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Danmaku Fortress 2

Discussion in 'Off Topic' started by Gamecubic, Mar 19, 2010.

  1. Gamecubic

    Gamecubic L1: Registered

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    Just forget about this. Since you seem unable to read that I DID NOT MAKE THE DANMAKU (bullet hell) YET.
     
    Last edited: Mar 19, 2010
  2. Tapp

    Tapp L10: Glamorous Member

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    Be VERY cautious about this project, seeing as though you are taking content and ideas from two games.
     
  3. luxatile

    aa luxatile deer

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    What, are you planning on a paid download? Because that would be a million times worse, legally speaking. If you just make this as a tiny little project, I'm sure neither Valve nor the Touhou developer would care (especially not Valve).
     
  4. Retroid

    Retroid L5: Dapper Member

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    You even programmed this or have you just replaced some assets with TF2 ones? Seems very bizare that you would go on to try and sell what basically is a merge of assets from one game and another...

    I'm just going to tell you now; I'm out.

    [​IMG]
     
    • Thanks Thanks x 3
    Last edited: Mar 19, 2010
  5. Gamecubic

    Gamecubic L1: Registered

    Messages:
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    As far as I know, this is the code I made for DF2's menu
    Code:
    task MenuScreen(let choicemax) {
    	let choice = 0;
    	let trig = false;
    	
    	PlayMusic(CSD ~ "bgm\STAGE.CREDITS.mp3");
    	
    	MenuScreenBackground;
    	
    	while(!trig) {
    		if(GetKeyState(VK_UP) == KEY_PUSH) {
    			choice --;
    			PlaySE(CSD ~ "sfx\MENU.MOVE.wav");
    			}
    		if(GetKeyState(VK_DOWN) == KEY_PUSH) {
    			choice ++;
    			PlaySE(CSD ~ "sfx\MENU.MOVE.wav");
    			}
    		
    		if(choice < 0) {
    			choice = choicemax;
    			}
    		if(choice > choicemax) {
    			choice = 0;
    			}
    		
    		MenuScreenChoice(CSD ~ "img\MENU.CHOICE.1.png", 42, 320, 206, 356, 0);
    		MenuScreenChoice(CSD ~ "img\MENU.CHOICE.2.png", 42, 356, 209, 392, 1);
    		
    		Wait(1);
    		
    		if(GetKeyState(VK_SHOT) == KEY_PUSH) {
    			PlaySE(CSD ~ "sfx\MENU.SELECT.wav");
    			
    			trig = true;
    			
    			alternative(choice)
    				case(0) {diff = "N";}
    				case(1) {diff = "L";}
    			}
    		}
    	
    	FadeOutMusic(CSD ~ "bgm\STAGE.CREDITS.mp3", 60);
    	
    	Wait(60);
    	
    	Stage1;
    	
    	InGame = true;
    	
    	task MenuScreenBackground {
    		let off = 256/60;
    		let alpha = 255;
    		
    		let obj = Obj_Create(OBJ_EFFECT);
    		Obj_SetPosition(obj, 0, 0);
    		
    		ObjEffect_SetTexture(obj, CSD ~ "img\MENU.BG.png");
    		ObjEffect_SetRenderState(obj, ALPHA);
    		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
    		ObjEffect_SetLayer(obj, 8);
    		ObjEffect_CreateVertex(obj, 4);
    		
    		ObjEffect_SetVertexUV(obj, 0, 0, 0);
    		ObjEffect_SetVertexUV(obj, 1, 640, 0);
    		ObjEffect_SetVertexUV(obj, 2, 640, 480);
    		ObjEffect_SetVertexUV(obj, 3, 0, 480);
    		
    		while(!trig) {
    			ObjEffect_SetVertexXY(obj, 0, 0, 0);
    			ObjEffect_SetVertexXY(obj, 1, 640, 0);
    			ObjEffect_SetVertexXY(obj, 2, 640, 480);
    			ObjEffect_SetVertexXY(obj, 3, 0, 480);
    			
    			Wait(1);
    			}
    		
    		while(alpha > 0) {
    			ascent(i in 0..4) {
    				ObjEffect_SetVertexColor(obj, i, alpha, 255, 255, 255);
    				}
    			
    			ObjEffect_SetVertexXY(obj, 0, 0, 0);
    			ObjEffect_SetVertexXY(obj, 1, 640, 0);
    			ObjEffect_SetVertexXY(obj, 2, 640, 480);
    			ObjEffect_SetVertexXY(obj, 3, 0, 480);
    			
    			
    			if(alpha > 0) {
    				alpha -= off;
    				}
    			else {
    				Obj_Delete(obj);
    				}
    			
    			Wait(1);
    			}
    		
    		Obj_Delete(obj);
    		}
    	
    	task MenuScreenChoice(let g, let x1, let y1, let x2, let y2, let pos) {
    		let width = x2 - x1;
    		let height = y2 - y1;
    		
    		let obj = Obj_Create(OBJ_EFFECT);
    		Obj_SetPosition(obj, 0, 0);
    		
    		ObjEffect_SetTexture(obj, g);
    		ObjEffect_SetRenderState(obj, ALPHA);
    		ObjEffect_SetPrimitiveType(obj, PRIMITIVE_TRIANGLEFAN);
    		ObjEffect_SetLayer(obj, 8);
    		ObjEffect_CreateVertex(obj, 4);
    		
    		ObjEffect_SetVertexUV(obj, 0, 0, 0);
    		ObjEffect_SetVertexUV(obj, 1, width, 0);
    		ObjEffect_SetVertexUV(obj, 2, width, height);
    		ObjEffect_SetVertexUV(obj, 3, 0, height);
    		
    		if(pos != choice) {
    			ascent(i in 0..4) {
    				ObjEffect_SetVertexColor(obj, i, 127, 255, 255, 255);
    				}
    			}
    		
    		ObjEffect_SetVertexXY(obj, 0, x1, y1);
    		ObjEffect_SetVertexXY(obj, 1, x2, y1);
    		ObjEffect_SetVertexXY(obj, 2, x2, y2);
    		ObjEffect_SetVertexXY(obj, 3, x1, y2);
    		
    		Wait(1);
    		
    		Obj_Delete(obj);
    		}
    	}
    So yes I programmed it.

    And the program I use to make DF2 (Touhou Danmakufu) has like one image that comes packed in it for use in scripts so it's NOT a texture replacement.

    And to clear the stuff about "no free download" I mean "no download". I'm only doing this for fun, I don't want ANYTHING from this project Except to get better at programming. I will upload a video of the result, but that's about it. It's what most people on Nico do anyway.

    Somehow, I knew it would be a bad idea to post this here. I won't tell WHY I thought it was a bad idea, though.
     
  6. FaTony

    FaTony Banned

    Messages:
    902
    Positive Ratings:
    160
    Can't see shit there. Just black screen.
     
  7. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    680
    What's the point of that.
    "Oh I'm going to start a project people might be interested in, post about it on a few forums, then tell them 'oh never mind I'm just doing this for practice and even if I get this game finished you can't play it!'"

    I don't follow.