darkwalker247 's Projects

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Version: 2
Downloads: 487
Category: Shot Definition
Danmakufu Version: ph3
Tags: shotsheet, bloom, soft, shot, sheet, yakumo, shotdata, data, ran

Legacy shot data for my WIP engine, ported to PH3. Contains 10 different 16x16 shots with 20 colors each (10 normal, 10 inverted, the 7 most useful normal colors have constants). Just import the BloomShot00Constants.dnh file to use. 1-20 = Beam 21-40 = Lily 41-60 = Ringed circle...

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Version: 3
Downloads: 408
Category: Library
Danmakufu Version: ph3
Tags: library, kitsune, darkwalker, dark, ran, resource, interpolation, interpolated, movement

A set of functions and tasks for tweening. Methods: - linear - smoothstep - smootherstep - acceleration - deceleration - overshoot Functions: - Linear(a, b, x) - Smoothstep(a, b, x) - Smootherstep(a, b, x) - Acceleration(a, b, x) - Deceleration(a, b, x) - Overshoot(a, b, x, magnit...

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Version: 2
Downloads: 327
Category: Shot Definition
Danmakufu Version: ph3
Tags: animated, dark, imitation, data, zun, shots, sheet, shot, my, new

v2: Fixed delay graphic and added optional improved ones for each color at the bottom of the texture for use in custom delay effect code (top left is at x=0,y=2013 and their dimensions are 33x33). Improved the graphics of butterflies and notes. A shot sheet that imitates ZUN's (with some littl...

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Version: 1.0.0
Downloads: 471
Category: Plural
Danmakufu Version: ph3
Tags: 98, pc, ran, dark, locaa, pc-98, darkwalker, kitsune, 8, alice, plural, contest

My entry for LoCAA 8, featuring PC-98 Alice. Length: 2 nonspells, 3 spells Player: any Credits: - MKM for the engine, a few graphics, and some of the system code. - ZUN for most of the sounds, character, and the original music. All other content and code is owned by me but may be used f...

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Version: 4
Downloads: 641
Category: Player
Danmakufu Version: ph3
Tags: twins, narumi, mizuki, refrain, twilight, kirishima, ph3, player

Mizuki and Narumi Kirishima from TWilight refrAIN, replicated as a DNH player. I used the focus/slow key as the switch key rather than the original C key switching but it can be changed back with a quick edit to the code (I commented out code that will use VK_USER1 to switch) Hitbox radius: 1...

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