Author Topic: Danmakufu Q&A/Problem Thread v3  (Read 213425 times)

Drake

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #300 on: March 01, 2010, 06:51:15 PM »
Try encoding it at different speeds. That might just be the entire issue of "Danmakufu vs mp3" anyways.

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #301 on: March 01, 2010, 11:58:25 PM »
thanks a lot, bro
he didn't mention Hele either so :V

Re: Danmakufu Q&A/Problem Thread v3
« Reply #302 on: March 02, 2010, 03:01:57 AM »
How would you have an Spell Object spin?

Re: Danmakufu Q&A/Problem Thread v3
« Reply #303 on: March 02, 2010, 03:44:01 AM »
let x = GetPlayerX; //center x coordinate of your objshot
let y = GetPlayerY; //center y coordinate of your objshot
let radius = 50; //distance from center to any one tip of the graphic rect, like (0, 0).
let angle = 0; //this is how we'll spin the graphic.

while(!Obj_BeDeleted(obj)){
   //plot the object's vertices.
   ObjEffect_SetVertexXY(obj, 0, x + radius*cos(angle), y + radius*sin(angle));
   ObjEffect_SetVertexXY(obj, 1, x + radius*cos(angle + 90), y + radius*sin(angle + 90));
   ObjEffect_SetVertexXY(obj, 2, x + radius*cos(angle + 180), y + radius*sin(angle + 180));
   ObjEffect_SetVertexXY(obj, 3, x + radius*cos(angle + 270), y + radius*sin(angle + 270));
   angle+=4; //Change this value to spin it faster/slower/in the opposite direction. "Every frame we shift the graphic by 4 degrees clockwise".
   yield;
}


Other people will tell you to do shit with Obj_SetAngle, but fuck that noise.

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #304 on: March 02, 2010, 04:27:43 AM »
I would have said ObjEffect_SetAngle.  :/
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Re: Danmakufu Q&A/Problem Thread v3
« Reply #305 on: March 02, 2010, 04:36:29 AM »


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Re: Danmakufu Q&A/Problem Thread v3
« Reply #307 on: March 02, 2010, 08:11:41 AM »
thanks a lot, bro
he didn't mention Hele either so :V
sorry, I forgot... :(
I just put the first ones I thought of...

trust me... I'm really bad when it comes to memory :ohdear:
« Last Edit: March 02, 2010, 08:16:21 AM by Kylesky »
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Re: Danmakufu Q&A/Problem Thread v3
« Reply #308 on: March 02, 2010, 11:38:46 AM »
let x = GetPlayerX; //center x coordinate of your objshot
let y = GetPlayerY; //center y coordinate of your objshot
let radius = 50; //distance from center to any one tip of the graphic rect, like (0, 0).
let angle = 0; //this is how we'll spin the graphic.

while(!Obj_BeDeleted(obj)){
   //plot the object's vertices.
   ObjEffect_SetVertexXY(obj, 0, x + radius*cos(angle), y + radius*sin(angle));
   ObjEffect_SetVertexXY(obj, 1, x + radius*cos(angle + 90), y + radius*sin(angle + 90));
   ObjEffect_SetVertexXY(obj, 2, x + radius*cos(angle + 180), y + radius*sin(angle + 180));
   ObjEffect_SetVertexXY(obj, 3, x + radius*cos(angle + 270), y + radius*sin(angle + 270));
   angle+=4; //Change this value to spin it faster/slower/in the opposite direction. "Every frame we shift the graphic by 4 degrees clockwise".
   yield;
}


Other people will tell you to do shit with Obj_SetAngle, but fuck that noise.

Seriously using Obj_SetPosition(obj) and ObjEffect_SetAngle(obj) make things lot easier that every method that I now but... :V
(ho no naut is gonna me)
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Re: Danmakufu Q&A/Problem Thread v3
« Reply #309 on: March 02, 2010, 12:16:20 PM »
I must be seriously missing something but for all effect objects, including players, I use ObjEffect_SetAngle as well. Setting vertex in each frameloop is more like for updating a changing object (like circle shrinking etc.)

The only reason I know for awkward method Naut mentioned above is he had some big issues with Sanae's hitbox effect. Something like it is flipping all over the screen? Cannot remember exactly any more.
« Last Edit: March 02, 2010, 12:17:58 PM by Helepolis »

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #310 on: March 02, 2010, 02:21:39 PM »
I must be seriously missing something but for all effect objects, including players, I use ObjEffect_SetAngle as well. Setting vertex in each frameloop is more like for updating a changing object (like circle shrinking etc.)

The only reason I know for awkward method Naut mentioned above is he had some big issues with Sanae's hitbox effect. Something like it is flipping all over the screen? Cannot remember exactly any more.

If Naut's hitbox was flipping all over the screen, then he hasn't mastered effect objects yet. For ObjEffect_SetVertex, if it's a square image and you're using triangle fan, you're supposed to do this:

ObjEffect_SetVertexXY(obj, 0, -32, -32);
ObjEffect_SetVertexXY(obj, 1, 32, -32);
ObjEffect_SetVertexXY(obj, 2, 32, 32);
ObjEffect_SetVertexXY(obj, 3, -32, 32);

And then when you do Obj_SetPosition(obj, GetPlayerX, GetPlayerY);, it'll draw on the player's position.

ObjEffect_SetAngle will rotate the object's vertexes around the point you specify with Obj_SetPosition and ObjEffect_SetVertexXY will set the positions of the vertexes relative to the that point. Naut's hitbox image was probably rotating incorrectly because he was doing something like this:

ObjEffect_SetVertexXY(obj, 0, GetPlayerX-32, GetPlayerY-32);
ObjEffect_SetVertexXY(obj, 1, GetPlayerX+32, GetPlayerY-32);
ObjEffect_SetVertexXY(obj, 2, GetPlayerX+32, GetPlayerY+32);
ObjEffect_SetVertexXY(obj, 3, GetPlayerX-32, GetPlayerY+32);

If he didn't use Obj_SetPosition, it defaults to the point (0, 0) and when ObjEffect_SetAngle is used, it will rotate the vertexes around (0, 0) and thereby make the image fly off randomly.
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Re: Danmakufu Q&A/Problem Thread v3
« Reply #311 on: March 02, 2010, 07:14:12 PM »
this was liek 6 months ago guiz wtf :<

I still use trig to do it out habit. I like knowing where all my vertices are. Plus I usually stretch the image in weird ways nowadays so :V

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #312 on: March 02, 2010, 07:59:51 PM »
Code: [Select]
#TouhouDanmakufu#Title[Test Attack 1]#Text[This is a test boss for Danmakufu. Created by GreenVirus on 3/2/10]#Image[.\img.png]#BackGround[User(.\bg.png, 0, 0)]#BGM[.\bgm.mp3]#PlayLevel[Easy]#Player[FREE]#ScriptVersion[2]
script_enemy_main { let BossImage = "script\img\ExRumia.png"; let BossCutIn = "script\img\ExRumia.png"; let frame = 0 @Initialize { LoadGraphic(BossImage); SetLife(12000); SetDamageRate(100, 100); SetTimer(50); SetInvincibility(600); CutIn(KOUMA, "Q.E.D 10", BossCutIn, 0, 0, 200, 600); SetScore(100000); SetEnemyMarker(True); Concentration02(100); MagicCircle(True); SetEffectForZeroLife(100, 120, 5); }
@MainLoop { SetCollisionA(GetX, GetY, 32);        SetCollisionB(GetX, GetY, 24);        if(frame==60){            CreateShot01(GetX, GetY, 3, GetAngleToPlayer, RED01, 0);            frame = 0; }        frame++; }
    @DrawLoop { SetTexture(BossImage); DrawGraphic(GetX, GetY);    }
    @Finalize {    }
    @BackGround {    }}
***Argh, how do you format this?*** Meanwhile I'll keep trying to fix it...
And when I run it, I get this error message:

I was following the examples on this page: http://dmf.shrinemaiden.org/wiki/index.php?title=Danmakufu_Basics_Tutorial
« Last Edit: March 02, 2010, 08:05:50 PM by GreenVirus »

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #313 on: March 02, 2010, 08:05:20 PM »
You missing ; in line 15 from your scirpt is here

let BossCutIn = "scriptimgExRumia.png";
let frame = 0  <--- Overhere
@Initialize

like this

let BossCutIn = "scriptimgExRumia.png";
let frame = 0;
@Initialize
« Last Edit: March 02, 2010, 08:09:30 PM by Nimble »

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #314 on: March 02, 2010, 08:11:48 PM »
Thanks, but now I get the following error:

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #315 on: March 02, 2010, 08:32:27 PM »
Booleans in danmakufu must be in all lowercase. It's case sensitive, that way, "Obj" and "obj" are entirely different variables.

"true" and "false". Just like that - no caps.

Meanwhile, does anyone know how I would get the distance from the player to the edge of the screen given an angle?
« Last Edit: March 02, 2010, 08:35:20 PM by AweStriker Nova »

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #316 on: March 02, 2010, 08:52:53 PM »
Does anyone know how I would get the distance from the player to the edge of the screen given an angle?
atan2(y_coordinate - GetPlayerY, x_coordinate - GetPlayerX);

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #317 on: March 02, 2010, 09:12:37 PM »
Booleans in danmakufu must be in all lowercase. It's case sensitive, that way, "Obj" and "obj" are entirely different variables.

"true" and "false". Just like that - no caps.

Meanwhile, does anyone know how I would get the distance from the player to the edge of the screen given an angle?
Thank you so much. I did not know that before!

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #318 on: March 02, 2010, 09:16:00 PM »
atan2(y_coordinate - GetPlayerY, x_coordinate - GetPlayerX);

How does that help exactly? I need to put the angle in and then get the distance to the edge of the screen in that direction... and I'm fairly sure DMF does not have an algebraic solver.

Iryan

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #319 on: March 02, 2010, 09:39:48 PM »
What you try to accomplish is certainly possibly, but you need conditional statements. I happen to have used such code in a form of my newest project...  :V

Assuming ang is the angle you have and (x|y) is the point from which you need the distance from, it should look something like this...

Code: [Select]

function GetShit(x, y, ang){

let dist1;
let dist2;

while(ang>180){ ang-=360; }
while(ang<=-180){ ang+=360; }

let atl=atan2(GetClipMinY-y, GetClipMinX-x); //angle to top left corner
let atr=atan2(GetClipMinY-y, GetClipMaxX-x); //angle to top right corner
let abl=atan2(GetClipMaxY-y, GetClipMinX-x); //angle to bottom left corner
let abr=atan2(GetClipMaxY-y, GetClipMaxX-x); //angle to bottom right corner

if(ang>=atl && ang<=atr){ // In that case, the angle points to the top
  dist1=y-GetClipMinY;
  dist2=( (dist1^2) * ( (dist2/tan(ang+90))^2) )^0.5;
}
if(ang>=abr && ang<=abl){ // In that case, the angle points to the bottom
  dist1=GetClipMaxY-y;
  dist2=( (dist1^2) * ( (dist2/tan(ang))^2) )^0.5;
}
if(ang>=atr && ang<=abr){ // In that case, the angle points to the right side
  dist1=GetClipMaxX-x;
  dist2=( (dist1^2) * ( (dist2/tan(ang-90))^2) )^0.5;
}
if( (ang>=-180 && ang<=atl) || (ang>=abl && ang<=180) ){ // In that case, the angle points to the left side
  dist1=x-GetClipMinX;
  dist2=( (dist1^2) * ( (dist2/tan(ang+180))^2) )^0.5;
}

return dist2;
}

I don't know if this works, but I am too tired to test is right now and have to go to sleep in ~ 20 minutes. If the code doesn't work, I'll get back to it tomorrow.
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Re: Danmakufu Q&A/Problem Thread v3
« Reply #320 on: March 02, 2010, 10:45:34 PM »
Um, what? Last I checked this doesn't need anything special...
Code: [Select]
#UserShotData

ShotImage = ".\geoshot.png"

// Shotdata = Geometric Shot Replace
// Render = always ADD
// Angular = "R" shots rotate, non-labeled shots don't (these have yet to be added)
// Delay_color = Always the same as that of the bullet

//******************************* Starting shot data ***************************************//

// Template ShotData Command
// ShotData{ id=x rect=(left,top,right,bottom) render=ADD angular_velocity = 0 delay_color= (red,green,blue) }


// 16-diameter circle (12 colors)
ShotData{ id=1 rect=(0,0,15,39) render=ADD angular_velocity = 0 delay_color= (255,0,0) } //red
ShotData{ id=2 rect=(16,0,31,39) render=ADD angular_velocity = 0 delay_color= (255,255,0) } //yellow
ShotData{ id=3 rect=(32,0,47,39) render=ADD angular_velocity = 0 delay_color= (0,255,0) } //green
ShotData{ id=4 rect=(48,0,63,39) render=ADD angular_velocity = 0 delay_color= (0,255,255) } //aqua
ShotData{ id=5 rect=(64,0,79,39) render=ADD angular_velocity = 0 delay_color= (0,0,255) } //blue
ShotData{ id=6 rect=(80,0,95,39) render=ADD angular_velocity = 0 delay_color= (255,0,255) } //pink
ShotData{ id=7 rect=(0,24,15,39) render=ADD angular_velocity = 0 delay_color= (255,128,1) } //orange
ShotData{ id=8 rect=(16,24,31,39) render=ADD angular_velocity = 0 delay_color= (128,255,1) } //chart.
ShotData{ id=9 rect=(32,24,47,39) render=ADD angular_velocity = 0 delay_color= (1,255,128) } //foam
ShotData{ id=10 rect=(48,24,63,39) render=ADD angular_velocity = 0 delay_color= (1,128,255) } //azure
ShotData{ id=11 rect=(64,24,79,39) render=ADD angular_velocity = 0 delay_color= (128,1,255) } //purple
ShotData{ id=12 rect=(80,24,95,39) render=ADD angular_velocity = 0 delay_color= (255,1,128) } //rviol

gives me a semicolon-related error on line 11 for some reason.

Never mind; I was calling it with include_function instead of LoadUserShotData like I was supposed to. Idiot me... and I just realized why shots 1-6 are acting all wacky, too...
« Last Edit: March 02, 2010, 10:50:54 PM by AweStriker Nova »

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #321 on: March 03, 2010, 08:22:11 AM »
How does that help exactly? I need to put the angle in and then get the distance to the edge of the screen in that direction... and I'm fairly sure DMF does not have an algebraic solver.


atan2(sourceY - targetY, sourceX - targetX);
the atan2 function gives you angle theta directed to the target from the source.
To find distance, you want this.
((targetX-SourceX)^2+(targetY-SourceY)^2)^(1/2)
Spoiler:
It's the pythagorean theorem.

Kylesky

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #322 on: March 03, 2010, 10:20:44 AM »
Given an angle and you're looking for the distance from a point to the edge of the screen on that angle... I think you could do something like this:

Code: [Select]
function distance(x, y, angle)
{
let xb=x;
let yb=y;
while(xb>GetClipMinX && xb<GetClipMaxX)
{
xb+=cos(angle); //this gets the end x, you may want to try multiplying cos(angle) by a decimal cause this'll only get it to the pixel, which means it's not exact...
}
while(yb>GetClipMinY && yb<GetClipMaxY)
{
yb+=sin(angle); //this gets the end y, you may want to try multiplying sin(angle) by a decimal cause this'll only get it to the pixel, which means it's not exact...
}

return(((x-xb)^2+(y-yb)^2)^0.5)); //pythagorean theorem from start point to end point...
}

there may be some things here that's wrong... cause I wasn't able to check it (and I never actually used the return function... ever...), but you should get the idea from that...
« Last Edit: March 03, 2010, 10:24:55 AM by Kylesky »
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Re: Danmakufu Q&A/Problem Thread v3
« Reply #323 on: March 03, 2010, 11:13:21 AM »
Is there a way to detect when a player object shot hits an enemy, aside from waiting for it to be deleted?

Kylesky

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #324 on: March 03, 2010, 11:18:11 AM »
Is there a way to detect when a player object shot hits an enemy, aside from waiting for it to be deleted?

try turning it into an object shot or object effect then just make it deal damage (by creating a player bullet directly on top of it... preferably using the same graphic so the extra bullet is not seen...) to the enemy when it touches it... and delete it immediately...
« Last Edit: March 03, 2010, 11:22:11 AM by Kylesky »
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Re: Danmakufu Q&A/Problem Thread v3
« Reply #325 on: March 03, 2010, 11:41:19 AM »
try turning it into an object shot or object effect then just make it deal damage (by creating a player bullet directly on top of it... preferably using the same graphic so the extra bullet is not seen...) to the enemy when it touches it... and delete it immediately...

That... seems like even more work. >.>;;

Kylesky

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #326 on: March 03, 2010, 11:52:27 AM »
That... seems like even more work. >.>;;

This is how I did it (when I did that)

Code: [Select]
task ringshots(x, y, angle)
{
let enemy_target=-1;
let obj=Obj_Create(OBJ_SHOT);
Obj_SetPosition(obj, x, y);
Obj_SetAngle(obj, angle);
Obj_SetSpeed(obj, 5);
Obj_SetCollisionToPlayer(obj, false);
ObjShot_SetGraphic(obj, 2);
ObjShot_SetDelay(obj, 0);
while(Obj_BeDeleted(obj)==false)
{
yield;
ascent(i in EnumEnemyBegin..EnumEnemyEnd) {
enemy_target=EnumEnemyGetID(i);
if( ((GetEnemyInfo(enemy_target, ENEMY_X)-Obj_GetX(obj))^2+(GetEnemyInfo(enemy_target, ENEMY_Y)-Obj_GetY(obj))^2)^0.5<=20) //distance from bullet to enemy is less than 20 (it's a big bullet)
{
CreatePlayerShot01(Obj_GetX(obj),Obj_GetY(obj),1,270,1.5,1,2);
Obj_Delete(obj);
}
}
}
}
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #327 on: March 03, 2010, 12:02:12 PM »
Oooh, shiny.

Quote
Obj_SetCollisionToPlayer(obj, false);

this is the piece I was missing. =D

EDIT: Does this work for enemy detection on player bullets, or do I need to use CollisionToObject instead?

Kylesky

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #328 on: March 03, 2010, 12:12:16 PM »
Oooh, shiny.

this is the piece I was missing. =D

EDIT: Does this work for enemy detection on player bullets, or do I need to use CollisionToObject instead?


Code: [Select]
ascent(i in EnumEnemyBegin..EnumEnemyEnd) {
enemy_target=EnumEnemyGetID(i);
if( ((GetEnemyInfo(enemy_target, ENEMY_X)-Obj_GetX(obj))^2+(GetEnemyInfo(enemy_target, ENEMY_Y)-Obj_GetY(obj))^2)^0.5<=20) //distance from bullet to enemy is less than 20 (it's a big bullet)
{
CreatePlayerShot01(Obj_GetX(obj),Obj_GetY(obj),1,270,1.5,1,2);
Obj_Delete(obj);
}
}

this part actually already detects if the player bullet's colliding with the enemy...

ascent(i in EnumEnemyBegin..EnumEnemyEnd) {
enemy_target=EnumEnemyGetID(i);

This part makes sure that you're detecting all enemies on the screen...

if( ((GetEnemyInfo(enemy_target, ENEMY_X)-Obj_GetX(obj))^2+(GetEnemyInfo(enemy_target, ENEMY_Y)-Obj_GetY(obj))^2)^0.5<=20) //distance from bullet to enemy is less than 20 (it's a big bullet)

This part detects if the bullet is colliding with the enemy you're checking at the time...



I'm thinking I should've put a +1 on the EnumEnemyEnd... I'm just not so sure...
« Last Edit: March 03, 2010, 12:13:57 PM by Kylesky »
Danmakufu Script Thread :V Latest Script: Intertwining Mechanical Intervention (temp name)

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Re: Danmakufu Q&A/Problem Thread v3
« Reply #329 on: March 03, 2010, 12:16:56 PM »
Yeah, I got that. I was just confused about whether it was a player script or an enemy script 'cuz I saw ObjShot_SetDelay();

and the player tutorial mentions that player shots can't have delay. But yeah. I see it now.

>.< ty, y'ben very he'pful.

EDIT: Why do my object shots look a lot brighter than the same shots created with CreatePlayerShot01()?
« Last Edit: March 03, 2010, 12:40:30 PM by Blue Mouse »