darkwalker247 's Projects

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Version: 2
Downloads: 132
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: 4
Downloads: 442
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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Version: 1.0.0
Downloads: 338
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: 1.0
Downloads: 175
Category: Plural
Danmakufu Version: ph3
Tags: butterfly, 10, script, locaa, dark, moonlight, dark souls, souls, from, software

My entry for LoCAA #10: a plural featuring the Moonlight Butterfly boss from Dark Souls. Credits: - All code is mine except for a bit of default danmakufu code by MKM. - Graphics are mostly mine but the boss graphics are adapted from From Software's original model, and there's some default...

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Version: 2
Downloads: 306
Category: Library
Danmakufu Version: ph3
Tags: functions, effects, explosion, focus, library, yakumo, kitsune, darkwalker, dark, ran, aura, charge

Some fancy effects for Danmakufu; fire-and-forget style and controlled by the events system. All (0,0) bugs arising from a parent object being destroyed should be prevented automatically. To use: First #include the Stellar.dnh file in any script you need it in. Then call Stellar_Init() before...

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