Author Topic: Blargel's Danmakufu Corner (Ikareimu Revival? and Contest)  (Read 61346 times)

Blargel

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #120 on: April 04, 2010, 11:00:20 PM »
Woah, that's never happened to me before. Can you reproduce this and tell me how it happened?
<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.

Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #121 on: April 04, 2010, 11:20:37 PM »
Woah, that's never happened to me before. Can you reproduce this and tell me how it happened?

Well I choose Level 1 Scene 1 and then out of no where, two Wriggles poped up.
I dunno how it happened.

Blargel

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #122 on: April 04, 2010, 11:24:18 PM »
According to the code I wrote, that should absolutely never happen. I'm extremely confused...
<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.

Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #123 on: April 04, 2010, 11:26:31 PM »
According to the code I wrote, that should absolutely never happen. I'm extremely confused...

I was too, when this happened.
Oh well maybe it was because of lag or something... or it?s just my wacky computer  :V

EDIT: I tried making a script and I have run into some errors. (put it into the file wriggle2.dnh)

Code: [Select]
script_enemy_main {
  #include_function ".\bosslib\Boss.dnh"
    let imgBoss = GetCurrentScriptDirectory ~ "img\wriggle.png";
    let BossCutIn = GetCurrentScriptDirectory~"\boss.png";
    let Frame = -120;
    let Rotate = 0;
    let AngA = 0;
    let AngB = 179;
    let Amount =1;
    @Initialize {
    InitializeStbBoss;
    LoadGraphic(imgBoss);
    SetTexture(imgBoss);
    SetGraphicRect(0, 0, 48, 64);
    SetX(GetClipMinX);
    SetY(GetClipMinY);
    SetStbMovePosition03(GetCenterX, GetClipMinY+130, 20, 8);
    }

    @MainLoop {

if(GetCurrentPicture==0){
AngB = 178;
Amount = 1;
}

if(GetCurrentPicture==1){
AngB = 181;
Amount = 1;
}

if(GetCurrentPicture==2){
AngB = 179.5;
Amount = 1;
}

if(Frame>0){
Attack;
}

if(Frame==60){
Frame=0;
        SetStbMovePosition03(GetCenterX+rand(40, 80), GetClipMinY+rand(120, 200), 20, 5);
}

    Frame++;
    yield;
    }

  @DrawLoop {
    DrawGraphic(GetX, GetY);
  }

    @Finalize {
        if(GotSpellCardBonus){
            PlaySE(GetCurrentScriptDirectory~"SFX\SpellBonus.wav");
        }
    }

  task Attack{
Bullets(GetX, GetY, AngA);
AngA=AngA+AngB;
  }


  task Bullets(x, y, angle){
loop(Amount){
    let obj = ObjStbShot_Initialize(x, y, 2, angle+Rotate, RED23, 0, 50, 8, RED);
Rotate=Rotate+360/5}
}
}

1. one bullet will get stuck at th boss Position after the Boss died, and will not move at all.
2. Bullets still get shot, why Aya is taking a photo.

And sorry for trying to ALREADY create something with the engine, I was bored and wanted to get it to work.
« Last Edit: April 04, 2010, 11:34:36 PM by Danielu Yoshikoto »

Blargel

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #124 on: April 04, 2010, 11:40:30 PM »
You should not do any MainLoop stuff to control the boss. Everything must be done with tasks and in every task, all yields must be replaced with the Wait function that is already built in. Even single yields must be replaced with Wait(1). However, the yield in MainLoop is still a yield. Do NOT put Wait(1); in the MainLoop

The Wait function I wrote is the thing that pauses boss logic at appropriate times.

If you absolutely want to do stuff with MainLoop, you can try adding this into your code.

Code: [Select]
task ManageFrameCounter {
  loop {
    Wait(1);
    Frame++;
  }
}

Put that task in, call it once in Initialize, and remove the Frame++; in the MainLoop. I believe it should work properly.
« Last Edit: April 04, 2010, 11:47:07 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.

Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #125 on: April 04, 2010, 11:47:27 PM »
You should not do any MainLoop stuff to control the boss. Everything must be done with tasks and in every task, all yields must be replaced with the Wait function that is already built in. Even single yields must be replaced with Wait(1). However, the yield in MainLoop is still a yield. Do NOT put Wait(1); in the MainLoop

The Wait function I wrote is the thing that pauses boss logic at appropriate times.

If you absolutely want to do stuff with MainLoop, you can try adding this into your code.

Code: [Select]
task ManageFrameCounter {
  loop {
    Wait(1);
    Frame++;
  }
}

Put that task in, call it once in Initialize, and remove the Frame++; in the MainLoop. I believe it should work properly.
Uh I thought the builtin Wait function was for dialogues only

Blargel

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #126 on: April 04, 2010, 11:54:29 PM »
Uh I thought the builtin Wait function was for dialogues only

I meant the one I built into the engine for bosses. It's a modification of the usual Wait function that taskers use a lot.
<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.

Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #127 on: April 05, 2010, 12:17:26 AM »
I believe it should work properly.

Adding the code somehow doesn?t make the count go up (The boss should move every 60 frames).

Adding "Wait(1);" to every task slows it down.

and nope, the problems are still there.

Blargel

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #128 on: April 05, 2010, 01:13:26 AM »
Okay I took a closer look at your code by actually putting it into a script that my engine would read. Yeah, MainLoop scripting isn't going to cut it. You have to learn how to handle everything in tasks.
<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.

AweStriker Nova

  • Star Sign "Thunder Constellation"
Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #129 on: April 05, 2010, 01:19:59 AM »
Is there anything special I need to know about making extra scripts for this? Is there documentation somewhere?

Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #130 on: April 05, 2010, 01:24:09 AM »
You have to learn how to handle everything in tasks.

Scripting Level while normaly scripting: Level 4
Scripting Level when only able to use tasks: Nameless Fairy
« Last Edit: April 05, 2010, 01:26:40 AM by Danielu Yoshikoto »

AweStriker Nova

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #131 on: April 05, 2010, 01:32:02 AM »
Scripting Level while normaly scripting: Level 4
Scripting Level when only able to use tasks: Nameless Fairy

...Huh. I'm the exact opposite. I can't get anything MainLoop to work correctly at all.
« Last Edit: April 05, 2010, 01:34:27 AM by AweStriker Nova »

Blargel

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #132 on: April 05, 2010, 01:34:38 AM »
Is there anything special I need to know about making extra scripts for this? Is there documentation somewhere?
There's plenty you need to know. You can take a look at the configMenus.dnh and the files in the boss\bosslib directory. They're all commented although not very well. I'll write some easier to read documentation when all the base features are completed. My wriggle1.dnh in the boss directory is a good example of how to do things though. Just for the most part, remember to put everything inside tasks and use the Wait function.

Scripting Level while normaly scripting: Level 4
Scripting Level when only able to use tasks: Nameless Fairy

Here, your code converted into tasks:
Code: [Select]
script_enemy_main {
  #include_function ".\bosslib\Boss.dnh"
  let imgBoss = GetCurrentScriptDirectory ~ "img\wriggle.png";
  let BossCutIn = GetCurrentScriptDirectory~"\boss.png";
  let Frame = -120;
  let Rotate = 0;
  let AngA = 0;
  let AngB = 179;
  let Amount =1;
  @Initialize {
    InitializeStbBoss;
    LoadGraphic(imgBoss);
    SetTexture(imgBoss);
    SetGraphicRect(0, 0, 48, 64);
    SetX(GetClipMinX);
    SetY(GetClipMinY);
    SetStbMovePosition03(GetCenterX, GetClipMinY+130, 20, 8);
   
    FakeMainLoop;
  }

  @MainLoop {
    if(GetCurrentPicture==0){
      AngB = 178;
      Amount = 1;
    }

    if(GetCurrentPicture==1){
      AngB = 181;
      Amount = 1;
    }

    if(GetCurrentPicture==2){
      AngB = 179.5;
      Amount = 1;
    }
    yield;
  }

  @DrawLoop {
    DrawGraphic(GetX, GetY);
  }

  @Finalize {
    if(GotSpellCardBonus){
      PlaySE(GetCurrentScriptDirectory~"SFX\SpellBonus.wav");
    }
  }
 
  task FakeMainLoop {
    loop {
      if(Frame>0){
        Attack;
      }

      if(Frame==60){
        Frame=0;
        SetStbMovePosition03(GetCenterX+rand(40, 80), GetClipMinY+rand(120, 200), 20, 5);
      }

      Frame++;
      Wait(1);
    }
  }
   
  task Attack {
    Bullets(GetX, GetY, AngA);
    AngA=AngA+AngB;
  }


  task Bullets(x, y, angle){
    loop(Amount){
      let obj = ObjStbShot_Initialize(x, y, 2, angle+Rotate, RED23, 0, 50, 8, RED);
      Rotate=Rotate+360/5
    }
  }
}
<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.

CK Crash

  • boozer
Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #133 on: April 05, 2010, 02:48:16 AM »
I'm working on a set of lolexample scenes, hopefully will post them tomorrow. In the meantime:

Scripting Level while normaly scripting: Level 4
Scripting Level when only able to use tasks: Nameless Fairy

Code: [Select]
//easy modo code

let frame = -60;

@MainLoop
{
if (frame==120){doshit; frame = 0;}
frame++;
}

Code: [Select]
//cool kids code

@Initialize
{
MainTask;
}

task MainTask
{
Wait(60);
loop
    {
    Wait(120);
    doshit;
    }
}

@MainLoop
{
yield;
}

Looks more complicated at first, but you can have more than one task running at the same time, so you don't have to bother with multiple frame variables. Use @MainLoop only for stuff that needs to be done every single frame, and have the attack code in the tasks.

side effects may include naut not loving you anymore

AweStriker Nova

  • Star Sign "Thunder Constellation"
Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #134 on: April 05, 2010, 03:36:46 AM »
About the bullet color parameter:

Do I have to specify a color in the array? I tried putting WHITE in and it spit out "WHITE is the unidentified identifier".

EDIT: I got around this by just making everything blue instead, but I'd still like an answer.

The other thing is this. To clarify, the large bullets are shooting those lines of small ones. But when one of the large bullets is deleted, the small ones still spawn from 0,0. This needs to be fixed...
« Last Edit: April 05, 2010, 03:56:23 AM by AweStriker Nova »

Blargel

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #135 on: April 05, 2010, 05:11:19 AM »
Bullet color parameter allows the following: RED, ORANGE, YELLOW, GREEN, CYAN (not AQUA), BLUE, and PURPLE. These parameters are how the engine detects if you should get a Red Shot, Orange Shot, Colorful Shot, Rainbow Shot, etc. and what color the recovery particles will become. I suppose I should put a NONE parameter that spits out white particles, but if you put in 0, it should do the same thing.

As for your issue in the image, I don't believe that is my problem. If you'd like, I can try running your code if you give it to me to see if I can fix it, but I'm pretty sure it's not my fault.
<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.

AweStriker Nova

  • Star Sign "Thunder Constellation"
Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #136 on: April 05, 2010, 05:55:37 AM »
Code: [Select]
script_enemy_main {
  #include_function ".\bosslib\Boss.dnh"
  let imgBoss = GetCurrentScriptDirectory ~ "img\wriggle.png";
  @Initialize {
    CreateDebugWindow;
    InitializeStbBoss;
    LoadGraphic(imgBoss);
    SetTexture(imgBoss);
    SetGraphicRect(0, 0, 48, 64);
    SetX(GetClipMinX);
    SetY(GetClipMinY);
    SetStbMovePosition03(GetCenterX, GetClipMinY+130, 20, 8);
    Attack;
  }
 
  @MainLoop {
    OutputDebugString(0, "current picture", GetCurrentPicture);
    yield;
  }
 
  @DrawLoop {
    DrawGraphic(GetX, GetY);
  }
 
  @Finalize {
  }
 
  task Attack {
    Wait(72);
    loop {
      loop {
        CrystalLineSeed(GetX, GetY, 0, 0, BLUE03, 15);
        if(GetCurrentPicture > 1){ break; }
        Wait(72);
        SetStbMovePosition03(GetCenterX+rand(40, 80), GetClipMinY+rand(120, 200), 20, 5);
        if(GetCurrentPicture > 1){ break; }
        Wait(72*3);
        CrystalLineSeed(GetX, GetY, 0, 0, BLUE03, 15);
        if(GetCurrentPicture > 1){ break; }
        Wait(72);
        SetStbMovePosition03(GetCenterX-rand(40, 80), GetClipMinY+rand(120, 200), 20, 5);
        if(GetCurrentPicture > 1){ break; }
        Wait(72*3);
      }
      loop {
        let random = rand(0, 360);
        Wait(72);
        CrystalLineSeed(GetX, GetY, 0, 0, BLUE03, 15);
        Wait(36);
        CrystalLineSeed(GetX, GetY, 0, 0, BLUE03, 15);
        Wait(36);
        CrystalLineSeed(GetX, GetY, 0, 0, BLUE03, 15);
        Wait(72);
        SetStbMovePosition03(GetCenterX+rand(40, 80), GetClipMinY+rand(120, 200), 20, 5);
        random = rand(0, 360);
        Wait(72);
        CrystalLineSeed(GetX, GetY, 0, 0, BLUE03, 15);
        Wait(36);
        CrystalLineSeed(GetX, GetY, 0, 0, BLUE03, 15);
        Wait(36);
        CrystalLineSeed(GetX, GetY, 0, 0, BLUE03, 15);
        Wait(72);
        SetStbMovePosition03(GetCenterX-rand(40, 80), GetClipMinY+rand(120, 200), 20, 5);
      }
    }
  }
 
  task CurvyBullets(angle){
    loop(12){
      ascent(i in 0..10){
        CurvyBullet(GetX, GetY, 3, angle+i*36, YELLOW01, 10);
      }
      Wait(6);
    }
  }
 
  task StraightBullets(angle){
    loop(12){
      ascent(i in 0..10){
        ObjStbShot_Initialize(GetX, GetY, 3, angle+i*36, YELLOW02, 10, 100, 12, YELLOW);
      }
    Wait(17);
    }
  }
 
  task CurvyBullet(x, y, speed, angle, graphic, delay){
    let obj = ObjStbShot_Initialize(x, y, speed, angle, graphic, delay, 50, 8, YELLOW);
    Wait(delay);
    loop(30){
      ObjStbShot_SetAngle(obj, ObjStbShot_GetAngle(obj)+1.5);
      Wait(1);
    }
    Wait(4);
    loop(60){
      ObjStbShot_SetAngle(obj, ObjStbShot_GetAngle(obj)-1.5);
      Wait(1);
    }
    Wait(4);
    loop(60){
      ObjStbShot_SetAngle(obj, ObjStbShot_GetAngle(obj)+1.5);
      Wait(1);
    }
    Wait(4);
    loop(60){
      ObjStbShot_SetAngle(obj, ObjStbShot_GetAngle(obj)-1.5);
      Wait(1);
    }
  }

  task CrystalLineSeed(x, y, speed, angle, graphic, delay){
    let obj = ObjStbShot_Initialize(x, y, speed, angle, graphic, delay, 150, 32, BLUE);
    Wait(delay);
    loop(10){
      ascent(i in -2..3){
        DownCrystal(ObjStbShot_GetX(obj), ObjStbShot_GetY(obj), i, 3, BLUE23, 10);
        UpCrystal(ObjStbShot_GetX(obj), ObjStbShot_GetY(obj), i, 3, BLUE23, 10);
        ObjStbShot_Initialize(x, y, 2, 0, RED23, delay, 150, 32, RED);
        ObjStbShot_Initialize(x, y, 2, 180, RED23, delay, 150, 32, RED);
      }
      Wait(57);
    }
    ObjStbShot_FadeDelete(obj);
  }

  task DownCrystal(x, y, xspeed, yspeed, graphic, delay){
    let obj = ObjStbShot_Initialize(x, y, yspeed, 90, graphic, delay, 50, 6, BLUE);
    Wait(delay);
    while(!Obj_BeDeleted(obj)){
      ObjStbShot_SetX(obj, ObjStbShot_GetX(obj)+xspeed);
      Wait(1);
    }
  }

  task UpCrystal(x, y, xspeed, yspeed, graphic, delay){
    let obj = ObjStbShot_Initialize(x, y, yspeed, 270, graphic, delay, 50, 6, BLUE);
    Wait(delay);
    while(!Obj_BeDeleted(obj)){
      ObjStbShot_SetX(obj, ObjStbShot_GetX(obj)+xspeed);
      Wait(1);
    }
  }
}

There you go. I made a few changes since the image was made so it couldn't be cheesed by staying above/to either side of the boss, and this is far from the final version.

Blargel

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #137 on: April 05, 2010, 06:31:28 AM »
As I thought it isn't an error on my end. Your problem is here:
Code: [Select]
  task CrystalLineSeed(x, y, speed, angle, graphic, delay){
    let obj = ObjStbShot_Initialize(x, y, speed, angle, graphic, delay, 150, 32, BLUE);
    Wait(delay);
    loop(10){
      ascent(i in -2..3){
        DownCrystal(ObjStbShot_GetX(obj), ObjStbShot_GetY(obj), i, 3, BLUE23, 10);
        UpCrystal(ObjStbShot_GetX(obj), ObjStbShot_GetY(obj), i, 3, BLUE23, 10);
        ObjStbShot_Initialize(x, y, 2, 0, RED23, delay, 150, 32, RED);
        ObjStbShot_Initialize(x, y, 2, 180, RED23, delay, 150, 32, RED);
      }
      Wait(57);
    }
    ObjStbShot_FadeDelete(obj);
  }

Notice that your loop(10) doesn't detect if the object is deleted already anywhere in the middle of it when detecting if it should be creating more bullets. If you want to fix this, I suggest putting if(Obj_BeDeleted(obj)){ break; } right before the ascent and your problem should be fixed.
<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.

DgBarca

  • Umineko fuck yeah
  • Spoilers ?
Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #138 on: April 05, 2010, 02:28:07 PM »
In the Wriggle sample script, I tried to change the angle variation with a speed variation, and then, BOOM.
[21:16] <redacted> dgbarca makes great work
[21:16] <redacted> i hope he'll make a full game once

Blargel

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #139 on: April 05, 2010, 03:31:34 PM »
In the Wriggle sample script, I tried to change the angle variation with a speed variation, and then, BOOM.

Thanks for catching that. I haven't had the chance to test if my StbShots behave exactly like a normal shot object and this is a really big oversight on my end. I've fixed this and similar problems with other ObjStbShot functions that I overlooked so they shouldn't cause an error like that again. It'll be in a new release in the near future after I get a few more features, bug fixes, and optimizations done.
<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.


Blargel

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  • I'M AN ANGRY LOLI!
Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #141 on: April 05, 2010, 07:45:12 PM »
Not to be mean or anything, but you are terrible at StB. :V
Mind if I use the video as my bulletforge video preview?
<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.

Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #142 on: April 05, 2010, 08:44:47 PM »
Not to be mean or anything, but you are terrible at Touhou in General. :V

Mind if I use the video as my bulletforge video preview?

No Problem.

ChaoStar

  • Dark History Boy
Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #143 on: April 06, 2010, 12:01:08 PM »
Okay I took a closer look at your code by actually putting it into a script that my engine would read. Yeah, MainLoop scripting isn't going to cut it. You have to learn how to handle everything in tasks.

You don't know how happy I am to hear this. Thank god it's not the other way around.

Blargel

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  • I'M AN ANGRY LOLI!
Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #144 on: April 06, 2010, 08:39:10 PM »
Important, please read!

In the interests of keeping processing power required to run this engine lower while keeping all the features I want, some sacrifices will have to be made in how automatic some things will be done. Currently, when you script in Danmakufu, if you input a delay for your bullet, it automatically draws the delay effect at the correct position. However, because of how my engine slows down and pauses the game when you zoom and take photos, the default delay effect will not work and I will implement my own. However, because it is my own effect, it will have to be an effect object, which carries more power to process than I would like.

Therefore, the solution I came up with was to give a function such as CreateStbDelay(x, y, color, duration) which would spawn the effect at the given point for the given amount of time with the given color. You would have to manually call this any time you would want to have a delay effect on a bullet. My reasoning for this is that quite often, bosses will be spawning the same color bullets at the exact same spot at the exact same time with the exact same delay time. If I were to make my engine automatically draw the effect every time you created a bullet, it would create the same effect possibly hundreds of times on the exact same point, which is extremely redundant. But the point is that it would still cost processing power, and potentially a lot of it.

Any comments on this idea? I realize it will be more inconvenient because you would have to remember to call this function every time you wanted to make bullets with delay, but it would have drastically better performance than auto-drawing the effect upon bullet creation.
« Last Edit: April 06, 2010, 08:40:56 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.

ChaoStar

  • Dark History Boy
Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #145 on: April 06, 2010, 09:30:58 PM »
Well. In some cases, I think that having manual delay is awesome. But in other cases, annoying. Soooo...

why don't we have a bullet that has a built in delay

...and a delay function?

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #146 on: April 06, 2010, 10:36:11 PM »
Just do what you planned. It's slightly inconvenient, but people will get used to it easily.

Blargel

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #147 on: April 07, 2010, 12:18:25 AM »
Well. In some cases, I think that having manual delay is awesome. But in other cases, annoying. Soooo...

why don't we have a bullet that has a built in delay

...and a delay function?
I'm not going to make two different bullet types for delay or non-delay. That's just completely unnecessary.

Just do what you planned. It's slightly inconvenient, but people will get used to it easily.
I suppose you're right.
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<Azure> Keine: Danmakufu helper by day, violent loli by night.

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #148 on: April 07, 2010, 12:56:10 AM »
I have absolutely no issues with manual delay functions. Also, I completely support this project and am greatly anticipating future updates.

Blargel

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Re: Blargel's Danmakufu Corner (StB/DS Engine)
« Reply #149 on: April 08, 2010, 03:24:22 AM »
Version 1.0.0 of the Shoot the Bullet Engine is now released!

Go knock yourselves out. As always, please report any bugs you find.
Now excuse me while I go write documentation on the DMF wiki.
« Last Edit: April 08, 2010, 04:09:06 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.