Author Topic: Danmakufu Q&A/Problem thread number 4  (Read 204692 times)

Iryan

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Danmakufu Q&A/Problem thread number 4
« on: June 19, 2010, 09:13:50 PM »
Old topic here.

Now, lie down on that bed and tell me about your script.

 BV
« Last Edit: June 20, 2010, 03:21:02 PM by Helepolis »
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Chronojet ⚙ Dragon

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Re: Danmakufu Q&A/Problem thread number 4
« Reply #1 on: June 19, 2010, 09:17:52 PM »
As I were saying, what's with not being able to use certain functions in certain types of scrips?
Now I have to use common data, goddammit.

Azure Lazuline

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Re: Danmakufu Q&A/Problem thread number 4
« Reply #2 on: June 19, 2010, 09:23:42 PM »
The creator didn't think you'd need to use those functions outside of their respective script types. The only way to do it is common data.

Shade

  • Narb Overlord
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Re: Danmakufu Q&A/Problem thread number 4
« Reply #3 on: June 20, 2010, 08:26:17 PM »
Sorry for having really stupid/lame topics, and/or if this doesn't belong here, but how do you unlock extra mode in Concealed the Conclusion?

Many say you have to 1cc Normal or higher with all four, two, or 1 of Marissa's shots. Which is it? D: And I'm talking about the regular extra mode, not the phantasm.
I don't have a life, I has thousands! :D

Drake

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Re: Danmakufu Q&A/Problem thread number 4
« Reply #4 on: June 20, 2010, 09:16:06 PM »
Just 1cc normal with everyone and see what happens.

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
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Shade

  • Narb Overlord
  • There are OVER 9000! Bullets flying on the screen!
Re: Danmakufu Q&A/Problem thread number 4
« Reply #5 on: June 20, 2010, 09:18:51 PM »
Do I have to clear all of Reimu's last word spells? The barriers and Visionary Miko are insane. -_-

Oh and does it have to be patched?
« Last Edit: June 20, 2010, 09:23:38 PM by Shade »
I don't have a life, I has thousands! :D

Drake

  • *
Re: Danmakufu Q&A/Problem thread number 4
« Reply #6 on: June 20, 2010, 09:29:21 PM »
No clue.

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

Shade

  • Narb Overlord
  • There are OVER 9000! Bullets flying on the screen!
Re: Danmakufu Q&A/Problem thread number 4
« Reply #7 on: June 20, 2010, 09:50:11 PM »
Alrighty, thanks.

Hmph.. I beat All of the choices, but I didn't really capture all of Reimu's last words. I'll try MarissaA again since I haven't done that scenario in a while... Oh well.
« Last Edit: June 20, 2010, 10:50:44 PM by Shade »
I don't have a life, I has thousands! :D

Re: Danmakufu Q&A/Problem thread number 4
« Reply #8 on: June 21, 2010, 03:44:31 AM »
1cc all scenarios with their respective shot types on normal mode to unlock Extra. Beat Extra, 1cc all scenarios as a single shot type on normal mode(And it has to be normal mode, can't be hard or lunatic) and start games on hard and lunatic to unlock Phantasm.

This stuff is on the wiki, shouldn't you have tried that first?
The SoEW patch has had its second release, come and get it!

空SoraのNo鏡Kagami

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Re: Danmakufu Q&A/Problem thread number 4
« Reply #9 on: June 21, 2010, 08:20:32 PM »
Uhh, this code I had was working... Until I tried to make a spell while looking at the advanced tutorial... Now it doesn't work

This...
Code: [Select]
#TouhouDanmakufu
#Title[Marksman]
#Text[Prybetier has been gaming too much...]
#PlayLevel[Oni]
#BackGround[User(\script\Slackin\GapBridge.png, 0, 0)]
#BGM[\script\Slackin\Necrofantasia.mp3]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main {
    let frame = 0;
    @Initialize {
        SetLife(1000);
        SetEnemyMarker(true);
        MagicCircle(true);
        SetDamageRate(30, 10);
        SetTimer(60);
        SetInvincibility(20);
       


    }

    @MainLoop {
       
        SetCollisionA(220, 120, 32);
        SetCollisionB(220, 120, 24);
        if(frame==60){

       
       

        CreateLaser01(GetX, GetY, 2.5, GetAngleToPlayer, 100, 10, WHITE02, 5); 
        CreateLaser01(GetX, GetY, 2.5, GetAngleToPlayer, 100, 10, YELLOW02, 15);
         CreateLaser01(GetX, GetY, 2.5, GetAngleToPlayer+40, 100, 10, WHITE02, 5); 
        CreateLaser01(GetX, GetY, 2.5, GetAngleToPlayer+40, 100, 10, YELLOW02, 15);
         CreateLaser01(GetX, GetY, 2.5, GetAngleToPlayer-40, 100, 10, WHITE02, 5); 
        CreateLaser01(GetX, GetY, 2.5, GetAngleToPlayer-40, 100, 10, YELLOW02, 15);
        CreateLaser01(GetX, GetY, 2.5, GetAngleToPlayer+15, 100, 10, WHITE02, 5); 
        CreateLaser01(GetX, GetY, 2.5, GetAngleToPlayer+15, 100, 10, YELLOW02, 15);
        CreateLaser01(GetX, GetY, 2.5, GetAngleToPlayer-15, 100, 10, WHITE02, 5); 
        CreateLaser01(GetX, GetY, 2.5, GetAngleToPlayer-15, 100, 10, YELLOW02, 15);
       
        CreateLaser01(GetX, GetY, 5, GetAngleToPlayer, 100, 8, ORANGE02, 5); 
        CreateLaser01(GetX, GetY, 5, GetAngleToPlayer, 100, 8, RED02, 10);
        CreateLaser01(GetX, GetY, 5, GetAngleToPlayer+3, 100, 8, ORANGE02, 5); 
        CreateLaser01(GetX, GetY, 5, GetAngleToPlayer+3, 100, 8, RED02, 10); 
        CreateLaser01(GetX, GetY, 5, GetAngleToPlayer-3, 100, 8, ORANGE02, 5); 
        CreateLaser01(GetX, GetY, 5, GetAngleToPlayer-3, 100, 8, RED02, 10); 

        CreateLaser01(GetX, GetY, 10, GetAngleToPlayer, 100, 5, BLUE02, 5); 
        CreateLaser01(GetX, GetY, 10, GetAngleToPlayer, 100, 5, PURPLE02, 8);

        CreateLaser01(GetX, GetY, 6.5, GetAngleToPlayer+2, 100, 7, AQUA02, 5);
        CreateLaser01(GetX, GetY, 6.5, GetAngleToPlayer+2, 100, 7, GREEN02, 10);
        CreateLaser01(GetX, GetY, 6.5, GetAngleToPlayer-2, 100, 7, AQUA02, 5);
        CreateLaser01(GetX, GetY, 6.5, GetAngleToPlayer-2, 100, 7, GREEN02, 10);
        frame = 30;




       
        }
        frame++;
    }

    @DrawLoop {       
    }

    @Finalize {
    }
}
Me: Rapture is comin'
Person: OMG WHEN!
Me: Naow, APOCALYPSE SIGN "RAPTURE"!

Fetch()tirade

  • serial time-waster
Re: Danmakufu Q&A/Problem thread number 4
« Reply #10 on: June 21, 2010, 08:25:38 PM »
Forgot the yield; in MainLoop. Also, the enemy doesn't appear onscreen at all. If the yield; is put in, then the shots will just come from the top of the screen, where the boss starts off.

Iryan

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Re: Danmakufu Q&A/Problem thread number 4
« Reply #11 on: June 21, 2010, 08:36:19 PM »
Yes. Because you didn't tell the boss to move somewhere, the lasers get spawned outside of the playing field where they get deleted instantly.

Just put SetMovePosition02(GetCenterX, 128, 30); or something into your @Initialize.
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

空SoraのNo鏡Kagami

  • Wolven Wind Warrior of the West (That's catchy)
  • Occupation: Hopeless Amazing Young Scriptor
Re: Danmakufu Q&A/Problem thread number 4
« Reply #12 on: June 21, 2010, 11:10:33 PM »
Yes. Because you didn't tell the boss to move somewhere, the lasers get spawned outside of the playing field where they get deleted instantly.

Just put SetMovePosition02(GetCenterX, 128, 30); or something into your @Initialize.

Hmm... I guess the Random Movement was a big deal... I recently had it so the boss was moving to random positions. Thank you.
Me: Rapture is comin'
Person: OMG WHEN!
Me: Naow, APOCALYPSE SIGN "RAPTURE"!

空SoraのNo鏡Kagami

  • Wolven Wind Warrior of the West (That's catchy)
  • Occupation: Hopeless Amazing Young Scriptor
Re: Danmakufu Q&A/Problem thread number 4
« Reply #13 on: June 22, 2010, 12:23:07 AM »
Yes, i know... I am a trouble magnet... That comes with me not fully comprehending the Intermediate Tutorial...

I'm trying to find a way to make it so the frame rate of my shots get higher at a certain time...
How would you set up the variable? [Yes I do suck]
Me: Rapture is comin'
Person: OMG WHEN!
Me: Naow, APOCALYPSE SIGN "RAPTURE"!

Re: Danmakufu Q&A/Problem thread number 4
« Reply #14 on: June 22, 2010, 12:26:32 AM »
Code: [Select]
let time = 60;


if(frame==time){do stuff; time--;}


if(time<21){time=20;}


Have it so every time the condition is met that it subtracts the number you want

空SoraのNo鏡Kagami

  • Wolven Wind Warrior of the West (That's catchy)
  • Occupation: Hopeless Amazing Young Scriptor
Re: Danmakufu Q&A/Problem thread number 4
« Reply #15 on: June 22, 2010, 12:48:23 AM »
Well, it doesn't crash when I put it in... I'm probably going to run back about in a few minutes, so I'll postpone it until tomorrow. meanwhile, I'll tamper with it. Sorry for being so hopeless by the way.
Me: Rapture is comin'
Person: OMG WHEN!
Me: Naow, APOCALYPSE SIGN "RAPTURE"!

Re: Danmakufu Q&A/Problem thread number 4
« Reply #16 on: June 22, 2010, 12:12:13 PM »
How do I make a bullet spawn another bullet, I used the ascent thingy but it spawn 1 bullets persecond, If I want it to spawn bullet less often how do i do ?

CreateShotA(1, GetX, GetY, 10);
SetShotDataA(1, 0, 2, angle, 0, 0, 0, 216);

ascent(i in -10..100){
CreateShotA(2, 0, 0, 10);
SetShotDataA(2, 0, 3, angle, 0.5, 0, 0, RED11);
AddShot(i*2, 1, 2, 0);
}
« Last Edit: June 22, 2010, 12:20:25 PM by Foremoster »
Hey There !

Iryan

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Re: Danmakufu Q&A/Problem thread number 4
« Reply #17 on: June 22, 2010, 12:29:45 PM »
Firstly, the bullets appear to spawn in the wrong place because AddShot makes the x and y coordinates of the added bullet orient themselves after the bullet to which you add them. For example, adding a bullet with a presumed X coordinate of GetX to a mother bullet that is already placed on the position GetX would make the spawned bullet appear on the position 2*GetX, which will usually be far to the right of the playing field if, not so far to the right that it won't get spawned at all.

Secondly, the ascent function.

ascent(variable in i..n){
       Stuff that has to do with variable;
}

This code has the following effect:
First, it creates a variable of the specified name. Then it preceeds to do the "Stuff" you have put into the {} brackets several times, but each time, it assignes a different value to the variable. The "Stuff" is done once for variable = i, once for variable = (i + 1) and so on, increasing the value of the variable by 1 every time. It continues until doing the "Stuff" in the brackets for the case variable = (n - 1).

For an example, this code:

Code: [Select]
ascent(i in 1..6){ CreateShot01(GetX, GetY, i/2, GetAngleToPlayer, RED21, 0); }
...will create five RED21bullets at the position of the boss and aimed at the player. One bullet with a speed of (1/2) = 0.5, one with a speed of (2/2) = 1, one with a speed of (3/2) = 1.5, one with a speed of (4/2) = 2 and one with a speed of (5/2) = 2.5.



Edit: Editing your post while I am replying to it is no fair.  :fail:

Also, I don't get your question as that code definitely does not spawn a bullet once every second.

If you want your mother bullet to spawn one bullet every second, you need to make every added bullet have a difference of 60 frames in the time it is fired. That means you want to change the first parameter in AddShot to 60*i.
« Last Edit: June 22, 2010, 12:37:07 PM by Iryan »
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Re: Danmakufu Q&A/Problem thread number 4
« Reply #18 on: June 22, 2010, 12:55:33 PM »
IT WORKS  :o
Thanks Iryan

Edit : It's fair when your the Editor  :derp:
Hey There !

空SoraのNo鏡Kagami

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  • Occupation: Hopeless Amazing Young Scriptor
Re: Danmakufu Q&A/Problem thread number 4
« Reply #19 on: June 22, 2010, 11:20:24 PM »
I don't get how to set up the descent, and ascent statements... As usual, explain where to put it and blah.
(You guys should get like, points or something for this...)
Me: Rapture is comin'
Person: OMG WHEN!
Me: Naow, APOCALYPSE SIGN "RAPTURE"!

CK Crash

  • boozer
Re: Danmakufu Q&A/Problem thread number 4
« Reply #20 on: June 22, 2010, 11:39:28 PM »
ascent(i in a..b){Stuff;} makes a new variable i that starts at a. It then runs the code in the brackets, with i being increased by 1 each time. Once i equals b, it stops looping.

ascent(i in 0..5){Stuff;} does i=0, i=1, i=2, i=3, and i=4, but it stops and doesn't include i=5.

Code: [Select]
ascent(i in 0..10){Stuff;}
=

Code: [Select]
let i = 0;
while(i<10)
   {
   Stuff;
   i++;
   }

descent(i in a..b){Stuff;} does the exact same values of i, but in reverse order. You can use any variable name instead of i, in the event you need more than one ascent/descent.

Code: [Select]
ascent(i in 0..5){CreateShot01(GetX,GetY,1+i,GetAngleToPlayer,RED01,10);} //A line of 5 bullets.

ascent(i in -2..3){CreateShot01(GetX,GetY,1,GetAngleToPlayer+i*5,RED01,10);} //A wall of 5 bullets.

ascent(i in 0..18){CreateShot01(GetX,GetY,1,GetAngleToPlayer+i*20,RED01,10);} //A ring of 18 bullets.

空SoraのNo鏡Kagami

  • Wolven Wind Warrior of the West (That's catchy)
  • Occupation: Hopeless Amazing Young Scriptor
Re: Danmakufu Q&A/Problem thread number 4
« Reply #21 on: June 22, 2010, 11:49:12 PM »
Well... That really clarified all this... Thank you.
Me: Rapture is comin'
Person: OMG WHEN!
Me: Naow, APOCALYPSE SIGN "RAPTURE"!

Re: Danmakufu Q&A/Problem thread number 4
« Reply #22 on: June 23, 2010, 03:19:02 AM »
So now that schools out for most of you youngin's, how do we feel about holding the next Danmakufu contest sometime soon?

What, it's a Danmakufu question.

Bitz

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Re: Danmakufu Q&A/Problem thread number 4
« Reply #23 on: June 23, 2010, 05:11:40 AM »
Yes.

Furienify

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Re: Danmakufu Q&A/Problem thread number 4
« Reply #24 on: June 23, 2010, 05:28:41 AM »
Sure.

So long as it isn't the idea you were tossing around on IRC. Most people won't bother to learn a new engine.

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
Re: Danmakufu Q&A/Problem thread number 4
« Reply #25 on: June 23, 2010, 05:48:14 AM »
Hell yeah.
ADD bullets only! Reimu A and Marisa A only! Hakurei Shrine!

Re: Danmakufu Q&A/Problem thread number 4
« Reply #26 on: June 23, 2010, 08:39:36 AM »
A contest to pimp out or perform other absurdities to an existing script provided by the contest maker?

Naw, it wouldn't be fair to make everyone compete with Azure like that.
The SoEW patch has had its second release, come and get it!

Kylesky

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Re: Danmakufu Q&A/Problem thread number 4
« Reply #27 on: June 23, 2010, 10:46:08 AM »
Just when school started? :ohdear:

BRING IT ONI need to learn myself some time management skillz
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Iryan

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Re: Danmakufu Q&A/Problem thread number 4
« Reply #28 on: June 23, 2010, 10:54:46 AM »
And of course such ideas come up on IRC when I'm already asleep.  ::)

My idea:

A stage creation contest, but still judged primarily on playability, not on prettyness of backgrounds or sprites.
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Drake

  • *
Re: Danmakufu Q&A/Problem thread number 4
« Reply #29 on: June 23, 2010, 06:54:12 PM »
Too bad playability and enjoyment is heavily based on those factors as well.

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