Author Topic: Danmakufu Q&A/Problem Thread  (Read 198211 times)

Re: Danmakufu Q&A/Problem Thread
« Reply #600 on: August 28, 2009, 04:08:27 AM »
Is it possible to draw a black object?

Danmakufu keeps cuting out all the black when I try to draw a black object...

Edit: Alright found out how to do it. Just gotta change it very slightly from pure black.
« Last Edit: August 28, 2009, 04:19:32 AM by Suikama »

Nuclear Cheese

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Re: Danmakufu Q&A/Problem Thread
« Reply #601 on: August 28, 2009, 04:27:53 AM »
Is it possible to draw a black object?

Danmakufu keeps cuting out all the black when I try to draw a black object...

Edit: Alright found out how to do it. Just gotta change it very slightly from pure black.

Yeah.

Just to clarify, if you have an image with pure black (RGB 0,0,0), Danmakufu treats that as transparency (probably a simple way to cover for the fact that several image formats lack a transparency channel).
to quote Naut:
"I can see the background, there are too many safespots."
:V

Nimono

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Re: Danmakufu Q&A/Problem Thread
« Reply #602 on: August 28, 2009, 03:22:16 PM »
Oh, question: How are people able to do things like show how many point items you need for the next Extend on the border? I've never seen a function that allows this at all, and I'd like to know how it's done.

Stuffman

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Re: Danmakufu Q&A/Problem Thread
« Reply #603 on: August 28, 2009, 04:09:54 PM »
Quote
Oh, question: How are people able to do things like show how many point items you need for the next Extend on the border? I've never seen a function that allows this at all, and I'd like to know how it's done.

You use the SetNormPoint function. Yes, its name is woefully undescriptive.

Re: Danmakufu Q&A/Problem Thread
« Reply #604 on: August 28, 2009, 05:47:32 PM »
Hi i have another question, is there a way to have the boss wait to fire untill specified, but not delayed?,  like start the attack after so much time?

RavenEngie

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Re: Danmakufu Q&A/Problem Thread
« Reply #605 on: August 28, 2009, 06:02:52 PM »
How do you mean, like the pause at the start of a spellcard, a pause between waves of bullets, or what?
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Re: Danmakufu Q&A/Problem Thread
« Reply #606 on: August 28, 2009, 06:08:13 PM »
How do you mean, like the pause at the start of a spellcard, a pause between waves of bullets, or what?
at the start

RavenEngie

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Re: Danmakufu Q&A/Problem Thread
« Reply #607 on: August 28, 2009, 06:18:01 PM »
Just put the variable that you use to make things happen at a lower value (or higher, if you make it go down once a frame).

Like this.

Code: [Select]
script_enemy_main{

        let frame = -120;

        everything else you need;

        @MainLoop{

              if(frame > 0 && whateverelse){
                      stuff happens;
              }
         frame ++;
}

Now there'll be a two-second pause between 'stuff happens' and the start of whatever.
That's what you meant, right?
« Last Edit: August 28, 2009, 06:20:06 PM by Ravenlock »
WALUIGI BACK! NOW THIS SIG IS FUNNY AGAIN!
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Chronojet ⚙ Dragon

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Re: Danmakufu Q&A/Problem Thread
« Reply #608 on: August 28, 2009, 10:23:09 PM »
Just put the variable that you use to make things happen at a lower value (or higher, if you make it go down once a frame).

Like this.

Code: [Select]
script_enemy_main{

        let frame = -120;

        everything else you need;

        @MainLoop{

              if(frame > 0 && whateverelse){
                      stuff happens;
              }
         frame ++;
}

Now there'll be a two-second pause between 'stuff happens' and the start of whatever.
That's what you meant, right?
Nah, I have a better idea. How about make a dummy script that does nothing except draw the boss adn if needed, move the boss?


Nuclear Cheese

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Re: Danmakufu Q&A/Problem Thread
« Reply #609 on: August 28, 2009, 11:11:24 PM »
Quote
Oh, question: How are people able to do things like show how many point items you need for the next Extend on the border? I've never seen a function that allows this at all, and I'd like to know how it's done.

You use the SetNormPoint function. Yes, its name is woefully undescriptive.

It gets even better.

Based on my recent experience (NTSD), All SetNormPoint does is display the threshold value.  Apparently you need to put code in yourself to actually give the player an extra life.

... unless I royally screwed something up somewhere :V
to quote Naut:
"I can see the background, there are too many safespots."
:V

Re: Danmakufu Q&A/Problem Thread
« Reply #610 on: August 29, 2009, 12:44:12 AM »
Just put the variable that you use to make things happen at a lower value (or higher, if you make it go down once a frame).

Like this.

Code: [Select]
script_enemy_main{

        let frame = -120;

        everything else you need;

        @MainLoop{

              if(frame > 0 && whateverelse){
                      stuff happens;
              }
         frame ++;
}

Now there'll be a two-second pause between 'stuff happens' and the start of whatever.
That's what you meant, right?
Nah, I have a better idea. How about make a dummy script that does nothing except draw the boss adn if needed, move the boss?

hahaha how would i do that?

Chronojet ⚙ Dragon

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Re: Danmakufu Q&A/Problem Thread
« Reply #611 on: August 29, 2009, 01:55:33 AM »
Just put the variable that you use to make things happen at a lower value (or higher, if you make it go down once a frame).

Like this.

Code: [Select]
script_enemy_main{

        let frame = -120;

        everything else you need;

        @MainLoop{

              if(frame > 0 && whateverelse){
                      stuff happens;
              }
         frame ++;
}

Now there'll be a two-second pause between 'stuff happens' and the start of whatever.
That's what you meant, right?
Nah, I have a better idea. How about make a dummy script that does nothing except draw the boss adn if needed, move the boss?

hahaha how would i do that?
Code: [Select]
script_enemy_main{
let frame = -180;
@Initialize{
//Load graphics and other initialization stuff
SetLife(10000);
SetTimer(99);
//Expert;
}

@MainLoop{
frame++;
if(frame == -180) { Concentration01(120); }
if(frame == 0) { AddLife(-100001); }
}

@DrawLoop{
//Draw the boss here
}

@Finalize
{
//Delete graphics and other finalization stuff
}

}

I think...

Chronojet ⚙ Dragon

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Re: Danmakufu Q&A/Problem Thread
« Reply #612 on: August 29, 2009, 01:56:37 AM »
Time stopping... in Danmaku Bounded Field? :V
I think you're mistaking this with other spellcard.
No, I'm pretty sure it's Y's A: DBF. Like when the player character gets killed, the magic thing around Yukari stops spinning and the timer stops counting down, until the player loses all of her invincibility.
Oh, you mean THAT kind of timestop. I'm pretty sure that to do that effect, you can call a modification on the familiar's movement when the player dies. And since it's a familiar, you can use the familiar script to make it stop shooting as well while the player's invincible.

No, i want the timer to stop counting down...

Aaaand, done.

Code: [Select]
if(GetTimeOfPlayerInvincibility != 0 || OnBomb) {
SetDamageRate(0, 0);
SetTimer(GetTimer+1);
}

Why didn't I think of that months ago?

Helepolis

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Re: Danmakufu Q&A/Problem Thread
« Reply #613 on: August 29, 2009, 02:55:00 PM »
I have been extremely busy again revising my afro boss. Tweaked alot of things but ONE thing is still bothering me which I failed to change.

How do a create a fountain effect for bullets:
- Bullets spawn up with random direction
- Each bullet has a random de-acceleration time ( some fast , some slow )
- Bullets fall down at a random speed in the same arched path they made during the de-acceleration

A picture show what I want to achieve:
(basicly a parabole for each bullet)

Right now I have this:
Code: [Select]
CreateShotA(1,70,460,20);
SetShotDataA(1,0,6,rand(265,275),0,0,0,221);
SetShotDataA(1,30,5,rand(260,280),0,0,0,221);
SetShotDataA(1,80,3,NULL,0,0,0,221);
SetShotDataA(1,100,rand(0.2,2.5),rand(60,120),0,0,0,221);
FireShot(1);

CreateShotA(2,70,460,20);
SetShotDataA(2,0,6,rand(265,275),0,0,0,46);
SetShotDataA(2,30,5,rand(260,280),0,0,0,46);
SetShotDataA(2,80,3,NULL,0,0,0,46);
SetShotDataA(2,100,rand(0.2,2.5),rand(60,120),0,0,0,46);
FireShot(2);
But this looks extremely ugly as the bullets sudden change direction (using the angle). I want to make this a fluent fountain effect just like in the original Uwabami game. A reference to my replay with the spellcard in action:
http://www.youtube.com/watch?v=ZNMcYDtHiBI&fmt=18#t=1m38s

CK Crash

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Re: Danmakufu Q&A/Problem Thread
« Reply #614 on: August 29, 2009, 03:18:04 PM »
I'm thinking it would be best to use the XY versions of CreateShot and SetShotData for this. Also, don't forget you can use both the normal SetShotData and the XY version on the same bullet (although it's hard to keep the direction and speed constant).

Iryan

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Re: Danmakufu Q&A/Problem Thread
« Reply #615 on: August 29, 2009, 03:27:29 PM »
CreateShotA(1, x, y, 0);
SetShotDataA_XY(1, 0, v*cos(angle), v*sin(angle), acc, 0, 5, 0, graphic);
FireShot(1);

x,y = starting position
v = starting speed
angle = firing angle of the bullet; should be between -90? and +90?
acc = downward acceleration, or gravity; should be between 0.01 and 0.1


That should do fine.
Old Danmakufu stuff can be found here!

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Helepolis

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Re: Danmakufu Q&A/Problem Thread
« Reply #616 on: August 29, 2009, 03:51:43 PM »
It is coming close, except the bullets fly away like this :V

SetShotDataA_XY(1,0,3*cos(rand(265,275)),3*sin(rand(265,275)),0.05,0,5,0,221);


Iryan

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Re: Danmakufu Q&A/Problem Thread
« Reply #617 on: August 29, 2009, 04:13:36 PM »
ARGH!

Stupid me, always confusing the x and y axis! (Axiss? Axises? Axii? Axen? Who cares?)

It has to be:

SetShotDataA_XY(1,0,3*cos(rand(265,275)),3*sin(rand(265,275)),0,0.05,0,5,221);

If the bullets accelerate towards the right side of the filed instead of the bottom, well...  :V
« Last Edit: August 29, 2009, 04:15:18 PM by Iryan »
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

puremrz

  • Can't stop playing Minecraft!
Re: Danmakufu Q&A/Problem Thread
« Reply #618 on: August 29, 2009, 07:03:40 PM »
I'm in despair once again!

I'm trying to make a circle of reflecting bullets, but the best I got is a script for a very unefficient horizontal reflection.

This is what I made of the object shots:

Code: [Select]
if(frame==100){
loop(10){
circle[a]=Obj_Create(OBJ_SHOT);
Obj_SetPosition(circle[a],GetX,GetY);
Obj_SetSpeed(circle[a],2);
Obj_SetAngle(circle[a],-30+angle);
ObjShot_SetBombResist(circle[a],true);
ObjShot_SetGraphic(circle[a],RED01);

angle+=36;
a+=1;
}
}

if(frame>100){
a=0;
loop(10){
if(Obj_GetX(circle[a])<GetClipMinX) {
Obj_SetAngle(circle[a],180-Obj_GetAngle(circle[a]) );
Obj_SetX(circle[a],Obj_GetX(circle[a])+0.1);
}
if(Obj_GetX(circle[a])>GetClipMaxX) {
Obj_SetAngle(circle[a], 180-Obj_GetAngle(circle[a]) );
Obj_SetX(circle[a],Obj_GetX(circle[a])-0.1);
}
if(Obj_GetY(circle[a])<GetClipMinY) {
Obj_SetAngle(circle[a],180-Obj_GetAngle(circle[a]) );
Obj_SetY(circle[a],Obj_GetY(circle[a])+0.1);
}
if(Obj_GetY(circle[a])>GetClipMaxY) {
Obj_SetAngle(circle[a], 180-Obj_GetAngle(circle[a]) );
Obj_SetY(circle[a],Obj_GetY(circle[a])-0.1);
}
a+=1;
}
}

Or the whole script:

Code: [Select]
#TouhouDanmakufu
#Title[*** (Lunatic)]
#Text[(***)]
#Player[FREE]
#Image[script\Images\Faces\.png]
#ScriptVersion[2]

script_enemy_main {

let circle=[0,1,2,3,4,5,6,7,8,9,10,11,12,13];
let angle=0;
let a=0;
let usespell=0;
let bgfade=0;
let frame=0;
let time=0;
let timercount=0;
let cx=GetCenterX;
let cy=GetCenterY;
let enemylife=0;
let lowhealth1=("script\SoundEffects\lowhealth1.wav");
let lowhealth2=("script\SoundEffects\lowhealth2.wav");
let timeout1=("script\SoundEffects\timeout1.wav");
let timeout2=("script\SoundEffects\timeout2.wav");
let BG1=("\script\Images\BackgroundLayers\kurumi1.png");
let Portrait=("\script\Images\Faces\TomokoNorm1.png");
let Boss=("\script\Images\CharacterSprites\KurumiNorm.png");

@Initialize{
LoadUserShotData("script\shots\Shots1Pos1.txt");
LoadGraphic(Boss);
LoadGraphic(BG1);
LoadGraphic(Portrait);
LoadSE(lowhealth1);
LoadSE(lowhealth2);
LoadSE(timeout1);
LoadSE(timeout2);

CutIn(YOUMU,""\"""\",Portrait,0,0,200,520);
SetScore(500000);
SetLife(500);
SetTimer(50);
SetGraphicRect(0,0,96,96);
SetInvincibility(30);
SetDamageRate(10,10);
SetEnemyMarker(true);
MagicCircle(true);
SetColor(255,160,200);
Concentration01(60);
Concentration02(60);
SetColor(255, 255, 255);
SetEffectForZeroLife(60,100,1);
SetMovePosition02(cx,cy-100,50);
// LastSpell;
}

@MainLoop {

SetCollisionA(GetX, GetY, 32);
SetCollisionB(GetX, GetY, 16);

SetShotAutoDeleteClip(64,64,64,64);



if(frame==100){
loop(10){
circle[a]=Obj_Create(OBJ_SHOT);
Obj_SetPosition(circle[a],GetX,GetY);
Obj_SetSpeed(circle[a],2);
Obj_SetAngle(circle[a],-30+angle);
ObjShot_SetBombResist(circle[a],true);
ObjShot_SetGraphic(circle[a],RED01);

angle+=36;
a+=1;
}
}

if(frame>100){
a=0;
loop(10){
if(Obj_GetX(circle[a])<GetClipMinX) {
Obj_SetAngle(circle[a],180-Obj_GetAngle(circle[a]) );
Obj_SetX(circle[a],Obj_GetX(circle[a])+0.1);
}
if(Obj_GetX(circle[a])>GetClipMaxX) {
Obj_SetAngle(circle[a], 180-Obj_GetAngle(circle[a]) );
Obj_SetX(circle[a],Obj_GetX(circle[a])-0.1);
}
if(Obj_GetY(circle[a])<GetClipMinY) {
Obj_SetAngle(circle[a],180-Obj_GetAngle(circle[a]) );
Obj_SetY(circle[a],Obj_GetY(circle[a])+0.1);
}
if(Obj_GetY(circle[a])>GetClipMaxY) {
Obj_SetAngle(circle[a], 180-Obj_GetAngle(circle[a]) );
Obj_SetY(circle[a],Obj_GetY(circle[a])-0.1);
}
a+=1;
}
}


time++;
frame++;

if(GetLife<50 && (time-3)%4==0){ enemylife=GetLife; }
if(GetLife<enemylife && (time-0)%4==0){ PlaySE(lowhealth1);
 }
if(GetLife<enemylife && (time-2)%4==0){ PlaySE(lowhealth2);
 }

if(GetTimer<=10 && GetTimer>3 && time%60==0){ PlaySE(timeout1); }
if(GetTimer<=3 && time%60==0 && timercount<3){ PlaySE(timeout2);
 timercount+=1; }

}

@BackGround{
if(bgfade<70){bgfade+=5;}

SetGraphicRect(0,0,512,512);
SetGraphicScale(1.5,1.5);
SetTexture(BG1);
SetAlpha(50);
SetColor(255,255,255);
SetRenderState(ALPHA);
SetGraphicAngle(0,0,-(time/3));
DrawGraphic(cx,cy);
}

@DrawLoop{
SetGraphicRect(1,1,96,96);
SetGraphicScale(1,1);
SetTexture(Boss);
SetGraphicAngle(0, 0, 0);
SetColor(255,255,255);
SetRenderState(ALPHA);
SetGraphicAngle(0, 0, 0);

if(usespell>0){SetGraphicRect(288,0,384,96);
DrawGraphic(GetX, GetY);}

if(usespell==0){if(GetSpeedX==0){SetGraphicRect(0,0,96,96);}
else if(GetSpeedX>0){SetGraphicRect(192,0,288,96);}
else if(GetSpeedX<0){SetGraphicRect(96,0,192,96);}
DrawGraphic(GetX, GetY);}}
}

@Finalize{
DeleteGraphic(Portrait);
DeleteGraphic(Boss);
DeleteSE(lowhealth1);
DeleteSE(lowhealth2);
DeleteSE(timeout1);
DeleteSE(timeout2);
}

}

I also would like to know how you can let arrays fill themselves for easy mass modifying. Because "let circle=[0,1,2,3,4,5,6,7,8,9,10...etc" doesn't look very neat, and if you want to have more than 300 bullets on the screen at once, doing it this way will take forever.
« Last Edit: August 29, 2009, 07:26:06 PM by puremrz »
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

Helepolis

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Re: Danmakufu Q&A/Problem Thread
« Reply #619 on: August 29, 2009, 07:19:14 PM »
Thank you Iryan :x it works like a charm now. I just had to fool more with the speed and acceleration to make it more perfect.

It had a huge impact on the diffuclty of the spellcard, I had to test alot.   :V

Re: Danmakufu Q&A/Problem Thread
« Reply #620 on: August 29, 2009, 07:20:43 PM »
I also would like to know how you can let arrays fill themselves for easy mass modifying. Because "let circle=[0,1,2,3,4,5,6,7,8,9,10...etc" doesn't look very neat, and if you want to have more than 300 bullets on the screen at once, doing it this way will take forever.
~ combines stuff. Use it to add items into arrays.

eg.
let array1 = [a]
array2 = array1 ~ "b"

Now array2 is ["a", "b"]


If you want to mass add stuff, use ascent.

eg.
let array1 = []
ascent(i in 0.. 10){
    array1= array1 ~ i
    }

Now array1 is [0, 1, 2, 3, 4, 5, 6, 7, 8, 9].
« Last Edit: August 29, 2009, 07:24:28 PM by Suikama »

Re: Danmakufu Q&A/Problem Thread
« Reply #621 on: August 30, 2009, 05:25:30 PM »
im trying to recreate the backround on Satori' Spell cards but i cant seem to get the other pictur to draw..or spin for tat matter... ive tried BGSpin and set at up, but nothing happens..

Helepolis

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Re: Danmakufu Q&A/Problem Thread
« Reply #622 on: August 30, 2009, 05:40:33 PM »
im trying to recreate the backround on Satori' Spell cards but i cant seem to get the other pictur to draw..or spin for tat matter... ive tried BGSpin and set at up, but nothing happens..

Have you read Nuclear cheese's drawing tutorial? It explains like clearly how to layer backgrounds in the @BackGround Loop. The first BG in the loop will be at the bottom. The next one will overlap the first. etc.

For tilting/spinning things you need to use: SetGraphicAngle(0,0,<variabel>); where the variabel gets increased by the value you want at the end of.

Re: Danmakufu Q&A/Problem Thread
« Reply #623 on: August 30, 2009, 05:55:23 PM »
im trying to recreate the backround on Satori' Spell cards but i cant seem to get the other pictur to draw..or spin for tat matter... ive tried BGSpin and set at up, but nothing happens..

Have you read Nuclear cheese's drawing tutorial? It explains like clearly how to layer backgrounds in the @BackGround Loop. The first BG in the loop will be at the bottom. The next one will overlap the first. etc.

For tilting/spinning things you need to use: SetGraphicAngle(0,0,<variabel>); where the variabel gets increased by the value you want at the end of.

yes ive read the drawing tutorial, but m not sure what the code is fr it

Helepolis

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Re: Danmakufu Q&A/Problem Thread
« Reply #624 on: August 30, 2009, 06:08:58 PM »
Try this for each BG you add to the BackGround

   SetTexture();
   SetRenderState();
   SetAlpha();
   SetGraphicRect();
   SetGraphicScale();
   SetGraphicAngle();
   DrawGraphic(GetCenterX, GetCenterY);

Always end with DrawGraphic then start the 2nd BG you want as top layer repeating the above.
« Last Edit: August 30, 2009, 06:20:25 PM by Helepolis »

Re: Danmakufu Q&A/Problem Thread
« Reply #625 on: August 31, 2009, 02:31:41 AM »
Just put the variable that you use to make things happen at a lower value (or higher, if you make it go down once a frame).

Like this.

Code: [Select]
script_enemy_main{

        let frame = -120;

        everything else you need;

        @MainLoop{

              if(frame > 0 && whateverelse){
                      stuff happens;
              }
         frame ++;
}

Now there'll be a two-second pause between 'stuff happens' and the start of whatever.
That's what you meant, right?
Nah, I have a better idea. How about make a dummy script that does nothing except draw the boss adn if needed, move the boss?

hahaha how would i do that?
Code: [Select]
script_enemy_main{
let frame = -180;
@Initialize{
//Load graphics and other initialization stuff
SetLife(10000);
SetTimer(99);
//Expert;
}

@MainLoop{
frame++;
if(frame == -180) { Concentration01(120); }
if(frame == 0) { AddLife(-100001); }
}

@DrawLoop{
//Draw the boss here
}

@Finalize
{
//Delete graphics and other finalization stuff
}

}

I think...
I tried that and it just straght forward went into the next atack

sorry for the errors, mediction is effecting my head.
« Last Edit: August 31, 2009, 02:50:05 AM by Demonbman »

Henry

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Re: Danmakufu Q&A/Problem Thread
« Reply #626 on: August 31, 2009, 05:21:21 AM »
Can anyone figure out a way to get the SFX's in Touhou games?
Old/Forgotten member.

Old Patchouli Project was outdated but new one is in progress.

Zengar Zombolt

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Re: Danmakufu Q&A/Problem Thread
« Reply #627 on: August 31, 2009, 05:33:45 AM »
Can anyone figure out a way to get the SFX's in Touhou games?
Here be them.

DgBarca

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Re: Danmakufu Q&A/Problem Thread
« Reply #628 on: September 01, 2009, 12:06:00 AM »
Replays desync on this, it is not fun
AT ALL
I can't find what desync
« Last Edit: September 01, 2009, 12:07:41 AM by DgBarca »
[21:16] <redacted> dgbarca makes great work
[21:16] <redacted> i hope he'll make a full game once

Helepolis

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Re: Danmakufu Q&A/Problem Thread
« Reply #629 on: September 01, 2009, 04:17:43 PM »
Replays desync on this, it is not fun
AT ALL
I can't find what desync

When I saved my replay it shows 2 replays with the same name, date, time but one is called #01 and one is called User. The 01 one is out of sync somehow but the User replay is not.

Though the question is, how do I get two replays suddenly?