Author Topic: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)  (Read 140424 times)

AJS

  • Danmakufu Scripter
Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #750 on: December 29, 2011, 12:26:37 AM »
I don't remember tinypic forcing pictures into different formats. Either way, it sounds to me like a corrupted image in worst case. You can try to reupload it as PNG and I'll test it out by trying to load it in my script.

There is noway a singular image is going to fail to load unless:
- The image is corrupt
- The image is not true format (dodgy saving/corruption as well)
- Script mistakes/errors
Hmm...this is very strange.  I tried re-saving the image as a .PNG file, but it still doesn't work in the script.  I checked multiple times to make sure I wasn't being stupid and messing up with the scripting, but I spotted no errors (and as stated earlier, it actually worked when I tried every other image in the same folder).  I even made a new image file, copied over the contents of this image, and saved that as a .PNG.  I keep trying to reupload it to Tinypic, and checked several times to make sure it was an actual .PNG file, but it keeps getting turned into a .JPG.

Well, Photobucket seems to keep it true to a .PNG, so if you could help me out and test this image out yourself, that'd be great.

It's BMP, not BPM.
Yeah, I kinda figured that out when I tried to save the image as a different file type. ::)


EDIT: Weirdness going on...while messing around, I found out that if I made the image for "bg" the same as the image for "bg2", both will appear, but if I put the image that I originally intended for "bg", "bg2" will not appear.  Here's my entire script, because something's going on that I'm not noticing for some reason.

http://pastebin.com/zA8wniGa

The above-linked image is "bg2", this is "bg1".
« Last Edit: December 29, 2011, 12:43:28 AM by AJS »

Drake

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #751 on: December 29, 2011, 12:51:14 AM »
christdamnit you didn't load the graphic

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AJS

  • Danmakufu Scripter
Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #752 on: December 29, 2011, 01:57:32 AM »
christdamnit you didn't load the graphic
Damn...I KNEW it was something stupid. :derp:  Thanks.

Helepolis

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #753 on: December 29, 2011, 09:38:39 AM »
christdamnit you didn't load the graphic
And I even asked him to paste his full script before =.=

AJS, next time please just follow our requests when we ask you. You'd be surprised how often people make common mistakes like this. It is only disrespectful and stressing for us who are trying to help when people refuse to post their scripts.

It's BMP, not BPM.
I blame my thesis work :V Been lately searching for Business Process Modelling papers a lot :V
« Last Edit: December 29, 2011, 09:41:52 AM by Helepolis »

Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #754 on: December 30, 2011, 04:19:20 AM »
Everytime I try to use the random patern generators or the first Koishi Hell, It comes up with an error saying that th_dnh has stopped working, meaning that it just causes my Danmakufu to crash. I have the latest version of it, but this isn't the first time it's happened.

On the other hand, I can play the Second Koishi Hell just fine, and one other person's script is the same.

But every other script crashes Danmakufu. Is there anything I can do to fix this problem?

Trickysticks

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #755 on: December 30, 2011, 04:36:23 AM »
Well, first of all, are you using AppLocale? Danmakufu likes crashing without it.

Additionally, there are two versions now. Some scripts, like Koishi Hell, are for the first(0.12m), while other, newer scripts are for the latest version(ph3). Make sure to check what version the script is for, and what version you're using.

You can see detailed information in the great information thread, along with the other stickies in this board.
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MMX

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #756 on: December 30, 2011, 08:25:22 PM »
Where can i find the most complete list of builtin sound effects filenames? So i could disable them like
Code: [Select]
DeleteSE("seseEnemyExplode01.wav");
DeleteSE("seseUseSpellCard.wav");
My danmakufu thread Most recent - "Kappa Mechanics" (Nitori fight)   My youtube channel Latest update - EoSD extra no bombs clear


Drake

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #757 on: December 30, 2011, 09:10:56 PM »
sePlayerShot01.wav   
seGraze.wav   
sePlayerCollision.wav
sePlayerSpellCard.wav
se1UP.wav   
seScore.wav   
seBomb_ReimuA.wav   
seExplode01.wav   
seBomb_ReimuB.wav
seUseSpellCard.wav
seGetSpellCardBonus.wav
seEnemyExplode01.wav   
seSuperNaturalBorder1.wav   
seSuperNaturalBorder2.wav

A Colorful Calculating Creative and Cuddly Crafty Callipygous Clever Commander
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MMX

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #758 on: December 30, 2011, 09:14:55 PM »
Ah thanks. Already found it at http://www.shrinemaiden.org/forum/index.php/topic,3167.msg143460.html#msg143460

Another question: Can i unload outer frame graphic STG_Frame.png? Wich folder is it placed in? When i put something like DeleteGraphic("img\STG_Frame.png"); it makes danmakufu crash instantly. Is there a way to do this or it's better to use effect objects?
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Drake

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #759 on: December 30, 2011, 09:19:42 PM »
You have the directory right. If you want to change the frame then instead of deleting it and making new one, just rename your new file to STG_Frame.png and plop it in the dnh\img folder. Create the folder if it doesn't exist.

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

AJS

  • Danmakufu Scripter
Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #760 on: December 31, 2011, 12:29:35 AM »
And I even asked him to paste his full script before =.=

AJS, next time please just follow our requests when we ask you. You'd be surprised how often people make common mistakes like this. It is only disrespectful and stressing for us who are trying to help when people refuse to post their scripts.
My bad.  I thought I had things mostly figured out, but obviously I didn't.

Now more on-topic, how do you make multiple bosses with a shared health bar? (i.e. the Prismrivers)

MMX

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #761 on: December 31, 2011, 01:54:13 AM »
You have the directory right. If you want to change the frame then instead of deleting it and making new one, just rename your new file to STG_Frame.png and plop it in the dnh\img folder. Create the folder if it doesn't exist.
No. That's not what i wanna do in my game. And i just figured out - using effect objects is more flexible for that.

My bad.  I thought I had things mostly figured out, but obviously I didn't.

Now more on-topic, how do you make multiple bosses with a shared health bar? (i.e. the Prismrivers)
Just call SetCollisionA on every instance of the boss you want to receive damage. But if you want count separate damage for multiboss battle (like Seiga/Yoshika) you'd better use child enemies or override it somehow else.
My danmakufu thread Most recent - "Kappa Mechanics" (Nitori fight)   My youtube channel Latest update - EoSD extra no bombs clear


Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #762 on: December 31, 2011, 02:17:15 AM »
Is anything wrong with this script. I have been studying MainLoop style scripting and this is what I got:
http://pastebin.com/8HhrHY9L
" Borders are Borders. They were meant to be manipulated and mistreated. "

Drake

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #763 on: December 31, 2011, 02:22:23 AM »
No. That's not what i wanna do in my game. And i just figured out - using effect objects is more flexible for that.
Well ok, it's kind of hard to give you advice if you aren't willing to say what your end goal is. And alternatively, if you don't want to replace it, you can still make it transparent by just using a blank image and naming it STG_Frame just the same. But whatever.

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

MMX

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #764 on: December 31, 2011, 02:47:51 AM »
Well ok, it's kind of hard to give you advice if you aren't willing to say what your end goal is. And alternatively, if you don't want to replace it, you can still make it transparent by just using a blank image and naming it STG_Frame just the same. But whatever.
I mean i wanna release my game as a separate script, not a package including danmakufu defaults substitutions. Who knows wich already customized setup could it encounter?

Well. If even i decide to release it CtC style, still i dont wanna do that. And layer 8 objects work just fine to overdraw default frame with something ;)
« Last Edit: December 31, 2011, 03:06:41 AM by MMX »
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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #765 on: December 31, 2011, 03:26:14 AM »
Is anything wrong with this script. I have been studying MainLoop style scripting and this is what I got:
http://pastebin.com/8HhrHY9L

I think you forgot to put two brackets in the frame 150.
Code: [Select]
              if( frame == 150 ){
                    ascent( i in 0..100){
                     CreateShot01( GetX, GetY, 5, 0+i*10-20, WHITE03, 10 );
                          }// <-- This
}// <--- This

and one bracket at the end of the script.

Code: [Select]
           @Finalize {
     
              DeleteGraphic( Boss_Meirin );
     
            }
}// <--- this

Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #766 on: December 31, 2011, 03:37:11 AM »
Oh. Forgot that. I corrected some other stuff too. Thanks.
I don't get this though:
変数は関数やsubのようには呼べません(569行目)

          if( frame == 160 ) { frame == 10 }



                 

        }



     

       @DrawLoop {



           if(G
~~~
---------------------------
OK   
---------------------------
That's the only problem left.
" Borders are Borders. They were meant to be manipulated and mistreated. "

Trickysticks

  • What am I? TRICKYSTEAKS I AM!
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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #767 on: December 31, 2011, 03:40:13 AM »
With that problem, it should be if(frame == 160 ) { frame = 10 }. Since you're changing the variable, you only use one equals.
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Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #768 on: December 31, 2011, 03:41:48 AM »
Darnit. I used one more "="!
" Borders are Borders. They were meant to be manipulated and mistreated. "

AJS

  • Danmakufu Scripter
Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #769 on: December 31, 2011, 05:45:18 AM »
Just call SetCollisionA on every instance of the boss you want to receive damage. But if you want count separate damage for multiboss battle (like Seiga/Yoshika) you'd better use child enemies or override it somehow else.
Hmm, that solves one thing, but my main question was how to actually create the multiple bosses themselves without using familiars (which is what I've been doing).

Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #770 on: December 31, 2011, 07:22:52 AM »
I have a question about AppLocale , when I turn on AppLocale and set things to japanese and stuff, nothing happens. So now I can't open danmakufu v0.13 and my danmakufu v0.12 starts having bold fronts

When, I download it again, the icon is different and I can't install AppLocale again.





How u fix  :(
Hey There !

Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #771 on: December 31, 2011, 04:09:12 PM »
There's a v0.13?
Well, try downloading it again or search the program to open it. OR, you can make another user and then transport the Danmakufu files to the new user. Are you using an old Windows or a Mac? This happened to me once, and I just made another user.
" Borders are Borders. They were meant to be manipulated and mistreated. "

MMX

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #772 on: December 31, 2011, 06:45:45 PM »
Hmm, that solves one thing, but my main question was how to actually create the multiple bosses themselves without using familiars (which is what I've been doing).
Exactly the same way as a "single" boss. Think of them as an "extended hitbox". Add more sprites to DrawLoop, controll their moving and shooting (note that such functions like GetX, GetAngleToPlayer will still return stuff from main boss so you need to store additional data) call SetCollisionA and B at their places and you'll get an illusion of multiple bosses with shared healthbar, while it's actually a single boss.
My danmakufu thread Most recent - "Kappa Mechanics" (Nitori fight)   My youtube channel Latest update - EoSD extra no bombs clear


Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #773 on: January 01, 2012, 12:58:51 AM »
One Question, How do you make lasers rotate? I want to use Lasers like Keine's Last Word Lasers ( CreateLaserA right? ) to rotate.
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Trickysticks

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #774 on: January 01, 2012, 08:38:58 AM »
Emperor of the East lasers don't actually move, they just get created at different times and aimed in different directions. Make a task that creates a laser, increases the angle, waits, and repeats itself until a circle is made.
« Last Edit: January 01, 2012, 08:46:20 AM by Trickysticks »
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Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #775 on: January 02, 2012, 11:57:44 PM »
I'm very sorry for asking stupid question along with spamming, but how do you make a boss move in a perfect star?
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Drake

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #776 on: January 03, 2012, 12:26:21 AM »
Well, you'd think if you wanted to move in a star, that would just be five angles in equal increments. You'll end up back at the start, so it just makes sense that you'll end up increasing the angle until you hit 360 degrees. 5 points, 360/5=72, so just increase angle by 72 each time you want to change direction.

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

Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #777 on: January 03, 2012, 06:41:31 PM »
By 2*72=144 actually. Adding 72 would make it a pentagon.

ExPorygon

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #778 on: January 03, 2012, 09:13:08 PM »
I just made a stage script designed to endlessly repeat a particular spellcard (in this case the last word that I developed) until a capture or timeout occurs, sort of like how spell practice works in IN and TD. However, the only problem I have is that the replay will contain all of the unsuccessful attempts in addition to the successful one. I'm wondering, is there a way to fix that? I know Concealed the Conclusion's replays somehow skip past the menu screen, but I have no idea how they did it.

Here's the code for the spell practice stage:

http://pastebin.com/MBdY32w5

I have the "repeat" common data being set to false in the @Finalize of the spell test when the card is captured or timed out.

Blargel

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #779 on: January 04, 2012, 12:54:33 AM »
You can try sticking Retry(); in instead of repeating the spellcard. That will cause the script to restart and clear any replay data. If you want anything more complicated, Azure had a system that worked for replays that can skip menus and stuff. It involved Retry() and common data, but I can't quite remember off the top of my head.
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