Maidens of the Kaleidoscope
~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: GenericTouhouFailure on May 09, 2010, 11:05:42 AM
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The direct ripoff of the touhou bitching/whining thread except this one is for danmakufu.
Share your lolstupidity and awesome haha old chap failures.
I'll start.
Once I took 16 hours over the course of two days to find out why my sprite wasn't appearing.
The answer: Drawloop vs DrawLoop
I'll bet all the money in raymoo's donation box that this thread will die.
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Just one of my many many stupid mistakes in danmakufu
*constantly types CreateShit01/CreateShit02/CreateShitA/obj=Obj_Create(OBJ_SHIT) etc. by accident
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I keep typing CreateShota myself :/
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Of course, the occasional Infinite loop is also a common mistake to me... :V
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When I made my bezier movement script. At first it always moved towards the top left corner of the screen. After raging at it for an hour or two, I found that I made it move from 0,0 instead of GetX,GetY.
Still happens often when I use sin/cos to move things, except I don't rage and I know exactly what I did wrong.
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I was using CreateShotA. I had a comment that had all the various options, since I hadn't memorized them yet. While doing so, I ran into a problem; there are 8 parameters in CreateShotA, but I only counted 7 in my comment. "What am I doing wrong?" I asked.
It did have all of them; somehow my eyes were glazing over Bullet ID.
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Ow Shit, (http://img687.imageshack.us/i/rinhorrible.png/) I forgot the (http://img689.imageshack.us/i/rinnaut.png/) wait function again. (http://img219.imageshack.us/i/rins2mistake.png/)
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Of course, the occasional Infinite loop is also a common mistake to me... :V
Almost every time I go to iterate over an array with a while loop, I forget the "i++", resulting in a crashed Danmakufu and me smacking myself for forgetting it again. Considering that I always use arrays instead of tasks to handle multiple similar objects, this occurs with far too high a frequency. :V
One of the reasons I wanted to add in the "infinite loop protection" in MnD.
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oops i accidentally the whole yield
*dmf freezes for 5 minutes until task manager finally kills it*
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Almost every time I go to iterate over an array with a while loop, I forget the "i++", resulting in a crashed Danmakufu and me smacking myself for forgetting it again. Considering that I always use arrays instead of tasks to handle multiple similar objects, this occurs with far too high a frequency. :V
Why ascent/descent is superior.
Don't think I've had a really stupid moment since getting my erase() call wrong, but sometimes it takes me far longer to iron out my math-generated constructs than it should.
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What do you mean I forgot the angle and speed parameters mixed up?!
a 90 speed flying red blur flying 4 degrees isnt as deadly as you think it is
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I keep typing CreateShota myself :/
It's okay, you're not the only one.
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Why ascent/descent is superior.
Don't think I've had a really stupid moment since getting my erase() call wrong, but sometimes it takes me far longer to iron out my math-generated constructs than it should.
ascent and descent always seemed a bit weird syntactically to me, but that's probably just the fact that I come from a mostly C/C++ based programming history (with some QBASIC before that ... :V). Plus I'm not sure if you can change the variable that's being ascent/descent'd, which is necessary so that I don't skip an element when I remove a deleted object from the array.
Also, I'm sure erase trips up most people at least once, if not on a regular basis. I tend to think of it as operating on the array itself, rather than returning a new array (again, probably the C/C++ background mucking with my thought process).
What do you mean I forgot the angle and speed parameters mixed up?!
a 90 speed flying red blur flying 4 degrees isnt as deadly as you think it is
We need some sort of Danmaku CopsTM to chase after these crazy Bullet McSpeedhax guys, pull them over, ticket them, and make sure they start heading back out at a more reasonable rate.
:3
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CreateShit01(blah
'nuff said.
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STILL CANT USE COMMENTS AAAARRRGGG
Oh actually /* */ works but // doesn't wtf
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(http://img156.imageshack.us/img156/48/snapshot068b.png)
I accidentally added an extra zero onto the laser length, which also meant that it stayed on-screen for ten times as long. Note the 600 DPS.
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SetX=...
Another way to receive everybodie's favorite error. :V
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(http://img156.imageshack.us/img156/48/snapshot068b.png)
I accidentally added an extra zero onto the laser length, which also meant that it stayed on-screen for ten times as long. Note the 600 DPS.
Rimia B. o.O
Also today I used
if(hasdonestuff && OnPlayerMissed == 6) {
return "i'm LOOOOOVing it (あん)";
}
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Setting the UV or XY coordinates of an object effect to the same vertex, due to copy/paste. Happens frequently enough that I get aggravated that I missed it, but infrequently enough that I'll still go through the trouble of checking if my image path is correct, if it's loaded, making sure all the coordinates match up on the image, making sure I spelled @DrawLoop correctly...
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As you may have seen in the Q&A thread, I forgot to define frame as a variable, which is why I kept getting errors.
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ascent (i in 0..36)
{
CreateShotA(1, GetX, GetY, 0);
SetShotDataA(1, 0, 0, i*10, 0, 0.2, 8, GREEN21);
}What happen again? Why it didn't shoot?
.
..
...
/me facepalm
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I always do things like Obj_SetSpeed(4) without specifying what object to apply it to. I do this at least once a day without fail, yet I never learn...
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ascent (i in 0..36)
{
CreateShotA(1, GetX, GetY, 0);
SetShotDataA(1, 0, 0, i*10, 0, 0.2, 8, GREEN21);
}
That happens to me alot, too. It once took me a while to figure out what was missing there.
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I'll start.
Once I took 16 hours over the course of two days to find out why my sprite wasn't appearing.
The answer: Drawloop vs DrawLoop
Don't worry...
My version is #Background vs #BackGround (and possibly the @Background loop also)
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Ok, this is a new one.
Instead of
while(Obj_BeDeleted(obj)==false){...
I had it
while(Obj_Delete(obj)==false){...
No wonder the game froze. :derp:
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*Refers back to the help thread where he copied/pasted two DrawLoops and Finalizes.*
~ULTRA FACEPALM~
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I once fucked up a HUGE stage script. The game would instantly end when I opened it.
I posted it in the Q&A thread and on irc, but nobody found the problem. 6 hours later i found out i had an excess bracket that caused the entire stage to skip to ClearStage. BAKA BAKA BAKA
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CreateShotA(0,GetX,GetY,10);
SetShotDataA(0,0,2,GetAngleToPlayer,0,0.1,3,RED31,10);
FireShot(0);
woops :derp:
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Minuscules (setShotA) + lack of yield + unexistant variables :V
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Well... My biggest failure...
I was trying to figure out why my spell wasn't working. I had all the shots spelled right, I really hadn't messed with anything... However, it took me a while to realize... I'd left out #TouhouDanmakufu... Yeah, can't really fail more than that can we?
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Well... My biggest failure...
I was trying to figure out why my spell wasn't working. I had all the shots spelled right, I really hadn't messed with anything... However, it took me a while to realize... I'd left out #TouhouDanmakufu... Yeah, can't really fail more than that can we?
I don't see why that would cause the script to not work. The only thing #TouhouDanmakufu does is let you select the script in the menu.
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Trash and nonsensical failure+garbage+randomness
tl;dr: click the "report" button to issue a a painful, cold, wet death.
:V
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Hmm.....
/me hovers over the "report to moderator" button
To report or not to report, that is the que(ry
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Never mind.
GenericTouhouFan deserves to die a painful, cold, wet death.
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The only thing #TouhouDanmakufu does is let you select the script in the menu.
that wass mostlikely the problem.
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I just realized that
GetLife gets the life of the enemy that uses it
and
GetEnemyLife gets the life of the boss.
/me は彼の机の上に頭を打つ。
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This happened I swear like, 6 times while I was scripting for the Contest
SetTexture(boss);
SetGraphicAngle(0,0,0);
SetGraphicScale(0,0);
SetAlpha(255);
ehehehe WHY DUN MY BOSS APPEAR
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Did you run LoadGraphic(boss)?
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Did you run LoadGraphic(boss)?
no he divide the scale of the boss by 0 :getdown:
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no he divide the scale of the boss by 0 :getdown:
I think you meant multiply but yeah :V
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:V
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CreateLazer
Also, at least once per scripting session I forget to put ; at the end of something.
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Although I never actually figured out what was wrong with it and never actually facepalmed at it (though for all I know there was something fundamentally wrong with the idea that I should have understood and promptly facepalmed at were I a competent scripter), my favorite broken script was one I wrote involving familiarfamiliars (that is, boss spawns familiars, familiars spawn familiarfamiliars, familiarfamiliars spawn bullets). Every time a familiarfamiliar either died or flew offscreen, the boss cutin would occur again, the spell would restart, and the number of bosses onscreen would double. At 8 bosses, the game would crash.
Apparently, 8 Koakumas is enough to destroy the universe.
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CreateLazer
Method names are the bane of my programming existence; I've done CreateLazer too, so many times I've written "fire(0);" and wondered what was wrong (I got used to Robocode syntax :V ) and SetShotDataa quite frequently. x_x
One of my worst facepalms was when I was naming a spellcard I was making, I typed
[Immortality: "One Drinks Vodka Pure and Cold ]
...and it broke my entire script and it took me hours to realize my fail :derp:
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You know...that reminds me...
I can't tell you how many times I've said SetPOSISIONXX.
It's like I completely forget how to spell that word. And it often takes hours to find out why it's not working.
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Say, why isn't my thing appearing/sound playing? ???
About an hour later, I realized I forgot something in @Initialize. :V
At least I usually learn my lesson...for that script.
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Accidentally replaced ; with : :V
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Today I wondered why my effect objects were staying on the screen.
It was like this:
Me: WHY, EFFECTS!? HURRY UP AND DISAPPEAR!!
Text effects: Not until you put a yield; into the MainLoop, bitch
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Some piece of code totally unrelated to what I was working on suddenly gave me an error, made no sense at all. Still not quite sure what exactly it is, but I was manipulating two files at a time and I forgot to save one.
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example file.txt
task shitballsandcauseerror{
fsadjkasdfjalskdjflaksdj;aldjf;alskdja;sldjals;dkjh
ObjCREATE(OBJECTSHITBALLS);
while(!Obj_BeDeleted(obj){
yield;
}
in boss.txt
script_enemy_main{
#include_function "example file.txt";
@Initialize{
}
etcetc
}The result?
"Events Cannot be this deep" (or something like that)
the worst part is that i had to search through 1099 lines of code to find the missing "}"
oh and its 1099 lines because I likez complex functions :dealwithit:
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So apparently i just figured out that using DeleteSE works on seUseSpellCard.wav so that you can get rid of the default SetScore noise (and probably on the other default SE). The worst part is that everyone on IRC is now calling me a genius for figuring this out all of a sudden. :derp:
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So apparently i just figured out that using DeleteSE works on seUseSpellCard.wav so that you can get rid of the default SetScore noise (and probably on the other default SE). The worst part is that everyone on IRC is now calling me a genius for figuring this out all of a sudden. :derp:
...
holy shit you ARE a genius :o
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So apparently i just figured out that using DeleteSE works on seUseSpellCard.wav so that you can get rid of the default SetScore noise (and probably on the other default SE). The worst part is that everyone on IRC is now calling me a genius for figuring this out all of a sudden. :derp:
You don't need that.
You program your own spell card, cutin and boss handling function to not even touch danmakufu's original shit. :smug:
oh shit its the first time I used that emotion icon and i'm going to get flamed for it
*is shot for crashing party*
an old example (http://www.youtube.com/watch?v=M9oRm93VXKE)