Author Topic: Danmakufu ph3 β4 is out!  (Read 41092 times)

Re: Danmakufu ph3 β1 is out
« Reply #30 on: July 11, 2011, 06:33:14 PM »
I'm quite happy to see that they've implemented a simple screen-shaking function in the sample code. Large and impressive displays just aren't the same when they're not making the entire world rumble.  :D
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Blargel

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Re: Danmakufu ph3 β1 is out
« Reply #31 on: July 11, 2011, 08:04:21 PM »
On another note: I think it would be nice for Blargel to add a "Version" stat to bullet forge (along with author, category, downloads, etc) where people can choose between "0.12m" and "ph3" ?? instead of people having to put those into the top of every description or something...
I'll work on it, but no guarantees of actually delivering anything. :V

No no, Blargel meant it to be for like versions of the script, not the version of Danmakufu it's for.
like, my script has gotten a v1, v1.01, v2, v3
Super misunderstanding here.
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Helepolis

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Re: Danmakufu ph3 β1 is out
« Reply #32 on: July 11, 2011, 09:29:34 PM »
I'm quite happy to see that they've implemented a simple screen-shaking function in the sample code. Large and impressive displays just aren't the same when they're not making the entire world rumble.  :D
It is going to make my life with my Afro boss and Marisa player more easier.

CK Crash

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Re: Danmakufu ph3 β1 is out
« Reply #33 on: July 12, 2011, 02:59:01 AM »
Here's a little Sanae. Updated 7-14. LINK
« Last Edit: July 14, 2011, 04:30:05 AM by Lucas »

Re: Danmakufu ph3 β1 is out
« Reply #34 on: July 12, 2011, 05:10:26 AM »
A new Danmakufu version!? YES!!! Horrible time for my laptop to be semi-functional but can`t really do anything on it =( I`ll have to get ut working soon so I can play with this new engine >:3

Helepolis

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Re: Danmakufu ph3 β1 is out
« Reply #35 on: July 15, 2011, 10:58:45 AM »
Today I spent studying the Rumia example scripts and testing out random stuff like basic shottypes and enemy movement.

Stuffman told me on IRC that tasks dont kill themselves if not aborted. I don't know about you Stuffman, but my tasks just die off for the enemy if it dies but only if CloseScript(GetOwnScriptID()); is called. It seems to kill of the entire script.

I tried moving CloseScript(GetOwnScriptID()); to @Finalize but it seems Finalize does not work.

The removal of script_enemy_main is most interesting, though I wonder how it acts in stage/plural combinations.

However, the playerscript itself seems to be terribly scripted, because if you die, you can keep firing and keep damaging the enemy (what?)
« Last Edit: July 15, 2011, 11:01:15 AM by Helepolis »

Re: Danmakufu ph3 β1 is out
« Reply #36 on: July 15, 2011, 05:28:12 PM »

However, the playerscript itself seems to be terribly scripted, because if you die, you can keep firing and keep damaging the enemy (what?)

Yeah, I noticed that and made a can_shoot variable to stop the player from shooting for the time they die.

Rosen

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Re: Danmakufu ph3 β1 is out
« Reply #37 on: July 15, 2011, 06:29:33 PM »
Yeah, I noticed that and made a can_shoot variable to stop the player from shooting for the time they die.
I made it too. Also i added a visible hitbox, but it seems a bit laggy for about 1-2 frames.
And added AddScore(score); to the spell capture event in default_system.txt

Blargel

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Re: Danmakufu ph3 β1 is out
« Reply #38 on: July 15, 2011, 07:35:13 PM »
So I was looking through the function list and noticed that you can assign and retrieve arbitrary values to any object under arbitrary names. This would great improve the performance of... oh, I dunno... EVERY script with custom behavior on the bullets that I've created. This includes Ikareimu, the infinitely wrapping playing field, and the Photography engine. I might actually consider moving the Photography engine over to ph3 as well as actually continuing it if I find myself bored enough to. Also with the 2D camera control enabled, moving the bullets and enemies according to inputs would no longer be necessary in my infinite wrapping playing field thing.

I think ph3 pretty much addressed every fixable issue I've ever had with 0.13m... except that it still doesn't support z rotation for the 3D camera.
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<Azure> Keine: Danmakufu helper by day, violent loli by night.

Kylesky

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Re: Danmakufu ph3 β1 is out
« Reply #39 on: July 16, 2011, 08:12:55 AM »
This would great improve the performance of... oh, I dunno... EVERY script with custom behavior on the bullets that I've created. This includes Ikareimu, the infinitely wrapping playing field, and the Photography engine.

And my later stuff also :V
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

Yooooouuutuuuubeeee Channel Latest Video: Contest #8 Entry

Mеа

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Re: Danmakufu ph3 β1 is out
« Reply #40 on: July 16, 2011, 09:44:14 AM »
So I'm rather new to this forum (and Danmakufu in general), but I want to translate some of the sample scripts on the main Japanese page, unless it's up somewhere in English already, though I don't see it on the English Wiki.
If I do translate it, where should I post it?
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Rosen

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Re: Danmakufu ph3 β1 is out
« Reply #41 on: July 16, 2011, 10:08:01 AM »
So I'm rather new to this forum (and Danmakufu in general), but I want to translate some of the sample scripts on the main Japanese page, unless it's up somewhere in English already, though I don't see it on the English Wiki.
If I do translate it, where should I post it?
That would be very good.

Serina

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Re: Danmakufu ph3 β1 is out
« Reply #42 on: July 16, 2011, 06:06:09 PM »
Amazing! It is really good to see an update to Danmakufu, and looks like making full games is really easier with this. Actually looks that all the scripting is easier. :V Anyway, this is a beta so I'll refrain on using this until it gets some more updates. All the updates of Danmakufu are slow like this? And it looks like making effects is way easier, maybe I'm not understanding the scripts very well but it looks way better than Effect Objects...
Also, thanks for the people who are translating the functions!!! It's really useful!!

Mеа

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Re: Danmakufu ph3 β1 is out
« Reply #43 on: July 17, 2011, 06:04:06 AM »
So... do I need permission or something of the sort?
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Blargel

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Re: Danmakufu ph3 β1 is out
« Reply #44 on: July 17, 2011, 10:00:26 AM »
Just make a page somewhere on the Danmakufu wiki. Or something.
<WorkingKeine> when i get home i just go to the ps3 and beat people up in blazblue with a loli
<Azure> Keine: Danmakufu helper by day, violent loli by night.

Re: Danmakufu ph3 β1 is out
« Reply #45 on: July 17, 2011, 12:33:52 PM »
Quote
CreateItemA2
SetStgFrame
SaveSnapShotA2
etc
EEEEEEEEEEEEEEEEEE :*
All the new functions are definitely going to make our lives easier.

edit: edit

Mеа

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Re: Danmakufu ph3 β1 is out
« Reply #46 on: July 17, 2011, 10:37:38 PM »
Just make a page somewhere on the Danmakufu wiki. Or something.

Ah ok, thank you.
All the sample danmaku scripts are up. (Is there any way to add images?)
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Helepolis

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Re: Danmakufu ph3 β1 is out
« Reply #47 on: July 18, 2011, 07:33:46 AM »
Ah ok, thank you.
All the sample danmaku scripts are up. (Is there any way to add images?)
Afaik, on your left hand there should be tool box, drop it down and there it should read 'upload images'.

gammaraptor

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Re: Danmakufu ph3 β1 is out
« Reply #48 on: July 18, 2011, 02:54:29 PM »
It actually loads in WINE. huzzah!

CK Crash

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Re: Danmakufu ph3 β1 is out
« Reply #49 on: July 19, 2011, 02:47:03 AM »

Re: Danmakufu ph3 β1 is out
« Reply #50 on: August 20, 2011, 03:01:10 PM »
I thought of trying Danmakufu, but I ended offline for months, and now that I'm back online there's a new version, and the old scripts don't run on it??

Does that mean I would have to keep two Danmakufu folders, or will there be a way to convert the old scripts? I'm just starting so there's no way I can convert those Umineko scripts...

Also, what should I do, learn this new one or keep studying the tutorials for the old version?

Helepolis

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Re: Danmakufu ph3 β1 is out
« Reply #51 on: August 20, 2011, 10:26:24 PM »
Does that mean I would have to keep two Danmakufu folders,
Yes

or will there be a way to convert the old scripts? I'm just starting so there's no way I can convert those Umineko scripts...
No there isn't. Ph3 uses entirely different functions compared to 0.12m. Aside basic stuff (like math functions without special dnh functions) nothing can be converted/imported.

Also, what should I do, learn this new one or keep studying the tutorials for the old version?
Your own choice.

0.12m is easier to learn because of all the available tutorials and functionalities. ph3 is unknown and not 100% reliable yet because most of the functions do not seem to work.
« Last Edit: August 20, 2011, 10:29:31 PM by Helepolis »

Cykyrios

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Re: Danmakufu ph3 β1 is out
« Reply #52 on: September 02, 2011, 11:37:43 AM »
I'm a bit bored so I'm starting to continue translating the wiki, will see what I can add.

KrackoCloud

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Re: Danmakufu ph3 β1 is out
« Reply #53 on: September 04, 2011, 02:41:12 AM »
http://www.mediafire.com/?iip3iaw8idyv2t2

I just used a little Ctrl+H'ing and made this, which will let you use ADD rendering by putting "_ADD" at the end of a bullet's graphic name.

It certainly isn't anything special, but I might as well put it up if anyone's feeling lazy about this.

It should work fine, but I haven't tested it much. Please feel free to tell me about problems, and feel even freer to give out a corrected version if you know how to correct it.


If I have enough time, I might make something to include all the unused sprites in the new shotsheet, but that's a bit of a hassle!

Re: Danmakufu ph3 β1 is out
« Reply #54 on: October 10, 2011, 07:15:03 PM »
http://www.geocities.co.jp/SiliconValley-Oakland/9951/products/th_dnh_ph3.html

Beta 2 is coming. Mkm's got the link down due to some bugs that need fixing, but keeps your eyes open.

Also any moon converters wanna take a stab at the bold text above the links there?

Also changelog:
東方弾幕風ph3 β2(致命的な不具合が出たのでDL停止)
・ph3のヘルプに、v2とph3の関数対応を追加(Thanks to mrtode氏)
 (2011/10/10 20:52-あやまりのご指摘があったため再ULしました。)
・自機のスクリプトIDを取得する機能(GetPlayerID,GetPlayerReplayName)
・弾数を取得する機能(GetShotCount)
・レーザーの光源の有無を切り替える機能ObjStLaser_SetSource)
・レーザーの当たり登録が正しくなかったのを修正(Thanks to 507@GW)
・GetShotIdInCircleA1を自機スクリプトで使うと自機の弾のIDも読み取っていたのを修正
 (Thanks to nono氏)
・3D自由変形オブジェクトでのObjPrim_SetVertexUV、UVTの挙動がおかし買ったのを修正
 (Thanks to nono氏)
・レーザーと弾の当たり判定が動かないことがあったのを修正(Thanks to mrtode氏)
・弾に毎フレームボム耐性無効を設定し続けると、ボム耐性が無効にならなかったのを修正
 (Thanks to mrtode氏)
・フルスクリーン時に高速再生できなくなっていたのを修正(Thanks to mrtode氏)
・GetVirtualKeyStateの引数の1つ、『VK_SPELL』が未定義エラーになっていたのを修正
 (VK_BOMBで動作していましたが、互換用にVK_BOMBも残します。)(Thanks to mrtode氏)
・スクリプトヘッダの "#BGM[]" でBGMを再生させると、
 スクリプトを終了させてもBGMが流れ続けたのを修正(Thanks to myst氏)
・"PlayBGM" 関数でBGMを再生させるとき、BGMループ開始秒を "0" 以外にすると、
 BGMのループが開始されるときに弾幕風が落ちる可能性があったのを修正(Thanks to myst氏)
・同フレームで複数回PlaySEを呼ぶと音がおかしくなったのを修正(Thanks to 507@GW氏)
・ObjSound_SetVolumeRateを再生前に呼び出すと、音量に反映されなかったのを修正
 (Thanks to mrtode氏)
・#Player[]に任意の自機を指定しても使用できなかったのを修正(Thanks to nono氏)
・ObjStLaser_GetAngleが整数角度しか返せていなかったのを修正(Thanks to nono氏)
・共通データを保存→読み込み→保存するとソフトが落ちたのを修正(Thanks to nono氏)
・ディレクトリ選択の2ページ目以降の状態で、下位のディレクトリに移動したときに
 不正なページに移動してしまったのを修正(Thanks to mrtode氏)
・OK,CANCELキーがリプレイ対象になっていなかったのを修正(Thanks to mrtode氏)

Formless God

Re: Danmakufu ph3 β2 is out
« Reply #55 on: October 10, 2011, 08:41:39 PM »
I think it's saying scripts that are not ph3-exclusive (0.12m) are incompatible.

>Changelog
Added support for v2 functions ? More like a conversion list.
Haven't reimplemented angular_velocity, it seems ...
Quote
GetShotCount
YES
« Last Edit: October 11, 2011, 07:30:06 AM by Anarchy Formless »

Drake

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Re: Danmakufu ph3 β2 is out
« Reply #56 on: October 11, 2011, 09:38:10 PM »
[16:11] <Drake_> getting player id and name works now
[16:11] <Drake_> getshotcount
[16:12] <Drake_> stlaser_setsource
[16:12] <Drake_> optmized laser hit detection
[16:14] <Drake_> if getshotidincircle etcetc is used in player script it doesn't count player bullets anymore
[16:15] <Drake> 3D UV/T changing doesn't act weird anymore (???)
[16:15] <Drake> more collision detection fixes
[16:17] <Drake> if you set bomb resistance, during a bomb the bullets being spawned will actually spawn
[16:17] <Drake> or something
[16:18] <Drake> fullscreen doesn't freak the fuck out anymore
[16:18] <Drake> VK_SPELL actually works now
[16:18] <Drake> ????
[16:19] <Drake> oh it's just interchangeable with BOMB
[16:20] <Drake> if you have bgm in #BGM[] then when you finish the script it won't just keep playing anymore
[16:21] <Drake> something about bgm loops set after 0 seconds don't crash anymore
[16:21] <Drake> same-frame sound effects don't freak the fuck out anymore
[16:23] <Drake> setvolumerate can be called before playing the bgm now'
[16:24] <Drake> #Player[] is okay with any player now (????)
[16:25] <Drake> stlaser_getangle will return noninteger values now
[16:26] <Drake> saving-reading-saving commondata won't crash the game anymore
[16:27] <Drake> uhhhhh something about directories i have no clue
[16:28] <Drake> pressing OK and CANCEL now works through replays
[16:28] <Drake> i think that's it or something

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Helepolis

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Re: Danmakufu ph3 β2 is out
« Reply #57 on: October 12, 2011, 05:19:59 PM »
This new update satisfies me. Though I will patiently wait further development before rushing down anything, personally.

Blargel

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Re: Danmakufu ph3 β2 is out
« Reply #58 on: October 12, 2011, 10:59:03 PM »
Has anyone checked to see if ph3 still converts numbers into integers when trying to use them in SetGraphicAngle (or whatever it is now)?
If you wanna know what I'm talking about, rotate an image to (0, 60*sin(x), 0) and increase increment x every frame in 0.12m. You'll notice it's really jerky.

Might need to increment it by less than 1 every frame to see it clearly.
<WorkingKeine> when i get home i just go to the ps3 and beat people up in blazblue with a loli
<Azure> Keine: Danmakufu helper by day, violent loli by night.

Rosen

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Re: Danmakufu ph3 β2 is out
« Reply #59 on: October 13, 2011, 02:31:14 AM »
as far as i know
Code: [Select]
let angle = 0;
while(angle<360) {
ObjRender_SetAngleZ(obj, angle);
angle += 0.5;
}
makes it rotate slower than if it was angle++;