Game Maker Danmaku Engine

Game Maker Danmaku EngineGame Maker Danmaku Engine

Jul 15, 2016. This engine is a complete danmaku game project in the dodge 'em up style. You control a spark that is flying through space and dodging lasers/bullets. It has been tested to work on Windows PC. It will also work on Android if you have the Android export module for GameMaker: Studio.

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I have no idea how to write a game engine. My brother does, but he's too lazy. If you are really into creating a game from scratch, I'd try learning some languages, such as C, C++, Python and assembly. Then some openGL stuff. But I have no idea how to write a game engine.

However, if you just want to create your own game, such as your patterns and avatars and mechanics, you could use danmakufu. Personally, I haven't used danmakufu, but I think its a danmaku engine, you write scripts for the spellcards. Like I said before, I'm not really a gaming circle, more a music circle - but I've tried making some games with Game Maker 8. If you're generally new to the programming side of games, I'd recommend GM over danmakufu.

GM has its own language, GML, which is really easy to learn and flexible (but slow as hell) and a drag and drop function if you don't want to code. Th only downside is that it costs money, and you can't get it for free. Cough*piracy*cough If you're really into this idea of creating a danmaku game, PS: if you're getting GM, count me in.

Too tired to remember how to format that. It's very simple to use.

(i got the basics down in 2 days and I have absolutely zero coding expirience) v 0.12 has complete documentation in English but has less capabilities. Ph3 is newer some spots of the documentation are missing (not stuff that's going to prevent scripts from working). It is newer and has many more capabilities. I would suggest ph3 because it has possibilities to modify things like the size of the play area, location of the UI and is very flexible. Actually, I'm working on a VERY simple engine right now. It's written in C++ and based on SDL - so no fancy effects or 3D will be there.

It's the the biggest programming project I've done so far, so I'm still learning new things in the process and I probably did a lot of things wrong. That's nothing impressive, just a basic player, enemy, some bullets and collision detection - but for me, it already was hard to achieve.

This is what it's capable of right now (bear in mind that I've used ZUN's spritesheets as placeholders) I'm hosting the source code publicly on GitHub, but I won't link it until someone shows actual interest.

Do you like Bullet Hell games? Do you like Mario?

Well come one come all to help me make the best gosh dang bullet hell Mario themed game of all time. Story Oh man that wacky Luciferian Bullet Bill; Daniel Maku is at it again. WasabiJellyfish wrote:gameplay wise it will be similar to Parodius, but closer to touhou in terms of skill later in the game.

What is it with people wanting to make touhous in SMBX? Has nobody realized it's hard as fuck to make it non-shit? Why don't you just make your game in unity instead, or gamemaker, or in an engine that can support the gameplay style you're going for. Lots of people here know how to unity and/or gamemaker by the way, so it's not like you're losing a lot of people to collab with.

SMBX is meant for platforming, not for vertical/horizontal shooters. Stop trying to make non-platformers in SMBX jesus christ. Mellonpizza wrote:Concerning SMBX or SMW, SMW is waaaaaaay better suited for that mainly due to its better physics and the fact SMW has easy ways to put in whatever code you want.(Aside from agreeing that a proper engine designed for the genre of game, or at least designed to be more general-purpose, is best.) If you're talking vanilla SMBX, I'd agree it's poorly suited in comparison to SMW. If you include LunaDLL+Lua stuff though.

It gets a lot easier to do custom stuff in that. Could even write a proper danmaku engine of sorts within a Lua library with appropriate tweaks to the engine physics and everything easily enough.