Would you like a freeware danmaku boss designing game?
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Pixel_Outlaw
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Would you like a freeware danmaku boss designing game?
Ok before I start I'm wondering if anyone is interested in a non level based danmaku designer? It would be simple you design bullets and then how and where they are emited. It would be non programming based you simply set how many bullets how frequently and the way the emitters move. Hmm well this sounds lame but I think it would be much better than I could describe. It would feel more like a game than a tool. It would have premade scenes and sprites, you just design the bosses and couls share your designs.
What are your thoughts would a free danmaku designer interest you personally? I need to get a feel for how many people would enjoy a simple danmaku boss creator with a simple and effective user interface.
What are your thoughts would a free danmaku designer interest you personally? I need to get a feel for how many people would enjoy a simple danmaku boss creator with a simple and effective user interface.
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.
No, this game is not Space Invaders.
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landshark
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With an online downloadable list of available bosses 
That's something I always wanted to do, just never got around to it. You connect, browse the list of existing designs, select one, download, and play.
That's something I always wanted to do, just never got around to it. You connect, browse the list of existing designs, select one, download, and play.

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sjewkestheloon
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RotateMe
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Yeah such a list would be nice. What I'd like would be that you can construct the robot from various parts (main body and side arms) and each arm would have set patterns which you can easily preview. People who would want to go deeper in the mechanics could have the option to design own parts.
Result would be that you could either combine patterns or create your very own. But Yes I want it whatever it would turn out
Result would be that you could either combine patterns or create your very own. But Yes I want it whatever it would turn out
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Pixel_Outlaw
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I'm glad to see some interest. I'll start if there are 20 positive votes. I plan to make some very original pattern systems. I'm thinking of an orbiting system of bullet emitters. You would get more flower petal based patterns. The robot idea is great. it diverges a bit from what I had in mind but something could be done with interchangable limbs and parts.
I can't really do a online list however. We could make a page with your custom bosses uploaded as files. You could have a picture and the file hosted below. The members simply dl and play your boss. Then we compare scores it is like an infinate set of danmaku bosses for you to create and try.
I can't really do a online list however. We could make a page with your custom bosses uploaded as files. You could have a picture and the file hosted below. The members simply dl and play your boss. Then we compare scores it is like an infinate set of danmaku bosses for you to create and try.
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.
No, this game is not Space Invaders.
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Nuke
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Who the hell said no thank you, and why? 
Trek trough the Galaxy on silver wings and play football online.
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Blade
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I also have this semi hope of being able to customize the popcorn and such enemies that are thrown at me, you know, control flying formations and other such things.
The world would be a better place if there were less shooters and more dot-eaters.
Jesus' BE ATTITUDE FOR GAINS:
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2. Merciful Peacemaker
3. Suffer for Righteous Desire
Jesus' BE ATTITUDE FOR GAINS:
1. Pure, Mournful, Humble Heart
2. Merciful Peacemaker
3. Suffer for Righteous Desire
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Pirate1019
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Pixel_Outlaw
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This will certinly come together better when you see my concept in action.
Each "emitter" is it's own enemy. These emitters circle a central point with a radius,angle and speed (degrees per cycle)that you provide. This alone gives many many choices.
For example a radius of 0 means that the bullets are only produced in one spot. The emitter doesn't change it's position.
Now if we set the radius to something other than 0 and the speed to 0, the emitter is held at an angle from it's x an y position with no movement.
If you want to make the patterns jump from point to point along the radius you set the angle incrimenter to a non zero number and this happens.
The final effect is gotten by setting all three values to a non 0 number and you get a rotating, shooting emitter.(Very interesting to dodge).
Those are just the emitters! There is also controll over each type of bullet.
There can be bullets of different colors sprites and abilities.
-Homming bullets, these chase the player for a set amount of cycles.
-Directional Changing-These move in one direction then suddenly change in another direction based on a set number of cycles.
-Aimed shots A shot fired at a player's current position with no homming
Within these 2 catagories you will be able to specify things:
Life-this is how long the bullet lives measured in cycles. (can be set to infinate-bullets die after going offscreen.)
Homing-True or false
But wait there's more!
Now you will be able to controll how often an emitter shoots based on the concept of timers, Each node will have up to three timers. these timers can fire a burst at a preset time then reset it'self again for that set time.
I will also include a "random" function that can be set in any varable for direction.
These are just some rough concepts. I hope to get a good GUI working.
I hope this info better helps you get an idea.
here is a diagram of how the emitter system works.

* cough cough 1796 shots*
These are fixed emitters with a set angle and no speed

Each "emitter" is it's own enemy. These emitters circle a central point with a radius,angle and speed (degrees per cycle)that you provide. This alone gives many many choices.
For example a radius of 0 means that the bullets are only produced in one spot. The emitter doesn't change it's position.
Now if we set the radius to something other than 0 and the speed to 0, the emitter is held at an angle from it's x an y position with no movement.
If you want to make the patterns jump from point to point along the radius you set the angle incrimenter to a non zero number and this happens.
The final effect is gotten by setting all three values to a non 0 number and you get a rotating, shooting emitter.(Very interesting to dodge).
Those are just the emitters! There is also controll over each type of bullet.
There can be bullets of different colors sprites and abilities.
-Homming bullets, these chase the player for a set amount of cycles.
-Directional Changing-These move in one direction then suddenly change in another direction based on a set number of cycles.
-Aimed shots A shot fired at a player's current position with no homming
Within these 2 catagories you will be able to specify things:
Life-this is how long the bullet lives measured in cycles. (can be set to infinate-bullets die after going offscreen.)
Homing-True or false
But wait there's more!
Now you will be able to controll how often an emitter shoots based on the concept of timers, Each node will have up to three timers. these timers can fire a burst at a preset time then reset it'self again for that set time.
I will also include a "random" function that can be set in any varable for direction.
These are just some rough concepts. I hope to get a good GUI working.
I hope this info better helps you get an idea.
here is a diagram of how the emitter system works.

* cough cough 1796 shots*
These are fixed emitters with a set angle and no speed

Last edited by Pixel_Outlaw on Sun Dec 03, 2006 8:00 pm, edited 1 time in total.
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.
No, this game is not Space Invaders.
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RotateMe
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Pixel_Outlaw
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RotateMe
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Pixel_Outlaw
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Yes the bullets are unfiltered. I'm doing this to maintain lower color counts and improve overall speed. I'm having a very good artist assist me. Goes by Bisque. It will have anime cute em up graphics. She does some really cool art.
I've just started the project and i would say it's in it's infancy.
I have started without the 20 votes I called for.
Here are some more pics from the shmup-dev site.
http://www.shmup-dev.com/forum/index.ph ... sg7913#new
I'll post a link to Bisque's gallery of art too.
Please respect her art and don't steal/edit.
http://www.pixeljoint.com/p/787.htm
I've just started the project and i would say it's in it's infancy.
I have started without the 20 votes I called for.
Here are some more pics from the shmup-dev site.
http://www.shmup-dev.com/forum/index.ph ... sg7913#new
I'll post a link to Bisque's gallery of art too.
Please respect her art and don't steal/edit.
http://www.pixeljoint.com/p/787.htm
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.
No, this game is not Space Invaders.
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Pixel_Outlaw
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Not all patterns will form flower shapes. You can get quite creative.

(This has far to many shots in the side sweeping emitters, but you get the idea.)
I suppose this could be moved to the development section where it will fade into the forum depths. I've gotten the 20 votes i asked for.
(This has far to many shots in the side sweeping emitters, but you get the idea.)
I suppose this could be moved to the development section where it will fade into the forum depths. I've gotten the 20 votes i asked for.
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.
No, this game is not Space Invaders.
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Pixel_Outlaw
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shiftace
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I've wanted to say something about this since you started the thread, but it's hard to find the right words. I didn't vote either way, but I think you're taking a bad approach. In short, angle sweeps and epicycles give you some descriptive power, but still have some nasty limits, and I don't think that GUI-based scripting is a good idea in general.
I suspect that you're making a compromise between what's really expressive, i.e. a special-purpose scripting language like BulletML or Nomltest, and what's easy to program, i.e. forcing everything to make an angle sweep while moving on a circle (which is also more amenable to a GUI). So I hope you succeed with it, but it doesn't sound very compelling.
And I'm sure I'd come across less arrogant if I actually programmed something sometime, sigh.
I suspect that you're making a compromise between what's really expressive, i.e. a special-purpose scripting language like BulletML or Nomltest, and what's easy to program, i.e. forcing everything to make an angle sweep while moving on a circle (which is also more amenable to a GUI). So I hope you succeed with it, but it doesn't sound very compelling.
And I'm sure I'd come across less arrogant if I actually programmed something sometime, sigh.
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"As long as you keep an open mind."
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Pixel_Outlaw
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I have plans to make this work. Each emitter has timers and patterns-as many as your computer will hold. Plus you have can have some aimed shots to break up the pattern weaving. I know how to make very complex designs myself but it;s not practical for me to make a system to let the player make other scripted events like Game Maker. There are many patterns that you can make that arn't apparent right away. I might add paths later. Variety has been a large concern since the start, while this doesn't appear to be an orthodox solution but it's better than you'd think. I've shown up to this time each emitter firing only one shot, this wn't be the case. The shots are very bland compared to what you can really do with this simple system.
It will be a burst type pattern maker but you dont have to have all emitters circling one point making a single pattern.
My main focus in this project is an infinate varitey ot patterns that are easy to understand and use. There is more here than meets the eye I can assure you.
It will be a burst type pattern maker but you dont have to have all emitters circling one point making a single pattern.
My main focus in this project is an infinate varitey ot patterns that are easy to understand and use. There is more here than meets the eye I can assure you.
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.
No, this game is not Space Invaders.
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RotateMe
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Pixel_Outlaw
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Sadly My entry "Attack Force Duo" was lost to a virus. I lost most of my files and all of my source for my games. I really have nothing anymore but .exe versions of my games.RotateMe wrote:Are you already taking part in the AutoFire Shooting Competition 06 (or what it's name is)? If not than give the ship the ability to auto-fire and post this game!
I won't have time to finish this for the compo it's just a side game.
Could anyone give my tha Japanese symbols for "Danmaku Artist" I would like to pay tribute to the origin of these games.
I think the key to this game will be working on a system of timers. I might add some splines for movement but like I said before, this is meant to make some quality levels in a few minutes. I'm not the best programmer ever, I'm trying to work with the tools I have and learn some new ones at the same time.
Right Now I'd like the (Kanji?) symbols for the title.
Some of the best shmups don't actually end in a vowel.
No, this game is not Space Invaders.
No, this game is not Space Invaders.
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Pixel_Outlaw
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Nuke
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Looks teh awesome, those angry cactuses are a neat little touch!
Trek trough the Galaxy on silver wings and play football online.

