Bullet Rel

User contributed sources that have become inactive, deprecated, or generally unusable. But ... we don't really want to throw them away either.
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relsoft
Posts: 1767
Joined: May 27, 2005 10:34
Location: Philippines
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Bullet Rel

Post by relsoft »

After watching those crazy superplays in youtube. So this is what I have...

Bullet Rel version 007

FAQ:
This is a library for programmers who would want to have lots of
bullets to their games. Ie. Bullet Hell.

Tech:
I've played vast amounts of arcade and PC shooters, watched superplays, you tube vids while designing this engine. The end effect is a very robust and fast
bullet hell generator.

What it can do:
1. Normal linear bullets
2. Normal linear bullets affected by gravity in any direction
3. Accelerated linear bullets affected by friction and gravity in any direction
(slow to fast) E_ACCEL
4. Dampened linear bullets affected by friction and gravity in any direction
(fast to slow) E_INVACCEL
5. All bullets above can do the "shoot and stop then move again" effect. The end
behavior is determined by the switches above. so you could have this
behavior in any of the above patterns. Determined by "bulletcounterdelay"
(-) disables (+) enables
6. All the bullets above could target at start or after the "shoot and stop"
7. Switches are combined via OR
so you could have:
E_ACCEL or E_TARGET
E_NORMAL or E_TARGET
E_INVACCEL or TARGET
etc.
8. Circular list for cycling of turret and emitter behavior


That's all for now... more docs to come and I need to make a designer :*)


Screen:
Image

DL:
http://rel.betterwebber.com/junk.php?id=87
anonymous1337
Posts: 5494
Joined: Sep 12, 2005 20:06
Location: California

Post by anonymous1337 »

The entire UPG supports you :D I just know it >_> Anyways, I support you! ^_^;;=b Great library.
tunginobi
Posts: 655
Joined: Jan 10, 2006 0:44
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Post by tunginobi »

When playing Touhou, one thing I noticed was that some bullets would rotate as they moved. Instead of travelling in a straight line, they would have rotational velocity (maybe even rotational acceleration too.) Any plans for that?

Props for a cool idea. I've always loved scrolling shooters.
1000101
Posts: 2556
Joined: Jun 13, 2005 23:14
Location: SK, Canada

Post by 1000101 »

hrm, werry intervestink.

Does it support multiple gravity wells with thier own fall-off and radius?
Adigun A. Polack
Posts: 232
Joined: May 27, 2005 15:14
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Great work so far, Rel!!!

Post by Adigun A. Polack »

Well Rel, I am so glad that those superplays on YouTube inspired the hell out of you because you did *such* a wonderful job on this FB piece, my man!!! :D

And as for the bullets that slowed down as they went... that reminds me of the kind of bullets that I have done already for Dragon Dancer, my FB original game project that I am continuing on, you know? ^-^=b !

Hey Rel, have you seen my Shmups Superplay Starbase group on YouTube, where over 200 shooting game superplays are shown? It is found right over here: http://youtube.com/group/shmup, okay? ;)

Thanks so much, and do keep up the splendid job you are doing!!! \(^-^)/
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