Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: GenericTouhouFailure on May 09, 2010, 11:05:42 AM

Title: The Danmakufailure / facepalm thread
Post by: GenericTouhouFailure on May 09, 2010, 11:05:42 AM
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.
Title: Re: The Danmakufailure / facepalm thread
Post by: Kylesky on May 09, 2010, 03:40:07 PM
Just one of my many many stupid mistakes in danmakufu

*constantly types CreateShit01/CreateShit02/CreateShitA/obj=Obj_Create(OBJ_SHIT) etc. by accident
Title: Re: The Danmakufailure / facepalm thread
Post by: Infy♫ on May 09, 2010, 03:42:41 PM
I keep typing CreateShota myself :/
Title: Re: The Danmakufailure / facepalm thread
Post by: Kylesky on May 09, 2010, 03:43:52 PM
Of course, the occasional Infinite loop is also a common mistake to me... :V
Title: Re: The Danmakufailure / facepalm thread
Post by: Gc on May 09, 2010, 03:51:05 PM
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.
Title: Re: The Danmakufailure / facepalm thread
Post by: Ecthel on May 09, 2010, 04:13:01 PM
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.
Title: Re: The Danmakufailure / facepalm thread
Post by: Solais on May 09, 2010, 04:22:18 PM
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/)
Title: Re: The Danmakufailure / facepalm thread
Post by: Nuclear Cheese on May 10, 2010, 02:12:32 AM
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.
Title: Re: The Danmakufailure / facepalm thread
Post by: CK Crash on May 11, 2010, 12:48:45 AM
oops i accidentally the whole yield

*dmf freezes for 5 minutes until task manager finally kills it*
Title: Re: The Danmakufailure / facepalm thread
Post by: 8lue Wizard on May 11, 2010, 01:23:11 AM
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.
Title: Re: The Danmakufailure / facepalm thread
Post by: Demonbman on May 11, 2010, 05:09:31 PM
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
Title: Re: The Danmakufailure / facepalm thread
Post by: Garlyle on May 11, 2010, 09:13:12 PM
I keep typing CreateShota myself :/
It's okay, you're not the only one.
Title: Re: The Danmakufailure / facepalm thread
Post by: Nuclear Cheese on May 13, 2010, 02:20:38 AM
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
Title: Re: The Danmakufailure / facepalm thread
Post by: Chronojet ⚙ Dragon on May 17, 2010, 02:49:03 AM
CreateShit01(blah

'nuff said.
Title: Re: The Danmakufailure / facepalm thread
Post by: Suikama on May 17, 2010, 02:55:25 AM
STILL CANT USE COMMENTS AAAARRRGGG

Oh actually /* */ works but // doesn't wtf
Title: Re: The Danmakufailure / facepalm thread
Post by: Azure Lazuline on May 17, 2010, 07:33:30 AM
(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.
Title: Re: The Danmakufailure / facepalm thread
Post by: Iryan on May 17, 2010, 03:12:36 PM
SetX=...

Another way to receive everybodie's favorite error.   :V
Title: Re: The Danmakufailure / facepalm thread
Post by: Chronojet ⚙ Dragon on May 17, 2010, 04:03:48 PM
(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)";
}
Title: Re: The Danmakufailure / facepalm thread
Post by: Naut on May 17, 2010, 04:37:48 PM
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...
Title: Re: The Danmakufailure / facepalm thread
Post by: Kingault on May 18, 2010, 01:23:19 AM
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.
Title: Re: The Danmakufailure / facepalm thread
Post by: Nimble on May 18, 2010, 08:17:34 AM
Code: [Select]
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
Title: Re: The Danmakufailure / facepalm thread
Post by: Azure Lazuline on May 18, 2010, 07:04:38 PM
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...
Title: Re: The Danmakufailure / facepalm thread
Post by: Danielu Yoshikoto on May 18, 2010, 07:19:21 PM
Code: [Select]
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.
Title: Re: The Danmakufailure / facepalm thread
Post by: Henry on May 21, 2010, 09:17:19 AM
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)
Title: Re: The Danmakufailure / facepalm thread
Post by: Iryan on June 17, 2010, 11:20:16 AM
Ok, this is a new one.

Instead of
Quote
while(Obj_BeDeleted(obj)==false){...
I had it
Quote
while(Obj_Delete(obj)==false){...

No wonder the game froze.  :derp:
Title: Re: The Danmakufailure / facepalm thread
Post by: Megayanma on June 17, 2010, 02:38:23 PM
*Refers back to the help thread where he copied/pasted two DrawLoops and Finalizes.*

~ULTRA FACEPALM~
Title: Re: The Danmakufailure / facepalm thread
Post by: Infy♫ on June 17, 2010, 03:31:28 PM
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
Title: Re: The Danmakufailure / facepalm thread
Post by: Demonbman on June 17, 2010, 03:47:38 PM
CreateShotA(0,GetX,GetY,10);
SetShotDataA(0,0,2,GetAngleToPlayer,0,0.1,3,RED31,10);
FireShot(0);


woops  :derp:
Title: Re: The Danmakufailure / facepalm thread
Post by: Missing on June 17, 2010, 05:41:33 PM
Minuscules (setShotA) + lack of yield + unexistant variables  :V
Title: Re: The Danmakufailure / facepalm thread
Post by: 空SoraのNo鏡Kagami on June 21, 2010, 08:10:44 PM
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?
Title: Re: The Danmakufailure / facepalm thread
Post by: Demonbman on June 21, 2010, 09:49:47 PM
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.
Title: Re: The Danmakufailure / facepalm thread
Post by: GenericTouhouFailure on June 22, 2010, 02:00:18 AM
Trash and nonsensical failure+garbage+randomness

tl;dr: click the "report" button to issue a
a painful, cold, wet death.
:V
Title: Re: The Danmakufailure / facepalm thread
Post by: Chronojet ⚙ Dragon on June 22, 2010, 02:53:37 AM
Hmm.....
/me hovers over the "report to moderator" button

To report or not to report, that is the que(ry

...
Never mind.
GenericTouhouFan deserves to die a painful, cold, wet death.
Title: Re: The Danmakufailure / facepalm thread
Post by: Danielu Yoshikoto on June 22, 2010, 06:10:59 AM
The only thing #TouhouDanmakufu does is let you select the script in the menu.

that wass mostlikely the problem.
Title: Re: The Danmakufailure / facepalm thread
Post by: Chronojet ⚙ Dragon on June 22, 2010, 06:31:04 AM
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。
Title: Re: The Danmakufailure / facepalm thread
Post by: Demonbman on July 09, 2010, 09:01:40 AM
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
Title: Re: The Danmakufailure / facepalm thread
Post by: Suikama on July 09, 2010, 02:44:51 PM
Did you run LoadGraphic(boss)?
Title: Re: The Danmakufailure / facepalm thread
Post by: Foremoster on July 09, 2010, 03:29:01 PM
Did you run LoadGraphic(boss)?

no he divide the scale of the boss by 0  :getdown:
Title: Re: The Danmakufailure / facepalm thread
Post by: Suikama on July 09, 2010, 04:07:40 PM
no he divide the scale of the boss by 0  :getdown:
I think you meant multiply but yeah :V
Title: Re: The Danmakufailure / facepalm thread
Post by: Foremoster on July 09, 2010, 05:25:08 PM
 :V
Title: Re: The Danmakufailure / facepalm thread
Post by: Zerro on July 15, 2010, 05:55:17 AM
CreateLazer

Also, at least once per scripting session I forget to put ; at the end of something.
Title: Re: The Danmakufailure / facepalm thread
Post by: Krimmydoodle on July 15, 2010, 09:21:41 AM
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.
Title: Re: The Danmakufailure / facepalm thread
Post by: Beef Owl on July 19, 2010, 05:08:08 PM
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:
Title: Re: The Danmakufailure / facepalm thread
Post by: Zerro on July 24, 2010, 04:51:53 AM
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.
Title: Re: The Danmakufailure / facepalm thread
Post by: Something XutaWoo-y on August 13, 2010, 06:45:52 AM
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.
Title: Re: The Danmakufailure / facepalm thread
Post by: Elementoid on September 11, 2010, 06:05:24 AM
Accidentally replaced ; with :  :V
Title: Re: The Danmakufailure / facepalm thread
Post by: Chronojet ⚙ Dragon on September 11, 2010, 06:15:55 AM
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
Title: Re: The Danmakufailure / facepalm thread
Post by: Drake on September 11, 2010, 06:34:28 AM
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.
Title: Re: The Danmakufailure / facepalm thread
Post by: GenericTouhouFailure on September 11, 2010, 09:05:14 AM
example file.txt
Code: [Select]
task shitballsandcauseerror{
fsadjkasdfjalskdjflaksdj;aldjf;alskdja;sldjals;dkjh
ObjCREATE(OBJECTSHITBALLS);
while(!Obj_BeDeleted(obj){
yield;
}

in boss.txt
Code: [Select]
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:
Title: Re: The Danmakufailure / facepalm thread
Post by: CK Crash on September 12, 2010, 01:50:03 PM
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:
Title: Re: The Danmakufailure / facepalm thread
Post by: Suikama on September 12, 2010, 02:58:18 PM
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
Title: Re: The Danmakufailure / facepalm thread
Post by: GenericTouhouFailure on September 13, 2010, 11:56:44 AM
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)