Author Topic: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)  (Read 268858 times)

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #90 on: July 01, 2012, 09:32:55 PM »
Currently working on adding a framework for stage backgrounds to my game. What I WANT to do is add this to each stage script:

Code: [Select]
@BackGround {
stageBG(1);
}

Then have a single unified stageBG function defined in a shared include file that renders the appropriate background. However, I'm running into a problem with this - if I attempt to call DrawGraphic3D anywhere outside of a stage block, including in defining a function to be used in multiple stage blocks, it gets a syntax error for being an undefined function. This looks like it makes it impossible for me to do this any way other than repeating a whole lot of code.

Is there a possible workaround for this?

Blargel

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #91 on: July 02, 2012, 12:33:36 AM »
I'm assuming you're running into this problem because you're defining your stageBG function in a file that you include everywhere. Instead, try making a separate file with just the 3D background stuff and include that in only the stages.
<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: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #92 on: July 02, 2012, 01:55:02 AM »
I'm assuming you're running into this problem because you're defining your stageBG function in a file that you include everywhere. Instead, try making a separate file with just the 3D background stuff and include that in only the stages.
Ah! That makes sense. In other words, it's not complaining because it's being defined in an external file, it's complaining because that file is also referenced by non-stages.

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #93 on: July 03, 2012, 03:14:34 AM »
In most scripts I download, you can't see the spellcard/nonspell files in the main menu, only the full game. Does anyone know how to hide them?

ExPorygon

  • Veteran Danmakufu Scripter
  • Currently working on a full Touhou fangame!
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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #94 on: July 03, 2012, 03:57:23 AM »
In most scripts I download, you can't see the spellcard/nonspell files in the main menu, only the full game. Does anyone know how to hide them?

Simply remove #TouhouDanmakufu from the top of the script. Other scripts will still be able to use them.

TheTeff007

  • Best Touhou 2015!
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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #95 on: July 09, 2012, 10:32:47 PM »
Yes... I'm having this little trouble with a script.... is about intereaction between two objects.


---------------------------
ScriptError「C:UsersTeff007DesktopTeffGamesTouhou Myofudono ~ Sealed Ancient SpectrumscriptBossesStage31 - SukyN3.txt」
---------------------------
一回も代入していない変数を使おうとしました(335行目)

   if(Obj_GetX(Obj1) <  TempoX + 100 && Obj_GetX(Obj1) > TempoX - 100 && Obj_GetY(Obj1) < TempoY + 100 && Obj_GetY(Obj1) > Tempo
~~~
---------------------------
Aceptar   
---------------------------


here is the danmaku code: http://pastebin.com/R2Fysg68
Small Teaser of my upcoming project~

No need to call me Teff007. Teff will do just as well~

Drake

  • *
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #96 on: July 09, 2012, 11:42:14 PM »
Tempos don't have a value when they're first called (and possibly later), because you call Fire and then Ignite.

if(Obj_GetX(Obj1) <  TempoX + 100 && Obj_GetX(Obj1) > TempoX - 100 && Obj_GetY(Obj1) < TempoY + 100 && Obj_GetY(Obj1) > TempoY - 100)
is also better written as
if( (|Obj_GetX(Obj1) - TempoX|) < 100 && (|Obj_GetY(Obj1) - TempoY|) < 100 )
But if this is a collision then why not use distance calculation?

Lastly you probably should have picked up on
Obj_Delete(Obj1);
CreateShot01(Obj_GetX(Obj1), Obj_GetY(Obj1), Obj_GetSpeed(Obj1), Obj_GetAngle(Obj1), rand_int(237,238), 60);

Swap the two.

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

SusiKette

  • @MainLoop { yield; }
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #97 on: July 14, 2012, 12:44:02 PM »
I'm trying to make a spell card for custom character that:
1. spawns on player's position 2x bigger than the bullet's real size and fully transparent (doesn't follow player movements)
2. starts to decrease in size until it's 1x size and turns visible in 30 frames ("fades in")
3. bullet launches foward with speed of 5 (270 degree angle)
4. bullet decelerates and stops after travelling 200 pixels foward. deceleration happens from speed of 5 to 0 in 30 frames
5. bullet explodes with a different texture that damages enemies/boss and destroys bullets (explosion texture grows 4x bigger in 25 frames and quickly "fades out" in the end)

Hopefully I explained this clearly enough. Values doesn't need to be exact
Is there anyone who is able to make this for me

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #98 on: July 14, 2012, 06:27:50 PM »
Quote
4. bullet decelerates and stops after travelling 200 pixels foward. deceleration happens from speed of 5 to 0 in 30 frames

That part is quite puzzling, I must say.

fondue

  • excuse me
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #99 on: July 14, 2012, 07:56:03 PM »
That part is quite puzzling, I must say.
I think he means when the bullet is fired, it decelerates, then fully stops when it's 200 pixels away from it's spawn point. Then the bullet will accelerate backwards until it's speed is -5 or something. In the last part the said bullet will reach -5 pixels when 300 frames have passed.


Drake

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #100 on: July 14, 2012, 11:19:23 PM »
1. spawns on player's position 2x bigger than the bullet's real size and fully transparent (doesn't follow player movements)
Object position starts at GetPlayerXYs. Make an effect object, use ObjEffect_SetScale and ascent(i in 0..4){ ObjEffect_SetVertexColor(obj,i,0,255,255,255) } for the other two (assuming your render has 4 vertices).

2. starts to decrease in size until it's 1x size and turns visible in 30 frames ("fades in")
Same SetScale and SetColor as previous. Scale decreases each frame by 1/30, alpha value increases by 255/30.

3. bullet launches foward with speed of 5 (270 degree angle)
Obj_SetAngle and SetSpeed

4. bullet decelerates and stops after travelling 200 pixels foward. deceleration happens from speed of 5 to 0 in 30 frames
SetSpeed, object speed decreases each frame by 5/30 or 1/6.

5. bullet explodes with a different texture that damages enemies/boss and destroys bullets (explosion texture grows 4x bigger in 25 frames and quickly "fades out" in the end)
Change the UV vertices and XY if needed. SetScale, scale increases by 4/25 per frame. ObjEffect_SetVertexColor for alpha, same as before, have it decrease at whatever speed you want, I guess. Only useable in spell card scripts, SetIntersectionCircle(x, y, radius, power, true) is what you want for damage and bullet deletion.

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

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #101 on: July 15, 2012, 12:05:50 AM »
Quote
4. bullet decelerates and stops after travelling 200 pixels foward. deceleration happens from speed of 5 to 0 in 30 frames
SetSpeed, object speed decreases each frame by 5/30 or 1/6.

Then again, the bullet would only go like 75 pixels forward if we did that, which is why I'd like him to make things clear. Is the bullet supposed to go forward 200 px, then decelerate for 75 px; or is it 125 px, then 75 px; or something else again, like a continuous deceleration from 5px/s to 0 on 200 pixels (which would then take more than 30 frames) ?
« Last Edit: July 15, 2012, 09:53:40 AM by Ginko »

Drake

  • *
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #102 on: July 15, 2012, 02:36:44 AM »
Whoooops my bad. The question is malformed, yes, unless the deceleration is nonlinear. The bullet would have to accelerate to go 200 pixels in 30 frames, starting at 5.

In any case, I don't think he realizes how short a timespan 30 frames is. That's half a second, basically. These numbers don't seem practical.

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

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #103 on: July 17, 2012, 01:09:38 AM »
Hi! I'm relatively new to Danmakufu, I've watched a few tutorials and actually managed to get a working script off the ground.

I just have a general question regarding familiars. I'm trying to figure out a way to have the familiars spawn at the boss and then have them fly down to the bottom in set positions. Right now I have them where they're in the position I want them to at the bottom, they just don't spawn from the boss and spread out as such.  Basically, I'm just having difficulty getting the first part down.

Helepolis

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #104 on: July 17, 2012, 07:53:45 AM »
Hi! I'm relatively new to Danmakufu, I've watched a few tutorials and actually managed to get a working script off the ground.

I just have a general question regarding familiars. I'm trying to figure out a way to have the familiars spawn at the boss and then have them fly down to the bottom in set positions. Right now I have them where they're in the position I want them to at the bottom, they just don't spawn from the boss and spread out as such.  Basically, I'm just having difficulty getting the first part down.
Ah, that is quite easy. You need to use the 2nd and 3rd parameter if you're using the following. GetEnemyX and Y will always get the boss location as coordinates. Later on you use the movement syntax inside the familiar section to make it move.

Code: [Select]
CreateEnemyFromScript("fam",GetEnemyX,GetEnemyY,0,0,NULL);

...

script_enemy fam{

SetMovePosition01(x,y,speed); // You can use any movement if you wish.

}

Lunasa Prismriver

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #105 on: July 19, 2012, 08:00:05 PM »
Hello everyone, I recently registered on the forum.

I actually make a full game and I search a function to create a rain/snow/fall of cherry blossom into a stage script. I've already search and I found Blargel's function but i'm still not comfortable with multidimensional arrays. Thank you in advance.

PS : Excuse me for my bad english, i'm french. :P

LadyScarlet

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #106 on: July 23, 2012, 09:05:39 PM »
Hello. I'm learning Danmakufu right now. All was going well until the part where I learned to add a background and a cut-in. Whenever I try to run the script I'm making, I get an error similar to this:


I try editing the script, but I don't know what's wrong. It was working just fine up until that point. If anyone wants to download the script and take a look, here it is:
The script I'm using to learn danmakufu. Can't post a mirror because stupid Mediafire won't let me view my files or upload >.<

Can someone please help me out with this? Thanks.
My Youtube Channel. I mostly upload Hisoutensoku videos.

puremrz

  • Can't stop playing Minecraft!
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #107 on: July 23, 2012, 09:17:38 PM »
   CutIn(YOUMU, "Test Sign [My First Spell]",cut,0,0,512,512
is missing ); at the end. ;)
You should post such things in another topic thpugh: http://www.shrinemaiden.org/forum/index.php/topic,12397.90.html
Full Danmakufu game "Juuni Jumon - Summer Interlude" is done!
By the same person who made Koishi Hell 1,2 (except this game is serious)
Topic: http://www.shrinemaiden.org/forum/index.php/topic,9647.0.html

LadyScarlet

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #108 on: July 23, 2012, 09:30:50 PM »
Oh herp derp! How did I miss two such obvious things?!  *facepalm* The semicolon, then forgetting to post in the proper thread?! DX

Thanks for the help, anyway. :)

Edit: Added the semicolon, still got the error. ???
My Youtube Channel. I mostly upload Hisoutensoku videos.

Blargel

  • RAWR!
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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #109 on: July 23, 2012, 11:26:40 PM »
Closing parentheses AND semicolon. You still didn't add the parentheses.
<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.

LadyScarlet

  • Too lazy to make this a gif right now
  • Still scumming for a good pull
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #110 on: July 23, 2012, 11:36:43 PM »
Yay, it worked. I'm such an idiot for not knowing something as simple as parentheses closing before the semicolon. :colonveeplusalpha:

Thanks for the help, everyone.  :]
My Youtube Channel. I mostly upload Hisoutensoku videos.

LadyScarlet

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #111 on: July 24, 2012, 12:21:10 AM »
Whenever I boot up my script on Danmakufu now, I get an error. Did I miss a simple error again? Here's the code:
Code: [Select]
#TouhouDanmakufu
#Title [Test Sign 'My First Script']
#Text [AKA character testing script!]
#ScriptVersion [2]

script_enemy_main {

let CSD = GetCurrentScriptDirectory;

let yukari = CSD ~ "system\yukari1.png";
let bg = CSD ~ "system\yukaribg.png";
let cut = CSD ~ "system\yukaricutin.png";

@Initialize {
        SetX(GetCenterX);
        SetY(GetClipMinY + 80);
        SetLife(5000);
SetTimer(60);
SetScore(10000);

LoadGraphic(yukari);
LoadGraphic(cut);
LoadGraphic(bg);
CutIn(YOUMU,"Test Sign -My First Spell-",cut,0,0,512,512);
    }

    @MainLoop{
let x = 0;
let dir = 0;

        SetCollisionA(GetX, GetY, 24);
        SetCollisionB(GetX, GetY, 24);

while (x<36){
        CreateShotA(1,GetEnemyX,GetEnemyY,30);
SetShotDataA(1,0,0,dir,0,0,0,PURPLE31);
SetShotDataA(1,60,2,dir,0.2,0,2,PURPLE31);

FireShot(1);

dir+=360/36;
x++;

}
x = 0;
dir = 0;
wait (60);

yield
            }

}

    @DrawLoop {
SetTexture(yukari);
SetRenderState(ALPHA);
SetAlpha(255);
SetGraphicRect(0,0,80,96);
SetGraphicScale(1,1);
SetGraphicAngle(0,0,0);
        DrawGraphic(GetX, GetY);

    }

    @BackGround{
SetTexture(bg);
SetRenderState(ALPHA);
SetAlpha(255);
SetGraphicRect(0,0,385,449);
SetGraphicScale(1,1);
SetGraphicAngle(0,0,0);
        DrawGraphic(GetCenterX, GetCenterY);

    }

    @Finalize {
        DeleteGraphic(yukari);
DeleteGraphic(bg);
DeleteGraphic(cut);
    }
}
My Youtube Channel. I mostly upload Hisoutensoku videos.

Drake

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #112 on: July 24, 2012, 12:43:38 AM »
wait (60); shouldn't have a space
yield needs a semicolon
extra closing bracket in MainLoop that terminates the script

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

LadyScarlet

  • Too lazy to make this a gif right now
  • Still scumming for a good pull
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #113 on: July 24, 2012, 12:55:09 AM »
'Kay, so I fixed all those, and now the script looks like this:
Code: [Select]
#TouhouDanmakufu
#Title [Test Sign 'My First Script']
#Text [AKA character testing script!]
#ScriptVersion [2]

script_enemy_main {

let CSD = GetCurrentScriptDirectory;

let yukari = CSD ~ "system\yukari1.png";
let bg = CSD ~ "system\yukaribg.png";
let cut = CSD ~ "system\yukaricutin.png";

@Initialize {
        SetX(GetCenterX);
        SetY(GetClipMinY + 80);
        SetLife(5000);
SetTimer(60);
SetScore(10000);

LoadGraphic(yukari);
LoadGraphic(cut);
LoadGraphic(bg);
CutIn(YOUMU,"Test Sign -My First Spell-",cut,0,0,512,512);
    }

    @MainLoop{
let x = 0;
let dir = 0;

        SetCollisionA(GetX, GetY, 24);
        SetCollisionB(GetX, GetY, 24);

while (x<36){
        CreateShotA(1,GetEnemyX,GetEnemyY,30);
SetShotDataA(1,0,0,dir,0,0,0,PURPLE31);
SetShotDataA(1,60,2,dir,0.2,0,2,PURPLE31);

FireShot(1);

dir+=360/36;
x++;

}
x = 0;
dir = 0;
wait(60);

yield;
            }

    @DrawLoop {
SetTexture(yukari);
SetRenderState(ALPHA);
SetAlpha(255);
SetGraphicRect(0,0,80,96);
SetGraphicScale(1,1);
SetGraphicAngle(0,0,0);
        DrawGraphic(GetX, GetY);

    }

    @BackGround{
SetTexture(bg);
SetRenderState(ALPHA);
SetAlpha(255);
SetGraphicRect(0,0,385,449);
SetGraphicScale(1,1);
SetGraphicAngle(0,0,0);
        DrawGraphic(GetCenterX, GetCenterY);

    }

    @Finalize {
        DeleteGraphic(yukari);
DeleteGraphic(bg);
DeleteGraphic(cut);
    }
}
However, there's still something wrong with it. Did I put the closing bracket in the wrong space or what? Sorry for being so annoying, I'm still learning the basics of Danmakufu.
My Youtube Channel. I mostly upload Hisoutensoku videos.

Drake

  • *
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #114 on: July 24, 2012, 02:23:46 AM »
Oh. wait() isn't a predefined function in Danmakufu, so you have to define it yourself. It's probably telling you that wait is undefined. In the future though, if an error message pops up, please post it, otherwise there's no insight as to what's wrong.
Also, wait() by common definition is just multiple yields. First minor thing is that saying wait(60) and then yield is just 61 yields, but more importantly, if you aren't putting those yields in a microthread (a task), they won't do anything useful. MainLoop runs every frame without exception, and when it hits a yield, this tells danmakufu to stop executing that code and go to the next microthread waiting in line. Once all of those are done, it goes back to the yield in MainLoop, continues executing until MainLoop ends and then restarts the next frame. This is why you need a yield in MainLoop if you're starting other tasks; otherwise it won't reach MainLoop and freeze. I guess it's an issue because none of our guides really give a good explanation for how microthreads really work.

In any case, if you're just using MainLoop to execute all of your code (as you're doing), you don't use yield and wait to space your code; instead you take advantage of MainLoop executing every frame and count the frames until it reaches a certain value. Like this:
Code: [Select]
let count = 0;
@MainLoop{
if(count==60){
//your code
while(x < 36){
//bullets
}
//your code
count = 0;
}
count++;
}

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

LadyScarlet

  • Too lazy to make this a gif right now
  • Still scumming for a good pull
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #115 on: July 27, 2012, 06:27:05 AM »
So, I managed to at least open the script after adding that bit in. However, danmakufu soon force closes after the cut-in. Is something else wrong?
Code: [Select]
    @MainLoop{
let x = 0;
let dir = 0;

        SetCollisionA(GetX, GetY, 24);
        SetCollisionB(GetX, GetY, 24);

while (x<36){
        CreateShotA(1,GetEnemyX,GetEnemyY,30);
SetShotDataA(1,0,0,dir,0,0,0,PURPLE31);
SetShotDataA(1,60,2,dir,0.2,0,2,PURPLE31);

FireShot(1);

dir+=360/36;
x++;

}
x = 0;
dir = 0;

if(count==60){
//your code
while(x < 36){
//bullets
}
//your code
count = 0;
}
count++;
            }
I may have added an extra exit bracket on accident, but I don't know where.
My Youtube Channel. I mostly upload Hisoutensoku videos.

Drake

  • *
Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #116 on: July 27, 2012, 07:19:51 AM »
wait what

The //your code thing was literally supposed to be your bullet code pasted into it. The point was that you wanted count to increase every frame, and when it hits 60, it fires your 36 bullets and counts to 60 again.

The reason why it freezes is because you have this beauty:
while(x < 36){   
   //bullets
}

that makes an infinite loop. Clearly, x will never hit 36 here if there's nothing in the loop.

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

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #117 on: July 27, 2012, 07:25:10 AM »
Please try to be more specific about what happens when you run the script. Well anyway ...

Code: [Select]
while(x < 36){ }
Try to figure out what happens ... =|.

You're supposed to put your code inside the structure Drake gave you ... not to just put it after your own code. The goal is, if you want to shoot your 36 bullets every 60 frames for example, to have "count" count the number of frames that passed since the beginning. In order to do that, every frame (every time the main loop is executed), you will add 1 to it. That's what "count++" means. It's an equivalent for "count=count+1".
Then if when you execute the mainloop, count equals 60, it means 60 frames have passed. It's time to shoot your bullets.

Checking the value of count is done with the if(count==60) part. The code that is in the brackets that follow will be executed only when the condition is met. In other words, that's where you have to put your code for shooting your bullets.

And then, since a complete loop of the pattern has been done, it's time to make sure everything is just as it as when the pattern started. Here, the only thing that changed with time was count. You reset it by making it 0. Of course, you still do it inside the if brackets. You have to reset only every 60 frames.

Note that there is another solution.

Instead

Code: [Select]
if(count==60){

//bullets

count = 0;
}

you can have

Code: [Select]
if(count%60==0){

//bullets

}

count%60 is "count modulo 60", that is, a number between 0 and 59 that verifies (count-count%60) is a multiple of 60. If you prefer it that way, count%60 = count - n*60, where n is chosen so that count is between 0 and 59.
So if count%60 equals 0, that means count=n*60, and so count%60==0 will be true exactly every 60 frames, without any need to reset your counter count.

I don't really know about your programming and maths level so I detailed a bit too much maybe, but your error show quite a misunderstanding of the basics.




Matteo

Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #118 on: July 27, 2012, 08:42:03 AM »
Hi all, i have a problem...

First of all, let's say that i have a shootsheet (txt file and png file).

1- Where should i put them in the script (CSD) folder?

2- Ok, i have them in the folder. Now what should i write in script_enemy_main, initialize etc etc to make the shootsheet works?

3- Once the shootsheet works, here is my second question: i want to make nice looking lasers like Nue in UFO or in general lasers like the ones in the late games. What shootsheet should i download? What bullets in the shootsheet should i call? (as, for examples black amulets are number 95...nice lasers are number...? )

That said, thank you for your help. Post here a reply or even a PM if you want.

LadyScarlet

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Re: ※ Q&A/Problem Thread 6 ※ for OLD Danmakufu version (0.12m)
« Reply #119 on: July 27, 2012, 06:17:21 PM »
Thanks Drake! Now I just need to make some modifications to make it look better. :D
My Youtube Channel. I mostly upload Hisoutensoku videos.