Author Topic: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)  (Read 140404 times)

Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #840 on: January 16, 2012, 10:15:23 AM »
INCOMING PROBLEM!!!)this must be fit in here, oh well

Here it goes:

http://i314.photobucket.com/albums/ll403/jed9876/Touhou/tojiko_trans.png

So basically, I have a coloring problem. Looks like the 0,0,0 RGB value is transparent on danmakufu. Not just Tojiko, it also includes the shoes of other characters as well. :V
How can I fix this?(using GIMP to recolor it is a mess, it catches the other colors.)

Thanks in advance(derp)
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Normal: IN (6A and 6B), TD, DDC, UFO, MoF, SA, EoSD, PCB, PoFV, LoLK (Pointdevice, Legacy), HSiFS, WBaWC
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TraceTheKriken

Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #841 on: January 16, 2012, 01:03:08 PM »
INCOMING PROBLEM!!!)this must be fit in here, oh well

Here it goes:

http://i314.photobucket.com/albums/ll403/jed9876/Touhou/tojiko_trans.png

So basically, I have a coloring problem. Looks like the 0,0,0 RGB value is transparent on danmakufu. Not just Tojiko, it also includes the shoes of other characters as well. :V
How can I fix this?(using GIMP to recolor it is a mess, it catches the other colors.)

Thanks in advance(derp)

Try finding sprites that has alpha channel on them. If that doesn't work, use gimp to select everything with 0, 0, 0 RGB color (nothing else) and then use fill tool to fill all that area with 1, 1, 1 RGB (there should be selection allows you to fill entire selection.

MMX

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #842 on: January 16, 2012, 01:42:38 PM »
When i making a sprite containing pitch black (0,0,0) color, i just go to Image->Adjustments->levels in photoshop and change black level (the lower left on the gradient bar) from 0 to 1. This makes no visual affect to the image, but there's no pitch black anymore. And yes, i do alpha as alpha.
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Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #843 on: January 16, 2012, 08:44:41 PM »
So, I have an Image for the fancy ZUN lines which came in a pack. Now, My question is, how the hell do I use them? I wanna use them for my game, "RoSD" ( Just some initials )
" 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 #844 on: January 16, 2012, 09:07:29 PM »
So, I have an Image for the fancy ZUN lines which came in a pack. Now, My question is, how the hell do I use them? I wanna use them for my game, "RoSD" ( Just some initials )
Just apply them as a textures to effect object, and you're done.
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Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #845 on: January 16, 2012, 09:09:35 PM »
But I want to know, will it delete the default ugly ones. Because, the default one looks ugly.
" 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 #846 on: January 16, 2012, 09:14:38 PM »
But I want to know, will it delete the default ugly ones. Because, the default one looks ugly.
You mean spellcard names? Just be sure you have SetText(""); and it wont appear.
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Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #847 on: January 16, 2012, 09:18:07 PM »
You mean spellcard names? Just be sure you have SetText(""); and it wont appear.

I'm using cutin ( function from helepolis script ). Will it work while using the ZUN lines? I really never used Object Effect. >.> Sorry for my low knowledge on Effect Objects.
« Last Edit: January 16, 2012, 09:24:05 PM by Marisa-Chan »
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xForeverFanaticx

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #848 on: January 17, 2012, 11:08:29 PM »
Okay. I know this is a stupid question. But, why is it that when we use ascent, and we want it to loop "x" amount of times, we do 0.."x"? wouldn't that make it loop x+1 times, in the sense that it does it for 0,1,2,3...x? or does it skip the last one or something?

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #849 on: January 17, 2012, 11:27:29 PM »
It skips the last one.

ascent(i in x..y) { a = i; } would be the code in the brackets y-x times looped.

xForeverFanaticx

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #850 on: January 17, 2012, 11:32:20 PM »
ah. thanks for clearing that up. Is the same for descent? as in:

descent(i in x..y) {a=i;}  would have the code in brackets looped x-y times, with the last one skipped?

Chronojet ⚙ Dragon

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #851 on: January 17, 2012, 11:35:43 PM »
No, it just runs in reverse order. Say...
descent(i in 0..5) { a = i; }
a = 4; a = 3; ..... a = 0;

xForeverFanaticx

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #852 on: January 17, 2012, 11:42:55 PM »
oh. wow. So either way, you put them as smallest to largest value ._."

My last question for probably awhile, since it'll really answer something I need. When you use a custom bullet script, how are the hitboxes of each bullet created? Because I see that the bubbles have the white part on the outside safe to be inside, and the amulets with their weird hitboxes, yet things like the large orbs are almost completely hitbox ._. How are the hitboxes determined?

Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #853 on: January 18, 2012, 12:57:36 AM »
Unable to read file. Error message:
1.dnh

here's the script:
http://pastebin.com/FttWFWB2

I tried uploading it as a text file, but it won't even read the file. What the hell am I doing wrong?

EDIT: Shit! Forgot to do a task declared and some other stuff. FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF

« Last Edit: January 18, 2012, 01:10:55 AM by Marisa-Chan »
" Borders are Borders. They were meant to be manipulated and mistreated. "

xForeverFanaticx

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #854 on: January 18, 2012, 01:08:48 AM »
I see you're missing a closing bracket near the end of phoenixshot. It's the ascent loop that's missing it I think.

Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #855 on: January 18, 2012, 01:12:31 AM »
I see you're missing a closing bracket near the end of phoenixshot. It's the ascent loop that's missing it I think.

FFFFFF! Forgot to do a movement task which I declared.

EDIT: Did it now but cannot read the dnh file.

--------------------------- I changed my real account name to a random account name
ScriptError「C:UsersJigglypuffDownloadsTouhou Danmakufu + Concealed The ConclusionTouhou Danmakufu + Concealed The ConclusionConcealed the ConclusionConcealed the ConclusionscriptYuuka's ScriptsRequiem of Scarlet DevilCtCBossBattlesMokouMokouN1.dnh」
---------------------------
1.dnh」
---------------------------
OK   
---------------------------
« Last Edit: January 18, 2012, 01:16:27 AM by Marisa-Chan »
" 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 #856 on: January 18, 2012, 06:06:31 PM »
My last question for probably awhile, since it'll really answer something I need. When you use a custom bullet script, how are the hitboxes of each bullet created? Because I see that the bubbles have the white part on the outside safe to be inside, and the amulets with their weird hitboxes, yet things like the large orbs are almost completely hitbox ._. How are the hitboxes determined?
I've asked the same question some time ago. Looks like bullet's hitbox is defined by nothing but just the rectangle size declared. Seems like hitbox radius is about a half of the smallest dimension of it. So if you wanna big bullet with a small hitbox - leave less space around it's actual sprite (or dont leave it at all wich will result in the smallest hitbox possible), and if you wanna bullet with a bigger hitbox - increase the rectangle, leaving more free space around the bullet. But not too much, cause it can result in hitbox bigger than bullet itself!

P.S.: This script was created to show how the bullet's sprite to rectangle relation affects it's hitbox. You can replace user shot data file with yours to test your bullet.
« Last Edit: January 18, 2012, 06:11:48 PM by MMX »
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ExPorygon

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #857 on: January 21, 2012, 01:43:47 AM »
So while trying to make menu options from effect objects using a letter sheet, I've attempted to construct an effect object that will display particular letters from the sheet. Unfortunately, the effect object code for some reason causes danmakufu to crash, and I've been struggling to find out why. Here's the code: http://pastebin.com/s2PLEASm

I've been really racking my brain over this one, so I hope it's not something stupid. Either way, thanks in advance.


Nevermind, I found the real problem. I had forgotten that effect objects cannot be created on the first initialization frame else the program crashes for some reason.
« Last Edit: January 21, 2012, 06:18:29 AM by Ozzy »

Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #858 on: January 21, 2012, 02:43:43 AM »
Welcome to my world Ozzy. Welcome to my world.
" Borders are Borders. They were meant to be manipulated and mistreated. "

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #859 on: January 21, 2012, 06:24:08 AM »
So while trying to make menu options from effect objects using a letter sheet, I've attempted to construct an effect object that will display particular letters from the sheet. Unfortunately, the effect object code for some reason causes danmakufu to crash, and I've been struggling to find out why. Here's the code: http://pastebin.com/s2PLEASm

I've been really racking my brain over this one, so I hope it's not something stupid. Either way, thanks in advance.
Doing stuff like this for menus is really cumbersome. If you want to do it for dialogue it's much more worth it, but if all you're doing is menus I would just suggest using static graphics. Less processing, less work, less problems. It's a good exercise if you want to go through with this though, I suppose.

Does the code crash just from being there, or is it only crashing when you're calling it or implementing it?

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ExPorygon

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #860 on: January 21, 2012, 08:37:26 AM »
Doing stuff like this for menus is really cumbersome. If you want to do it for dialogue it's much more worth it, but if all you're doing is menus I would just suggest using static graphics. Less processing, less work, less problems. It's a good exercise if you want to go through with this though, I suppose.

Does the code crash just from being there, or is it only crashing when you're calling it or implementing it?

Thanks for getting back to me, but I've found the real problem. I had simply forgotten that effect objects cannot be created on the first initialization frame or else the program crashes for some reason. I never needed to create effect objects on the first frame before, so it slipped my mind. I had edited my post, but you must have missed it. And yeah, I know that making menus like this is cumbersome, but I thought that it would be preferable to making tons of separate images. I had planned a spell practice menu, so that would end up forcing me to make many more images than I would have wanted. Anyway, the code and letter sheet are done, so I don't need to worry about it anymore  :V

MMX

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #861 on: January 21, 2012, 02:00:08 PM »
I've got some question. Are those variables declared in ascent/descent local for the cycle? I found myself using same i and j all over the place, no matter is it a main script or some task, and it looks like they dont conflict with each other ::)
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Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #862 on: January 21, 2012, 02:19:53 PM »
Thanks for getting back to me, but I've found the real problem. I had simply forgotten that effect objects cannot be created on the first initialization frame or else the program crashes for some reason. I never needed to create effect objects on the first frame before, so it slipped my mind. I had edited my post, but you must have missed it. And yeah, I know that making menus like this is cumbersome, but I thought that it would be preferable to making tons of separate images. I had planned a spell practice menu, so that would end up forcing me to make many more images than I would have wanted. Anyway, the code and letter sheet are done, so I don't need to worry about it anymore  :V
If it's not a problem, are you using this for "Kingdom of Mushrooms"? ( I would like a link too the font script too. Cause, I mess up alot on mine. Though it is personal. )
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Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #863 on: January 21, 2012, 08:07:35 PM »
Now, what the heck did I do wrong at Finalize?
---------------------------
Spoiler:
ScriptError「C:\Users\Jigglypuff\Downloads\Touhou Danmakufu + Concealed The Conclusion\Touhou Danmakufu + Concealed The Conclusion\Requiem of Scarlet Devil\Requiem of Scarlet Devil\script\RoSD\SanaeN1.dnh」
---------------------------
イベントを深い階層に記述することはできません(993行目)

@Finalize {



    DeleteGraphic( CL_BOSS_SANAE );

    DeleteGraphic( CL_MAGIC_CIRCLE_IMG );

}

}


~~~
---------------------------
OK   
---------------------------
" Borders are Borders. They were meant to be manipulated and mistreated. "

ExPorygon

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #864 on: January 21, 2012, 08:31:20 PM »
I've got some question. Are those variables declared in ascent/descent local for the cycle? I found myself using same i and j all over the place, no matter is it a main script or some task, and it looks like they dont conflict with each other ::)

I've come to the same conclusion. I used to declare the i variable before all ascents until I forgot to do it once and it worked fine without it. So yeah, it looks like those variables never leave the ascent/descent.

Drake

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #865 on: January 21, 2012, 09:57:10 PM »
It's like that for basically every programming language ever. Yes, they are locally defined variables.

イベントを深い階層に記述することはできません(993行目)
This sort of error can't be identified just with what you posted, all it's doing is pointing at @Finalize which doesn't give you any information. Error is like "Event cannot be described in deep hierarchy" which honestly I don't think I've seen before.

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Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #866 on: January 21, 2012, 10:00:45 PM »
It's like that for basically every programming language ever. Yes, they are locally defined variables.
This sort of error can't be identified just with what you posted, all it's doing is pointing at @Finalize which doesn't give you any information. Error is like "Event cannot be described in deep hierarchy" which honestly I don't think I've seen before.
Fixed the problem, magiccircle has too many if statements
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Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #867 on: January 22, 2012, 12:37:24 AM »
Okay, now let me keep track of all this nonsense and post them at one single comment:
Script
Here are the problems:
- wait function is undefined indentifier
- will it load
- torment
" Borders are Borders. They were meant to be manipulated and mistreated. "

ExPorygon

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #868 on: January 22, 2012, 12:51:14 AM »
Okay, now let me keep track of all this nonsense and post them at one single comment:
Script
Here are the problems:
- wait function is undefined indentifier
- will it load
- torment

It's not recognizing the wait function because you have it defined outside script_enemy_main. In other words, you have too many end brackets for the number of start brackets. In fact, I count 4 more end brackets than start brackets. I suggest you go over your bracket placement again and make sure that they line up. Not sure about your other problems, but this may be the cause of them too.

Yukari-Chan

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #869 on: January 22, 2012, 12:58:04 AM »
It's not recognizing the wait function because you have it defined outside script_enemy_main. In other words, you have too many end brackets for the number of start brackets. In fact, I count 4 more end brackets than start brackets. I suggest you go over your bracket placement again and make sure that they line up. Not sure about your other problems, but this may be the cause of them too.

wait, wait, what? What do you mean outside of script_enemy_main?
" Borders are Borders. They were meant to be manipulated and mistreated. "