by Lavalake »
Currently a normal player

Darkness1

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #173 on: April 25, 2013, 05:26:49 AM »
In your createshotA section, you said making them go after the player at any moment is really difficult. But won't using
Code: [Select]
SetShotDirectionType(PLAYER); make it alot easier? Should work for all types of bullets in 0.12m. (The function list seems to say enemy to player, but it should be coordinates to player, as where the angle 0 starts from.) Just reset back to coordinate type ABSOLUTE afterwards, or an obvious problem will appear.
« Last Edit: April 25, 2013, 05:38:24 AM by Darkness1 »

Qwertyzxcv

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #174 on: April 25, 2013, 08:05:22 PM »
I would suggest making the sound effects quieter than the average Touhou game because thay are already quite loud. If only it was possible to make a SE and BGM volume option in Danmakufu... :c

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #175 on: April 27, 2013, 03:14:18 AM »
Edit: Actually, I'm totally lost. After "How to Use Trigonometry in Danmakufu"

Tell me exactly where you got lost, and I'll see what needs to be done. It may be that I need a completely different Tutorial to teach the introduction to trigonometry, polar coordinates, and parametric equations.

Also, PDD Stage 3 is in progress, but a lot of work needs to be done with Stage 2 before I want to move on. I'll be providing a release soon with the fixed issues.

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.35 Release!)
« Reply #176 on: April 27, 2013, 03:21:57 AM »
POK?DIGIDANMAKU v0.35 RELEASE READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-pre-beta/v/035

This version does NOT come with music or the spellcard gallery. It has a number of changes from 0.31, especially regarding the difficulty of the midboss and boss.

PLEASE review and comment. Stage 3 is under way and I want all of Stage 2's problems fixed ASAP. However, I need player feedback to know what the issues are. Thank you.

This version comes with the player script and music, but does not come with the spellcard gallery.

The complete changelog can be found in the folder.

Bug and Suggestion List:
FIXED:
-Celebi's boss sprite is really... ugly? [MINOR?] {Fixed?: 0.37}
-CelebiSpell2's attack is not symmetrical [MINOR] {Fixed: 0.37}

Cut:
-Make the stage banner flash on then off. [ENHANCE]

To be worked on:
-See if music can be started during the boss event script [MINOR]
-By Version 1.00, there must be a game file that plays all stages, as well as practice stages that differentiate from the stage files called by the main game outline. [PLANS]
-Send @Background for stages into another #include [PLANS?]
-Pikachu's First Spell sometimes walls the player [MAJOR]
-Timestop often leads to deaths [UNCONFIRMED]
« Last Edit: April 28, 2013, 04:07:14 PM by Sparen »

Re: Sparen's Code Dump (Pok?DigiDanmaku v0.31 (DEMO) Release!)
« Reply #177 on: April 27, 2013, 03:24:54 AM »
I understood some, but some of the other's were hard to understand.

Paragraph of one of the confusing ones.
Quote
For your information, there are multiple sets of coordinates used by Danmakufu. They've been merged into an uncomfortable yet fitting mixture. The first system is the rectangular coordinate system, with your standard x and y axes. This makes up the Cartesian plane, which is basically the x-y plane. However, because the creators decided that the origin was to be crammed in the upper left corner, you obviously can't do anything based off of negative values (unless you move the origin). Anyway, this is why you use GetX and GetY. These two values anchor your initial position. This is the pole, C(GetX, GetY), which is the point from where all stuff is done. From the initial point, you do all of the weird trig, alterations, etc.
So you're telling people that Danmakufu uses quadrant 1, except, it is mirrored vertically?
Quote
There is also the parametric system, which is how Danmakufu accesses the individual alterations to the X and Y coordinates. The X and Y coordinates are altered individually, and that's because of the influence of the parametric system.
Can you word it a little differently, I'm having some kind of weird trouble with reading the quote. I think it's about the first two parameters of Creating shots.

Others are the little things I will learn, as soon as I learn Trigonometry like:
Quote
cos(60) is .500 while cos(30) is .866

Edit: As for your v0.35. It looks pretty good, but could have some improvements. But the improvements you need are pretty minor so I might let it slide. (One of them is the lasers. They have an ugly white outline, but I also have trouble trying to get them to not have one.)
« Last Edit: April 27, 2013, 03:33:24 AM by Lavalake »
Currently a normal player

PhantomSong

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.35 Release!)
« Reply #178 on: April 27, 2013, 06:01:01 PM »

-Celebi's boss sprite is really... ugly? [MINOR?]



It is... try using the main game's sprites, they'd look much better!

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v0.35 Release!)
« Reply #179 on: April 27, 2013, 07:48:17 PM »
It is... try using the main game's sprites, they'd look much better!

Which game? Tell me ASAP so that I can fix all 30 scripts now.