Author Topic: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)  (Read 178790 times)

Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #450 on: July 15, 2011, 11:02:56 PM »
So you fill in the values in the firstposx and firstposy formulas, but what do you do with the secondposx? I'd imagine you could make firstposx a variable... let Obj_GetX(obj) = firstposx...or something like that. And what do I fill in for the "bla"?

Drake

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #451 on: July 15, 2011, 11:26:42 PM »
whoops mistakes

firstposx = bulletoriginx + speed*cos(angle)
firstposy = bulletoriginy + speed*sin(angle)
secondposx = firstposx + wave*cos(angle+90)
secondposy = firstposy + wave*sin(angle+90)
speed += bla
wave = sin(bla2)*bla4
bla2 += bla3

firstpos are both arbitrary variables. Secondpos are the ones that you actually set the bullet position with. You could skip firstpos entirely and use ObjSetX(obj, bulletorigin + speed*cos(angle) + wave*cos(angle+90)); or whatever but it's messy and confusing. You control the bullet position entirely though Obj_SetX and Y, so you don't use SetSpeed or Angle. The speed variable is just an arbitrary counting variable, bla is supposed to be whatever speed you want the axis point to move at along the trajectory. Bla2 is another counter that increases by whatever you want bla3 to be. The value of wave oscillates between bla4 and -bla4. Wave is technically unneeded as a variable but again I put it there for cleanliness.

Wow I suck at explaining this. If you understood basic trigonometry and object bullets it'd be easier to grasp, sorry.

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #452 on: July 15, 2011, 11:58:40 PM »
http://pastebin.com/WDH99gdW So here's what I've got...the bullet is just stationary, so I'm obviously doing something wrong. Any idea what?

Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #453 on: July 16, 2011, 12:02:20 AM »
You need a SetPosition in the while loop or the bullet's position won't change.

Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #454 on: July 16, 2011, 12:09:38 AM »
Excellent! I love it when things work this quickly! Thanks for your help guys :D

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #455 on: July 16, 2011, 12:25:04 AM »
ByakuganAce, it seems you're just trying to make things work. So far, it looks like in the code that you're just putting in what people tell you what you should be having. Have you truly read the tutorials? I suggest rereading them and practicing moving your object bullets with Obj_SetPosition like how Drake and Lyan put in their exampls for you.

Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #456 on: July 16, 2011, 01:59:07 AM »
I've honestly read both the beginner and intermediate tutorials...I just need help with certain patterns because I just don't know how to make them...

Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #457 on: July 19, 2011, 10:33:50 AM »
I have a question  :V
So I'm making a ending for my game (like the scenes after the final boss) , I vaguely remember something about effect objects and layers (say, I want a picture to cover the entire danmakufu screen covering the side bar too). But when I try to go to the tutorial it says

404 - Not Found :ohdear:
Hey There !

Drake

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #458 on: July 19, 2011, 05:39:06 PM »
ObjEffect_SetLayer(obj,8);
is what you're looking for. If you want to draw more top of it, you need to take care of proper drawing order.

also new link http://dmf.shrinemaiden.org/wiki/index.php?title=Nuclear_Cheese%27s_Effect_Object_Tutorial

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #459 on: July 20, 2011, 07:25:39 PM »
When ever I select a spell. Even a downloaded spell, danmakufu says it has to stop and it shuts down. ???

Helepolis

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #460 on: July 20, 2011, 09:03:23 PM »
When ever I select a spell. Even a downloaded spell, danmakufu says it has to stop and it shuts down. ???
Have you even bothered looking at the FAQ which says:

Quote from: Nitori
Danmakufu crashes when I load it or try to play.
Are you using AppLocale to run the game? 99% of the crashes are due to this. Refer to the AppLocale thread to see if you correctly configured it.

If yes:  Get this and read this please. It is explained all in there.
« Last Edit: July 20, 2011, 09:07:44 PM by Helepolis »

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #461 on: July 21, 2011, 04:59:53 AM »
I was wondering if there is a way to Get the amount of points the player has recollected, not Score Point but rather the Power Points.

There doesn't seem to be any function on the Wiki about it.
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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #462 on: July 21, 2011, 05:07:15 AM »
Power points don't exist in 0.12m. You have to make your own custom objects that add to a CommonData named "POWER" or something. Once you've done that, it's fairly trivial to make another CommonData that tracks the number of individual items picked up, etc.

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #463 on: July 22, 2011, 09:54:36 AM »
Well, I start my script, spawn some fairies and then run a loop that cause a variable called "FogEnd"  to increase by 100 one hundred times.

Code: [Select]
let FogEnd = 500;

In MainTask:

Wait(200);

loop(5){FairyWave1(GetClipMinX+Test,1,1); Test+=80;}
Test = 0; Wait(20);
loop(4){FairyWave1(GetClipMinX+70+Test,1,1); Test+=80;}
WaitForZeroEnemy;
Wait(200);

loop(100){FogEnd+=100;Wait(5);}

Then, @Background, I control the "SetFog" like this...

Code: [Select]
if(CurBG == 0){

WriteZBuffer(true);
UseZBuffer(true);
SetFog(0, FogEnd, 0, 0, 0);
SetViewFrom(600,90, -80);

...and the scripts slows down massively just in while the looping is being processed. After that, everything runs normal.


I'm aware that using looping in 3D Drawing consumes lots of processing power, but is there any other way to make this work?


EDIT: Also, how does the Explosion01 function is used? I already placed it in my script and does nothing...
« Last Edit: July 22, 2011, 11:37:19 AM by Teff007 »
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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #464 on: July 23, 2011, 02:43:05 AM »
Ok, I'm sure I'm just doing something stupid here, but I've been having trouble figuring it out:

http://pastebin.com/eQuFK7MC

Goal: Fire two shots at angles a-o and a+o, respectively. Initial speed is 's', but slows to roughly 's2' over 'deceltime' frames. During this time and thereafter, it is under the influence of a gravity acceleration 'fireaccel'. At no times does the speed of the bullet exceed 'm' in the y direction.

Problem: x velocity seems to be appropriate and consistent, but y velocity seems to vary directly with 'm' (it should vary with 's' and 's2') and changes abruptly after 'deceltime' frames. Clearly the two SetShotData's don't match up in the y, but it seems to be pretty simple math to me and I don't see what I did wrong >.>

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #465 on: July 24, 2011, 07:57:28 AM »
Well, I start my script, spawn some fairies and then run a loop that cause a variable called "FogEnd"  to increase by 100 one hundred times.

...and the scripts slows down massively just in while the looping is being processed. After that, everything runs normal.

I'm aware that using looping in 3D Drawing consumes lots of processing power, but is there any other way to make this work?

EDIT: Also, how does the Explosion01 function is used? I already placed it in my script and does nothing...
That is odd. I am modifying my SetFog distance as well by using regular loop, and it shouldn't be slowing down. Judging from your current code there is nothing wrong, but you are not showing your entire code so it is hard to figure out whether there are other things which might be conflicting.

Have you tried comment out the SetFog line, but just keeping the loop there to see if something is wrong (or commenting out the loop)?  (Trial and Error) =.=


Explosion01 is a enemy script function, it won't work in stages AFAIK.

Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #466 on: July 24, 2011, 04:24:08 PM »
Have you even bothered looking at the FAQ which says:

If yes:  Get this and read this please. It is explained all in there.
.                                                                                                                                                                                                        Thx dude

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #467 on: July 27, 2011, 04:59:08 AM »
Code: [Select]
---------------------------
ScriptError「C:\Documents and Settings\ana.A\Escritorio\th_dnh English\script\Extra Mode\Stage.dnh」
---------------------------
一回も代入していない変数を使おうとしました(40行目)

let AllEnm = [Fairy1,Fairy2,Fairy4,Fairy5,Fairy6,Fairy6B,Fairy6C,Fairy6D,Fairy7,Fairy8,Fairy9,Fairy9B];



/**********Enemy Sc
~~~
---------------------------
Aceptar   
---------------------------


That is for get all the enemies into an array and then loading them CompileEnemyFromFile();, however, when I tweaked something into the Stage (dunno what could be the cause...) it appear that error.

I Compiled every enemy manually (I used ascent(number in 0..length(AllEnm)){CompileEnemyFromFile(AllEnm[number]);} before...) and worked perfectly.

What the hell happened?
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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #468 on: August 01, 2011, 05:31:30 PM »
Hi, I'm still new here, but I've been having a couple of my friends test my first few scripts that I've created, and one claims that the bullet hitboxes are larger than what he's used to playing with in the main Touhou games.

I never noticed a difference, but I'm just wondering if any of you have.

I wonder if it's the user created shotsheet that I'm using that created a discrepancy.

Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #469 on: August 01, 2011, 05:49:52 PM »
The bullet hitboxes are bigger than in the Touhou games... because the player hitboxes are smaller. I honestly don't notice any significant difference in gameplay.

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #470 on: August 06, 2011, 12:31:35 AM »
Hey, i got a question...

THIS:

// Masterspark
ShotData{ id=254 rect=(0,514,122,767) render=ADD angular_velocity = 0 delay_color= (128,128,128) } //gray

I know it sets shot data for master spark...but i dont understand how i would use it. Would it be something like:

Masterspark(254,rect(0,514,122,767),ADD,0,(128,128,128);

?
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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #471 on: August 06, 2011, 12:39:45 AM »
You don't use shot data for a Master Spark. I'm not sure why it was even put on the shot sheet. You have to make your own Effect to create the Master Spark that uses the graphic, using it as a normal shot won't do a thing. There isn't a function for it, either. You make the whole thing yourself.

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rogus247

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #472 on: August 06, 2011, 12:43:32 AM »
So is that function there as an example or...is it just there to intimidate me? :/

And more on the Effect with the graphic...the pic is just there as a Graphic?
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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #473 on: August 06, 2011, 01:42:06 PM »
It's not a function. You can use it as a texture for an Object Effect, or you can use its id (in this case, 254) as the graphic for an Object Laser.

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #474 on: August 07, 2011, 03:35:12 AM »
Hey, i got a question...

THIS:

// Masterspark
ShotData{ id=254 rect=(0,514,122,767) render=ADD angular_velocity = 0 delay_color= (128,128,128) } //gray

I know it sets shot data for master spark...but i dont understand how i would use it. Would it be something like:

Masterspark(254,rect(0,514,122,767),ADD,0,(128,128,128);

?

*atomic facepalm*

I have no idea where you think a Masterspark function would magically appear from. That is just part of a shot data that you load and then instead of using RED01 or whatever, you use the id that was defined. In this case, the id is 254 so you'd do something like CreateShot01(GetX, GetY, 0, 90, 254, 0) and it'll shoot a bullet with the master spark graphic. Obviously you should be using a laser though. However, this is going to look like crap because Master Spark should really be done with effect objects if you want it to look not stupid.
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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #475 on: August 07, 2011, 04:11:15 PM »
Hi every one ~
Hum...I have a problem with Obj_Effect, I dont't understand certain function (Vertex thing >+<) . I look at the tutorial of nuclear cheese but the english is too hard for me (I'm french). Please help me >+< it's for create a explosion effect when the shot is create.

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #476 on: August 07, 2011, 04:50:23 PM »
Hi every one ~
Hum...I have a problem with Obj_Effect, I dont't understand certain function (Vertex thing >+<) . I look at the tutorial of nuclear cheese but the english is too hard for me (I'm french). Please help me >+< it's for create a explosion effect when the shot is create.
Can you maybe show in pastebin link what you already tried to do yourself and what you are not exactly understanding?

It is vertex you say huh? Maybe you can view my tutorial video which shows a picture as well how to understand it  http://www.youtube.com/watch?v=EMw7DOWYMkw


Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #477 on: August 07, 2011, 05:38:42 PM »
I have already seen it but I don't understand the part on vertex xD

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #478 on: August 07, 2011, 06:22:44 PM »
Hello

It's been quite a while since i've been here if you remember me, but danmakufu doesn't work for me.

It doesn't even get to the menu screen, but a window pops up saying that the program stopped working

I'm running a windows 7. Tried without applocale and with.
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ONCE.

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Re: ※ Q&A/Problem Thread 5 ※ for OLD Danmakufu version (0.12m)
« Reply #479 on: August 07, 2011, 08:41:37 PM »
Try running the custom.exe through Applocale, then click the first button on the bottom.

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