Author Topic: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (locked)  (Read 268836 times)

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #180 on: December 27, 2011, 10:29:55 PM »
Yeah thanks ! At first i was trying to manually notify the events. Just a quick note : I tried just to do nothing when the event was called but it caused the spell to go on forever, you actually need to make sure to GetSpellManageObject(); and then delete the object, even if you do nothing else.

NonexistentFlower

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #181 on: December 31, 2011, 04:13:07 AM »
At this rate it might be better if you could pastebin the whole script for us.
http://pastebin.com/vhPHfUvq
......I said nothing.

Drake

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #182 on: December 31, 2011, 06:50:49 AM »
you have no yield in your mainloop aaaaaaaaaaaaaaaaaaaaaaaaaa

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #183 on: December 31, 2011, 04:11:38 PM »
Recollection[Hana's scipt In my boss battle ohohoho.wav]

Well,i finally find (thanks to Hana) a script with them bouncing bullets!:D
it's gonna be so much fun!:D

Drake

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #184 on: December 31, 2011, 07:53:21 PM »
But bouncing bullets in 0.12 and ph3 are exactly the same and is like the first thing you learn from object bullet tutorials, I don't see what you're getting at.

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #185 on: December 31, 2011, 08:31:43 PM »
Well,I never really used tasks or object bullets before~
Btw i run the bouncing bullet script,but...is it normal that sometimes,there are let's say five bullets and then a hole of 2~3 bullets before getting back to normal?

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #186 on: January 02, 2012, 08:06:48 AM »
Well, how can I make bouncing bullets?  :ohdear:

Drake

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #187 on: January 02, 2012, 09:57:20 PM »
At the most basic level, bouncing bullets is knowing two things: how to manipulate object bullets (which is pretty simple and fundamental), and just knowing the procedure of how to bounce the bullets, which is just split into detecting when a bullet should bounce, and then just manipulating its angle. That's it, there's nothing special, which is why it's commonplace in tutorials. That being said, if you don't know how to bounce bullets in 0.12, then go read the Intermediate tutorial and maybe watch Hele's videos on object bullets. There is literally nothing different in ph3 besides the renaming of functions (which you can easily look up and/or should know already) and having to use ObjShot_Regist() to let dnh acknowledge and fire the bullet.

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #188 on: January 03, 2012, 08:31:29 PM »
Hi everyone!
So, I make a thread for my first ph3 experimentations (a total flop herrr)
So to complete my boss:

-How can I animate my boss (like touhou: animation movement ---> animation return to idle etc...)

-How can I do a circle life like Ten desires/Great Fairy War?

-How I can do background for my spell cards (what functions I must use)?

Thanks if you help me

-

Helepolis

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #189 on: January 03, 2012, 09:58:02 PM »
-How can I animate my boss (like touhou: animation movement ---> animation return to idle etc...)
The same way it is done in 0.12m in general. Please check the tutorials for this. Except you replace the functions with the ph3 ones. (and sprite has become an object, but the mechanics is roughly the same)
Code: [Select]
ObjSprite2D_SetSourceRect(objEnemy, Left,  Top, Bottom, Right);
-How can I do a circle life like Ten desires/Great Fairy War?
Guessing it is done with effect objects. You need to understand Effect Objects or Objects in general. In ph3 they are using different functions but the base can be found in 0.12m tutorials as well for object style scripting.

-How I can do background for my spell cards (what functions I must use)?
Have you checked the wiki for Ph3? It is like written there.
Code: [Select]
let objScene = GetEnemyBossSceneObjectID();
ObjEnemyBossScene_StartSpell(objScene);

This activates spell card mode. For the BG function, again check the wiki =|


Almost all questions can be found in the wikis/tutorials with some imagination, excluding the life circle as 12.8 and 13 (as that is something most of us never attempted yet I think).
« Last Edit: January 03, 2012, 09:59:49 PM by Helepolis »

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #190 on: January 05, 2012, 05:33:15 PM »
-How can I animate my boss (like touhou: animation movement ---> animation return to idle etc...)
Try this animation library for ph3. Be sure to look at the examples and comments in the code.

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #191 on: January 05, 2012, 06:58:45 PM »
does anyone know where I can find a good detailed ph3 tutorial?

Blargel

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #192 on: January 05, 2012, 08:07:59 PM »
does anyone know where I can find a good detailed ph3 tutorial?
No such thing. Yet.
In English anyway. Maybe Japanese ones exist.
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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #193 on: January 05, 2012, 10:04:03 PM »
I was supposed to get around to that but I guess I sort of have to script things first.

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #194 on: January 05, 2012, 11:49:16 PM »
No such thing. Yet.
In English anyway. Maybe Japanese ones exist.
I thought there was a Japanese Manual or something for functions.
« Last Edit: January 06, 2012, 12:53:10 AM by Yuuka »
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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #195 on: January 06, 2012, 01:17:12 AM »
If you could answer all your own questions about the fundamentals of ph3 using a functionlist and syntaxlist, I would be delighted. Unfortunately, this doesn't seem to be the case.

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #196 on: January 06, 2012, 02:09:10 AM »
If you could answer all your own questions about the fundamentals of ph3 using a functionlist and syntaxlist, I would be delighted. Unfortunately, this doesn't seem to be the case.
Hmm.. Never touched ph3, but all i need for scripting in 0.12m is functions description on wiki. There are some fundamental questions coming from time to time, but nothing that could stop me. What's kind of case are you talking about? Lack of explanation of how those functions could be used to do things, or some gaps in understanding the basic workflow? :wat:
My danmakufu thread Most recent - "Kappa Mechanics" (Nitori fight)   My youtube channel Latest update - EoSD extra no bombs clear


Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #197 on: January 06, 2012, 06:26:50 PM »
Okay Lucas, Ihad somes problems with your lib (I don't understand anything).
So, I worked myself Ichirin animation, but I have problems:

Code: [Select]
task AnimateBoss
{
     let int = false;
     let count = 0;
     let count2 = 0;
let count3 = 0;
while(Obj_IsDeleted(objichirin) == false)
{
if(CheckDirection(objichirin, "right") == true){ObjRender_SetScaleXYZ(objichirin, 1, 1, 1)}
if(CheckDirection(objichirin, "left") == true){ObjRender_SetScaleXYZ(objichirin, -1, 1, 1)}
if(ObjMove_GetSpeed(objichirin) == 0 && int == true)
{
if(count3==5){ObjSprite2D_SetSourceRect(objichirin, 192, 96, 256, 192);}
if(count3==10){ObjSprite2D_SetSourceRect(objichirin, 128, 96, 192, 192);}
if(count3==15){ObjSprite2D_SetSourceRect(objichirin, 64, 96, 128, 192);}
if(count3==20){ObjSprite2D_SetSourceRect(objichirin, 0, 96, 64, 192);}
count3++;
int = false;
}
if(ObjMove_GetSpeed(objichirin) == 0)
{
if(count2==10){ObjSprite2D_SetSourceRect(objichirin, 0, 0, 64, 96);}
if(count2==20){ObjSprite2D_SetSourceRect(objichirin, 64, 0, 128, 96);}
if(count2==30){ObjSprite2D_SetSourceRect(objichirin, 128, 0, 192, 96);}
if(count2==40){ObjSprite2D_SetSourceRect(objichirin, 192, 0, 256, 96);}
count=0;
count3 = 0;
}

if(ObjMove_GetSpeed(objichirin) > 0)
{
if(count==5){ObjSprite2D_SetSourceRect(objichirin, 0, 96, 64, 192);}
if(count==10){ObjSprite2D_SetSourceRect(objichirin, 64, 96, 128, 192);}
if(count==15){ObjSprite2D_SetSourceRect(objichirin, 128, 96, 192, 192);}
if(count==20){ObjSprite2D_SetSourceRect(objichirin, 192, 96, 256, 192);}
count++;
int = true;
}
if(count2>40)
{
count2=0;
}
count2++;

yield;
}
}

"if(ObjMove_GetSpeed(objichirin) == 0 && int == true)" is the condition for the reverse move of ichirin but nothing hapened ichirin go to idle directly next the normal move.

gtbot

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #198 on: January 07, 2012, 12:58:03 AM »
Code: [Select]
if(ObjMove_GetSpeed(objichirin) == 0 && int == true)
{
if(count3==5){ObjSprite2D_SetSourceRect(objichirin, 192, 96, 256, 192);}
if(count3==10){ObjSprite2D_SetSourceRect(objichirin, 128, 96, 192, 192);}
if(count3==15){ObjSprite2D_SetSourceRect(objichirin, 64, 96, 128, 192);}
if(count3==20){ObjSprite2D_SetSourceRect(objichirin, 0, 96, 64, 192);}
count3++;
int = false;
}
Variable int immediately becomes false the moment it becomes true, so it'll only run this if statement for 1 frame. A way around this would be to use this if(count3==25){int = false;} instead, or whichever value of count3 you'd like for the animation to go on for.

Quote
Code: [Select]
if(ObjMove_GetSpeed(objichirin) == 0)
{
if(count2==10){ObjSprite2D_SetSourceRect(objichirin, 0, 0, 64, 96);}
if(count2==20){ObjSprite2D_SetSourceRect(objichirin, 64, 0, 128, 96);}
if(count2==30){ObjSprite2D_SetSourceRect(objichirin, 128, 0, 192, 96);}
if(count2==40){ObjSprite2D_SetSourceRect(objichirin, 192, 0, 256, 96);}
count=0;
count3 = 0;
}
In this part of the code, count3 is always changed to be value 0, resulting in the above code to not be run, even if int was true.  A way around this would be to add && int == false in the if statement.

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #199 on: January 07, 2012, 05:11:31 PM »
Okay thanks for help, Gtbot, it's better now! But I want to make an attack animation and I have no idea how I must script this, can you help me again please >.<?

gtbot

  • Master of ScreenSplit
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #200 on: January 07, 2012, 06:19:42 PM »
Okay thanks for help, Gtbot, it's better now! But I want to make an attack animation and I have no idea how I must script this, can you help me again please >.<?

Define a new variable to the script (not the task) named whatever you want with value false.  Check if this variable is false, if so then perform the other three animation stance if statements (if(variable == false){other three animation if statements}). If true, make it perform the attack animation using the set up you have. Simply change the variable to true/false whenever you want the attack to play. Exact details depends on how you want to execute it. The easiest way using the setup you have right now would be to just add count4 and add a count4 = 0; below where count3 = 0; is at, just make sure you make the other three existing animations  don't run if the variable is true.

fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #201 on: January 11, 2012, 06:10:26 PM »
 ???Can someone give me advice on how to make bullets reflect off walls and/or make a spiral of them ???

Drake

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #202 on: January 11, 2012, 06:50:11 PM »
???Can someone give me advice on how to make bullets reflect off walls and/or make a spiral of them ???
Question, have you read the v0.12 Intermediate tutorial? The very first thing it does is explain how to fire a spiral of bullets, and later it explains how to bounce bullets. The methods used in ph3 are nearly exactly the same besides a few function name changes.

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fondue

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #203 on: January 11, 2012, 07:15:01 PM »
Question, have you read the v0.12 Intermediate tutorial? The very first thing it does is explain how to fire a spiral of bullets, and later it explains how to bounce bullets. The methods used in ph3 are nearly exactly the same besides a few function name changes.
Ugh, I forgot. i usually skip the instructions, and just copy and paste the main loop parts (how nooby of me). ill read more and hopefully pay attention this time. sry

DarkOverord

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #204 on: January 11, 2012, 08:54:20 PM »
At risk of sounding stupid, but decided to start learning ph3 instead of lazily learning v0.12m. This isn't an issue but more of a question really.

Is there a list of Danmakufu's default bullets anywhere? Besides "DS_BALL_S_RED" for example in the first sample script on the wiki. I'm more learning by recreating those scripts with my own touches to them for now. (Or is there a handy shot script that explains each bullet like the old Super Shot I was so fond of?)

If not, I'm sure I can try and make some custom shots. Can't be too hard (And surely worth trying I guess to LEARN)
http://www.youtube.com/user/DarkOverord <-- its wat cool ddes do rite :V

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #205 on: January 11, 2012, 09:17:54 PM »
At risk of sounding stupid, but decided to start learning ph3 instead of lazily learning v0.12m. This isn't an issue but more of a question really.

Is there a list of Danmakufu's default bullets anywhere? Besides "DS_BALL_S_RED" for example in the first sample script on the wiki. I'm more learning by recreating those scripts with my own touches to them for now. (Or is there a handy shot script that explains each bullet like the old Super Shot I was so fond of?)

If not, I'm sure I can try and make some custom shots. Can't be too hard (And surely worth trying I guess to LEARN)

Default_ShotConst.txt in the default_system folder has every single default bullet listed.

DarkOverord

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #206 on: January 11, 2012, 09:33:27 PM »
Default_ShotConst.txt in the default_system folder has every single default bullet listed.
Oh fffffs how they hell did I miss that one. Thank you very much though!

EDIT: okay here's an on odd one. ph3 is running at 62.5 fps... why? o.??

Also, is animation handled differently? I've been trying to do it similar to how I did it in 12m, using ObjSprite2D_SetSourceRect instead of SetGraphicRect, but it doesn't seem to want to play, even with the animation looping as a task elsewhere. I think I'm derping somewhere
« Last Edit: January 11, 2012, 10:28:25 PM by DarkOverord »
http://www.youtube.com/user/DarkOverord <-- its wat cool ddes do rite :V

gtbot

  • Master of ScreenSplit
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #207 on: January 12, 2012, 01:36:06 AM »
EDIT: okay here's an on odd one. ph3 is running at 62.5 fps... why? o.??

Also, is animation handled differently? I've been trying to do it similar to how I did it in 12m, using ObjSprite2D_SetSourceRect instead of SetGraphicRect, but it doesn't seem to want to play, even with the animation looping as a task elsewhere. I think I'm derping somewhere
62.5 is the new default fps for whatever reason they wanted

This second question is probably no. The only guess I can make without seeing your script is you're missing a yield; in MainLoop, or you forgot to ObjPrim_SetTexture(obj, imgpath);

DarkOverord

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #208 on: January 12, 2012, 01:47:31 PM »
you're missing a yield; in MainLoop
...OH FFFFFFS

I was going off the sample script which actually doesn't have a yield; in MainLoop. But I'm equally as stupid for forgetting all loops have yields!  :V

EDIT: In fact, looking at it, none of the translated sample scripts on the wiki have a yield. That's. What? :V
« Last Edit: January 12, 2012, 04:05:24 PM by DarkOverord »
http://www.youtube.com/user/DarkOverord <-- its wat cool ddes do rite :V

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #209 on: January 12, 2012, 03:04:57 PM »
EDIT: In fact, looking at it, none of the sample scripts have a yield. That's. What? :V

SampleE01, SampleRB01, SampleRB02 and SampleRB03 all have yields in their MainLoops actually.