Author Topic: Sparen's Code Dump (Final updates)  (Read 365111 times)

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v1.29 Demo 6 Release Ready for Download!)
« Reply #240 on: September 01, 2013, 10:24:50 PM »
Pok?DigiDanmaku Demo 6 v1.29 Release Announcement

...Yes. I have realized. The game is way too difficult.

I can't stop people from downloading it, but for those of you who do, please tell me where things are too difficult or where balancing just fails, as well as other comments and bug reports.

Either way, I plan to rectify the situation as soon as possible with another release. This one will also be in the style of a complete package, with Danmakufu and everything (because there have been changes to the player script as well as changes to the game).

There is also a video of the pre-fix but post-demo release up on Youtube:

http://www.youtube.com/watch?v=3GHr5stYk2U

Glaceon has been made significantly easier on all difficulties.

I'll post the new version when it's ready, but I'd like everyone to know that the version up right now (Demo 6) is no longer recommended.


Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v1.29 Demo Release Ready for Download!)
« Reply #241 on: September 02, 2013, 02:19:50 AM »
RaNGE 10 ENTRY: SANAE BOSS BATTLE v0.07 (RC-1) RELEASE READY FOR DOWNLOAD!

This script is for 0.12m!

DL: http://www.bulletforge.org/u/sparen/p/range-10-contest-entry-sanae-boss-battle/v/007

This version may or may not be the final version, depending on if I find bugs or not.

Note: So far, it seems that there are no bugs. If that happens to be the case, this will be my final version.
EDIT: This is the final version for judging.

Reminder: Please do not post feedback publicly on MotK until AFTER the judging is completed. If you want to give me feedback, send it via Skype or find some way to send it to me that doesn't involve posting it publicly on MotK.
« Last Edit: September 03, 2013, 12:26:48 AM by Sparen »

Spectral Nexus

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Re: Sparen's Code Dump (RaNGE 10: Sanae Boss Battle v0.07 Ready for Bug Testing!)
« Reply #242 on: September 02, 2013, 03:38:38 AM »
We don't rate or judge/opinion Contest entries without the contest being over. --Helepolis
« Last Edit: September 02, 2013, 06:01:06 AM by Helepolis »
COMPOSING FOR: Magical Moon Story / Mystic Memory Drive (Full Game)
- Old Chateau Story (Stage 3 and Title Themes)
- Ephemeral Unnatural Balance (Stage 2 & Stage 5 Themes)
- Illusionary Visual Twilight (Full Game)
- Hopefully a few of my own future fangames! :-D

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v1.31 Demo Release Ready for Download!)
« Reply #243 on: September 03, 2013, 02:59:58 PM »
POK?DIGIDANMAKU v1.31 DEMO 6.1 RELEASE READY FOR DOWNLOAD!

EDIT: Due to serious bugs, this download has been removed. Please see v1.37 for the replacement version.

And yes, I will not be hosting a patch on Bulletforge. Please download this one and override whatever you used to have, unless you are pleased with the Demo 6 version.

This version fixes some of the balancing issues with Demo 6, and adds some extra 'idiotproof' features, such as a red sign at the start of a stage that tells you that you can use the C Button to transform and the POC.

Changes in this version include but are not limited to:
-Glaceon, Espeon, Charizard, Leafeon, and Umbreon have been made easier.
-Idiotproofing
-Common Data Implementation for the ExPDDVee Player Script.

The complete changelog can be found in the folder.

This will be the last public release of Pok?DigiDanmaku until a) the script is completed or b) a major system change is implemented that requires multiple testers.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:

Bugs:
« Last Edit: September 05, 2013, 07:43:08 PM by Sparen »

Sparen

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Re: Sparen's Code Dump (RaNGE 10: Sanae Boss Battle v0.07 Ready for Download!)
« Reply #244 on: September 05, 2013, 07:15:57 PM »
PDD Fatal Bug

PDD Full Game Normal does not work because of my epic stupidity.

I have attached a WORKING version of the file.

This file should successfully patch up Version 1.31 so that Normal can be run.

ALSO:
Celebi's sprite is messed up because I didn't go all the way through with the Black and White 2 sprite replacements.
I have attached the working one.

DIRECTIONS
PDD Normal.txt: PDD=>Data, replace the original.
Celebi.png: PDD=>Data=>System, replace the original.

I will most likely have to release the working v1.36 version, since these bugs really aren't nice to deal with for normal players.
« Last Edit: September 05, 2013, 08:13:43 PM by Sparen »

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v1.37 Demo Release Ready for Download!)
« Reply #245 on: September 05, 2013, 07:42:37 PM »
POK?DIGIDANMAKU v1.37 DEMO 6.2 RELEASE READY FOR DOWNLOAD!

DL: Download

This version fixes the fatal errors of Demo 6.1 regarding Full Game Normal and fixes the Celebi sprite issue. It also adds the current WIP Stage 5 (Easy only)

The complete changelog can be found in the folder.

This will be the last public release of Pok?DigiDanmaku until a) the script is completed or b) a major system change is implemented that requires multiple testers.

Bug and Suggestion List:
FIXED:

Cut:

To be worked on:

Bugs:
« Last Edit: September 05, 2013, 08:06:46 PM by Sparen »

Sparen

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Re: Sparen's Code Dump (RaNGE 10: Sanae Boss Battle v0.07 Ready for Download!)
« Reply #246 on: September 17, 2013, 12:56:45 AM »
This post is to announce a minor change for the OP.

Starting today, the words "Python" will be replaced with the words "Java" because I don't know any Python but am going to be learning Java for the next year. Hopefully, I will have some tools and minor applications to show off within the next year.

Maybe I'll start out with a Hello Gensokyo!

Code: [Select]
public class hellogensokyo{
    public static void name(String[]args){
        System.out.println("Hello Gensokyo! Hello MotK! Welcome Back, Trickysticks!");
    }
}

...I seriously hope that works. Correctly.
« Last Edit: September 17, 2013, 12:59:43 AM by Sparen »

Sparen

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Re: Sparen's Code Dump (PDD v1.37 (Demo 6.2) Release Ready for Download!)
« Reply #247 on: September 22, 2013, 12:32:03 AM »
http://www.youtube.com/watch?v=afvm8FWKWWQ

A video is up!

And also, with this post, I announce my Danmakufu LP series! Currently, it's just Danmakufu Art (DNHArt). Whether or not that changes... who knows.

Either way, I'm currently doing the RaNGE 10 contest entries.

This post has links

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Re: Sparen's Code Dump (Pok?DigiDanmaku v1.31 Demo Release Ready for Download!)
« Reply #248 on: September 29, 2013, 03:01:46 AM »
POK?DIGIDANMAKU v1.43 STATUS REPORT

http://youtu.be/piHoIiVvZVc

In this video, I demonstrate some of the new functions in PDD, as well as a preview of Stage 5.

For those who do not care to watch the video for whatever reason, here is the basic changelog since Version 1.37

-Fog no longer kills the player in Umbreon's nonspells (...)
-Stage 5 stage post Midboss A and pre Midboss B done
-Stage 5 Midboss completed on all difficulties
-Numerous edits to Charizard (mainly from Ozzy's comments)
-Offscreen movement added to some enemies (from Ozzy's comments)
-Graphically varied Suicune's bullets and made the nonspell length more Extra-ish
-Upgraded Charges
-Added number graphics for norms (lives and bombs)
-Added a number of effects of questionable importance to the start of the game/practice stages

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v1.31 Demo Release Ready for Download!)
« Reply #249 on: October 15, 2013, 11:00:04 PM »
POK?DIGIDANMAKU v1.51 STATUS REPORT

Sorry, but no official spoilers for this version. ^_^

*Technically, v1.51 is a release, but I'm relying solely on beta-testers now. You can find spoiler videos on my Youtube and spoiler spellcards on my deviantArt

Basic changelog since 1.43:

-Norm graphics are fixed
-Stage 5 completed until the last spell and dialogue
-Jolteon and Espeon have FINALLY been nerfed down to an appropriate level.
-Practice stages have slightly conformed to norms; 3 continues, 9 lives

Note that Dialga's difficulty curve is currently under extremely brutal scrutiny due to two very difficult spells and a very hard nonspell.

Sparen

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Re: Sparen's Code Dump (Halloween Contest Submission!)
« Reply #250 on: October 19, 2013, 03:53:35 PM »
Halloween Contest Submission:
Sekibanki Boss Battle

This is the main announcement post for my Halloween Contest Submission. This is a project for 0.12m only.



This project features 5 modes. Easy, Normal, Hard, Lunatic, and Phantasm. Choose Phantasm if you like Lunatic because Lunatic is nerfed down.

Current Version: 1.02
Current Release Version: 1.02 [Download]
Current Release Package: 0.00 [N/A]

*Current Version is my current version. Current Release Version is the latest Devel release.

Current Features
-3D Background ripped from DDC using Drake's Projects
-Ripped HUD comprised of previous projects' HUDs and DDC HUD from Drake's Projects
-Effects carried over from PDD
-3 Nonspells, 3 Spells, 5 Difficulties

Current Progress
Post-release testing

All Demo Versions
RC-1: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1036229.html#msg1036229
RC-2: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1036229.html#msg1036229
RC-3: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1036293.html#msg1036293

PREVIEWS
http://www.youtube.com/watch?v=BfMK1XNNgfM&list=PLJ2F_5rhjlXQukEdm_QhTcsr0HaSj6xU5&index=21
« Last Edit: June 29, 2017, 03:31:09 AM by Sparen »

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v1.29 Demo Release Ready for Download!)
« Reply #251 on: October 27, 2013, 03:14:34 PM »
HALLOWEEN CONTEST ENTRY: SEKIBANKI BOSS BATTLE v1.00 (RC-1) RELEASE READY FOR DOWNLOAD!

This script is for 0.12m!

DL: http://www.bulletforge.org/u/sparen/p/halloween-contest-sekibanki-boss-battle/v/100

HALLOWEEN CONTEST ENTRY: SEKIBANKI BOSS BATTLE v1.01 (RC-2) RELEASE READY FOR DOWNLOAD!

This script is for 0.12m!

DL: http://www.bulletforge.org/u/sparen/p/halloween-contest-sekibanki-boss-battle/v/101

Less lag version.


EDIT: Get 1.02. These two are super-laggy.
« Last Edit: November 02, 2013, 09:31:04 PM by Sparen »

Darkness1

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Re: Sparen's Code Dump (Pok?DigiDanmaku v1.29 Demo Release Ready for Download!)
« Reply #252 on: October 27, 2013, 05:41:26 PM »
Less lag version.
Just so you know, the final spellcard comes close to killing danmakufu for me (yes, it was phantasm) . My graze meter tells me it's because there's 6 bullets inside each bullet in that pattern.

I still think your magic circle graphic looks strange, because it looks like a square ingame.
« Last Edit: October 27, 2013, 05:47:47 PM by Darkness1 »

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v1.29 Demo Release Ready for Download!)
« Reply #253 on: October 27, 2013, 06:05:18 PM »
Just so you know, the final spellcard comes close to killing danmakufu for me (yes, it was phantasm) . My graze meter tells me it's because there's 6 bullets inside each bullet in that pattern.

I still think your magic circle graphic looks strange, because it looks like a square ingame.

THANK YOU.
I found the bug now.

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku v1.29 Demo Release Ready for Download!)
« Reply #254 on: October 27, 2013, 06:11:53 PM »
HALLOWEEN CONTEST ENTRY: SEKIBANKI BOSS BATTLE v1.02 (RC-3) RELEASE READY FOR DOWNLOAD!

This script is for 0.12m!

DL: http://www.bulletforge.org/u/sparen/p/halloween-contest-sekibanki-boss-battle/v/102

Actually less lag version.

Sparen

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Note: I've done a complete update of the main post for Pok?DigiDanmaku.

The post can be found here:
http://www.shrinemaiden.org/forum/index.php/topic,13738.msg952334.html#msg952334

Please do note that this project is still going strong and that I hope to release it within a few months (depends on how long it takes me to get the resources I need for Stage 6 and Extra Stage).

P.S. Looking for a new artist to make banners, and looking for someone with a decent copy of Sylveon's sprites. Serebii.net has really ugly sprites, nd I don't know if the Spriter's Resource has ones that I like.

Also, note that I decided that 6 difficulties are too much, so I went EoSD and decided that Very Easy Mode will dead-end at Stage 5. (Sort of makes sense given how ridiculously easy it is)

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Re: Sparen's Code Dump (Pok?DigiDanmaku Main Game Completed!)
« Reply #256 on: November 24, 2013, 03:09:19 PM »
KOGASA-UTSUHO PLAYER SCRIPT v0.03 (RC-1) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/kogasa-okuu-player-script/v/003

This is a WIP player script for my LOCAA 4 contest entry~

Please read the ReadMe and the description on BulletForge for more information!

KOGASA-UTSUHO PLAYER SCRIPT v0.04 (RC-2) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/kogasa-okuu-player-script/v/004

This is a WIP player script for my LOCAA 4 contest entry~

Now with a cut in and dps balancing!

Please read the ReadMe and the description on BulletForge for more information!

Edit: DDD R5 with music removed due to copyright infringement possibilities
« Last Edit: November 25, 2013, 01:19:52 AM by Sparen »

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku Main Game Completed!)
« Reply #257 on: November 28, 2013, 05:52:37 PM »
KOGASA-UTSUHO PLAYER SCRIPT v0.09 (RC-3) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/kogasa-okuu-player-script/v/009

This is my (no longer WIP) player script for my LOCAA 4 contest entry~

Now with a new shot type, correct rendering, etc!

Please read the ReadMe and the description on BulletForge for more information!

Sparen

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Notice:

Pok?DigiDanmaku is nearing completion. As a result, I will be looking for beta-testers to test all functions within the game and do a full sweep for bug checks. If all goes according to plan, I will be releasing the game before Christmas and will immediately begin work on LOCAA 4: Death Match in the Sky immediately afterwards.

Do expect a massive post filled with thanks, credits, and copyright infringement notices. (I think Pok?mon and Digimon will look aside because a) I'm advertising Pok?mon Conquest, which, for some reason, nobody seems to have heard of despite it being amazing, and b) Digimon needs to be advertised anyways).

I will be releasing the game with its own copy of Touhou Danmakufu 0.12m.

...And... that's it for now. I'm basically working on the Extra Stage Boss now.

Sparen

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Re: Sparen's Code Dump (LOCAA Contest 4 Submission!)
« Reply #259 on: December 01, 2013, 11:33:37 PM »
LOCAA Contest #4 Submission:
Death Match in the Skies



This is the main announcement post for my LOCAA Contest #4 Submission. This is my first ph3 script and comprises of a battle against Raiko and Nitori.

The code is... REALLY BAD. People should not attempt to base their systems and code off of this script. Never before have I randomly changed shot sheets in the middle of a script and since this is my first ph3 script, there are probably bugs galore hidden from the naked eye. Please do not take code from this project unless you want your project to break or work incorrectly.

Current Version: 1.03
Current Release Version: 1.03 [Download]
Current Release Package: 0.00 []

*Current Version is my current version. Current Release Version is the latest Devel release.
*All versions besides the final release will most likely be hosted as unlisted on Bulletforge, mainly due to the fact that the submission shouldn't really be too public until the entry is released.

Current Features
-5 Nonspells
-6 Spells
-Pretty Pretty Backgrounds
-Sunset bullets

Current Progress
-This script is completed

All Demo Versions
RC-2: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1061374.html#msg1061374
RC-3: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1063544.html#msg1063544
RC-4: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1066340.html#msg1066340

PREVIEWS
*I'm not going to post the Youtube links for the early versions. They can be found under the playlist "Sparen's Danmakufu" on my Youtube if anyone wants to view the videos, which, for the most part, are simply previews detailing my progress in ph3 as a whole and mainly showcase new developments.

DNHArt 59: Death Match in the Skies v1.01
VichyCatalan: Raiko & Nitori Script by Sparen
« Last Edit: June 29, 2017, 03:34:01 AM by Sparen »

Sparen

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BETA-TESTING OF POK?DIGIDANMAKU HAS BEGUN

Expected Release Data of Pok?DigiDanmaku: December 25, 2013

POK?DIGIDANMAKU v1.86 RELEASE READY FOR DOWNLOAD!

DL: Skype only; Contact me on Skype before December 25 if you would like to assist in the Beta-Testing process.
« Last Edit: December 22, 2013, 02:44:03 AM by Sparen »

Sparen

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POK?DIGIDANMAKU v2.02 (RC-6) RELEASE READY FOR DOWNLOAD!

DL: Skype only; Contact me on Skype before December 25 if you would like to assist in the Beta-Testing process.

...Changes from previous version?

Uh...

-Finished Extra Stage event, invincibility, touching up
-Music credits now live, debug controls turned off
-Ended up spending about an hour rebalancing Stage 5's bosses to not be harder than the final boss
-Fixed Glaceon Issue #5 out of like 30. Fixed Salamence issues (in theory)

I really don't want to push back the release date, but Stage 5 just underwent a frightening rewrite. I'll still try to get it out by Christmas.

Major thanks to the following people:
Spectral Nexus, PhantomSong, Shiizendame Hoshiteru, etc.

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku completed!)
« Reply #262 on: December 25, 2013, 03:28:15 PM »
POK?DIGIDANMAKU HAS BEEN COMPLETED!

Today is December 25, 2013, and I am proud to release Pok?DigiDanmaku.

This release is the culmination of one year and three months work. This project was started on September 28, 2012 in NetLogo 5.0.2. Work began on the player December 17, 2013. Thanks to Drake, Lunasa, and Helepolis, the player script was completed. Work began on the actual game February 19, 2013 and has continued on to this day.

A full list of credits can be found within the Pok?DigiDanmaku v2.## directory inside the script folder of the release package. However, I would like to spend a brief moment thanking those who contributed most to this project, in no particular order.

CK Crash/Onthenet, Drake, gtbot, Helepolis, Hunguil, Miransu/Victini/Mewkyuu, Neito/Ikaruneko, Ozzy/ExPorygon, PhantomSong, Shiizendame Hoshiteru, Spectral Nexus, TalosMistake, Trickysticks, TrollTrain

Additional code credits go to the following:
Professor Scissors and Shockman

Additional graphics credits go to the following:
Feilarco666, YuniNaoki, The Pok?mon Company, The Last Comer staff, Digimon, ZUN

And of course, the professors who inspired me and helped me (probably) without knowing about the existence of this project or their role in it
Mr. Brown-Mykolyk, Mr. Cocoros, Mr. Konstantinovich, and Mr. Usoroh

This project has been my gateway into Danmakufu. Three major scripts of mine have been published during its time based on the existing system, my LOCAA Contest 3 entry, my RaNGE Contest 10 Entry, and my Halloween Contest Entry. The first of the three formed the basis of the Extra Stage Boss of Pok?DigiDanmaku. The second formed the basis of the stage background code for Stage 5 of Pok?DigiDanmaku.

And so, the download link on Bulletforge:
http://www.bulletforge.org/u/sparen/p/pokdigidanmaku-alpha/v/204-rc7

Please note two things. Firstly, this come with Danmakufu pre-packaged. Secondly, the download link for the music can be found in the Bulletforge version description. Please note that all of the music is from Pok?mon, and that I need to deliver a shoutout to the fabulous composers that made the original soundtracks (which I have edited accordingly). An especially large shoutout goes to Arata Iiyoshi, Tsukasa Tawada, and Shinichiro Nakamura, who, as far as my sources say, composed the music for Pok?mon Mystery Dungeon Red/Blue/Time/Darkness/Sky, Pok?mon Colosseum/XD/Battle Revolution, and Pok?mon Conquest, respectively. They are responsible for all but two of the bgms used in this game.

Extra shoutout to Pok?mon Conquest: It's awesome. Get it. ^_^

Finally, I have one last thing to say to this community about this game.

This is most likely going to be the final script I ever release in Touhou Danmakufu 0.12m. Along with PhantomSong and some other scripters, I am learning ph3, as can be seen by the post for my LOCAA Contest 4 entry. From here on out, I'll be scripting in Touhou Danmakufu ph3. I will try to get more of my Danmakufu Tutorials done so that I can begin work on a ph3 transition guide. Other than that, if there are any glaring bugs that my beta-testers or I did not pick up, please notify me via Skype or via PM so that I can fix it. And yes, I will patch this thing until it works. XD

--Sparen of Ir?a
« Last Edit: December 25, 2013, 03:38:54 PM by Sparen »

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku completed!)
« Reply #263 on: December 28, 2013, 05:05:50 PM »
Hooray! Today, thanks to inspiration from GT and Ultima, I made a MOUSE PLAYER for ph3!!!

You control it based on the position of you mouse, it has autoshooting, and you bomb by right clicking. Whoohoo. Still supports arrow key movement... I think.

I might give a preview. ^_^

KOGASA-UTSUHO PLAYER SCRIPT v0.11 (RC-4) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/kogasa-okuu-player-script/v/011

This is my (no longer WIP) player script for my LOCAA 4 contest entry~

Now with a mouse and debug player, etc!

Please read the ReadMe and the description on BulletForge for more information!


For those of you who do not know, I'm working on a 0.12m to ph3 transition guide on the Danmakufu Wiki.
http://dmf.shrinemaiden.org/wiki/Sparen's_0.12m_to_ph3_Transition_Guide

It's still WIP although it should, after I fill in some remaining sections and read some more sample code, be a viable tool for those starting ph3 either from 0.12m or from a computer science background.





Well... looks like more hell has broken loose, mainly with a reported 7 FPS on Death Match in the Skies on Nonspell 3 when using KogasaUtsuhoA's bomb. Well... if each time suns are spawned, that's considered one spell objects... Let's just say that I reduced 5 suns per umbrella per 50 frames (lol) to 2.

12 umbrellas x 4 spawn times x 2 directions x net change -3 suns = 288 less ADD_ARGB rendered spell objects with manual setting of position.

...That SHOULD reduce lag. ^_^

KOGASA-UTSUHO PLAYER SCRIPT v0.12 (RC-5) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/kogasa-okuu-player-script/v/012

This is my (no longer WIP) player script for my LOCAA 4 contest entry~

Now with a mouse and debug player, etc!

Also, significantly less lag for KogasaOkuuA and the mouse player's bombs.

Please read the ReadMe and the description on BulletForge for more information!
« Last Edit: December 31, 2013, 09:44:05 PM by Sparen »

Sparen

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Re: Sparen's Code Dump (Pok?DigiDanmaku released!)
« Reply #264 on: January 04, 2014, 06:50:35 PM »
So whoohoo!!!! ph3 transition guide relatively usable, LOCAA4 entry almost done, and...


PREVIEWS!!!

http://youtu.be/J2Qx_Z5itTI

This video showcases the mouse player, the new system, the selection screens (thanks to GTBot for allowing me to adapt his code), and lots of other good stuff. It doesn't show the entire script, unfortunately, because the mouse player has horrid DPS compared to the *cough**cough* debug player and since it's best to hide the good better parts until the script is actually released to the public.

Note that there will be a beta-test available on Bulletforge before the official contest entry is released.

Also note that once 4 non-unlisted projects have been submitted to BulletForge (namely, the Artifact Contest entries), the featured project will (most likely/probably/according to my calculations) change from Experiment 354 to Hell's Famous Sisters.

Sparen

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Re: Sparen's Code Dump (Danmaku Dodging for Dummies!)
« Reply #265 on: January 06, 2014, 02:11:13 AM »
Danmaku Dodging for Dummies (ph3)



This is the main announcement post for my work in progress Danmaku Dodging for Dummies ph3 version. It is meant to be a step by step guide to teach people unfamiliar with danmaku how to dodge. It is a stage that has units, each of which has its own attacks. This project will coexist alongside my other projects, and I unfortunately cannot give a release date because I will be working on this project for an extended period of time.

Edit (Feb 22, 2014): I am quickly losing motivation to complete this project. Chances are I will only complete up to Unit 5

After a number of units, it will become more focused on actual dodging rather than new techniques, and I will include complete boss battles inside.

Current Version: 0.34
Current Release Version: 0.34 [Download R4]
Current Release Package: 0.00 []

*Current Version is my current version. Current Release Version is the latest Devel release.

Current Features
Unit 1: 9 attacks + Rumia Boss (3 attacks) + EX Rumia Boss (3 attacks) [Complete]
Unit 2: 9 attacks + Cirno Boss (5 attacks) + EX Cirno Boss (5 attacks) [Complete]
Unit 3: 9 attacks + Wakasagi Boss (5 attacks) + EX Wakasagi Boss (5 attacks) [Complete]
Unit 4: 9 attacks + Nazrin Boss (5 attacks) + EX Nazrin Boss (5 attacks) [Complete]
Unit 5: 9 attacks + Nue Boss (5 attacks) + EX Nue Boss (5 attacks) [Complete]

Current Progress
-This project has been terminated/is complete

All Demo Versions
R1: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1063328.html#msg1063328
R2: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1067107.html#msg1067107
R3: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1073117.html#msg1073117
R4: http://www.shrinemaiden.org/forum/index.php/topic,13738.msg1079699.html#msg1079699

Previews
http://www.youtube.com/watch?v=IcVdyB0Pp6I
http://www.youtube.com/watch?v=pTswzIohrkU
http://www.youtube.com/watch?v=Ik381KaTgp0
« Last Edit: June 29, 2017, 03:36:23 AM by Sparen »

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Sparen's Code Dump (Death Match in the Skies completed!)
« Reply #266 on: January 12, 2014, 03:38:58 PM »
LOCAA 4 DEATH MATCH IN THE SKIES v1.01a (RC-2) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/locaa-4-death-match-in-the-skies/v/101a

Here is my long-awaited? LOCAA 4 Contest Entry!

It features Raiko and Nitori, and is my first ph3 script!

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Sparen's Code Dump (Death Match in the Skies completed!)
« Reply #267 on: January 18, 2014, 05:10:39 PM »
DDD ph3 v0.12 (R-1) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/danmaku-dodging-for-dummies-ph3/v/r1

This is the first (unlisted, of course) testing release of my DDDph3. The purpose of this testing release is to confirm any difficulty spikes or bugs so that they can be fixed ASAP. If the font glitches become problematic, all future versions (and all future scripts) I make will have a font prepackaged and installed.

Please do not criticize boss choices. Giving Rumia coin bullets is not a legitimate complaint since Rumia can literally use any bullet in existence besides maybe music notes.

EDIT:
And no. The fact that it's version 0.12 is A COINCIDENCE. A coincidence, I say. -_-
How did I not notice that for like two weeks.
« Last Edit: January 27, 2014, 12:29:21 AM by Sparen »

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Sparen's Code Dump (Death Match in the Skies completed!)
« Reply #268 on: January 19, 2014, 03:35:26 PM »
LOCAA 4 DEATH MATCH IN THE SKIES v1.02 (RC-3) READY FOR DOWNLOAD!

DL: http://www.bulletforge.org/u/sparen/p/locaa-4-death-match-in-the-skies/v/102

Here is my LOCAA 4 Contest Entry: Death Match in the Skies!

This version brings support for ph3 [.1 pre1 test6], and has a font included, as well as a player script edit that allows (hopefully) the bomb name to fit on the screen in-game.

Sparen

  • Danmakufu Artist
  • Git ready, git set, PUUSH!
    • AFCDTech
Re: Sparen's Code Dump (Pok?DigiDanmaku, Death Match in the Skies released!)
« Reply #269 on: January 27, 2014, 12:38:11 AM »
Whoohoo! I gave the OP a serious makeover! I basically chopped the post in half by removing the wall of links nobody ever uses.

Also, DEC will have a post for itself in the near future. I plan to finish DDD ph3 first though, so that I have enough familiarity with ph3 in order to attack my second complete game.

I will need testers for the players (lol balancing). They will be uploaded to Bulletforge once the spriting is complete.

ALSO! I am looking for a graphic artist! Preferably, whoever takes on the job will finish it. -_-

http://sparenofiria.deviantart.com/journal/Looking-for-a-Digimon-Graphical-Artist-429405273



EDIT 2: DDDph3 video out + Flamon showcase: http://www.youtube.com/watch?v=IcVdyB0Pp6I
« Last Edit: January 28, 2014, 01:35:43 AM by Sparen »