Author Topic: Danmakufu ph3 β4 is out!  (Read 41094 times)

Re: Danmakufu ph3 β2 is out
« Reply #60 on: October 13, 2011, 02:54:11 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++;
wouldn't that be because angle++ adds 1 per frame while your code only has it adding 0.5?

Rosen

  • Cry moar desu!
  • Hyu~ dorodorodoro!
Re: Danmakufu ph3 β2 is out
« Reply #61 on: October 13, 2011, 03:21:40 AM »
Yeah. Blargel asked and i answered =)

Blargel

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Re: Danmakufu ph3 β2 is out
« Reply #62 on: October 13, 2011, 05:53:04 AM »
That's not what I asked. I was asking if, for example, passing in ObjRender_SetAngleZ(obj, 100.5) would cause ph3 to ignore the decimal places and treat it as ObjRender_SetAngleZ(obj, 100). This was an issue I encountered in 0.12m with SetGraphicAngle when creating this background that caused the walls and floor to be seem to wobble slightly.
<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

  • Cry moar desu!
  • Hyu~ dorodorodoro!
Re: Danmakufu ph3 β2 is out
« Reply #63 on: October 16, 2011, 12:19:12 PM »
Download is available now.

Miplouf Saigyouki

Re: Danmakufu ph3 β2 is out
« Reply #64 on: October 16, 2011, 02:21:43 PM »
Yay finally!

I hope the curvy lasers are back to mess with everyone's conception of straight and curvy things~

CK Crash

  • boozer
Re: Danmakufu ph3 β2 is out
« Reply #65 on: October 18, 2011, 12:50:42 AM »
So as discussed (bragged) about on the IRC, I found out today that stage enemies are much more efficiently dealt with as tasks in the stage script rather than separately loaded and started scripts.

Example stage

No enemy spawning lag, easier resource loading, no nonsense with waiting for enemy business to finish before you CloseScript. You can keep everything as separate library files still for organization.

spread the gospel

CK Crash

  • boozer
Re: Danmakufu ph3 β2 is out
« Reply #66 on: October 23, 2011, 08:38:41 AM »
Also, have an animation library.

LINK

Things of note:

-The animation data is stored within object values. The animations are "attached" to each object, and therefore must be reinitialized for each object that uses them, but that also means they clear themselves automatically when the object is deleted, which is handy.
-New streamlined CreateAnimation functions. The A1 version makes it easier to deal with images already in a grid and saves you the trouble of figuring out the rects manually. The A2 version takes traditional rects.
-The type of loop an animation has is stored with the animation, and you can set which pose for the animation to loop back to.
-You can get the name of the currently playing animation.
-Easy movement animation handler that I think handles most cases.
-Doesn't do error checking like blargel's version, but in general it should be less likely to yell at you unless you do something like call an animation that doesn't exist.
-Barely tested. If it messes up, please send me the script you used it with so I can figure out what went wrong and change the library accordingly.

Blargel

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Re: Danmakufu ph3 β2 is out
« Reply #67 on: October 23, 2011, 08:41:15 AM »
You're on a roll! Keep this up and I'll be able to not do a damn thing. Actually, I don't do a damn thing anyway so keep up the good work. :V
<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.

Shockman

  • Some idiot
  • I can't believe I got this account back .|.|.
Re: Danmakufu ph3 β2 is out
« Reply #68 on: October 25, 2011, 12:06:36 AM »
Also, have an animation library.

LINK

Things of note:

-The animation data is stored within object values. The animations are "attached" to each object, and therefore must be reinitialized for each object that uses them, but that also means they clear themselves automatically when the object is deleted, which is handy.
-New streamlined CreateAnimation functions. The A1 version makes it easier to deal with images already in a grid and saves you the trouble of figuring out the rects manually. The A2 version takes traditional rects.
-The type of loop an animation has is stored with the animation, and you can set which pose for the animation to loop back to.
-You can get the name of the currently playing animation.
-Easy movement animation handler that I think handles most cases.
-Doesn't do error checking like blargel's version, but in general it should be less likely to yell at you unless you do something like call an animation that doesn't exist.
-Barely tested. If it messes up, please send me the script you used it with so I can figure out what went wrong and change the library accordingly.

EEEEEEEEEEEEEEEEEEEEEEE!!!!!  :*

Re: Danmakufu ph3 β2 is out
« Reply #69 on: November 02, 2011, 01:14:25 AM »
Yay ph3!!

Just got into the whole danmakufu universe, and I have to say, this is a much better version!

Miplouf Saigyouki

Re: Danmakufu ph3 β2 is out
« Reply #70 on: November 05, 2011, 01:12:57 PM »
Say,in the next update of Danmakufu,is there a comeback of the curvy lasers?:D

I just can't wait to reuse them.:3

Drake

  • *
Re: Danmakufu ph3 β2 is out
« Reply #71 on: November 05, 2011, 09:03:25 PM »
Get good at regular patterns before tainting every script ever with curvy lasers please

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

KaiserKnuckle

  • You better stop,
  • and think about what you're doing
    • Music interests and whatnot
Re: Danmakufu ph3 β2 is out
« Reply #72 on: November 08, 2011, 01:52:30 PM »
HNNNNAHHHHHHHHHH NOW WE JUST NEED A TEN DESIRES DIALOUGE LAYOUT
░░░░░░░░░░░░░░░░░░░░░░

Drake

  • *
Re: Danmakufu ph3 β2 is out
« Reply #73 on: November 08, 2011, 02:55:41 PM »
effect objects plop plop plop text

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

Blargel

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Re: Danmakufu ph3 β2 is out
« Reply #74 on: November 08, 2011, 05:56:24 PM »
Might not be a bad idea to make a dialogue library for people.
Spoiler:
Not it.
<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.

Miplouf Saigyouki

Re: Danmakufu ph3 β2 is out
« Reply #75 on: November 08, 2011, 07:02:44 PM »
Get good at regular patterns before tainting every script ever with curvy lasers please

I don't want to be mean or something like that,but I'm good at regular patterns,so where's the problem?
I know that you're busy with uploading Danmakufu but but...

IF ZUN GETS CURVY LAZERS,WHY DON'T WE?
I mean come on,I'm sure that people like Suikama can create things as awesome as what was requested for the Laser Contest. :3
Azure too.
And me,well...I guess I could create something good out of it.
So,pleaaaaaaaaaaaase....can i (and i'm sure that i'm not the only one to want it) haz curvy awesome things? :3

Btw,is this some kind of help topic?
Because well,I have a sprite (92 x 111) and i don't know how to make it appear entirely.

ObjSprite2D_SetSourceRect(objEnemy, 64, 1, 64, 64); (I don't know what to change :ohdear:)

Helepolis

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Re: Danmakufu ph3 β2 is out
« Reply #76 on: November 08, 2011, 07:41:02 PM »
Btw,is this some kind of help topic?
No it's not. Please check the stickies and read the rules where to post HELP ME related questions. (hint hint)

Miplouf Saigyouki

Re: Danmakufu ph3 β2 is out
« Reply #77 on: November 08, 2011, 08:42:45 PM »
No it's not. Please check the stickies and read the rules where to post HELP ME related questions. (hint hint)

Whoops.^^"
I'm going to check the rules and know where to post the HelpMehEirin questions.
Thanks~

Blargel

  • RAWR!
  • I'M AN ANGRY LOLI!
Re: Danmakufu ph3 β2 is out
« Reply #78 on: November 08, 2011, 09:48:34 PM »
I don't want to be mean or something like that,but I'm good at regular patterns,so where's the problem?
I haven't seen your work because I hardly do Danmakufu related things anymore, but calling yourself good at regular patterns doesn't really mean much coming from yourself. It's more credible for other people to say that your work is good because that means other people have tried it.

Quote
I know that you're busy with uploading Danmakufu but but...
What? We don't work on and distribute Danmakufu. We're just an English-speaking community that works together to learn, improve, and share scripts made for Danmakufu.

Quote
IF ZUN GETS CURVY LAZERS,WHY DON'T WE?
Honestly, it'll probably be in the future for ph3. In the meantime, if you really want curvy lasers, use 0.12m instead of ph3.

Quote
I mean come on,I'm sure that people like Suikama can create things as awesome as what was requested for the Laser Contest. :3
Azure too.
Suikama's stuff is not something I would consider good danmaku design. He's a lot better at catching people off guard with wtf imagery and references. Azure's laser entry was good though, but there were no curvy lasers involved.

Quote
Btw,is this some kind of help topic?
Because well,I have a sprite (92 x 111) and i don't know how to make it appear entirely.

ObjSprite2D_SetSourceRect(objEnemy, 64, 1, 64, 64); (I don't know what to change :ohdear:)
The help topic/rules thing has already been addressed, but I might as well answer the question while I'm at it. I would use ObjSprite2d_SetSourceRect(objEnemy, 0, 0, 92, 111);
The parameters are:
1.) enemy id
2.) x coordinate of the top left point
3.) y coordinate of the top left point
4.) x coordinate of the bottom left point
5.) y coordinate of the bottom left point

If, for example, you did (objEnemy, 46, 0, 92, 111) instead, you'd get the right half of your sprite because the top left point was moved to the middle of the image.
<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.

Miplouf Saigyouki

Re: Danmakufu ph3 β2 is out
« Reply #79 on: November 12, 2011, 10:52:14 AM »
I haven't seen your work because I hardly do Danmakufu related things anymore, but calling yourself good at regular patterns doesn't really mean much coming from yourself. It's more credible for other people to say that your work is good because that means other people have tried it.
What? We don't work on and distribute Danmakufu. We're just an English-speaking community that works together to learn, improve, and share scripts made for Danmakufu.
Honestly, it'll probably be in the future for ph3. In the meantime, if you really want curvy lasers, use 0.12m instead of ph3.
Suikama's stuff is not something I would consider good danmaku design. He's a lot better at catching people off guard with wtf imagery and references. Azure's laser entry was good though, but there were no curvy lasers involved.
The help topic/rules thing has already been addressed, but I might as well answer the question while I'm at it. I would use ObjSprite2d_SetSourceRect(objEnemy, 0, 0, 92, 111);
The parameters are:
1.) enemy id
2.) x coordinate of the top left point
3.) y coordinate of the top left point
4.) x coordinate of the bottom left point
5.) y coordinate of the bottom left point

If, for example, you did (objEnemy, 46, 0, 92, 111) instead, you'd get the right half of your sprite because the top left point was moved to the middle of the image.

Actually,I'm going to share my scripts here,because I know that you can help me progressing (aka learning tasks).
And thanks for the help,let's see if it works....*tests*Yes it did!Thanks a lot!:3
I'll make some sprites (or recolorations of SWR if you prefer) for my boss and then it will be complete.:3

Thanks again,and sorry if I sound a bit noobish or something like that,I'm French...and new in this community!^^"

Re: Danmakufu ph3 β3 is out!
« Reply #80 on: November 14, 2011, 10:12:27 PM »
Beta 3 is out. http://www.geocities.co.jp/SiliconValley-Oakland/9951/products/th_dnh_ph3.html

Changelog:
東方弾幕風ph3 β3
・mp3再生機能
・擬似スロー(StartSlow, StopSlow)
・弾のx加速度とy加速度を指定する機能(CreateShotB1, ObjMove_AddPatternB1, など)
・Obj_GetValueで値が存在しないときに返る値を設定できる機能(Obj_GetValueD)
・指定した弾IDが自機スペルの耐性を持っているかいないかがわかる機能
 (ObjShot_IsSpellResist)
・曲がるレーザーを簡易生成する関数(CreateCurveLaserA1)
・弾オブジェクトに対してObjRender_SetAngle系列、ObjRender_SetScale系列、
 ObjRender_SetBlendTypeを適応させるようにした(当たり判定は変化しません)
・敵側と自機側で定数が重なる可能性があるので、ユーザ定義イベントの定数追加
 (EV_USER_SYSTEM,EV_USER_STAGE,EV_USER_PLAYER,
 それぞれEV_USER_COUNTの数だけ使用可能)
・弾が画面外で消える距離を設定する機能(SetShotAutoDeleteClip)
・指定したオブジェクトの中心座標から通常弾を簡易生成する機能
 (CreateShotOA1,CreateShotOB1)
・線と円が接触しているかを調べる機能(IsIntersected_Line_Circle)
・PlayBGMでwavファイルをループ再生させる際、特定の秒数を終端に指定すると
 正常にループしなかったのを修正(Thanks to zxcv氏)

MP3 support and curving lasers look like they're finally in. And moonspeakers wanna translate?

Drake

  • *
Re: Danmakufu ph3 β3 is out!
« Reply #81 on: November 15, 2011, 03:26:01 AM »
[17:02] <~Drake> mp3 playback works
[17:03] <~Drake> quasi-slow function (StartSlow, StopSlow)
[17:03] <~Drake> CreateShotB1 (and related) available, acts like old CreateShotA_XY in that you control x/y acceleration
[17:05] <~Drake> Obj_GetValueD is just Obj_GetValue but with a default available
[17:06] <~Drake> man that next one has weird wording
[17:07] <~Drake> pretty self-explanatory though, ObjShot_IsSpellResist
[17:07] <~Drake> fucking curvy laser functions
[17:07] <~Drake> fuck
[17:07] <~Drake> :V
[17:08] <~Drake> woah what
[17:08] <~Drake> hell to the yes
[17:08] <~Drake> can use render functions on bullet objects
[17:08] <~Drake> instead of fucking around excessively with shot sheets
[17:09] <~Drake> fantastic
[17:11] <Knot> render target bullets?
[17:12] <~Drake> i mean you can use ObjRender_SetScale, Angle, SetBlendType
[17:12] <Knot> doesnt affect hitbox though
[17:12] <~Drake> nope
[17:13] <~Drake> well i suppose setscale might be weird then
[17:13] <~Drake> but when are you ever resizing bullets anyways
[17:13] <~Drake> answer hopefully never
[17:11] <~Drake> uhhh something about the player being close to the enemy and user-defined events
[17:15] <~Drake> SetShotAutoDeleteClip works
[17:16] <~Drake> ah, bullet creation to shoot from other bullets (CreateShotOA1,CreateShotOB1)
[17:17] <~Drake> IsIntersected_Line_Circle
[17:17] <~Drake> fixed wav file looping screwups

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

Helepolis

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Re: Danmakufu ph3 β3 is out!
« Reply #82 on: November 15, 2011, 07:52:32 AM »
A few more beta releases then we can enjoy a stable release I assume.

Miplouf Saigyouki

Re: Danmakufu ph3 β3 is out!
« Reply #83 on: November 19, 2011, 08:21:58 PM »
Curvy lasers...I'm gonna go SHOU TIME with them! :3

If I did understand... (CreateShotOA1,CreateShotOB1) is a sort of AddShot,doesn't it?
Or will it replace AddShot?

(just when I say that ph3 needs Curvy Lasers it gets it...what should I say next.... (although I know that it's not because of me that they make Lasers alivable. :3))

DgBarca

  • Umineko fuck yeah
  • Spoilers ?
Re: Danmakufu ph3 β3 is out!
« Reply #84 on: November 23, 2011, 04:33:46 PM »
[17:08] <~Drake> woah what
[17:08] <~Drake> hell to the yes
[17:08] <~Drake> can use render functions on bullet objects
[17:08] <~Drake> instead of fucking around excessively with shot sheets
[17:09] <~Drake> fantastic
[17:11] <Knot> render target bullets?
[17:12] <~Drake> i mean you can use ObjRender_SetScale, Angle, SetBlendType
The terrible truth about BLEND_ADD_RGB and black background is still here ?
[21:16] <redacted> dgbarca makes great work
[21:16] <redacted> i hope he'll make a full game once

Formless God

Re: Danmakufu ph3 β3 is out!
« Reply #85 on: November 23, 2011, 08:11:39 PM »
[17:08] <~Drake> can use render functions on bullet objects
But can you use move functions on render objects yet ?

Miplouf Saigyouki

Re: Danmakufu ph3 β3 is out!
« Reply #86 on: November 29, 2011, 08:45:07 PM »
CreateShotB1 doesn't seem to work...
I created
Code: [Select]
CreateShotB1(ex, ey, 1, 1, 0.05, 0.05, 2, 3, DS_BALL_S_RED,10); for a test,but it crashes everytime...help please?

Re: Danmakufu ph3 β3 is out!
« Reply #87 on: November 29, 2011, 09:01:21 PM »
I know I already answered it on IRC, but I'll repeat it here as well:

CreateShotB1 is (x, y, x speed, y speed, graphic, delay)
CreateShotB2 is (x, y, x speed, y speed, x accel, y accel, x max, y max, graphic, delay)

Also ph3 questions go here.

Yukari-Chan

  • Excuse me while I prepare /your/ demise. <3 TSO
Re: Danmakufu ph3 β3 is out!
« Reply #88 on: December 01, 2011, 11:15:40 PM »
This version seems fair. And I can replace the title screen if I want too. After I'm done with danmakufu 0.12m I'll move to ph3.
" Borders are Borders. They were meant to be manipulated and mistreated. "

Re: Danmakufu ph3 β4 is out!
« Reply #89 on: February 03, 2012, 07:41:03 PM »