Author Topic: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)  (Read 269287 times)

Drake

  • *
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #240 on: October 20, 2012, 07:13:04 AM »
(read last posts on last page)

ascent(j in 0..5){
   ascent(i in 0..12){
      CreateShot01(GetCenterX, 125, 1+sin(i*180/12)/2, j*360/5 + (i*360/60), RED01, 0);
   }
}

rounder flower, you can also make the pointy flower with sines but eh w/e

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

Matteo

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #241 on: October 21, 2012, 07:23:57 AM »
First of all, thanks for the help with the flower patterns, i will study them as soon as possible.

First i had a basic problem, something i think is a must to understand if you want to make a good script. So...let's talk about collision wonders.


I read something in the wiki, but i understand not much.

I think that maybe i understood about deleting bullets in a circle aroun player (even if i'm not sure at 100% i understand it) , but what i keep not understanding is how to make bullets appear in random position on the screen, but keeping a collisioncircle around the player so that for example " bullets can appear in all the screen but not in a circle of 120 radius around the player" , and with bullets i mean normal ones and obj bullets too... the code on the wiki is hard to understand.

You know how to do it? 

Oh, btw this is the result of the zig-zag questions:
« Last Edit: October 21, 2012, 09:07:53 AM by Matteo »

puremrz

  • Can't stop playing Minecraft!
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #242 on: October 21, 2012, 02:05:49 PM »
Edit: Nevermind, the wiki isn't as deleted as I thought, the main page just changed or something.
From http://dmf.shrinemaiden.org/wiki/Index.php to http://dmf.shrinemaiden.org/wiki/Functions


===

If I use "ToString" on a number, it turns into a number with 7 digits. How do I prevent those extra 0's from happening?

Like this:


I know you can lengthen strings like this:
Code: [Select]
let text="123";
text=text~"456";
But is there a way to shorten strings?
« Last Edit: October 21, 2012, 03:47:13 PM by puremrz »
Full Danmakufu game "Juuni Jumon - Summer Interlude" is done!
By the same person who made Koishi Hell 1,2 (except this game is serious)
Topic: http://www.shrinemaiden.org/forum/index.php/topic,9647.0.html

Delfigamer

  • * Merry, bride, absolute (HR)
  • of course the best girl never wins
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #243 on: October 21, 2012, 04:28:22 PM »
:/
In Pascal function Write, after numerical parameter you may add two specifiers, like "Write (FloatNum:5:3)", first is used for aligning, and second tells how many digits will be after dot.
In dnh... let's see wiki...

Hmm...
Don't know. :/
Try to trunc the number before ToStringing it.

The Jealous Witch did nothing wrong.

Matteo

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #244 on: October 21, 2012, 04:59:31 PM »
A problem... i have this:

task star{
   loop{
   loop(36){ascent(i in -2..2){
      Bullet2(GetX, GetY, 3, atan2(GetPlayerY-GetY,GetPlayerX-GetX)+angle2+2*i, WHITE21, 30);angle2 += 360/36;      }}
      wait(20); angle2 += 5;
      }}

What i want is put in speed 3+i/3 instead of simple 3. But if i do it, i have a ugly graphic...do you know how to solve this?

Drake

  • *
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #245 on: October 22, 2012, 12:16:53 AM »
Delfi: won't work lol
Puremrz: Danmakufu uses floating points for all of its numbers, which I explained in a shitload of detail previously in this thread. That's the reason why it always has the trailing zeroes, at least. But anyways, strings are just arrays of characters (which is why you can use ~ to concatenate in the first place), so you can do this:
Code: [Select]
function itos(n){
let s=ToString(n);
return s[0..length(s)-7];
}
You can use a loop of array = erase(array,index) as well, to actually erase elements from an array/string.


Matteo: Judging by the name "star" and how you set up your bullets, I think you want 3 + 1/((|i|)+1) ?

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

Matteo

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #246 on: October 22, 2012, 05:02:00 AM »
Thanks Drake! Btw, i wanted to mix the previous floral patterns with a bit of lasers but... i was trying to make 4 familiars that spin around the enemy and fire a laserA that keep aiming at enemy while the sorce is always set on the familiars, who rotate...this is hard to do, since i'm trying to use it with obj_lasers.

Also, how does it works the laser_GetEndX or Y if i want to create lasers that spawn from the previous laser? I mean, like making a laserA with 120 lenght and making at lenght 120 another laser with different direction and so on.

People says that lasers are like longer bullets...well, i find that making bullets is way easyer both to create and understand.

Also, i hava a BIG problem :

i was doing a animated boss (look attachments to see the figure i used) and in this boss i had to animate 3 thing that i called "boss" "wingA" and "wingB".

So in drawloop i wrote:

SetTexture(boss);
                SetRenderState(ALPHA);
                SetAlpha(255);
      if(x==0){SetGraphicRect(0,0,55,74);}
      if(x==5){SetGraphicRect(230,0,285,74);}
      if(x==10){SetGraphicRect(285,0,340,74);}
      if(x==15){SetGraphicRect(395,0,450,74);}
      if(x==20){SetGraphicRect(450,0,505,74);}
      if(x==25){SetGraphicRect(505,0,555,74);}
      SetGraphicScale(1,1);
                SetGraphicAngle(0,0,0);
   DrawGraphic(GetX(),GetY());

   SetTexture(wingA);
                SetRenderState(ALPHA);
                SetAlpha(255);
      SetGraphicRect(0,176,128,360);
      SetGraphicScale(1,1);
                SetGraphicAngle(0,0,0);
   DrawGraphic(GetX()-fly,GetY()+5*sin(float));
      float -= 2;

   SetTexture(wingB);
                SetRenderState(ALPHA);
                SetAlpha(255);
      SetGraphicRect(128,176,256,360);
      SetGraphicScale(1,1);
                SetGraphicAngle(0,0,0);
   DrawGraphic(GetX()+fly+3,GetY()+5*sin(float));
      float -= 2;

While in the first task, in order to control the movement of "boss", i wrote

task Maintask {   
      SetColor(255,255,255);
      Concentration01(120);
      PlaySE(CSD ~ "SE\se_ch00.wav");
      wait(120);
      loop(75){
      fly++;
      yield;}
      start;   
      countdown1;
   }
   task sprite{
      loop(25){
      x++;yield;
      }
      x = 0;
   }
task start{
   loop{
   wait(120);
   sprite;      
   }
}

Ok, to explain what happens... "fly" is a variable used to move "wingA" and "wingB". It works, so wingA and B need no fix.
The problem is sprite "boss" because when i move it (controlling the movement with task sprite) i get a ugly effect...i mean, my boss move but in background also wingB appears in the boss position (don't know why).

 I think that maybe when task sprite start, danmakufu don't understand if SetGraphicRect refer to boss or one of the wings, so it modify all the 3 sprites.
Do you know how to solve this? Whithout a solution i am blocked because i can't make a plural with a boss whose animation is an abomination.

Really, really thanks if you know what i do wrong!
« Last Edit: October 22, 2012, 12:06:10 PM by Matteo »

LadyScarlet

  • Too lazy to make this a gif right now
  • Still scumming for a good pull
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #247 on: October 22, 2012, 02:53:07 PM »
Okay. I'm about to go insane. EVERY SINGLE TIME I run this script. it says something is wrong with the MainTask. I checked if every line was semicoloned, it  was. If MainTask was its name, it was. I even tried my past mainTask.  Just about everything. Nothing works. Help???

http://pastebin.com/nJZ3714r
My Youtube Channel. I mostly upload Hisoutensoku videos.

puremrz

  • Can't stop playing Minecraft!
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #248 on: October 22, 2012, 04:31:31 PM »
Okay. I'm about to go insane. EVERY SINGLE TIME I run this script. it says something is wrong with the MainTask. I checked if every line was semicoloned, it  was. If MainTask was its name, it was. I even tried my past mainTask.  Just about everything. Nothing works. Help???

http://pastebin.com/nJZ3714r

Remove the 2nd } after @Finalize.
Also, your script lags a lot when firing, you might want to move PlaySE(shin); outside the loop of bullets.

I made your fire task a bit more efficient.
Code: [Select]
task fire{
loop{
CreateShot01(GetEnemyX,GetEnemyY,2,GetAngleToPlayer,BLUE32,0);
CreateShot01(GetEnemyX,GetEnemyY,2,GetAngleToPlayer-20,RED32,0);
CreateShot01(GetEnemyX,GetEnemyY,2,GetAngleToPlayer+20,GREEN32,0);
PlaySE(shot);
wait(5);

let dir=0;
loop(40){
CreateShotA(1,GetEnemyX,GetEnemyY,0);
SetShotDataA(1,0,2,dir,0,0,2,AQUA32);
SetShotDataA(1,60,NULL,NULL,0.5,0,2,AQUA32);
FireShot(1);
dir+=360/40;
}
PlaySE(shin);

wait(60);
yield;
}
}
« Last Edit: October 22, 2012, 04:39:42 PM by puremrz »
Full Danmakufu game "Juuni Jumon - Summer Interlude" is done!
By the same person who made Koishi Hell 1,2 (except this game is serious)
Topic: http://www.shrinemaiden.org/forum/index.php/topic,9647.0.html

Matteo

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #249 on: October 23, 2012, 06:25:53 AM »
Ok... now i really don't understand. I solved the last problem i posted in this way:

task sprite{
      loop(23){
      x++;yield;
      }
      x = 0;
   }

(as you see, loop 23, not 25)

and in drawloop

if(x>=0 && x<5){SetGraphicRect(0,0,55,74);}
      if(x>=5 && x<10){SetGraphicRect(230,0,285,74);}
      if(x>=10 && x<15){SetGraphicRect(285,0,340,74);}
      if(x>=15 && x<20){SetGraphicRect(395,0,450,74);}
      if(x>=20 && x<25){SetGraphicRect(450,0,505,74);}
      if(x>=25 && x<30){SetGraphicRect(505,0,560,74);}
      if(x>=30 && x<35){SetGraphicRect(0,0,55,74);}

Now... can someone help me what the hell i did? I mean, it's not really different from what i posted before, but this way works, in the other way it ddidn't work...  incoming headache!

Delfigamer

  • * Merry, bride, absolute (HR)
  • of course the best girl never wins
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #250 on: October 23, 2012, 09:14:25 AM »
Remove the 2nd } after @Finalize.
I remember that times when i used php. Just when I miss an ending bracket, the whole page dissapears, leaving pure white screen showing empty responce. ^o^

Ok... now i really don't understand. I solved the last problem i posted in this way:

task sprite{
      loop(23){
      x++;yield;
      }
      x = 0;
   }

(as you see, loop 23, not 25)

and in drawloop

if(x>=0 && x<5){SetGraphicRect(0,0,55,74);}
      if(x>=5 && x<10){SetGraphicRect(230,0,285,74);}
      if(x>=10 && x<15){SetGraphicRect(285,0,340,74);}
      if(x>=15 && x<20){SetGraphicRect(395,0,450,74);}
      if(x>=20 && x<25){SetGraphicRect(450,0,505,74);}
      if(x>=25 && x<30){SetGraphicRect(505,0,560,74);}
      if(x>=30 && x<35){SetGraphicRect(0,0,55,74);}

Now... can someone help me what the hell i did? I mean, it's not really different from what i posted before, but this way works, in the other way it ddidn't work...  incoming headache!

In task "sprite" you increase variable "x" by one every frame until it reaches 23, then reset it to 1 and continue increasing.
In that bunch of ifs (oh god what is this) you select a graphicrect depending on current value of "x". And last two are useless since x never reaches 25 and 30.

We see what is written in this loop, but we don't see that "other way".
Why are you doing all this if you have nothing but headache?

The Jealous Witch did nothing wrong.

Matteo

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #251 on: October 26, 2012, 04:10:51 AM »
Can somebody tell me how to make scrolling background? Maybe explain it using also some examples?

Even helepolis video did not help me ( ..because i'm starting to think that with background scripting i'm really a Cirno).

Thanks!

Byronyello

  • "The Western Non-Otaku That Respects and Likes Touhou"
  • I guess that'd be my title in a Touhou game...
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #252 on: October 26, 2012, 04:42:19 AM »
Could anyone explain 'sub' to me? I understand what 'function' and 'task' do, but there seems to be no overt difference in how sub operates.
(Strike-through indicates a clear)
Hard Clears: EoSD, PCB, IN, MoF, SA, UFO, TD, DDC.
Lunatic Clears: Someday, perhaps.
Extra Clears: EoSD, PCB, PCB Phantasm, IN, MoF, SA, UFO, TD, DDC.

Drake

  • *
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #253 on: October 26, 2012, 06:21:13 AM »
There is no huge difference in how subroutines are different than functions, except functions can take parameters and return a value. Tasks however are completely different.

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

Matteo

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #254 on: October 27, 2012, 10:35:48 AM »
i tryed with gimp but nothing happened...i must do something wrong. So...

somebody could make this immage trasparent so that can be used in danmakufu please?

Delfigamer

  • * Merry, bride, absolute (HR)
  • of course the best girl never wins
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #255 on: October 27, 2012, 11:39:05 AM »
i tryed with gimp but nothing happened...i must do something wrong. So...

somebody could make this immage trasparent so that can be used in danmakufu please?
Hmm, I'm not in mood to download gimp to show you how to make this transparent, so I show you how to do it in Paint.NET, which I use.
First, create a new bitmap.
[attach=1]
Then, import your image as a new layer
[attach=5]
If gimp will ask you to expand image, say "Yeah!".
[attach=6]
First layer can be deleted.
[attach=7]
Then, use a "magic wand" with global filling
[attach=2]
Click on area with the background color. All pixels with that color will be selected.
[attach=3]
And press [Delete].
[attach=4]
I hope you don't need a tutorial on saving bitmaps.

P.S.

The Jealous Witch did nothing wrong.

Matteo

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #256 on: October 27, 2012, 12:48:44 PM »
Thanks Delfigamer!

I used Paint.net and this is what i obtained.

Lunasa Prismriver

  • Poltergeist Violinist
  • Himorogi, Burn in Violet
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #257 on: October 27, 2012, 08:26:06 PM »
With gimp, you can select a color on the picture. Here a tutorial from the official website : http://docs.gimp.org/en/gimp-tool-by-color-select.html. You will have a better result.

Byronyello

  • "The Western Non-Otaku That Respects and Likes Touhou"
  • I guess that'd be my title in a Touhou game...
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #258 on: October 28, 2012, 01:29:42 PM »
From the looks of that, gimp seems to offer a limited version of Paint.NET's Magic Wand, because Magic Wand has an option to act contiguously or globally.

Anyway, given subroutines' and functions' similarity, is there any real reason to use a subroutine rather than have no arguments for a function? Is it faster or something?
(Strike-through indicates a clear)
Hard Clears: EoSD, PCB, IN, MoF, SA, UFO, TD, DDC.
Lunatic Clears: Someday, perhaps.
Extra Clears: EoSD, PCB, PCB Phantasm, IN, MoF, SA, UFO, TD, DDC.

Matteo

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #259 on: October 28, 2012, 03:02:18 PM »
I need help with Sinusate Lasers...

I am playing a bit, see the Attachment to see for example what i managed to make.

But i have a problem. I am trying to make something like the nue spell with the sinusate lasers but i :

1- can't make it

2- 2\3 of times danmaku laaaag because of too much lasers.

So, i have 2 request:

1- How to do it?

2- how to make sinusate lasers fire bullets?

Thanks!


fondue

  • excuse me
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #260 on: October 28, 2012, 03:27:04 PM »
I need help with Sinusate Lasers...

I am playing a bit, see the Attachment to see for example what i managed to make.

But i have a problem. I am trying to make something like the nue spell with the sinusate lasers but i :

1- can't make it

2- 2\3 of times danmaku laaaag because of too much lasers.

So, i have 2 request:

1- How to do it?

2- how to make sinusate lasers fire bullets?

Thanks!
Well for us to be able to help you properly it would great if you gave us your script. And sinuate lasers use up a lot of processing power. That's why they make Dnh lag.

Matteo

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #261 on: October 28, 2012, 03:50:12 PM »
loop(1){let h = [RED01,GREEN01,BLUE01,YELLOW01,PURPLE01,AQUA01,ORANGE01,WHITE01];let t = 0;
      loop(36){
      
      CreateLaserC(8, GetX, GetY, 7, 80, h[t],0);
SetLaserDataC(8, 0, 3, GetAngleToPlayer+angle , 3, 0.5,3);
SetLaserDataC(8, 30, 5, NULL, 6, 0.1,3);
SetLaserDataC(8, 60, 5, NULL, -6, 0.1,3);
SetLaserDataC(8, 90, 5, NULL, 6, 0.1,3);

SetLaserDataC(8, 140, 3, NULL, 1.5, 0.1,5);
SetLaserDataC(8, 150, 3, NULL, -1.5, 0.1,5);
SetLaserDataC(8, 180, 3, NULL, 1.5, 0.1,5);
SetLaserDataC(8, 210, 3, NULL, -1.5, 0.1,5);
SetLaserDataC(8, 240, 3, NULL, 1.5, 0.1,5);
SetLaserDataC(8, 270, 3, NULL, -1.5, 0.1,5);
   FireShot(8);
angle += 360/36; t++; t%=length(h);

}
}

SusiKette

  • @MainLoop { yield; }
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #262 on: October 28, 2012, 06:02:56 PM »
Could someone explain how ascent and descent commands work. I've been searching few sites but I feel like I didn't completely understand them. Also, how do I create variable that randomizes bullet shape or color or another variables value within the given values (for an example randomly chooses either 10, 20 or 30 but won't choose between the numbers)

Drake

  • *
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #263 on: October 28, 2012, 10:42:43 PM »
Could someone explain how ascent and descent commands work. I've been searching few sites but I feel like I didn't completely understand them. Also, how do I create variable that randomizes bullet shape or color or another variables value within the given values (for an example randomly chooses either 10, 20 or 30 but won't choose between the numbers)
ascent and descent are loops, which are given a temporary variable at the start, set to the minimum value. Every time it loops, the variable is increased by one until it reaches the maximum value, and then the loop ends.

ascent(var in 0..10){
   bla(var);
}
somethingelse;


Here we are starting a loop that initializes a variable var with a value of 0. The loop starts, and then we get to bla(var), which runs as bla(0). We hit the end of the loop, so we go back to the start, and increment var so that var = 1. var is still less than 10, so the loop runs again and we call bla(1). Similarly it'll loop through bla(2), bla(3), etc, and bla(9). Once you go to the start from var = 9 and increase it to var = 10, you've now reached the maximum value, so the loop is done and you go do somethingelse; instead of going through the loop again.
descent loops are the same, except you start with a maximum value and decrease it until you hit the minimum. Also, just to note, the variable in an ascent/descent loop is only accessible from inside the loop. After the loop it doesn't exist anymore.

In this way, you could rewrite the above like this:

local{
   let var = 0;
   while(var<10){
      bla(var);
      var++;
   }
}
somethingelse;



Your second question can be answered in a few different ways. Firstly, if you want to randomize between 10, 20 and 30, you can use math for that. rand_int(1,3) * 10 will choose a number from 1 to 3 (note, it includes the maximum) and then multiply it by ten, so you do get 10, 20 or 30. What you probably want though, is a use of arrays.
let array1 = [RED01, BLUE01, YELLOW01];
let array2 = [23, 81, 320000, -7, GetCenterX];

Given these arrays, if you want to choose a random element inside it, you can use array1[rand_int(0,2)] and array2[rand_int(0,4)]. rand_int will return an integer from 0 to 2 and 0 to 4 respectively, and since the elements in the arrays are numbered the same way, it will randomly select one of those elements.
« Last Edit: October 28, 2012, 10:46:54 PM by Drake »

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #264 on: October 28, 2012, 10:59:30 PM »
If this has been asked, I've never found the post so...
I'm making a stage, just playing around with it, and I notice, when I try to create a stream of enemies(that are the same), only the first one shoots the bullets. Anyway I can fix this?
Currently a normal player

Drake

  • *
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #265 on: October 29, 2012, 07:07:45 PM »
Could you post your scripts (on pastebin, just pasted one after the other)? From the sound of it, the reference to the enemy you give when firing the bullets ends up being the same one each time so it'll just fire all the bullets. This could be the case with a parent enemy, or with a variable being overwritten with different objects or something.

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #266 on: October 29, 2012, 11:40:20 PM »
http://pastebin.com/2hNkhsn5

Please put large code posts in pastebin as suggested by users.  -Helepolis
« Last Edit: November 01, 2012, 08:06:47 AM by Helepolis »
Currently a normal player

SusiKette

  • @MainLoop { yield; }
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #267 on: October 30, 2012, 06:21:36 PM »
   task fire{
      let x = 0;
      loop{
         while(x<36){
            CreateShotA(1,GetEnemyX,GetEnemyY,0);
            SetShotDataA(1,0,3,GetAngleToPlayer,0,0,0,RED01);
            FireShot(1);
            x++;
         }
         x = 0;
         wait(30);
         yield;
      }
   }

Try using GetX and GetY instead of GetEnemyX and GetEnemyY
GetEnemyX and GetEnemyY gets X and Y of the boss and GetX and GetY gets X and Y of the current enemy, familiar or object bullet (in object bullet's case the codes are Obj_GetX(object name) and Obj_GetY(object name)). Danmakufu propably tought that the first appearing enemy was the boss and fired all from that.

Drake

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #268 on: October 31, 2012, 02:58:53 AM »
Quote
From the sound of it, the reference to the enemy you give when firing the bullets ends up being the same one each time so it'll just fire all the bullets
Yep.

Additionally,
- Non-boss enemies use script_enemy, not script_enemy_main. This is why GetEnemyXY are pointing to the first enemy.
- Aside from the shots, you're using GetEnemyX in the boundary detection as well. You are indeed using GetXY for the drawing though which I find hilarious.
- You have two DrawGraphics drawing the same thing.
- wait(10); yield; and wait(30); yield; are just wait(11) and wait(31) respectively.
- You do not need script headers (#TouhouDanmakufu #Title etc) in scripts that you are not going to run from the main menu, just to note.
- "@Background" in the stage script is bound to screw you up later, change it to @BackGround.

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
- original art by Aiけん | ウサホリ -

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #269 on: November 01, 2012, 07:55:47 PM »
Hello there!
Please I don't get it, I followed every little step in the Helepolis custom player tutorial  and it seems the bomb can't activate. The screen turns black and I can't hear the sc sound, it has to be a mistake in the bomb definition  because I have already check multiples times  name errors, wrong pathname... (don't mind the ugly bullet...)
you can dl this folder first - it contains all you need, I think it's more efficient than giving the source code only -

http://www.mediafire.com/file/5e1vvoebsw4cgbr/marisaZE.rar

Thank you.