Author Topic: Danmakufu Q&A/Problem thread number 4  (Read 206540 times)

Azure Lazuline

  • Looooove!!
  • PM me for free huggles and love!
    • Entanma Project - indie game development
Re: Danmakufu Q&A/Problem thread number 4
« Reply #540 on: November 19, 2010, 08:50:47 PM »
Make the bullets into spell objects instead, then when you call the intersecrion functions, just set them to not destroy bullets. The only problem is that they'll be forced to penetrate enemies rather than being destroyed in one hit.

Sejha

  • I think Im a game dev. And Musician.
Re: Danmakufu Q&A/Problem thread number 4
« Reply #541 on: November 21, 2010, 03:21:10 AM »
Yeah, you need to install all eastern asian language files from your Windows CD first, before you can use Applocal correctly.

If you don't have the disc, you can download the folder needed online. It's called I386. If you can't find it, I do still have my copy.
I've evolved a lot. When did I make this account again?

Grumskiz

  • Likes Tyrian and Cave...also there is Touhou
  • Danmaku without programming or gaming skill
    • My Youtube Channel - German Let's Play Videos
Re: Danmakufu Q&A/Problem thread number 4
« Reply #542 on: November 21, 2010, 04:13:18 AM »
If you don't have the disc, you can download the folder needed online. It's called I386. If you can't find it, I do still have my copy.
He is right, you can borrow any CD you want. In this case, Windows suprisingly doesn't look at the serial codes or something and lets you use anything, as long as you got all the data...

TheMasterSpark

  • Lunatic lemurialist
Re: Danmakufu Q&A/Problem thread number 4
« Reply #543 on: November 21, 2010, 02:46:00 PM »
Make the bullets into spell objects instead, then when you call the intersecrion functions, just set them to not destroy bullets. The only problem is that they'll be forced to penetrate enemies rather than being destroyed in one hit.

Alright, I will try that on my next outing with Danmakufu. Thanks for the suggestion.

As a follow-up question, can spell objects be made to produce decent graphics for lasers? Or could I in some way combine a spell object with a laser object to work together to achieve a bomb-laser that does not eat enemy projectiles?
« Last Edit: November 21, 2010, 02:52:10 PM by MasterSpark »

Azure Lazuline

  • Looooove!!
  • PM me for free huggles and love!
    • Entanma Project - indie game development
Re: Danmakufu Q&A/Problem thread number 4
« Reply #544 on: November 21, 2010, 08:58:54 PM »
A spell object is basically an effect object, just with collision functions. So yes, you can just stretch it out to look like a laser if you want, and use the line collision rather than the circle collision. There's a tutorial about effect objects... somewhere. I don't have the link with me right now.

TheMasterSpark

  • Lunatic lemurialist
Re: Danmakufu Q&A/Problem thread number 4
« Reply #545 on: November 21, 2010, 09:26:22 PM »
I am looking at Nuclear Cheese's Effect Object tutorial right now. I assume that's the one you're speaking of? I've actuallly used it before to create effect objects, but I only just now noticed the section where he shows how to stretch the image on both the width and length. I'll definately give this a go at some point. Thanks!

Drake

  • *
Re: Danmakufu Q&A/Problem thread number 4
« Reply #546 on: November 22, 2010, 01:18:31 AM »
DNH upscale-stretching by XYs and setscale both look extremely bad. Make a large graphic, then shrink it by default instead and build up to normal size.

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

TheMasterSpark

  • Lunatic lemurialist
Re: Danmakufu Q&A/Problem thread number 4
« Reply #547 on: November 22, 2010, 06:34:51 AM »
I once tried making an object laser but the SetLength and SetWidth functions ended up giving it a very jagged appearance, so I can only guess that the SetScale would do the same. How would I go about making a larger graphic to use? Draw it myself outside of Danmakufu and place it in a sheet? That's outside anything I've ever done before, although I suppose there's a necessary first time for everything...

Drake

  • *
Re: Danmakufu Q&A/Problem thread number 4
« Reply #548 on: November 22, 2010, 06:43:14 AM »
If you mean "sheet" as in "image", then yes. You don't make a shotsheet for object effects. Just use a larger graphic.

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

TheMasterSpark

  • Lunatic lemurialist
Re: Danmakufu Q&A/Problem thread number 4
« Reply #549 on: November 23, 2010, 07:03:26 PM »
Alright, I got it all done and running in good shape after I did some mucking about. Now that I've gotten more used to working with effect objects, there really are a lot of things that are possible to do with them. Thanks for the help.

But I wonder, is it possible to remove that annoying Rate data display in the lower left of the playing field? It's kind of clashing with my charge attack bar.

Re: Danmakufu Q&A/Problem thread number 4
« Reply #550 on: November 23, 2010, 07:04:40 PM »
At the beginning of your script:

SetRateScoreSystemEnable(false);

TheMasterSpark

  • Lunatic lemurialist
Re: Danmakufu Q&A/Problem thread number 4
« Reply #551 on: November 23, 2010, 07:12:50 PM »
Thanks man. It looks a lot better this way.

Mr. Sacchi

  • All shall be well and all manner of thing shall be well.
  • Not postponed. Not in the end. Not for long.
Re: Danmakufu Q&A/Problem thread number 4
« Reply #552 on: November 23, 2010, 09:04:27 PM »
OK, so I want to make a pattern like this:

a circular pattern of 18 blue bullets stops after around a second, turn into aqua bullets and then resume movement, but on random directions(for each bullet)

This is a Cirno Boss btw  :derp:

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: Danmakufu Q&A/Problem thread number 4
« Reply #553 on: November 23, 2010, 09:10:33 PM »
OK, so I want to make a pattern like this:

a circular pattern of 18 blue bullets stops after around a second, turn into aqua bullets and then resume movement, but on random directions(for each bullet)

This is a Cirno Boss btw  :derp:
Board.

Code: [Select]
function wave(x, y, v1, t, v2){
let ang=rand(0,360);
ascent(i in 0..18){

CreateShotA(1, x, y, 0);
SetShotDataA(1, 0, v1, ang+360*i/18, 0, 0, 0, RED01);
SetShotDataA(1, t, 0, ang+360*i/18, 0, 0, 0,AQUA01);
SetShotDataA(1, t+60, v2, rand(0, 360), 0, 0, 0,AQUA01);

}
}
Something like that.
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."

Drake

  • *
Re: Danmakufu Q&A/Problem thread number 4
« Reply #554 on: November 23, 2010, 09:13:52 PM »
ascent(i in 0..18){
createshota
setshotdata(0 frames, angle=i*360/18, negative acceleration)
setshotdata(60 frames, 0 speed)
setshotdata(x frames, more speed, angle=rand(etc), AQUAxx)
fireshot
}

EDIT: iryan you weren't supposed to do it for him

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

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: Danmakufu Q&A/Problem thread number 4
« Reply #555 on: November 23, 2010, 09:19:23 PM »
EDIT: iryan you weren't supposed to do it for him
sorry  :ohdear:
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."

Mr. Sacchi

  • All shall be well and all manner of thing shall be well.
  • Not postponed. Not in the end. Not for long.
Re: Danmakufu Q&A/Problem thread number 4
« Reply #556 on: November 23, 2010, 09:36:02 PM »
Danmakufu is raising retarded error, what do I do?

Also, I took a look at the codes you both gave me, and I must say I'm confused, what is de "i" and the "t"? and I'm assuming "v1" and "v2" stands for velocity 1&2

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: Danmakufu Q&A/Problem thread number 4
« Reply #557 on: November 23, 2010, 09:44:45 PM »
Danmakufu is raising retarded error, what do I do?

Also, I took a look at the codes you both gave me, and I must say I'm confused, what is de "i" and the "t"? and I'm assuming "v1" and "v2" stands for velocity 1&2
You should be able to figure it out from looking at it.

"t" stands for "time", as in "frames", meaning the "delay" after which the bullets freeze.

And "i" is just the most commonly used variable when using the ascent function, of which I hope you know how it works, because it great.


As for your error, the line where you define GCD is missing the ending ";"
This makes danmakufu interpret the lines after that as still being a part of the definition of GCD, which causes an error.
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."

Mr. Sacchi

  • All shall be well and all manner of thing shall be well.
  • Not postponed. Not in the end. Not for long.
Re: Danmakufu Q&A/Problem thread number 4
« Reply #558 on: November 23, 2010, 09:55:40 PM »
Oh, really that I missed that ;?  :colonveeplusalpha: :colonveeplusalpha:

And, no, I never even heard of such function, how does it work?

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: Danmakufu Q&A/Problem thread number 4
« Reply #559 on: November 23, 2010, 10:02:20 PM »
Code: [Select]
ascent(i in a..b){

    DoStuff;

}
This code block would create an integer variable "i" with a value of "a", repeat the DoStuff; command several times, but for each repetition, the value of the variable "i" is increased by 1. This is repeated until "i" assumes the value of ("b"-1).
Thus you can shorthand repetitive code that has the same alteration between each iteration very efficiently, like for example when you want to make a circle of bullets.
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."

TheMasterSpark

  • Lunatic lemurialist
Re: Danmakufu Q&A/Problem thread number 4
« Reply #560 on: November 24, 2010, 08:47:28 PM »
How do I set the user-defined part of VK_USER? I tried doing it with (letter) afterwards but it wouldn't have any of that.

Azure Lazuline

  • Looooove!!
  • PM me for free huggles and love!
    • Entanma Project - indie game development
Re: Danmakufu Q&A/Problem thread number 4
« Reply #561 on: November 24, 2010, 08:49:06 PM »
VK_USER just means the C key. The user-defined part is what it does, not what key it is.

TheMasterSpark

  • Lunatic lemurialist
Re: Danmakufu Q&A/Problem thread number 4
« Reply #562 on: November 24, 2010, 08:52:48 PM »
But is there no way to change it from being assigned to the C key? The wiki mentions that C is merely the default value.

Micro

  • Danmakufu Scripter, Touhou Player
  • I always make my danmaku, too hard.
Re: Danmakufu Q&A/Problem thread number 4
« Reply #563 on: November 24, 2010, 09:07:33 PM »
For some reason, the bullets in the "bullet5" if statement are spawned to the right of Cirno. Keep in mind that I've been busy, and this spell card has spanned quite some time, so some ways of doing stuff, might not be as good as if I were to redo it now.
Code: [Select]
      if (circle5==600)
      {
         PlaySE(shotsound03);
         loop(36)
         {
            CreateShotA(5,GetX+40*cos(angle),GetY+40*sin(angle),0);
            SetShotDataA(5,0,3,angle2,0.2,0,1,AQUA23);
            FireShot(5);

            CreateShotA(6,GetX+40*cos(angle),GetY+40*sin(angle),0);
            SetShotDataA(6,0,3,angle2,-0.2,0,1,AQUA23);
            FireShot(6);

            CreateShotA(6,GetX+30*cos(angle),GetY+30*sin(angle),0);
            SetShotDataA(6,0,3,angle2,0.2,0,1,AQUA23);
            FireShot(6);
                       
            CreateShotA(7,GetX+30*cos(angle),GetY+30*sin(angle),0);
            SetShotDataA(7,0,3,angle2,-0.2,0,1,AQUA23);
            FireShot(7);
           
            angle2+= 360/36;
            circle5 = 0;
         }

      }   
« Last Edit: November 24, 2010, 09:09:17 PM by Micro »
Oh... I got yin yang-ed.

Blargel

  • RAWR!
  • I'M AN ANGRY LOLI!
Re: Danmakufu Q&A/Problem thread number 4
« Reply #564 on: November 24, 2010, 09:14:20 PM »
If you're trying to make a circle of bullets appear around Cirno, you need to make the angle variable increment. The 40*sin(angle) and 40*cos(angle) makes the bullet spawn a distance of 40 away from Cirno at the angle the angle variable is set at. It sounds like you just set it to 0 without changing it which is to the right.

But is there no way to change it from being assigned to the C key? The wiki mentions that C is merely the default value.
My guess would be the config.exe. But I don't know where because I don't read Japanese.
« Last Edit: November 24, 2010, 09:17:09 PM by Blargel »
<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.

Micro

  • Danmakufu Scripter, Touhou Player
  • I always make my danmaku, too hard.
Re: Danmakufu Q&A/Problem thread number 4
« Reply #565 on: November 24, 2010, 10:45:40 PM »
First of all: Wow, that was fast.
Second: Either I'm not understanding you, or you're incorrect (probably the former). Do you mean increment angle2 with angle2++ ? That doesn't work. Do you wan't me too get rid of the whole "cos" and "sin"? That doesn't work either.
Oh... I got yin yang-ed.

Iryan

  • Ph?nglui mglw?nafh
  • Cat R?lyeh wgah?nagl fhtagn.
Re: Danmakufu Q&A/Problem thread number 4
« Reply #566 on: November 24, 2010, 10:51:12 PM »
It would be much easier to help you if you actually said what pattern you were trying to create. The way it is now, not only do we have to spot where the error is, but before that we have to understand what you are trying to do, which is difficult if the code is not doing what it is supposed to do.  :derp:

Please elaborate.
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."

Drake

  • *
Re: Danmakufu Q&A/Problem thread number 4
« Reply #567 on: November 24, 2010, 11:48:08 PM »
First of all: Wow, that was fast.
Second: Either I'm not understanding you, or you're incorrect (probably the former). Do you mean increment angle2 with angle2++ ? That doesn't work. Do you wan't me too get rid of the whole "cos" and "sin"? That doesn't work either.
No, you need to increment "angle".

GetX = Cirno
cos(0) = 1
40*cos(0) = 40
GetX+40*cos(0) = Cirno+40

GetY = Cirno
sin(0) = 0
40*sin(0) = 0
GetY+40*sin(0) = Cirno

So every bullet spawns 40 pixels to the right of Cirno. If I'm guessing right, you probably want the bullets to spawn in a circle around Cirno with a radius of 40 pixels. All you have to do is change all the "angle"s to "angle2".

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

Micro

  • Danmakufu Scripter, Touhou Player
  • I always make my danmaku, too hard.
Re: Danmakufu Q&A/Problem thread number 4
« Reply #568 on: November 25, 2010, 01:41:43 AM »
Thanks! It works!. Leave it to me to make a stupid mistake like leaving out a "2".
Oh... I got yin yang-ed.

Chau

  • Warning! Incoming Engrish post!
Re: Danmakufu Q&A/Problem thread number 4
« Reply #569 on: November 27, 2010, 09:54:55 PM »
Hi, I've got a couple of questions regarding the making of a whole game:

1.How would you connect the stages to the menu? Is there actually a function like "CreateStageFromFile" or something?
2.Do you actually use a menu at all or do you just let the player choose via the Script Menu in Danmakufu?
3.When you use the replay function the menu is also shown (if you want to include one, of course). How do you cope with this problem?