Author Topic: The Adventures of MoTK in Brofistland  (Read 49325 times)

The Adventures of MoTK in Brofistland
« on: June 09, 2009, 05:42:00 PM »
Unzan's fist sprite is so awesome.

Brofist Paranoia: http://www.mediafire.com/?h12hnmmnczn

Virtue of Brofist: http://www.shrinemaiden.org/forum/index.php?topic=659.msg25043#msg25043
Original Script by LuNAUTicNaut

Animated backgrounds: http://www.mediafire.com/?zi4n2myzmmh

GET DOWN: http://www.mediafire.com/?v5zkonjoz1i

Infinite Mindrape: http://www.mediafire.com/?dyzzijzgygw

Suwako's last spell on crack: http://www.mediafire.com/?zzwzzfqdzzg

Never Twice the Same HOLY SHIT WHAT IS THIS: http://www.mediafire.com/?mhimwkwmmk2
Original Script by Nuclear Cheese

GOD RUMIA: http://www.mediafire.com/?goiuj0hyjil
Original Script by uh... whoever made Danmakufu :V

GODRUMIA ver. 1.YEAH: http://www.mediafire.com/?kod4hwrkiym

GODRUMIA v3: http://www.mediafire.com/?xdedjymzuyn

I post scripts here when I stealmake em.
« Last Edit: August 28, 2009, 04:31:29 AM by Suikama »

Re: The Adventures of Reimu in Brofistland
« Reply #1 on: June 09, 2009, 08:07:54 PM »
This is awesome.

Re: The Adventures of Reimu in Brofistland
« Reply #2 on: June 13, 2009, 04:24:11 AM »
Virtue of Brofist
Code blatantly stolen from Naut.
Code: [Select]
#TouhouDanmakufu
#Title[Virtue of Brofist]
#Text[HOLY FUCKING SHIT AAAAAAHHH]
#BackGround[User(.\stuff\black.png, 1, 1)]
#BGM[.\stuff\ronaldrape.mp3]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {

///////////////////////////
///////////////////////////
///////////////////////////
///////////////////////////

   let ImgBoss = GetCurrentScriptDirectory~"stuff\ExRumia.png";
   let angle = 0;
   let frame = 0;
   let time = 0;
   let groupangle = 10; //this helps group them in fours, and not pass through the center of each "circle".
   let r = 0; //random number generator. Offsets the pattern randomly everytime it starts drawing.
   let v = 5; //velocity, change if you're a wussy (lower) or a juggernaut (higher).
   let delay = 30; //delay between the shot waves. This is changed about twenty seconds in to be smaller, as per the original spellcard.
   
   let se = GetCurrentScriptDirectory~"stuff\shot.wav";
   let ling = GetCurrentScriptDirectory~"stuff\kira00.wav";

    @Initialize {

   LoadUserShotData(GetCurrentScriptDirectory ~ "shot.txt");
    SetLife(10000);
   SetScore(5000000);
   SetTimer(150);
   SetEnemyMarker(true);
    SetDamageRate(100, 10);
    SetInvincibility(150);
   SetEnemyMarker(true);
    LoadGraphic(ImgBoss);
   LoadSE(se);
   LoadSE(ling);
   CutIn(YOUMU, "Virute of Wind God", "", 0, 0, 0, 0);
    SetMovePosition02(GetCenterX, GetClipMinY + 160, 1);
    SetGraphicRect(30, 30, 100, 100);
   
   windgod; //attack.
   
    }

    @MainLoop {
       SetCollisionA(GetX, GetY, 32);
       SetCollisionB(GetX, GetY, 16);
      time++;
      if(time==1200){
         delay = 10;
         }
     
   yield;
   
    }
    @DrawLoop {
   SetTexture(ImgBoss);
      if(GetSpeedX()==0){SetGraphicRect(64,1,127,64);}
      else if(GetSpeedX()>0){SetGraphicRect(192,1,255,64);}
      else if(GetSpeedX()<0){SetGraphicRect(128,1,191,64);}
   DrawGraphic(GetX, GetY);
    }

    @Finalize {
   DeleteGraphic(ImgBoss);
    }
   
   task windgod{
   loop(delay){yield;}
   angle = 54;
   sound;
   loop(15){
      loop(4){
         CreateShotA(0, GetX + 45*cos(270 + r) + 45*cos(angle + r), GetY + 45*sin(270 + r) + 45*sin(angle + r), 6);
         SetShotDataA(0, 0, 0, angle + 10 + r, 0, 0, 0, 300);
         SetShotDataA(0, 160 - frame, 0, angle + groupangle + r, 0, -0.05, -v, 300);
         FireShot(0);
         CreateShotA(1, GetX + 45*cos(342 + r) + 45*cos(angle + 72 + r), GetY + 45*sin(342 + r) + 45*sin(angle + 72 + r), 6);
         SetShotDataA(1, 0, 0, angle + 82 + r, 0, 0, 0, 300);
         SetShotDataA(1, 160 - frame, 0, angle + 72 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(1);
         CreateShotA(2, GetX + 45*cos(54 + r) + 45*cos(angle + 144 + r), GetY + 45*sin(54 + r) + 45*sin(angle + 144 + r), 6);
         SetShotDataA(2, 0, 0, angle + 154 + r, 0, 0, 0, 300);
         SetShotDataA(2, 160 - frame, 0, angle + 144 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(2);
         CreateShotA(3, GetX + 45*cos(126 + r) + 45*cos(angle + 216 + r), GetY + 45*sin(126 + r) + 45*sin(angle + 216 + r), 6);
         SetShotDataA(3, 0, 0, angle + 226 + r, 0, 0, 0, 300);
         SetShotDataA(3, 160 - frame, 0, angle + 216 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(3);
         CreateShotA(4, GetX + 45*cos(198 + r) + 45*cos(angle + 288 + r), GetY + 45*sin(198 + r) + 45*sin(angle + 288 + r), 6);
         SetShotDataA(4, 0, 0, angle + 298 + r, 0, 0, 0, 300);
         SetShotDataA(4, 160 - frame, 0, angle + 288 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(4);
         angle-=5;
         groupangle+=2;
         yield;
         frame++;
         PlaySE(se);
         }
      groupangle = 10;
      }
      frame = 0; angle-=80;
      sound;
   loop( 9){
      loop(4){
         CreateShotA(0, GetX + 75*cos(306 + r) + 55*cos(angle + r), GetY + 75*sin(306 + r) + 55*sin(angle + r), 6);
         SetShotDataA(0, 0, 0, angle + 10 + r, 0, 0, 0, 300);
         SetShotDataA(0, 160 - frame, 0, angle + groupangle + r, 0, -0.05, -v, 300);
         FireShot(0);
         CreateShotA(1, GetX + 75*cos(18 + r) + 55*cos(angle + 72 + r), GetY + 75*sin(18 + r) + 55*sin(angle + 72 + r), 6);
         SetShotDataA(1, 0, 0, angle + 82 + r, 0, 0, 0, 300);
         SetShotDataA(1, 160 - frame, 0, angle + 72 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(1);
         CreateShotA(2, GetX + 75*cos(90 + r) + 55*cos(angle + 144 + r), GetY + 75*sin(90 + r) + 55*sin(angle + 144 + r), 6);
         SetShotDataA(2, 0, 0, angle + 154 + r, 0, 0, 0, 300);
         SetShotDataA(2, 160 - frame, 0, angle + 144 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(2);
         CreateShotA(3, GetX + 75*cos(162 + r) + 55*cos(angle + 216 + r), GetY + 75*sin(162 + r) + 55*sin(angle + 216 + r), 6);
         SetShotDataA(3, 0, 0, angle + 226 + r, 0, 0, 0, 300);
         SetShotDataA(3, 160 - frame, 0, angle + 216 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(3);
         CreateShotA(4, GetX + 75*cos(234 + r) + 55*cos(angle + 288 + r), GetY + 75*sin(234 + r) + 55*sin(angle + 288 + r), 6);
         SetShotDataA(4, 0, 0, angle + 298 + r, 0, 0, 0, 300);
         SetShotDataA(4, 160 - frame, 0, angle + 288 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(4);
         angle-=5;
         groupangle+=2;
         yield;
         frame++;
         PlaySE(se);
         }
      groupangle = 10;
      }
      frame = 0; angle-=142;
      sound;
   loop(10){
      loop(4){
         CreateShotA(0, GetX + 112*cos(342 + r) + 75*cos(angle + r), GetY + 112*sin(342 + r) + 75*sin(angle + r), 6);
         SetShotDataA(0, 0, 0, angle + 10 + r, 0, 0, 0, 300);
         SetShotDataA(0, 160 - frame, 0, angle + groupangle + r, 0, -0.05, -v, 300);
         FireShot(0);
         CreateShotA(1, GetX + 112*cos(54 + r) + 75*cos(angle + 72 + r), GetY + 112*sin(54 + r) + 75*sin(angle + 72 + r), 6);
         SetShotDataA(1, 0, 0, angle + 82 + r, 0, 0, 0, 300);
         SetShotDataA(1, 160 - frame, 0, angle + 72 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(1);
         CreateShotA(2, GetX + 112*cos(126 + r) + 75*cos(angle + 144 + r), GetY + 112*sin(126 + r) + 75*sin(angle + 144 + r), 6);
         SetShotDataA(2, 0, 0, angle + 154 + r, 0, 0, 0, 300);
         SetShotDataA(2, 160 - frame, 0, angle + 144 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(2);
         CreateShotA(3, GetX + 112*cos(198 + r) + 75*cos(angle + 216 + r), GetY + 112*sin(198 + r) + 75*sin(angle + 216 + r), 6);
         SetShotDataA(3, 0, 0, angle + 226 + r, 0, 0, 0, 300);
         SetShotDataA(3, 160 - frame, 0, angle + 216 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(3);
         CreateShotA(4, GetX + 112*cos(270 + r) + 75*cos(angle + 288 + r), GetY + 112*sin(270 + r) + 75*sin(angle + 288 + r), 6);
         SetShotDataA(4, 0, 0, angle + 298 + r, 0, 0, 0, 300);
         SetShotDataA(4, 160 - frame, 0, angle + 288 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(4);
         angle-=4.7;
         groupangle+=2.1;
         yield;
         frame++;
         PlaySE(se);
         }
      groupangle = 10;
      }
   frame = 0;
   loop(delay){yield;}
   angle = 140;
   r = rand(0, 72);
   sound;
   loop(15){
      loop(4){
         CreateShotA(0, GetX + 45*cos(270 + r) + 45*cos(angle + r), GetY + 45*sin(270 + r) + 45*sin(angle + r), 6);
         SetShotDataA(0, 0, 0, angle + 10 + r, 0, 0, 0, 300);
         SetShotDataA(0, 160 - frame, 0, angle + groupangle + r, 0, -0.05, -v, 300);
         FireShot(0);
         CreateShotA(1, GetX + 45*cos(342 + r) + 45*cos(angle + 72 + r), GetY + 45*sin(342 + r) + 45*sin(angle + 72 + r), 6);
         SetShotDataA(1, 0, 0, angle + 82 + r, 0, 0, 0, 300);
         SetShotDataA(1, 160 - frame, 0, angle + 72 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(1);
         CreateShotA(2, GetX + 45*cos(54 + r) + 45*cos(angle + 144 + r), GetY + 45*sin(54 + r) + 45*sin(angle + 144 + r), 6);
         SetShotDataA(2, 0, 0, angle + 154 + r, 0, 0, 0, 300);
         SetShotDataA(2, 160 - frame, 0, angle + 144 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(2);
         CreateShotA(3, GetX + 45*cos(126 + r) + 45*cos(angle + 216 + r), GetY + 45*sin(126 + r) + 45*sin(angle + 216 + r), 6);
         SetShotDataA(3, 0, 0, angle + 226 + r, 0, 0, 0, 300);
         SetShotDataA(3, 160 - frame, 0, angle + 216 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(3);
         CreateShotA(4, GetX + 45*cos(198 + r) + 45*cos(angle + 288 + r), GetY + 45*sin(198 + r) + 45*sin(angle + 288 + r), 6);
         SetShotDataA(4, 0, 0, angle + 298 + r, 0, 0, 0, 300);
         SetShotDataA(4, 160 - frame, 0, angle + 288 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(4);
         angle-=5;
         groupangle+=2;
         yield;
         frame++;
         PlaySE(se);
         }
      groupangle = 10;
      }
      frame = 0; angle-=165;
      sound;
   loop( 9){
      loop(4){
         CreateShotA(0, GetX + 75*cos(306 + r) + 55*cos(angle + r), GetY + 75*sin(306 + r) + 55*sin(angle + r), 6);
         SetShotDataA(0, 0, 0, angle + 10 + r, 0, 0, 0, 300);
         SetShotDataA(0, 160 - frame, 0, angle + groupangle + r, 0, -0.05, -v, 300);
         FireShot(0);
         CreateShotA(1, GetX + 75*cos(18 + r) + 55*cos(angle + 72 + r), GetY + 75*sin(18 + r) + 55*sin(angle + 72 + r), 6);
         SetShotDataA(1, 0, 0, angle + 82 + r, 0, 0, 0, 300);
         SetShotDataA(1, 160 - frame, 0, angle + 72 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(1);
         CreateShotA(2, GetX + 75*cos(90 + r) + 55*cos(angle + 144 + r), GetY + 75*sin(90 + r) + 55*sin(angle + 144 + r), 6);
         SetShotDataA(2, 0, 0, angle + 154 + r, 0, 0, 0, 300);
         SetShotDataA(2, 160 - frame, 0, angle + 144 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(2);
         CreateShotA(3, GetX + 75*cos(162 + r) + 55*cos(angle + 216 + r), GetY + 75*sin(162 + r) + 55*sin(angle + 216 + r), 6);
         SetShotDataA(3, 0, 0, angle + 226 + r, 0, 0, 0, 300);
         SetShotDataA(3, 160 - frame, 0, angle + 216 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(3);
         CreateShotA(4, GetX + 75*cos(234 + r) + 55*cos(angle + 288 + r), GetY + 75*sin(234 + r) + 55*sin(angle + 288 + r), 6);
         SetShotDataA(4, 0, 0, angle + 298 + r, 0, 0, 0, 300);
         SetShotDataA(4, 160 - frame, 0, angle + 288 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(4);
         angle-=5;
         groupangle+=2;
         yield;
         frame++;
         PlaySE(se);
         }
      groupangle = 10;
      }
      frame = 0; angle-=144;
      sound;
   loop(10){
      loop(4){
         CreateShotA(0, GetX + 112*cos(342 + r) + 75*cos(angle + r), GetY + 112*sin(342 + r) + 75*sin(angle + r), 6);
         SetShotDataA(0, 0, 0, angle + 10 + r, 0, 0, 0, 300);
         SetShotDataA(0, 160 - frame, 0, angle + groupangle + r, 0, -0.05, -v, 300);
         FireShot(0);
         CreateShotA(1, GetX + 112*cos(54 + r) + 75*cos(angle + 72 + r), GetY + 112*sin(54 + r) + 75*sin(angle + 72 + r), 6);
         SetShotDataA(1, 0, 0, angle + 82 + r, 0, 0, 0, 300);
         SetShotDataA(1, 160 - frame, 0, angle + 72 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(1);
         CreateShotA(2, GetX + 112*cos(126 + r) + 75*cos(angle + 144 + r), GetY + 112*sin(126 + r) + 75*sin(angle + 144 + r), 6);
         SetShotDataA(2, 0, 0, angle + 154 + r, 0, 0, 0, 300);
         SetShotDataA(2, 160 - frame, 0, angle + 144 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(2);
         CreateShotA(3, GetX + 112*cos(198 + r) + 75*cos(angle + 216 + r), GetY + 112*sin(198 + r) + 75*sin(angle + 216 + r), 6);
         SetShotDataA(3, 0, 0, angle + 226 + r, 0, 0, 0, 300);
         SetShotDataA(3, 160 - frame, 0, angle + 216 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(3);
         CreateShotA(4, GetX + 112*cos(270 + r) + 75*cos(angle + 288 + r), GetY + 112*sin(270 + r) + 75*sin(angle + 288 + r), 6);
         SetShotDataA(4, 0, 0, angle + 298 + r, 0, 0, 0, 300);
         SetShotDataA(4, 160 - frame, 0, angle + 288 + groupangle + r, 0, -0.05, -v, 300);
         FireShot(4);
         angle-=4.7;
         groupangle+=2.1;
         yield;
         frame++;
         PlaySE(se);
         }
      groupangle = 10;
      }
   frame = 0;
   r = rand(0, 72);
   windgod;
   }
   
   task sound{
   loop(160){yield;}
   PlaySE(ling);
   }
}


And while I'm at it, why not his Yamame card too
Code: [Select]
#TouhouDanmakufu
#Title[Bro "Brofist's Nest"]
#Text[Simply lunatic.]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {

   let ImgBoss = GetCurrentScriptDirectory~"stuff\ExRumia.png";
   let se = GetCurrentScriptDirectory~"stuff\shot.wav";
   let frame = 0;
   let frame2 = 0;
   let radius = 0;
   let angle = 0;
   let delay = 0;
   let r = 0;
   let x = 0;
   let al = 0;

    @Initialize {

    SetLife(4000);
   SetTimer(50);
   SetEnemyMarker(true);
    SetDamageRate(100, 30);
    SetInvincibility(150);
   SetEnemyMarker(true);
    LoadGraphic(ImgBoss);
   CutIn(YOUMU, "Spider "\""Cave Spider's Nest"\", "", 0, 0, 0, 0);
    SetMovePosition02(GetCenterX, GetClipMinY + 120, 120);
LoadUserShotData(GetCurrentScriptDirectory ~ "shot.txt");
   
    }

    @MainLoop {
       SetCollisionA(GetX, GetY, 32);
       SetCollisionB(GetX, GetY, 16);
      SetShotAutoDeleteClip(300, 300, 300, 2); //I made the delete clip larger so that it wouldn't delete our bullets when they are spawned outside of the window.

      //Get the angle relative to the player just before spawning the bullets, then set it to be slightly off so the bullets won't spawn on top of the player.
      if(frame==118){
         x = GetAngleToPlayer + 11.25;
         }
     
      //Start spawning bullets. We set six bullets to spawn every frame for 70 frames, because when the counter "frame2" hits 70, we exit out of the loop. We increment "radius"
      //every loop so that the bullet will get spawned 6 pixels further from the boss every frame. We give the bullet a slight angular velocity (r, which we randomize) when we want to move it, so that it will curve around the boss
      //instead of go right through her. We multiply this angular velocity by 40 later on to compensate for the 40 frame delay, when we start decelerating the bullets.
      if(frame==120){
         PlaySE(se);
         loop(16){
            CreateShotA(0, GetX + radius*cos(angle), GetY + radius*sin(angle), 10);
            SetShotDataA(0, 0, 0, angle, 0, 0, 0, 300);
            SetShotDataA(0, 120 - delay, 0, angle - 190, -r, 0.1, 4, 300);
            SetShotDataA(0, 160 - delay, 4, angle - 190 - (r*50), 0, -0.05, 1.5, 300);
            FireShot(0);
            angle+=360/16;
            }
         r = rand(-0.05, 0.25);
         delay++;
         frame2++;
         radius+=6;
         angle = rand(-5, 5) + x;
         frame = 119;
         if(frame2==70){ //Exit out of the loop, and set all variables to 0 for when we start the loop again.
            radius = 0;
            angle = 0;
            frame2 = 0;
            delay = 0;
            frame = 200;
            }
         }
     
      //Repeat the pattern, but curve towards the other direction (positive angular velocity instead of negative).
      if(frame==378){
         x = GetAngleToPlayer + 11.25;
         }
      if(frame==380){
         PlaySE(se);
         loop(16){
            CreateShotA(0, GetX + radius*cos(angle), GetY + radius*sin(angle), 10);
            SetShotDataA(0, 0, 0, angle, 0, 0, 0, 300);
            SetShotDataA(0, 120 - delay, 0, angle - 170, r, 0.1, 4, 300);
            SetShotDataA(0, 160 - delay, 4, angle - 170 + (r*50), 0, -0.05, 1.5, 300);
            FireShot(0);
            angle+=360/16;
            }
         r = rand(-0.05, 0.25);
         delay++;
         frame2++;
         radius+=6;
         angle = rand(-5, 5) + x;
         frame = 379;
         if(frame2==70){ //We set everything back to 0 for when we start spawning more bullets.
            radius = 0;
            angle = 0;
            frame2 = 0;
            delay = 0;
            frame = -60; //Repeat the whole pattern.
            }
         }
   frame++;
   
    }
    @DrawLoop {
   if(al<255){
      al++;
      }
   SetTexture(ImgBoss);
   SetAlpha(255);
      if(GetSpeedX()==0){SetGraphicRect(64,1,127,64);}
      else if(GetSpeedX()>0){SetGraphicRect(192,1,255,64);}
      else if(GetSpeedX()<0){SetGraphicRect(128,1,191,64);}
   DrawGraphic(GetX, GetY);
   
   
    }

    @Finalize {
   DeleteGraphic(ImgBoss);
    }

}

If your computer can run these scripts with no frame drops, then you have a godly computer.

If you can somehow capture these then you are above even godly.
« Last Edit: June 13, 2009, 04:29:46 AM by Suikama »

Hat

  • Just an unassuming chapeau.
  • I will never be ready.
Re: The Adventures of Reimu in Brofistland
« Reply #3 on: June 13, 2009, 02:03:44 PM »
Quote
Virtue of Brofist

I.... I don't even want to know.

... yes I do. One sec.

EDIT: MY SCREEN WENT WHITE WHAT THE DIDDLY FUCK THIS IS THE GREATEST EVER I DON'T EVEN
« Last Edit: June 13, 2009, 02:05:47 PM by Karfloozly »


Re: The Adventures of Reimu in Brofistland
« Reply #5 on: June 15, 2009, 04:09:42 AM »
Yep, your spellcards ⑨ed my computer's memory.

And that is putting it mildly.

Re: The Adventures of Reimu in Brofistland
« Reply #6 on: June 17, 2009, 05:18:39 AM »
This took a lot of tedious copypastaing, but it was totally worth it.

GET DOWN! (with super sexy awesome animated backgrounds and everything!): http://www.mediafire.com/?v5zkonjoz1i


Also there are no brofists in it...

Yet. :V

Re: The Adventures of Reimu in Brofistland
« Reply #7 on: June 18, 2009, 03:31:28 AM »
Holy fucking shit what have you done!






This is awesome!
« Last Edit: June 18, 2009, 03:39:45 AM by Naut »

Re: The Adventures of Reimu in Brofistland
« Reply #8 on: June 18, 2009, 03:39:15 AM »
Holy fucking shit what have you done!






This is awesome!
And I haven't even added danmaku to it yet :V

Re: The Adventures of Suikama in Brofistland
« Reply #9 on: June 18, 2009, 04:42:52 PM »
Infinite Mindrape: http://www.mediafire.com/?dyzzijzgygw

Also tried using CreateShotA for the first time.
Suwako's last spell on crack: http://www.mediafire.com/?zzwzzfqdzzg


Also GET DOWN http://www.youtube.com/watch?v=-aUlEW5tgSI
« Last Edit: June 18, 2009, 05:23:38 PM by Suikama »

Re: The Adventures of Suikama in Brofistland
« Reply #10 on: June 28, 2009, 03:56:20 AM »
http://www.mediafire.com/?mjrimmzhcho

I'M SO SORRY FOR THIS NAUT
Spoiler:
but I had to do it...

:awesome:
« Last Edit: June 28, 2009, 07:44:18 PM by Suikama »

Re: The Adventures of Suikama in Brofistland
« Reply #11 on: June 28, 2009, 09:40:05 PM »
Oh good lord. You should totally edit it to be playable hahaha

Re: The Adventures of Suikama in Brofistland
« Reply #12 on: June 29, 2009, 01:12:54 AM »
GET DOWN ghetto version
Code: [Select]
#TouhouDanmakufu[Stage]
#Title[☆ゲッダン☆ Complete Defective ver.]
#Text[GET! DOWN!
Note: Takes a while to load]
#Image[.\nitori.png]
#Player[FREE]
#ScriptVersion[2]

////////////////////////////////////////////
//Holy shit what am I getting myself into?//
//...Oh well... time to...                //
//GET! DOWN!                              //
////////////////////////////////////////////

script_stage_main{
   //Defining a whole assload of frames
   let stand = GetCurrentScriptDirectory ~ "1-43.png";
   let wake1 = GetCurrentScriptDirectory ~ "44.png";
   let wake2 = GetCurrentScriptDirectory ~ "45.png";
   let wake3 = GetCurrentScriptDirectory ~ "46.png";
   let left1 = GetCurrentScriptDirectory ~ "47.png";
   let left2 = GetCurrentScriptDirectory ~ "48.png";
   let left3 = GetCurrentScriptDirectory ~ "49.png";
   let left4 = GetCurrentScriptDirectory ~ "50.png";
   let left5 = GetCurrentScriptDirectory ~ "51.png";
   let left6 = GetCurrentScriptDirectory ~ "52.png";
   let left78 = GetCurrentScriptDirectory ~ "54.png";
   let left9 = GetCurrentScriptDirectory ~ "55.png";
   let left10 = GetCurrentScriptDirectory ~ "56.png";
   let left11 = GetCurrentScriptDirectory ~ "57.png";
   let left12 = GetCurrentScriptDirectory ~ "58.png";
   let right1 = GetCurrentScriptDirectory ~ "59.png";
   let right2 = GetCurrentScriptDirectory ~ "60.png";
   let right3 = GetCurrentScriptDirectory ~ "61.png";
   let right4 = GetCurrentScriptDirectory ~ "62.png";
   let right5 = GetCurrentScriptDirectory ~ "63.png";
   let right6 = GetCurrentScriptDirectory ~ "64.png";
   let right7 = GetCurrentScriptDirectory ~ "65.png";
   let right8 = GetCurrentScriptDirectory ~ "66.png";
   let right9 = GetCurrentScriptDirectory ~ "67.png";
   let right10 = GetCurrentScriptDirectory ~ "68.png";
   let right11 = GetCurrentScriptDirectory ~ "69.png";
   let right12 = GetCurrentScriptDirectory ~ "70.png";
   let get1 = GetCurrentScriptDirectory ~ "get1.png";
   let get2 = GetCurrentScriptDirectory ~ "get2.png";
   let get3 = GetCurrentScriptDirectory ~ "get3.png";
   let get4 = GetCurrentScriptDirectory ~ "get4.png";
   let get5 = GetCurrentScriptDirectory ~ "get5.png";
   let get6 = GetCurrentScriptDirectory ~ "get6.png";
   let get7 = GetCurrentScriptDirectory ~ "get7.png";
   let get8 = GetCurrentScriptDirectory ~ "get8.png";
   let get9 = GetCurrentScriptDirectory ~ "get9.png";
   let get10 = GetCurrentScriptDirectory ~ "get10.png";
   let get11 = GetCurrentScriptDirectory ~ "get11.png";
   let get12 = GetCurrentScriptDirectory ~ "get12.png";
   let get13 = GetCurrentScriptDirectory ~ "get13.png";
   let get14 = GetCurrentScriptDirectory ~ "get14.png";
   let get15 = GetCurrentScriptDirectory ~ "get15.png";
   let get16 = GetCurrentScriptDirectory ~ "get16.png";
   let shake1 = GetCurrentScriptDirectory ~ "bf1.png";
   let shake2 = GetCurrentScriptDirectory ~ "bf2.png";
   let shake3 = GetCurrentScriptDirectory ~ "bf3.png";
   let shake4 = GetCurrentScriptDirectory ~ "bf4.png";
   let shake5 = GetCurrentScriptDirectory ~ "bf5.png";
   let shake6 = GetCurrentScriptDirectory ~ "bf6.png";
   let shake7 = GetCurrentScriptDirectory ~ "bf7.png";
   let shake8 = GetCurrentScriptDirectory ~ "bf8.png";
   let shake9 = GetCurrentScriptDirectory ~ "bf9.png";
   let shake10 = GetCurrentScriptDirectory ~ "bf10.png";
   let shake11 = GetCurrentScriptDirectory ~ "bf11.png";
   let shake12 = GetCurrentScriptDirectory ~ "bf12.png";
   let shake13 = GetCurrentScriptDirectory ~ "bf13.png";
   let shake14 = GetCurrentScriptDirectory ~ "bf14.png";
   let shake15 = GetCurrentScriptDirectory ~ "bf15.png";
   let shake16 = GetCurrentScriptDirectory ~ "bf16.png";
   let shake17 = GetCurrentScriptDirectory ~ "bf17.png";
   let shake18 = GetCurrentScriptDirectory ~ "bf18.png";
   let shake19 = GetCurrentScriptDirectory ~ "bf19.png";
   let shake20 = GetCurrentScriptDirectory ~ "bf20.png";
   let thrust1 = GetCurrentScriptDirectory ~ "t1.png";
   let thrust2 = GetCurrentScriptDirectory ~ "t2.png";
   let pause = GetCurrentScriptDirectory ~ "pause.png";
   let up1 = GetCurrentScriptDirectory ~ "up1.png";
   let up2 = GetCurrentScriptDirectory ~ "up2.png";
   let up3 = GetCurrentScriptDirectory ~ "up3.png";
   let up4 = GetCurrentScriptDirectory ~ "up4.png";
   let up5 = GetCurrentScriptDirectory ~ "up5.png";
   let up6 = GetCurrentScriptDirectory ~ "up6.png";
   let up7 = GetCurrentScriptDirectory ~ "up7.png";
   let up8 = GetCurrentScriptDirectory ~ "up8.png";
   let up9 = GetCurrentScriptDirectory ~ "up9.png";
   let up10 = GetCurrentScriptDirectory ~ "up10.png";
   let up11 = GetCurrentScriptDirectory ~ "up11.png";
   let up12 = GetCurrentScriptDirectory ~ "up12.png";
   let up13 = GetCurrentScriptDirectory ~ "up13.png";
   let frame = 50;

   @Initialize{   
       //OH FUCK LAG
       LoadMusic(GetCurrentScriptDirectory ~ "GET DOWN.wav");
       LoadGraphic(stand);
       LoadGraphic(wake1);
       LoadGraphic(wake2);
       LoadGraphic(wake3);
       LoadGraphic(left1);
       LoadGraphic(left2);
       LoadGraphic(left3);
       LoadGraphic(left4);
       LoadGraphic(left5);
       LoadGraphic(left6);
       LoadGraphic(left78);
       LoadGraphic(left9);
       LoadGraphic(left10);
       LoadGraphic(left11);
       LoadGraphic(left12);
       LoadGraphic(right1);
       LoadGraphic(right2);
       LoadGraphic(right3);
       LoadGraphic(right4);
       LoadGraphic(right5);
       LoadGraphic(right6);
       LoadGraphic(right7);
       LoadGraphic(right8);
       LoadGraphic(right9);
       LoadGraphic(right10);
       LoadGraphic(right11);
       LoadGraphic(right12);
       LoadGraphic(get1);
       LoadGraphic(get2);
       LoadGraphic(get3);
       LoadGraphic(get4);
       LoadGraphic(get5);
       LoadGraphic(get6);
       LoadGraphic(get7);
       LoadGraphic(get8);
       LoadGraphic(get9);
       LoadGraphic(get10);
       LoadGraphic(get11);
       LoadGraphic(get12);
       LoadGraphic(get13);
       LoadGraphic(get14);
       LoadGraphic(get15);
       LoadGraphic(get16);
       LoadGraphic(shake1);
       LoadGraphic(shake2);
       LoadGraphic(shake3);
       LoadGraphic(shake4);
       LoadGraphic(shake5);
       LoadGraphic(shake6);
       LoadGraphic(shake7);
       LoadGraphic(shake8);
       LoadGraphic(shake9);
       LoadGraphic(shake10);
       LoadGraphic(shake11);
       LoadGraphic(shake12);
       LoadGraphic(shake13);
       LoadGraphic(shake14);
       LoadGraphic(shake15);
       LoadGraphic(shake16);
       LoadGraphic(shake17);
       LoadGraphic(shake18);
       LoadGraphic(shake19);
       LoadGraphic(shake20);
       LoadGraphic(thrust1);
       LoadGraphic(thrust2);
       LoadGraphic(pause);
       LoadGraphic(up1);
       LoadGraphic(up2);
       LoadGraphic(up3);
       LoadGraphic(up4);
       LoadGraphic(up5);
       LoadGraphic(up6);
       LoadGraphic(up7);
       LoadGraphic(up8);
       LoadGraphic(up9);
       LoadGraphic(up10);
       LoadGraphic(up11);
       LoadGraphic(up12);
       LoadGraphic(up13);
       //lol image spam
       //Expert;
       SetRateScoreSystemEnable(false);
       SetDefaultStatusVisible(false);
   }

   @MainLoop{
       ForbidShot(true);
       ForbidBomb(true); 
       if(frame == 130  || frame == 1030 || frame == 1958){
       ascent(i in 1..20){
CreateShot12(330,300,0.6-(i/10),-5,0.30-(i/20),0.1,3-(i/2),3,ORANGE11,0);
       }
       }
       if(frame == 160  || frame == 1058 || frame == 1988){
       ascent(i in 1..20){
CreateShot12(100,300,0.6-(i/10),-5,0.30-(i/20),0.1,3-(i/2),3,ORANGE11,0);
       }
       }
       if(frame == 1085 || frame == 2013){
       ascent(i in 1..20){
CreateShot12(224,200,0.6-(i/10),-5,0.30-(i/20),0.1,3-(i/2),3,ORANGE11,0);
       }
       }
       ascent(i in 0..13){
       if(frame == (178 + 40 * i) || frame == (1110 + 40 * i) ){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
       }
       if(frame == (180 + 40 * i) || frame == (1113 + 40 * i)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
       }
       if(frame == (183 + 40 * i) || frame == (1115 + 40 * i)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
       }
       if(frame == (185 + 40 * i) || frame == (1118 + 40 * i)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
       }
       if(frame == (188 + 40 * i) || frame == (1120 + 40 * i)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
       }
       if(frame == (190 + 40 * i) || frame == (1123 + 40 * i)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
       }
       if(frame == (193 + 40 * i) || frame == (1125 + 40 * i)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
       }
       if(frame == (195 + 40 * i) || frame == (1128 + 40 * i)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
       }
       if(frame == (198 + 40 * i) || frame == (1130 + 40 * i)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
       }
       if(frame == (200 + 40 * i) || frame == (1133 + 40 * i)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
       }
       if(frame == (203 + 40 * i) || frame == (1135 + 40 * i)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
       }
       if(frame == (205 + 40 * i) || frame == (1138 + 40 * i)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
       }
       if(frame == (208 + 40 * i) || frame == (1140 + 40 * i)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
       }
       if(frame == (210 + 40 * i) || frame == (1143 + 40 * i)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
       }
       if(frame == (213 + 40 * i) || frame == (1145 + 40 * i)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
       }
       if(frame == (215 + 40 * i) || frame == (1148 + 40 * i)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
       }
       }
      ascent(k in 0..5){
      if(frame == (2035 + 40 * k)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == (2038 + 40 * k)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == (2040 + 40 * k)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == (2043 + 40 * k)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == (2045 + 40 * k)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == (2048 + 40 * k)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == (2050 + 40 * k)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == (2053 + 40 * k)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == (2055 + 40 * k)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == (2058 + 40 * k)){
        loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == (2060 + 40 * k)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == (2063 + 40 * k)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == (2065 + 40 * k)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == (2068 + 40 * k)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == (2070 + 40 * k)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == (2073 + 40 * k)){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      }
      if(frame == 748 || frame == 788 || frame == 1680 || frame == 1720 || frame == 2235){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == 750 || frame == 790 || frame == 1683 || frame == 1723 || frame == 2238){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == 753 || frame == 793 || frame == 1685 || frame == 1725|| frame == 2240){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == 755 || frame == 795 || frame == 1688 || frame == 1728 || frame == 2243){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == 758 || frame == 798 || frame == 1690 || frame == 1730 || frame == 2245){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == 760 || frame == 800 || frame == 1693 || frame == 1733 || frame == 2248){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == 763 || frame == 803 || frame == 1695 || frame == 1735 || frame == 2250){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == 765 || frame == 805 || frame == 1698 || frame == 1738 || frame == 2253){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == 768 || frame == 808 || frame == 1700 || frame == 1740 || frame == 2255){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == 770 || frame == 810|| frame == 1703 || frame == 1743 || frame == 2258){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == 773 || frame == 813 || frame == 1705 || frame == 2260){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == 775 || frame == 1708 || frame == 2263){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == 778 || frame == 1710){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == 780 || frame == 1713){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == 783 || frame == 1715){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
      if(frame == 785 || frame == 1718){
       loop(5){
       CreateShot01(224,240,rand(5,9),rand(0,360),BLUE01,rand(0,5));
       }
      }
       if(frame == 718 || frame == 835 || frame == 1650 || frame == 1765){
       ascent(i in 1..20){
       CreateShot12(330,300,0.6-(i/10),-5,0.30-(i/20),0.1,3-(i/2),3,ORANGE11,0);
       }
       }
       if(frame == 743 || frame == 860 || frame == 1675 || frame == 1790){
       ascent(i in 1..20){
       CreateShot12(70,300,0.6-(i/10),-5,0.30-(i/20),0.1,3-(i/2),3,ORANGE11,0);
       }
       }
       ascent(j in 0..13){
       if(frame == (865 + 10 * j) || frame == (1795 + 10 * j)){
       CreateShot01(224,240,7,atan2(GetPlayerY-240,GetPlayerX-224),RED03,5);
       }
       if(frame == (870 + 10 * j) || frame == (1800 + 10 * j)){
       CreateShot01(224,240,7,atan2(GetPlayerY-240,GetPlayerX-224),RED03,5);
       }
       }
      if(frame == 2265){
       ascent(i in 0..360){
       CreateShot01(224,240,9,i,RED01,0);
       }
      }
       frame++;
   }

   @DrawLoop
   {
   }

   @BackGround{
      //I feel really sorry for animators
      if(frame == 50){
      PlayMusic(GetCurrentScriptDirectory ~ "GET DOWN.wav");
      SetTexture(stand);
      }
      if(frame == 110){
      SetTexture(wake1);
      }
      if(frame == 113){
      SetTexture(wake2);
      }
      if(frame == 115){
      SetTexture(wake3);
      }
      if(frame == 118){
      SetTexture(left1);
      }
      if(frame == 120){
      SetTexture(left2);
      }
      if(frame == 123){
      SetTexture(left3);
      }
      if(frame == 125){
      SetTexture(left4);
      }
      if(frame == 128){
      SetTexture(left5);
      }
      if(frame == 130){
      SetTexture(left6);
      }
      if(frame == 133){
      SetTexture(left78);
      }
      if(frame == 138){
      SetTexture(left9);
      }
      if(frame == 140){
      SetTexture(left10);
      }
      if(frame == 143){
      SetTexture(left11);
      }
      if(frame == 145){
      SetTexture(left12);
      }
      if(frame == 148){
      SetTexture(right1);
      }
      if(frame == 150){
      SetTexture(right2);
      }
      if(frame == 153){
      SetTexture(right3);
      }
      if(frame == 155){
      SetTexture(right4);
      }
      if(frame == 158){
      SetTexture(right5);
      }
      if(frame == 160){
      SetTexture(right6);
      }
      if(frame == 163){
      SetTexture(right7);
      }
      if(frame == 165){
      SetTexture(right8);
      }
      if(frame == 168){
      SetTexture(right9);
      }
      if(frame == 170){
      SetTexture(right10);
      }
      if(frame == 173){
      SetTexture(right11);
      }
      if(frame == 175){
      SetTexture(right12);
      }
      ascent(i in 0..13){
      if(frame == (178 + 40 * i)){
      SetTexture(get1);
      }
      if(frame == (180 + 40 * i)){
      SetTexture(get2);
      }
      if(frame == (183 + 40 * i)){
      SetTexture(get3);
      }
      if(frame == (185 + 40 * i)){
      SetTexture(get4);
      }
      if(frame == (188 + 40 * i)){
      SetTexture(get5);
      }
      if(frame == (190 + 40 * i)){
      SetTexture(get6);
      }
      if(frame == (193 + 40 * i)){
      SetTexture(get7);
      }
      if(frame == (195 + 40 * i)){
      SetTexture(get8);
      }
      if(frame == (198 + 40 * i)){
      SetTexture(get9);
      }
      if(frame == (200 + 40 * i)){
      SetTexture(get10);
      }
      if(frame == (203 + 40 * i)){
      SetTexture(get11);
      }
      if(frame == (205 + 40 * i)){
      SetTexture(get12);
      }
      if(frame == (208 + 40 * i)){
      SetTexture(get13);
      }
      if(frame == (210 + 40 * i)){
      SetTexture(get14);
      }
      if(frame == (213 + 40 * i)){
      SetTexture(get15);
      }
      if(frame == (215 + 40 * i)){
      SetTexture(get16);
      }
      }
      if(frame == 698){
      SetTexture(shake1);
      }
      if(frame == 700){
      SetTexture(shake2);
      }
      if(frame == 703){
      SetTexture(shake3);
      }
      if(frame == 705){
      SetTexture(shake4);
      }
      if(frame == 708){
      SetTexture(shake5);
      }
      if(frame == 710){
      SetTexture(shake6);
      }
      if(frame == 713){
      SetTexture(shake7);
      }
      if(frame == 715){
      SetTexture(shake8);
      }
      if(frame == 718){
      SetTexture(shake9);
      }
      if(frame == 720){
      SetTexture(shake10);
      }
      if(frame == 723){
      SetTexture(shake11);
      }
      if(frame == 725){
      SetTexture(shake12);
      }
      if(frame == 728){
      SetTexture(shake13);
      }
      if(frame == 730){
      SetTexture(shake14);
      }
      if(frame == 733){
      SetTexture(shake15);
      }
      if(frame == 735){
      SetTexture(shake16);
      }
      if(frame == 738){
      SetTexture(shake17);
      }
      if(frame == 740){
      SetTexture(shake18);
      }
      if(frame == 743){
      SetTexture(shake19);
      }
      if(frame == 745){
      SetTexture(shake20);
      }
      if(frame == 748){
      SetTexture(get1);
      }
      if(frame == 750){
      SetTexture(get2);
      }
      if(frame == 753){
      SetTexture(get3);
      }
      if(frame == 755){
      SetTexture(get4);
      }
      if(frame == 758){
      SetTexture(get5);
      }
      if(frame == 760){
      SetTexture(get6);
      }
      if(frame == 763){
      SetTexture(get7);
      }
      if(frame == 765){
      SetTexture(get8);
      }
      if(frame == 768){
      SetTexture(get9);
      }
      if(frame == 770){
      SetTexture(get10);
      }
      if(frame == 773){
      SetTexture(get11);
      }
      if(frame == 775){
      SetTexture(get12);
      }
      if(frame == 778){
      SetTexture(get13);
      }
      if(frame == 780){
      SetTexture(get14);
      }
      if(frame == 783){
      SetTexture(get15);
      }
      if(frame == 785){
      SetTexture(get16);
      }
      if(frame == 788){
      SetTexture(get1);
      }
      if(frame == 790){
      SetTexture(get2);
      }
      if(frame == 793){
      SetTexture(get3);
      }
      if(frame == 795){
      SetTexture(get4);
      }
      if(frame == 798){
      SetTexture(get5);
      }
      if(frame == 800){
      SetTexture(get6);
      }
      if(frame == 803){
      SetTexture(get7);
      }
      if(frame == 805){
      SetTexture(get8);
      }
      if(frame == 808){
      SetTexture(get9);
      }
      if(frame == 810){
      SetTexture(get10);
      }
      if(frame == 813){
      SetTexture(get11);
      }
      if(frame == 815){
      SetTexture(shake1);
      }
      if(frame == 818){
      SetTexture(shake2);
      }
      if(frame == 820){
      SetTexture(shake3);
      }
      if(frame == 823){
      SetTexture(shake4);
      }
      if(frame == 825){
      SetTexture(shake5);
      }
      if(frame == 828){
      SetTexture(shake6);
      }
      if(frame == 830){
      SetTexture(shake7);
      }
      if(frame == 833){
      SetTexture(shake8);
      }
      if(frame == 835){
      SetTexture(shake9);
      }
      if(frame == 838){
      SetTexture(shake10);
      }
      if(frame == 840){
      SetTexture(shake11);
      }
      if(frame == 843){
      SetTexture(shake12);
      }
      if(frame == 845){
      SetTexture(shake13);
      }
      if(frame == 848){
      SetTexture(shake14);
      }
      if(frame == 850){
      SetTexture(shake15);
      }
      if(frame == 853){
      SetTexture(shake16);
      }
      if(frame == 855){
      SetTexture(shake17);
      }
      if(frame == 858){
      SetTexture(shake18);
      }
      if(frame == 860){
      SetTexture(shake19);
      }
      if(frame == 863){
      SetTexture(shake20);
      }
      ascent(j in 0..13){
      if(frame == (865 + 10 * j)){
      SetTexture(thrust1);
      }
      if(frame == (870 + 10 * j)){
      SetTexture(thrust2);
      }
      }
      if(frame == 995){
      SetTexture(pause);
      }
      if(frame == 1020){
      SetTexture(left3);
      }
      if(frame == 1023){
      SetTexture(left4);
      }
      if(frame == 1025){
      SetTexture(left5);
      }
      if(frame == 1028){
      SetTexture(left6);
      }
      if(frame == 1030){
      SetTexture(left78);
      }
      if(frame == 1033){
      SetTexture(left9);
      }
      if(frame == 1035){
      SetTexture(left10);
      }
      if(frame == 1038){
      SetTexture(left11);
      }
      if(frame == 1040){
      SetTexture(left12);
      }
      if(frame == 1043){
      SetTexture(right1);
      }
      if(frame == 1045){
      SetTexture(right2);
      }
      if(frame == 1048){
      SetTexture(right3);
      }
      if(frame == 1050){
      SetTexture(right4);
      }
      if(frame == 1053){
      SetTexture(right5);
      }
      if(frame == 1055){
      SetTexture(right6);
      }
      if(frame == 1058){
      SetTexture(right7);
      }
      if(frame == 1060){
      SetTexture(right8);
      }
      if(frame == 1063){
      SetTexture(right9);
      }
      if(frame == 1065){
      SetTexture(right10);
      }
      if(frame == 1068){
      SetTexture(right11);
      }
      if(frame == 1070){
      SetTexture(right12);
      }
      if(frame == 1073){
      SetTexture(up1);
      }
      if(frame == 1075){
      SetTexture(up2);
      }
      if(frame == 1078){
      SetTexture(up3);
      }
      if(frame == 1080){
      SetTexture(up4);
      }
      if(frame == 1085){
      SetTexture(up5);
      }
      if(frame == 1088){
      SetTexture(up6);
      }
      if(frame == 1090){
      SetTexture(up7);
      }
      if(frame == 1093){
      SetTexture(up8);
      }
      if(frame == 1095){
      SetTexture(up9);
      }
      if(frame == 1098){
      SetTexture(up10);
      }
      if(frame == 1100){
      SetTexture(up11);
      }
      if(frame == 1103){
      SetTexture(up12);
      }
      if(frame == 1105){
      SetTexture(up13);
      }
      ascent(k in 0..13){
      if(frame == (1110 + 40 * k)){
      SetTexture(get1);
      }
      if(frame == (1113 + 40 * k)){
      SetTexture(get2);
      }
      if(frame == (1115 + 40 * k)){
      SetTexture(get3);
      }
      if(frame == (1118 + 40 * k)){
      SetTexture(get4);
      }
      if(frame == (1120 + 40 * k)){
      SetTexture(get5);
      }
      if(frame == (1123 + 40 * k)){
      SetTexture(get6);
      }
      if(frame == (1125 + 40 * k)){
      SetTexture(get7);
      }
      if(frame == (1128 + 40 * k)){
      SetTexture(get8);
      }
      if(frame == (1130 + 40 * k)){
      SetTexture(get9);
      }
      if(frame == (1133 + 40 * k)){
      SetTexture(get10);
      }
      if(frame == (1135 + 40 * k)){
      SetTexture(get11);
      }
      if(frame == (1138 + 40 * k)){
      SetTexture(get12);
      }
      if(frame == (1140 + 40 * k)){
      SetTexture(get13);
      }
      if(frame == (1143 + 40 * k)){
      SetTexture(get14);
      }
      if(frame == (1145 + 40 * k)){
      SetTexture(get15);
      }
      if(frame == (1148 + 40 * k)){
      SetTexture(get16);
      }
      }
      if(frame == 1630){
      SetTexture(shake1);
      }
      if(frame == 1633){
      SetTexture(shake2);
      }
      if(frame == 1635){
      SetTexture(shake3);
      }
      if(frame == 1638){
      SetTexture(shake4);
      }
      if(frame == 1640){
      SetTexture(shake5);
      }
      if(frame == 1643){
      SetTexture(shake6);
      }
      if(frame == 1645){
      SetTexture(shake7);
      }
      if(frame == 1648){
      SetTexture(shake8);
      }
      if(frame == 1650){
      SetTexture(shake9);
      }
      if(frame == 1652){
      SetTexture(shake10);
      }
      if(frame == 1655){
      SetTexture(shake11);
      }
      if(frame == 1658){
      SetTexture(shake12);
      }
      if(frame == 1660){
      SetTexture(shake13);
      }
      if(frame == 1663){
      SetTexture(shake14);
      }
      if(frame == 1665){
      SetTexture(shake15);
      }
      if(frame == 1668){
      SetTexture(shake16);
      }
      if(frame == 1670){
      SetTexture(shake17);
      }
      if(frame == 1673){
      SetTexture(shake18);
      }
      if(frame == 1675){
      SetTexture(shake19);
      }
      if(frame == 1678){
      SetTexture(shake20);
      }
      if(frame == 1680){
      SetTexture(get1);
      }
      if(frame == 1683){
      SetTexture(get2);
      }
      if(frame == 1685){
      SetTexture(get3);
      }
      if(frame == 1688){
      SetTexture(get4);
      }
      if(frame == 1690){
      SetTexture(get5);
      }
      if(frame == 1693){
      SetTexture(get6);
      }
      if(frame == 1695){
      SetTexture(get7);
      }
      if(frame == 1698){
      SetTexture(get8);
      }
      if(frame == 1700){
      SetTexture(get9);
      }
      if(frame == 1703){
      SetTexture(get10);
      }
      if(frame == 1705){
      SetTexture(get11);
      }
      if(frame == 1708){
      SetTexture(get12);
      }
      if(frame == 1710){
      SetTexture(get13);
      }
      if(frame == 1713){
      SetTexture(get14);
      }
      if(frame == 1715){
      SetTexture(get15);
      }
      if(frame == 1718){
      SetTexture(get16);
      }
      if(frame == 1720){
      SetTexture(get1);
      }
      if(frame == 1723){
      SetTexture(get2);
      }
      if(frame == 1725){
      SetTexture(get3);
      }
      if(frame == 1728){
      SetTexture(get4);
      }
      if(frame == 1730){
      SetTexture(get5);
      }
      if(frame == 1733){
      SetTexture(get6);
      }
      if(frame == 1735){
      SetTexture(get7);
      }
      if(frame == 1738){
      SetTexture(get8);
      }
      if(frame == 1740){
      SetTexture(get9);
      }
      if(frame == 1743){
      SetTexture(get10);
      }
      if(frame == 1745){
      SetTexture(shake1);
      }
      if(frame == 1748){
      SetTexture(shake2);
      }
      if(frame == 1750){
      SetTexture(shake3);
      }
      if(frame == 1753){
      SetTexture(shake4);
      }
      if(frame == 1755){
      SetTexture(shake5);
      }
      if(frame == 1758){
      SetTexture(shake6);
      }
      if(frame == 1760){
      SetTexture(shake7);
      }
      if(frame == 1763){
      SetTexture(shake8);
      }
      if(frame == 1765){
      SetTexture(shake9);
      }
      if(frame == 1768){
      SetTexture(shake10);
      }
      if(frame == 1770){
      SetTexture(shake11);
      }
      if(frame == 1773){
      SetTexture(shake12);
      }
      if(frame == 1775){
      SetTexture(shake13);
      }
      if(frame == 1778){
      SetTexture(shake14);
      }
      if(frame == 1780){
      SetTexture(shake15);
      }
      if(frame == 1783){
      SetTexture(shake16);
      }
      if(frame == 1785){
      SetTexture(shake17);
      }
      if(frame == 1788){
      SetTexture(shake18);
      }
      if(frame == 1790){
      SetTexture(shake19);
      }
      if(frame == 1793){
      SetTexture(shake20);
      }
      ascent(j in 0..13){
      if(frame == (1795 + 10 * j)){
      SetTexture(thrust1);
      }
      if(frame == (1800 + 10 * j)){
      SetTexture(thrust2);
      }
      }
      if(frame == 1923){
      SetTexture(pause);
      }
      if(frame == 1948){
      SetTexture(left3);
      }
      if(frame == 1950){
      SetTexture(left4);
      }
      if(frame == 1953){
      SetTexture(left5);
      }
      if(frame == 1955){
      SetTexture(left6);
      }
      if(frame == 1958){
      SetTexture(left78);
      }
      if(frame == 1963){
      SetTexture(left9);
      }
      if(frame == 1965){
      SetTexture(left10);
      }
      if(frame == 1968){
      SetTexture(left11);
      }
      if(frame == 1970){
      SetTexture(left12);
      }
      if(frame == 1973){
      SetTexture(right1);
      }
      if(frame == 1975){
      SetTexture(right2);
      }
      if(frame == 1978){
      SetTexture(right3);
      }
      if(frame == 1980){
      SetTexture(right4);
      }
      if(frame == 1983){
      SetTexture(right5);
      }
      if(frame == 1985){
      SetTexture(right6);
      }
      if(frame == 1988){
      SetTexture(right7);
      }
      if(frame == 1990){
      SetTexture(right8);
      }
      if(frame == 1993){
      SetTexture(right9);
      }
      if(frame == 1995){
      SetTexture(right10);
      }
      if(frame == 1998){
      SetTexture(right11);
      }
      if(frame == 2000){ //WHAT!? TWO THOUSAND!?
      SetTexture(right12);
      }
      if(frame == 2003){
      SetTexture(up1);
      }
      if(frame == 2005){
      SetTexture(up2);
      }
      if(frame == 2008){
      SetTexture(up3);
      }
      if(frame == 2010){
      SetTexture(up4);
      }
      if(frame == 2013){
      SetTexture(up5);
      }
      if(frame == 2015){
      SetTexture(up6);
      }
      if(frame == 2018){
      SetTexture(up7);
      }
      if(frame == 2020){
      SetTexture(up8);
      }
      if(frame == 2023){
      SetTexture(up9);
      }
      if(frame == 2025){
      SetTexture(up10);
      }
      if(frame == 2028){
      SetTexture(up11);
      }
      if(frame == 2030){
      SetTexture(up12);
      }
      if(frame == 2033){
      SetTexture(up13);
      }
      ascent(k in 0..5){
      if(frame == (2035 + 40 * k)){
      SetTexture(get1);
      }
      if(frame == (2038 + 40 * k)){
      SetTexture(get2);
      }
      if(frame == (2040 + 40 * k)){
      SetTexture(get3);
      }
      if(frame == (2043 + 40 * k)){
      SetTexture(get4);
      }
      if(frame == (2045 + 40 * k)){
      SetTexture(get5);
      }
      if(frame == (2048 + 40 * k)){
      SetTexture(get6);
      }
      if(frame == (2050 + 40 * k)){
      SetTexture(get7);
      }
      if(frame == (2053 + 40 * k)){
      SetTexture(get8);
      }
      if(frame == (2055 + 40 * k)){
      SetTexture(get9);
      }
      if(frame == (2058 + 40 * k)){
      SetTexture(get10);
      }
      if(frame == (2060 + 40 * k)){
      SetTexture(get11);
      }
      if(frame == (2063 + 40 * k)){
      SetTexture(get12);
      }
      if(frame == (2065 + 40 * k)){
      SetTexture(get13);
      }
      if(frame == (2068 + 40 * k)){
      SetTexture(get14);
      }
      if(frame == (2070 + 40 * k)){
      SetTexture(get15);
      }
      if(frame == (2073 + 40 * k)){
      SetTexture(get16);
      }
      }
      if(frame == 2235){
      SetTexture(get1);
      }
      if(frame == 2238){
      SetTexture(get2);
      }
      if(frame == 2240){
      SetTexture(get3);
      }
      if(frame == 2243){
      SetTexture(get4);
      }
      if(frame == 2245){
      SetTexture(get5);
      }
      if(frame == 2248){
      SetTexture(get6);
      }
      if(frame == 2250){
      SetTexture(get7);
      }
      if(frame == 2253){
      SetTexture(get8);
      }
      if(frame == 2255){
      SetTexture(get9);
      }
      if(frame == 2258){
      SetTexture(get10);
      }
      if(frame == 2260){
      SetTexture(get11);
      }
      if(frame == 2263){
      SetTexture(get12);
      }
      if(frame == 2265){
      SetTexture(wake3);
      }
      if(frame == 2268){
      SetTexture(wake2);
      }
      if(frame == 2270){
      SetTexture(wake1);
      }
      if(frame == 2273){
      SetTexture(stand);
      }
      if(frame == 2300){
      ClearStage;
      }
      SetGraphicRect(0, 0, 512, 384);
      DrawGraphic(GetCenterX(), GetCenterY());
   }

   @Finalize
   {
   DeleteMusic(GetCurrentScriptDirectory ~ "GET DOWN.wav")
   }
}
Featuring crappy danmaku and even crappier code

I'm currently cleaning it up but though I'd post this for the :V

:awesome:

Re: The Adventures of Suikama in Brofistland
« Reply #13 on: August 19, 2009, 05:11:25 PM »
Today's dish is a delicious helping of Brofists, Anchors, and Huge Reimus: http://www.mediafire.com/?mhimwkwmmk2

Enjoy!

puremrz

  • Can't stop playing Minecraft!
Re: The Adventures of Suikama in Brofistland
« Reply #14 on: August 19, 2009, 05:45:20 PM »
Right on, I got one with brofists only! Unzaaaaaaan!
Full Danmakufu game "Juuni Jumon - Summer Interlude" is done!
By the same person who made Koishi Hell 1,2 (except this game is serious)
Topic: http://www.shrinemaiden.org/forum/index.php/topic,9647.0.html

Primula

  • EARL TYPE 222
Re: The Adventures of Suikama in Brofistland
« Reply #15 on: August 19, 2009, 06:06:24 PM »
Never twice the same :3

Re: The Adventures of Suikama in Brofistland
« Reply #16 on: August 22, 2009, 04:58:02 PM »
And now, a player script!

Introducing GOD RUMIA: http://www.mediafire.com/?goiuj0hyjil

NONE CAN STAND BEFORE HER MIGHT

Zengar Zombolt

  • Space-Time Tuning Circle - Wd/Fr
  • Green-Red Divine Clock
Re: The Adventures of Suikama in Brofistland
« Reply #17 on: August 22, 2009, 05:14:28 PM »
THE BEST

Re: The Adventures of MoTK in Brofistland
« Reply #18 on: August 22, 2009, 05:35:40 PM »
Feel free to use her to cap every spell in existance.

Primula

  • EARL TYPE 222
Re: The Adventures of MoTK in Brofistland
« Reply #19 on: August 22, 2009, 05:53:50 PM »
ROOM ROOM ROOMIA

Re: The Adventures of MoTK in Brofistland
« Reply #20 on: August 22, 2009, 05:56:54 PM »
More like DOOMIA

Oh shi 616th post

Re: The Adventures of MoTK in Brofistland
« Reply #21 on: August 24, 2009, 02:57:29 AM »
GODRUMIA HAS BEEN IMPROVED

GODRUMIA ver. 1.YEAH: http://www.mediafire.com/?kod4hwrkiym

Hmm, might add a few more things later to make her even more awesome.
« Last Edit: August 24, 2009, 03:01:38 AM by Suikama »

Zengar Zombolt

  • Space-Time Tuning Circle - Wd/Fr
  • Green-Red Divine Clock
Re: The Adventures of MoTK in Brofistland
« Reply #22 on: August 24, 2009, 03:44:37 AM »
HAHAHAHA
You totally need to do a Unzan player Script.

Stuffman

  • *
  • We're having a ball!
Re: The Adventures of MoTK in Brofistland
« Reply #23 on: August 24, 2009, 04:11:53 AM »
Dohohoho the brofists can destroy the tiles in Phantasm Romance Stage 5!

Re: The Adventures of MoTK in Brofistland
« Reply #24 on: August 28, 2009, 04:41:26 AM »
GODRUMIA v3: http://www.mediafire.com/?xdedjymzuyn

Rumia now autocollects items all the time. Also her BROFIST is less spazzy, which I guess could be a downside in some ways? :V


Anyways I only made slight changes to her since I've taken on a new project. It's another player script similar to GODRUMIA, only this time I focued on trying to make it as AWESOME AS POSSIBLE.

Look forward to it :V

Re: The Adventures of MoTK in Brofistland
« Reply #25 on: September 25, 2009, 03:46:07 PM »
Hey look,

TRAIN DANMAKU used by members of this forum :V


(btw I haven't really been working on my player script since it involved a lot of messing with drawing functions which I kinda got tired of after a while :V)

Re: The Adventures of MoTK in Brofistland
« Reply #26 on: November 18, 2009, 04:29:11 AM »

Blargel

  • RAWR!
  • I'M AN ANGRY LOLI!
Re: The Adventures of MoTK in Brofistland
« Reply #27 on: November 18, 2009, 07:04:58 AM »
Holy crap. This...
This topic is ridiculous.






Ridiculously epic.
<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: The Adventures of MoTK in Brofistland
« Reply #28 on: November 18, 2009, 06:05:50 PM »
Holy crap. This...
This topic is ridiculous.






Ridiculously epic.
:V

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
Re: The Adventures of MoTK in Brofistland
« Reply #29 on: December 06, 2009, 07:45:53 PM »
Wut, now that you've made a brofist replacement, what will you do with this?