Author Topic: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m [Closed, read last post!]  (Read 185544 times)

Helepolis

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #480 on: November 11, 2013, 06:41:52 PM »
Isn't it easier just to look at the error message, ctrl+c, and paste it inside google translate?
That usually gives some english text that is comprehensible enough to understand. Or at least, that's my opinion anyway.
That is what I also sometimes do if I get a message without any function/var  :D

Lunarethic

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #481 on: November 11, 2013, 11:03:29 PM »
Your task circle is listening to 6 parameters (task circle(x,y,v,dir,graphic,delay)) and at line #23 you are granting only 5  circle(GetEnemyX,GetEnemyY,3,0,RED01); That is why Danmakufu is pointing at line #23.

Ok, I see the problem now , I guess I forgot to input delay  :X

But quick question Helepolis:

On your tutorial you used
Code: [Select]
while(!Obj_BeDeleted(obj)){yield;}And on the tutorial here or wiki it used
Code: [Select]
while(Obj_BeDeleted(obj)==false) {yield;}To detect if the bullet still exist

Is there any significant difference with the two codes?
And what does the exclamation point in there do? o.O
« Last Edit: November 11, 2013, 11:05:15 PM by Lunarethic »
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Drake

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #482 on: November 11, 2013, 11:21:21 PM »
Obj_BeDeleted(obj) returns true if the object is deleted, and false if it still exists. So if the object exists, Obj_BeDeleted(obj)==false will evaluate false==false, which is true. So while(Obj_BeDeleted(obj)==false) runs the code inside in a loop, as long as the object exists.

!(statement) gives the logical negation of the statement. So if the statement is true, it gives false, and if the statement is false, it gives true. So if the object exists, !Obj_BeDeleted(obj) will be true. So while(!Obj_BeDeleted(obj)) runs the code inside in a loop, as long as the object exists.

In other words, there's no difference.

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Lunarethic

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #483 on: November 12, 2013, 09:39:02 AM »
Ok I got it, but you said that ! Statement will result in the logical negation of true or false

So i hypothesized(my mind likes to hypothesize XD) Can I used this ! Statement and manipulate it in any other code to negate the statement
Like maybe Something like
Code: [Select]
[CreateShotA(parameters);
SetShotDataA(1,0,//bullet goes right parameters);
And adding
Code: [Select]
SetShotData(!1,60, //same parameters);Will make the object reverse and go left after 60 frames?
Or....is the ! Statement can only be applied on the while(!Obj_BeDeleted(obj)==false) code?
いつもニコニコあなたの隣に這いよる!生放送!は好き。月です~す。略してニコニャル
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Drake

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #484 on: November 12, 2013, 10:02:12 AM »
That won't work. All it really does is
!(true) = false
!(false) = true
Like IsBossExisting() will give you true if a boss exists, and false if a boss doesn't exist. !IsBossExisting() will give you false if a boss exists, and true if a boss doesn't exist.

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Lunarethic

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #485 on: November 12, 2013, 01:49:57 PM »
Oh and one more problem

heres my code

Code: [Select]
//Scatter Shot X side
if(Obj_GetX(obj) > GetClipMaxX) {
PlaySE(sfx1);
loop(15){CreateShot01(Obj_GetX(obj),Obj_GetY(obj),3,dir,,0); dir+=360/8; }
Obj_Delete(obj);
}

//ScatterSide Y Side MAX
if(Obj_GetY(obj) > GetClipMaxY) {
PlaySE(sfx1);
loop(15){CreateShot01(Obj_GetX(obj),Obj_GetY(obj),3,dir,BLUE01,0); dir+=360/8; }
Obj_Delete(obj);
as you can see i have comments "//Scatter Shot X side" and "//ScatterSide Y Side MAX"
why?
well that task is making a half circle
and with those two codes there
the object bullet is reacting to the RIGHTMOST X side and BOTTOMMOST Y side of the field ONLY
i want them to react to the TOPMOST Y Side too, since it is a half CIRCLE

problem is, whenever i add this

Code: [Select]
if(Obj_GetY(obj) > GetClipMinY) {
PlaySE(sfx1);
loop(15){CreateShot01(Obj_GetX(obj),Obj_GetY(obj),3,dir,BLUE01,0); dir+=360/8; }
Obj_Delete(obj);
and im sure that ClipMinY mean it correspond to the TOPMOST Y side of the field
What would happen is that the code would go balls and wouldnt even follow the instructions i give
because what would happen when i put that in is that the bullet will move on to the scatter shot command without even getting to the walls of the FIELD
im sorry for the capital because this Thing is driving me insane  :getdown:

here the code with the if(Obj_GetY(obj) > GetClipMinY) {} code
and here is the code without it
can somebody please test both codes and tell me why wont it listen to me when i input the code TT_TT X_X

ADDED INFO
Cirno is on SetMovePosition03(GetCenterX-125,GetCenterY,7,5);
if the placement of her has something to with this
いつもニコニコあなたの隣に這いよる!生放送!は好き。月です~す。略してニコニャル
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Sage Ω (Ultima)

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #486 on: November 12, 2013, 02:18:06 PM »
GetClipMinY only gets lowest Y point on screen. What you did in your if statement is require the bullet to be greater than the lowest Y point when it should be if Obj_GetY(obj) < GetClipMinY.

EDIT: I recommend checking your code for common mistakes sometime since this could've easily been prevented without the need of our help.
« Last Edit: November 12, 2013, 02:20:30 PM by Infinite Ultima Wave »

Lunarethic

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #487 on: November 12, 2013, 02:45:29 PM »
Ok i see it now thanks,
oh and uhhh can anyone point me to where i can learn how to shot lasers? im about to use lasers in my spell and i tried to make one but i couldnt figure it out on my own
いつもニコニコあなたの隣に這いよる!生放送!は好き。月です~す。略してニコニャル
Learned how to use a custom shotsheet : 12/28/13 *clapclapclap*
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Sage Ω (Ultima)

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Lunarethic

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #489 on: November 13, 2013, 03:10:20 PM »
Can anyone give me tips on how i can approach my spell?
Im making an aurora borealis replica out of bullets (well that is the name of the spell XD)

so far i have this mess of an aurora...
Code: [Select]
task aurora{
loop(10){
                                CreateShotA(1,GetEnemyX,GetEnemyY,10);
                                SetShotDataA(1,0,1,290,0.5,-0.2,-3,BLUE01);
SetShotDataA(1,98,0,290,0,0,0,BLUE01);
SetShotDataA(1,100,1,350,0,0.5,2,BLUE01);
SetShotDataA(1,180,1,150,0,0.5,2,BLUE01);
SetShotDataA(1,260,1,350,0,0.5,2,BLUE01);
SetShotDataA(1,390,1,150,0,0.5,2,BLUE01);
SetShotDataA(1,420,1,350,0,0.5,2,BLUE01);
SetShotDataA(1,480,1,350,-1,0.5,2,BLUE01);
SetShotDataA(1,660,1,190,0,0.5,2,BLUE01);
FireShot(1);
                }
        }

and how do i make bullets that looks like theyre extending as they go? (like say stop a barrage of 5 bullets and after 60 frames THE FRONT accelerates first)
Similar to Flandre Scarlet's "Four Of A Kind"
those big GREEN02 and YELLOW02 bullets from the fake Flandres
« Last Edit: November 13, 2013, 03:13:39 PM by Lunarethic »
いつもニコニコあなたの隣に這いよる!生放送!は好き。月です~す。略してニコニャル
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K+ ~ Bake-Danuki

Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #490 on: November 14, 2013, 01:21:35 AM »
Have them all fire at the same speed and accelerate them.
Ex:
CreateShotA(1,GetX,GetY,0);
SetShotDataA(1,0,1,90,0,0.01,3,RED01);
FireShot(1);
Repeat the bullet statements modifying the glowing parts to make it increase or decrease (negative value to the first glowing) to a higher/lower min/max amount.

https://www.shrinemaiden.org/forum/index.php?topic=865.0

Lunarethic

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #491 on: November 18, 2013, 01:50:27 PM »
Hmmm its gotten pretty quiet when im not asking XD
( I warned you guys i was gonna bombard you with questions , though Sorry about that )

dont worry its not about a spellcard XD
anyway its about a plural script

here's the code

the first 4 spells work like a charm 1 Health bar each with a NonSpell and SpellCard
however
once NonSpell05 and Meteor Sign "Ice Comet" hits , from there up to "Snow Warning" they share ONE SINGLE life Bar ( a Single Life Bar thats just sliced to the number of spells left)
soooo....is there some kind of limit to how many spells can appear? o.O
Some Nonspells and Spells are still unfinished sooo does that have any connection to the problem?
« Last Edit: November 18, 2013, 02:41:50 PM by Lunarethic »
いつもニコニコあなたの隣に這いよる!生放送!は好き。月です~す。略してニコニャル
Learned how to use a custom shotsheet : 12/28/13 *clapclapclap*
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Darkness1

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #492 on: November 18, 2013, 02:46:56 PM »
That's because there's alot of typos afterwards.
Change scrptnextstep to scriptnextstep.

BobTheTanuki

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #493 on: November 19, 2013, 01:26:24 PM »
Hi again!Can you help me please? :V when i'm using animating labrary the sprite is not showing  :V though..the path to image and rect is fine :\

CreateAnimation("boss", "Standing",2);   
SetAnimationFrame("boss", "Standing",0, GetCurrentScriptDirectory~"b1.png", 2, 0, 0, 27, 33);
SetAnimationFrame("boss", "Standing",1, GetCurrentScriptDirectory~"b2.png", 2, 0, 0, 26, 34);

What the problem?I can't figure it out :c
Size of the sprires is  27x33 and 26x34  :derp:
Thanks in advance!
« Last Edit: November 19, 2013, 01:33:01 PM by BobTheTanuki »

Helepolis

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #494 on: November 19, 2013, 01:48:13 PM »
though..the path to image and rect is fine :\
That doesn't mean the image it self is fine. Have you tried a replacement image (any random PNG?) What were the results? If this random image shows, then your initial sprite is corrupted. Try to resave it as PNG in Gimp/Photoshop or find a replacement.


BobTheTanuki

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #495 on: November 19, 2013, 01:59:28 PM »
Another sprite/image isn;t showing too :c though it's showing with DrawGraphic

Helepolis

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #496 on: November 19, 2013, 02:37:47 PM »
If another sprite isn't showing either with the animation library then your code is containing errors.

Post code in pastebin.com please.

BobTheTanuki

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #497 on: November 19, 2013, 02:53:39 PM »

Helepolis

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #498 on: November 19, 2013, 04:02:37 PM »
Here  :derp:

http://pastebin.com/TkYFjMWv
You never declared and/or loaded b1 and b2.png as far as I can see.
« Last Edit: November 19, 2013, 04:08:15 PM by Helepolis »

BobTheTanuki

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #499 on: November 19, 2013, 04:10:09 PM »
Stupid me   :derp:  but the graphic isn't showing :0 maybe graphic rect has wrong parametres?

Helepolis

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #500 on: November 19, 2013, 06:53:44 PM »
You need to post your new code preferably again.

BobTheTanuki

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #501 on: November 19, 2013, 06:58:07 PM »

Helepolis

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #502 on: November 19, 2013, 08:10:29 PM »
http://pastebin.com/wJDWNJN7    :(
Ok that is indeed odd. Your graphicrect seem fine in line 65 and 66. I assume you have your b1 and b2.png in the same folder as this script. I downloaded your code, tested it out myself with dummy pictures and it indeed doesn't seem to load, regardless of the location of files.

* Helepolis shrugs

The code is also extremely messy for me to detect the mistake. Anybody a clue?





Ozzy

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #503 on: November 19, 2013, 08:41:25 PM »
Ok that is indeed odd. Your graphicrect seem fine in line 65 and 66. I assume you have your b1 and b2.png in the same folder as this script. I downloaded your code, tested it out myself with dummy pictures and it indeed doesn't seem to load, regardless of the location of files.

* Helepolis shrugs

The code is also extremely messy for me to detect the mistake. Anybody a clue?
I haven't used that 0.12m animation library in some time but iirc shouldn't he be using DrawAnimatedSprite (or something) instead of DrawGraphic?

BobTheTanuki

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #504 on: November 20, 2013, 09:11:22 AM »
That's right! :V i need to use DrawAnimatedSprite.Stupid,stupid me  :derp: Sorry for my inattention  :( Thanks for your help,Helepolis and Ozzy! :I But in my animation there are 8 prites but only 2 sprites are used.What's wrong? :derp:
« Last Edit: November 20, 2013, 11:13:13 AM by BobTheTanuki »

KuroArashi100

Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #505 on: November 20, 2013, 01:53:02 PM »
Quote from: script
        CreateAnimation("boss", "Standing",2); 
SetAnimationFrame("boss", "Standing",0, b1, 2, 0, 0, 27, 33);
SetAnimationFrame("boss", "Standing",1,b2, 2, 0, 0, 26, 34);

Maybe because you only give rects etc. for two of them?

BobTheTanuki

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #506 on: November 20, 2013, 02:32:25 PM »
No,no,no  :derp: i made for 8 sprites  :V and i made another animation for moving\running with 4 frames.Maybe i don't understand how to combine them  :V

Helepolis

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #507 on: November 20, 2013, 02:54:42 PM »
I don't think you can use two separate sprites to animate one boss, can you? I have not used animation library yet so I wouldn't know exactly. But judging from "common sense", even the natural way of animating you usually use 1 single sprite.


BobTheTanuki

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #508 on: November 20, 2013, 03:13:59 PM »
Is That so? :derp: Okay,thank you! But i don't understand how to use rect with ONE sprite image :т

Helepolis

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #509 on: November 20, 2013, 03:23:24 PM »
What do you mean? If you have a file with 4 animations (1 row) let us say 64x64, then you obviously set the first rect at 0,0,64,64  the second at 64,0,128,64 etc. If you have 8 animations (2 rows) you obviously set the rects for the second row.

If you have 2 seperate files of animations, you obviously need to merge them first into one using a graphic editor.