Comments (3)
I'm not totally sure. It's been a long while since I've touched this project.
If there is enough interest in continuing support for it. I am willing to revive it, provided there are individuals that can help out via pull requests.
from danmaku.
Ok. I don't mind helping because I'm trying to make a rpg bullet hell from scratch. So if there is something that can help me achieve that :D
from danmaku.
I'm restarting the project from scratch in Unity 5.6 on the develop
branch. If you want to help out with the development, feel free to log feature request issues.
from danmaku.
Related Issues (20)
- Additional Collider Support
- Wiki indicates that C#'s % is equivalent to Danmakufu's %
- Is this project continue HOT 3
- About the prefab HOT 1
- DanmakU colliders not working HOT 2
- Danmaku should be able to move according to their defined velocity/angular velocity. HOT 1
- Danmaku should be pooled to minimize instantiation and destruction time. HOT 1
- Particle System Based Rendering should be restored. HOT 1
- Document the use of Fireables as a way to construct firing patterns.
- Should we revive this project? HOT 15
- Set up automatic docfx based documentation generation with Travis CI
- Collision processing grows linearly with total number of bullets, not the number of bullets that need checking
- Destroying bullets in pool creates rendering order artifacts HOT 1
- Probably wrong circle fireable logic.
- Probably incorrect bounds2D intersects condition HOT 2
- Uninitialized positions passed to collisions functions
- Add per-Danmaku scaling HOT 3
- Disabling one DanmakuEmitter / changing frame rate causes bullet rendering issues HOT 1
- Incomplete Guide HOT 2
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from danmaku.