[PC]Danmaku Unlimited 2 - bullet hell shmup [RELEASED!]

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Doragon_Foxbat
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[PC]Danmaku Unlimited 2 - bullet hell shmup [RELEASED!]

Post by Doragon_Foxbat »

Hi everyone, there was recently a post about this in the ios version thread, but I'd like to make a more official announcement that the indie bullet hell shooter Danmaku Unlimited 2 will be coming to the PC!

It has been a labor of love for me, working on it full-time for the past year, to make this game, designed in the style of doujin and CAVE shooters (two of my favorite things), with music from the Japanese indie artist BLANKFIELD (check out his music even if you're not interested in the game, it seriously ROCKS).

feature list for the game:
- 5 stages with 4 difficulty settings
- 2 different game modes: one based off the normal/beam mechanics of the original Danmaku Unlimited and a new "burst" mode with bullet cancel mechanics.
- customize-able fighter with a light RPG-like progression system
- boss rush / free-play mode
- multiple resolutions with 1080p support
- controller support

A demo is available on indieDB and the full game should be available soon once I work out the distribution methods. (of course the iOS version is available now :) )

trailer for the iOS version: http://youtu.be/69EtoPH3U7g

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Last edited by Doragon_Foxbat on Fri Aug 09, 2013 6:50 pm, edited 2 times in total.
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cools
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by cools »

tate mode?
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matrigs
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by matrigs »

awesome - i played it on ios and loved it. with tate mode, would definitely play again.
Doragon_Foxbat
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by Doragon_Foxbat »

sure thing! Shouldn't be too difficult to put that in :)
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Adderall
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by Adderall »

love the music... reminds me of BULB
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emphatic
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by emphatic »

Wow, that staccato music fits the game so well. Very nice look to the game as well. Here's another vote for TATE.
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Aleksei
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by Aleksei »

:P I've also played the ios version and it rocked, also, I have to say, a PC version of any shmup is always appreciated.
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HeLGeN-X
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by HeLGeN-X »

I'll definitely buy your game if it has tate mode for PC. I played your first one, great game.
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NoMaD
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by NoMaD »

The demo runs great, good stuff. :D Blankfield's djenty soundtrack is absolutely incredible.
If it's not already in the works, is it possible to add full keyboard/pad rebinding (and not just the shot keys)? I generally don't like using the arrow keys.

That said, you definitely have my support when a distribution method is decided. 8)
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Reiko
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by Reiko »

Seems like a cool game from the demo. The Extreme difficulty is fun and keeps you on your toes but doesn't feel stupidly hard. That being said, it is only stage 1, but it was enjoyable enough that I played it through 6 or 7 times. I can see myself playing the full game. :)

Only thing is I couldn't really work out the scoring system. Seems like grazing, point blanking and using the specials among other things affects it though.
Cagar
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by Cagar »

Like I said already, great game, works well, insta-buy!
Approx. release date? Days, weeks or months?
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BPzeBanshee
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by BPzeBanshee »

Game crashes on startup for me during command-line sequence. Any way to get that console to output to a file?
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lemonhead
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by lemonhead »

Nice! I'd like a little bit smaller ship, for my screen is too much large, but it's a port, so ok.
Doragon_Foxbat
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by Doragon_Foxbat »

BPzeBanshee wrote:Game crashes on startup for me during command-line sequence. Any way to get that console to output to a file?
I'll try to put in that capability in the next demo version together with tate mode. In the mean time what are the specs for your PC (operating system, graphics card)? because it seems most of the issue so far is compiling the shader on Vista..

@Cagar: a couple weeks :)
strykr
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by strykr »

Looks great,

Getting a shader error on the laptop, but if this has a tate mode it'll be an instant purchase for me, will it be xp compatible?
And second the vote for being able to redefine keys, would like to play it on the Astro. :D
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by Cagar »

You should also make saving possible for next demo (?) I would love to try the ship upgrades and develop some strategies.. or is progress saving OFF because it's demo? :)
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BPzeBanshee
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by BPzeBanshee »

Doragon_Foxbat wrote:
BPzeBanshee wrote:Game crashes on startup for me during command-line sequence. Any way to get that console to output to a file?
I'll try to put in that capability in the next demo version together with tate mode. In the mean time what are the specs for your PC (operating system, graphics card)? because it seems most of the issue so far is compiling the shader on Vista..
I'm running a Win7 64-bit machine with an i3 and Intel Integrated graphics. Tried installing to other locations and running from there, didn't work either.
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Reiko
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by Reiko »

A few bugs to report:

- On the "are you sure?" screens, if you press the button twice quickly you can choose "yes" twice. Which doesn't do anything bad, but makes the text start to fade out, then start over and fade out again.
- The front part of the player ship seems to lag behind the rest of the ship by 1 frame or so when moving. Dunno if on purpose.
- You need to make the game change the working directory to the game folder when it opens. If you try running the game from command line like this:
C:\Users\Reikooters>"C:\Program Files (x86)\Danmaku Unlimited 2 Demo\DU2.exe"
It will complain that the game can't find any of its assets. This is because the working directory isn't the game's folder. Running from the shortcut in start menu/desktop only works because the working directory is set in the shortcut. But the proper practice would be to make the game do it.

Don't know with what language you are writing the game, but this is how I do it in C++. This code is platform-specific and will work on windows only. If you plan to release on Mac and Linux, you'll have to work out how to do it on those, probably using wcs_chdir() from unistd.h instead of _wchdir().

Code: Select all

void Application::setCurrentWorkingDirectory() const
{
#ifdef _MSC_VER
	int pathLen;
	int bufferLen = MAX_PATH;
	DWORD lastError = 0;
	wchar_t *pathBuffer = NULL;

	do
	{
		// Create a buffer for the program directory
		pathBuffer = new wchar_t[bufferLen + 1];
		memset(pathBuffer, '\0', sizeof(wchar_t) * (bufferLen + 1));

		// Put the full path + executable filename into the buffer
		pathLen = GetModuleFileNameW(NULL, pathBuffer, bufferLen);

		// Check if an error occurred
		lastError = GetLastError();

		if (lastError == ERROR_INSUFFICIENT_BUFFER)
		{
			// Free memory allocated for the buffer
			delete [] pathBuffer;
			pathBuffer = NULL;

			// Double the size of the buffer
			bufferLen *= 2;
		}
	}
	// Keep trying until GetModuleFileNameW() is successful
	while (lastError == ERROR_INSUFFICIENT_BUFFER);

	if (pathBuffer)
	{
		/* Backtrack from the end of the buffer, truncating off one character
		 * at a time, until the start of the filename is found, so that we are
		 * left with only the program path */
		for (int i = pathLen - 1; i >= 0; --i)
		{
			if (pathBuffer[i] == L'\\' || pathBuffer[i] == L'/')
				break;
			pathBuffer[i] = L'\0';
		}

		// Change working directory to point to this directory.
		_wchdir(pathBuffer);

		// Free memory allocated for the buffer
		delete [] pathBuffer;
	}
#endif
}
Anyways, looking forward to the finished version :) Made a quick video of each mode on youtube.

Burst: http://www.youtube.com/watch?v=TJzUu0AOV5U
Classic: http://www.youtube.com/watch?v=veowSBaH8qM
Tatanak
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by Tatanak »

Have a look to this video - http://www.youtube.com/watch?v=YI1AW0LrueY
It´s from the best DU2 player on iOS - Bartuc.
Doragon_Foxbat
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by Doragon_Foxbat »

@Reiko awesome! thanks for the advice, i'll work that into the code (very much a noob at PC programming, been doing strict iOS work for the last couple of years).

certain bits of the plane are suppose to "lag" behind, it's to create the illusion that it's tilting, the effect is more noticeable/natural with touchscreen controls but I left it in because otherwise it would just look like a static 2D sprite haha.
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by Kaspal »

Not working for me. if i run it on windowwed or full screen, it just stays with a black screen. no sound no nothing.

is there something i need to do b4 i can actually play the demo? i LOVE the iOS version (bought it the very 1st week), and would love some PC love!.
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Cagar
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by Cagar »

Classic extreme, daymn
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casualcoder
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by casualcoder »

I just downloaded this on my iPad 2 days ago and thought to myself "too bad this isn't on PC, this game deserves a better input mechanism"... Never was a wish granted so fast. Awesome news!
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matrigs
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by matrigs »

awesome in tate:

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:)
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nasty_wolverine
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by nasty_wolverine »

some how i am not able to download this!!!
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Cagar
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by Cagar »

Being able to practice bosses in free play should be possible, consider it if it's not too hard to implement.
Also, safespot(s) right here at stage 3 boss, because those red big cancelling bullets have too small hitbox. You can just stay still at somewhere along that red line:
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by SuperSoaker360 »

Can someone shine some light on what I should be doing in order to score in Classic? I'm not quite sure what would be the best thing to do in order to really strike the gold mine.
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Doragon_Foxbat
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by Doragon_Foxbat »

Hi everyone, just letting you know that a Steam Greenlight page is now up for the game! Please vote and help get the game on Steam!
Cagar
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by Cagar »

Doragon_Foxbat wrote:Hi everyone, just letting you know that a Steam Greenlight page is now up for the game! Please vote and help get the game on Steam!
Told everyone to vote yes.
Good luck with this, I think it would be the first shmup ever to be greenlit...
EDIT: What's your next choice if this fails?
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BPzeBanshee
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Re: Danmaku Unlimited 2 - bullet hell shmup [PC]

Post by BPzeBanshee »

I'd be surprised if this actually got through Steam Greenlight. With that being said however, failing Greenlight is not the end of the world: IndieCity exists among other sites to digitally distribute, hell maybe even GoG if you're one for the #NoDRM approach.
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