Author Topic: Danmakufu Contest #8 - This Ain't Space Invaders! RESULTS ARE IN  (Read 33227 times)

Chronojet ⚙ Dragon

  • The Oddity
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Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #30 on: March 31, 2011, 03:15:22 PM »
you didn't update your shotsheet, which is why you get invisibullets and still randomly die
waitwhat last time I checked
I'll go reget it. I don't know if I did, but I'll still go and get it again.
Just to be safe.
Yeah.



EDIT: I hope this one's the right one now...
Kylesky, you.
EDIT: Oh wow. Ok, it sorta works now, but yeah. I still randomly die a lot. I hope that's something the game randomly thinks up or something, because I'm certainly not going to actually beat this game in a year.



damn you drake




OK, Kylesky, I finally got it to work the way it's supposed to.
YAY BROKEN MOON
I'll just say for now the shot sounds aren't too retroish but that's OK since I don't expect anyone to actually find things like that.
Why is it that I find it easier to not gain heat when moving around unfocused?
And what the hell just happened at the very beginning of Stage 2's survival portion?
It seems stretching graphics in Danmakufu is very bad so it doesn't give the blocky feeling that I wanna see here...


Hey Kylesky on one of the survival patterns (on Stage 1, 23 seconds left) it gives me a lot of slowdown (36 FPS!!), mind looking into that?
osh*die
Also, it seems you can gain heat by leaning against a wall...
« Last Edit: March 31, 2011, 03:48:50 PM by ミョウリ »

Thaws

  • _m廿廿m_
Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #31 on: April 03, 2011, 04:37:27 AM »
Not very useful, but I just want to contribute something. :V

DrawEnemy
(layer, scale, graphic)

Helps you set the vertice for creating an effect object with the graphic of shot 11-16 on Naut's shotsheet declaration.

Code: [Select]

function DrawEnemy(layer, scale, graphic)
{

let obj = Obj_Create(OBJ_EFFECT);

ObjEffect_SetTexture(obj, retro);
ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
ObjEffect_SetLayer(obj, layer);
ObjEffect_SetScale(obj, scale, scale);
ObjEffect_CreateVertex(obj, 4);

if(graphic == 11)  //squid
{
ObjEffect_SetVertexUV(obj, 0, 0, 16);
ObjEffect_SetVertexUV(obj, 1, 16, 16);
ObjEffect_SetVertexUV(obj, 2, 16, 32);
ObjEffect_SetVertexUV(obj, 3, 0, 32);
ObjEffect_SetVertexXY(obj, 0, -8, -8);
ObjEffect_SetVertexXY(obj, 1, 8, -8);
ObjEffect_SetVertexXY(obj, 2, 8, 8);
ObjEffect_SetVertexXY(obj, 3, -8, 8);
}

if(graphic == 12) //ghost
{
ObjEffect_SetVertexUV(obj, 0, 20, 16);
ObjEffect_SetVertexUV(obj, 1, 36, 16);
ObjEffect_SetVertexUV(obj, 2, 36, 32);
ObjEffect_SetVertexUV(obj, 3, 20, 32);
ObjEffect_SetVertexXY(obj, 0, -8, -8);
ObjEffect_SetVertexXY(obj, 1, 8, -8);
ObjEffect_SetVertexXY(obj, 2, 8, 8);
ObjEffect_SetVertexXY(obj, 3, -8, 8);
}

if(graphic == 13) //ufo
{
ObjEffect_SetVertexUV(obj, 0, 40, 18);
ObjEffect_SetVertexUV(obj, 1, 72, 18);
ObjEffect_SetVertexUV(obj, 2, 72, 32);
ObjEffect_SetVertexUV(obj, 3, 40, 32);
ObjEffect_SetVertexXY(obj, 0, -16, -7);
ObjEffect_SetVertexXY(obj, 1, 16, -7);
ObjEffect_SetVertexXY(obj, 2, 16, 7);
ObjEffect_SetVertexXY(obj, 3, -16, 7);
}

if(graphic == 14) //smallfairy
{
ObjEffect_SetVertexUV(obj, 0, 76, 16);
ObjEffect_SetVertexUV(obj, 1, 92, 16);
ObjEffect_SetVertexUV(obj, 2, 92, 32);
ObjEffect_SetVertexUV(obj, 3, 76, 32);
ObjEffect_SetVertexXY(obj, 0, -8, -8);
ObjEffect_SetVertexXY(obj, 1, 8, -8);
ObjEffect_SetVertexXY(obj, 2, 8, 8);
ObjEffect_SetVertexXY(obj, 3, -8, 8);
}

if(graphic == 15) //bigfairy
{
ObjEffect_SetVertexUV(obj, 0, 96, 16);
ObjEffect_SetVertexUV(obj, 1, 124, 16);
ObjEffect_SetVertexUV(obj, 2, 124, 34);
ObjEffect_SetVertexUV(obj, 3, 96, 34);
ObjEffect_SetVertexXY(obj, 0, -14, -9);
ObjEffect_SetVertexXY(obj, 1, 14, -9);
ObjEffect_SetVertexXY(obj, 2, 14, 9);
ObjEffect_SetVertexXY(obj, 3, -14, 9);
}

if(graphic == 16) //alien
{
ObjEffect_SetVertexUV(obj, 0, 128, 16);
ObjEffect_SetVertexUV(obj, 1, 150, 16);
ObjEffect_SetVertexUV(obj, 2, 150, 32);
ObjEffect_SetVertexUV(obj, 3, 128, 32);
ObjEffect_SetVertexXY(obj, 0, -11, -8);
ObjEffect_SetVertexXY(obj, 1, 11, -8);
ObjEffect_SetVertexXY(obj, 2, 11, 8);
ObjEffect_SetVertexXY(obj, 3, -11, 8);
}

return obj;
}

Example :
Code: [Select]
let obj = DrawEnemy(2, 1, 11);
Obj_SetPosition(obj, REG(200), REG(-20));
Obj_SetSpeed(obj, 2);
Obj_SetAngle(obj, 90);

CK Crash

  • boozer
Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #32 on: April 04, 2011, 10:52:42 PM »
Retro SFX

They're all 8-bit and made from scratch. No credit needed.

now we're all going to provide resources and no actual entries will be made

Blargel

  • RAWR!
  • I'M AN ANGRY LOLI!
Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #33 on: April 05, 2011, 01:00:57 AM »
I'm giving up on the contest because my idea sucks. However, here's some code for a way to handle player shots. Just stick the functions where I tell you to stick em. This is assuming your player is handled in the main enemy and your actual enemies are being spawned as child enemies. Make sure you set penetration to something greater than 0 or it will be auto deleted if there are any enemies on screen.
« Last Edit: April 05, 2011, 01:04:13 AM by Blargel »
<WorkingKeine> when i get home i just go to the ps3 and beat people up in blazblue with a loli
<Azure> Keine: Danmakufu helper by day, violent loli by night.

Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #34 on: April 05, 2011, 01:18:38 AM »
Eeeeexcellent shot functions! Thanks for providing them. You should still participate anyway.

Helepolis

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Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #35 on: April 05, 2011, 05:30:46 AM »
Oh dear, April 11 is approaching fast.  =.=

Azure Lazuline

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Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #36 on: April 06, 2011, 12:06:29 AM »
Can I request that retro.png has additional numbers/letters that have the correct size of pixels? It looks kind of stupid with those having half the pixel size of everything else, and scaling them up in DMF results in ugly blurring.

Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #37 on: April 06, 2011, 12:19:23 AM »
Building is permitted. Use render targets.

Edit: I have code, enjoy.

Put CreateLargeCharacters; in @Initialize.

Dump this somewhere else:
Code: [Select]
sub CreateLargeCharacters{
//"Building"
CreateRenderTarget("retroLarge", 512, 512);
SetRenderTarget("retroLarge");
//mapping pixels in the shape of numbers, [character][row][column], 1 = solid, 0 = transparent
let numberPixels = [
["111","101","101","101","111"], //0
["010","010","010","010","010"], //1
["111","001","111","100","111"], //2
["111","001","011","001","111"], //3
["101","101","111","001","001"], //4
["111","100","111","001","111"], //5
["111","100","111","101","111"], //6
["111","101","001","001","001"], //7
["111","101","111","101","111"], //8
["111","101","111","001","111"], //9
];
SetTexture(retro);
SetGraphicRect(0, 0, 4, 4);
//paints numbers on the image, exactly like they are in retro but 4x their size
ascent(i in 0..10){
ascent(j in 0..5){
ascent(k in 0..3){
if(numberPixels[i][j][k]=='1'){
DrawGraphic(2 + i*16 + k*4, 2 + j*4);
}
}
}
}

//mapping pixels in the shape of characters, [character][row][column], 1 = solid, 0 = transparent
let characterPixels = [
["010","101","111","101","101"], //A
["110","101","110","101","110"], //B
["011","100","100","100","011"], //C
["110","101","101","101","110"], //D
["111","100","110","100","111"], //E
["111","100","110","100","100"], //F
["011","100","101","101","011"], //G
["101","101","111","101","101"], //H
["111","010","010","010","111"], //I
["001","001","001","101","010"], //J
["101","101","110","101","101"], //K
["100","100","100","100","111"], //L
["101","111","111","101","101"], //M
["101","101","111","111","101"], //N
["010","101","101","101","010"], //O
["110","101","110","100","100"], //P
["010","101","101","101","011"], //Q
["110","101","110","101","101"], //R
["011","100","010","001","110"], //S
["111","010","010","010","010"], //T
["101","101","101","101","011"], //U
["101","101","101","101","010"], //V
["101","101","111","111","111"], //W
["101","101","010","101","101"], //X
["101","101","010","010","010"], //Y
["111","001","010","100","111"], //Z
];
ascent(i in 0..26){
ascent(j in 0..5){
ascent(k in 0..3){
if(characterPixels[i][j][k]=='1'){
DrawGraphic(2 + i*16 + k*4, 26 + j*4);
}
}
}
}

SetRenderTarget("DEFAULT");
}

task DrawBigInteger(x, y, Number, scale, layer){
let number = ToString(Number);
loop(7){
number = erase(number, length(number)-1);
}
function GetNumberXRect(num){
return ((num-48)*16);
}
let rect = [];
let objArr = [];
ascent(i in 0..length(number)){
rect = rect ~ [GetNumberXRect(number[i])];
objArr = objArr ~ [Obj_Create(OBJ_EFFECT)];
}

ascent(i in 0..length(number)){
ObjEffect_SetTexture(objArr[i], "retroLarge");
ObjEffect_SetPrimitiveType(objArr[i], PRIMITIVE_TRIANGLEFAN);
ObjEffect_SetLayer(objArr[i], layer);
ObjEffect_SetScale(objArr[i], scale, scale);
ObjEffect_CreateVertex(objArr[i], 4);
ObjEffect_SetVertexUV(objArr[i], 0, 0 + rect[i], 0);
ObjEffect_SetVertexUV(objArr[i], 1, 16 + rect[i], 0);
ObjEffect_SetVertexUV(objArr[i], 2, 16 + rect[i], 24);
ObjEffect_SetVertexUV(objArr[i], 3, 0 + rect[i], 24);
ObjEffect_SetVertexXY(objArr[i], 0, -8, -12);
ObjEffect_SetVertexXY(objArr[i], 1, 8, -12);
ObjEffect_SetVertexXY(objArr[i], 2, 8, 12);
ObjEffect_SetVertexXY(objArr[i], 3, -8, 12);
Obj_SetPosition(objArr[i], x + i*14*scale, y);
}
yield;
yield;
ascent(i in 0..length(number)){
Obj_Delete(objArr[i]);
}
}

task DrawBigString(x, y, string, scale, layer){
function GetCharXRect(car){
if(car== ' '){
return 460;
}else if((car-0)<97){
return ((car-65)*16);
}else{
return ((car-97)*16);
}
}
let rect = [];
let objArr = [];
ascent(i in 0..length(string)){
rect = rect ~ [GetCharXRect(string[i])];
objArr = objArr ~ [Obj_Create(OBJ_EFFECT)];
}

ascent(i in 0..length(string)){
ObjEffect_SetTexture(objArr[i], "retroLarge");
ObjEffect_SetPrimitiveType(objArr[i], PRIMITIVE_TRIANGLEFAN);
ObjEffect_SetLayer(objArr[i], layer);
ObjEffect_SetScale(objArr[i], scale, scale);
ObjEffect_CreateVertex(objArr[i], 4);
ObjEffect_SetVertexUV(objArr[i], 0, 0 + rect[i], 24);
ObjEffect_SetVertexUV(objArr[i], 1, 16 + rect[i], 24);
ObjEffect_SetVertexUV(objArr[i], 2, 16 + rect[i], 48);
ObjEffect_SetVertexUV(objArr[i], 3, 0 + rect[i], 48);
ObjEffect_SetVertexXY(objArr[i], 0, -8, -12);
ObjEffect_SetVertexXY(objArr[i], 1, 8, -12);
ObjEffect_SetVertexXY(objArr[i], 2, 8, 12);
ObjEffect_SetVertexXY(objArr[i], 3, -8, 12);
Obj_SetPosition(objArr[i], x + i*14*scale, y);
}
yield;
yield;
ascent(i in 0..length(string)){
Obj_Delete(objArr[i]);
}
}

Adds:

DrawBigInteger(x, y, integer, scale, layer);
Draws a large positive integer at the location. Each character is 12x20 with 2 pixel spacing between. I don't recommend scaling them to anything but 1, they will blur otherwise.

DrawBigString(x, y, "String", scale, layer);
Draws a large alphabetical string at the location. No special characters, only the 26 letters and a space. Characters are automatically converted to upper case. Again, scaling them to anything but 1 will blur the letters, don't do it.

These functions are not optimized so if you want to draw a million things at once I'd advise taking a look at them and rebuilding them to your specifications.

ilu drakles
« Last Edit: April 06, 2011, 12:33:07 AM by Naut »

Azure Lazuline

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Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #38 on: April 07, 2011, 05:23:00 PM »
How should saving high scores be handled, since every entry is run by the same main script (in theory)? The obvious way is saving to normal common data and just prefixing the name with the name of the script. That prevents conflicts with other scripts, unless the other script uses ClearCommonData (for resetting the game, for example), in which case the scores for my script are lost.

Common data areas could work, but there appears to be no way to check if the file exists or not, unless I'm overlooking something easy. In other words, I can get it to work as long as the file already exists, but I can't find a way to make it properly save the score but not error on startup if the file doesn't exist. The only documentation on common data areas seems to be the functions list, which doesn't really say much.

Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #39 on: April 07, 2011, 05:44:46 PM »
How should saving high scores be handled, since every entry is run by the same main script (in theory)? The obvious way is saving to normal common data and just prefixing the name with the name of the script. That prevents conflicts with other scripts, unless the other script uses ClearCommonData (for resetting the game, for example), in which case the scores for my script are lost.

Common data areas could work, but there appears to be no way to check if the file exists or not, unless I'm overlooking something easy. In other words, I can get it to work as long as the file already exists, but I can't find a way to make it properly save the score but not error on startup if the file doesn't exist. The only documentation on common data areas seems to be the functions list, which doesn't really say much.

GetCommonDataDefaultEx(area, data, default value) allows you to return a default value if an area doesn't exist. IsCommonDataAreaExists is also evailable, returns true if the area is there and false otherwise. SaveCommonDataEx(area, file name) allows you to specifiy the name of the file you're saving your common data to, so one assumes that nobody else is going to be using "AzuresAwesomeScript" as their common data area name, so that should be fine for you to take. ClearCommonDataEx(area) only clears the specified common data area, so unless somebody specifically wanted to clear your data, it should be safe. We just need to make sure nobody uses "ClearCommonData" :V

Actually, I wanted to ask how you go about skipping menus in replays. I know it has to do with restarting the script after your menu selection was chosen and setting common data based on your choice, but sadly my common data fu isn't up to par for this task. D'ya mind briefly explaining this (or anybody else if they've done it)?

Azure Lazuline

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    • Entanma Project - indie game development
Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #40 on: April 07, 2011, 07:58:18 PM »
GetCommonDataDefaultEx returns the default value if that common data doesn't exist, but it seems to just error if the area doesn't exist, and I had no luck with IsCommonDataAreaExists either. I'm just using normal common data instead of common data areas, and if anyone uses ClearCommonData and your high score gets erased, then it's not my fault, heh.

As for skipping menus in replays, it's conceptually pretty simple, but it wouldn't look very elegant for this contest because it would do the whole fade-in-from-black-and-pause-for-two-seconds thing whenever you selected to start the game from the menu, as well as whenever you exited back to the menu. If you're still interested, it's basically just loading the common data in @initialize and checking if a certain flag is true - if it is, start the game and clear the flag, if not, start the menu. Whenever you select "start game" from the menu, set that flag, save, and reset the script.

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #41 on: April 08, 2011, 01:22:29 AM »
For skipping menus at replays, just set a certain common data after you select something in the menu, for example, then restart the script. Then at the beginning of the script, set a check for if the common data has a certain value, then just reset it. :V I did it before on something I never released... I guess the only problem is the restart time gets both weird and annoying...
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #42 on: April 10, 2011, 05:15:10 AM »
I had to update the shot data so people could make lasers if they wanted to.

Code: [Select]
#UserShotData

ShotImage = "script\retro.png"
ShotData{ //square 4x4
id=1
rect=(0, 0, 4, 4)
}
ShotData{ //rectangle 4x8
id=2
rect=(8, 0, 12, 8)
}
ShotData{ //square 16x16
id=3
rect=(16, 0, 24, 8)
}
ShotData{ //cross, transparent center, 12x12
id=4
rect=(28, 0, 40, 12)
}
ShotData{ //square, transparent center, 12x12
id=5
rect=(44, 0, 56, 12)
}
ShotData{ //diagonal, 2 4x4 squares
id=6
rect=(60, 0, 68, 8)
}
ShotData{ //cross, solid center, 12x12
id=7
rect=(72, 0, 84, 12)
}
ShotData{ //T block, small pyramid, 12x8
id=8
rect=(88, 0, 100, 8)
}
ShotData{ //large pyramid, 20x12
id=9
rect=(104, 0, 124, 12)
}
ShotData{ //small spaceship thing on the top right 12x12
id=10
rect=(128, 0, 140, 12)
}
ShotData{ //squid 16x16
id=11
rect=(0, 16, 16, 32)
}
ShotData{ //ghost 16x16
id=12
rect=(20, 16, 36, 32)
}
ShotData{ //ufo 32x14
id=13
rect=(40, 18, 72, 32)
}
ShotData{ //small fairy 16x16
id=14
rect=(76, 16, 92, 32)
}
ShotData{ //big fairy 30x18
id=15
rect=(96, 16, 124, 34)
}
ShotData{ //alien 22x16
id=16
rect=(128, 16, 150, 32)
}
ShotData{ //squiggly thing 6x14
id=17
rect=(0, 36, 6, 50)
}
ShotData{ //arrowhead solid base 10x10
id=18
rect=(8, 36, 18, 46)
}
ShotData{ //arrowhead 10x10
id=19
rect=(20, 36, 30, 46)
}
ShotData{ //pointy arrow 10x10
id=20
rect=(32, 36, 42, 46)
}
ShotData{ //circle with cross 10x10
id=21
rect=(44, 36, 54, 46)
}
ShotData{ //skinny arrowhead
id=22
rect=(56, 36, 62, 46)
}
ShotData{ //arrowhead transparent center 10x10
id=23
rect=(64, 36, 74, 46)
}
ShotData{ //what the hell is this thing 10x10
id=24
rect=(76, 36, 86, 46)
}
ShotData{ //stubby arrowhead
id=25
rect=(88, 36, 98, 44)
}
ShotData{ //coin? rice? oval? you decide. 6x8
id=26
rect=(100, 36, 106, 44)
}
ShotData{ //curvy arrowhead, mm yeah i likes me dem curves baybeh ooo yeuh 10x10
id=27
rect=(108, 36, 118, 46)
}
ShotData{ //big rectangle 10x12
id=28
rect=(120, 36, 130, 48)
}
ShotData{ //big circle 10x10
id=29
rect=(132, 36, 142, 46)
}
ShotData{ //small circle 8x8
id=30
rect=(144, 36, 152, 44)
}
ShotData{ //you... you... double circle! 16x16
id=31
rect=(156, 36, 172, 52)
}
ShotData{ //4x4 transparent shot
id=32
rect=(240, 0, 244, 4)
}

Includes a shot 32 which is a 4x4 completely transparent shot. If you want to make lasers but not have the anti-aliasing get in the way of your pixelly script, you'll have to use shot 32 as your graphic and draw a bunch of squares all over your laser.

sorry about the oversight and lateness, hopefully y'all update your scripts >:I

Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #43 on: April 10, 2011, 09:11:14 AM »
Assballs (text file and sounds only, put in the same directory as controller.txt. )
OR
Assballs (full game including Danmakufu and necessary files - extract and play)

(updated, stopped drawing shit on wood like a fool)

Insert coin to play.

Short game. Graze to increase your point value, which is awarded when you kill an enemy, multiplied by that enemy's worth (popcorns are worth 1-2x, big enemies can be worth 20x). If you haven't been grazing for a while your point value will start to drop, so try to graze as much and as consistantly as possible. Options can also graze bullets, so use them to your advantage when trying to graze a dangerous area. Be sure to also kill as many enemies as you can with a high point value to get a high score. Bombs significantly lower your point value, try not to use them. Dying has no other penalty other than you can't graze to maintain a high point value while dead. Bombing is almost always worse for your score than dying. Different high scores are saved on each difficulty, so don't feel you have to compete on the highest difficulty. Extends awarded every 5 million points.

If you're getting significant FPS drop, open up Naut - Assballs.txt and change Effects = 1; to Effects = 0; (it's at the very top). This should help with the lag a bit, and won't desync replays.
« Last Edit: April 10, 2011, 06:31:23 PM by Naut »

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #44 on: April 10, 2011, 09:25:30 AM »
The deadline is tomorrow and there's only 2 entries :V

Oh and... no I won't update my script :V
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Thaws

  • _m廿廿m_
Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #45 on: April 10, 2011, 01:02:51 PM »
Third entry! :V

Click here to download


Entry Name : ZXC

Copying description I typed already in bulletforge
"My entry for MotK RaNGE's 8th Contest.

Just use default Reimu/Marisa characters.

I tried to make something different this time. Your character cannot shoot.
Further instructions can be found on the menu screen. :)

The game mechanism kinda forces you to not just stare at your hitbox, so the script can be quite challenging and you will need to adjust your usual style of playing.

The script comes with 3 difficulties : Easy, Medium, Hard.

Scoring system isn't complicated at all. Not leaving any enemies not killed and don't die and you'll build up a combo which increases your score. There's no penalty for bombing.

Hope you have fun with the script. :D

(Thanks Onthenet for the free SFX!)"

Tried my best to make the game not lag when running in my computer, hope it doesn't lag when you run it lol. :V

Edit : Please let me know if there're errors with things like path directories :ohdear: as I still have 1 day to fix stuff  :3. Thanks.
« Last Edit: April 10, 2011, 04:32:33 PM by Thaws »

Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #46 on: April 10, 2011, 05:36:55 PM »
Assballs (text file and sounds only, put in the same directory as controller.txt. )
OR
Assballs (full game including Danmakufu and necessary files - extract and play)

Insert coin to play.

Short game. Graze to increase your point value, which is awarded when you kill an enemy, multiplied by that enemy's worth (popcorns are worth 1-2x, big enemies can be worth 20x). If you haven't been grazing for a while your point value will start to drop, so try to graze as much and as consistantly as possible. Options can also graze bullets, so use them to your advantage when trying to graze a dangerous area. Be sure to also kill as many enemies as you can with a high point value to get a high score. Bombs significantly lower your point value, try not to use them. Dying has no other penalty other than you can't graze to maintain a high point value while dead. Bombing is almost always worse for your score than dying. Different high scores are saved on each difficulty, so don't feel you have to compete on the highest difficulty. Extends awarded every 5 million points.

If you're getting significant FPS drop, open up Naut - Assballs.txt and change Effects = 1; to Effects = 0; (it's at the very top). This should help with the lag a bit, and won't desync replays.
* Suikama high fives for awesome kirby music

Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #47 on: April 10, 2011, 06:35:05 PM »
Updated my entry slightly, stopped drawing numbers all over the wood like a fool. If it bothers you then I advise redownloading, otherwise it's the same.

Also, I'm totally going to be posting scores in all these games that people are making so y'all better post yours too.

I dunno about videos, some entries have multiple modes worth showcasing but that takes forever to record and takes up way to much time compared to the one mode games people have made. What d'y'all think?

Azure Lazuline

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Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #48 on: April 10, 2011, 07:09:28 PM »
Duality


Control two ships using the same input! They're locked in position relative to each other, but have separate life counters - if either one runs out of lives, you lose. It's a high score game, so it just gets harder over time, with more enemy types appearing and more bullets on-screen. Enemies and bullets can travel freely between the sides of the screen, but the player can't.
I have a few "fancy effects" because I had an extra day to do it, like the explosions and the title screen (which I did not type out by hand; I had an image-to-text converter already made for something else). Looking back, I should have made music and sound effects instead, but this is good enough, and I'm really satisfied with how the game came out.

Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #49 on: April 10, 2011, 07:13:46 PM »
forget all that you've seen!
« Last Edit: April 10, 2011, 07:15:42 PM by Demonbman »

Drake

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Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #50 on: April 11, 2011, 08:10:29 AM »
You are all forced to play mine as well! There are only four other entries anyways. Jeez.

http://www.mediafire.com/?f8l1iv26a81tys0

Man I am so lazy why did I not start sooner. Unrefined to the max.
Insert coin to play.

SHOOT AND GRAZE
GO ON FOR AS LONG AS POSSIBLE

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

Helepolis

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Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #51 on: April 11, 2011, 11:00:24 AM »
I am not going to be able to finish what I originally had in mind, but will try to "tally it up" and release what I have.



Edit:
My entry which isn't an entry. But I want to share it with you people anyway what I had in mind but couldn't finish due to all sort of reasons. So here it is, I call it:
Danmakufu Contest 8 - Mikkols by Helepolis

Contains 8bit music and SFX. Press SHIFT to kill the player off because there is nothing to kill you. It also contains 8bit death.

PS is not , I repeat not compatible with Drake's idea. You need to run Mikkols as it is (aka , extract + play).

orz
« Last Edit: April 11, 2011, 03:57:51 PM by Helepolis »

Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #52 on: April 12, 2011, 01:37:18 AM »
alright I'mma work on videos because we need people to come and judge the entries

also we should compile all the entries into one download for people to get and vote instead of all this dicking around tbh

Stuffman

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Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #53 on: April 12, 2011, 06:55:39 AM »

Stuffman

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Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #54 on: April 12, 2011, 07:04:13 AM »
^
EIENTEI INVADERS!!
An exciting survival game!!

You are TERUYO, keeper of the FIVE IMPOSSIBLE REQUEST TREASURES. ALIENS have come to STEAL your TREASURES!! You must protect your TREASURES, but they will also be your WEAPONS!!

TREASURE 1 - BUDDHA'S STONE BOWL. It is a WIDE SPREAD shot.
TREASURE 2 - DRAGON'S NECKLACE. It is a TWIN FORWARD shot.
TREASURE 3 - FIRE RAT ROBE. It is a NARROW SPREAD shot.
TREASURE 4 - SWALLOW'S COWRY SHELL. It is a RAPID FIRE FORWARD shot.
TREASURE 5 - HOURAI JEWELED BRANCH. It is a ANGLED REFLECTING shot.

Press FOCUS to change TREASURES at any time. However, if you are hit, you will lose your ACTIVE TREASURE. CHOOSE WISELY!! If you lose all five TREASURES, you LOSE!!

Press BOMB to call for the help of EIRIN, and she will fire arrows at all enemies as well as clear the screen of bullets. If you call EIRIN you cannot call her again until five waves later.

Destroy all ALIENS!! If even one ALIEN touches the bottom of the screen, it's GAME OVER!!

Every five waves is a BOSS WAVE. At WAVE 25 you will face a SECRET BOSS! Beat the SECRET BOSS and you can RECLAIM ONE OF YOUR LOST TREASURES!!

After WAVE 25 you must fight EACH BOSS AGAIN!! If you make it through WAVE 50, you achieve SUPREME VICTORY!!
« Last Edit: April 12, 2011, 08:15:05 AM by Stuffman »

Drake

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Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #55 on: April 12, 2011, 07:58:10 AM »
oh yeah ALL CAPS for EMPHASIS MOTHERFUCKER

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

Chronojet ⚙ Dragon

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Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #56 on: April 12, 2011, 02:50:26 PM »
50 waves

By the way, it breaks when not using the Insert Coin player.

Stuffman

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Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #57 on: April 12, 2011, 06:00:25 PM »
50 waves

By the way, it breaks when not using the Insert Coin player.

Yes, I forgot to mention that.

Stuffman

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Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #58 on: April 13, 2011, 03:16:00 AM »
JUDGIFICATIONS

Kylesky - Sonic Distortion
I don't understand why you would take all that time to make some decent content, but not to work on the basic game mechanics. :ohdear:

The crippling issues with this game are that your sonic attack is woefully short-ranged, and that there is no invincibility period when hit, so getting hit by a bullet cluster kills you instantly. You are likely to kill yourself by overheating if you even try to be aggressive (especially in stage 1), so survival is the only way to play, negating what otherwise would've been a neat gimmick.

Setting that aside though, there is a pretty good variety of danmaku in this thing, and the length is pretty respectable. As far as I can tell, there are no problems with the game except the player!

Also, there is the whole thing about not making any attempt to stick to hard-edged pixels!

4/10. There was good content and potential, but it is ultimately wasted because the final product is almost unplayable.

Naut - Assballs
The most playable entry IMO, the ship handles smoothly and the options offer some tactical approaches to the enemies (though maybe it wouldn't been nice to start with one). The stage is pretty fun overall.

Very crisp work on the visuals for how fast everything is moving. I think you might be the only one who bothered to turn the square bullets diagonally and have them not get messed up in the process, looks pretty neat.

It kind of gets on my nerves to have enemies spawn in positions where you can't kill them but that might be me just being pedantic.

9/10. Good, but it would've needed to do something more original for a perfect score.

Thaws - ZXC
I can't multitask well enough to play this.

Abstain.

Azure - Duality
Pretty slick, as expected from you. It's actually pretty manageable at first, contrary to my expectations, but once you get to the point where it requires some attention just to get one ship to dodge it becomes pretty much impossible with two, I think the tipping point is around wave 10 or so. I think the long vertical shots were particularly cruel as they can often leave one ship with nowhere to go. You do have a lot of bombs, but the fact that that's needed to counterbalance the random stuff that gets dropped on you shows it could stand to be a bit refined.

It IS a survival game, but I think it could stand to last longer before it cranks up the difficulty as much as it does. I would like to see more enemy variety in the early waves though, it seems like many of them are reserved for late game.

I like how the enemies and bullets are shared between the two frames (even if it was probably easier to make this way!), as it leads to some neat patterns. I dig the double streaming enemies in particular.

8/10 - A gimmick executed pretty well, some in-depth tweaking would be necessary for it be playable in the later waves though.

Helepolis - Mikkols
Make a real entry next time, you jerk >:|

Oh well, it looks like it would've been cute.

Drake - Dodgeplz
A straightforward danmaku game like Naut's but it doesn't really have anything in the way of neat stuff. Not sure what to say about it - the enemy formations are alright but there's only a few of them, and no real goal.

6/10 - Mechanically sound but lacking in content. Great song though!

Drake

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Re: Danmakufu Contest #8 - This Ain't Space Invaders!
« Reply #59 on: April 13, 2011, 04:20:49 AM »
you're supposed to mail these to me but ok

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -