Author Topic: Danmakufu Q&A/Problem Thread II  (Read 218287 times)

Re: Danmakufu Q&A/Problem Thread II
« Reply #180 on: November 03, 2009, 10:25:17 PM »
kyle, it almost looks like a graphical problem. Like videocard drivers or settings. But I never encountered such a thing before.

I have, though it wasn't quite as bad. I knew someone who had text display weird like that, and I can't take screenshots with HOM without stuff getting a little messed up... but I don't know how to resolve either issue.

I didn't come here just to say that though, as I have an issue here of my own:



This is a cropped screenshot of CAsercan3's phantasm stage, showing the playfield HUD.

And, as I'm certain you have noticed, the text is almost unreadable. And while this doesn't afflict all text, it's certainly not restricted to that script. I've seen screenshots and videos from other people showing that text in a completely different(and legible) font, and I'm wondering what the deal here is, and what I can do about it.
The SoEW patch has had its second release, come and get it!

Re: Danmakufu Q&A/Problem Thread II
« Reply #181 on: November 03, 2009, 10:55:34 PM »
Question: how can I show players score after the fight is over?

i would define a variable such as

let score = GetScore;

then after the battle make a seperate script and use

DrawText on the screen with "score" as the text, such as :

DrawText("score", 200, 240, 10, idk what goes here...);

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
Re: Danmakufu Q&A/Problem Thread II
« Reply #182 on: November 03, 2009, 11:19:09 PM »
idk what goes here
alpha of the text (how opaque the text is? idk what it really means. transparency?)

Re: Danmakufu Q&A/Problem Thread II
« Reply #183 on: November 03, 2009, 11:25:16 PM »
Is there any way i can make this script harder?:


Code: [Select]
#TouhouDanmakufu
#Title[???]
#Text[「」]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{
#include_function "lib\SHOT_REPLACE\shot_replace.dnh"
let frame = 0;
let angle2 = 1;
let go = 0;
let random = rand(0, 360);
let graze = GetGraze;
@Initialize{
SetLife(800);
SetMovePosition02(GetCenterX,GetCenterY-120,0);
shotinit;

}

@MainLoop{
SetCollisionA(GetX,GetY,16);
SetCollisionB(GetX,GetY,16);
frame++;
if(frame%10==0){
angle2-=0.010;
ascent(o in 1..8){
CreateShotA(0, GetX, GetY, 0);
SetShotDataA(0, 0, 1*o, 15, 0, -0.05, 0.005, RED21);
SetShotDataA(0, 30, 1.8, 90, 0, 0, 0, WHITE21);
SetShotDataA(0, 80, 1.8, 90, -angle2, 0, 0, RED21);
SetShotKillTime(0, 340);
FireShot(0);

CreateShotA(1, GetX, GetY, 0);
SetShotDataA(1, 0, 1*o, 165, 0, -0.05, 0.005, RED21);
SetShotDataA(1, 30, 1.8, 90, 0, 0, 0, WHITE21);
SetShotDataA(1, 80, 1.8, 90, angle2, 0, 0, RED21);
SetShotKillTime(1, 340);
FireShot(1);}}

if(angle2<-0.5){
angle2=0.6;}

if(GetPlayerY<250){
CreateShot01(GetPlayerX, GetPlayerY, 1, rand(0, 360), ORANGE02, 80);}



}
@DrawLoop{}
@Finalize{}



}

Henry

  • The observer
  • Exploring to the new world of Danmaku
Re: Danmakufu Q&A/Problem Thread II
« Reply #184 on: November 04, 2009, 01:16:59 AM »
Is there any way i can make this script harder?:


Code: [Select]
#TouhouDanmakufu
#Title[???]
#Text[「」]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{
#include_function "lib\SHOT_REPLACE\shot_replace.dnh"
let frame = 0;
let angle2 = 1;
let go = 0;
let random = rand(0, 360);
let graze = GetGraze;
@Initialize{
SetLife(800);
SetMovePosition02(GetCenterX,GetCenterY-120,0);
shotinit;

}

@MainLoop{
SetCollisionA(GetX,GetY,16);
SetCollisionB(GetX,GetY,16);
frame++;
if(frame%10==0){
angle2-=0.010;
ascent(o in 1..8){
CreateShotA(0, GetX, GetY, 0);
SetShotDataA(0, 0, 1*o, 15, 0, -0.05, 0.005, RED21);
SetShotDataA(0, 30, 1.8, 90, 0, 0, 0, WHITE21);
SetShotDataA(0, 80, 1.8, 90, -angle2, 0, 0, RED21);
SetShotKillTime(0, 340);
FireShot(0);

CreateShotA(1, GetX, GetY, 0);
SetShotDataA(1, 0, 1*o, 165, 0, -0.05, 0.005, RED21);
SetShotDataA(1, 30, 1.8, 90, 0, 0, 0, WHITE21);
SetShotDataA(1, 80, 1.8, 90, angle2, 0, 0, RED21);
SetShotKillTime(1, 340);
FireShot(1);}}

if(angle2<-0.5){
angle2=0.6;}

if(GetPlayerY<250){
CreateShot01(GetPlayerX, GetPlayerY, 1, rand(0, 360), ORANGE02, 80);}



}
@DrawLoop{}
@Finalize{}



}
It is already hard enough, but if it should be harder:

Code: [Select]
#TouhouDanmakufu
#Title[???]
#Text[「」]
#Player[FREE]
#ScriptVersion[2]

script_enemy_main{
#include_function "lib\SHOT_REPLACE\shot_replace.dnh"
let frame = 0;
let angle2 = 1;
let go = 0;
let random = rand(0, 360);
let graze = GetGraze;
   @Initialize{
      SetLife(800);
      SetMovePosition02(GetCenterX,GetCenterY-120,0);
      shotinit;

   }

   @MainLoop{
      SetCollisionA(GetX,GetY,16);
      SetCollisionB(GetX,GetY,16);
      frame++;
   if(frame%10==0){
   angle2-=0.010;
      ascent(o in 1..8){
   CreateShotA(0, GetX, GetY, 0);
   SetShotDataA(0, 0, 1*o, 15, 0, -0.05, 0.005, RED21);
   SetShotDataA(0, 30, 1.8, 115, 0, 0, 0, WHITE21);
   SetShotDataA(0, 80, 1.8, 115, -angle2, 0, 0, RED21);
   SetShotKillTime(0, 340);
   FireShot(0);

   CreateShotA(1, GetX, GetY, 0);
   SetShotDataA(1, 0, 1*o, 165, 0, -0.05, 0.005, RED21);
   SetShotDataA(1, 30, 1.8, 75, 0, 0, 0, WHITE21);
   SetShotDataA(1, 80, 1.8, 75, angle2, 0, 0, RED21);
   SetShotKillTime(1, 340);
   FireShot(1);}}

   if(angle2<-0.5){
   angle2=0.6;}
   
   if(GetPlayerY<250){
   CreateShot01(GetPlayerX, GetPlayerY, 1, rand(0, 360), ORANGE02, 80);}
   

         
   }
   @DrawLoop{}
   @Finalize{}



}
Old/Forgotten member.

Old Patchouli Project was outdated but new one is in progress.

Re: Danmakufu Q&A/Problem Thread II
« Reply #185 on: November 04, 2009, 02:19:22 AM »
How do you edit/view the bullet and laser graphics?
Just wanted to shout out and say thanks for all the time and effort your putin in to make sure smogon has then best VGC'ers around.

Re: Danmakufu Q&A/Problem Thread II
« Reply #186 on: November 04, 2009, 02:58:12 AM »
First off, I have graphic problems, one of which is why can't I see the SetEffectForZeroLifeEffect?

Second, I'm trying to use the timer to set up certain patterns. But for some reason, it doesn't let me access the while loop which activates at 100 seconds left and under. Can I only have one?

Code: [Select]
#TouhouDanmakufu
#Title[Test 3: トイレ練習]
#Text[XXをできました!]
#Player[FREE]
#Image[.\img\lulzsmiley.png]
#BGM[.\bgm\irm88.mp3]
#PlayLevel[Easy, Lunatic?]
#ScriptVersion[2]

script_enemy_main{
#include_function "lib\SHOT_REPLACE\shot_replace.dnh"
let CSD = GetCurrentScriptDirectory;
let imgBoss = CSD ~ "img\flandresprite.png";
let cut = CSD ~ "img\flandrecutin.png";
let bg = CSD ~ "img\toilet.png";
let timer = 157;


@Initialize{
shotinit;
SetLife(5000);
SetTimer(157);
SetScore(80200);
SetDurableSpellCard;
SetDamageRate(0,0);

SetMovePosition01(GetCenterX,100,5);

LoadGraphic(imgBoss);
LoadGraphic(cut);
LoadGraphic(bg);

CutIn(YOUMU,"?│?? ?u?g?C?????K?v",cut,0,0,500,400);
SetEnemyMarker(true);
Concentration01(120);
MagicCircle(true);
mainTask;
}

@MainLoop{
SetCollisionA(GetX,GetY,28);
SetCollisionB(GetX,GetY,20);
yield;
timer--;
}

@DrawLoop{
SetTexture(imgBoss);
SetRenderState(ALPHA);
SetAlpha(255);
SetGraphicRect(0,0,128,128);
SetGraphicScale(0.6,0.6);
SetGraphicAngle(0,0,0);
DrawGraphic(GetX,GetY);


}

@Background{
SetTexture(bg);
SetRenderState(ALPHA);
SetAlpha(255);
SetGraphicRect(0,0,300,300);
SetGraphicScale(1,1);
SetGraphicAngle(0,0,0);
DrawGraphic(GetCenterX,GetCenterY);


}

@Finalize{
DeleteGraphic(imgBoss);
DeleteGraphic(cut);
DeleteGraphic(bg);

}

task mainTask{
wait(90);
fire;
yield;
}



task fire{
let x = 0;
let dir = 0;
loop{
yield;
if(GetTimer==148){
  CreateShot01(GetX,GetY,8,GetAngleToPlayer,RED03,90);
wait(60);
}
while(GetTimer<=123){
CreateShot01(GetX,GetY,3,GetAngleToPlayer,BLUE12,50);
  CreateShot01(GetX,GetY,2,GetAngleToPlayer+50,BLUE12,60);
CreateShot01(GetX,GetY,2,GetAngleToPlayer+40,BLUE12,60);
CreateShot01(GetX,GetY,2,GetAngleToPlayer-50,BLUE12,60);
CreateShot01(GetX,GetY,2,GetAngleToPlayer-40,BLUE12,60);
CreateShot01(GetX,GetY,4,GetAngleToPlayer-90,BLUE12,60);
CreateShot01(GetX,GetY,5,GetAngleToPlayer-70,BLUE12,60);
CreateShot01(GetX,GetY,3.7,GetAngleToPlayer+23,BLUE12,47);
CreateShot01(GetX,GetY,4.1,GetAngleToPlayer+14,BLUE12,28);
CreateShot01(GetX,GetY,2,GetAngleToPlayer+5,BLUE12,40);
CreateShot01(GetX,GetY,2,GetAngleToPlayer-8,BLUE12,60);
CreateShot01(GetX,GetY,2,GetAngleToPlayer-14,BLUE12,60);
CreateShot01(GetX,GetY,2,GetAngleToPlayer+8,BLUE12,96);
CreateShot01(GetX,GetY,2,GetAngleToPlayer-6,BLUE12,35);
CreateShot01(GetX,GetY,2,GetAngleToPlayer-5,BLUE12,60);
wait(20);
}
while(GetTimer<=100){
CreateShot01(GetX,GetY,4,GetAngleToPlayer,YELLOW54,50);
wait(20);
}
}
}


function wait(w){
loop(w){yield;}
}

}

Thanks for reading this![/color]

Re: Danmakufu Q&A/Problem Thread II
« Reply #187 on: November 04, 2009, 03:55:58 AM »
How do you edit/view the bullet and laser graphics?

well, if i am understanding your question right, there are 13 default bullet graphics, and lasers are drawn with bullet graphics:



other wise, you can make your own bullet sheet such as the shot replace, or Puremrz's shot sheet.(which is awesome btw!)
« Last Edit: November 04, 2009, 04:00:48 AM by Demonbman »

Re: Danmakufu Q&A/Problem Thread II
« Reply #188 on: November 04, 2009, 04:03:50 AM »
First off, I have graphic problems, one of which is why can't I see the SetEffectForZeroLifeEffect?

Second, I'm trying to use the timer to set up certain patterns. But for some reason, it doesn't let me access the while loop which activates at 100 seconds left and under. Can I only have one?

Code: [Select]
#TouhouDanmakufu
#Title[Test 3: トイレ練習]
#Text[XXをできました!]
#Player[FREE]
#Image[.\img\lulzsmiley.png]
#BGM[.\bgm\irm88.mp3]
#PlayLevel[Easy, Lunatic?]
#ScriptVersion[2]

script_enemy_main{
#include_function "lib\SHOT_REPLACE\shot_replace.dnh"
let CSD = GetCurrentScriptDirectory;
let imgBoss = CSD ~ "img\flandresprite.png";
let cut = CSD ~ "img\flandrecutin.png";
let bg = CSD ~ "img\toilet.png";
let timer = 157;


@Initialize{
shotinit;
SetLife(5000);
SetTimer(157);
SetScore(80200);
SetDurableSpellCard;
SetDamageRate(0,0);

SetMovePosition01(GetCenterX,100,5);

LoadGraphic(imgBoss);
LoadGraphic(cut);
LoadGraphic(bg);

CutIn(YOUMU,"?│?? ?u?g?C?????K?v",cut,0,0,500,400);
SetEnemyMarker(true);
Concentration01(120);
MagicCircle(true);
mainTask;
}

@MainLoop{
SetCollisionA(GetX,GetY,28);
SetCollisionB(GetX,GetY,20);
yield;
timer--;
}

@DrawLoop{
SetTexture(imgBoss);
SetRenderState(ALPHA);
SetAlpha(255);
SetGraphicRect(0,0,128,128);
SetGraphicScale(0.6,0.6);
SetGraphicAngle(0,0,0);
DrawGraphic(GetX,GetY);


}

@Background{
SetTexture(bg);
SetRenderState(ALPHA);
SetAlpha(255);
SetGraphicRect(0,0,300,300);
SetGraphicScale(1,1);
SetGraphicAngle(0,0,0);
DrawGraphic(GetCenterX,GetCenterY);


}

@Finalize{
DeleteGraphic(imgBoss);
DeleteGraphic(cut);
DeleteGraphic(bg);

}

task mainTask{
wait(90);
fire;
yield;
}



task fire{
let x = 0;
let dir = 0;
loop{
yield;
if(GetTimer==148){
  CreateShot01(GetX,GetY,8,GetAngleToPlayer,RED03,90);
wait(60);
}
while(GetTimer<=123){
CreateShot01(GetX,GetY,3,GetAngleToPlayer,BLUE12,50);
  CreateShot01(GetX,GetY,2,GetAngleToPlayer+50,BLUE12,60);
CreateShot01(GetX,GetY,2,GetAngleToPlayer+40,BLUE12,60);
CreateShot01(GetX,GetY,2,GetAngleToPlayer-50,BLUE12,60);
CreateShot01(GetX,GetY,2,GetAngleToPlayer-40,BLUE12,60);
CreateShot01(GetX,GetY,4,GetAngleToPlayer-90,BLUE12,60);
CreateShot01(GetX,GetY,5,GetAngleToPlayer-70,BLUE12,60);
CreateShot01(GetX,GetY,3.7,GetAngleToPlayer+23,BLUE12,47);
CreateShot01(GetX,GetY,4.1,GetAngleToPlayer+14,BLUE12,28);
CreateShot01(GetX,GetY,2,GetAngleToPlayer+5,BLUE12,40);
CreateShot01(GetX,GetY,2,GetAngleToPlayer-8,BLUE12,60);
CreateShot01(GetX,GetY,2,GetAngleToPlayer-14,BLUE12,60);
CreateShot01(GetX,GetY,2,GetAngleToPlayer+8,BLUE12,96);
CreateShot01(GetX,GetY,2,GetAngleToPlayer-6,BLUE12,35);
CreateShot01(GetX,GetY,2,GetAngleToPlayer-5,BLUE12,60);
wait(20);
}
while(GetTimer<=100){
CreateShot01(GetX,GetY,4,GetAngleToPlayer,YELLOW54,50);
wait(20);
}
}
}


function wait(w){
loop(w){yield;}
}

}

Thanks for reading this![/color]

I am sorry I can only answer one of your questions, i do not see a SetEffectForZeroLife in your script.

Re: Danmakufu Q&A/Problem Thread II
« Reply #189 on: November 04, 2009, 04:17:33 AM »
I am sorry I can only answer one of your questions, i do not see a SetEffectForZeroLife in your script.
It's not in this one. My other script runs smoothly, yet when the effect, all the bullet graphics dissapear.

Re: Danmakufu Q&A/Problem Thread II
« Reply #190 on: November 04, 2009, 04:23:18 AM »
is there a way to check if the player is in the same place after a few seconds? I tried different statements and I wasnt getting the right "product"

@ Seiryuu: When the boss dies the bullets turn into point items

Drake

  • *
Re: Danmakufu Q&A/Problem Thread II
« Reply #191 on: November 04, 2009, 04:33:31 AM »
posx = GetPlayerX;
posy = GetPlayerY;
loop(120){yield;}
if(posx==GetPlayerX && posy==GetPlayerY){
    youwin;
}

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

Fujiwara no Mokou

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  • Oh, so this trial of guts is for ME?
    • Profile
Re: Danmakufu Q&A/Problem Thread II
« Reply #192 on: November 04, 2009, 04:49:29 AM »
When working on 3d backgrounds, is there a way to make the camera rotate on the Z-axis, so it looks like a room is spinning?

So far, all I can do is make it spin on the Y-axis by changing the azimuthal angle value in

SetViewFrom(focus,azimuthal, elevation);


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 #193 on: November 04, 2009, 10:26:18 AM »
kyle, it almost looks like a graphical problem. Like videocard drivers or settings. But I never encountered such a thing before.

ok, thanks for trying to help anyway...
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

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Re: Danmakufu Q&A/Problem Thread II
« Reply #194 on: November 04, 2009, 10:35:58 AM »
When working on 3d backgrounds, is there a way to make the camera rotate on the Z-axis, so it looks like a room is spinning?

So far, all I can do is make it spin on the Y-axis by changing the azimuthal angle value in

SetViewFrom(focus,azimuthal, elevation);

Try the parameters of SetViewTo. I think I asked before a similar question. Though it was in the old Q&A thread.

Fujiwara no Mokou

  • Hourai Incarnate
  • Oh, so this trial of guts is for ME?
    • Profile
Re: Danmakufu Q&A/Problem Thread II
« Reply #195 on: November 04, 2009, 04:26:31 PM »
Try the parameters of SetViewTo. I think I asked before a similar question. Though it was in the old Q&A thread.


I read the entire thread, you said something about movement, but nothing like what I"m asking for.

Uh, are you sure SetViewTo will work?  I've changed every parameter.  All SetViewTo does is tell where on the 3d coordinate plane the camera is looking at.  SetViewTo(X,Y,Z)  But what I'm looking for is how to make it so the camera spins on the Z axis, not move on it.  So that the room looks like it's spinning clockwise or counterclockwise.

And Z is backwards darnit!!  Makes things so confusing, because in order for the camera to move right when I make the X a higher value, and left when it's a lower value, I must put the azimuthal angle at 90 so the camera faces "forward".  But that also leaves a problem, because the camera faces toward the negative end of Z.  So Z++ makes it look as if you're walking backwards instead of forwards.  It's unsolvable, the Z parameter in danmakufu is backwards.  I checked.

So, how do I make the camera actually rotate around the Z axis, just like changing azimuthal angle in SetViewFrom(focus,azimuthal,elevation); ?
« Last Edit: November 04, 2009, 06:09:40 PM by Fujiwara no Mokou »

Re: Danmakufu Q&A/Problem Thread II
« Reply #196 on: November 05, 2009, 03:40:33 AM »
I'm not really sure if this is an "appropriate" question for this thread but,

What kind of emotion and bullets match with the colour purple?

on another note, this may seem like an "ehheh" question (what ever that is) but,

How exactly to while and else statements work? If they go in an if statement wouldnt that make them if statements?

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
Re: Danmakufu Q&A/Problem Thread II
« Reply #197 on: November 05, 2009, 03:44:58 AM »
I'm not really sure if this is an "appropriate" question for this thread but,

What kind of emotion and bullets match with the colour purple?

on another note, this may seem like an "ehheh" question (what ever that is) but,

How exactly to while and else statements work? If they go in an if statement wouldnt that make them if statements?
Colour can match up to something like... immaturity... dishonesty... That stuff.

While statements SEEM to be DIFFERENT from if statements. Like, while statements can be used to check stuff like if there are enemies on the field, or there are bullets on the screen... etc. Else statements are like, if this thing is true, do this. otherwise, if this other thing is true, do this. otherwise... etc.
Someone correct me. I KNOW I'm wrong somewhere here.

Someone else will answer you, I don't really know.
« Last Edit: November 05, 2009, 03:49:51 AM by Always お⑨ »

Re: Danmakufu Q&A/Problem Thread II
« Reply #198 on: November 05, 2009, 03:56:03 AM »
while loops are like if statements and loops combined, they keep looping until the statement is false.

else dictates what code to run if the 'if' statement is false


examples:

if(person == Naut){
    Set difficulty = HAHAHAHAHA
    }
else{
    Set difficulty = Normal
    }

In this theoretical example, if the statement is true, ie the variable called 'person' is equal to "Naut", then it runs whatever is in that segment (which would be set the difficult to HAHAHAHA(ry). The else segment is only excecuted if the original if statment is false, ie the person is not Naut.

Furthermore "else if" statements run if all the other if and else if statements before it in the chain are false.

example:

if(person == Naut){
    Set difficulty = HAHAHAHAHA
    }
else if(person == Suikama){
    Set difficulty = Extra
    }
else if(person == GIL){
    Set difficulty = beyond humanly possible
    }
else{
    Set difficulty = Normal
    }

If the person is GIL, then only the code in that section will run (difficultly = lolimpossible). If the person is me, then difficulty will be extra. And so on. If the person is none of the above then else runs.


Now while loop examples

while(lives >=0){
    keepplaying = true;
    }

So as long as the variable lives is bigger than 0, that loop will keep running. As a result, becareful when using while loops. If the statement never becomes false, then you could end up with an infinite loop, which could result in danmakufu freezing.

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
Re: Danmakufu Q&A/Problem Thread II
« Reply #199 on: November 05, 2009, 04:02:29 AM »
while loops are like if statements and loops combined, they keep looping until the statement is false.

else dictates what code to run if the 'if' statement is false


examples:

if(person == Naut){
    Set difficulty = HAHAHAHAHA
    }
else{
    Set difficulty = Normal
    }

In this theoretical example, if the statement is true, ie the variable called 'person' is equal to "Naut", then it runs whatever is in that segment (which would be set the difficult to HAHAHAHA(ry). The else segment is only excecuted if the original if statment is false, ie the person is not Naut.

Furthermore "else if" statements run if all the other if and else if statements before it in the chain are false.

example:

if(person == Naut){
    Set difficulty = HAHAHAHAHA
    }
else if(person == Suikama){
    Set difficulty = Extra
    }
else if(person == GIL){
    Set difficulty = beyond humanly possible
    }
else{
    Set difficulty = Normal
    }

If the person is GIL, then only the code in that section will run (difficultly = lolimpossible). If the person is me, then difficulty will be extra. And so on. If the person is none of the above then else runs.


Now while loop examples

while(lives >=0){
    keepplaying = true;
    }

So as long as the variable lives is bigger than 0, that loop will keep running. As a result, becareful when using while loops. If the statement never becomes false, then you could end up with an infinite loop, which could result in danmakufu freezing.

Oh. My friggin' gawd.
But would person = "Naut", and not Naut?
Er, yeah.

Edit: Oh, Sui, you should have put yourself first, haha.
« Last Edit: November 05, 2009, 04:05:31 AM by Always お⑨ »

Re: Danmakufu Q&A/Problem Thread II
« Reply #200 on: November 05, 2009, 04:05:07 AM »
Oh. My friggin' gawd.
But would person = "Naut", and not Naut?
Er, yeah.
Technically depends. Typically it would be a string (with the quotation marks and what not), but if Naut was a variable (like Naut = 9001 or something), then it wouldn't be a String.

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
Re: Danmakufu Q&A/Problem Thread II
« Reply #201 on: November 05, 2009, 04:28:15 AM »
Technically depends. Typically it would be a string (with the quotation marks and what not), but if Naut was a variable (like Naut = 9001 or something), then it wouldn't be a String.
Err, yeah, I forgot to say strings and variables and stuff.

Re: Danmakufu Q&A/Problem Thread II
« Reply #202 on: November 05, 2009, 04:45:10 AM »
How would i make bullets that spawn around the player, all go in at the angle into the player? like one of sakuya's StB scenes?

Re: Danmakufu Q&A/Problem Thread II
« Reply #203 on: November 05, 2009, 04:54:39 AM »
let distance = 50; //or something
ascent(i in 0..36){
    CreateShot01(GetX+distance*cos(GetX), GetY+distance*sin(GetY), speed, i*10, graphic, delay);
    distance--;
    }

I might have messed up the sin/cos functions a bit but it would look something like that.

Essentially to spawn stuff in a circle around an object, you'll need to use trig functions. There's more info about them in the tutorials.

Re: Danmakufu Q&A/Problem Thread II
« Reply #204 on: November 05, 2009, 04:58:19 AM »
let distance = 50; //or something
ascent(i in 0..36){
    CreateShot01(GetX + distance*cos(i*10), GetY + distance*sin(i*10), speed, i*10, graphic, delay);
    distance--;
    }
« Last Edit: November 05, 2009, 05:00:05 AM by Naut »

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
Re: Danmakufu Q&A/Problem Thread II
« Reply #205 on: November 05, 2009, 05:00:30 AM »

CreateShot01(GetX+radius*cos(ANGLE), GetY+radius*sin(ANGLE), speed, ANGLE+alter, graphic, delay);

does that mean make sure ANGLE is the same, or something?

...oh Naut & co, you lifesavers.
« Last Edit: November 05, 2009, 05:02:08 AM by Always お⑨ »

Re: Danmakufu Q&A/Problem Thread II
« Reply #206 on: November 05, 2009, 05:02:25 AM »
derp
Wait why did you remove distance--;? He wants the bullets to go in towards the player.

Re: Danmakufu Q&A/Problem Thread II
« Reply #207 on: November 05, 2009, 05:03:54 AM »
Yeah bros, totally a tutorial for that.

@Suikama, whatever he typed I do not get what you said out of it :|
Plus, what you coded would make them spin in towards the boss, not the player.

Re: Danmakufu Q&A/Problem Thread II
« Reply #208 on: November 05, 2009, 05:05:19 AM »
Yeah bros, totally a tutorial for that.

@Suikama, whatever he typed I do not get what you said out of it :|
Plus, what you coded would make them spin in towards the boss, not the player.
DERP

I meant GetPlayerX/Y NOT GetX/Y

And he basically wants this http://www.youtube.com/watch?v=ZNN4c508_us

Re: Danmakufu Q&A/Problem Thread II
« Reply #209 on: November 05, 2009, 05:08:22 AM »
let k = 36;
let angle = 0;

loop(k){
   CreateShot01(GetPlayerX + 70*cos(angle), GetPlayerY + 70*sin(angle), 2, angle - 180, RED32, 30);
   angle+=360/k;
}