Um, screw me in the spleen, then ... |3
Umm ... I think I'll pass on that offer. No offense. :V
~ Maiden's Bullet Storm
Wow, I knew kanji could get complicated, but I never thought they'd start looking like full-color forum emoticons!
Hm. ... Endless Danmaku, maybe?
Well, it's good to know that. Again, I never really looked into those aspects before, so I was unsure.
Also, I thought of a (somewhat lame) name suggestion.
~ Maiden's Bullet Storm
The Japanese part translates to "Violent Stormy Rain of the East". And the English can be acronymed to MBS, which my mind, in its occasional immaturity, took as a double-meaning for "My Bull****".
Cuz, y'know, some user-generated scripts can be total BS.
Ehhh for a name I would prefer something more straightforward, like Custom Danmaku Engine. Calling it something like "Countless Barrages" or with Japanese in the title or whatever makes it sound like it's supposed to be its own game, when it's just an engine for running them.
In honour of another favorite tool of mine, what about Danmaku World Editor?
Danmaku Maker? marishrug.jpg
Wow, lots of name discussion pretty quickly. I'm pretty open as to the name, so feel free to come up with a good one. One thing, though ...
LetsDoSomeFuckingDanmaku.exe
As much as this would be the most epic name ever, I'd prefer to keep it relatively 'kid-friendly'. Not that I have anything in particular about curse words; it just strikes me as unprofessional (and not very Touhou-ish) to use such a name.
Also, a thought occurred to me today to ask about this:
Now, I have several games in-planning. One of them, which I have yet to begin production on, features a Team feature similar to that of Imperishable Night.
I never bothered to look up weather or not that it is even possible to do that on Danmakufu, so I was wondering - would your program offer support for focus/unfocus Team Formations? If you have not thought of this, would it be a possibility to include it?
Also, while not a necessity, it would be really neet if there was a way to include special abilities a la Subterranean Animism. However, due to the extreme level of open-ended-ness in the vaguely descriptive "Special Abilities", I doubt that this would be quite so possible.
This is already very possible in Danmakufu. I'm not sure if we need specific functions for it in Countless Barrages. It's just a matter of If statements to check which character is currently being used.
(to switch my player, you have to use C though)
^ Both of those points you mention would be a matter of implementing player scripts with the features in question. I hear Danmakufu had problems with its player scripts, but since I never tried working with it, I don't know exactly what could be improved. "Team" implementation would be a simple matter of swapping out sprites, and I'd be greatly surprised if it took any considerable effort, regardless of how well the scripting works. As for special abilities, you could implement, say, Yukari's teleportation thing rather simply:
t3h codes
And the same for the other direction. It's all a matter of how creative you get with the scripting.
IN-style teams are perfectly possible in Danmakufu (even the part about switiching with focus), and should be just as feasible in my program as well, once it gets going. Special abilities are, as Blue_Wolf points out, a very ambiguous category, but should be doable as long as you know what you're doing in the code.
I don't have
muchany experience with coding player scripts in Danmakufu, so (I might have asked this already ... my brain is slightly fried at the moment) it would be helpful if people point out any particular issues they've had in Danmakufu.
I was just writing up some new code*, and I thought I'd share a few things:
Infinite loop protection has been added to the Execution Engine.If a single event script runs for more than 100,000,000 commands (value subject to change), it will be aborted under the assumption that an infinite loop has occurred. By my test run on my not-so-new (3-4 years) desktop, this took about 50 seconds or so to hit.
(Please keep in mind - 'command' here refers to the low-level commands that the program uses internally. A single line of script code could reduce to multiple commands, depending on complexity.)
Added two more commands to the Execution Engine - sub and jmp.sub is subtraction.
jmp jumps to another part of the current event script. Wheeeee~.
Image loading is done.Currently, unlike Danmakufu, you can specify an image file without loading it first - the program will just-in-time load it when it goes to draw it on the screen. I should probably still include a function to load an image ahead of time, so that JIT image loading won't bog things down a bit on slower computers.
... still need to code image
unloading, though :V
Objects have images.Every object in the game now has the option of specifying an image. If specified, that image will automatically be drawn at the object's location each frame. You can also determine whether or not the image gets rotated with the object's angle - you'd probably want a bullet to rotate as such, but you'd rarely want an enemy boss to rotate as such.
The advantage to this approach is that, for graphically simple objects, you won't even need to define a
Draw event - you just assign the image and the program does the work for you!
Also, if I didn't mention it last time -
If you specify an object's speed and angle, it will automatically move at that speed and angle. This will work for all objects (I think Danmakufu only allows it for shots), and can be a simple way to create movement. There will be other movement functions as necessary, of course.
I currently have angle zero set as straight up (contrast Danmakufu, where zero is straight right). Like Danmakufu, increasing angle is rotating clockwise.
* 9/80 work week is probably the most awesome thing ever, if only because I get every other Friday off for FREE.