Author Topic: The Danmakufailure / facepalm thread  (Read 14471 times)

GenericTouhouFailure

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The Danmakufailure / facepalm thread
« on: May 09, 2010, 11:05:42 AM »
The direct ripoff of the touhou bitching/whining thread except this one is for danmakufu.
Share your lolstupidity and awesome haha old chap failures.


I'll start.
Once I took 16 hours over the course of two days to find out why my sprite wasn't appearing.
The answer: Drawloop vs DrawLoop


I'll bet all the money in raymoo's donation box that this thread will die.

Kylesky

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Re: The Danmakufailure / facepalm thread
« Reply #1 on: May 09, 2010, 03:40:07 PM »
Just one of my many many stupid mistakes in danmakufu

*constantly types CreateShit01/CreateShit02/CreateShitA/obj=Obj_Create(OBJ_SHIT) etc. by accident
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

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Infy♫

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Re: The Danmakufailure / facepalm thread
« Reply #2 on: May 09, 2010, 03:42:41 PM »
I keep typing CreateShota myself :/

Kylesky

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Re: The Danmakufailure / facepalm thread
« Reply #3 on: May 09, 2010, 03:43:52 PM »
Of course, the occasional Infinite loop is also a common mistake to me... :V
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Gc

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Re: The Danmakufailure / facepalm thread
« Reply #4 on: May 09, 2010, 03:51:05 PM »
When I made my bezier movement script. At first it always moved towards the top left corner of the screen. After raging at it for an hour or two, I found that I made it move from 0,0 instead of GetX,GetY.

Still happens often when I use sin/cos to move things, except I don't rage and I know exactly what I did wrong.

Ecthel

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Re: The Danmakufailure / facepalm thread
« Reply #5 on: May 09, 2010, 04:13:01 PM »
I was using CreateShotA. I had a comment that had all the various options, since I hadn't memorized them yet.  While doing so, I ran into a problem; there are 8 parameters in CreateShotA, but I only counted 7 in my comment. "What am I doing wrong?" I asked.

It did have all of them; somehow my eyes were glazing over Bullet ID.

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Nuclear Cheese

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Re: The Danmakufailure / facepalm thread
« Reply #7 on: May 10, 2010, 02:12:32 AM »
Of course, the occasional Infinite loop is also a common mistake to me... :V

Almost every time I go to iterate over an array with a while loop, I forget the "i++", resulting in a crashed Danmakufu and me smacking myself for forgetting it again.  Considering that I always use arrays instead of tasks to handle multiple similar objects, this occurs with far too high a frequency. :V


One of the reasons I wanted to add in the "infinite loop protection" in MnD.
to quote Naut:
"I can see the background, there are too many safespots."
:V

CK Crash

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Re: The Danmakufailure / facepalm thread
« Reply #8 on: May 11, 2010, 12:48:45 AM »
oops i accidentally the whole yield

*dmf freezes for 5 minutes until task manager finally kills it*

8lue Wizard

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Re: The Danmakufailure / facepalm thread
« Reply #9 on: May 11, 2010, 01:23:11 AM »
Almost every time I go to iterate over an array with a while loop, I forget the "i++", resulting in a crashed Danmakufu and me smacking myself for forgetting it again.  Considering that I always use arrays instead of tasks to handle multiple similar objects, this occurs with far too high a frequency. :V

Why ascent/descent is superior.

Don't think I've had a really stupid moment since getting my erase() call wrong, but sometimes it takes me far longer to iron out my math-generated constructs than it should.

Re: The Danmakufailure / facepalm thread
« Reply #10 on: May 11, 2010, 05:09:31 PM »
What do you mean I forgot the angle and speed parameters mixed up?!
 
a 90 speed flying red blur flying 4 degrees isnt as deadly as you think it is

Garlyle

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Re: The Danmakufailure / facepalm thread
« Reply #11 on: May 11, 2010, 09:13:12 PM »
I keep typing CreateShota myself :/
It's okay, you're not the only one.

Nuclear Cheese

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Re: The Danmakufailure / facepalm thread
« Reply #12 on: May 13, 2010, 02:20:38 AM »
Why ascent/descent is superior.

Don't think I've had a really stupid moment since getting my erase() call wrong, but sometimes it takes me far longer to iron out my math-generated constructs than it should.

ascent and descent always seemed a bit weird syntactically to me, but that's probably just the fact that I come from a mostly C/C++ based programming history (with some QBASIC before that ...  :V).  Plus I'm not sure if you can change the variable that's being ascent/descent'd, which is necessary so that I don't skip an element when I remove a deleted object from the array.


Also, I'm sure erase trips up most people at least once, if not on a regular basis.  I tend to think of it as operating on the array itself, rather than returning a new array (again, probably the C/C++ background mucking with my thought process).



What do you mean I forgot the angle and speed parameters mixed up?!
 
a 90 speed flying red blur flying 4 degrees isnt as deadly as you think it is

We need some sort of Danmaku CopsTM to chase after these crazy Bullet McSpeedhax guys, pull them over, ticket them, and make sure they start heading back out at a more reasonable rate.
:3
to quote Naut:
"I can see the background, there are too many safespots."
:V

Chronojet ⚙ Dragon

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Re: The Danmakufailure / facepalm thread
« Reply #13 on: May 17, 2010, 02:49:03 AM »
CreateShit01(blah

'nuff said.

Re: The Danmakufailure / facepalm thread
« Reply #14 on: May 17, 2010, 02:55:25 AM »
STILL CANT USE COMMENTS AAAARRRGGG

Oh actually /* */ works but // doesn't wtf

Azure Lazuline

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Re: The Danmakufailure / facepalm thread
« Reply #15 on: May 17, 2010, 07:33:30 AM »

I accidentally added an extra zero onto the laser length, which also meant that it stayed on-screen for ten times as long. Note the 600 DPS.

Iryan

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Re: The Danmakufailure / facepalm thread
« Reply #16 on: May 17, 2010, 03:12:36 PM »
SetX=...

Another way to receive everybodie's favorite error.   :V
Old Danmakufu stuff can be found here!

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Chronojet ⚙ Dragon

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Re: The Danmakufailure / facepalm thread
« Reply #17 on: May 17, 2010, 04:03:48 PM »

I accidentally added an extra zero onto the laser length, which also meant that it stayed on-screen for ten times as long. Note the 600 DPS.
Rimia B. o.O

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if(hasdonestuff && OnPlayerMissed == 6) {
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}

Re: The Danmakufailure / facepalm thread
« Reply #18 on: May 17, 2010, 04:37:48 PM »
Setting the UV or XY coordinates of an object effect to the same vertex, due to copy/paste. Happens frequently enough that I get aggravated that I missed it, but infrequently enough that I'll still go through the trouble of checking if my image path is correct, if it's loaded, making sure all the coordinates match up on the image, making sure I spelled @DrawLoop correctly...

Kingault

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Re: The Danmakufailure / facepalm thread
« Reply #19 on: May 18, 2010, 01:23:19 AM »
As you may have seen in the Q&A thread, I forgot to define frame as a variable, which is why I kept getting errors.

Nimble

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Re: The Danmakufailure / facepalm thread
« Reply #20 on: May 18, 2010, 08:17:34 AM »
Code: [Select]
ascent (i in 0..36)
{
CreateShotA(1, GetX, GetY, 0);
SetShotDataA(1, 0, 0, i*10, 0, 0.2, 8, GREEN21);
}
What happen again? Why it didn't shoot?


.
..
...


* Nimble facepalm

Azure Lazuline

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Re: The Danmakufailure / facepalm thread
« Reply #21 on: May 18, 2010, 07:04:38 PM »
I always do things like Obj_SetSpeed(4) without specifying what object to apply it to. I do this at least once a day without fail, yet I never learn...

Re: The Danmakufailure / facepalm thread
« Reply #22 on: May 18, 2010, 07:19:21 PM »
Code: [Select]
ascent (i in 0..36)
{
CreateShotA(1, GetX, GetY, 0);
SetShotDataA(1, 0, 0, i*10, 0, 0.2, 8, GREEN21);
}

That happens to me alot, too. It once took me a while to figure out what was missing there.

Henry

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Re: The Danmakufailure / facepalm thread
« Reply #23 on: May 21, 2010, 09:17:19 AM »
I'll start.
Once I took 16 hours over the course of two days to find out why my sprite wasn't appearing.
The answer: Drawloop vs DrawLoop

Don't worry...
My version is #Background vs #BackGround (and possibly the @Background loop also)
Old/Forgotten member.

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Iryan

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Re: The Danmakufailure / facepalm thread
« Reply #24 on: June 17, 2010, 11:20:16 AM »
Ok, this is a new one.

Instead of
Quote
while(Obj_BeDeleted(obj)==false){...
I had it
Quote
while(Obj_Delete(obj)==false){...

No wonder the game froze.  :derp:
Old Danmakufu stuff can be found here!

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

Megayanma

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Re: The Danmakufailure / facepalm thread
« Reply #25 on: June 17, 2010, 02:38:23 PM »
*Refers back to the help thread where he copied/pasted two DrawLoops and Finalizes.*

~ULTRA FACEPALM~

Infy♫

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Re: The Danmakufailure / facepalm thread
« Reply #26 on: June 17, 2010, 03:31:28 PM »
I once fucked up a HUGE stage script. The game would instantly end when I opened it.
I posted it in the Q&A thread and on irc, but nobody found the problem. 6 hours later i found out i had an excess bracket that caused the entire stage to skip to ClearStage. BAKA BAKA BAKA

Re: The Danmakufailure / facepalm thread
« Reply #27 on: June 17, 2010, 03:47:38 PM »
CreateShotA(0,GetX,GetY,10);
SetShotDataA(0,0,2,GetAngleToPlayer,0,0.1,3,RED31,10);
FireShot(0);


woops  :derp:

Missing

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Re: The Danmakufailure / facepalm thread
« Reply #28 on: June 17, 2010, 05:41:33 PM »
Minuscules (setShotA) + lack of yield + unexistant variables  :V

空SoraのNo鏡Kagami

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Re: The Danmakufailure / facepalm thread
« Reply #29 on: June 21, 2010, 08:10:44 PM »
Well... My biggest failure...

I was trying to figure out why my spell wasn't working. I had all the shots spelled right, I really hadn't messed with anything... However, it took me a while to realize... I'd left out #TouhouDanmakufu... Yeah, can't really fail more than that can we?
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Person: OMG WHEN!
Me: Naow, APOCALYPSE SIGN "RAPTURE"!