~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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