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Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: novaxdruid on August 08, 2011, 04:39:15 AM

Title: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 08, 2011, 04:39:15 AM
This is still very much in a "development phase" (as in, no prototype or alpha). To shorten this, I'll simply post my game design document. It's still very much in the rough phases and will have many mistakes.

Touhou FPS
==========

Mechanics
---------
Basically, I want to combine aspects of the fighting series, with that
of the schmups into a FPS experience

Strong "bullet" - Main Fire
Weak "bullet" - Alt. Fire
*both allowing to be charged up if held

Melee - Special Key/Bind
Special ability - Special Key/Bind

Spell Card - Item

Flying/Boosting - Special Key/Bind


Issues
------
Special Ability
- Determining whether or not if Special ability doesn't fall into the
same area as Spell Card.

Flying/Boosting
- Using the mechanics from the fighting series and the "cyborg" from
Ghouls Vs. Humans.

Defense/Blocking
- An idea in the making. Right now, can't think of a proper way to
implement it in.

Graze
- Similar to the fighting games, happens when using "Fly/Boost"

Death
- Either a faint/fall animation like those of the fighting games, or
the schumps way of exploding into many P blocks (to possibly be
collected by other players)
  - Normal death could be the faint/fall while the "gib" could be the
    exploding into P blocks

Voices
- In keeping with tradition of Touhou games not having voices, it would
be wise to do the same. However, that doesn't mean I'm against having
voices. Just means more work though.

Crouching
- If allowed, means more sprites need to be worked on. Also means maps
need to be made with possible no crouching areas (if not allowed) to
not break the game.

Mouse and Keyboard Controls
- I don't use a mouse and keyboard for fps's on my computer. I use a
gamepad (360 controller). I need someone to help me adjust controls
and to see if this possible with this setup.

My 360 gamepad example setup:
(http://i868.photobucket.com/albums/ab246/NovaxSiryx/th_touhoufpscontrolsprototype.jpg) (http://s868.photobucket.com/albums/ab246/NovaxSiryx/?action=view&current=touhoufpscontrolsprototype.jpg)

Pickups
- For the most part, the spell cards that all the characters could use
in the fighting series I feel should be a picked up item. Health items
might draw out battles too much or make it seem too unfair

Passive Abilities
- Abilities the character has from the beginning. An example would be
Notori being able to breath underwater or Moukou not taking any fire
damage
  - An idea of making it a list and choosing one similar to perks
    in CoD...

Lunatic Mode
- A mode where one shot instantly kills/"gibs" the player similar to
the schump series. Number of lives depends on how long one wishes to
keep the game going. I would feel no more than 5 at the max.

Melee
- I want the melee to be able to be done even while "charging" up the
bullet attacks. This is similar to Duke Nukem 3D in how you could shoot
your gun and attack with your foot.

Playable Characters
- Well, since I'd like to use the sprites of the fighting series, those
will mainly be what characters are available. However, that doesn't
dismiss others as long as they are portrayed in the same style.

Costumes
- Not dismissing it, but will require extra sprite work in order to do
it.


Resources
---------
Basically using sprites, sounds, etc from the official entries with much
customizing to achieve a similar look. However, that doesn't mean it will
solve all of the issues.

Sprites
- Characters
  - Edited versions of the fighting series to create a 3D view of said
    character
- Spells and Effects
  - Same as characters
- Sounds
  - Any official Touhou entry
- Music
  - Any official Touhou soundtrack
  - Remixes
    - would like the remixes to be edited so that when looped sound like
      they fit than just that "repeating" effect


Story
-----
- Still in development...

Voice Acting
------------
If I do decide to do voice acting, it will basically follow these
guidelines

Playable Characters
- Taunt(s)
- Searching/Landing from a height
- Being Hit
- Death yell/scream

Announcer
- Ultimately depends what game modes will properly fit this mod


Help Wanted/Needed:
Spriters:
Need any that are willing to edit/create based upon the style of the fighting game series. As for the first person perspectives, I need many spriters there.

Coders, Mappers, Etc.
Basically anyone who has ever worked on DOOM (or related games using said engine) would really help me out in this project.

Keyboard and Mouse Control Scheme:
Anyone who plays similar FPS's using said control scheme set me up an image of how it would work on such please (if you desire so)

If you are wanting to help, please PM me or ask for my e-mail so we can discuss more on what you want to help.


Granted this is quite long, I want to apologize if I come off rude and apologize for the mess of a document XD. I await to see what will be said. I also understand ColdxFusion created a Touhou mod, granted I haven't played it, I apologize if any of my ideas "rip off" his ideas.
Title: Re: Touhou FPS Project
Post by: xColdxFusionx on August 08, 2011, 02:05:08 PM
Quote from: "novaxdruid"
I also understand ColdxFusion created a Touhou mod, granted I haven't played it, I apologize if any of my ideas "rip off" his ideas.

Nah, this mod looks much more interesting than my mod. I'd give it my seal of approval.

My suggestion for default binds keyboard-wise:

Strong "bullet" - Left Mouse Button
Weak "bullet" - Right Mouse Button
*both allowing to be charged up if held

Melee - Middle Mouse Button/Mouse3?
Special ability - Ctrl

Spell Card - F

Flying/Boosting - Shift

I'd love to make classes for this, too. Can I post my ideas if I come up with any?
Title: Re: Touhou FPS Project
Post by: Kapus on August 08, 2011, 02:43:40 PM
Why don't you just make a Touhou Skulltag mod?
Title: Re: Touhou FPS Project
Post by: xColdxFusionx on August 08, 2011, 02:48:54 PM
Brainstorm for Utsuho's class. Using TouhouWiki (http://en.touhouwiki.net/wiki/Touhou_Hisoutensoku/Spell_Cards/Utsuho_Reiuji) for spellcards, of course.

Utsuho Reiuji

+Attacks deal high damage
-Fairly slow while walking

Passive - Irradiate - Anyone standing near Utsuho takes slight damage every second or so.

Strong Shot - Miniature Sun - launches a fairly large, slow-moving fireball. Charging the shot makes it bigger and more powerful. Fire damage.
Weak Shot - Constellation - Fires an array of smaller blue bullets. Can't be charged. Normal damage.
Melee - Either smacks her opponent with the Control Rod or kicks them with her Fission Leg. Can knock foes back, possibly? Normal/Knockback damage.

Spell Card Ideas:
Control "Self Tokamak" - Utsuho surrounds herself in sunfire, dealing extra Fire damage to anyone nearby for a period of time. She can't use her Shots while this is active.
Light Cover "Nuclear Visor" - Utsuho creates a barrier (similar to Proto Shield) that can withstand most attacks. It automatically passes after a certain amount of time.
Light Energy "High-Tension Blade" - Utsuho's Melee becomes a blade of light emitted from her control rod for a certain amount of time, which deals very high Fire damage and no knockback.
Burning Star "Fixed Star" - Utsuho fires a wheel of nuclear fire that goes out a distance before returning, similar to a cross between Scorch Wheel and Rolling Cutter. Fire damage.
Geothermal "Nuclear Blaze Geyser" - Creates a geyser of lava at Utsuho's current location which erupts and douses the nearby area in lava. Fire damage.
Crow Sign "Yatagarasu Dive" - Utsuho leaps into the air, then rushes downwards in a burst of energy. Deals Fire damage to anyone who gets in the way, and Normal/Knockback damage to anyone nearby when she hits the ground.
Nuclear Heat "Uncontainable Dive" - Utsuho rushes forward in a blaze of fire, dealing heavy Fire and Normal damage to anyone in her way.
"Subterranean Sun" - Summons a massive miniature sun that floods the field with shots. Fire damage.
Explosion Sign "Mega Flare" - Utsuho launches a fireball forward that incinerates anything and everything. Fire Damage.
Explosion Sign "Giga Flare" - Utsuho sits in place briefly before launching a massive fireball that causes even more havoc than Mega Flare. Fire damage.
"Hell's Artificial Sun" - Utsuho loses all cards she may have stockpiled, but creates an artificial sun that does Fire damage to nearby targets based on her hand size upon casting.

...And as I'm typing this I'm thinking "balancing these spellcards is going to be a b----." Good luck with that.

Also, as Kapus said above, it sounds like you're trying to make a complete conversion. In which case you're better off posting this on the Skulltag forums, not here.

But if you're planning on making this a MegaMan 8-Bit Deathmatch mod...

Oh lawdy, I have to make a Megaman class now. This will be fun.
Title: Re: Touhou FPS Project
Post by: novaxdruid on August 09, 2011, 12:17:48 AM
Well, I was going to post in the skulltag forums, but I have no work to show. They require that you have some proof of work instead of trying to enlist people on said project. I'm very much trying learning how to do things myself (trying really hard, though my computer wants to make this hard for me). Well, mainly the coding to make the weapons and classes. However, I still need to figure out how to do the rest.

This is indeed a conversion than just a mod of 8-bit death match, though that's not to say some of my ideas and inspirations don't come from it. I do like the ideas posted. I need to play through touhou hisoutensoku again as I want to base the attacks/weapons upon this. That's not to say I won't change or tweak things though. Again, I need a lot of help on this. I know this is quite the project so this won't be easy.
Title: Re: Touhou FPS Project
Post by: xColdxFusionx on August 09, 2011, 01:20:43 AM
...You're still on the wrong forum. In case you didn't notice, this is the Megaman 8-Bit Deathmatch forum, not the Touhou FPS forum.

You have all my support and best wishes with this mod, but this just isn't the right place to be asking.
Title: Re: Touhou FPS Project
Post by: novaxdruid on August 09, 2011, 01:47:01 AM
Aww, crap. I don't know where else to post it. I have nothing yet as they don't really accept "ideas" on skulltag forums. As for support, do you mean, you'll help me in making things and such?
Title: Re: Touhou FPS Project
Post by: Ivory on August 09, 2011, 01:55:20 AM
Well, since Mike removed the regular Doom Projects forum due to barely anyone using it, I say it's fine here for now.
Title: Re: Touhou FPS Project
Post by: xColdxFusionx on August 09, 2011, 01:57:12 AM
@novax: I wouldn't exactly count on it, but feel free to discuss ideas with me.

Ninja'd. ...At least add a tag to the topic name that says [Standalone] or something like that.
Title: Re: Touhou FPS Project [Standalone]
Post by: Korby on August 09, 2011, 02:58:26 AM
Technically, we have a rule against projects that have no work shown for them too.

Anyway, I love that someone's doin' their own thing! Hope you do well!
Title: Re: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 09, 2011, 07:06:26 AM
Is it alright if I ask for advice and help? Right now, as stupid and noobish it might be, I cannot for some reason see my edits being shown. How I do this is simply put my text documents into a ZIP file and then rename the extension to PK3. If I'm doing something wrong, please, tell me. I would like to see what my edits are doing so I can further my progress in understanding DECORATE among other things.

I did create a character list (another rough draft design). I think instead of posting it up straight up in the forums, I'll give a link to the file (do that later on) so you can read it whenever. I need to finish up doing the spell card designs yet...

Right now my plan is to create a Main Fire and Alt. Fire that resembles my ideas before pursuing anything else...
Title: Re: Touhou FPS Project [Standalone]
Post by: Korby on August 09, 2011, 07:35:26 AM
Have you tried using SLADE or SlumpED?
The former being better. They make it much simpler to code in DECORATE and make pk3s and wads in general.
Title: Re: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 09, 2011, 08:02:27 AM
To be honest, I couldn't use SLADE no matter what I did. As for SlumpED, I couldn't understand it at all. All I know is a friend told me I can do it all with just text documents and zipping it up. However, I don't know what I'm doing wrong. Granted it's just me testing very minor things so I can see what I'm doing. Maybe if I post the file I try using will make things more understandable.

Test Wad (just basics I was trying to learn)
http://www.mediafire.com/?ogxw32n16aa0vb9 (http://www.mediafire.com/?ogxw32n16aa0vb9)

Also, my Touhou Character List (rough document. doesn't have spell cards yet)
http://www.mediafire.com/?6kptim7yw1jyvl6 (http://www.mediafire.com/?6kptim7yw1jyvl6)
Title: Re: Touhou FPS Project [Standalone]
Post by: xColdxFusionx on August 09, 2011, 07:27:01 PM
Quote from: "novaxdruid"
Also, my Touhou Character List (rough document. doesn't have spell cards yet)
http://www.mediafire.com/?6kptim7yw1jyvl6 (http://www.mediafire.com/?6kptim7yw1jyvl6)

Below are my thoughts on what I think could be changed. Whether or not you use any of these ideas is up to you.

Spoilered for Wall Of Text.

(click to show/hide)
Title: Re: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 10, 2011, 07:13:07 AM
Some of those ideas for the passives don't seem too bad at all. However, I still think you're too focused on it being a Mega Man/Mega Mari mod, in which case it is not. All of my suggestions of attacks come straight from 'Soku. As for the Advent Cirno suggestions, I haven't read it or know much about it. I don't know if it would fit too well as I'm trying to keep things without too much fandom. That doesn't mean like a secret character like Advent Cirno couldn't be made for this (I think she would be the only one allowed this since I hear it's popular than other doujins). It's not to say I'm completely ignoring this. Ideas are ideas and I never know when I might need revisions and realize I'm wrong.

Also, I haven't played 8-bit deathmatch or any of it's mods, so I know nothing on how it relates. The only thing I've played from CutManMike is Ghouls Vs. Humans and Ghouls Forest series.

Lastly, I need help in knowing how to make what I mod show up using the packing of PK3 file extensions. I can't do any work if nothing shows up. D:
Title: Re: Touhou FPS Project [Standalone]
Post by: xColdxFusionx on August 10, 2011, 11:18:19 PM
Quote from: "novaxdruid"
Some of those ideas for the passives don't seem too bad at all. However, I still think you're too focused on it being a Mega Man/Mega Mari mod, in which case it is not. All of my suggestions of attacks come straight from 'Soku.

My suggestions were mainly to avoid the "Bullet + ...Stronger Bullet" form you had for most of your classes. Classes should have unique and interesting attacks that you would have fun using instead of just some variation of "I shoot bullets in their general direction."

As for the MegaMari stuff:

Marisa can use Stardust Missile in most of the SHMUPS and in Soku (the green missile things)
Alice can use Spectral Mystery in the SHMUPS (her red/yellow laser attack)
Sakuya can use her knives in every game ever. The Quicksilver was just an idea for the pattern they would be shot in.
Remi is the only class that I'm not sure if those attacks are anywhere else. I suggested them because they would be interesting.
Cirno can use some form of both of my suggestions for her attacks in Soku.

Also, as I said before, this is the MM8BDM forum. I assumed you had played MM8BDM. It's definitely worth your time to at least play the basic game.
Title: Re: Touhou FPS Project [Standalone]
Post by: Jennifer on August 11, 2011, 03:03:28 AM
Quote from: "xColdxFusionx"
Quote from: "novaxdruid"
Also, my Touhou Character List (rough document. doesn't have spell cards yet)
http://www.mediafire.com/?6kptim7yw1jyvl6 (http://www.mediafire.com/?6kptim7yw1jyvl6)

Below are my thoughts on what I think could be changed. Whether or not you use any of these ideas is up to you.

Spoilered for Wall Of Text.

(click to show/hide)

Y U NO FLANDRE BUT HAVE REMILIA.

Also,Yuyuko with Reincarnation ghost anyone?(Lol Starcrash clone)
Title: Re: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 11, 2011, 05:45:01 AM
To answer this simply, cause there are no sprites of her available in 'Soku. To simplify work in the character sprites, I've devised a plan to use the current ones and edit/customize them to fill in all the missing views/angles. I'm not saying she isn't allowed, cause all Touhou related characters are allowed, they just need sprites is all (and of 'Soku quality and likeness). Unless you're going to provide said sprites, I can't include her...yet. Which brings me to problem No. 2. I need spriters like no other. Well, I feel as long as you can identify which character you're attacking, then at least there would be progress in that area. First person views are definitely going to require some work.

When will someone tell me what I'm doing wrong in my Test PK3 file (named derp.pk3)? I really need to know what it is I'm doing wrong so I can do more coding/programming.

Edit:
Figured it out from a friend. Quite the stupid and noob mistake I made. Hopefully I can start making something. However, I will still need quite a bit of help.
Title: Re: Touhou FPS Project [Standalone]
Post by: Jennifer on August 11, 2011, 12:32:28 PM
Quote from: "Travis"
Also,Yuyuko with Reincarnation ghost anyone?(Lol Starcrash clone)
Title: Re: Touhou FPS Project [Standalone]
Post by: Trollman on August 11, 2011, 01:43:07 PM
Quote from: "novaxdruid"
To be honest, I couldn't use SLADE no matter what I did

Umm... you are supposed to install this (http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84) before using SLADE 3
Title: Re: Touhou FPS Project [Standalone]
Post by: xColdxFusionx on August 11, 2011, 10:38:51 PM
Quote from: "Travis"
Quote from: "Travis"
Also,Yuyuko with Reincarnation ghost anyone?(Lol Starcrash clone)

Eirin with Force Crisis would be better.

"HOLY SH** WHERE'D THAT METEOR COME FROM?!"

EDIT: Someone made Flandre sprites in SWR style. I have no clue where you can find it, though.
Title: Re: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 12, 2011, 05:39:32 AM
Well I appreciate letting me know that. The problem is that you will still have to customize/edit them to get the correct views/angles needed. So far, my proto-type weapon is going good. I just have to learn how to make something charge with the hold command rather than it just fire something different when held.
Title: Re: Touhou FPS Project [Standalone]
Post by: xColdxFusionx on August 12, 2011, 04:14:13 PM
While I'm thinking of it, how exactly will gaining spellcards work? I was imagining there'd be a Spellcard item (perhaps a Bomb card?) that would randomly drop and give whoever picks it up a random Spellcard for their class.

...And perhaps other cards could do other things.

Point: These are fairly common. They don't really do much (perhaps slightly recharge shot or ability cooldowns?)
Power: These are slightly less common than Point cards. They fill a Power Gage that increases the number/power of your Shot attacks at certain ranks.
Bomb: Somewhat rare. Spellcard, as discussed above.
1-Up/Extend: Incredibly rare. Gives you health equal to your Max HP, even if you're already at max (effectively doubling your health).
Title: Re: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 13, 2011, 07:31:24 AM
Spell Cards are going to be the most tricky and hardest aspect to implement and balance. I've even thought of dismissing them. My concern right now is making the proto-type based weapon (with functional "charge"/"hold"),  and creating new bind keys that work (for melee, special ability/attack, and boost/fly). once that's done and i can get a major spriter on board, I'll begin working on the spell cards. Well, I might work on proto ones with the beta character at hand. Anywho, need someone to help me correct my mistakes AND really, can't stress that enough, really NEED a spriter.

ColdxFusion, have you worked on creating weapons or adding anything? You seem to know some things regarding that (or I'd like to believe and hope that D:). If you want, you can help me or train me so I can make further progress. With the rate I'm going, I'll never get anything done.

I really need a teacher in this area so I can learn faster. If anyone knows someone who is online often and patient, please let me know.
Title: Re: Touhou FPS Project [Standalone]
Post by: xColdxFusionx on August 13, 2011, 03:00:06 PM
Quote from: "novaxdruid"
ColdxFusion, have you worked on creating weapons or adding anything?

Me? (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3118) Making weapons and expansions? (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=2535) What ever gave you that idea? (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=3120)

Feel free to ask me any questions about DECORATE and ACS. I'll be glad to answer them.
Title: Re: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 13, 2011, 06:28:57 PM
Well, so far I've made a weapon. I made the first one, but I was experimenting with custom sprites, and doesn't appear in the weapons list. I also seem to get a fatal error when trying to make new key binds.

This is the pk3 file with my testings in it:
http://www.mediafire.com/?ugeoskvudi78jjo (http://www.mediafire.com/?ugeoskvudi78jjo)

I've been trying hard to learn and fix mistakes, however, the zdoom wiki isn't great at explaining everything in detail. I would though appreciate it if you helped me though :D
Title: Re: Touhou FPS Project [Standalone]
Post by: xColdxFusionx on August 13, 2011, 06:31:17 PM
Just so I know, what IWAD are you working with?

EDIT: Looks like Doom 2, in which case I can't really help you much. But hey, I can still look at the code.

...Here's your problem: The lump names should be KEYCONF and DECORATE, not KEYCONF.txt and DECORATE.txt. Also, remove the line "#include "KEYCONF.txt"" from DECORATE; the KEYCONF file is not a DECORATE script.

That should fix it

EDIT 2: Looking at Delta Wave

    SHTG G 0
    SHTG F 0
    SHTG E 0 A_FireCustomMissile("CacodemonBall",0,0)
    SHTG G 0
    SHTG F 0
    SHTG E 0 A_FireCustomMissile("CacodemonBall",0,0)
    SHTG G 0
    SHTG F 0
    SHTG E 0 A_FireCustomMissile("CacodemonBall",0,0)
    SHTG B 0
    SHTG C 0
    SHTG D 0
    SHTG C 0
    SHTG B 0 A_Refire

So you want all that to happen at the same time? ...Also, I'm pretty sure that will cause errors.

Explanation: The numbers I bolded are frame delays. Setting them to 0 means all the lines will be executed at the exact same time. A better, smaller example would be

SHTG GF 2 //This is part of the animation. It will show SHTGG for 2 tics, then it shows SHTGF for 2 tics)
SHTG E 2  A_FireCustomMissile("CacodemonBall",0,0) //More sprite changes, and a projectile
SHTG GF 2
SHTG E 2  A_FireCustomMissile("CacodemonBall",0,0)
SHTG GF 2
SHTG E 2  A_FireCustomMissile("CacodemonBall",0,0)
SHTG BCDCB 2 //More animation and delays!
SHTG B 0 A_Refire //Refire flag. If you're holding down the Fire button, it will fire again.

Hope this helps.
Title: Re: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 13, 2011, 08:17:46 PM
Well that solves my key binding troubles and for that, I'm very grateful. However, I still can't use the delta-wave weapon. It doesn't showup in the weapon selection and when I force to use it (via console), it crashes the game. Is there something else wrong with it. I did fix the fire function like you said to do.
Title: Re: Touhou FPS Project [Standalone]
Post by: xColdxFusionx on August 13, 2011, 08:46:50 PM
Quote from: "novaxdruid"
Well that solves my key binding troubles and for that, I'm very grateful. However, I still can't use the delta-wave weapon. It doesn't showup in the weapon selection and when I force to use it (via console), it crashes the game. Is there something else wrong with it. I did fix the fire function like you said to do.

The other functions are still broken. I'm not coding the whole thing out for you this time, though; you should be able to figure it out yourself.

Hint: 0 tic loops will crash the game.
Title: Re: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 13, 2011, 11:05:56 PM
Ah I see. Well, lesson there be learned for me. Also, not trying to cheat out of doing the coding, I just want to know what I did wrong so I don't make the same mistakes. I do appreciate the help though.

Well, I fixed the lower and raise tics, however, it still crashes. I know the refire is suppose to happen, but is it the only thing allowed with 0? Did I miss other functions I'm aware of?
Title: Re: Touhou FPS Project [Standalone]
Post by: xColdxFusionx on August 14, 2011, 01:56:11 AM
Quote from: "novaxdruid"
Ah I see. Well, lesson there be learned for me. Also, not trying to cheat out of doing the coding, I just want to know what I did wrong so I don't make the same mistakes. I do appreciate the help though.

Well, I fixed the lower and raise tics, however, it still crashes. I know the refire is suppose to happen, but is it the only thing allowed with 0? Did I miss other functions I'm aware of?

Fixing Spawn and Ready would help.
Title: Re: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 14, 2011, 07:22:03 AM
Edit:
Finally got it to work. My computer wasn't saving the document for some odd reason. However, I still can't seem to make it appear when I use cheats. I have to either summon the gun or cause a forced use of it. I think it might have to do with it clashing with the other custom gun. I noticed when I picked it up, it replaced the delta-wave and I couldn't reselect it again. Other than that, I'm going to work on fixing it more and add an alt fire to it. If you can, can you teach me how to make a "charge" function using the HOLD state?

Edit2:
Here's my new demo with a gun that is more or less with how the character's "weapons" will function (albeit with many changes of course). I still seem to have that weird problem with going to another weapon or picking up the other custom gun disables it from being used. Other than that, I'm having fun doing this. Now I just have to figure out the above (charge and alt charge with the hold command) and the weapon prototype portion will be done.

Edit3:
New question. How do I get it to shoot 3 projectiles at once? (like one to the left, one in the center, and the last to the right all in one fire). Granted I'm working on it as I speak, don't know what is needed yet.
Title: Re: Touhou FPS Project [Standalone]
Post by: xColdxFusionx on August 14, 2011, 06:22:04 PM
Quote from: "novaxdruid"
Edit3:
New question. How do I get it to shoot 3 projectiles at once? (like one to the left, one in the center, and the last to the right all in one fire). Granted I'm working on it as I speak, don't know what is needed yet.

Hint 1: Using a delay of 0 means that the line will execute at the same time as the line(s) after it.

Hint 2: A_FireCustomMissile (http://zdoom.org/wiki/A_FireCustomMissile) might come in handy.
Title: Re: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 14, 2011, 10:51:37 PM
Alright, got that down. I seem to notice the center one goes a bit first. I take it I first have the frame drawn for the firing and then follow it with the 3 different firecustommissles commands? Not a big deal, I can figure that out later. My next concern is figuring out how to properly "charge"/"hold" something on the weapon.
Title: Re: Touhou FPS Project [Standalone]
Post by: xColdxFusionx on August 14, 2011, 11:09:57 PM
Quote from: "novaxdruid"
My next concern is figuring out how to properly "charge"/"hold" something on the weapon.

Here's how Megaman 8-Bit Deathmatch does it, in summary.

Fire:
Check the user's Inventory. If it has more than x Charge items, jump to a different state. (Full charge)
Check the user's Inventory. If it has more than x Charge items, jump to a different state. (Mid charge)
Execute some code for "charging" effect
Give Charge item.
A_Refire
Goto Uncharged Shot

Full Charge:
Execute code for "holding charge" effect
A_Refire
Goto Full Charged Shot

Mid Charge:
Execute code for "charging" effect
Give Charge item
A_Refire
Goto Mid Charged Shot

Uncharged Shot:
Shoot the missiles and whatever
Goto Ready

Mid Charged Shot:
Shoot the missiles and whatever
Goto Ready

Full Charged Shot:
Shoot the missiles and whatever
Goto Ready

Hope this helps you. I'll let you figure out the functions you'll need on your own.  :D

The Touhou charge is pretty fast IIRC, so you might not even need a Mid-Charge step.
Title: Re: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 15, 2011, 10:41:00 AM
I honestly don't understand any of that. Can you please explain it in details. That's what I really need in order to learn. I can't learn and do something on guesses that I know nothing about. I might be a newbie in all of this, but I don't like being played with like a fool.
Title: Re: Touhou FPS Project [Standalone]
Post by: xColdxFusionx on August 15, 2011, 01:45:40 PM
Alright, sorry. I just didn't want to do the whole thing for you. I'll type out a framework code for a charge code. Replace XXXX X with whatever sprite code you're using.

This code charges in 10 tics. You can modify it as needed to charge in more or less.

Fire:
XXXX X 0 A_JumpIfInventory("ChargeFlag", 10, "FullCharge")
//You can put an animations and sounds that you want to play here. I already went over animations in an earlier code. Keep in mind that the more stuff you put here, the longer it will take the weapon to charge.
XXXX X 1 A_GiveInventory("ChargeFlag", 1)
XXXX X 0 A_Refire
Goto Shot
FullCharge:
//You can put an animations and sounds that you want to play here. I already went over animations in an earlier code.
XXXX X 1 A_Refire
Goto ChargeShot
Shot:
//Put the effect for shooting an uncharged shot (animations, sounds, A_FireCustomMissile, etc.) here.
Goto Ready
ChargeShot:
//Put the effect for shooting a charged shot (animations, sounds, A_FireCustomMissile, etc.) here.
Goto Ready
Title: Re: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 15, 2011, 02:26:02 PM
For the most part I guess I get it except the JumpIfIventory and ChargeFlag. Like how does JumpIfinventory exactly work?. Also, is ChargeFlag like a script I have to write out separately? Lastly, sorry if I sounded like a jerk. I'm just trying to understand everything fully.

Edit:
I think I get it I hope. Because it's technically giving you the flag to check instead of shooting something, it holds off until you finally release it. I had thought maybe I had to create a special item indicating this. Well, for now, I will test making a gun using these guidelines.

Edit2:
Well, the gun charges (i.e. it holds as I hold the fire button), however, it does not discharge the charged up shot like it should. Unless I botched something (still tinkering around with it), I've used the exact same coding you provided and for the most part understand how it works.

Edit3:
I was looking through a similar charged weapon, and realized some things that were missing. I hadn't identified an ammo for the charge and was not taking the ammo away after the charge was done. However, it completely crashes the games when I attempt to charge. Normal quick shots though seem ok though..

Here is the Decorate for the current charge weapon...
(click to show/hide)
Title: Re: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 17, 2011, 05:33:40 PM
Been drawing up a HUD design. Wanted to know what some might think of it. It's a really rough design, but something I'd thought worked (at least for the moment)

(http://i868.photobucket.com/albums/ab246/NovaxSiryx/th_HUDBeta2.png) (http://s868.photobucket.com/albums/ab246/NovaxSiryx/?action=view&current=HUDBeta2.png)

Been also thinking of how to make the spell card system seem effective. However, the spell cards themselves will probably be the last thing I actually work on.

Charging gun still has that error sadly. Hope I can fix it D:
Title: Re: Touhou FPS Project [Standalone]
Post by: xColdxFusionx on August 19, 2011, 03:49:34 PM
That's odd. I have a feeling I might know what's causing it, though. Try this:

Code: [Select]
SHTG D 1
SHTG D 0 A_Refire
Goto ChargeShot

Also, I like the HUD. It looks simple, yet effective.
Title: Re: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 19, 2011, 07:40:51 PM
It works now. Oddly it says there is something wrong with line 87 or something like that, but the gun functions correctly. Now I'm going to tweak it a bit to get the animations correct. Now I have to figure out how to make a special melee bind and special ability bind. I know it slightly involves making it use inventory or something like that. My only problem is that each character is to have their own melee attack (different sprites, damage, etc) and special abilities/attacks. Let me know if I'm on the right track at least on these.

Edit:
How would I force the shot to be fired after a certain time? I understand it would be another Goto IfInventory amount, but I don't know how I would force the gun to shoot once it would reach said limit. It's not too important if it can't be addressed, but would bring it closer to 'soku's ways.

Also, what do you think if the character's bangs/hair accessories (ie. reimu's sides, marisa's tied area, etc) in the status bar to make it feel more as though you are that character. I ask of this cause I will more than likely have the weapon frames be blank to signify that the character's arms/hands/etc aren't always up like a typical weapon. Only exception to this rule is to those who actually hold weapons like a gohei, katana, scythe, etc.
Title: Re: Touhou FPS Project [Standalone]
Post by: xColdxFusionx on August 19, 2011, 08:29:28 PM
Quote from: "novaxdruid"
Edit:
How would I force the shot to be fired after a certain time? I understand it would be another Goto IfInventory amount, but I don't know how I would force the gun to shoot once it would reach said limit. It's not too important if it can't be addressed, but would bring it closer to 'soku's ways.

Add a GiveInventory to the Fully Charged state, then add a JumpIfInventory to the Fire state. Fire state should look something like this:

Code: [Select]
A_JumpIfInventory("ChargeFlag", 10, "ChargeShot")
A_JumpIfInventory("ChargeFlag", 5, "FullCharge")

Quote from: "novaxdruid"
Also, what do you think if the character's bangs/hair accessories (ie. reimu's sides, marisa's tied area, etc) in the status bar to make it feel more as though you are that character. I ask of this cause I will more than likely have the weapon frames be blank to signify that the character's arms/hands/etc aren't always up like a typical weapon. Only exception to this rule is to those who actually hold weapons like a gohei, katana, scythe, etc.

...A character face sprite (Doom style, possibly?) in the HUD sounds like a better idea. Having the characters' hair in the frame seems a bit strange to me.

Also, I think the weapon sprites should show the character holding something instead of being blank, but whether or not you want to do that is your decision. Ideas below in the spoiler. (I have a feeling I missed a few characters, but... meh.)

(click to show/hide)
Title: Re: Touhou FPS Project [Standalone]
Post by: novaxdruid on August 19, 2011, 09:27:42 PM
Hmm, now it wants to keep firing the charge shot constantly. I swear this thing wants to do something completely wrong when I try to advance. Kind of bugs me that a simple charge function is so difficult. It's not that big of a deal, but seems odd to me. As for the HUD, I really like my idea of the hair D:. Do you have any advice, tips, etc for the 2 other problems?