If you have accelerating bullets, you will get massive slowdown after the transliteration unless you give the bullets "fake" speed instead. Since several people might be having problems with that, I'll just put here what I did in those situations.
Let's say you have a bullet that starts at v1 and accelerates to v2 during a timespan of tv frames.
task TAccShot(x, y, v1, v2, t, ang){
let obj = ObjStbShot_Initialize(x, y, 0, ang, RED01, 5, 30, 8, RED]);
let v=v1;
while(Obj_BeDeleted(obj)==false){
if(GetGameSpeed>=0){
if(v<v2){ v= v+(v2-v1)/((GetGameSpeed+1)*(t)); } // reverse the < if the bullet is decelerating instead
if(v>v2){ v=v2; } // reverse the < if the bullet is decelerating instead
Obj_SetPosition(obj, Obj_GetX(obj)+va*cos(ang)/(GetGameSpeed+1), Obj_GetY(obj)+va*sin(ang)/(GetGameSpeed+1) );
}
Wait(1);
}
}Change bullet graphics, color and score as you see fit, of course.
For those who'd like to play some of the cards here but don't know how:- Download the StB engine, put the
Photography folder into your standard danmakufu
script folder
- Download the script files and place them in
Photography\boss- Download
shotsheet and place the
DVT_Shotsheet folder in
Photography\boss- Go to the
Photography folder and open
configMenus.dnh. Scrolling down, you will find long multidimensional arrays.
- In the Level2Strings array, replace the
cirno1.dnh,
letty1.dnh etc. file names with the name of the files you want to play.
- Start the StB engine in danmakufu, go to the Stage 2 levels and select the scene where you put the file name.
Please do this, we would like some feedback on our attacks, and this is a group endeavour, after all.