~Hakurei Shrine~ > Rika and Nitori's Garage Experiments

Danmakufu Q&A Thread 4 - V3 Edition.

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TouhouLinuxFan:
This is a silly error, but I don't know how to fix it. While reading Sparen's Danmakufu tutorials, I came across the replay save scene tutorial. The tutorial said to copy everything from the default replay save scene script to a custom replay save scene script, I did it so. Now, Everytime I go to the replay save scene, danmakufu throws me a weird brackets error, like this one at the picture.

https://imgur.com/MW4g0ln.png



If anyone needs the script, I'll be attaching it here at this topic(even though i'ts identical to the default replay save scene :meiling:)
(Also, don't mind these "squared" texts, it's a WINE error :cirnotan:)

PassingStrike:
Did you try to do exactly what the error says?

Although those "]" ";" or similar missing errors normally are not a thing and the real problem is another thing.

TouhouLinuxFan:
Hello once again! I just wanted to ask if someone knows how to smooth out ObjRender_SetPosition(), like with ObjMove_SetDestWithFrame(), etc. Or anything equivalent to "ObjMove_SetDest" that works with ObjRender. Like with this:

(focus on reimu's orb movement)

xChumbo:
Hello guys! I've been thinking a lot about danmakufu scripts, and my question is: Is it posible to render danmakufu scripts/stages/packages outside ph3?

I mean, I've recently seen applications like this one (https://play.google.com/store/apps/details?id=com.knead.TouhouTNA02&hl=es_AR&gl=US), but I don't really know if it's using ph3 or something else to run.

Thank you for your attention.

deice:

--- Quote from: xChumbo on October 18, 2021, 09:47:47 PM ---Hello guys! I've been thinking a lot about danmakufu scripts, and my question is: Is it posible to render danmakufu scripts/stages/packages outside ph3?

I mean, I've recently seen applications like this one (https://play.google.com/store/apps/details?id=com.knead.TouhouTNA02&hl=es_AR&gl=US), but I don't really know if it's using ph3 or something else to run.

Thank you for your attention.

--- End quote ---

while i can't say this with 100% certainty (i don't have the source code) i'm fairly certain thousand night anamnesis is built on it's own engine. this is going by the assumption that building your own DNH interpreter that (presumably) perfectly mimics the original is not only far more difficult, but also far less practical than just writing your own game from scratch

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