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Early 0.12m Projects

Below are my original 0.12m projects, listed in relative order of completion date (dependent on updates, most recent at the top). Please note that these projects are ancient and are so old that I may not provide links to them either because no download was ever provided or because the download links are no longer available.

Kogasa Player Script

Release Date: May 22, 2013

Download Link: Bulletforge Link

As soon as my slate/to-do list was wiped clean of everything except for PokéDigiDanmaku, I felt like working on a new player script. Turns out that this script ended up being my best player script in 0.12m and also has the distinction of being my primary 0.12m player script (KogasaA only). This is where I made my spritejob GOOD and gained confidence in my pixel art abilities.

Touhou Terranean Cataclysm Extra Stage

Release Date: April 2, 2013

For all practical purposes, this was my first real boss script, and started out as a port of the original NetLogo Suiroga boss battle but ended up being changed significantly. It featured my original character Suiroga, and was my official induction into the Danmakufu Community. It had some of my most (and least) memorable spellcards, and was the first script I received serious feedback on. There was a 'final' release March 14, 2013, and then an actual final release April 2, 2014.

Utsuho Player Script

Release Date: March 7, 2013

Download Link: Link (Bulletforge)

At the time, Terranean Cataclysm seemed like it was actually going to happen, and so I ported my NetLogo TC players over into Danmakufu. Turns out that they were some of my first decent player scripts. Turned out to be the recommended (not really) player for TC Extra.

My Utsuho player was effectively a port of the one I had used in NetLogo and the shottypes were based on the original - Forward Focus, Spread, etc.

Introduction to Danmaku - Danmaku Dodging for Dummies

Release Date: March 17, 2013

Download Link: Link (Bulletforge)

This script began on an international plane ride and exploded into my first real script meant for playing by the general public. It eventually died off, but its legacy remains - Trailing Wisteria, one of the best spellcards in the script (the only good one?), remains one of my best 0.12m spellcards. Although it was meant for beginner dodgers, I believe my ph3 version of this script is more friendly. Original final version released sometime before March 2013, final release March 2013.

BS Yukkuri Script

Release Date: January 30, 2013

This unholy miscreation was my first stage script and was an extension of DDD that ended up being a test of Danmakufu 0.12m's built in point meter. No longer available. Release Post Here.

PDD Veemon Player Script

Release Date: Standalone: April 18, 2013; With Game: December 25, 2013

After the horrific experience that was my Suiroga Player Script, I began planning for a Danmakufu port of PokéDigiDanmaku, one of my NetLogo games that was put on indefinite hold due to switching my primary engine from NetLogo to Danmakufu. This player script survived through my UV/XY primitive object initiation, as well as some phases of my CommonData initiation, and over a long time, managed to become a fairly competent player script for PokéDigiDanmaku. It is no longer available for download due to problems where PDD required a different version of the player. There were multiple 'final' releases, one in Jan 2013, another in Feb 2013, another in March 24, yet another in March 29, another release on April 18, and a final one on June 18.

The PDD Veemon player script featured switching between different shottypes for various Digivolutions of Veemon - forward focus for ExVeemon, Wide Spread for Fladramon, Piercing Spread for Lighdramon, and Homing for Magnamon.

Suiroga Player Script

Release Date: Never Released; Completion Date: February 22, 2013

My Suiroga Player Script was my very first player script in Danmakufu, and was my unholy initiation into Danmakufu 0.12m. Having no experience with making or working with graphics (my spritejobs were about as bad as they get), this project ended up being a major pain to make. However, I came out with some understanding of how to put stuff on the screen and make it move. In all honestly, I still don't understand why I didn't just make a normal plural script before going straight for the player...