Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Naut on July 09, 2011, 03:30:58 AM

Title: Danmakufu ph3 β4 is out!
Post by: Naut on July 09, 2011, 03:30:58 AM
Download ph3 β4 here. (http://www.geocities.co.jp/SiliconValley-Oakland/9951/products/th_dnh_ph3.html)

This is the online function list and manual for ph3 (Japanese). (http://www.geocities.co.jp/SiliconValley-Oakland/9951/products/th_dnh_help_v3.html)

v0.12m scripts are not compatible with the new version. There is a lot of stuff added (and removed), so it'll probably take a while for us to get used to the new version. If you can figure out or translate some of the newer useful functions, post 'em up here so we can all start scripting under this new engine as soon as possible!
Title: Re: Danmakufu ph3 β1 is out
Post by: Suikama on July 09, 2011, 03:39:38 AM
Danmakufu being updated? What is this madness? :O
Title: Re: Danmakufu ph3 β1 is out
Post by: Chronojet ⚙ Dragon on July 09, 2011, 03:43:41 AM
In italics = I don't really get it.

Quote from: 更新履歴
Changelog for July 1, 2011
    ph3 β1
       Config executable created (config.exe)
       Two user keys implemented (USER1, USER2) (defaults to C, V respectively)
       The preview images for the script and player selection screens are now viewable.
       Implemented a function to check whether a replay is playing (isReplay)
       Replay viewing is less expensive



SetPauseScriptPath
   1 Parameter
      1) Path of the pausing script
               Set the system that should be run as the pause menu.
               Please refer to the "Menu-based scripts" (http://www.geocities.co.jp/SiliconValley-Oakland/9951/products/th_dnh_help_v3_data/description.html#MenuScript) section.
Title: Re: Danmakufu ph3 β1 is out
Post by: KrackoCloud on July 09, 2011, 04:58:39 AM
Hohhhh snap... Is that DnhViewer program what I think it is?!
Also, more resolutions! Yes!

Hopefully the transition won't be too painful.
Title: Re: Danmakufu ph3 β1 is out
Post by: Darkness1 on July 09, 2011, 06:55:25 AM
Quote
Set2DCamera
Oh god...

Also seems like we'll have fully customsizable text and sound with ObjSound and ObjText  :).

Another function:
InstallFont( 1 argument, which is the path to the font file)
Fonts added in this function will be specified in ObjText_SetFontType.
Title: Re: Danmakufu ph3 β1 is out
Post by: Helepolis on July 09, 2011, 09:04:16 AM
Yes

Yes

Yes

Yes

FUCK YES
Title: Re: Danmakufu ph3 β1 is out
Post by: Chau on July 09, 2011, 09:28:49 AM
Hmm, what about the game I'm already working on?  :ohdear:
I'm not too far yet but I think I'll stick to the v0.12m...
Title: Re: Danmakufu ph3 β1 is out
Post by: Helepolis on July 09, 2011, 11:02:31 AM
Hmm, what about the game I'm already working on?  :ohdear:
I'm not too far yet but I think I'll stick to the v0.12m...
I think many of us are. I am also kind of now thinking if it is worth to switch and redo everything.
Title: Re: Danmakufu ph3 β1 is out
Post by: Zengar Zombolt on July 09, 2011, 02:56:29 PM
InstallFont
HOLY FLYING DICKS IS THIS REAL OH SHIT
Title: Re: Danmakufu ph3 β1 is out
Post by: Stuffman on July 09, 2011, 02:57:16 PM
Oh man oh god oh man it's finally here :*

Alright now that we're finally going to be able to settle into a true upgrade, we gotta do a proper job of populating the wiki with information and tutorials and stuff.

EDIT: Oh dear, it seems default Reimu and Marisa aren't there anymore. Would anyone mind if made another set of DPS scripts and took charge of creating a Reimu and Marisa to work as a benchmark for balancing other players? Nevermind, Naut is doing it
Title: Re: Danmakufu ph3 β1 is out
Post by: Romantique Tp on July 09, 2011, 07:23:10 PM
The default HUD looks pretty nice now.
Title: Re: Danmakufu ph3 β1 is out
Post by: CK Crash on July 09, 2011, 10:01:40 PM
Pretty much every item/bullet making function returns an object ID now, which is awesome for full game making :V

I would actually be very willing to migrate over to this once we get a decently translated function list.
Title: Re: Danmakufu ph3 β1 is out
Post by: Stuffman on July 09, 2011, 10:24:23 PM
Working on the wiki (http://dmf.shrinemaiden.org/wiki/index.php?title=Functions_(ph3)). Finished listing all the function entries, starting to work on function descriptions. Google translate is clear enough for me to do this on function names I don't recognize, most of the time. I'd appreciate people going back and double-checking my descriptions, making them clearer, etc.
Title: Re: Danmakufu ph3 β1 is out
Post by: Prime 2.0 on July 10, 2011, 12:33:38 AM
Think this version will be less finicky about hardware? v0.12m was really horrible in that regard.
Title: Re: Danmakufu ph3 β1 is out
Post by: Helepolis on July 10, 2011, 07:03:45 AM
Think this version will be less finicky about hardware? v0.12m was really horrible in that regard.
That is something that has to be tested out by creating some heavy-stuff once we are more familiar with the new engine. It would be really ace if stage 3D drawing would become more efficient, so it doesn't cause fps lag.
Title: Re: Danmakufu ph3 β1 is out
Post by: Atfyntify on July 10, 2011, 11:24:41 AM
oh my. yes. I've been waiting. I AM SO HAPPY
Title: Re: Danmakufu ph3 β1 is out
Post by: TheMasterSpark on July 10, 2011, 12:32:13 PM
This is certainly exciting. I'm looking over the sample scripts in order to pull off something simple with the new framework, but a wiki to rival the one for the older version would be terrific. Keep up the good work. :)
Title: Re: Danmakufu ph3 β1 is out
Post by: Cykyrios on July 10, 2011, 12:36:17 PM
Although this is my first post here, I've been on this forum for some time.
I decided to help with the wiki, so I'm starting to translate the descriptions of some functions.
However, as English is not my native language, I guess someone should check what I write.

Edit: I am currently checking Stuffman's descriptions and trying to fix the parts marked "unsure".
Title: Re: Danmakufu ph3 β1 is out
Post by: TheMasterSpark on July 10, 2011, 10:38:25 PM
I've noticed that a complete black colour is no longer treated as being transparent. Has anyone found any new ways or function to extract an image from a plain background, or does the image file itself need to be made transparent?
Title: Re: Danmakufu ph3 β1 is out
Post by: Drake on July 10, 2011, 11:03:44 PM
The image background is just transparent. This makes for ten times easier everything. Only real problem is that images that are already being used to be add-blend drawn will be permanently darker if the image is even somewhat transparent in parts, and it is impossible to reverse.
Title: Re: Danmakufu ph3 β1 is out
Post by: Cykyrios on July 11, 2011, 06:49:50 AM
I'm still new to Danmakufu scripting, but it seems the SetRenderState function has been replaced by ObjRender_SetBlendType, which needs the object ID and the blend type: BLEND_ALPHA, BLEND_ADD_RGB, BLEND_MULTIPLY or BLEND_SUBTRACT.
From this, it would seem that additive mode does not ignore black backgrounds, which was quite strange in the first place (even if it allowed for "shining" sprites).
Has anyone tried those yet?
Title: Re: Danmakufu ph3 β1 is out
Post by: TheMasterSpark on July 11, 2011, 06:58:46 AM
Actually, now that you mention it (and in contradiction to what I wrote in my last post), the image I rendered with blend_add_rgb had a black background which was ignored and shown as being transparent. The boss' image which was rendered with blend_alpha also had a black background, which was not shown as transparent.
Title: Re: Danmakufu ph3 β1 is out
Post by: Drake on July 11, 2011, 08:10:34 AM
The answer to both of these posts would be evident if you realized how add-blending actually works. (http://en.wikipedia.org/wiki/Blend_modes)
Title: Re: Danmakufu ph3 β1 is out
Post by: Helepolis on July 11, 2011, 12:16:29 PM
An important question I need to raise regarding the beta release of ph3,

Do we create a separate Q&A for ph3 ? To avoid the mixture of two scripting engines.
Title: Re: Danmakufu ph3 β1 is out
Post by: TheMasterSpark on July 11, 2011, 12:34:48 PM
I'd vote 'Yes' on that.
Title: Re: Danmakufu ph3 β1 is out
Post by: Cykyrios on July 11, 2011, 03:02:19 PM
I'd vote 'yes' too.

By the way, I'm currently translating the render object functions, and it turns out the japanese manual clearly explains that when using additive blend, a black color will be treated as transparent.
So if I'm not mistaken, this is the same as script version 2.
Title: Re: Danmakufu ph3 β1 is out
Post by: Chronojet ⚙ Dragon on July 11, 2011, 03:40:42 PM
Sure, why not? Saves having to say "(FOR ph3/v0.12m CODING)" in the beginning of every post.
Title: Re: Danmakufu ph3 β1 is out
Post by: Kylesky on July 11, 2011, 03:56:31 PM
On another note: I think it would be nice for Blargel to add a "Version" stat to bullet forge (along with author, category, downloads, etc) where people can choose between "0.12m" and "ph3" ?? instead of people having to put those into the top of every description or something...
Title: Re: Danmakufu ph3 β1 is out
Post by: Chronojet ⚙ Dragon on July 11, 2011, 05:10:34 PM
On another note: I think it would be nice for Blargel to add a "Version" stat to bullet forge (along with author, category, downloads, etc) where people can choose between "0.12m" and "ph3" ?? instead of people having to put those into the top of every description or something...

No no, Blargel meant it to be for like versions of the script, not the version of Danmakufu it's for.
like, my script has gotten a v1, v1.01, v2, v3
Title: Re: Danmakufu ph3 β1 is out
Post by: TheMasterSpark on July 11, 2011, 05:56:46 PM
I'm quite happy to see that they've implemented a simple screen-shaking function in the sample code. Large and impressive displays just aren't the same when they're not making the entire world rumble.  :D
Title: Re: Danmakufu ph3 β1 is out
Post by: Suikama on July 11, 2011, 06:33:14 PM
I'm quite happy to see that they've implemented a simple screen-shaking function in the sample code. Large and impressive displays just aren't the same when they're not making the entire world rumble.  :D
...must...resist....urge to abuse....
Title: Re: Danmakufu ph3 β1 is out
Post by: Blargel on July 11, 2011, 08:04:21 PM
On another note: I think it would be nice for Blargel to add a "Version" stat to bullet forge (along with author, category, downloads, etc) where people can choose between "0.12m" and "ph3" ?? instead of people having to put those into the top of every description or something...
I'll work on it, but no guarantees of actually delivering anything. :V

No no, Blargel meant it to be for like versions of the script, not the version of Danmakufu it's for.
like, my script has gotten a v1, v1.01, v2, v3
Super misunderstanding here.
Title: Re: Danmakufu ph3 β1 is out
Post by: Helepolis on July 11, 2011, 09:29:34 PM
I'm quite happy to see that they've implemented a simple screen-shaking function in the sample code. Large and impressive displays just aren't the same when they're not making the entire world rumble.  :D
It is going to make my life with my Afro boss and Marisa player more easier.
Title: Re: Danmakufu ph3 β1 is out
Post by: CK Crash on July 12, 2011, 02:59:01 AM
Here's a little Sanae. Updated 7-14. LINK (http://dl.dropbox.com/u/15870353/Sanae_ph3.zip)
Title: Re: Danmakufu ph3 β1 is out
Post by: Demonbman on July 12, 2011, 05:10:26 AM
A new Danmakufu version!? YES!!! Horrible time for my laptop to be semi-functional but can`t really do anything on it =( I`ll have to get ut working soon so I can play with this new engine >:3
Title: Re: Danmakufu ph3 β1 is out
Post by: Helepolis on July 15, 2011, 10:58:45 AM
Today I spent studying the Rumia example scripts and testing out random stuff like basic shottypes and enemy movement.

Stuffman told me on IRC that tasks dont kill themselves if not aborted. I don't know about you Stuffman, but my tasks just die off for the enemy if it dies but only if CloseScript(GetOwnScriptID()); is called. It seems to kill of the entire script.

I tried moving CloseScript(GetOwnScriptID()); to @Finalize but it seems Finalize does not work.

The removal of script_enemy_main is most interesting, though I wonder how it acts in stage/plural combinations.

However, the playerscript itself seems to be terribly scripted, because if you die, you can keep firing and keep damaging the enemy (what?)
Title: Re: Danmakufu ph3 β1 is out
Post by: Pie God on July 15, 2011, 05:28:12 PM

However, the playerscript itself seems to be terribly scripted, because if you die, you can keep firing and keep damaging the enemy (what?)

Yeah, I noticed that and made a can_shoot variable to stop the player from shooting for the time they die.
Title: Re: Danmakufu ph3 β1 is out
Post by: Rosen on July 15, 2011, 06:29:33 PM
Yeah, I noticed that and made a can_shoot variable to stop the player from shooting for the time they die.
I made it too. Also i added a visible hitbox, but it seems a bit laggy for about 1-2 frames.
And added AddScore(score); to the spell capture event in default_system.txt
Title: Re: Danmakufu ph3 β1 is out
Post by: Blargel on July 15, 2011, 07:35:13 PM
So I was looking through the function list and noticed that you can assign and retrieve arbitrary values to any object under arbitrary names. This would great improve the performance of... oh, I dunno... EVERY script with custom behavior on the bullets that I've created. This includes Ikareimu, the infinitely wrapping playing field, and the Photography engine. I might actually consider moving the Photography engine over to ph3 as well as actually continuing it if I find myself bored enough to. Also with the 2D camera control enabled, moving the bullets and enemies according to inputs would no longer be necessary in my infinite wrapping playing field thing.

I think ph3 pretty much addressed every fixable issue I've ever had with 0.13m... except that it still doesn't support z rotation for the 3D camera.
Title: Re: Danmakufu ph3 β1 is out
Post by: Kylesky on July 16, 2011, 08:12:55 AM
This would great improve the performance of... oh, I dunno... EVERY script with custom behavior on the bullets that I've created. This includes Ikareimu, the infinitely wrapping playing field, and the Photography engine.

And my later stuff also :V
Title: Re: Danmakufu ph3 β1 is out
Post by: Mеа on July 16, 2011, 09:44:14 AM
So I'm rather new to this forum (and Danmakufu in general), but I want to translate some of the sample scripts on the main Japanese page, unless it's up somewhere in English already, though I don't see it on the English Wiki.
If I do translate it, where should I post it?
Title: Re: Danmakufu ph3 β1 is out
Post by: Rosen on July 16, 2011, 10:08:01 AM
So I'm rather new to this forum (and Danmakufu in general), but I want to translate some of the sample scripts on the main Japanese page, unless it's up somewhere in English already, though I don't see it on the English Wiki.
If I do translate it, where should I post it?
That would be very good.
Title: Re: Danmakufu ph3 β1 is out
Post by: Serina on July 16, 2011, 06:06:09 PM
Amazing! It is really good to see an update to Danmakufu, and looks like making full games is really easier with this. Actually looks that all the scripting is easier. :V Anyway, this is a beta so I'll refrain on using this until it gets some more updates. All the updates of Danmakufu are slow like this? And it looks like making effects is way easier, maybe I'm not understanding the scripts very well but it looks way better than Effect Objects...
Also, thanks for the people who are translating the functions!!! It's really useful!!
Title: Re: Danmakufu ph3 β1 is out
Post by: Mеа on July 17, 2011, 06:04:06 AM
So... do I need permission or something of the sort?
Title: Re: Danmakufu ph3 β1 is out
Post by: Blargel on July 17, 2011, 10:00:26 AM
Just make a page somewhere on the Danmakufu wiki (http://dmf.shrinemaiden.org/). Or something.
Title: Re: Danmakufu ph3 β1 is out
Post by: stillsatellite on July 17, 2011, 12:33:52 PM
Quote
CreateItemA2
SetStgFrame
SaveSnapShotA2
etc
EEEEEEEEEEEEEEEEEE :*
All the new functions are definitely going to make our lives easier.

edit: edit
Title: Re: Danmakufu ph3 β1 is out
Post by: Mеа on July 17, 2011, 10:37:38 PM
Just make a page somewhere on the Danmakufu wiki (http://dmf.shrinemaiden.org/). Or something.

Ah ok, thank you.
All the sample danmaku scripts are up. (Is there any way to add images?)
Title: Re: Danmakufu ph3 β1 is out
Post by: Helepolis on July 18, 2011, 07:33:46 AM
Ah ok, thank you.
All the sample danmaku scripts are up. (Is there any way to add images?)
Afaik, on your left hand there should be tool box, drop it down and there it should read 'upload images'.
Title: Re: Danmakufu ph3 β1 is out
Post by: gammaraptor on July 18, 2011, 02:54:29 PM
It actually loads in WINE. huzzah!
Title: Re: Danmakufu ph3 β1 is out
Post by: CK Crash on July 19, 2011, 02:47:03 AM
haha stgframe bullshit (http://dl.dropbox.com/u/15870353/SanaeWidescreen.zip)
Title: Re: Danmakufu ph3 β1 is out
Post by: Ramsey276 on August 20, 2011, 03:01:10 PM
I thought of trying Danmakufu, but I ended offline for months, and now that I'm back online there's a new version, and the old scripts don't run on it??

Does that mean I would have to keep two Danmakufu folders, or will there be a way to convert the old scripts? I'm just starting so there's no way I can convert those Umineko scripts...

Also, what should I do, learn this new one or keep studying the tutorials for the old version?
Title: Re: Danmakufu ph3 β1 is out
Post by: Helepolis on August 20, 2011, 10:26:24 PM
Does that mean I would have to keep two Danmakufu folders,
Yes

or will there be a way to convert the old scripts? I'm just starting so there's no way I can convert those Umineko scripts...
No there isn't. Ph3 uses entirely different functions compared to 0.12m. Aside basic stuff (like math functions without special dnh functions) nothing can be converted/imported.

Also, what should I do, learn this new one or keep studying the tutorials for the old version?
Your own choice.

0.12m is easier to learn because of all the available tutorials and functionalities. ph3 is unknown and not 100% reliable yet because most of the functions do not seem to work.
Title: Re: Danmakufu ph3 β1 is out
Post by: Cykyrios on September 02, 2011, 11:37:43 AM
I'm a bit bored so I'm starting to continue translating the wiki, will see what I can add.
Title: Re: Danmakufu ph3 β1 is out
Post by: KrackoCloud on September 04, 2011, 02:41:12 AM
http://www.mediafire.com/?iip3iaw8idyv2t2

I just used a little Ctrl+H'ing and made this, which will let you use ADD rendering by putting "_ADD" at the end of a bullet's graphic name.

It certainly isn't anything special, but I might as well put it up if anyone's feeling lazy about this.

It should work fine, but I haven't tested it much. Please feel free to tell me about problems, and feel even freer to give out a corrected version if you know how to correct it.


If I have enough time, I might make something to include all the unused sprites in the new shotsheet, but that's a bit of a hassle!
Title: Re: Danmakufu ph3 β1 is out
Post by: Naut on October 10, 2011, 07:15:03 PM
http://www.geocities.co.jp/SiliconValley-Oakland/9951/products/th_dnh_ph3.html

Beta 2 is coming. Mkm's got the link down due to some bugs that need fixing, but keeps your eyes open.

Also any moon converters wanna take a stab at the bold text above the links there?

Also changelog:
東方弾幕風ph3 β2(致命的な不具合が出たのでDL停止)
・ph3のヘルプに、v2とph3の関数対応を追加(Thanks to mrtode氏)
 (2011/10/10 20:52-あやまりのご指摘があったため再ULしました。)
・自機のスクリプトIDを取得する機能(GetPlayerID,GetPlayerReplayName)
・弾数を取得する機能(GetShotCount)
・レーザーの光源の有無を切り替える機能ObjStLaser_SetSource)
・レーザーの当たり登録が正しくなかったのを修正(Thanks to 507@GW)
・GetShotIdInCircleA1を自機スクリプトで使うと自機の弾のIDも読み取っていたのを修正
 (Thanks to nono氏)
・3D自由変形オブジェクトでのObjPrim_SetVertexUV、UVTの挙動がおかし買ったのを修正
 (Thanks to nono氏)
・レーザーと弾の当たり判定が動かないことがあったのを修正(Thanks to mrtode氏)
・弾に毎フレームボム耐性無効を設定し続けると、ボム耐性が無効にならなかったのを修正
 (Thanks to mrtode氏)
・フルスクリーン時に高速再生できなくなっていたのを修正(Thanks to mrtode氏)
・GetVirtualKeyStateの引数の1つ、『VK_SPELL』が未定義エラーになっていたのを修正
 (VK_BOMBで動作していましたが、互換用にVK_BOMBも残します。)(Thanks to mrtode氏)
・スクリプトヘッダの "#BGM[]" でBGMを再生させると、
 スクリプトを終了させてもBGMが流れ続けたのを修正(Thanks to myst氏)
・"PlayBGM" 関数でBGMを再生させるとき、BGMループ開始秒を "0" 以外にすると、
 BGMのループが開始されるときに弾幕風が落ちる可能性があったのを修正(Thanks to myst氏)
・同フレームで複数回PlaySEを呼ぶと音がおかしくなったのを修正(Thanks to 507@GW氏)
・ObjSound_SetVolumeRateを再生前に呼び出すと、音量に反映されなかったのを修正
 (Thanks to mrtode氏)
・#Player[]に任意の自機を指定しても使用できなかったのを修正(Thanks to nono氏)
・ObjStLaser_GetAngleが整数角度しか返せていなかったのを修正(Thanks to nono氏)
・共通データを保存→読み込み→保存するとソフトが落ちたのを修正(Thanks to nono氏)
・ディレクトリ選択の2ページ目以降の状態で、下位のディレクトリに移動したときに
 不正なページに移動してしまったのを修正(Thanks to mrtode氏)
・OK,CANCELキーがリプレイ対象になっていなかったのを修正(Thanks to mrtode氏)
Title: Re: Danmakufu ph3 β2 is out
Post by: Formless God on October 10, 2011, 08:41:39 PM
I think it's saying scripts that are not ph3-exclusive (0.12m) are incompatible.

>Changelog
Added support for v2 functions ? More like a conversion list.
Haven't reimplemented angular_velocity, it seems ...
Quote
GetShotCount
YES
Title: Re: Danmakufu ph3 β2 is out
Post by: Drake on October 11, 2011, 09:38:10 PM
[16:11] <Drake_> getting player id and name works now
[16:11] <Drake_> getshotcount
[16:12] <Drake_> stlaser_setsource
[16:12] <Drake_> optmized laser hit detection
[16:14] <Drake_> if getshotidincircle etcetc is used in player script it doesn't count player bullets anymore
[16:15] <Drake> 3D UV/T changing doesn't act weird anymore (???)
[16:15] <Drake> more collision detection fixes
[16:17] <Drake> if you set bomb resistance, during a bomb the bullets being spawned will actually spawn
[16:17] <Drake> or something
[16:18] <Drake> fullscreen doesn't freak the fuck out anymore
[16:18] <Drake> VK_SPELL actually works now
[16:18] <Drake> ????
[16:19] <Drake> oh it's just interchangeable with BOMB
[16:20] <Drake> if you have bgm in #BGM[] then when you finish the script it won't just keep playing anymore
[16:21] <Drake> something about bgm loops set after 0 seconds don't crash anymore
[16:21] <Drake> same-frame sound effects don't freak the fuck out anymore
[16:23] <Drake> setvolumerate can be called before playing the bgm now'
[16:24] <Drake> #Player[] is okay with any player now (????)
[16:25] <Drake> stlaser_getangle will return noninteger values now
[16:26] <Drake> saving-reading-saving commondata won't crash the game anymore
[16:27] <Drake> uhhhhh something about directories i have no clue
[16:28] <Drake> pressing OK and CANCEL now works through replays
[16:28] <Drake> i think that's it or something
Title: Re: Danmakufu ph3 β2 is out
Post by: Helepolis on October 12, 2011, 05:19:59 PM
This new update satisfies me. Though I will patiently wait further development before rushing down anything, personally.
Title: Re: Danmakufu ph3 β2 is out
Post by: Blargel on October 12, 2011, 10:59:03 PM
Has anyone checked to see if ph3 still converts numbers into integers when trying to use them in SetGraphicAngle (or whatever it is now)?
If you wanna know what I'm talking about, rotate an image to (0, 60*sin(x), 0) and increase increment x every frame in 0.12m. You'll notice it's really jerky.

Might need to increment it by less than 1 every frame to see it clearly.
Title: Re: Danmakufu ph3 β2 is out
Post by: Rosen on October 13, 2011, 02:31:14 AM
as far as i know
Code: [Select]
let angle = 0;
while(angle<360) {
ObjRender_SetAngleZ(obj, angle);
angle += 0.5;
}
makes it rotate slower than if it was angle++;
Title: Re: Danmakufu ph3 β2 is out
Post by: Suikama on October 13, 2011, 02:54:11 AM
as far as i know
Code: [Select]
let angle = 0;
while(angle<360) {
ObjRender_SetAngleZ(obj, angle);
angle += 0.5;
}
makes it rotate slower than if it was angle++;
wouldn't that be because angle++ adds 1 per frame while your code only has it adding 0.5?
Title: Re: Danmakufu ph3 β2 is out
Post by: Rosen on October 13, 2011, 03:21:40 AM
Yeah. Blargel asked and i answered =)
Title: Re: Danmakufu ph3 β2 is out
Post by: Blargel on October 13, 2011, 05:53:04 AM
That's not what I asked. I was asking if, for example, passing in ObjRender_SetAngleZ(obj, 100.5) would cause ph3 to ignore the decimal places and treat it as ObjRender_SetAngleZ(obj, 100). This was an issue I encountered in 0.12m with SetGraphicAngle when creating this background (http://www.youtube.com/watch?v=rPiHS6iAIc0) that caused the walls and floor to be seem to wobble slightly.
Title: Re: Danmakufu ph3 β2 is out
Post by: Rosen on October 16, 2011, 12:19:12 PM
Download is available now.
Title: Re: Danmakufu ph3 β2 is out
Post by: Miplouf Saigyouki on October 16, 2011, 02:21:43 PM
Yay finally!

I hope the curvy lasers are back to mess with everyone's conception of straight and curvy things~
Title: Re: Danmakufu ph3 β2 is out
Post by: CK Crash on October 18, 2011, 12:50:42 AM
So as discussed (bragged) about on the IRC, I found out today that stage enemies are much more efficiently dealt with as tasks in the stage script rather than separately loaded and started scripts.

Example stage (http://dl.dropbox.com/u/15870353/Cerulean%20Chronicles.zip)

No enemy spawning lag, easier resource loading, no nonsense with waiting for enemy business to finish before you CloseScript. You can keep everything as separate library files still for organization.

spread the gospel
Title: Re: Danmakufu ph3 β2 is out
Post by: CK Crash on October 23, 2011, 08:38:41 AM
Also, have an animation library.

LINK (http://dl.dropbox.com/u/15870353/LucasAnimation.zip)

Things of note:

-The animation data is stored within object values. The animations are "attached" to each object, and therefore must be reinitialized for each object that uses them, but that also means they clear themselves automatically when the object is deleted, which is handy.
-New streamlined CreateAnimation functions. The A1 version makes it easier to deal with images already in a grid and saves you the trouble of figuring out the rects manually. The A2 version takes traditional rects.
-The type of loop an animation has is stored with the animation, and you can set which pose for the animation to loop back to.
-You can get the name of the currently playing animation.
-Easy movement animation handler that I think handles most cases.
-Doesn't do error checking like blargel's version, but in general it should be less likely to yell at you unless you do something like call an animation that doesn't exist.
-Barely tested. If it messes up, please send me the script you used it with so I can figure out what went wrong and change the library accordingly.
Title: Re: Danmakufu ph3 β2 is out
Post by: Blargel on October 23, 2011, 08:41:15 AM
You're on a roll! Keep this up and I'll be able to not do a damn thing. Actually, I don't do a damn thing anyway so keep up the good work. :V
Title: Re: Danmakufu ph3 β2 is out
Post by: Shockman on October 25, 2011, 12:06:36 AM
Also, have an animation library.

LINK (http://dl.dropbox.com/u/15870353/LucasAnimation.zip)

Things of note:

-The animation data is stored within object values. The animations are "attached" to each object, and therefore must be reinitialized for each object that uses them, but that also means they clear themselves automatically when the object is deleted, which is handy.
-New streamlined CreateAnimation functions. The A1 version makes it easier to deal with images already in a grid and saves you the trouble of figuring out the rects manually. The A2 version takes traditional rects.
-The type of loop an animation has is stored with the animation, and you can set which pose for the animation to loop back to.
-You can get the name of the currently playing animation.
-Easy movement animation handler that I think handles most cases.
-Doesn't do error checking like blargel's version, but in general it should be less likely to yell at you unless you do something like call an animation that doesn't exist.
-Barely tested. If it messes up, please send me the script you used it with so I can figure out what went wrong and change the library accordingly.

EEEEEEEEEEEEEEEEEEEEEEE!!!!!  :*
Title: Re: Danmakufu ph3 β2 is out
Post by: Angelic Pride on November 02, 2011, 01:14:25 AM
Yay ph3!!

Just got into the whole danmakufu universe, and I have to say, this is a much better version!
Title: Re: Danmakufu ph3 β2 is out
Post by: Miplouf Saigyouki on November 05, 2011, 01:12:57 PM
Say,in the next update of Danmakufu,is there a comeback of the curvy lasers?:D

I just can't wait to reuse them.:3
Title: Re: Danmakufu ph3 β2 is out
Post by: Drake on November 05, 2011, 09:03:25 PM
Get good at regular patterns before tainting every script ever with curvy lasers please
Title: Re: Danmakufu ph3 β2 is out
Post by: KaiserKnuckle on November 08, 2011, 01:52:30 PM
HNNNNAHHHHHHHHHH NOW WE JUST NEED A TEN DESIRES DIALOUGE LAYOUT
Title: Re: Danmakufu ph3 β2 is out
Post by: Drake on November 08, 2011, 02:55:41 PM
effect objects plop plop plop text
Title: Re: Danmakufu ph3 β2 is out
Post by: Blargel on November 08, 2011, 05:56:24 PM
Might not be a bad idea to make a dialogue library for people.
Not it.
Title: Re: Danmakufu ph3 β2 is out
Post by: Miplouf Saigyouki on November 08, 2011, 07:02:44 PM
Get good at regular patterns before tainting every script ever with curvy lasers please

I don't want to be mean or something like that,but I'm good at regular patterns,so where's the problem?
I know that you're busy with uploading Danmakufu but but...

IF ZUN GETS CURVY LAZERS,WHY DON'T WE?
I mean come on,I'm sure that people like Suikama can create things as awesome as what was requested for the Laser Contest. :3
Azure too.
And me,well...I guess I could create something good out of it.
So,pleaaaaaaaaaaaase....can i (and i'm sure that i'm not the only one to want it) haz curvy awesome things? :3

Btw,is this some kind of help topic?
Because well,I have a sprite (92 x 111) and i don't know how to make it appear entirely.

ObjSprite2D_SetSourceRect(objEnemy, 64, 1, 64, 64); (I don't know what to change :ohdear:)
Title: Re: Danmakufu ph3 β2 is out
Post by: Helepolis on November 08, 2011, 07:41:02 PM
Btw,is this some kind of help topic?
No it's not. Please check the stickies and read the rules where to post HELP ME related questions. (hint hint)
Title: Re: Danmakufu ph3 β2 is out
Post by: Miplouf Saigyouki on November 08, 2011, 08:42:45 PM
No it's not. Please check the stickies and read the rules where to post HELP ME related questions. (hint hint)

Whoops.^^"
I'm going to check the rules and know where to post the HelpMehEirin questions.
Thanks~
Title: Re: Danmakufu ph3 β2 is out
Post by: Blargel on November 08, 2011, 09:48:34 PM
I don't want to be mean or something like that,but I'm good at regular patterns,so where's the problem?
I haven't seen your work because I hardly do Danmakufu related things anymore, but calling yourself good at regular patterns doesn't really mean much coming from yourself. It's more credible for other people to say that your work is good because that means other people have tried it.

Quote
I know that you're busy with uploading Danmakufu but but...
What? We don't work on and distribute Danmakufu. We're just an English-speaking community that works together to learn, improve, and share scripts made for Danmakufu.

Quote
IF ZUN GETS CURVY LAZERS,WHY DON'T WE?
Honestly, it'll probably be in the future for ph3. In the meantime, if you really want curvy lasers, use 0.12m instead of ph3.

Quote
I mean come on,I'm sure that people like Suikama can create things as awesome as what was requested for the Laser Contest. :3
Azure too.
Suikama's stuff is not something I would consider good danmaku design. He's a lot better at catching people off guard with wtf imagery and references. Azure's laser entry was good though, but there were no curvy lasers involved.

Quote
Btw,is this some kind of help topic?
Because well,I have a sprite (92 x 111) and i don't know how to make it appear entirely.

ObjSprite2D_SetSourceRect(objEnemy, 64, 1, 64, 64); (I don't know what to change :ohdear:)
The help topic/rules thing has already been addressed, but I might as well answer the question while I'm at it. I would use ObjSprite2d_SetSourceRect(objEnemy, 0, 0, 92, 111);
The parameters are:
1.) enemy id
2.) x coordinate of the top left point
3.) y coordinate of the top left point
4.) x coordinate of the bottom left point
5.) y coordinate of the bottom left point

If, for example, you did (objEnemy, 46, 0, 92, 111) instead, you'd get the right half of your sprite because the top left point was moved to the middle of the image.
Title: Re: Danmakufu ph3 β2 is out
Post by: Miplouf Saigyouki on November 12, 2011, 10:52:14 AM
I haven't seen your work because I hardly do Danmakufu related things anymore, but calling yourself good at regular patterns doesn't really mean much coming from yourself. It's more credible for other people to say that your work is good because that means other people have tried it.
What? We don't work on and distribute Danmakufu. We're just an English-speaking community that works together to learn, improve, and share scripts made for Danmakufu.
Honestly, it'll probably be in the future for ph3. In the meantime, if you really want curvy lasers, use 0.12m instead of ph3.
Suikama's stuff is not something I would consider good danmaku design. He's a lot better at catching people off guard with wtf imagery and references. Azure's laser entry was good though, but there were no curvy lasers involved.
The help topic/rules thing has already been addressed, but I might as well answer the question while I'm at it. I would use ObjSprite2d_SetSourceRect(objEnemy, 0, 0, 92, 111);
The parameters are:
1.) enemy id
2.) x coordinate of the top left point
3.) y coordinate of the top left point
4.) x coordinate of the bottom left point
5.) y coordinate of the bottom left point

If, for example, you did (objEnemy, 46, 0, 92, 111) instead, you'd get the right half of your sprite because the top left point was moved to the middle of the image.

Actually,I'm going to share my scripts here,because I know that you can help me progressing (aka learning tasks).
And thanks for the help,let's see if it works....*tests*Yes it did!Thanks a lot!:3
I'll make some sprites (or recolorations of SWR if you prefer) for my boss and then it will be complete.:3

Thanks again,and sorry if I sound a bit noobish or something like that,I'm French...and new in this community!^^"
Title: Re: Danmakufu ph3 β3 is out!
Post by: Naut on November 14, 2011, 10:12:27 PM
Beta 3 is out. http://www.geocities.co.jp/SiliconValley-Oakland/9951/products/th_dnh_ph3.html

Changelog:
東方弾幕風ph3 β3
・mp3再生機能
・擬似スロー(StartSlow, StopSlow)
・弾のx加速度とy加速度を指定する機能(CreateShotB1, ObjMove_AddPatternB1, など)
・Obj_GetValueで値が存在しないときに返る値を設定できる機能(Obj_GetValueD)
・指定した弾IDが自機スペルの耐性を持っているかいないかがわかる機能
 (ObjShot_IsSpellResist)
・曲がるレーザーを簡易生成する関数(CreateCurveLaserA1)
・弾オブジェクトに対してObjRender_SetAngle系列、ObjRender_SetScale系列、
 ObjRender_SetBlendTypeを適応させるようにした(当たり判定は変化しません)
・敵側と自機側で定数が重なる可能性があるので、ユーザ定義イベントの定数追加
 (EV_USER_SYSTEM,EV_USER_STAGE,EV_USER_PLAYER,
 それぞれEV_USER_COUNTの数だけ使用可能)
・弾が画面外で消える距離を設定する機能(SetShotAutoDeleteClip)
・指定したオブジェクトの中心座標から通常弾を簡易生成する機能
 (CreateShotOA1,CreateShotOB1)
・線と円が接触しているかを調べる機能(IsIntersected_Line_Circle)
・PlayBGMでwavファイルをループ再生させる際、特定の秒数を終端に指定すると
 正常にループしなかったのを修正(Thanks to zxcv氏)

MP3 support and curving lasers look like they're finally in. And moonspeakers wanna translate?
Title: Re: Danmakufu ph3 β3 is out!
Post by: Drake on November 15, 2011, 03:26:01 AM
[17:02] <~Drake> mp3 playback works
[17:03] <~Drake> quasi-slow function (StartSlow, StopSlow)
[17:03] <~Drake> CreateShotB1 (and related) available, acts like old CreateShotA_XY in that you control x/y acceleration
[17:05] <~Drake> Obj_GetValueD is just Obj_GetValue but with a default available
[17:06] <~Drake> man that next one has weird wording
[17:07] <~Drake> pretty self-explanatory though, ObjShot_IsSpellResist
[17:07] <~Drake> fucking curvy laser functions
[17:07] <~Drake> fuck
[17:07] <~Drake> :V
[17:08] <~Drake> woah what
[17:08] <~Drake> hell to the yes
[17:08] <~Drake> can use render functions on bullet objects
[17:08] <~Drake> instead of fucking around excessively with shot sheets
[17:09] <~Drake> fantastic
[17:11] <Knot> render target bullets?
[17:12] <~Drake> i mean you can use ObjRender_SetScale, Angle, SetBlendType
[17:12] <Knot> doesnt affect hitbox though
[17:12] <~Drake> nope
[17:13] <~Drake> well i suppose setscale might be weird then
[17:13] <~Drake> but when are you ever resizing bullets anyways
[17:13] <~Drake> answer hopefully never
[17:11] <~Drake> uhhh something about the player being close to the enemy and user-defined events
[17:15] <~Drake> SetShotAutoDeleteClip works
[17:16] <~Drake> ah, bullet creation to shoot from other bullets (CreateShotOA1,CreateShotOB1)
[17:17] <~Drake> IsIntersected_Line_Circle
[17:17] <~Drake> fixed wav file looping screwups
Title: Re: Danmakufu ph3 β3 is out!
Post by: Helepolis on November 15, 2011, 07:52:32 AM
A few more beta releases then we can enjoy a stable release I assume.
Title: Re: Danmakufu ph3 β3 is out!
Post by: Miplouf Saigyouki on November 19, 2011, 08:21:58 PM
Curvy lasers...I'm gonna go SHOU TIME with them! :3

If I did understand... (CreateShotOA1,CreateShotOB1) is a sort of AddShot,doesn't it?
Or will it replace AddShot?

(just when I say that ph3 needs Curvy Lasers it gets it...what should I say next.... (although I know that it's not because of me that they make Lasers alivable. :3))
Title: Re: Danmakufu ph3 β3 is out!
Post by: DgBarca on November 23, 2011, 04:33:46 PM
[17:08] <~Drake> woah what
[17:08] <~Drake> hell to the yes
[17:08] <~Drake> can use render functions on bullet objects
[17:08] <~Drake> instead of fucking around excessively with shot sheets
[17:09] <~Drake> fantastic
[17:11] <Knot> render target bullets?
[17:12] <~Drake> i mean you can use ObjRender_SetScale, Angle, SetBlendType
The terrible truth about BLEND_ADD_RGB and black background is still here ?
Title: Re: Danmakufu ph3 β3 is out!
Post by: Formless God on November 23, 2011, 08:11:39 PM
[17:08] <~Drake> can use render functions on bullet objects
But can you use move functions on render objects yet ?
Title: Re: Danmakufu ph3 β3 is out!
Post by: Miplouf Saigyouki on November 29, 2011, 08:45:07 PM
CreateShotB1 doesn't seem to work...
I created
Code: [Select]
CreateShotB1(ex, ey, 1, 1, 0.05, 0.05, 2, 3, DS_BALL_S_RED,10); for a test,but it crashes everytime...help please?
Title: Re: Danmakufu ph3 β3 is out!
Post by: Naut on November 29, 2011, 09:01:21 PM
I know I already answered it on IRC, but I'll repeat it here as well:

CreateShotB1 is (x, y, x speed, y speed, graphic, delay)
CreateShotB2 is (x, y, x speed, y speed, x accel, y accel, x max, y max, graphic, delay)

Also ph3 questions go here (http://www.shrinemaiden.org/forum/index.php/topic,10181.0.html).
Title: Re: Danmakufu ph3 β3 is out!
Post by: Yukari-Chan on December 01, 2011, 11:15:40 PM
This version seems fair. And I can replace the title screen if I want too. After I'm done with danmakufu 0.12m I'll move to ph3.
Title: Re: Danmakufu ph3 β4 is out!
Post by: Naut on February 03, 2012, 07:41:03 PM
Beta 4 pre1. (http://www.geocities.co.jp/SiliconValley-Oakland/9951/pre/th_dnh_ph3.html)
Title: Re: Danmakufu ph3 β4 is out!
Post by: gammaraptor on February 03, 2012, 08:57:11 PM
Ooh... Beta 4
Title: Re: Danmakufu ph3 β4 is out!
Post by: Chronojet ⚙ Dragon on February 04, 2012, 02:06:01 AM
It's only a beta of the beta, so it might have glitches. Dunno if I know how to test it though.
Title: Re: Danmakufu ph3 β4 is out!
Post by: Drake on February 04, 2012, 02:36:34 AM
Not much actually added, there are some bugfixes, GetScriptID() and GetObjectDistance(obj1,obj2). The latter returns a negative number if objects are invalid. Probably just the usual Pythagorean distance. Hints at working on an in-script player selector rather than choosing before-hand.
Title: Re: Danmakufu ph3 β4 is out!
Post by: Shockman on February 04, 2012, 04:31:01 AM
It seems that ObjRender_SetAngleXYZ (and possibly ObjRender_SetPosition) have been changed.

What was once this:
(http://i1007.photobucket.com/albums/af192/Shockman458/Danmakufu/TRONBG.png)

Is now this:
(http://i1007.photobucket.com/albums/af192/Shockman458/Danmakufu/WeirdBG.png)

(The mountain and lights are 2D textures.)
Title: Re: Danmakufu ph3 β4 is out!
Post by: Yukari-Chan on February 04, 2012, 02:57:42 PM
It seems that ObjRender_SetAngleXYZ (and possibly ObjRender_SetPosition) have been changed.

What was once this:
(http://i1007.photobucket.com/albums/af192/Shockman458/Danmakufu/TRONBG.png)

Is now this:
(http://i1007.photobucket.com/albums/af192/Shockman458/Danmakufu/WeirdBG.png)

(The mountain and lights are 2D textures.)

Man, ph3 is a great engine. But, now 2D textures on the image. Meh, I like 3D one better.
Title: Re: Danmakufu ph3 β4 is out!
Post by: Helepolis on February 04, 2012, 06:28:20 PM
At this rate I am really questioning if I should port my game to PH3. Though due to my graduation period I have plenty of time to think about that anyway.
Title: Re: Danmakufu ph3 β4 is out!
Post by: Yukari-Chan on February 04, 2012, 07:27:57 PM
At this rate I am really questioning if I should port my game to PH3. Though due to my graduation period I have plenty of time to think about that anyway.
Really. I'm deciding the same thing... But, 50% of my mind is no and yes.
Title: Re: Danmakufu ph3 β4 is out!
Post by: Miplouf Saigyouki on February 06, 2012, 02:24:49 PM
Hey,now it upgraded to beta 4 pre2~
Title: Re: Danmakufu ph3 β4 is out!
Post by: Chronojet ⚙ Dragon on February 06, 2012, 03:48:23 PM
I guess we're almost getting that actual beta 4 pretty soon. Provided mkm fixes that graphics glitch.