Danmaku: Make the Ultimate Shooting Game!
弾幕 : 最強のシューティングゲームを作る!
Programming manual for building danmaku shmups; 412pp with CD-ROM.
ABOUT
A 424-page programming manual on building danmaku shooting games, written by Kenichiro Matsuura and Yuki Tsukasa and published by SoftBank Creative in 2009 with a CD-ROM of sample code. The title translates as Danmaku: Make the Ultimate Shooting Game.
The book takes apart the structure of bullet-curtain code: vast numbers of bullets that blanket the screen, bullets that trace intricate patterns, bullets whose movement is designed to catch the player out. Each family of pattern is explained in detail with working implementations.
Matsuura and Tsukasa wrote a run of shooting game programming books for the same publisher, and this is the volume aimed squarely at the danmaku subgenre. For players who want to understand why a Cave-style bullet pattern reads the way it does, the code perspective is an unusual and direct route in.
DESCRIPTION
The fascination of programming danmaku: vast numbers of bullets that blanket the screen, bullets that trace intricate and beautiful patterns, bullets that move in ways that catch the player out. This book takes apart the structure of danmaku code and explains in detail how to build a variety of bullet patterns.
魅惑の弾幕プログラミング画面全体を覆い尽くすような膨大な数の弾、複雑かつ美しい模様を描き出す弾、プレイヤーをあっと驚かす動きを見せる弾などなど。本書は、弾幕のプログラムの構造を紐解きながら、さまざまな弾幕の作り方を詳細に解説していきます。
Translated by this site from the publisher's Japanese blurb.
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DETAILS
WHERE TO GET IT
Searched by ISBN, so a shop that has this exact edition will show it and one that does not will come back empty. Most of these were printed in Japan and never distributed elsewhere.