Bullet Hell Patterns
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Bullet Hell Patterns
Hello! Im going to start work on a bullet hell game and im curious if anyone has any good resources / libs for patterns and such, any help is appreciated
Re: Bullet Hell Patterns
(I've never heard about "bullet hell game" before)
Old:
https://github.com/kvfrans/Danmaku - bullet hell 1v1 platformer in love2d/lua
https://github.com/sharpobject/nbml - Not BulletML. Something a lot like BulletML in Lua with LÖVE.
https://github.com/zorggn/LDME/tree/master - Another bullet hell shooter game framework
Old:
https://github.com/kvfrans/Danmaku - bullet hell 1v1 platformer in love2d/lua
https://github.com/sharpobject/nbml - Not BulletML. Something a lot like BulletML in Lua with LÖVE.
https://github.com/zorggn/LDME/tree/master - Another bullet hell shooter game framework
- zorg
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Re: Bullet Hell Patterns
The third one (mine) is unmaintained, although it still might have some stuff that might be worth something.
Me and my stuff True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
Re: Bullet Hell Patterns
What I'm curious about --and I'm sure there might be some around if you search on Github and alike-- is a "coreography" tool so you can author all the movements that the enemy ships and projectiles will make for your bullet-hell shmup game.
It doesn't need to be graphically fancy, but something based on a timeline of events where you can set paths for objects, set moments where bullets are shot etc, and then be able to play / fast-forward / rewind the performances so you can tweak them until it all flows well.
So in case no satisfying resources are found you can make a custom editor. Making your own tools is very fun.
It doesn't need to be graphically fancy, but something based on a timeline of events where you can set paths for objects, set moments where bullets are shot etc, and then be able to play / fast-forward / rewind the performances so you can tweak them until it all flows well.
So in case no satisfying resources are found you can make a custom editor. Making your own tools is very fun.
- zorg
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- Posts: 3468
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- Location: Absurdistan, Hungary
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Re: Bullet Hell Patterns
While i'm not sure about such a tool, there is (was?) a website for teaching about danmakufu (a BHS engine) and they had web widgets that could play back bullet patterns and could be manipulated to an extent in real time... live coding patterns might be the "best" tool out there atm.RNavega wrote: ↑Wed Apr 12, 2023 11:59 pm What I'm curious about --and I'm sure there might be some around if you search on Github and alike-- is a "coreography" tool so you can author all the movements that the enemy ships and projectiles will make for your bullet-hell shmup game.
It doesn't need to be graphically fancy, but something based on a timeline of events where you can set paths for objects, set moments where bullets are shot etc, and then be able to play / fast-forward / rewind the performances so you can tweak them until it all flows well.
So in case no satisfying resources are found you can make a custom editor. Making your own tools is very fun.
https://github.com/Sparen/Danmakanvas is the web browser stuff
https://sparen.github.io/ph3tutorials/ph3tutorials.html has interactive examples using the above.
Me and my stuff True Neutral Aspirant. Why, yes, i do indeed enjoy sarcastically correcting others when they make the most blatant of spelling mistakes. No bullying or trolling the innocent tho.
Re: Bullet Hell Patterns
@zorg that's a very sophisticated mod system/game engine! It has a custom script language and all. Thanks for the links.
Development is done through scripting and not a visual editor, so I wonder how fast it is to polish gameplay when compared with some solution that has an editor, like Flash-like GUI app with a timeline* and such, something that'd look like this:
* Maybe not a single timeline, but a 'sequence of timelines', as for some things the object will have to loop a certain action over and over until they get damaged to a certain point or something else happens (they repeat the action until a condition is met), requiring some interesting solution to visualize it with a timeline UI element.
Development is done through scripting and not a visual editor, so I wonder how fast it is to polish gameplay when compared with some solution that has an editor, like Flash-like GUI app with a timeline* and such, something that'd look like this:
* Maybe not a single timeline, but a 'sequence of timelines', as for some things the object will have to loop a certain action over and over until they get damaged to a certain point or something else happens (they repeat the action until a condition is met), requiring some interesting solution to visualize it with a timeline UI element.
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