| ~Hakurei Shrine~ > Rika and Nitori's Garage Experiments |
| Another Danmakufu Tutorial? |
| << < (15/15) |
| Helepolis:
That I already have, a different framework. But I don't want to show it yet. We should add these together with Pikaguy's stuff into Danmakufu tutorial. |
| Chronojet ⚙ Dragon:
--- Quote ---Up-to-date Cutins Dont you just envy the new cutin scripts on the newer touhou games? What im thinking for this one would be a drawing function in the boss that would activate at the start of regular spellcards, You would ignore the actual Cutin script. This drawing function would also be easely editable for those who want to expiriment with their own custom-cutin functions. --- End quote --- --- Quote ---#include won't work for drawing the cutins, I don't think. Instead of calling a cutin, create a boolean upon loading. When a cutin is needed, change it to true. An 'if' statement inside the drawing loop activates. It should call a separate function that displays the graphic, moves it, resizes and all that junk based on what arguments the user calls. ... --- End quote --- How about this: I managed to do something like CtC does. --- Code: ---script_enemy cutin { let cutinimage = "script\img\cut_in.png"; let frame = 0; let rotate = 0; @Initialize { SetLife(1); LoadGraphic(cutinimage); SetMovePosition02(GetClipMaxX-100, GetClipMaxY-100, 10); } @MainLoop { frame++; if(rotate >= 90) { VanishEnemy; } if(frame >= 51 && rotate < 90) { rotate += 15; } yield; } @DrawLoop { SetTexture(cutinimage); SetGraphicRect(2, 1710, 164, 1899); SetGraphicAngle(0, rotate, 0); DrawGraphic(GetX, GetY); } @Finalize { DeleteGraphic(cutinimage); } } --- End code --- Now all I have to do is put --- Code: ---CreateEnemyFromScript("cutin", GetClipMinX-100, GetClipMaxY-100, 0, 0, 0); --- End code --- in @Initialize of script_enemy_main and that's it. :yukkuri: Actually, screw that. Helepolis just made a custom cut-in script and it looks way more awesome. |
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