Author Topic: Danmakufu Q&A/Problem Thread II  (Read 166252 times)

nintendonut888

  • So those that live now, pledge on your fists and souls
  • Leave a sign of your life, no matter how small...
Re: Danmakufu Q&A/Problem Thread II
« Reply #570 on: December 08, 2009, 04:01:54 AM »
I did that, it shortened the directory, but it turns out that the only thing cut off in it is a "]". :V

Does this mean there's a problem with my copy of CtC?
nintendonut888: Hey Baity. I beat the high score for Sanae B hard on the score.dat you sent me. X3
Baity: For a moment, I thought you broke 1.1billion. Upon looking at my score.dat, I can assume that you destroyed the score that is my failed (first!) 1cc attempt on my first day of playing. Congratulations.

[19:42] <Sapz> I think that's the only time I've ever seen a suicide bullet shoot its own suicide bullet

Re: Danmakufu Q&A/Problem Thread II
« Reply #571 on: December 08, 2009, 04:04:07 AM »
Not sure, what is the last file name? right before the cut off?

nintendonut888

  • So those that live now, pledge on your fists and souls
  • Leave a sign of your life, no matter how small...
Re: Danmakufu Q&A/Problem Thread II
« Reply #572 on: December 08, 2009, 04:14:25 AM »
Here's the same two images with the full directory shown:





Looks like they actually are a bit different.
nintendonut888: Hey Baity. I beat the high score for Sanae B hard on the score.dat you sent me. X3
Baity: For a moment, I thought you broke 1.1billion. Upon looking at my score.dat, I can assume that you destroyed the score that is my failed (first!) 1cc attempt on my first day of playing. Congratulations.

[19:42] <Sapz> I think that's the only time I've ever seen a suicide bullet shoot its own suicide bullet

Re: Danmakufu Q&A/Problem Thread II
« Reply #573 on: December 08, 2009, 04:18:49 AM »
How strange, My copy of CtC has no such line...yet mine runs perfectly

KrackoCloud

  • I don't mean to be greedy...
  • ... but white rice is my favorite food.
Re: Danmakufu Q&A/Problem Thread II
« Reply #574 on: December 08, 2009, 04:58:26 AM »
Unfortunately, there's no good way to do a nice effect for a randomly disappearing ShotA bullet. With object shots, you can do fade deleting, but for ShotA, the best thing you can do is to AddShot a delayed bullet in one frame before the one that's deleting is getting deleted. This second bullet can have SetShotKillTime on it for 0 frames so that as soon as the delay effect is gone, the bullet disappears. In this way, the bullet you want to delete will seem to sort of fade/shrink away.

*insert example scripting stuffs*

Mm... Is the object bullet fade-delete some kinda function? Or do you also have to go through some extra process?

EDIT: Nevermiiind. I found it.
« Last Edit: December 08, 2009, 05:20:05 AM by KrackoCloud »

nintendonut888

  • So those that live now, pledge on your fists and souls
  • Leave a sign of your life, no matter how small...
Re: Danmakufu Q&A/Problem Thread II
« Reply #575 on: December 08, 2009, 06:42:32 AM »
Thank you people for your help, CtC runs now. :D
nintendonut888: Hey Baity. I beat the high score for Sanae B hard on the score.dat you sent me. X3
Baity: For a moment, I thought you broke 1.1billion. Upon looking at my score.dat, I can assume that you destroyed the score that is my failed (first!) 1cc attempt on my first day of playing. Congratulations.

[19:42] <Sapz> I think that's the only time I've ever seen a suicide bullet shoot its own suicide bullet

nintendonut888

  • So those that live now, pledge on your fists and souls
  • Leave a sign of your life, no matter how small...
Re: Danmakufu Q&A/Problem Thread II
« Reply #576 on: December 09, 2009, 12:21:27 AM »
Eh heh, hello again. This is probably the last question I'll ask here: I'm trying to get a Vsynch patch to work on Danmakufu, but it brings up this error message:



Any ideas? CtC has a dreadful amount of input lag.
nintendonut888: Hey Baity. I beat the high score for Sanae B hard on the score.dat you sent me. X3
Baity: For a moment, I thought you broke 1.1billion. Upon looking at my score.dat, I can assume that you destroyed the score that is my failed (first!) 1cc attempt on my first day of playing. Congratulations.

[19:42] <Sapz> I think that's the only time I've ever seen a suicide bullet shoot its own suicide bullet

Drake

  • *
Re: Danmakufu Q&A/Problem Thread II
« Reply #577 on: December 09, 2009, 12:23:12 AM »
You don't have the proper dll file in the folder~

There should be a th_dnh.dll or something there.

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

Re: Danmakufu Q&A/Problem Thread II
« Reply #578 on: December 09, 2009, 12:25:13 AM »
Vsynch? What exactly does that do? I find Danmakufu to be the most input lag-free of any touhou-esque program, be it actually touhou or otherwise, so far.

nintendonut888

  • So those that live now, pledge on your fists and souls
  • Leave a sign of your life, no matter how small...
Re: Danmakufu Q&A/Problem Thread II
« Reply #579 on: December 09, 2009, 12:29:41 AM »
You don't have the proper dll file in the folder~

There should be a th_dnh.dll or something there.

?!

That's weird. That's not there nor in any of the versions of Danmakufu I received. o_O

Vsynch? What exactly does that do? I find Danmakufu to be the most input lag-free of any touhou-esque program, be it actually touhou or otherwise, so far.

Then we must be playing very different Danmakufus. :V The input lag is almost as bad as PCB.
nintendonut888: Hey Baity. I beat the high score for Sanae B hard on the score.dat you sent me. X3
Baity: For a moment, I thought you broke 1.1billion. Upon looking at my score.dat, I can assume that you destroyed the score that is my failed (first!) 1cc attempt on my first day of playing. Congratulations.

[19:42] <Sapz> I think that's the only time I've ever seen a suicide bullet shoot its own suicide bullet

Re: Danmakufu Q&A/Problem Thread II
« Reply #580 on: December 09, 2009, 12:42:40 AM »
For some reason I find that all non default player characters seem to have some input lag (so anyone beside the default 4). Sounds strange but it really does feel that way.

nintendonut888

  • So those that live now, pledge on your fists and souls
  • Leave a sign of your life, no matter how small...
Re: Danmakufu Q&A/Problem Thread II
« Reply #581 on: December 09, 2009, 12:48:57 AM »
Are you sure there's supposed to be a th_dnh.dll? I redownloaded the thing from the official Danmakufu site and it still didn't have it. There's a similar file called vpatch_th_dnh.dll, but I suppose that's different...
nintendonut888: Hey Baity. I beat the high score for Sanae B hard on the score.dat you sent me. X3
Baity: For a moment, I thought you broke 1.1billion. Upon looking at my score.dat, I can assume that you destroyed the score that is my failed (first!) 1cc attempt on my first day of playing. Congratulations.

[19:42] <Sapz> I think that's the only time I've ever seen a suicide bullet shoot its own suicide bullet

Re: Danmakufu Q&A/Problem Thread II
« Reply #582 on: December 09, 2009, 01:05:38 AM »
There are no .dll's with Danmakufu. I think input lag has something to do with how your keyboard/computer communicate with Danmakufu, since I've never had input lag on any of the five computers I've installed Danmakufu on (3 Vista, 2 XP, considerably varying specs, from single to quad core, etc).

nintendonut888

  • So those that live now, pledge on your fists and souls
  • Leave a sign of your life, no matter how small...
Re: Danmakufu Q&A/Problem Thread II
« Reply #583 on: December 09, 2009, 01:26:46 AM »
And that lag should be fixed by the vsynch patch, but I can't get it to work because supposedly I need a dll which according to you doesn't exist. :\

And to give you an idea of how bad the lag is, I'm missing power items because it takes so long for the game to respond to my button presses.
nintendonut888: Hey Baity. I beat the high score for Sanae B hard on the score.dat you sent me. X3
Baity: For a moment, I thought you broke 1.1billion. Upon looking at my score.dat, I can assume that you destroyed the score that is my failed (first!) 1cc attempt on my first day of playing. Congratulations.

[19:42] <Sapz> I think that's the only time I've ever seen a suicide bullet shoot its own suicide bullet

Re: Danmakufu Q&A/Problem Thread II
« Reply #584 on: December 09, 2009, 06:00:33 AM »
Alrighty, 3D question time.

So I've made myself a cool little scenario -- river, rock walls, whatever, etc. Now I'm looking for a little garnish. I was thinking about adding falling leaves to the background, and have them fall in 3D. My problem is, I've no idea how to manage them. Each leaf will have three angle variables (the angle values in SetGraphicAngle), three angular velocity variables, since I want them to be randomly spinning in different directions, but not constantly changing their rotation. Thus, variables. Three coordinate variables to manage where they are at any given time (the DrawGraphic3D parameters), and three more variables to manage their movement along the three dimentional plane (again, random, but not constantly changing). So that's a total of twelve variables to manage one falling leaf. And I was looking to have about a dozen or more leaves on the screen at a time... Which makes for a huge mess.

I'm trying to avoid that mess. My first thought was tasks, but Draw functions do not work in tasks, regardless of yield; positions or whatever (I've never had them work, ever). My second idea was to have them spawn as seperate enemies, but @BackGround doesn't work in enemy scripts that aren't bosses (Danmakufu erred on all the 3D functions when I tried it). So am I doomed to use a rediculusly large amount of variables/arrays/whatever to track each leaf (and when it drifts off the screen, reuse the variables for a new leaf), or is there some better way to do this?

Yes, I want the leaves to be in 3D, but I will settle for object effect leaves if there is no better way to manage them... I'm just looking for the 3D effect.
« Last Edit: December 09, 2009, 06:02:49 AM by Naut »

Drake

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Re: Danmakufu Q&A/Problem Thread II
« Reply #585 on: December 09, 2009, 06:56:15 AM »
ang = [[...],[...],[...]];
angv = [[...],[...],[...]];
pos = [[...],[...],[...]];
move = [[...],[...],[...]]; lolwat

and have the i'th leaf take all of the i'th positions in each arrays/dimension...? I see what you mean, I'm not sure how you could do it otherwise. Object effects might be a bit processor-heavy so I don't want to resort to that yet.

And uh, when the leaf is off-screen change all the related i'th values to -1000 or something. Check if the values are at -1000 and spawn another leaf if they are. I guess.

In any case this would be nice to figure out because I was planning to have cherry petals for Stage 1 as well.

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

Blargel

  • RAWR!
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Re: Danmakufu Q&A/Problem Thread II
« Reply #586 on: December 09, 2009, 07:20:22 AM »
Arrays is the first thing I thought of. A 2-dimensional array would work fine. Tasks to handle the array would work fine too because you can (and should) do all the variable management in the @MainLoop, not in @DrawLoop. Here's my suggestion to allow easier organization. (None of this was tested in Danmakufu and so the code may contain errors.)

First, put this in before @Initialize so that it's accessible everywhere.

Code: [Select]
let LeafProperties = [];

// If your camera is moving instead of your
// background, you'll need to change these
// according to your camera's movement
let LeafMinDeleteX = -500;
let LeafMaxDeleteX = 500;
let LeafMinDeleteY = -50;
let LeafMinDeleteY = 1000;
let LeafMinDeleteZ = -1000;
let LeafMaxDeleteZ = 400;

//These are optional but help with organization.
//They're mostly to help you remember which array
//element refers to what property of each leaf.
//So LeafProperties[2][XVEL] will refer to
//the 3rd leaf's x velocity.
let XPOS = 1;
let YPOS = 2;
let ZPOS = 3;
let XVEL = 4;
let YVEL = 5;
let ZPOS = 6;
let XANGLE = 7;
let YANGLE = 8;
let ZANGLE = 9;
let XANGLEVEL = 10;
let YANGLEVEL = 11;
let ZANGLEVEL = 12;

Next, your task to make and manage a leaf will look something like this:
Code: [Select]
task MakeBackgroundLeaf (xPos, yPos, zPos, xVel, yVel, zVel, xAngleVel, yAngleVel, zAngleVel){
    // I ignored the starting graphic angles since
    // no one's gonna notice if they spawn off screen.
    LeafProperties = LeafProperties ~ [xPos, yPos, zPos, xVel, yVel, zVel, 0, 0, 0, xAngleVel, yAngleVel, zAngleVel];

    let indx = length(LeafProperties) - 1; // Don't name it "index" 'cause Danmakufu sucks. :V
    while( // while the position is not off-camera
        LeafProperties[indx][XPOS]>LeafMinDeleteX &&
        LeafProperties[indx][XPOS]<LeafMaxDeleteX &&
        LeafProperties[indx][YPOS]>LeafMinDeleteY &&
        LeafProperties[indx][YPOS]<LeafMaxDeleteY &&
        LeafProperties[indx][ZPOS]>LeafMinDeleteZ &&
        LeafProperties[indx][ZPOS]<LeafMaxDeleteZ
    ){
        // update the information for drawing
        // Danmakufu can't change values two dimensions deep so remake the whole array.
        LeafProperties[indx] = [
            LeafProperties[indx][XPOS] + LeafProperties[indx][XVEL], // First element is XPOS
            LeafProperties[indx][YPOS] + LeafProperties[indx][YVEL], // Second element is YPOS
            LeafProperties[indx][ZPOS] + LeafProperties[indx][ZVEL], // Third element is ZPOS
            LeafProperties[indx][XVEL], // Fourth element is XVEL which doesn't change
            LeafProperties[indx][YVEL], // Fifth element is YVEL which doesn't change
            LeafProperties[indx][ZVEL], // Sixth element is ZVEL which doesn't change
            LeafProperties[indx][XANGLE] + LeafProperties[indx][XANGLEVEL], // Seventh element is XANGLE
            LeafProperties[indx][YANGLE] + LeafProperties[indx][YANGLEVEL], // Eighth element is YANGLE
            LeafProperties[indx][ZANGLE] + LeafProperties[indx][ZANGLEVEL], // Ninth element is ZANGLE
            LeafProperties[indx][XANGLEVEL], // Tenth element is XANGLEVEL which doesn't change
            LeafProperties[indx][YANGLEVEL], // Eleventh element is YANGLEVEL which doesn't change
            LeafProperties[indx][ZANGLEVEL] // Twelfth element is ZANGLEVEL which doesn't change
        ];

        // store the values temporarily in case the indx
        // number changes due to deletion of previous leaves
        // in other tasks.
        let tempInfo = LeafProperties[indx];
        yield;

        // find the corresponding leaf again in the array.
        while(tempInfo != LeafProperties[indx]){
            indx--;
        }
    }
    LeafProperties = erase(LeafProperties, indx);
}

And there you have your task managing your individual leaf. Make a task that calls it every couple of frames or so and you'll be fine. Now to actually draw the leaves, you need to put this in @BackGround.
Code: [Select]
SetTexture(imgLeaf); // or whatever
SetGraphicRect(0, 0, 32, 32); // or whatever :V
SetGraphicScale(1, 1); // or whatever :V :V
SetAlpha(255); // or whatever :V :V :V
ascent(i in 0..length(LeafProperties)){
    SetGraphicAngle(LeafProperties[i][XANGLE], LeafProperties[i][YANGLE], LeafProperties[i][ZANGLE]);
    DrawGraphic3D(LeafProperties[i][XPOS], LeafProperties[i][YPOS], LeafProperties[i][ZPOS]);
}

Wasn't that fun? Remember, I didn't test any of this in Danmakufu, but this will work in theory. You can also call the make leaves function like 20 times in @Initialize with randomized numbers so that the stage starts with falling leaves already midfall. Something like.
Code: [Select]
loop(20){ // has 20 starting leaves when the stage starts
    MakeBackgroundLeaf(
        rand(-500, 500),
        rand(0, 1000),
        rand(-1000, 400),
        rand(-1, 1),
        rand(-1, 1),
        rand(-1, 1),
        rand(-3, 3),
        rand(-3, 3),
        rand(-3, 3)
    );
}

Have fun~

EDIT: Fixed a glaring mistake that I just noticed.
« Last Edit: December 09, 2009, 10:01:55 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.

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Danmakufu Q&A/Problem Thread II
« Reply #587 on: December 09, 2009, 10:53:07 AM »
Ohhhh!!! this is a lot like the snowflakes I made for a stage...

inside a txt file I have this... (I hope it's easy to understand... those are basically arrays for each snowflake... this makes 9 snowflakes but it's easy to make more by just adding to the arrays)
Code: [Select]
let rotxarr=[rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359)];
let rotyarr=[rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359)];
let rotzarr=[rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359), rand(0, 359)];
let rotxbarr=[rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3)];
let rotybarr=[rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3)];
let rotzbarr=[rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3), rand(1, 3)];
let typearr=[rand_int(1, 8), rand_int(1, 8), rand_int(1, 8), rand_int(1, 8), rand_int(1, 8), rand_int(1, 8), rand_int(1, 8), rand_int(1, 8), rand_int(1, 8)];
let xarr=[-rand(210, 1000), -rand(300, 700), -rand(100, 500), -rand(210, 600), -rand(150, 800), -rand(500, 890), -rand(40, 100), -rand(50, 300), -rand(60, 300)];
let yarr=[rand(150, 220), rand(150, 220), rand(150, 220), rand(150, 220), rand(150, 220), rand(150, 220), rand(150, 220), rand(150, 220), rand(150, 220), rand(150, 220)];
let zarr=[rand(0, 600), rand(0, 600), rand(0, 600), rand(0, 600), rand(0, 600), rand(0, 600), rand(0, 600), rand(0, 600), rand(0, 600)];
let xmovarr=[-rand(1, 2), -rand(1, 2), -rand(1, 2), -rand(1, 2), -rand(1, 2), -rand(1, 2), -rand(1, 2), -rand(1, 2), -rand(1, 2), -rand(1, 2)];
let ymovarr=[-rand(0.5, 2), -rand(0.5, 2), -rand(0.5, 2), -rand(0.5, 2), -rand(0.5, 2), -rand(0.5, 2), -rand(0.5, 2), -rand(0.5, 2), -rand(0.5, 2)];
let zmovarr=[-rand(1, 2), -rand(1, 2), -rand(1, 2), -rand(1, 2), -rand(1, 2), -rand(1, 2), -rand(1, 2), -rand(1, 2), -rand(1, 2), -rand(1, 2)];

sub snowflake
{
ascent(i in 0..9)
{
let rotx=rotxarr[i]; //setting variables for each individual snowflake
let roty=rotxarr[i];
let rotz=rotxarr[i];
let rotxb=rotxbarr[i];
let rotyb=rotybarr[i];
let rotzb=rotzbarr[i];
let type=typearr[i];
let x=xarr[i];
let y=yarr[i];
let z=zarr[i];
let xmov=xmovarr[i];
let ymov=ymovarr[i];
let zmov=zmovarr[i];
SetTexture(a_img_snow);
if(type<=3) //I had different snowflakes so I randomized them instead of just using one flake design
{
SetGraphicRect(type*89-89, 0, type*89, 86);
}else if(type<=6){
SetGraphicRect((type-4)*89, 86, (type-3)*89, 172);
}else{
SetGraphicRect((type-7)*89, 172, (type-6)*89, 259);
}
SetGraphicScale(1, 1);
SetGraphicAngle(rotx, roty, rotz);
DrawGraphic3D(x, y, z);
rotxarr[i]=rotx+rotxb;
rotyarr[i]=roty+rotyb;
rotzarr[i]=rotz+rotzb;
xarr[i]=x+xmov;
yarr[i]=y+ymov;
zarr[i]=z+zmov;
if(y<4) //if the flake has reached underground, return it to a random position at the top
{
yarr[i]=rand(150, 220);
xarr[i]=-rand(100, 1000);
zarr[i]=rand(0, 1000);
}
}
}

then just load the graphic in your script, use #include_function and put snowflake; somewhere in @BackGround...
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Zengar Zombolt

  • Space-Time Tuning Circle - Wd/Fr
  • Green-Red Divine Clock
Re: Danmakufu Q&A/Problem Thread II
« Reply #588 on: December 09, 2009, 12:08:13 PM »
And that lag should be fixed by the vsynch patch, but I can't get it to work because supposedly I need a dll which according to you doesn't exist. :\
Except that the .dll should be included with the Vsync patch, not Danmakufu. So, it should be in the zip with all the other dll files.

Blargel

  • RAWR!
  • I'M AN ANGRY LOLI!
Re: Danmakufu Q&A/Problem Thread II
« Reply #589 on: December 09, 2009, 12:16:27 PM »
Kyle's version is easier to use and will work for most similar applications to falling 2D images in a 3D background like leaves and snowflakes. However, one thing I wanna nitpick about is the handling of logic in @DrawLoop. Try going to config.exe and selecting that 1/3 option in the left side of the first tab and seeing what happens to your snowflakes. :V

EDIT: Also, my code is longer and therefore manlier.
« Last Edit: December 09, 2009, 12:23:11 PM 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.

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Danmakufu Q&A/Problem Thread II
« Reply #590 on: December 09, 2009, 02:05:26 PM »
Kyle's version is easier to use and will work for most similar applications to falling 2D images in a 3D background like leaves and snowflakes. However, one thing I wanna nitpick about is the handling of logic in @DrawLoop. Try going to config.exe and selecting that 1/3 option in the left side of the first tab and seeing what happens to your snowflakes. :V

EDIT: Also, my code is longer and therefore manlier.

can you just describe what happens since I never opened config.exe, ever... and whenever I try to open it, nothing comes out... dunno why...

EDIT: my code is shorter, therefore not as manly? so using loop and ascent which makes codes shorter aren't manly either? *must type 100kb code*
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Blargel

  • RAWR!
  • I'M AN ANGRY LOLI!
Re: Danmakufu Q&A/Problem Thread II
« Reply #591 on: December 09, 2009, 02:17:40 PM »
The option I'm talking about is actually how many times the @DrawLoop is run per second. The first option which it defaults to is full frames. The second option is 1/2, meaning the @DrawLoop runs 30 times every second (and therefore the framerate is choppier, but some drawing processing power is saved). The third option is 1/3, meaning the @DrawLoop runs 20 times every second (and therefore the framerate is even choppier, but even more processing power is saved). The last option is variable, meaning the @DrawLoop runs as often as it can as long as framerate can be kept at around 60fps, with a minimum of 20 frames per second.

If anyone with a crappier computer changes these settings so they can run the games a bit faster, your snowflakes are gonna fall at 1/2, 1/3, or a variable speed.
<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.

Kylesky

  • *The Unknown*
  • Local Unbalanced Danmakufu Idiot Scripter
    • My useless youtube account... (will be useful in the future *I promise*)
Re: Danmakufu Q&A/Problem Thread II
« Reply #592 on: December 09, 2009, 02:29:49 PM »
*understands* wow... then that'll be sucky... but then again... it's really just the background... what's really important is the stage and boss themselves :V, the background sometimes tends to fall back 2nd... (therefore the black screen background commonly used in danmakufu ;D)

sad though that all the hard work to make backgrounds(especially 3D ones) sometimes goes unnoticed, or barely noticed
« Last Edit: December 09, 2009, 02:31:37 PM by Kylesky »
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Jaimers

  • You just did it because you're older than me.
Re: Danmakufu Q&A/Problem Thread II
« Reply #593 on: December 09, 2009, 03:20:07 PM »
Donut, I figured out what your doing wrong.
Your using a compressed version of th_dnh.exe, you have to uncompress it first with UPX.
Replace the exe with the exe in the attachement and it should work.

nintendonut888

  • So those that live now, pledge on your fists and souls
  • Leave a sign of your life, no matter how small...
Re: Danmakufu Q&A/Problem Thread II
« Reply #594 on: December 09, 2009, 09:48:03 PM »
Thank you. That was indeed the problem. Being able to control my movements instantly makes this game more likable. Now there's just the issue of it spawning bullets on top of me way more often than any game should, the ludicrously short death invulnerability times, the fact that I have no idea what determines when you can gather Hakurei... :V

BTW, when does extra open? Do I need to 1cc with all shot types? I thought I read once you only needed to do it with three.
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Re: Danmakufu Q&A/Problem Thread II
« Reply #595 on: December 09, 2009, 09:57:53 PM »
Thank you. That was indeed the problem. Being able to control my movements instantly makes this game more likable. Now there's just the issue of it spawning bullets on top of me way more often than any game should, the ludicrously short death invulnerability times, the fact that I have no idea what determines when you can gather Hakurei... :V

BTW, when does extra open? Do I need to 1cc with all shot types? I thought I read once you only needed to do it with three.
You also need 1cc the game while doing a full twist back layout aka no one really knows. Although you could poke around in the code to unlock it I guess...

Drake

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Re: Danmakufu Q&A/Problem Thread II
« Reply #596 on: December 09, 2009, 10:02:43 PM »
Extra unlocks once you 1CC at least Normal with all four shot types. Nobody knows for Phantasm, however.

You get Hakurei points by grazing, mainly. You can get them at all times by grazing unfocused, but if the text showing how much you have is green, then you can get it while grazing unfocused too. If you bomb or die, your text turns yellow and you're unable to collect while focused for a while. Also, if you don't die on any boss pattern and have enough Hakurei points, you'll get a Final Spell.

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Re: Danmakufu Q&A/Problem Thread II
« Reply #597 on: December 10, 2009, 12:34:25 AM »
so do exactly what I was trying to avoid



alright

Re: Danmakufu Q&A/Problem Thread II
« Reply #598 on: December 10, 2009, 05:55:27 AM »
Is it possible to make a boss use a kind of recovery effect on themselves (i.e. restoring part of their health in the middle of a spell card)? I tried doing something such as

SetLife(GetLife+5);

But this causes Danmakufu to crash.

So is it actually possible for an enemy/boss to recover their health? If so, how is it performed?

Kylesky

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Re: Danmakufu Q&A/Problem Thread II
« Reply #599 on: December 10, 2009, 06:03:40 AM »
Is it possible to make a boss use a kind of recovery effect on themselves (i.e. restoring part of their health in the middle of a spell card)? I tried doing something such as

SetLife(GetLife+5);

But this causes Danmakufu to crash.

So is it actually possible for an enemy/boss to recover their health? If so, how is it performed?

Isn't there an AddLife(...); function?
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