Author Topic: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m [Closed, read last post!]  (Read 172297 times)

Sage Ω (Ultima)

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #720 on: March 26, 2014, 09:34:22 PM »
yeah because recoding his entire project in such a short amount of time sounds totally doable rite

Maybe if this place wasn't so centered on 12m and people came together to promote Ph3 he probably wouldn't have a worry about this at all.

Also, what exactly are you recoding? Patterns are mainly just renaming since creating bullets is almost exactly the same between all versions. I don't know how much special effects he have put into his game but that shouldn't be hard to bring over in such a short amount of time either. Ph3 pretty much sets up the basics for replays and linking stages for you.(unless you want to go the extra mile) He doesn't have to port it over but that's the only way to solve his and problem.

PhantomSong

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #721 on: March 27, 2014, 12:46:00 AM »
May I note that this is a .12m Q&A thread not "Promote PH3"? I mean I get PH3 good, but seriously, some people don't get that not everyone can convert fast as others (*coughULTIMAANDSPARENcough*). Transferring a game and progress is completely demotivating because you have to spend time in making the switch can be long for others...

Anyway, the menu shouldn't really be THAT big, it's just aesthetics, work on your game first, then worry about it later.

Sage Ω (Ultima)

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #722 on: March 27, 2014, 12:59:18 AM »
some people don't get that not everyone can convert fast as others (*coughULTIMAANDSPARENcough*).
Not everyone is as stubburn as you Phantom. If it may be hard for people to convert to ph3 then how about we remove that process completely so no one really has to.

Its just that simple...

PhantomSong

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #723 on: March 27, 2014, 01:08:05 AM »
Not everyone is as stubburn as you Phantom. If it may be hard for people to convert to ph3 then how about we remove that process completely so no one really has to.

Its just that simple...
Hey, you can't give me that, I'm learning PH3. I'm just saying,.
Struggling =/= Stubborn. I have no clue where you get that they are the same. ._.
« Last Edit: March 27, 2014, 01:14:15 AM by PhantomSong »

Sage Ω (Ultima)

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #724 on: March 27, 2014, 01:30:32 AM »
Hey, you can't give me that, I'm learning PH3. I'm just saying,.
Struggling =/= Stubborn. I have no clue where you get that they are the same. ._.

Oh I know the difference between them very well. I don't see the struggling part because you're always on the opposing end when the conversation is brought up on Skype. Regardless, how about we end this sidebar before it goes too far from Yukario's problem.

SilentYukiro

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #725 on: March 27, 2014, 05:35:19 AM »
Hey guys, there's no need for a big argument over a small problem I have concerning about the pause menu. If it can't be changed, it's fine...I just want to know if it's possible for the change. Sorry for bringing up such a trivial problem, I really am.  :ohdear:


@Sparen
I couldn't show my project because I want to at least finish normal mode so that maybe I could upload a beta version for testing. Since I have other projects with the same submission date, I'm having time management issues.


@Ex
That's the exact point, time it just against me these days with so much projects that I can't handle all at the same time. And porting my project to ph3 will just slow me even further, even for just a small part of it.
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Helepolis

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #726 on: March 27, 2014, 06:30:48 AM »
Enforcing your own opinion on others regarding how easy things are or fast to do, doesn't mean they are in fact the same for someone else (i.e: Infinite and Sparen's judgement). Not everyone has the same experience or skills and people can struggle to make a good transition. Hence we have our Q&A 0.12m

I do want to note that the last few replies on some questions were not offering help but continuously telling that ph3 can do it easier, ph3 can do this, ph3 can do that. As Phantom said, we get it, ph3 is better at some things which were impossible or hard to do in 0.12m. But please stick to the Q&A, the person is asking how to do specifically something in 0.12m. If he/she wanted to ask which engine would service X-situation better, he/she would've asked that.

Quote from: Infinite Ultima
Maybe if this place wasn't so centered on 12m and people came together to promote Ph3 he probably wouldn't have a worry about this at all.
You don't have to help/post/read the 0.12m Q&A you know?

This isn't about being stubborn, this is about knowledge and being objective. We got splendid tutorials and a better maintained wiki for both engines. Let the people decide which one they want to use.

Edit: We don't discriminate engines. We offer help for both of them, but when someone asks: "Hey I am new to danmakufu, which should I use" we would vouch for ph3, mainly because we know the new user will want to create menus, custom things and in 0.12m it is not possible by default. This is based on facts / objective viewpoints and not because we think ph3 is great.

If it may be hard for people to convert to ph3 then how about we remove that process completely so no one really has to.
Its just that simple...
So you're just saying that I should have trash my 2 years work and just restart from zero? Rofl, my apologies but that is just nonsense what you're saying now.


Also, I am pretty sure that a lot of people are actually promoting ph3. Take a look at our wiki and growing tutorial list. 

Hey guys, there's no need for a big argument over a small problem I have concerning about the pause menu. If it can't be changed, it's fine...I just want to know if it's possible for the change. Sorry for bringing up such a trivial problem, I really am.  :ohdear:
Don't worry about it and lol, no need to apologise. :D I am pretty sure we can all have a mature discussion about this. In fact, it is good that this argument occurred as sometimes you need to have those.
« Last Edit: March 27, 2014, 10:14:05 AM by Helepolis »

SilentYukiro

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #727 on: March 27, 2014, 10:28:19 AM »
Don't worry about it and lol, no need to apologise. :D I am pretty sure we can all have a mature discussion about this. In fact, it is good that this argument occurred as sometimes you need to have those.


When I saw the arguments while doing my php reservation system at school, I had a sudden feeling of guilt deep inside xDDD. Still, I had a feeling that I still need to apologize for almost being the reason of the argument.
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Darkness1

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #728 on: March 27, 2014, 12:28:33 PM »

When I saw the arguments while doing my php reservation system at school, I had a sudden feeling of guilt deep inside xDDD. Still, I had a feeling that I still need to apologize for almost being the reason of the argument.
Meh. People are people. It's not really your fault in any way.

People seem to forget that it should be possible to do some sort of pseudomenu in 0.12m. I mean, those who made CtC had their own custom pause menu, right? I think this was what Hele mentioned too.
I don't really know how hard it is do that however, since I'm not sure what method they use.
« Last Edit: March 27, 2014, 12:30:30 PM by Darkness1 »

Lunarethic

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #729 on: March 27, 2014, 02:37:31 PM »
Excuse me in the heat of the argument , but why wont my enemies die when they go offscreen? o.O i mean
Code: [Select]
SetMovePosition01(GetClipMaxX+400,GetCenterY,7);this is far enough for them to despawn right?

this will be a major problem because it seems that unless the first set of enemies dies , the bullets of the next group wont fire and More Importantly the boss wont appear since WaitForZeroEnemy; is there TT_TT

heres a picture, the left is the first group and as you can see in the right , it wont show bullets Yet the sound effects are playing
(the blue bullets at the bottom right of the right picture is from the first group BTW)
« Last Edit: March 27, 2014, 02:41:41 PM by Lunarethic »
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Darkness1

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #730 on: March 27, 2014, 03:02:11 PM »
I don't remember enemies having an autodelete border.
You could easily set your own with a enemy deletion task inside the enemy object, like this:
Code: [Select]
task enemydeletion(){
loop{

if( GetX>(GetClipMaxX+100) || GetX<(GetClipMinX-100) || GetY>(GetClipMaxY+100) || GetY<(GetClipMinY-100) ){
VanishEnemy;
}

yield;
}}
« Last Edit: March 27, 2014, 03:43:31 PM by Darkness1 »

Lunarethic

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #731 on: March 27, 2014, 03:25:11 PM »
Uhmmm Naut said so in the Intermediate tutorial? o.O
Quote
For enemies, you won't want them to have too much health, so you can kill them quickly. Typically have them spawn a really basic flurry of bullets, and just continue off in one direction (they will be destroyed upon leaving the game screen).

Alright , i put this in the enemy script right?
« Last Edit: March 27, 2014, 03:28:02 PM by Lunarethic »
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Darkness1

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #732 on: March 27, 2014, 03:40:52 PM »
Yes, you put it in the enemy script. It should work in both types of enemy scripts, I think.

That's strange. I don't know about everyone else, but I always used this task in my 0.12m enemy scripts.
But if the enemies aren't deleting for you, when you even move them as far as (GetClipMaxX+400), I would guess that the EnemyAutoDeleteBorder simply isn't there.
(Edited the task because GetClipMin should be more accurate in 0.12m)
« Last Edit: March 27, 2014, 03:44:03 PM by Darkness1 »

Drake

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #733 on: March 27, 2014, 08:03:39 PM »
You could also "shorten" the condition a bit to
Code: [Select]
if( (|GetX - 224|) - 224 > 100 || (|GetY - 240|) - 240 > 100 )not that it matters

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Lunarethic

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #734 on: April 01, 2014, 04:15:17 AM »
Is it there a way to make the object lasers infront of the bullets?
so that it dosent look like this

ObjEffect_SetLayer wont work because it will only respond to effects
so any ideas?  ???
いつもニコニコあなたの隣に這いよる!生放送!は好き。月です~す。略してニコニャル
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ExPorygon

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #735 on: April 01, 2014, 04:43:22 AM »
Is it there a way to make the object lasers infront of the bullets?
There isn't really any way in 0.12m that I know of, unless you are somehow able to spawn the bullets before the lasers.

TalosMistake

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #736 on: April 01, 2014, 07:30:15 AM »
Make lasers invisible, but keep their hitbox, and spawn effect objects instead by using a laser graphic(in shotsheet), then use ObjEffect_SetLayer on them. This is the best way I can think. xD

Drake

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #737 on: April 01, 2014, 08:18:44 AM »
Could also just not spawn the bullets until they're needed, if that's an option.

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Lunarethic

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #738 on: April 01, 2014, 12:17:23 PM »
Make lasers invisible, but keep their hitbox, and spawn effect objects instead by using a laser graphic(in shotsheet), then use ObjEffect_SetLayer on them. This is the best way I can think. xD
Could also just not spawn the bullets until they're needed, if that's an option.
Σ(゚Д゚) I found the solution! , Instead of making the lasers invisible like talos mistake said , ishould just make the bullets invisible instead(well CreateShotA gives a "frame to perform" so it should work) and like drake said , i should just make the "frame to perform" value the excat time the lasers dissappear
[/quote]
There isn't really any way in 0.12m that I know of, unless you are somehow able to spawn the bullets before the lasers.
I really want to get to ph3 soon TT_TT , i surrender to how lacking 12m is T_T
いつもニコニコあなたの隣に這いよる!生放送!は好き。月です~す。略してニコニャル
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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #739 on: April 03, 2014, 03:41:18 PM »
First let me  start off and say i'm new at scripting and now hate trig. I am making my first almost original script and Im having problems where Rumia (because i don't even know how to begin to make sprites) won't even appear  :ohdear:...Am im making a mistake? Did i capitalize something i shouldn't have (Why is it case sensitive anyways ???)? I don't get an error so its not the brackets thank god. But tell me what you think .

http://pastebin.com/JyY8ABmR
« Last Edit: April 04, 2014, 06:39:31 AM by Helepolis »

Darkness1

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #740 on: April 04, 2014, 05:43:27 AM »
First off, hello and welcome to RaNGE!
But you probably should start off by reading all the stickies. For example,  longer parts of code, like what you posted, are supposed to be posted via pastebin.com. Secondly, as you may notice, general questions about 0.12m scripting goes in the Q&A 0.12m thread in the stickies.

About your question,  I honestly can't tell since the code ends so abruptly. But you never defined any graphic rects with SetGraphicRect, so that won't give you any visible result.
And a tip; don't animate with commands like that (setgraphicmove). If that works like I think you made it work, that will be horribly stale and invite problems.

Also, do you mean that the boss or the graphic doesn't appear,  since errors doesn't always show up.
Even if you defined the rects, we can't see it because all of the code isn't there.
Your loop(nshot) may be causing an error since it doesn't loop anything at all.
« Last Edit: April 04, 2014, 05:57:50 AM by Darkness1 »

Drake

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #741 on: April 04, 2014, 06:08:05 AM »
- You close script_enemy_main before @Initialize. Get rid of that closing bracket and move it to the very end, script_enemy_main should encompass the whole script (after the #Headers). This is basically what's causing nothing to happen.
- @Initialize needs a capital I.
- CutIn needs a capital I. It takes 7 parameters: cut-in type (either KOUMA for EoSD-style cut-ins or YOUMU for PCB-style cut-ins), name, path to cut-in image file, left bound, top bound, right bound, bottom bound. The last four parameters describe the coordinates of your cut-in image within the file.
- NAME in CutIn needs to match your variable, Name.
- The @DrawLoop won't do anything because you haven't set up an image to draw.
- You have no wait() function defined, so that will error. I also can't see any of the setGraphicSomething() functions, or concentrate().
- You have a ` in the line with SetDamageRate(40, 40) which will cause an error.
- Your loop(nShot) at the end has nothing in it, I think you missed copying the end of the script.

I think the biggest problem here is that you obviously just tried to write the whole script in one sitting without testing anything. Really, you should be writing the script in pieces and testing every time you add something to make sure it works before moving onto something else.
« Last Edit: April 04, 2014, 06:09:46 AM by Drake »

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Lunarethic

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #742 on: April 04, 2014, 10:29:28 AM »
Yey im helping XD

Hmmm if not appearing is your problem you might wanna look at your drawloop

First off you already told the program do DrawGraphic where you didnt even set coordinates and Renderstate and stuff and i doubt its in a separate script because you didnt even have an include function in there

And like drake said move the closing bracket of script_enemy_main to the very end of the notepad because otherwise it wont read anything other than your variables

Another thing is your cutin , case sensitivity is a MUST. Check spelling and capitalization or nothing will work.(its either have black or get an error.
Another thing about it is SAKUYA , i dont remember having a cutin called SAKUYA. Use YOUMU or KOUMA or use a custom cutin function. Again i doubt its in a separate script since no include function
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lionminhu

Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #743 on: April 10, 2014, 02:58:18 AM »
Code: [Select]
@DrawLoop{
    SetViewTo(0,0,0);
    SetViewFrom(200,90,45);
    SetTexture(background);
    SetGraphicRect(0,0,511,511);
    SetGraphicAngle(45,0,0);
    DrawGraphic3D(GetCenterX(),GetCenterY(),0);
}

In this piece of code of @DrawLoop, where background is the string of the directory of the file to use for the background picture, the game kept showing error for either SetViewTo or SetViewFrom.

Is there any problem with this part of the code, or would it have originated from other part of the boss script?

Drake

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #744 on: April 10, 2014, 03:15:39 AM »
3D drawing goes in a stage script, not an enemy script.

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BobTheTanuki

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #745 on: April 12, 2014, 12:54:12 PM »
Hi there,can i ask a question please?How can i make..uhm..when enemy goes right,its image changes to image when enemy looks left,and when enemy goes left,its image changes to image when enemy looks right?Maybe i should use if(GetEnemySpeed<0) and if(GetEnemySpeed>0)?

Helepolis

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #746 on: April 12, 2014, 02:06:32 PM »
Hi there,can i ask a question please?How can i make..uhm..when enemy goes right,its image changes to image when enemy looks left,and when enemy goes left,its image changes to image when enemy looks right?Maybe i should use if(GetEnemySpeed<0) and if(GetEnemySpeed>0)?
Yes, and to mirror the sprite you can use SetGraphicAngle(0,180,0);  (flipped horizontally)

BobTheTanuki

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #747 on: April 12, 2014, 02:13:02 PM »
Yes, and to mirror the sprite you can use SetGraphicAngle(0,180,0);  (flipped horizontally)

Thank you a lot,Helepolis!

Edit: And how can i make an afterimage for CutIn and other things?
« Last Edit: April 12, 2014, 02:35:55 PM by Helepolis »

Helepolis

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #748 on: April 12, 2014, 02:37:49 PM »
An after image for CutIn and other things? Well, there is:
http://dmf.shrinemaiden.org/wiki/Enemy_Script_Functions_%280.12m%29#MotionBlur
http://dmf.shrinemaiden.org/wiki/Enemy_Script_Functions_%280.12m%29#MotionBlurEx

Not sure how well they work for effect objects.

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Re: ※ Q&A/Problem Thread 7 ※ for Danmakufu version 0.12m
« Reply #749 on: April 13, 2014, 04:26:54 PM »
Nevermind... figured out why.... the problem was not the laser but the shoot code...
« Last Edit: April 13, 2014, 04:39:01 PM by TheTeff007 »
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