Author Topic: Danmakufu Q&A/Problem Thread II  (Read 166256 times)

Re: Danmakufu Q&A/Problem Thread II
« Reply #330 on: November 11, 2009, 08:52:37 PM »
Convert your songs to non-variable bitrate .mp3 or .wav (former is preferred due to not being lolheug).

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Re: Danmakufu Q&A/Problem Thread II
« Reply #331 on: November 11, 2009, 09:15:32 PM »
so how can i possibly change bitrate?

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Re: Danmakufu Q&A/Problem Thread II
« Reply #332 on: November 11, 2009, 09:38:04 PM »
Alright, I'm hearing some people telling me that I should put that little tutorial earlier in a wiki or something.
Where exactly do you guys want me to put it?

Also, just a heads up, my stage will come out soon. Just letting you guys know.

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Re: Danmakufu Q&A/Problem Thread II
« Reply #333 on: November 11, 2009, 09:42:06 PM »
Alright, I'm hearing some people telling me that I should put that little tutorial earlier in a wiki or something.
Where exactly do you guys want me to put it?

Also, just a heads up, my stage will come out soon. Just letting you guys know.

Would you atleast be so kind to read other people's posts, commenting/asking things about your posts?

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Re: Danmakufu Q&A/Problem Thread II
« Reply #334 on: November 11, 2009, 10:03:57 PM »
Would you atleast be so kind to read other people's posts, commenting/asking things about your posts?

I've read 'em.  Not many questions, though. Mostly comments that tell me that it should go put it into the new wiki
Spoiler:
I don't know where it is
.

Oh, to answer your question. I'm not too good with lagging behavior, but I can figure it out.  Once again, we just need to use in our little friend sine so that it speeds up and slows down with the boss fluently instead of just following the boss dead-center.  When I first made the object, the two yields there were needed for the object effect to load.  It doesn't need it now, though, so you were right about that part.  I guess I changed something somewhere so it doesn't need it now.

As for the complexity of it all, it's all very simple.  For the rotation, you could use ObjEffect_SetAngle(0,0,spin);, or you could use ObjEffect_SetVertexXY(all the parameters);.  They both do exactly the same thing.  I honestly prefer doing it the second way though, because I can actually see what's happening when I do it, and change each individual vertices to my desire.  So lets say, one part of the circle spins faster than the other, and then it switches around, so the circle constantly warps and changes, without really changing shape. It's more flexible this way.

EDIT: Oh, and the spread out math is because putting everything straight out in SetVertexXY instead of letting variables represent them, makes the whole thing seam much more complex than it really is.  That's why I have so much letINX; let OUTX; let INY; letOUTY; there.  The added IN or RadiusIN, lets you change the pixel value where the inner vertices are, added to the real radius totalradius.  the OUT does the same thing, except it's 30 more pixels away from IN (which, in our case, just happens to be zero).  This gives our image width.  If IN=-totalradius, our inner vertices will be at the value of 0, or at GetY; (since the object constantly follows the boss, or whatever).  By changing it so it slowly goes toward 0 from -radius, the circle can have a stretching growing effect, similar to that ZUN uses in PCB and Danmakufu here does.
« Last Edit: November 11, 2009, 10:13:09 PM by Fujiwara no Mokou »

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Re: Danmakufu Q&A/Problem Thread II
« Reply #335 on: November 11, 2009, 10:14:06 PM »
Eh, you didn't quite understood it. First of all, I never asked anything more than the math coding. I was mere making comments / constructive critism on the rest of your code.

Lagging behaviour is just an extra for those who pay attention to detail.

Control all vertices as you desire? You are spawning them inside a loop to form a full circle. They all get standard data parsed with math to calculate a full circle. Unless you modify the math to shape it into something else ( like you star ). Neverless, I don't see the reason to move the vertices around unless you want them to warp. It needs at the end some math to achieve. ( not my expertise anyway )

They were just comments for the sake of simplicity and more clearer code. At the end, if it is going to be a tutorial it has to be clear from errors and unwanted things. Right now as it is, it is even more a chaos to figure what what is exactly happning during the code.

Same goes for the circle repositioning, I don't see it anywhere happening ( unless I am blind and missed something ).

That is all.

Edit: This convo btw reminds me to like really dig through my cutin script and like totally rescript it. Like it is now, my cutin script is kind of trash ( codewise ) ingame it just looks ok.

« Last Edit: November 11, 2009, 10:15:59 PM by Helepolis »

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Re: Danmakufu Q&A/Problem Thread II
« Reply #336 on: November 11, 2009, 10:23:01 PM »
Standard, unless I put in an extra variable in there added where Z is, that changes as the circle forms.

Neverless, I don't see the reason to move the vertices around unless you want them to warp. It needs at the end some math to achieve. ( not my expertise anyway )

Haha, it's the small little details that nobody ever really notices that makes the game great.  It's a little habbit I picked up from ZUN.  Stuff like adding pointless and unneeded decorations to his characters make them get so much attention, and so much work for a small effect like the magic circle gives the game its spark.   These things add up. I put in a lot of time coding this stuff constantly tweaking things here and there, and adding sensless things like a circle that changes shape and follows the boss.  There are other things I put in my game, but I'm not going to tell any more until I finish the stage.

EDIT: is the cutin an object effect?  Because if it is, I recommend loading it on a 512 X 512 png and in DrawLoop for best quality (so it doesn't come out a little blurry).  You could do it as an object effect, but for some reason whenever I do that the Obj_SetAlpha doesn't work and I end up having to use ObjEffect_SetVertexColor.  I don't have much of a problem with that, except when the image loads from 0 alpha to 255, and then back to 0 again, the color values RGB also go up and down with it, so they're all tied together.  This makes the image looks dark when the alpha value is half of what it really is, where as in @DrawLoop, it will keep its color value even if the alpha value drops.  Again, this just might be because I'm using ObjEffect_SetVertexColor, but it doesn't work with Obj_SetAlpha when I'm using effect objects (or am I doing something wrong here?)
« Last Edit: November 11, 2009, 10:29:18 PM by Fujiwara no Mokou »

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Re: Danmakufu Q&A/Problem Thread II
« Reply #337 on: November 11, 2009, 10:30:20 PM »
I lol'ed a little ironic. You make it sound like nobody ( including me ) pays attention to them, the details.

If you are contributing something , atleast make it user friendly till a certain extend. We know this is expert material being discussed. But that doesn't mean it should be a labyrinth of code. And you didn't answered where the circle repositioning is occurring.

And nobody is telling you to reveal all your personal code secrets. :V we all have something to brag with. Because bragging and praising is what is all about no ? ( well, bragging is not really correct word. But coming up with something unique is always nice ).

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Re: Danmakufu Q&A/Problem Thread II
« Reply #338 on: November 11, 2009, 10:39:30 PM »
Brag? Naaaaw, I'm just doing it for personal fun haha :D
Anyway, I'd like you to help me out a little.  Why isn't Obj_SetAlpha working? It's so puzzling, I want to change alpha value without SetVertexColor.

Code: [Select]
#TouhouDanmakufu
#Title[magic circle]
#Text[]
#Player[FREE]
#ScriptVersion[2]
 
script_enemy_main{
    let imagefile = GetCurrentScriptDirectory ~ "index.png";




    @Initialize{
      SetMovePosition02(GetCenterX,GetCenterY-100,0);
      SetLife(1);
      LoadGraphic(imagefile);
      object;
    }
 
    @MainLoop{
      yield;
    }
 
    @DrawLoop{
    }
 
    @BackGround{
    }
 
    @Finalize{
    }

   task object{   yield; yield;     

      let objid = Obj_Create(OBJ_EFFECT);
      Obj_SetX(objid, GetX);   
      Obj_SetY(objid, GetY);
      ObjEffect_SetScale(objid,1,1);
      ObjEffect_SetPrimitiveType(objid, PRIMITIVE_TRIANGLESTRIP); 
      ObjEffect_SetRenderState(objid,ALPHA);
      ObjEffect_SetTexture(objid, imagefile);

      let totalradius=100;   
      let repeat=2;         
      let sides=80;     
      let d=0;           
      let Z=0;           
      let RotateSpeed=1;     
      let IN=0;             
      let OUT=30;         

                Obj_SetAlpha(objid,0);
      ObjEffect_CreateVertex(objid, 2+sides*2); 


                     ascent(i in 0..sides+1){   

                         ObjEffect_SetVertexUV(objid,i*2,32,d*repeat/sides);
                         ObjEffect_SetVertexUV(objid,i*2+1,0,d*repeat/sides);   
                         d+=-256; 
                            }


      while(!Obj_BeDeleted(objid)){



                     ascent(i in 0..sides+1){         

                     let radiusINX=(totalradius+IN)*cos(i*360/sides +Z);
                     let radiusINY=(totalradius+IN)*sin(i*360/sides +Z);   

                     let radiusOUTX=(totalradius+OUT)*cos(i*360/sides +Z);
                     let radiusOUTY=(totalradius+OUT)*sin(i*360/sides +Z);

                         ObjEffect_SetVertexXY(objid, i*2, radiusINX, radiusINY);
                         ObjEffect_SetVertexXY(objid, i*2+1, radiusOUTX, radiusOUTY);


                           }

               yield;
               }


                   
   }
   








}

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Re: Danmakufu Q&A/Problem Thread II
« Reply #339 on: November 11, 2009, 10:43:24 PM »
I wish I could awnser that question. Unfortunate, you need SetVertexColor and modify alpha parameter. I was struggling hard with this when making the cutinscript when I discovered you cannot modify Alpha with Set_Alpha. I don't know why this is happening.

If we take a look at Wiki, it clearly reports SetAlpha modifies the alpha of the object. But we are not spawning objects but vertices. And therefor I think we can only use the setvertexcolor code.

Edit: To clarify. We are indeed creating an object with the first variable. But the Object gets the properties of an EffectObject. Therefor it won't listen anymore to certain parameters. Like  Obj_SetAngle --> becomes ObjEffect_SetAngle. I don't get the logic of SetAlpha for effect objects, surely it is purely meant for ObjectBullets, maybe lasers? I haven't really digged deep into this. But at the end it comes down to SetVertexColor. =((
« Last Edit: November 11, 2009, 10:56:31 PM by Helepolis »

Re: Danmakufu Q&A/Problem Thread II
« Reply #340 on: November 11, 2009, 10:54:52 PM »
Why isn't Obj_SetAlpha working? It's so puzzling, I want to change alpha value without SetVertexColor.

>Object Effect
>Change alpha without SetVertexColor

You can't.

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Re: Danmakufu Q&A/Problem Thread II
« Reply #341 on: November 11, 2009, 10:56:53 PM »
That's a problem.  Looks like my CutIn will have to go in DrawLoop instead...

Re: Danmakufu Q&A/Problem Thread II
« Reply #342 on: November 11, 2009, 11:01:39 PM »
??

Just default the rgb to 255 and change only the alpha! It's the exact same thing as SetAlpha expect requires you to type a bit more (which you can circumvent with ctrl c and v)!

How is that a problem?

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Re: Danmakufu Q&A/Problem Thread II
« Reply #343 on: November 11, 2009, 11:34:14 PM »
Because the SetVertex makes the image darker. Even though We're only changing the Alpha value, the color value changes with it.

Experiment with an image in Drawloop with alpha rendering, and compare it to the same images, but with the vertices.  You'll see what I mean. The image gets darker.  I don't like that.

Re: Danmakufu Q&A/Problem Thread II
« Reply #344 on: November 12, 2009, 01:59:24 AM »
How would you make bullets that intertwine with another stream? like in Kanako's Cross spell thing...errr like this
Lol sorry for the horrible picture, done with out glasses and in MS paint..


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Re: Danmakufu Q&A/Problem Thread II
« Reply #345 on: November 12, 2009, 02:42:34 AM »
Code: [Select]
task spiral(minx,miny,freq,amp){
    let count = 0;
    while(count<GetClipMaxY-miny){
        CreateShot01(minx, miny+(count),0,90,WHITE05,10);
        CreateShot01(minx+((sin((miny+(count))*freq))*amp), miny+(count),0,90,WHITE05,10);
        count+=3;
        yield;
    }
}

change as you will, very basic
« Last Edit: November 12, 2009, 03:14:19 AM by Drake »

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Re: Danmakufu Q&A/Problem Thread II
« Reply #346 on: November 12, 2009, 03:16:21 AM »
Whenever I start danmakufu, nothing happens. The process is up, but the window doesn't appear. Then, whenever I delete the process, it deletes explorer.exe too. I think the explorer.exe part is just my computer however. Any help?
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Re: Danmakufu Q&A/Problem Thread II
« Reply #347 on: November 12, 2009, 01:44:34 PM »
Whenever I start danmakufu, nothing happens. The process is up, but the window doesn't appear. Then, whenever I delete the process, it deletes explorer.exe too. I think the explorer.exe part is just my computer however. Any help?

Danmaku needs to be run under Japanese language in Applocale. Have you tried that?

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Re: Danmakufu Q&A/Problem Thread II
« Reply #348 on: November 12, 2009, 02:51:27 PM »
How would you make bullets that intertwine with another stream? like in Kanako's Cross spell thing...errr like this
Lol sorry for the horrible picture, done with out glasses and in MS paint..

Is it like in Yuugi's midboss spell?

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Re: Danmakufu Q&A/Problem Thread II
« Reply #349 on: November 12, 2009, 04:00:58 PM »
Updated spiral thing, still haven't fixed the odd angle problem.

Code: [Select]
task spiral(minx,miny,angle,freq,amp,dens){
    let count = 0;
    let posx = minx;
    let posy = miny;
    while(posx<GetClipMaxX && posy<GetClipMaxY && posx>GetClipMinX && posy>GetClipMinY){
        CreateShot01(minx+(cos(angle)*count),miny+(sin(angle)*count),1,count*4,WHITE05,10);
        CreateShot01(minx+(cos(angle)*count)+(cos(sin(angle)*count*freq)*amp),miny+(sin(angle)*count)+(sin(cos(angle)*count*freq)*amp),1,count*4,WHITE05,10);
        count+=dens;
        posx+=cos(angle)*dens;
        posy+=sin(angle)*dens;
    yield;
    }
}

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Re: Danmakufu Q&A/Problem Thread II
« Reply #350 on: November 12, 2009, 04:24:31 PM »
so how can i change the bitrate of songs in audacity?

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Re: Danmakufu Q&A/Problem Thread II
« Reply #351 on: November 12, 2009, 05:36:18 PM »
Project -> Import Audio -> file
On the left where the filename is, click the dropdown arrow.
Set Rate -> choose bitrate
File -> Export as MP3

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Re: Danmakufu Q&A/Problem Thread II
« Reply #352 on: November 12, 2009, 09:47:35 PM »
Two things.

How do you make a laser get wider as it fires ( i know how to make it longer but not wider)
like master spark style

and

what is the best way to make semi-homing bullet, or at least one that changes angle to the the player at least once or twice durings its flight
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Re: Danmakufu Q&A/Problem Thread II
« Reply #353 on: November 12, 2009, 09:57:57 PM »
True homing bullets can be created using object bullets, and one possible code for them is actually on the touhou wiki: http://touhou.wikia.com/wiki/Touhou_Danmakufu:_Object_Bullets

To change the size of a laser, I'd also recommend using an object laser and then calling ObjLaser_SetWidth(obj, ObjLaser_GetWidth(obj) + 0.1); in the main part.
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Re: Danmakufu Q&A/Problem Thread II
« Reply #354 on: November 13, 2009, 12:33:20 AM »
Hi guys am I not allowed to add enemy IDs to an array or

Code: [Select]
let ar = [];
let enx = 0;
let eny = 0;
if(GetEnemyNum>0){
ascent(i in EnumEnemyBegin..EnumEnemyEnd){
let ene = EnumEnemyGetID(i);
ar = ar ~ ene;
}
let r = ar[rand_int(0, length(ar))];
enx = GetEnemyInfo(r, ENEMY_X);
eny = GetEnemyInfo(r, ENEMY_Y)
}else{
enx = rand(50, 398);
eny = rand(50, 150);
}



i r not gud wit arrays wat i do

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Re: Danmakufu Q&A/Problem Thread II
« Reply #355 on: November 13, 2009, 12:39:53 AM »
Hi guys am I not allowed to add enemy IDs to an array or

Code: [Select]
let ar = [];
let enx = 0;
let eny = 0;
if(GetEnemyNum>0){
ascent(i in EnumEnemyBegin..EnumEnemyEnd){
let ene = EnumEnemyGetID(i);
ar = ar ~ ene;
}
let r = ar[rand_int(0, length(ar))];
enx = GetEnemyInfo(r, ENEMY_X);
eny = GetEnemyInfo(r, ENEMY_Y)
}else{
enx = rand(50, 398);
eny = rand(50, 150);
}

image

i r not gud wit arrays wat i do

Should be:
ar = ar ~ [ene];

You have to put ene into an array, then concatenate that new array with the existing array.



Also, it should be:
let r = ar[rand_int(0, length(ar) - 1)];

If you random to element length(ar), it'll error.
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Re: Danmakufu Q&A/Problem Thread II
« Reply #356 on: November 13, 2009, 12:43:35 AM »
yaaay NC yaaay tyilu

Re: Danmakufu Q&A/Problem Thread II
« Reply #357 on: November 13, 2009, 12:58:29 AM »
Code: [Select]
{

task THomingShot (GetX, GetY, 2, 90, RED02, 10);
 {
 
    let obj = Obj_Create(OBJ_SHOT);

   
    Obj_SetPosition   (obj, GetX, GetY);
    Obj_SetSpeed      (obj, 2);
    ObjShot_SetGraphic(obj, RED02);
    ObjShot_SetDelay  (obj, 10);


    let maxTraverse = 0.5; 
    while(! Obj_BeDeleted(obj)) {
        Obj_SetAngle(obj, 90);
        yield;

 
        let dir = atan2(GetPlayerY - Obj_GetY(obj),
                        GetPlayerX - Obj_GetX(obj));

        let diff = dir - angle;
        while(diff >= 180) { diff -= 360; } 
        while(diff < -180) { diff += 360; }

        let diffAbs = (|diff|);
        if(diffAbs < maxTraverse) {

            angle = dir;
        } else {

            angle += maxTraverse * diff / diffAbs;
        }
    }
}

it says i need a parathesis somewhere, or something
what
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Re: Danmakufu Q&A/Problem Thread II
« Reply #358 on: November 13, 2009, 02:18:37 AM »
Code: [Select]
{

task THomingShot (GetX, GetY, 2, 90, RED02, 10);
 {
 
    let obj = Obj_Create(OBJ_SHOT);

   
    Obj_SetPosition   (obj, GetX, GetY);
    Obj_SetSpeed      (obj, 2);
    ObjShot_SetGraphic(obj, RED02);
    ObjShot_SetDelay  (obj, 10);


    let maxTraverse = 0.5; 
    while(! Obj_BeDeleted(obj)) {
        Obj_SetAngle(obj, 90);
        yield;

 
        let dir = atan2(GetPlayerY - Obj_GetY(obj),
                        GetPlayerX - Obj_GetX(obj));

        let diff = dir - angle;
        while(diff >= 180) { diff -= 360; } 
        while(diff < -180) { diff += 360; }

        let diffAbs = (|diff|);
        if(diffAbs < maxTraverse) {

            angle = dir;
        } else {

            angle += maxTraverse * diff / diffAbs;
        }
    }
}

it says i need a parathesis somewhere, or something
what
Okay to answer this question, I need to start somewhere small and work my way up. Bear with me for a bit.  :-X

First let's explain a subroutine. Here's an example of a simple one.

sub CreateRingShot {
    ascent(i in 0..36) {
        CreateShot01(GetX, GetY, 2, i*10, RED01, 10);
    }
}

If you take a look at what's inside the subroutine, it makes 36 bullets on the boss shooting out in a ring. Now, just having that subroutine there isn't going to make the boss actually shoot that ring because all we've done here is define the subroutine. To actually make the boss use that behavior, you have to call the subroutine somewhere in the @MainLoop. Basically, all instances of CreateRingShot; will be replaced with that ascent that spawns the ring. This is usually used to help stay organized.

Now for functions. Functions are more complicated versions of subroutines because they are more flexible. Using the last example, here's an altered version that grants more flexibility:

function CreateRingShot(speed, graphic, delay) {
    ascent(i in 0..36) {
        CreateShot01(GetX, GetY, speed, i*10, graphic, delay);
    }
}

Again, just writing that doesn't make the boss actually do those actions yet since we only defined the function. In fact, as it is now, the speed, graphic, and delay isn't even known yet, right? That's because when you call the function with CreateRingShot, you'll be telling it what speed, graphic, and delay to use at that time. This means you can write something like CreaterRingShot(1, RED22, 5); and it'll make a ring of RED22 bullets delayed for 5 frames with a speed of 1. You can pass in any other variation you want and it'll use what you tell it to use. Just make sure you don't tell it to try to use YELLOW11 as a speed or something or, of course, Danmakufu is gonna yell at you in moonspeak.

And now, tasks. Tasks are even more flexible versions of functions because they can be paused at any time instead of being run all at once in one frame. To pause a task, all you need to do is tell it to yield. When it yields, it'll stop running until the next time it encounters a yield in the @MainLoop. When the script encounters a yield in the @MainLoop, it'll continue any task that hasn't been completed yet from the last time it yielded. Here's an example, again based on what we've been working on before with the ring shot:

task CreateRingShot(speed, graphic, delay) {
    ascent(i in 0..36) {
        CreateShot01(GetX, GetY, speed, i*10, graphic, delay);
        yield;
    }
}

This task is only slightly different from the previous function. All I did was change function to task and add a yield; after each create shot. (This task yields 36 times because the ascent loops 36 times to create 36 shots). Don't forget to put a yield; in the @MainLoop too so that it gets called every frame as well. Otherwise, the tasks that haven't finished yet can't continue. Now, when you call CreateRingShot(1, RED22, 10); the ring won't spawn each bullet all in the same frame, but 1 per frame instead.

Hopefully, you understand a little better why your task is giving you errors. If not, you probably shouldn't even be trying to use tasks yet. Instead, try using subroutines and then working your way up to functions and tasks as you get the hang of them.
« Last Edit: November 13, 2009, 02:42:35 AM by Blargel »
<WorkingKeine> when i get home i just go to the ps3 and beat people up in blazblue with a loli
<Azure> Keine: Danmakufu helper by day, violent loli by night.

Lawence Codye

  • The Nine Tails of Subconscious...
  • Come & your desires shall all become reality...
Re: Danmakufu Q&A/Problem Thread II
« Reply #359 on: November 13, 2009, 04:03:39 AM »
hi, yeah, another question...how do I get an enemy to move along a path that looks like a complete circle...?
can't quite get it...
I am the Nine Tails of Subconscious...

Come & your greatest desires will be reality...