Author Topic: ※ Dnh Q&A/Problem ※ for Danmakufu ph3 (locked)  (Read 266723 times)

Rosen

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #30 on: August 12, 2011, 03:38:40 AM »
ObjSound_SetVolumeRate doesn't seem to work.

Helepolis

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #31 on: August 12, 2011, 07:07:04 AM »
ObjSound_SetVolumeRate doesn't seem to work.
It seems that most functions do not seem to work yet in ph3. This was confirmed for few other functions before. We can't do much about it than just continue with what we have and watch warmly for the next update.

Schezo

  • en-counse
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #32 on: August 13, 2011, 02:05:47 AM »
Are there any other player scripts besides the default Rumia out there?  If so could someone direct me towards them?

Helepolis

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #33 on: August 14, 2011, 05:17:46 PM »
Are there any other player scripts besides the default Rumia out there?  If so could someone direct me towards them?
None at this moment as far as I am aware.

Drake

  • *
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #34 on: August 14, 2011, 09:52:42 PM »
sorry i'm being lazy with that

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Nimono

  • wat
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #35 on: August 19, 2011, 08:31:42 PM »
EDIT: ...nevermind, I solved it. I wasn't supposed to use the x and y positions in SetVertexPositions, and I forgot to put yield; in the Spiral task...


I'm having trouble making a bomb. What I'm trying to do is make stars (the bomb's graphic) spawn at a point that spirals out from the center of the screen (there's no GetCenterX/GetCenterY function as far as I know, so I'm having to fudge it by halving the results of GetStgFrameWidth and GetStgFrameHeight for center X and center Y, respectively...is this correct?), then after some time, they increase in size and vanish. (This last part hasn't been started yet; ignore that for now.) Problem: The stars are supposed to spawn every 5 frames, but instead, they all spawn at once in odd places on the screen and have no interaction.

http://pastebin.com/TsVrn2zf   Large blocks of code go in pastebin... -Hele

It's unfinished, I just wanted to test if it worked first. It doesn't. I put some graphics on the Spiral task, and they didn't show up. So, I'm assuming that is bugged...somehow... Help?
« Last Edit: August 20, 2011, 10:20:51 PM by Helepolis »

Formless God

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #36 on: August 22, 2011, 02:18:23 AM »
Couple questions
- Does ph3 have built-in vsync ?
- SampleE01.txt (the motion blur script) drops my fps to 20. Is it a bug or a feature ?

Chronojet ⚙ Dragon

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #37 on: August 23, 2011, 01:40:33 AM »
It seems that either I'm incorrectly looping some of these BGMs or...

http://pastebin.com/muWBrysv

BGM #00 is not used.
In all present files, there is 1~2 seconds of silence after the end loop point.
BGMs #1, 6, 7, 8, 9, and 11 are missing and therefore the loop points are not set.

BGMs #2, 5, 12: these ones work correctly.
BGMs #3, 4, 10, 13: do not loop correctly and produce infinite static after the end of the loop.

Do I have to provide the large folder of bgms I'm using?
« Last Edit: August 23, 2011, 01:42:19 AM by Mewkyuu »

Rosen

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #38 on: August 23, 2011, 02:23:35 PM »
It seems that ph3 uses only integer part of the loop point number. This may cause the incorrect loop.

Chronojet ⚙ Dragon

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #39 on: August 23, 2011, 03:38:59 PM »
Upon trying different file extensions, music looping ALWAYS WORKS on .ogg files.

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #40 on: August 24, 2011, 04:01:58 PM »
Has anyone figured out how plural stages work yet?

Cabble

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #41 on: August 25, 2011, 11:03:21 PM »
Just downloaded it

Scripts aren't even appearing for me.

Edit: Also, will there ever be a general help thread? Are all the regular commands the same, or are some different?
« Last Edit: August 26, 2011, 05:33:26 AM by Helepolis »
I had a teacher who used to play radiohead during class once.

ONCE.

Schezo

  • en-counse
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #42 on: August 26, 2011, 01:50:26 AM »
For the scripts not appearing, are you using applocate?

And yes things are a bit different. I would suggest reading the wiki as it tells new functions and the new way to script since there are revisions from the old version.

Cabble

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #43 on: August 26, 2011, 09:11:28 PM »
The wiki doesnt have some of the more basic commands such as CreateShot01, so i was wondering if they were the same.
I had a teacher who used to play radiohead during class once.

ONCE.

Chronojet ⚙ Dragon

  • The Oddity
  • 今コソ輝ケ、我ガ未来、ソノ可能性!!
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #44 on: August 26, 2011, 09:43:13 PM »
The wiki doesnt have some of the more basic commands such as CreateShot01, so i was wondering if they were the same.
CreateShot01 became CreateShotA1 and now returns an object ID like Obj_Create(OBJ_SHOT) does, for example. A lot of this actually makes things a lot easier.

Drake

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #45 on: August 26, 2011, 09:52:19 PM »
basic shots returning objects is the best thing

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

gammaraptor

  • i won't depend on anyone anymore
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #46 on: August 26, 2011, 11:04:37 PM »
Anybody know some good tutorials for ph3? I've looked through the wiki but there doesn't seem to be much.

Drake

  • *
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #47 on: August 26, 2011, 11:08:46 PM »
that's because it just came out in beta and pretty much everyone is trying to become accustomed to how it works and some functions don't even work anyways because it's still in beta

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

gammaraptor

  • i won't depend on anyone anymore
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #48 on: August 26, 2011, 11:21:24 PM »
that's because it just came out in beta and pretty much everyone is trying to become accustomed to how it works and some functions don't even work anyways because it's still in beta

=D I'll figure it out then. Horray for trial and error.

Helepolis

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #49 on: August 27, 2011, 09:01:41 AM »
That is kind of the whole point of this contest #9 as well you know? To make people perform trial and error for once instead of sit and raise hands to receive.

Even I am right now figuring like the most basic functions and mechanisms such as sprite animation and scaling. That is just how we have to deal with it for now.

KrackoCloud

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #50 on: August 27, 2011, 05:51:30 PM »
I'm having trouble with bouncing bullets. They spawn and move normally, but nothing happens when the cross the sides.
Code: [Select]
task Shot(angle){
let ex = ObjMove_GetX(objEnemy);
let ey = ObjMove_GetY(objEnemy);
let minx = 32;
let maxx = 416;
let obj = CreateShotA1(ex, ey, 4, angle, DS_BALL_M_RED, 20);
let bounce = 0;

if(ObjMove_GetX(obj)<minx || ObjMove_GetX(obj)>maxx){
if(bounce==0){
ObjMove_SetAngle(obj, 180-angle );
bounce++;
}
}
}
Man, this new script style will take a bit of getting used to.

EDIT : Fixed! I forgot the loop.
« Last Edit: August 27, 2011, 08:07:05 PM by Mr. Simple »

Helepolis

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #51 on: August 28, 2011, 12:39:39 PM »
Diving in the wiki and official documentation, I cannot find any MaxX MinX -like functions for the play field. Or am I being really blind here?

Chronojet ⚙ Dragon

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #52 on: August 28, 2011, 02:22:35 PM »
Diving in the wiki and official documentation, I cannot find any MaxX MinX -like functions for the play field. Or am I being really blind here?
Yeah. Apparently they've been replaced by some two functions called GetStgFrameWidth/Height (for X or Y respectively), which may prove to be a lot more versatile somehow.

CK Crash

  • boozer
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #53 on: August 28, 2011, 02:24:47 PM »
(0,0) is always the top left, and (GetStgFrameWidth,GetStgFrameHeight) is always the bottom right of the playing area. Divide by two to get the center.

Helepolis

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Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #54 on: August 28, 2011, 02:43:26 PM »
That is indeed odd, however good enough to carry on.

What I am really starting to miss in ph3 is CreateShotA =[. It was so easy to make flashy stuff with it, now instead of 4 lines of code, I need to script an entire object bullet for this joke =.=

CK Crash

  • boozer
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #55 on: August 28, 2011, 02:58:54 PM »
But creating object bullets is about 10 times easier now :V

0.12m
Code: [Select]
CreateShotA(0,GetX,GetY,10);
SetShotDataA(0,0,4,angle,0,-0.05,1,RED01);
SetShotDirectionType(PLAYER);
SetShotDataA(0,90,4,0,0,-0.05,1,NULL);
SetShotDirectionType(ABSOLUTE);

ph3
Code: [Select]
let obj = CreateShotA2(GetX,GetY,4,angle,-0.05,1,RED01,10);
ObjMove_AddPatternA4(obj,90,4,0,-0.05,0,1,GetPlayerObjectID,NO_CHANGE);

gammaraptor

  • i won't depend on anyone anymore
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #56 on: August 28, 2011, 09:38:12 PM »
But creating object bullets is about 10 times easier now :V

0.12m
Code: [Select]
CreateShotA(0,GetX,GetY,10);
SetShotDataA(0,0,4,angle,0,-0.05,1,RED01);
SetShotDirectionType(PLAYER);
SetShotDataA(0,90,4,0,0,-0.05,1,NULL);
SetShotDirectionType(ABSOLUTE);

ph3
Code: [Select]
let obj = CreateShotA2(GetX,GetY,4,angle,-0.05,1,RED01,10);
ObjMove_AddPatternA4(obj,90,4,0,-0.05,0,1,GetPlayerObjectID,NO_CHANGE);

Object Oriented Programming xD

Formless God

Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #57 on: August 29, 2011, 04:11:24 AM »
Is there a way to display the bullet count in ph3 ... ? GetEnemyShotCount wasn't there.

Schezo

  • en-counse
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #58 on: August 29, 2011, 10:03:55 PM »
Is there something similar to
SetDamageRateEx(x, y, k, d);
That will allow familiars when shot at to damage the main boss?  A method or something?

Drake

  • *
Re: ※ Dnh Q&A/Problem ※ ONLY for NEWEST engine (ph3 beta)
« Reply #59 on: August 29, 2011, 10:57:04 PM »
task DamageMainBoss(ratio){
  let lastframelife = ObjEnemy_GetInfo(this, INFO_LIFE);
  loop{
    yield;
    if(lastframelife > ObjEnemy_GetInfo(this, INFO_LIFE)){
      ObjEnemy_AddLife(boss, (lastframelife - ObjEnemy_GetInfo(this, INFO_LIFE)) * (-ratio));
      lastframelife = ObjEnemy_GetInfo(this, INFO_LIFE);
    }
  }
}


Something like that might work. Obviously if you plan to heal the boss you should add an extra conditional in there, and whatever.

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