Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: Naut on August 16, 2010, 04:30:22 PM

Title: Danmakufu is still updating.
Post by: Naut on August 16, 2010, 04:30:22 PM
Tired of Danmakufu being at version 0.12m?

Welp, apparently there is an alpha ph3 version of 0.12m Danmakufu now. With the last update being July 19th, 2010.

Check this shit out. (http://www.geocities.co.jp/SiliconValley-Oakland/9951/products/th_dnh_ph3.html)

Seems compitition from these new shmup engines like NC's or AnoNL's have sparked up some updates :V

Any translation fairies wanna give this page a go? Machines are giving us nothing useful.

Also, if you want to see the biggest nerdgasms ever, join us on #danmakufu @ ppirc.net (http://webchat.ppirc.net/?channels=danmakufu) for more active discussion.



Translated Danmakufu  ph3 alpha front page (http://www.geocities.co.jp/SiliconValley-Oakland/9951/products/th_dnh_ph3.html) (Thanks to Sabino)

Quote from: Sabino
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.
Title: Re: Danmakufu is still updating.
Post by: Helepolis on August 16, 2010, 04:32:02 PM
ObjSound_SetVolumeRate

FUCK YES

ObjSound_SetVolumeRate(引数:2)
 1) オブジェクトID
 2) ボリューム(0-100)  <-- Volume value 0 to 100

Title: Re: Danmakufu is still updating.
Post by: Naut on August 16, 2010, 04:35:37 PM
<Naut>   W...Wow
<Naut>   I think I just came a little
<Helepolis>   oh fuck Naut I just wet my pants   
<Gamecubic>   It's like... The best news in the history of ever
<Naut>   getting tissue box, brb
<Helepolis>   might as well stay naked and put a bucket below me
Title: Re: Danmakufu is still updating.
Post by: Naut on August 16, 2010, 04:43:40 PM
Fucking everything is an object

ObjRender_
ObjPrim_
ObjSprite2D_
ObjSpriteList2D_
ObjSprite3D_
ObjMesh_
ObjText_
ObjSound_
ObjMove_
ObjEnemy_
ObjEnemyBossScene_

Hells yeah. List of new/updated functions and whatnot. (http://www.geocities.co.jp/SiliconValley-Oakland/9951/products/th_dnh_help_v3.html)

Also
<Gamecubic>   Sorry, too busy jizzing everywhere to help anyone





This new version of danmakufu is not backwards compatible by the way.
Title: Re: Danmakufu is still updating.
Post by: Helepolis on August 16, 2010, 04:51:36 PM
It seems that this version of Danmakufu is totally new and incompatible with the earlier versions. I posted a translation request for the message on the website to confirm this.

If indeed this version is incompatible, then it means Danmakufu scripting will become a split cause. Meaning we have to make new tutorials and approach scripts on a totally different and new way. For my Dance Contest project, it is way too late to convert, because looking at the list of vast functions. It is way too late. Fuck.
Title: Re: Danmakufu is still updating.
Post by: Suikama on August 16, 2010, 04:57:00 PM
Say Whaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaat
Title: Re: Danmakufu is still updating.
Post by: Infy♫ on August 16, 2010, 05:21:33 PM
FUCK YES!
Title: Re: Danmakufu is still updating.
Post by: Iryan on August 16, 2010, 05:22:10 PM
 :getdown:
 :* :* :* :* :* :* :* :*
Title: Re: Danmakufu is still updating.
Post by: Solais on August 16, 2010, 05:26:47 PM
Wait. PluralStage? @Event? ScriptVersion3? This is... intriguing.
Title: Re: Danmakufu is still updating.
Post by: Dizzy H. "Muffin" Muffin on August 16, 2010, 05:27:25 PM
Yes but can you pause/resume BGMs with pausing!? :V
Title: Re: Danmakufu is still updating.
Post by: Helepolis on August 16, 2010, 05:34:05 PM
Image of the interface: http://i33.tinypic.com/2z8c3uc.jpg <- click to view, because too large in size.

Can't see scripts? USE APPLOCALE
Title: Re: Danmakufu is still updating.
Post by: Solais on August 16, 2010, 05:43:32 PM
I'm using Applocale, and I still can't see scripts.

Actually, I can see the scripts, only if I run it without Applocale, and only if I change their first line to "TouhouDanmakufu".
Title: Re: Danmakufu is still updating.
Post by: Helepolis on August 16, 2010, 05:58:09 PM
Well that is odd. I couldn't see scripts until I used applocale. Mysterious ze.
Title: Re: Danmakufu is still updating.
Post by: Formless God on August 16, 2010, 06:04:40 PM
Quote
2006/10/09(ver0.12m)
2010/05/05(ph3 α1)
:colonveeplusalpha:
Anyway this is awsm news.
Title: Re: Danmakufu is still updating.
Post by: Kyaksa on August 16, 2010, 06:04:54 PM
D8... how long would people like me will have to wait for a new danmukufu tutuorial? Thank god I haven't started yet but still... D8
Title: Re: Danmakufu is still updating.
Post by: Helepolis on August 16, 2010, 06:42:20 PM
Seeing that this is an alpha version with a quite unfriendly interface, I would say we have to wait till the beta is available. You don't load scripts like you do through menus and stuff. It's all click and load (alpha duh)

I don't see it worth atm to make tutorials unless there are freaks out there who cannot sit and wait................. Like me :V Currently fooling with the Sound Object thing, but it is giving me a lot of trouble.
Title: Re: Danmakufu is still updating.
Post by: SAS on August 16, 2010, 07:07:46 PM
Seems cool, but I'll stick with the older version for time being. Because I have not finished my script :V
Title: Re: Danmakufu is still updating.
Post by: Stuffman on August 16, 2010, 07:29:43 PM
Holy shit, this is like finding out that a relative I thought was dead is still alive.
Title: Re: Danmakufu is still updating.
Post by: Helepolis on August 16, 2010, 07:55:33 PM
Page translated by Sabino. Info in the first post. As expected, an alpha version which is purely for demonstration for now.
Title: Re: Danmakufu is still updating.
Post by: Solais on August 16, 2010, 08:25:09 PM
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.
Title: Re: Danmakufu is still updating.
Post by: Lord Phantasm Satori on August 16, 2010, 09:10:52 PM
this is why I hate updates. It's like Mugen 1.0 all over again! of course this could perhaps maybe almost be a sort of good thing.
Title: Re: Danmakufu is still updating.
Post by: Helepolis on August 16, 2010, 09:20:03 PM
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,.

The function implementation they speak of building into the new version is suspected to be stuff like "CutIn" "Concentration01" , because these were commented out inside the sample codes. When I tried to activate them, DanmakufuViewer threw errors back. So yea.
Title: Re: Danmakufu is still updating.
Post by: Lord Phantasm Satori on August 16, 2010, 09:34:26 PM
hopefully they could at least add the ability to USE them, I mean, sure, no one would make new stuff in the old version, but if there was compatibility, it would be much better.
Title: Re: Danmakufu is still updating.
Post by: Fujiwara no Mokou on August 16, 2010, 09:42:43 PM
I'm actually hoping that we could make our own Cutins and Concentration. That way we're not limited to the pattern and graphic Danmakufu provides for us.

I just hope that they fixed the bugs so we have the same alpha rendering in object effects as @DrawLoop, instead of making it DARKER when it's half-transparency.
Also, make it english dammit! lol
Title: Re: Danmakufu is still updating.
Post by: Chronojet ⚙ Dragon on August 16, 2010, 10:52:21 PM
W-w-w-whaaaaaa??
No compatibility with v0.12m, hm?

Blah. I can't believe it.

I'll have to make everything over again.
Title: Re: Danmakufu is still updating.
Post by: Demonbman on August 16, 2010, 11:01:36 PM
Woah, a Blur and Screen Shake Effect! Thats kick-ass!

But I wanna address that sometimes, I will load it, exit it, and try to get back in it, it will open, but I can't select anything in DnhViewer, it jsut kinda locks up, but the FPS counter flunctuates still >_>
Title: Re: Danmakufu is still updating.
Post by: Sejha on August 16, 2010, 11:19:05 PM
I would be more happy about this but it's rather old news to me actually. I seen this first around two/three months ago.

To be quite frank, even with all the new stuff I was very, very unamused when I read that it was not compatible with my existing scripts. That did it for me. Unless this kicks soo much ass that it completely makes DNH 0.12 obsolete, I aint using this.
Title: Re: Danmakufu is still updating.
Post by: Lord Phantasm Satori on August 16, 2010, 11:22:16 PM
this sucks. now I'm all, "which one am I going to eventually maybe perhaps learn now?" lol
Title: Re: Danmakufu is still updating.
Post by: Marco on August 16, 2010, 11:26:37 PM
Wow a new version this is absolutly.... NOT GOOD!
I don't remember danmakufu 's function (like CreateShotA) now I've to reset my brain...
System Restore!
However this is a great news, I was tired of that old danmakufu... but it's not better a
Code: [Select]
#ScriptVersion[3]
Title: Re: Danmakufu is still updating.
Post by: KrackoCloud on August 16, 2010, 11:36:07 PM
What in the world. What. In. The World.
I'm upset about no compatibility with the current version, but if this makes scripting easier, I'll be happy to re-learn Danmakufu.

Also, what's with this "ObjMove_AddPatternA1" ?
Title: Re: Danmakufu is still updating.
Post by: Formless God on August 16, 2010, 11:42:02 PM
Woah, a Blur and Screen Shake Effect!
WHAT YOU SAY

Anyway I'm still looking for that wavering effect :<
Title: Re: Danmakufu is still updating.
Post by: Drake on August 17, 2010, 12:05:49 AM
buckets
Title: Re: Danmakufu is still updating.
Post by: Chronojet ⚙ Dragon on August 17, 2010, 12:18:57 AM
A tutorial.
Does anyone have an English one?
Title: Re: Danmakufu is still updating.
Post by: Naut on August 17, 2010, 12:22:25 AM
No. Anybody who wants to make a tutorial for an alpha build of a buggy as hell trial shmup engine will be wasting their time. Experiment with it, don't make scripts for it.
Title: Re: Danmakufu is still updating.
Post by: Lord Phantasm Satori on August 17, 2010, 01:53:47 AM
buckets

that is probably the best post I've seen all day.
Title: Re: Danmakufu is still updating.
Post by: Something XutaWoo-y on August 17, 2010, 02:42:09 AM
What.

 :( Hopefully someone will start a branch using the old version's source code to add new features to it.
Title: Re: Danmakufu is still updating.
Post by: Dizzy H. "Muffin" Muffin on August 17, 2010, 03:10:20 AM
Yeah, too bad it's not actually open-source so nobody can actually do that.
Title: Re: Danmakufu is still updating.
Post by: Kylesky on August 17, 2010, 03:54:33 AM
HOLY FUCK HOLY FUCK HOLY FUCK HOLY FUCK HOLY FUCK HOLY FUCK HOLY FUCK HOLY FUCK HOLY FUCK HOLY FUCK HOLY FUCK HOLY FUCK HOLY FUCK HOLY FUCK HOLY FUCK HOLY FUCK HOLY FUCK HOLY FUCK

what will I do with all my uncompleted shit :ohdear:
Title: Re: Danmakufu is still updating.
Post by: Chronojet ⚙ Dragon on August 17, 2010, 04:21:38 AM
what will I do with all my uncompleted shit :ohdear:
When the engine's done,
Port your things to ph3 and continue working on all of it, of course! :]
Title: Re: Danmakufu is still updating.
Post by: Drake on August 17, 2010, 04:24:59 AM
Alternatively, give up on everything and never touch any version of danmakufu again because a new engine means all of your work has been for naught. Writhe in your despair.
Title: Re: Danmakufu is still updating.
Post by: Johnny Walker on August 17, 2010, 06:09:58 AM
There's a "Default_Background_IceMountain.mqo" file in "scriptsystem_defaultimg". Is that a pre-rendered background?

wooops! Looks like we can code our own backgrounds outside Danmakufu. I hope.

(http://www3.mediafire.com/imgbnc.php/a0cb223f30634a8868332a2a53d6b99d1g.jpg) (http://www.mediafire.com/imageview.php?quickkey=8bq0qmw0zepf3kp&thumb=4)
Title: Re: Danmakufu is still updating.
Post by: Lord Phantasm Satori on August 17, 2010, 07:01:11 AM
Writhe in your despair.

wow, that was pretty dark, Drake...

anyway, I'm pretty sure I'd be alright to finish your stuff on the current version, and work on any new stuff on the new version.
Title: Re: Danmakufu is still updating.
Post by: Helepolis on August 17, 2010, 07:17:02 AM
There isno new working version yet. Seriously, do you people even read what is being posted here?
Title: Re: Danmakufu is still updating.
Post by: Stuffman on August 17, 2010, 08:10:02 AM
I don't give a crap if it's incompatible with current DMF. It's great that it's still being developed at all.

Wasn't everyone ready to switch over to Musuu as soon as it was nearing completion? You'd have to learn a new system anyway.

Besides, as soon as you know one, it should be easy to learn any of the others.
Title: Re: Danmakufu is still updating.
Post by: GenericTouhouFailure on August 17, 2010, 09:18:08 AM
this topic is sex
Carry on.
Edit: Found a power item in the item.png file. TOTALY NOT HINTING ANYTHING OH SHIT DERP
Edit2:
CreateItemA1(引数:4、返り値:オブジェクトID)
 1) アイテム種別
  ITEM_1UP  :1アップ
  ITEM_1UP_S :1アップ(小)
  ITEM_SPELL :スペル大
  ITEM_SPELL_S:スペル(小)
  ITEM_POWER :パワーアップ
  ITEM_POWER_S:パワーアップ(小)

  ITEM_POINT :得点
  ITEM_POINT_S:得点(小)
JESUS YEAH NO MORE SCRIPTING CUSTOM ITEM SCRIPTS!
(and commondata bullshit)

Also could ITEM_1UP_S and ITEM_SPELL_S be life pieces and bomb pieces? but then what would ITEM_POINT_S be ???


EDIT 3:
SetStgFrame
OH YEAH! AWESOME! No need to draw hugeass ObjEffects or replace STG_FRAME.png!


EDIT 4:
delay_rect = (209, 474, 240, 505)
OHGOD
:V :V :V :getdown: :getdown:

EDIT 5:
DNHViewer crashes the entire computer in wine. (just restarted comp btw due to Ha ha, old chap! freeze)

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
Title: Re: Danmakufu is still updating.
Post by: Kylesky on August 17, 2010, 01:03:57 PM
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

oh hell yes, my name is now partly in danmakufu :V
Title: Re: Danmakufu is still updating.
Post by: Chronojet ⚙ Dragon on August 17, 2010, 01:08:50 PM
(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?
Title: Re: Danmakufu is still updating.
Post by: Kylesky on August 17, 2010, 03:29:52 PM
Shall we proceed with the Azure jokes?

azure jokes?
Title: Re: Danmakufu is still updating.
Post by: Danielu Yoshikoto on August 17, 2010, 04:31:54 PM
Found the code for the earthquake effect on Rumia,s Bomb.

Code: [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.
Title: Re: Danmakufu is still updating.
Post by: Suikama on August 17, 2010, 04:52:21 PM
Writhe in your despair.
:getdown:
Title: Re: Danmakufu is still updating.
Post by: Formless God on August 17, 2010, 06:36:57 PM
delay_rect = (209, 474, 240, 505)
FINALLYFINALLYFINALLYFINALLYFINALLYFINALLYFINAL(ry
Title: Re: Danmakufu is still updating.
Post by: Beef Owl on August 18, 2010, 12:17:58 AM
Technically, wasn't screen-shaking already possible (Albeit through some pretty backdoor methods :V)?

Also, buckets indeed, though I kinda liked Danmakufu's stagnant pool of changelessness; it gave me time to catch up XD
Title: Re: Danmakufu is still updating.
Post by: Sejha on August 18, 2010, 03:11:48 AM
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.
Title: Re: Danmakufu is still updating.
Post by: GenericTouhouFailure on August 18, 2010, 08:40:40 AM
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.

Edit: STILL ON A GODDAMM ROLL

CreateItemA2 (argument: 6, Return Value: Object ID)
1) Type of items
ITEM_1UP: 1 up
ITEM_1UP_S: 1-up (small)
ITEM_SPELL: Great spell
ITEM_SPELL_S: Spell (small)
ITEM_POWER: Power Up
ITEM_POWER_S: power-up (small)
ITEM_POINT: score
ITEM_POINT_S: points (small)
2) x-coordinate
3) y-coordinate
4) x-coordinate of destination
5) y-coordinate of destination
6) points
Makes items appear.
After moving the item to the target coordinates, slowly falling down.

Remember the effect of the boss spewing out items in Marine Benefit. This function drops items in bursts

so instead of CreateItemA1(ITEM_POINT,bossx+rand(-20,20),bossy+rand(-20,20),whatisthisfor);
CreateItemA2(ITEM_POINT,bossx,bossy,bossx+rand(-20,20),bossy+rand(-20,20),whatisthisfor); will create Items from the center of the boss like a bullet then fly to whatever is bossx+randomnumbers and bossy+anotherrandom number.
Nice effect but when is the spinning effect coming ???
Title: Re: Danmakufu is still updating.
Post by: Helepolis on August 18, 2010, 11:40:27 AM
I am more like extremely interested in the sound and bgm options. You can now technically adjust the volume whenever you want. Like let's say you want to dim a sfx or bgm to blend in another one. It is all possible, I hope.
Title: Re: Danmakufu is still updating.
Post by: Naut on August 18, 2010, 01:42:35 PM
Nice effect but when is the spinning effect coming ???

CreateItemA2 returns the object ID, broski. Spin it yourself.  :3
Title: Re: Danmakufu is still updating.
Post by: Blargel on August 18, 2010, 09:37:29 PM
Well shit. I know what I'm doing when I have nothing better to do now. Also, Collision_Box_Box please.
Title: Re: Danmakufu is still updating.
Post by: Zerro on August 18, 2010, 11:34:39 PM
I...I can't stop smiling...  :]
Title: Re: Danmakufu is still updating.
Post by: Something XutaWoo-y on August 19, 2010, 12:28:16 AM
Okay I am now less bitter about the incompatability.  :V

Also, for the small 1-ups and bombs? SA and UFO life parts, anyone?
Title: Re: Danmakufu is still updating.
Post by: GenericTouhouFailure on August 19, 2010, 07:37:34 AM
CreateItemA2 returns the object ID, broski. Spin it yourself.  :3
:colonveeplusalpha:
WELL
SHIT
Title: Re: Danmakufu is still updating.
Post by: Mr. Blue on August 20, 2010, 09:21:25 PM
:o Wow, this looks interesting. I think I should check it out.
Title: Re: Danmakufu is still updating.
Post by: Kingault on August 24, 2010, 01:43:08 PM
I'll stick with the Danmakucube I have always used, thank you very much.

:D
Title: Re: Danmakufu is still updating.
Post by: GenericTouhouFailure on September 03, 2010, 09:53:06 AM
Found the code for the earthquake effect on Rumia,s Bomb.

Code: [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.
bumping just to shit buckets
Quote from: Google Translate's Engrish
■ 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.
Title: Re: Danmakufu is still updating.
Post by: Drake on September 03, 2010, 06:24:14 PM
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.
Title: Re: Danmakufu is still updating.
Post by: Solais on September 03, 2010, 10:20:41 PM
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.

...this now reminded me of those stages in Tyrian, when the whole screen turned upside-down.
Title: Re: Danmakufu is still updating.
Post by: Naut on September 03, 2010, 10:23:35 PM
Why is the camera not centered... At the center...?
Title: Re: Danmakufu is still updating.
Post by: Fujiwara no Mokou on September 05, 2010, 04:40:31 AM
Why is the camera not centered... At the center...?

You can make it centered and control it.
I think it's a good thing. Suppose you have danmaku that explodes at the edge of the screen or something...
you can make the camera shakes to make it look there was a massive impact or something.
Title: Re: Danmakufu is still updating.
Post by: Naut on September 05, 2010, 07:28:14 AM
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.
Title: Re: Danmakufu is still updating.
Post by: Helepolis on September 05, 2010, 08:48:48 AM
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 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.
Title: Re: Danmakufu is still updating.
Post by: Fujiwara no Mokou on September 06, 2010, 11:45:11 PM
My only guess is that the gamefield size can be altered
You mean, like the entire game field?
Eeeeee!  :*
Title: Re: Danmakufu is still updating.
Post by: Formless God on September 07, 2010, 01:08:40 AM
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 ?
Title: Re: Danmakufu is still updating.
Post by: Azure Lazuline on September 07, 2010, 01:11:30 AM
Coordinate (0,0) is now the top-left of the game field rather then the top-left of the window.