| ~Hakurei Shrine~ > Rika and Nitori's Garage Experiments |
| Wish's Code Dump (Page updated with newer projects) |
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| WishMakers:
Hello everybody, it is WishMakers here! This forum page contains all of my Touhou-related works to date. Please feel free to play them! Shoutouts to all the people who have helped me to get this far. LIST OF WORKS C# (ON HOLD) Nemuno Sakata script (maybe in the future?) GAMEMAKER STUDIO 東方封魔返 ~ the Return of Eastern Wonderland (full fangame!) (last GM:Studio shmup project) the legend of kage (Bulletforge) (warning: major shitpost) RaNGE 18: Return to the Demon World (Bulletforge) LoCaA 10 Entry: The Death-Dealing Elevator Attendant (Dropbox) OLD STUFF WARNING: Play these at your own risk. They are not as good as my newer work. LoCaA 8: Resurrection of Forgotten Flame (link omitted) The Witches' Ball: A Marisa Script (version 1.1b) (Dropbox) Kogasa RaNGE 15 Entry (link omitted) Cirno (link omitted) I thank all who stumbled upon this thread and have read it, I look forward to suggestions and feedback, so any would be appreciated! |
| bennelsey:
Sorry for replying a month late - I don't check these forums often. Anyway after reading that you also use GM:Studio I definitely had to try this game. Making the bullets look slightly transparent (set image_alpha to something between 1 and 0, like 0.5) will improve the look on those Fadein/out animations for texts to be shown on screen will make it look more polished The explosion when the player dies probably needs changing - smooth edges (with alpha transparency) will help I have no idea why the menu selection cursor can go above/below the menu choices but lol setting room_speed to 60 would be nice (I like 60fps, and danmaku games are usually that) A transition screen between the main menu and the game would be nice --- Code: ---// in a step event on an object with a loading screen sprite if fadein // start transparent, slowly become opaque (going to another room) { if image_alpha < 1 image_alpha += fadespd else { image_alpha = 1 room_goto(nextroom) // set this value when creating the object, ex: changeroom_obj.nextroom = gameroom } } else // start opaque, slowly become transparent (at the start of a new room) { if image_alpha > 0 image_alpha -= fadespd else { image_alpha = 0 instance_destroy() } } --- End code --- I'm curious at how you did your danmaku though. Did you use a loop of some kind to make patterns or are you just rotating invisible "gun" objects? [edit] what's Raku engine ? |
| Failure McFailFace:
Can't view the game right now on my iPad, because laptop is somewhere in my house hiding. I really want to know more about your engine. What language is it? How easy is it to go from one language to another (say JavaScript and this)? |
| PhantomSong:
--- Quote from: bigyihsuan on January 07, 2015, 02:57:17 AM ---Can't view the game right now on my iPad, because laptop is somewhere in my house hiding. I really want to know more about your engine. What language is it? How easy is it to go from one language to another (say JavaScript and this)? --- End quote --- --- Quote ---I have personally built an STG engine in GameMaker: Studio from the ground up, and have been working on something like this for a while now. It's not the best, as I'm a mere game dev in training, but it's pretty good and I try to polish it up as much as I can. --- End quote --- I'm assuming it's whatever Game Maker uses, but I could be wrong. |
| Uruwi:
--- Quote from: PhantomSong on January 07, 2015, 08:23:51 PM --- I'm assuming it's whatever Game Maker uses, but I could be wrong. --- End quote --- From the bit of code provided, it's probably it. |
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