Author Topic: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (locked)  (Read 316176 times)

Ozzy

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  • Currently working on a full Touhou fangame!
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #510 on: December 03, 2012, 01:03:20 AM »
Well, the docs say that you can use IDs up to 10000 without any real problems, so while I can't confirm anything it seems likely that you can use however many you want.

Really though why would you ever need more than 256 bullets.
You wouldn't, but I just wanted to make one comprehensive shotsheet so that I'll never have to hunt around for a particular bullet type again.

Edit: Hmm, it seems that IDs above 255 don't error, but no bullet is fired. Anyone know what the problem is?
« Last Edit: December 03, 2012, 02:10:53 AM by Ozzy »

gtbot

  • Master of ScreenSplit
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #511 on: December 03, 2012, 12:31:21 PM »
You wouldn't, but I just wanted to make one comprehensive shotsheet so that I'll never have to hunt around for a particular bullet type again.

Edit: Hmm, it seems that IDs above 255 don't error, but no bullet is fired. Anyone know what the problem is?

Ensure that you have proper rect boundaries/using the correct IDs, check the brackets, and also make sure you have the latest version of Danmakufu. I can assure that you can have up to 10000 different unique IDs.

fondue

  • excuse me
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #512 on: December 03, 2012, 04:26:57 PM »
Ensure that you have proper rect boundaries/using the correct IDs, check the brackets, and also make sure you have the latest version of Danmakufu. I can assure that you can have up to 10000 different unique IDs.
But with my amazing shotsheet from a while ago, I had a bullet with the id of 255. It had perfect rects and all and it fired. When I changed the id to 256 there was no bullet fired and no error.
Really though why would you ever need more than 256 bullets.
Maybe because we either have to use lots of bullets with little colours or little bullets with many colours. no restriction = moar bullets + moar colours
« Last Edit: December 03, 2012, 04:29:31 PM by ☯fonduemaster☯ »

Ozzy

  • Veteran Danmakufu Scripter
  • Currently working on a full Touhou fangame!
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #513 on: December 03, 2012, 07:25:40 PM »
Ensure that you have proper rect boundaries/using the correct IDs, check the brackets, and also make sure you have the latest version of Danmakufu. I can assure that you can have up to 10000 different unique IDs.
You were right, it was a mistake that I made, though it was a rather weird one. It works now.

Drake

  • *
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #514 on: December 04, 2012, 02:16:54 AM »
Maybe because we either have to use lots of bullets with little colours or little bullets with many colours. no restriction = moar bullets + moar colours
There are two differences here. I said "why would you ever need that many bullets". The point is, you probably don't. With what you said, that you have to use that many, I am here fundamentally disagreeing. If you're using that many colors, you are picking a large portion of colors that are redundant, that could easily be replaced just as well with other colors with arguably better results. If you're using that many bullets, you very likely are not making effective use of those bullets and are basically just including them willy-nilly, which negatively impacts a variety of gameplay and aesthetic issues.

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

Ozzy

  • Veteran Danmakufu Scripter
  • Currently working on a full Touhou fangame!
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #515 on: December 05, 2012, 04:34:04 AM »
Funny, I got Comic Sans working just fine.
I just checked the version log, and amusingly enough that bug was fixed a week and a half before Lucas posted that.
Ok, then all fonts should be working in Ph3? Then I don't know why that when I install a font other than certain fonts it doesn't change anything.

Edit: I found the problem. Apparently running Ph3 in applocale causes the fonts to fail. Veeeerrrrry weird and somewhat annoying.
« Last Edit: December 05, 2012, 04:45:55 AM by Ozzy »

PJ

  • jesus christ it's all over the walls
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #516 on: December 07, 2012, 12:37:45 PM »
Ok, then all fonts should be working in Ph3? Then I don't know why that when I install a font other than certain fonts it doesn't change anything.

Edit: I found the problem. Apparently running Ph3 in applocale causes the fonts to fail. Veeeerrrrry weird and somewhat annoying.
Well, I'm not even using applocale and I can run Japanese programs natively. So I wouldn't have known that.

On-topic: Anybody know how to do word wrapping? I tried it myself, but the code returns (VOID).

Drake

  • *
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #517 on: December 08, 2012, 02:47:26 AM »
ObjText_SetMaxWidth(obj, width) probably does the job, docs say it wraps the text. ObjText_SetLinePitch(obj, height) seems to let you set how large the line spacing is.

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

PJ

  • jesus christ it's all over the walls
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #518 on: December 08, 2012, 10:24:41 PM »
ObjText_SetMaxWidth(obj, width) probably does the job, docs say it wraps the text. ObjText_SetLinePitch(obj, height) seems to let you set how large the line spacing is.
Not what I needed. I need code that actually wraps around the lines, so I don't get this.

Code: [Select]
Shit reimu what are y
ou doing

gtbot

  • Master of ScreenSplit
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #519 on: December 08, 2012, 11:32:37 PM »
Not what I needed. I need code that actually wraps around the lines, so I don't get this.

Not current possible, at least, automatically. You'd to have to manually put whitespace characters.oops
« Last Edit: December 10, 2012, 12:30:32 AM by gtbot »

Drake

  • *
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #520 on: December 09, 2012, 12:12:47 AM »
Not what I needed. I need code that actually wraps around the lines, so I don't get [derp]
Ah, ok.  I probably should have guessed that was the case in the first place oops.
In that case you'll probably need a sort of pre-formatter, since generally you want to initialize the object and then just be able to set the text over and over, and there isn't any function that lets you get the text. Very generally, a function that would return formatted text might be something like
Code: [Select]
function WrapText(str, maxlen){
    let tmp = "";
    let p = 0;
    ascent(i in 0..length(str)){
        if(str[i] == " "){ tmp = tmp ~ str[p..i+1]; p = i+1; }
        if(i%(maxlen-1) == 0){ tmp = tmp ~ "[r]"; }
    }
    return tmp;
}

But in order to use something like that without it being annoying, you'd need your dialogue system to be able to use the function for every new block of text automatically. Else you're going SetText(WrapText("shit")) every time and that's just plain dumb.

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

PJ

  • jesus christ it's all over the walls
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #521 on: December 09, 2012, 12:17:53 AM »
Ah, ok.  I probably should have guessed that was the case in the first place oops.
In that case you'll probably need a sort of pre-formatter, since generally you want to initialize the object and then just be able to set the text over and over, and there isn't any function that lets you get the text. Very generally, a function that would return formatted text might be something like
Code: [Select]
function WrapText(str, maxlen){
    let tmp = "";
    let p = 0;
    ascent(i in 0..length(str)){
        if(str[i] == " "){ tmp = tmp ~ str[p..i+1]; p = i+1; }
        if(i%(maxlen-1) == 0){ tmp = tmp ~ "[r]"; }
    }
    return tmp;
}

But in order to use something like that without it being annoying, you'd need your dialogue system to be able to use the function for every new block of text automatically. Else you're going SetText(WrapText("shit")) every time and that's just plain dumb.
but that is what i was gonna do  :V
thanks for that, anyway.

Drake

  • *
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #522 on: December 09, 2012, 12:23:30 AM »
Yeah I assumed you were already intending on doing all that or already had it set up; was just covering it just in case  :V

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

fondue

  • excuse me
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #523 on: December 09, 2012, 05:00:34 PM »
In Script7.txt, even though I have clearly used a variable to define a function it says that the variable hasn't been assigned once. Why???
The errors are on line 71 and 72. The function used to draw the magic circle is in functions/DrawFunctions.txt.

e: forgot link lol https://www.dropbox.com/s/57pnztd4x3853re/Rumia%20Boss.rar

gtbot

  • Master of ScreenSplit
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #524 on: December 10, 2012, 12:30:04 AM »
In Script7.txt, even though I have clearly used a variable to define a function it says that the variable hasn't been assigned once. Why???
FDrawFamiliar does not return a value, so fam1 and fam2 do not get any variable assigned to them. Add the following at the end of your FDrawFamiliar function:
Code: [Select]
return obj;This will give fam1 and fam2 their object ids, which should remove the error.

Drake

  • *
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #525 on: December 10, 2012, 12:44:48 AM »
Additionally, your TDrawBoss is going to have no idea what objBoss is as it isn't defined anywhere. Even if you include the script, it still doesn't exist in the context of the task.
And even if it works, it's bad practice. Pass the object id as a parameter. Without asserting that the object already exists it's very bad to just assume it is and try to perform functions on it.

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

fondue

  • excuse me
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #526 on: December 10, 2012, 10:41:09 AM »
FDrawFamiliar does not return a value, so fam1 and fam2 do not get any variable assigned to them. Add the following at the end of your FDrawFamiliar function:
Code: [Select]
return obj;This will give fam1 and fam2 their object ids, which should remove the error.
Ah, obvious error. Thanks.
Additionally, your TDrawBoss is going to have no idea what objBoss is as it isn't defined anywhere. Even if you include the script, it still doesn't exist in the context of the task.
And even if it works, it's bad practice. Pass the object id as a parameter. Without asserting that the object already exists it's very bad to just assume it is and try to perform functions on it.
Man, never thought of that. Tasks don't return values, right? I guess I'll have to modify the task and turn it into a function.

Drake

  • *
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #527 on: December 10, 2012, 10:58:56 AM »
If you're planning on starting a task and using an object that already exists, just pass the object you want used in the task as a parameter. You want to use a function to return the object when you're actually creating the object in that function (i.e. your TDrawBoss and TDrawFamiliar).

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

fondue

  • excuse me
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #528 on: December 10, 2012, 08:29:47 PM »
Updated the 7th spell. No errors but the magic seals won't move at all. http://pastebin.com/MPkrAd27 . Updated DrawFunctions.txt here http://pastebin.com/feEZRLk5
I also couldn't really do the one with TDrawBoss() so I changed it into a function and returned 'objBoss'. Sorry. I get errors otherwise.

PJ

  • jesus christ it's all over the walls
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #529 on: December 11, 2012, 02:00:53 AM »
Code: [Select]
function WrapText(str, maxlen){
    let tmp = "";
    let p = 0;
    ascent(i in 0..length(str)){
        if(str[i] == " "){ tmp = tmp ~ str[p..i+1]; p = i+1; }
        if(i%(maxlen-1) == 0){ tmp = tmp ~ "[r]"; }
    }
    return tmp;
}
regarding this code, it doesn't work properly.

First error was that the arguments given for the first conditional branch didn't match. So I changed it to if(ToString(str) == " ").

And even after that, it only adds a line break if the character at maxlen is a space. For example, if maxlen is 10, and your string is "Magical Girl" it doesn't add a line break at the tenth character, since it's not a space.

Blargel

  • RAWR!
  • I'M AN ANGRY LOLI!
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #530 on: December 11, 2012, 03:56:53 AM »
regarding this code, it doesn't work properly.

First error was that the arguments given for the first conditional branch didn't match. So I changed it to if(ToString(str) == " ").

And even after that, it only adds a line break if the character at maxlen is a space. For example, if maxlen is 10, and your string is "Magical Girl" it doesn't add a line break at the tenth character, since it's not a space.

Yo I heard someone needed logic in here so i logiced something up for you.

Code: [Select]
function WrapText(str, max_length){
    let last_space = 0;
    let current_line_start = 0;
    let current_line_length = 0;
    let res = "";
    ascent(i in 0..length(str)){
        current_line_length++;
        if(str[i]==' '){
            last_space = i;
        }
        if(current_line_length > max_length){
            res = res ~ str[current_line_start..last_space] ~ "[r]";
            current_line_start = last_space+1;
            current_line_length = i-last_space;
        }
    }
    res = res ~ str[current_line_start..length(str)];
    return res;
}

This assumes you will never have a word that is longer than the max length. Otherwise stupid stuff will happen.
« Last Edit: December 11, 2012, 04:19:13 AM by Blargel »
<WorkingKeine> when i get home i just go to the ps3 and beat people up in blazblue with a loli
<Azure> Keine: Danmakufu helper by day, violent loli by night.

Drake

  • *
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #531 on: December 11, 2012, 05:23:33 AM »
Peopleophobia firstly it should have been == ' ' instead since single-quotes denotes characters and double denotes arrays of them, but that wasn't why it didn't work. It didn't work as I intended because after the first line break it would still keep checking for modulus from the length since the beginning of the string and not where it last cut. Also it wouldn't append the last block. Oh well. The fix is easy and Blargel's code is almost exactly the same as my fixed one.

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

fondue

  • excuse me
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #532 on: December 12, 2012, 07:05:47 PM »
Updated the 7th spell. No errors but the magic seals won't move at all. http://pastebin.com/MPkrAd27 . Updated DrawFunctions.txt here http://pastebin.com/feEZRLk5
I also couldn't really do the one with TDrawBoss() so I changed it into a function and returned 'objBoss'. Sorry. I get errors otherwise.
Ah, I thought about this for a while. I can't do anything with the magic seals because when I define the functions in Spell7.txt, I'm not defining the object. How do I manipulate the magic seal outside of the function, and how do I exactly 'fix' TDrawBoss to make the function/task better?

PJ

  • jesus christ it's all over the walls
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #533 on: December 12, 2012, 11:45:43 PM »
Ah, I thought about this for a while. I can't do anything with the magic seals because when I define the functions in Spell7.txt, I'm not defining the object. How do I manipulate the magic seal outside of the function, and how do I exactly 'fix' TDrawBoss to make the function/task better?
Define the seal object on a higher level, or make it accessible using GetCommonData.

Drake

  • *
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #534 on: December 13, 2012, 12:33:33 AM »
Boss:
You have defined a boss enemy object in the Spell7 script. In your maintask, you call TDrawBoss(). Your function might work in this context since objBoss is defined on the script level, but it is much more useful and practical to do this:
Code: [Select]
function TDrawBoss{
        let objBoss=ObjEnemy_Create(OBJ_ENEMY_BOSS);    //NOTE OBJBOSS IS DEFINED ON THE FUNCTION LEVEL AND SO IS NOT RELIANT ON OBJBOSS ALREADY BEING DEFINED
        ObjEnemy_Regist(objBoss);
        let imgRumia=GCSD~"img/rumia.png";
        ObjPrim_SetTexture(objBoss,imgRumia);
        ObjSprite2D_SetSourceRect(objBoss,2,1,63,62);
        ObjSprite2D_SetDestCenter(objBoss);
        ObjRender_SetPosition(objBoss,-25,0,0);
        return objBoss;
}
//and in Spell7,
task mainTask{
        objBoss = TDrawBoss;    //HERE YOU ARE SETTING THE SCRIPT GLOBAL VARIABLE OBJBOSS TO THE OBJECT RETURNED BY TDRAWBOSS
        TEnemyHitboxStart;
        Cutin("Fluttering Illusions\"Semi-Invisible Shadows -Night-\"",14);
        TShoot01;
        yield;
}

Magic seal familiar:
Code: [Select]
function FDrawFamiliar(x,y,z,xadd,yadd,zadd,alpha,r,g,b){
        let obj;
        let xspin=0;
        let yspin=0;
        let zspin=0;
        let imgFam=GCSD~"img/etama2.png";
        obj=ObjPrim_Create(OBJ_SPRITE_2D);
        ObjPrim_SetTexture(obj,imgFam);
        ObjSprite2D_SetSourceRect(obj,193,113,256,176);
        ObjSprite2D_SetDestCenter(obj);
        ObjRender_SetPosition(obj,x,y,z);
        ObjRender_SetAlpha(obj,alpha);
        ObjRender_SetColor(obj,r,g,b);
        TSpin;
        CheckBossExists;    //DO THIS INSTEAD, PREVIOUSLY IT JUST CHECKED THE BOSS ONCE
        return obj;
        task TSpin{
                while(!Obj_IsDeleted(obj)){
                        ObjRender_SetAngleXYZ(obj,xspin,yspin,zspin);
                        xspin+=xadd;
                        yspin+=yadd;
                        zspin+=zadd;
                        yield;
                }
        }
        task CheckBossExists{
                while(!Obj_IsDeleted(obj)){
                        if(ObjEnemy_GetInfo(objBoss,INFO_LIFE)<=0){    //BECAUSE OBJBOSS IS NOT EXPLICITLY DEFINED IN THIS FUNCTION, YOU SHOULD PROBABLY PASS OBJBOSS AS A PARAMETER OF FDRAWFAMILIAR
                                Obj_Delete(obj);
                        }
                }
        }
}
Yes, you are defining the familiar objects already. It's defined globally throughout the script so you should be able to manipulate it however you want.
Where is your TMove03 though?
« Last Edit: December 13, 2012, 12:36:15 AM by Drakums »

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

fondue

  • excuse me
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #535 on: December 13, 2012, 05:41:15 PM »
I made TMove03 to make the use of ObjMove_SetDestAtWeight. It's in MoveFunction.txt.
No errors (except I had to add a yield; in CheckBossExists). I still can't manipulate the seals.
In Spell7.txt I have:
Code: [Select]

task mainTask{
   objBoss=TDrawBoss;
   TEnemyHitboxStart;
   Cutin("Fluttering Illusions\"Semi-Invisible Shadows -Night-\"",14);
   TShoot01;
   yield;
}


task TShoot01{
   ObjMove_SetDestAtWeight(objBoss,stgx,GetStgFrameHeight()/4,10,5);
   wait(70);
   fam1=FDrawFamiliar(objBoss,GetEnemyX,GetEnemyY,0,0,0,2.5,255,255,255,255);
   fam2=FDrawFamiliar(objBoss,GetEnemyX,GetEnemyY,0,0,0,-2.5,255,255,255,255);
   yield;
   ObjMove_SetDestAtWeight(fam1,stgx*2/10,GetStgFrameHeight()/4,10,5);
   while(ObjEnemy_GetInfo(objBoss,INFO_LIFE)>=0){
      loop(50){
         
      yield;
   }
}
}
In DrawFunctions.txt I have:
Code: [Select]

function TDrawBoss{
        let objBoss=ObjEnemy_Create(OBJ_ENEMY_BOSS);
        ObjEnemy_Regist(objBoss);
        let imgRumia=GCSD~"img/rumia.png";
        ObjPrim_SetTexture(objBoss,imgRumia);
        ObjSprite2D_SetSourceRect(objBoss,2,1,63,62);
        ObjSprite2D_SetDestCenter(objBoss);
        ObjRender_SetPosition(objBoss,-25,0,0);
        return objBoss;
}


function FDrawFamiliar(BOSS,x,y,z,xadd,yadd,zadd,alpha,r,g,b){
        let xspin=0;
        let yspin=0;
        let zspin=0;
        let imgFam=GCSD~"img/etama2.png";
        let obj=ObjPrim_Create(OBJ_SPRITE_2D);
        ObjPrim_SetTexture(obj,imgFam);
        ObjSprite2D_SetSourceRect(obj,193,113,256,176);
        ObjSprite2D_SetDestCenter(obj);
        ObjRender_SetPosition(obj,x,y,z);
        ObjRender_SetAlpha(obj,alpha);
        ObjRender_SetColor(obj,r,g,b);
        TSpin;
        CheckBossExists;
        return obj;
        task TSpin{
                while(!Obj_IsDeleted(obj)){
                        ObjRender_SetAngleXYZ(obj,xspin,yspin,zspin);
                        xspin+=xadd;
                        yspin+=yadd;
                        zspin+=zadd;
                        yield;
                }
        }
        task CheckBossExists{
                while(!Obj_IsDeleted(obj)){
                        if(ObjEnemy_GetInfo(BOSS,INFO_LIFE)<=0){
                                Obj_Delete(obj);
                        }
               yield;
                }
        }
}
God Danmakufu all I want to do is move an image around :c
Thanks for all your time and help.


e: Fixed it all! \^o^/
« Last Edit: December 20, 2012, 06:12:27 PM by ☯The Embodiment of fondue☯ »

Ozzy

  • Veteran Danmakufu Scripter
  • Currently working on a full Touhou fangame!
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #536 on: December 21, 2012, 09:32:32 PM »
Got a new question. What exactly is the difference between functions such as LoadTexture and LoadTextureInLoadThread? When should each be used? Also, how should these be used with @Loading if at all?

fondue

  • excuse me
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #537 on: December 23, 2012, 02:35:20 PM »
Why is it that when I have two objects that look the same and both are on ADD render, when they intersect they don't become brighter at the intersection points?

e: nvm, it turns out that is partially depends on the objects' colours.
« Last Edit: December 23, 2012, 03:49:30 PM by ☯The Embodiment of fondue☯ »

fondue

  • excuse me
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #538 on: December 30, 2012, 02:43:02 PM »
(Double post or no notification!!!1!! Sorry :c)
Apparently with the latest version of Dnh you don't need applocal but it won't detect some scripts. Could there be any bugs with this? It doesn't detect the Japanese scripts but it detects the English ones. Still going to use applocal though.

Gensokyo Dreadnought

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #539 on: January 01, 2013, 05:14:14 PM »
Hey guys, I'm pretty new with Danmakufu and I have absolutely 0% experience with programming whatsoever.

I have a question: Are the codes used in the tutorials work for ph3 as well?  ???

Thanks in advance. :3