I used the one in the 4.1 release, downloaded the whole thing from the google code page.
Dang it.
I notice you're on a 'nix system. I'm wondering if there's something else it's missing specific to that side of things. Unfotrunately, I don't have any 'nix systems to even try this on (nor the experience with such systems) ... anyone else here have any advice?
Also, as for the To-Do -list for the initial release I suggested, here's something to start with (since no-one else is apparently creating one):
Thanks for putting this together. Really good to get a list of what people want, so we can direct this program's development properly.
Planned, of course. We need to agree on what info is needed and how to format it.
- Additional functions for:
Of course.
- Improved audio control (loop points, pausing/resuming, possibly fadein/fadeout)
Planned.
- Possibly some improved bullet shooting functions like CreateShotA to avoid having to script overtly simple patterns with objects
Can be done. Do we want something specifically mirroring
CreateShotA, or something similar, but with some differences?
Of course. Need to plan this out a bit, but I'm planning on adding a
miss script, for player scripts to take action to animate their "ONOES I DEAD" and such, with a default for when there isn't one specified by the player script.
- Points/Graze (partially implemented with -dt, but needs to be shown on the interface and lack handling functions like GetGraze() and SetPoints())
As you mention, the numbers are there, but they're not shown in-game. This is pretty much just defining where and how they're shown.
- Bombs (altough I could see these being already scripted with some cleverness in player scripts, these probably need a default implementation, too)
Yeah, a default implementation is definitely needed. Will most likely add a
bomb script for this.
Planned, based on the discussion that was going down earlier in this thread.
- Plural files, stage files, possibly game files?
Certainly planned. We need to nail down the formatting for how these'll work ... there were some ideas thrown around earlier, I remember.
Planned, although these are probably gonna take back-seat to the more gameplay-related items.
These are gonna be a bit tricky to implement, but I'm sure they'll get in there.
- Effect objects with vertices, possibly 3D drawing (altough I'm not sure if 3D drawing needs to be in the initial release, but that's your call).
I'd say this is lower-priority, but certainly planned at some point.
- User-defined functions/subroutines (tasks can probably be simulated well enough with dummy objects).
Functions are definitely planned. I do plan on adding tasks later on, but they will work a bit differently than Danmakufu's tasks.
Already possible via global variables. I do, however, have plans for an actual implementation of this type of thing specifically. Probably low priority, though.
Of course! Lower priority, but definitely on the list.
NTSD for MnD hopefully never have the replay problems of its Danmakufu sibling.Definitely. Any bugs I can iron out, I will.
- Code optimization to make the program run faster
Definitely planned. Like I mentioned, the collision routines could use some decent optimization. Right now, it is pretty good performance-wise (none of the posted scripts have any slowdown, so long as I don't have other stuff running), but better performance is always a good thing to aim for.
Figuring out multi-threading for this project could also fall under this.
For script errors, definitely. I plan to give a major overhaul in that area, such that you'll have a better idea of what occurred, including where the error occurred, a decent description of the error that occurred, and probably even a stack trace of where the scripts were.
For program errors, I can look at what further steps can be taken to get good error handling. I do feel that overall this area is pretty solid already, though.
All I would add to that would be:
Could you please elaborate on this? There is plan to have more than just circle collision types evetually - is that what you're asking for?
SonicBHOC has volunteered to work on this. Like I mentioned, I've been keeping in touch with him via email.
Of course. Will probably come with or shortly after the bullet definition files. The ones in the test releases are just quick samples. I suck at making graphics anyways.
There's also my idea that would allow the use of one graphic to create bullet graphics of any color, most likely using shaders.
More comments on Musuu no Danmaku itself:
Will need to add in exponent functionality - this'll simply by "X ^ 0.5".
- Or some other way to find the distance between objects
Could be calculated by a script once we have exponents in, but we can also add in a helper function for this.
You can already script custom player shots by using the
Player_Shot base type, much like using
Enemy_Shot for a custom enemy shot.
Well, I finished my player early, so here it is. It's nothing special, but it has a working hit box, startup invincibility, and it re-spawns after 2 seconds. The hit box, invincibility, and re-spawner are inspired by PT8Sceptile's awesomeface player, but are, for the most part, coded differently.
The Mima sprite sheet came form Johnny Walker's Mima (Mystic Square) touhou danmakufu player script. If using that was bad, well, I'm sorry! I won't do it again!
This is pretty cool.
Well, here's my second danmaku. Unlike the last one, this one isn't terrible.
This is pretty cool as well. Nice job with the hackjob plural boss scripting.
Something I noticed: A GetAngleToPlayer() or a GetAngleToObj() function would be really nice. having to type:
if (player_id > -1)
{
xdiff = player_id->x - id->x;
ydiff = player_id->x - id->y;
if (xdiff == 0 && ydiff == 0) ydiff = 1;
angle - atan2(ydiff, xdiff)l
}
gets tiring after a while.
I'll keep making stuff. Have a nice day/night.
I can add a helper function for this. Only question is - what should be used when there is no player object to get an angle to? Should we return any specific default value?
Do you have the "Shot" directory? I thought it came with the Musuu download, but it doesn't seem to have. I think it was in one of the other test danmaku. I don't remember which one, though. If you can't find it, I'll put up a download link to it.
There are no subdirectories in the test release. The "Shot" directory was added in by someone's scripts (By's, I think).
I actually made them to be used for Danmakufu Musuu No Danmaku scripts.
But i wasn?t expecting anyone to already use them this early... i might try to also make different colored versions of Shot2.png but i used it once and it wasn?t turning (all bullets pointed to the bottom while flying in any direction), preaty much just a bunch of "V"s on the screen.
For shots that rotate, use
FireShot01 instead of
FireShot01S. The provided sample script doesn't give a good indication of this, admittedly, since shot2.png is only used with a custom shot currently.
That's pretty much all I can think of in the moment that Musuu needs to obsolete Danmakufu. If I've forgotten something, just add it to the list, and if you consider something on the list too irrelevant/tricky to implement for the first release, feel free to exclude it. This is just something to help people get a better idea on the amount of work left.
...Also, considering that this has been worked on for about half a year pretty much only during weekends, I'm really surprised on how short that list is.
Glad to hear the feedback!