[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/jp/ - Otaku Culture


View post   

File: 74 KB, 256x384, ss05.png [View same] [iqdb] [saucenao] [google]
1659584 No.1659584 [Reply] [Original]

I've mostly worked on the internal scripting engine for this release. Besides increasing the performance by a few percent, the error handling has been greatly improved. Instead of the program just reporting that an error has occurred, it now prints the offending line and what's exactly wrong with it. This makes debugging much easier.

From a user's perspective, not very much has changed. I've added a third stage to the example game, and fixed some non-critical bugs. Also new is the option to download new characters from within the game itself. You just select the download option on the title screen and select which characters you want to install/update. The character data is then downloaded from the internet using the built-in wifi functionality. It connects using the default connection settings, if you need to change those you'll need to use another game or program (for now). Please also note that the download feature is still experimental and has some graphical glitches that aren't fixed yet.

http://weeaboo.nl/

>> No.1659631

I remember this thread on pooshlmer. It magically disappeared within 20 minutes.

I really like the idea and system and looked a bit into it (half an hour). I intend to create something with it, but I have no idea how that programming language (or the similar logo) works. A (short) tutorial about the syntax used and the basic functions would be very useful.

and how do I use own sprites and are the do the .dta and .pal receive all needed data from stage.ini files and what is the "A3l5" in "tex_boss=tex_boss_cirno:A3I5"

>> No.1659639

My game slows down (to maybe 10%) in Stage 3 when the 4 big fairies fire their danmaku. Is this intended (=more is not possible on the DS)?

>> No.1659669

/r/ psp version ;_;

>> No.1659696

>>1659604
I'm writing VN VM (lol) for playstation portable.
No, I'm not writing, I'm debugging it and making it run smoothly. It runs perfectly on windows but still needs work for psp (4mb video memory? oh man).

Guess the game:

store hours 8
store minutes 0
background "bg000"
music "bgm06"
sound "se_カーテン開く"
say "(Kshhhh!)"
say "I hear an irritating sound as my vision\n is flooded with white light."
say "It's white... and painful..."
say "...and bright..."

>> No.1659727

sugoi monogatari, aniki

also your website doesn't work, kankerop.

>> No.1659734

>>1659696
ffff

>> No.1659757

>>1659584
awesome character selection is awesome

>> No.1659816

s/cared/card/

>> No.1659814

>>1659791
Fun facts about psp:
Reading from memory cared 128 bytes 8 times is about 10 times slower than reading 1024 bytes.
What the hell. They read files in very small chunks in SDL_Image, so it's no wonder onscripter is slow like hell.

>> No.1659858

>>1659696
Is anyone still porting VNs over to the DS?

>> No.1659926

no psp vn port at all? ;_;

>> No.1659936

>>1659916
From scratch.
I started it because I wanted to make something with ARM's b instead of intel's jump.

>> No.1660010

>>1659973
thank you

>> No.1660068

>>1659973
holy fuckload of work

>> No.1660431
File: 34 KB, 308x227, 1227558427938.png [View same] [iqdb] [saucenao] [google]
1660431

Just recentl aquired a DS lite, and was wondering if somebody could point me in the right direction to learn how to install custom games like this? definately relevant to my interests, and any help would be greatly appreciated. Apologies in advance for being a newfag.

>> No.1660443

>>1660431
buy a cyclods

>> No.1660478
File: 46 KB, 300x300, 1227559623067.jpg [View same] [iqdb] [saucenao] [google]
1660478

>>1660443

Many thanks, I'll look into it.

>> No.1661067
File: 77 KB, 286x463, 1227565861218.jpg [View same] [iqdb] [saucenao] [google]
1661067

>>1659604
Didn't create the thread, but whatever...
For now, I'm the only one. But everything's still under heavy development, so that's expected.

>>1659631
http://www.weeaboo.nl/article/thds/manual-0.7/convert_images.html
The easiest way to learn scripting is to edit a copy of an existing script.

>>1659639
Slowdown is intentional. I've set a goal for myself to optimize the game enough to make it unnoticeable.

>>1659696
>4MB video memory
DS = 4MB RAM + 768KB VRAM

>> No.1662462

>>1661067
what improvements can we expect in 1.4?

>> No.1662494

>>1661067
Did you implement deathbombing yet, or is that just me sucking really badly?

I recognized the music you used for Cirno from somewhere before...

>> No.1663295

>>1662494
You can still find the ID3 inside that Cirno track.

Anyway, I'm here to report a bug. After you lose all your lives, normally one would press the Restart button, then OK to restart the level. But if you press Cancel instead, you'll be given a Resume button, which you can continue without playing until the level ends, thus able to skip levels.

That's all I've found for now. Good job on 0.7, thumbs up for the download feature.

>> No.1664493

>>1662462
- no more crashes
- cross fades for background/sprite changes
- 10-25% performance increase loading png images
- scans ahead a few lines to preload future images

I'm currently working on bugs in the sound streaming and a memory leak in the save/load code.

>>1662494
I've put deathbombing on my todo list for v0.8

>>
Name
E-mail
Subject
Comment
Action