Game Maker Danmaku Engine
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Game Maker Danmaku Engine

BloomDev v1.0.2 I don't recommend actually using this engine. I'm leaving everything untouched for archival purposes, but it's pretty bad. Description BloomDev is a new application designed to make creating Touhou danmaku games very easy. It has a built-in code editor and interface for creating the bullets, characters, and enemies that will appear in your game.

And BloomDev compiles your project into a distributable.exe application and.dat datafile so your game can execute all by itself! Games made in BloomDev run on Bloom Engine 2, the same engine used in Iridescent Bloom. In other words, the engine will automatically update itself inside your game as I release new versions, even after you distribute copies! Important info: - I realize now how glitchy and bad the editor is. I'd recommend editing the files outside it for now, and use the editor only for compiling and configuration! - The language used for coding is called GML, see info below - Stage files must be edited outside the program for now - Please ask for help - I'm not very good at structuring topics. I'll be compiling some documentation soon, but for now if you have any questions, please PM me or something.

Game Maker Danmaku EngineGame Maker Danmaku Engine

Thank you for your interest in Alphasix, a one vs. One top-down shooter created in the Game Maker engine by Radical Poesis Games & Creations. If movement seems to move by its own, erratically, or the danmaku attacks are triggered without the you even pressing anything, the problem is probably your joystick.

Help for learning GML: Screenshots: Download. I never programmed it to change the registry. Maybe it's something from Visual Basic? Because I used VB to make it. Oh, and I'll be adding more things to the engine soon, such as dialog and an actual end game screen. The enemy's step code isn't that complicated, it just uses a pattern generated with Bullet Pattern Studio.

I included Bullet Pattern Studio in the zip. You can use it to generate code for spell cards and enemy patterns, just export as a GM8 code and paste it in the code editor, in a logical place. Here's a tutorial on how to use it. Some feedback: It looks nice so far, but there are a few things that bug me: 1.

I'm confused about any form of player/enemy/boss/bullet sprites that are animated, how would one implement them? (How far does the spacing need to be between subimages, is there a restriction on sprite/subimage size, etc.)? I watched the bullet pattern studio tutorial, I'm assuming BPS exported code is compatible with BloomDev and should go into the step event? (since the draw event is nonexistent in BloomDev) 3.

You have tabs for making players, bullets, enemies, player bullets, but not bosses and spellcards (unless they're variants of enemies, in that case I'm as blind as Rumia in her own darkness). I hope that will be remedied in a later version. I still prefer Game Maker 8 over this, but that may change in the future. You are off to a good start though! Woooohooo I made one spellcard HAXXEEED PWNED 1337 it looks pretty cool I think.

I only couldn't fix the boss sprite * Spellcards doesn't have timelimit? * The screen in the bullet pattern editor is bigger than in the game, so I needed to fix boss position in the generated code: * When I create a spellcard using the editor, which difficult is considered there? I can't beat my own spellcard on lunatic =( * If you use single quotes in the spellcard name (like 'Shikigami ' s Shot'), it crashes the game. Lookin' pretty good I like the bullets you chose here, they go well together. And you can't just use any boss sprite directly from the Touhou datafiles if that's what you tried to do there. It requires a bit of editing, just look at the boss sprite sheet in the example game.

The engine automatically breaks the sheet down into a set of 5 frames, each 1/5 of the width of the whole sheet. The first 4 frames are for the normal animation. The 5th frame is an optional image that can be used for attacks. (I'll document how to do that later). Well, I checked it out a little more and the Bullet Pattern Studio is certainly lacking. Is it still being updated? Did you make it?

Criticism is a little hard because a lot of problems stem from obvious draw backs such as no lasers, and the fact that slaves can only orbit the enemy. It's unintuitive for the slaves to only be positioned by radial coordinates. I wanted to make something like Marisa's Light Blast 'Shoot the Moon' and I'm not sure its possible (ignoring the fact that the game can't make lasers). Well, I checked it out a little more and the Bullet Pattern Studio is certainly lacking. Is it still being updated?

Did you make it? Criticism is a little hard because a lot of problems stem from obvious draw backs such as no lasers, and the fact that slaves can only orbit the enemy. It's unintuitive for the slaves to only be positioned by radial coordinates. I wanted to make something like Marisa's Light Blast 'Shoot the Moon' and I'm not sure its possible (ignoring the fact that the game can't make lasers). Why Game Maker?

GML implements arrays very poorly, and it's a scripting language, which tend to run slower then compiled languages. Plus, GML is interpreted by LUA, which I heard is also a slow language. I guess these didn't turn out to be a problem since you've already been working with Game Maker, GML, and this engine? Torrent Nfs Underground 2 Pc Iso. From what I've heard, and experienced to some extent, Game Maker isn't bad.

However, it's meant to make game making accessible to the less computer (specifically coding) savvy user, and as a result it becomes exponentially worse with increasing complexity. Do you think that's true? GML has functions restricted to the full version of Game Maker. Can we use those restricted functions? I've got some patterns on my mind that I want to try making, so I really want to try your program. I actually decided to go with Danmakufu ph3 because I kinda felt it would take me longer to learn your GUI then it would for me to pick up how it's code worked.

Now that I've made my first pattern in Danmakufu I think I might try to implement the same pattern in Bloom Dev and see how they compare.