Author Topic: Kayorei's Stack o' Bullets  (Read 8380 times)

Nonnie Grey

  • Contradictory Statement
  • The Anonymity formerly known as Kayorei
Kayorei's Stack o' Bullets
« on: November 05, 2009, 03:54:23 AM »
So, um... yeah. Newbie here with the whole reason why I joined this forum: to get into this Danmakufu stuff and show off my work. It's no fun when no one else in the house is interested in danmaku.

As of now, if it can still apply, opening post consists of all my work thus far, barring the odd contest entry.

 - Dancing Light "Luminous Strands" (Easy, Normal, Hard, and Lunatic)
 - Lucille's Practice Session (One nonspell, one spellcard)

Unfortunately, the computer I made this on lags like no tomorrow, so I can't properly test the difficulty this stuff due to a stunted framerate and I really don't want to have to install Danmakufu on someone else's computer. That and I'm not the best judge of any difficulty higher than Hard. (Highest difficulty I can play is Hard on IN, everything else... Normal.)

Thoughts?
« Last Edit: December 01, 2009, 12:30:40 AM by Kayorei »

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
Re: Kayorei's Stack o' Bullets
« Reply #1 on: November 05, 2009, 03:59:42 AM »
Pretty nice (>m<)
I'm a newbie still, so yeah.

Edit: Seriously, though, I've been here for 6 months, and still suck at this thing. WTF. (I've been hooked on Danmakufu since, like, February '09.

Edit: 火夜霊

Edit: OK, tested Lunatic for the first time, and... decided it's Stage 1 Midboss difficulty, Hard. (Either that or I'm very good at Touhou and I'm just not aware of it. :V )
« Last Edit: November 05, 2009, 04:23:43 AM by Always お⑨ »

Re: Kayorei's Stack o' Bullets
« Reply #2 on: November 05, 2009, 04:00:30 AM »
I'm not a very good judge of difficulty either, based on the Halloween contest and the fact that I'm still new as well, but I think this is a pretty good script.

Re: Kayorei's Stack o' Bullets
« Reply #3 on: November 05, 2009, 04:17:48 AM »
Difficulties seem fine to me. Bit harder for forward shot types, but that's to be expected.

Magically increase your framerate!

Close th_dnh.exe if you have it open! Then, in directory /th_dnh/:
-> config.exe!
-> Select this:

-> Press OK!
-> ???
-> Profit!

Re: Kayorei's Stack o' Bullets
« Reply #4 on: November 05, 2009, 04:18:37 AM »
Also change the option that says 32 bit to 16 bit. It helps a bit (sorta :V)

I'll test these out in a bit.

Drake

  • *
Re: Kayorei's Stack o' Bullets
« Reply #5 on: November 05, 2009, 04:20:48 AM »
I've been here forever and I can judge difficulty fairly well :D

Firing random bullets everywhere is one of my peeves, but I can overlook this because you're new and you'll grow out of it. Something I can't overlook is the speed of the rainbow shot. There is little or no delay so it's pretty much unseen until you (nearly) get hit. Right now, the outer bullet maxes out at 7 pixels per frame. Bullets should never go above 8 pixels per frame (usually as decoration or streaming material or something), and even less as they become part of something you actively need to dodge (in which case 5 is better).

The difficulties are pretty much right. However, in Hard and Lunatic something is usually added. In this case, all Hard and Lunatic call for is more streaming and a bit more random dodging, so it isn't much more difficult than normal.

This is a good script for a newbie, and I advise you to continue with the intermediate tutorial. Welcome, and stuff.

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

Nonnie Grey

  • Contradictory Statement
  • The Anonymity formerly known as Kayorei
Re: Kayorei's Stack o' Bullets
« Reply #6 on: November 05, 2009, 04:36:09 AM »
Something I can't overlook is the speed of the rainbow shot. There is little or no delay so it's pretty much unseen until you (nearly) get hit.

Heh... come to think of it, my brother commented on that when he was watching me testing it. Here I thought it wasn't going to be that much of a problem, but I guess I should have listened. ^_^*

This experience will be learned from!

Thanks for the comments, all.

Oh, and on the framerate thing, I tried that, but it makes it all kinds of jumpy and blegh... *shrugs*

FinnKaenbyou

  • Formerly Roukanken
  • *
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Re: Kayorei's Stack o' Bullets
« Reply #7 on: November 05, 2009, 04:37:26 AM »
I'm willing to agree with Drake on the rainbow bullets being too fast. If you need to keep it at that pace, play some sort of warning sound before they fire so you have time to dodge.

But yeah, this is easily better than what I can come up with. Nice work - keep practicing and things'll get better from here.

(In other news, I'll point out that unless you're a different Kayorei from the one I'm thinking of, the world is a smaller place than I thought. I watched your BN challenge videos well before I got into Touhou, so this is a pleasing coincidence. ^_^)

Re: Kayorei's Stack o' Bullets
« Reply #8 on: November 05, 2009, 04:44:18 AM »
the world is a smaller place than I thought
You're telling me

(although technically I guess you aren't :V)

Nonnie Grey

  • Contradictory Statement
  • The Anonymity formerly known as Kayorei
Re: Kayorei's Stack o' Bullets
« Reply #9 on: November 05, 2009, 04:47:50 AM »
(In other news, I'll point out that unless you're a different Kayorei from the one I'm thinking of, the world is a smaller place than I thought. I watched your BN challenge videos well before I got into Touhou, so this is a pleasing coincidence. ^_^)

Heh... people keep recognizing me. Yeah, you got the right Kayorei. ^_^* Guess if I wanted to hide my identity, I'd use a different name and stop babbling so much. That practically gave me away. Or maybe it was the name.

ANYWAY.

Re: Kayorei's Stack o' Bullets
« Reply #10 on: November 05, 2009, 04:50:50 AM »
Don't really have much to say that hasn't already been said other than it looks pretty sexy :V

Nonnie Grey

  • Contradictory Statement
  • The Anonymity formerly known as Kayorei
Re: Kayorei's Stack o' Bullets
« Reply #11 on: December 01, 2009, 12:30:33 AM »
*adds another wave to the stack*

Um... I really hope this doesn't qualify as an offending necropost. It's been nearly a month, but I'm updating my own thread. ^_^*

Other things managed to get in the way of my learning Danmakufu and posting what I've managed to cook up, but I'm back at it now, with what is officially my second and sixth patterns ever scripted (numbers 3, 4, and 5 were my Dead Simple contest entry ^_^*). Now starring a character of my own devising!

 - Lucille's Practice Session (One nonspell, one spellcard)

Only one difficulty this time around, but I can't seem to place it... as per usual. I'd like to think it's around Hard, but I'm not sure.

AweStriker Nova

  • Star Sign "Thunder Constellation"
Re: Kayorei's Stack o' Bullets
« Reply #12 on: December 01, 2009, 01:39:37 AM »
Unfortunately, the computer I made this on lags like no tomorrow...

That was the second clue.

Lawence Codye

  • The Nine Tails of Subconscious...
  • Come & your desires shall all become reality...
Re: Kayorei's Stack o' Bullets
« Reply #13 on: December 02, 2009, 11:56:46 AM »
well for starters..."Lucille's Practice Session" is just below normal difficulty...I'd say stage 1 normal difficulty...so...it's difficulty would probably be leaning towards easy...

& Dancing Light "Luminous Strands" is...actually on level with each difficulty...I can't ever do lunatic but find it easier to read then hard...can't ever do hard but it's not harder then lunatic...normal is normal(did it without dying, perfect) & easy is easy(played daredevil with it & still captured it without dying...perfect)...

Good work on these...
I am the Nine Tails of Subconscious...

Come & your greatest desires will be reality...

Nonnie Grey

  • Contradictory Statement
  • The Anonymity formerly known as Kayorei
Re: Kayorei's Stack o' Bullets
« Reply #14 on: December 02, 2009, 08:37:52 PM »
Only Stage 1 Normal? Hrm... now that I think about it, you may have a point.

Also thinking about it, I noticed that I only have one script that don't make heavy use of aimed bullets, that being Lucille's nonspell. Thus, all of them can pretty much be streamed.

On a side note, I was scripting and messing around with CreateShotA last night and wound up having the whole thing turn into an elaborate train wreck... that I think sums up my troubles right now -- I can make the script do stuff, but I can't quite make it do anything productive. I don't think it's worth a download link, but if I have to make one, I will.

Code: [Select]
#TouhouDanmakufu
#Title[Do something productive...]
#Text[Kay still has a lot to learn...]
#PlayLevel[Circle-9]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main
{

   let fr = 0;
   let ang = 0;
   let ang2 = 0;
   let count = 60;
   let rain = [RED05, ORANGE05, YELLOW05, GREEN05, AQUA05, BLUE05,

PURPLE05];

   @Initialize
   {

      SetLife(4000);
      SetEnemyMarker(true);
      SetTimer(40);

      SetMovePosition02(GetCenterX, GetCenterY, 60);

   }

   @MainLoop
   {

      fr++;

      if(fr >= 120 && count > 0)
      {
         loop(8)    //original loops 7
         {
            CreateShotA(1, GetX, GetY, 0);
            SetShotDataA(1, 0, 5, ang + 315, 0, 0, 5, GREEN21);
            SetShotDataA(1, 10, 5, ang + 315, 5, 0, 5, GREEN21);
            SetShotDataA(1, 60, 5, ang + 0, -5, -0.2, 3, GREEN21);
            SetShotDataA(1, 120, 3, ang + 115, 7, 0.2, 5, YELLOW21);
            SetShotDataA(1, 180, 5, ang, 4, 0.1, 6, YELLOW21);
            SetShotDataA(1, 240, 6, ang - 90, -9, -0.2, 3, RED21);
            SetShotDataA(1, 300, 3, ang - 45, 0, 0, 3, RED21);
            SetShotDataA(1, 360, 3, ang - 45, 7, 0.01, 5, PURPLE21);
            SetShotDataA(1, 390, 5, ang - 45, 7, -0.01, 1, PURPLE21);
            SetShotDataA(1, 420, 1, ang, 0, 0.1, 3, PURPLE21);
            SetShotKillTime(1, 660);

            FireShot(1);
            ang += 360/8;    //likewise, original divides by 7
           
         }

         ang += 0.05;   //this line wasn't here before
         count--;
         fr = 119;

      }

      if(count == 40)
      {
         let div = 180;
         loop(20)
         {

            CreateLaserA(2, GetX, GetY, 500, 10, WHITE04, 60);
            SetLaserDataA(2, 0, ang2, 1, 0, 0, 0);
            SetLaserDataA(2, 30, ang2 + 30, 0, 0, 0, 0);
            SetShotKillTime(2, 90);

            ascent(i in 1..8)
            {

               loop(3)
               {
                  CreateShotA(3, 0, 0, 20);
                  SetShotDataA(3, 0, 1, div, 0, 0, 1, rain[i-1]);
                  AddShot(60, 2, 3, 500/i);
                  div += 360/3;
               }
            }
            ang2 += 360/20;
            FireShot(2);

         }
      }


      if(count <= 0)
      {
         fr = 0;
         count = 60;

      }

   }

   @DrawLoop
   {

   }

   @Background
   {

   }

   @Finalize
   {

   }

}

I was trying to do something that didn't involve randomly-fired shots or aimed bullets, but it just wound up having huge blind spots.
Spoiler:
Hint: You don't even have to move.
At least I did this without referencing a tutorial, so I think I'm getting the technical details down.

EDIT: Above comments only apply to the original. Now, it has spinning action (and an extra arm in the pattern to keep things even) thanks to an observation and suggestion from AweStriker Nova.
« Last Edit: December 03, 2009, 08:19:18 PM by Kayorei »

AweStriker Nova

  • Star Sign "Thunder Constellation"
Re: Kayorei's Stack o' Bullets
« Reply #15 on: December 03, 2009, 01:11:58 AM »
Well, I have to admit it looks good.

Actually, putting code in a code block enables easy enough distribution as it is. The Select displayed after "Code" selects the entire contents of the code box. One Copy-Paste later, and there's the script on your computer.

I noticed the bullet stream configuration rotated around the center of the screen. If you can get it to rotate faster, it should be impossible to succeed without moving.


Nonnie Grey

  • Contradictory Statement
  • The Anonymity formerly known as Kayorei
Re: Kayorei's Stack o' Bullets
« Reply #16 on: December 03, 2009, 08:18:41 PM »
... Huh. Guess I wasn't just seeing things when I noticed it start to turn after a while. I think it has something to do with my choice for the number of spokes on the wheel (I would pick the only single-digit number that 360 isn't divisible by...) and that I forgot to reset the angle after the loops. It didn't do that when there were only five.

Still, the spinning doesn't sound like a bad idea, though the dancing streamers might still be running a little fast for it to be really fair. I'll add in the adjustments I made to the original.