東方弾幕風ph3
Touhou Danmakufuu ph3
東方弾幕風ph3試作版です。
(このソフトで再生できるスクリプトは現状存在しません。
通常はこちらを使用するようお願いいたします。)
This is the trial version of the Touhou Danmakufuu ph3.
(Right now, there is no software to run this script. For normal purposes, please use this *Link to Danmakufuu*)
■東方弾幕風ph3
Touhou Dnamakufuu ph3
東方弾幕風ph3 α9
(約2500kB) 現状本体は付属していません。スクリプト確認用のViewerが付属しています。
試作版のためバグは多いと思います。
(実装だけして一度も試してない機能が多くあります・・・)
Touhou Danmakufuu ph3 α9
(About 2500kB) Right now, the main program does not come with it. There is "Viewer" packed with it to check the script.
Since it's still the trial version, there might be many bugs left.
(There are many features that have been implemented, but not tested out.)
v0.12mとは互換性はありません。
また東方弾幕風 v0.12mまでで使用できた全ての機能を実装できていません。
(ただしv0.12mでなかった機能を実装したりもしています)
There is no compatibility with v0.12m.
Also, we still have not implemented all of the features that were used in v0.12m.
(But there are features implemented that was not in v0.12m)
■ヘルプ関連
Help and support
東方弾幕風ヘルプ(2010/07/19) web版ヘルプです。DLが面倒な方はこちらからどうぞ。
ヘルプもほとんどサンプルを記述していないため大変わかりづらいと思います。
現状はほぼ関数一覧くらいしか意味がありません。
This is the web ver. help of Touhou Danmakufuu (2010/07/19).
If you are too lazy to DL it, please use this.
Since it's only the sample being listed, it might be very hard to understand.
Right now, the only thing meaningful in this might be the list of variables/functions.
東方弾幕風ヘルプ(DL用アーカイブ) DL用ヘルプです。内容はweb版と同じです。
Touhou Danmakufuu Help (Archive for DL) This is the help option for DL. The contents are the same as the web ver.
2006/10/09(ver0.12m):colonveeplusalpha:
2010/05/05(ph3 α1)
Well I know that 0.12m is not supported but I wonder if they somehow add a support for that later in the release version. Somehow it would be quite a loss to all those scripts to go waste.Looking at the current functions and how they focus everything on objects, I'd say no. They have reduced heavily the bullet types to two types: CreateShotA1 and 2. First one is a 6 parameter regular shot (01 style) the 2nd one is same as the first one, but has acceleration parameter. Help file also says: for advanced features, please use objects. Same goes for lasers. Two types: stationary and launching laser. Object bullets now have all the complex features like old CreateShotA and more. I seen stuff like acceleration rate, angular acceleration etc etc,.
#ScriptVersion[3]
Woah, a Blur and Screen Shake Effect!WHAT YOU SAY
buckets
what will I do with all my uncompleted shit :ohdear:When the engine's done,
Writhe in your despair.
EDIT 6:
(RED, ORANGE, YELLOW, GREEN, SKY, BLUE, PURPLE, WHITEがありますが、REDのみ記述。また一部省略。) AQUA NOW REPLACED BY SKY :V
(RED, ORANGE, YELLOW, GREEN, SKY, BLUE, PURPLE, WHITEがありますが、REDのみ記述。また一部省略。) AQUA NOW REPLACED BY SKY :V
Shall we proceed with the Azure jokes?
task TShake()
{
while(!Obj_IsDeleted(objManage))
{
Set2DCameraFocusX(192 + rand(-8, 8));
Set2DCameraFocusY(224 + rand(-8, 8));
yield;
}
Reset2DCamera();
}Writhe in your despair.:getdown:
delay_rect = (209, 474, 240, 505)FINALLYFINALLYFINALLYFINALLYFINALLYFINALLYFINAL(ry
Also could ITEM_1UP_S and ITEM_SPELL_S be life pieces and bomb pieces? but then what would ITEM_POINT_S be ???Item 1Up is a life block, Spell is almost certainly a bomb, and Item point are those little blue tiles that give you a 1up if you collect enough.
Item 1Up is a life block, Spell is almost certainly a bomb, and Item point are those little blue tiles that give you a 1up if you collect enough.I know that but there is ITEM_1UP_S and ITEM_1UP. So i wonder what's the difference.
Nice effect but when is the spinning effect coming ???
CreateItemA2 returns the object ID, broski. Spin it yourself. :3:colonveeplusalpha:
Found the code for the earthquake effect on Rumia,s Bomb.bumping just to shit bucketsCode: [Select]task TShake()
{
while(!Obj_IsDeleted(objManage))
{
Set2DCameraFocusX(192 + rand(-8, 8));
Set2DCameraFocusY(224 + rand(-8, 8));
yield;
}
Reset2DCamera();
}
so yeah... looks like a new (correct me on this, if this isn?t a new one) function to be used.
■ 2D camera
A 2D camera space manipulation functions.
Used to vibrate the screen probably mostly.
(It seems to keep changing the position and vibration of the camera focus.)
2D camera on the scope of the " priority drawing "thank you for more information.
You kind of mixed up the two sayings there, bud.
Anyways, with the inclusion of a 2D camera, there had better be more ways to use the camera than just moving it around.
Why is the camera not centered... At the center...?
My only guess is that the gamefield size can be altered (think I read it somewhere in the functionlis) so his field size must be different? Either that or the author just made a mistake with the camera.I know...
The code shows him randomly skewing it about (192, 224), which is not the center of the screen. I'm basically asking why the camera is moving about that particular point, as opposed to being centered at the very center of the screen (224, 240) and then altered.
My only guess is that the gamefield size can be alteredYou mean, like the entire game field?
The code shows him randomly skewing it about (192, 224), which is not the center of the screen.I thought the game field is 384 x 448 ? :/ Wouldn't that make (192, 224) the exact center ?