Hey guys, I still exist.
I gotta apologize; I haven't been able to get anything done in the last couple weeks.
What I meant by that was that the default animation played by the dissipating bullet would be determined by the sprite used for said bullet. Different bullets dissapear in different ways, you see. :E
Also, if you want to notice it, just go through Kaguya's endgame gauntlet. The one with those quickly moving lines of bullets will make the dissipation rather obvious, if you get hit by said line of bullets.
Ah, I see. We'll need to decide how to setup this in the bullet definitions files - I'm not sure how much variability we could have here. If nothing else, would could allow it to point to a series of image subrects to define an animation (but there is probably some other, simpler way that I'm not thinking of at the moment).
Fired the example up to test, ran rather slow on my machine [at 800x600, sped up a bit at 640x480, problem went away at 320x240, but that's really small... but I'm so glad my laptop still supports fullscreen with such a low resolution...], and when the life display had a really small decimal part to it [like 50.00000000003], everything went even slower.
I'm on a laptop with a 2.1GHz Dual Core Pentium, 3GB RAM, and one of the Intel GMA things for my video accelerator.
There's many possible factors that could be causing the slowdown here:
First, what other programs are you running at the same time? Musuu tends to start slowing down for me if I leave my (20+ tabs of) Firefox open, but as soon as that closes it smooths out.
Second, what OS? I don't think this'll make a huge difference, but some OSs may have worse overall performance than others.
Third, Musuu (currently, at least) does not support multiple cores, so it is only making use of one of the cores in your processor. There has been talk of adding in multithreading, which will make it able to support multiple cores, but that is a rather complex thing to implement here.
Fourth, "Intel GMA things for my video accelerator" - this could be the biggest issue. Quick google to wikipedia tells me that this is a low-end integrated video card.
Fifth, it should be noted that the engine still has a lot of optimization to go through, so there is definitely some performance improvement potential to be had down the line.
As far as the text slowing things down more - the text display algorithm (right now, at least) is a rather heavy processor-use piece of code, so when it gets to the "50.0000000003" case, where it has a bunch more characters to display, it has to put in a lot more work to show it (although I think yours is a bit extreme of a case).
Also, to note - the reason we get the "50.000000003" case to begin with is due to floating-point rounding.
Bumping, with what's probably a stupid question, but I've never used this or Danmakufu before and I don't know if I should learn danmakufu or wait for this or use this as is please don't hurt me :ohdear:
That's a question that you'll have to decide on your own. Danmakufu is out right now and has a (mostly) fine set of usable features, although with some annoying quirks and some strange limitations. Musuu is still in development and will probably be for at least a few more months (don't take this as any indication of a release timetable, please), but hopes to be more powerful and flexible that Danmakufu in the long run.
It should be noted, though, that the two do (or will, for features not yet implemented in Musuu) share a fair bit of commonality at a higher-level view (IMO, anyways).
Will we be able to do complex, DoDonPachi-style backgrounds, with structures to blow up and ground-based enemies to hide behind them and under bridges and stuff? Or dink around with UI elements, like what bombs or the boss health bar look like?
Like PT8 said, ground-based enemies/objects are already possible in Danmakufu. In Musuu, they're definitely doable as well right now - basically I'd think you'd just create an object that moves along the screen at the same rate as the background.
For the UI, I know Danmakufu lets you pick a custom border image. I also know you can draw over the border in some way (I haven't looked at it, myself), as well as customize player life and bomb icons. Musuu doesn't have any of this yet, but there is definitely plans to have a fully customizable UI.
Also, concerning the UI, Musuu seems to be headed in a direction where everything is customizable, so yes. Removing the lifebar might be tricky at the moment but otherwise customizing lives/bombs/etc... should be completely possible even as of now. Just add some effect objects on a drawing layer above the border image (which, by the way, can also be changed by changing the border image in the folder). Just remember that using text images is oftentimes faster that drawing text, since both Musuu and DMF have somewhat slow text-drawing functions. You can also achieve similar results in DMF with a bit of effect objects and stuff, but customizing the default functionality is a bit trickier in DMF.
Actually, not true regarding Musuu and drawing over the border - right now, all scriptable drawing in Musuu is done within the gameplay frame only. Of course, this is a limitation that will be removed later on.
Also, has there been any progress since last update? It's been quite a while and the topic had even fallen down to the second page during that time. I'm not hurrying you up or anything but I'm just curious about how things are proceeding.
As stated above, I've been unable to make any updated in the last couple weeks. Mainly due to more family crap and being even further behind on sleep that I usually am (which is quite an accomplishment, unfortunately).
A brainstorming-thought: allowing scripters to make a "game" file, which would consist of all the script/graphics/sound/music/EVERY files you want, in one (say) uncompressed zip file, to distribute games more easily.
We've had this idea before; I don't know how easy/hard it'd be to write code that reads a .zip file, though.
At the very least, there is also the plan to create the compact script file format which could include all the necessary assets for a game.
Also, I kinda forget, but there was a "start music file from arbitrary point" function planned, wasn't there?
There might have been. The only ones I remember were basic "play music" and "A-B repeat" (either in the same file, or with two files A and B). What you mention is probably doable.
Another crazy idea I had recently was whether it might be somehow possible to do Braid-style time-reversal, here or in Danmakufu. I'm really just tossing out ideas as they come to me.
While I'm not sure how it's done in Braid (never played it), generally any time-reversal mechanic is, at best, a pain in the ass to impement and, at worst, nigh-impossible.