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CrossTheRubicon
Posted on 10-17-08 08:06 AM (rev. 62 of 10-02-10 05:23 AM) Link | Quote | ID: 92423


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This area will show the current version of Fraxy and what stuff was added. You can always go to the Fraxy Compendium Redux or the original Fraxy Compendium to find out what the latest update is, although the Redux site is updated more.

If you want to more about Fraxy, go check out What is Fraxy?

For those that don't feel like navigating the Wiki, here is the OLD main site.

As of 10/1/10, there is a new main site, New Fraxy Main Site which seems to have a better structure than the old site but some of the features seem to be missing (BBS I think) and some additions (RSS enabled, in Japanese).

Note that there are two versions. One is a beta and is currently the most updated. The next is the "stable" version, which is quite dated. Until further notice, the latest version is the beta so download that one.

Also, Mon left two previous versions, 20091024beta and 20091115beta, STILL available for download.

Latest Beta Version: v20100819 + v20100822 patch
Very rough (Googlefied) translation:

Well this is a surprise!

New Parts:

-Gravity Bind - Generates a field that is static or can expand and contract. This field can slow you down with various degrees of strength, all the way down to no movement at all. Obviously comes with Extra Parameters.

-Thunder-Diffuse and Thunder-Gather - Effector parts that act similar to Thunder-Stream except that the lightning goes out in random directions instead of circling around.

Part Modifications:
-The Remote Blast now has Extra Parameters and they are similar to the Missiles and Energy Egg... i.e. Shrapnel

-Fixed a bug for Missile Extra Parameters - I think that it was that putting values into Extra Parameter 13 would cause errors so it was fixed to prevent that.

Just to keep the record, here is the process to generate Extra Parameters on the shrapnel of Energy Eggs and Missiles:

In order to do this, you need two parts. One is either Energy Egg or Missiles, obviously. The second is another part, one that doesn't normally have Extra Parameters (eg. Wings, Decorations, Block, Tank).

Step 1 - Make the EE/Missile Extra Parameters as normal.

Step 2 - Create a "Set Up Pair Parts" and link it to the second part.

Step 3 - Make the Extra Parameters for the shrapnel of your choice and put those on the second part.

Now, Mon says it's not 100% but it still works. YAY!

Note: The following combinations will have very unusual results, use at your own risk!

1: Missile with Missile shrapnel that uses Missiles as shrapnel - This will essentially create an infinite stream of Missiles from one single shot.

2: Energy Egg/Missile with Homing Laser modified shrapnel - The shots act very unusual and "stick", causing the bullet limit to gradually rise.


Events:

-New variable calculation functions added: Mod, And, Or, Xor (yes!)

-Easier looping, now it can be done in 1 Event instead of 2 or more.

Misc:

-Sprites can be grouped together and chosen at random for generation.

-"You can change the size of a small explosion was the decision of the fraud decision rather slight, You can add effects during contact, Chajiburasuta larger or overall player. Various conservative adjustment."

Patch Fixes:

-Fixed error with Tail connection type.

Updated info pending. See the thread for additional info. Thanks Oneshiningstar and NightKev.

-------

Latest Official Stable Version: 20090204d (Yes, it still hasn't changed.)

New Parts:
-Missile
-Search Light
-Panel-Aim Fixed Angle

Edit Interface:
-Buttons to show 1% damage, 10% damage, and Repair
-Edit Window settings are saved.
-The "target" that represents the player in the editor now has impact animations to see how weapons react to the player.
-2 new part settings, Player and Player(pos). Player sticks said part a certain distance always facing the same direction as the player. Player(pos) is similar except the part changes direction to match the Core.

Misc:
-Additional Style: Danmaku (changes player's hitbox to 1 pixel, may slow movement and boosting down)

*a version fixes:
-Fixed an Energy Egg and Missile issue.

*b version fixes:
-Fixed errors button recovery and damage in all parts that are not selected
-To set the system to monochromatic alpha searchlight Fix and go on the drawing to enable the
-Fixed an error that occurs when the destructive events. I get the errors when the suicide bomber and other parts of recovery.
-Fixed collision detection on blade. (Will not auto-kill when activated.)

*c version fixes:
-Shield graphic mapped correctly.

*d version fixes:
-Fix errors and will be destroyed in that hit the searchlight searchlight
-Fixed a bug tentative event does not work when the enemy of Rhodes. If it is not completely correct.
-Did not convert correctly when loading parts specified index. Try occurring as a side effect (like it) I hope when I can update the event-related failures. --> Fixed issue with part events not working in Try files.

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Zaximillian
Posted on 11-03-08 08:48 PM Link | Quote | ID: 93364


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I believe that for Try building purposes that 20080814 should be considered as the latest bug-free version.

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NightKev
Posted on 11-08-08 08:36 AM Link | Quote | ID: 93862


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It looks like a new version of Fraxy is going to come out soon. I can't be sure though, as I don't read Japanese... I'll ask bh if he'll translate the latest stuff on the Fraxy homepage.

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NightKev
Posted on 11-10-08 03:19 AM (rev. 2 of 11-10-08 03:23 AM) Link | Quote | ID: 94001


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Info on the development of Fraxy (translated from the homepage by bh):
Posted by Fraxy Homepage (translated)
# Memo on issues and points to be changed in the next version
- Editor-related:
- Fix the issue of an error message showing up when a movement/attack pattern change is selected while the "include child parts" option is checked.
- Fix the issue where the list isn't updated when changing the target part in an event's movement/attack pattern change
[translator's note: could be "an event's 'change motion/attack pattern' dialog"]
(Since the code in that area is complicated, I'm not entirely sure if I succeeded in fixing it)
- Try-related:
- Addition to "GETINFO" to be able to retrieve the ID of any part of a just-created enemy. (right after the creation, that is)
"GETINFO",52,ID,(var)


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CrossTheRubicon
Posted on 11-18-08 05:57 AM Link | Quote | ID: 94561


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The next version of Fraxy is out! Some stuff was added but I'm not good at deciphering some things so post them and I'll shove them in the intro.

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"Hello extremely! I hope you like to *play*. Some *campers* are not so good for *games*. Is it time for *playing* yet?"

Asker: How do I remove the border on a GroupBox in .NET?
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Screature
Posted on 11-18-08 03:32 PM Link | Quote | ID: 94579


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I'm eager to know what the "tail" flag does. The translated Fraxy page does nothing to increase my understanding!

Oneshiningstar
Posted on 11-21-08 03:55 AM Link | Quote | ID: 94724


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Erm... there's a panel-aim player 015 and so on to 180. It aims to the player within an angle of x degrees.

I can't work out the move acts, though.

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Screature
Posted on 11-21-08 01:42 PM Link | Quote | ID: 94731


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Posted by Screature
I'm eager to know what the "tail" flag does. The translated Fraxy page does nothing to increase my understanding!


Made a few bosses using the new "Tail" option. One is a rolling core, and the "tails" bend to cover it when it spins, then unfurl when it stops to change direction. Another boss has a long flicking tongue. Plenty of move-joints (H spd) all at Move action 5 (repeat in and out movement), all set as a tail. "Tongue" flicks out, whips about, then is sucked back in again. Still not sure what the number means next to the (0)Fix, (1)Tail dropdown-menu.

Burg Hammer Achtzehn
Posted on 11-22-08 12:50 AM (rev. 3 of 11-22-08 01:08 AM) Link | Quote | ID: 94750


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Posted by Screature
Still not sure what the number means next to the (0)Fix, (1)Tail dropdown-menu.


The number seem to pertain to the stiffness of the tail.

There are a couple of enemies on the fraxy homepage, tail_2.fed and tail_20.fed, that show the number's effect.

Posted by Oneshiningstar
I can't work out the move acts, though.


Like the first panel-aim player, the new panel joints' move actions are like so:

Move acts 1, 3, and 5
The panel will try to aim at the player, then pause briefly, and then repeat.
Act 1 is the slowest, while act 5 is the fastest.

Move Acts 7 through 15
The panel will always try to aim at the player, no pauses.
Act 7 is the slowest, while act 15 is the fastest.

Aquamancia
Posted on 11-22-08 06:43 PM Link | Quote | ID: 94771


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The tail feature is quite interesting for me. I'm probably going to make some serpent-like bosses in the (hopefully) near future with this.

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krazykev360
Posted on 11-25-08 07:30 PM (rev. 2 of 11-26-08 08:04 AM) Link | Quote | ID: 94890


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The Energy Refueler i found fairly useful with the Tanker player ship since it gives some kind of regen for that type.However, the shield's duration countdown is accelerated while being hit. As the lvls for Energy Refueler is added, it seems to increase slightly in it's regen value and duration, as well as reducing it's cooldown.

nutman217
Posted on 11-29-08 12:10 AM Link | Quote | ID: 95078


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I've done some tanker testing and the total potentials of each energy refuel shall be listed below.

LVL1: Potential to recover 3400 energy when undisturbed
LVL2: Potential to recover 5460 energy when undisturbed
LVL3: Potential to recover 8000 energy when undisturbed

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NightKev
Posted on 12-22-08 07:13 AM (rev. 3 of 12-22-08 07:14 AM) Link | Quote | ID: 97322


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Posted by fraxy homepage
Note the changes in the next version of the bug has been discovered and
No
Vista is the part I'm going to miss the good environmentæ…£RENAKU ...


Apparently he's either fixing a Vista-related bug or saying he can't, I'm not sure...

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CrossTheRubicon
Posted on 01-09-09 07:19 PM (rev. 2 of 01-10-09 03:15 AM) Link | Quote | ID: 98474


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A new version of Fraxy will be out soon and the following are projected additions/changes (using Google Translate):

- Fixed a problem you may get, an error when you delete a part of the event set. Seemed to occur in the right-click delete EDITTOUINDOU(?).

- Specific parameters of 6 and 7 of Energy Egg changed.
6 to 21 specific parameters will be designated to launch the missile.
7 -2 specific parameters are determined to avoid a conflict with their own equipment and ammunition specified.

6-Extra Parameter: the type of ammunition to fire (0-21)
7-Extra Parameter: endurance (-2 = No collision detection machines and other self-destructive than a = -1 = Not specified endurance of equal parts)

- Added new parts for missiles,
Parts are to launch a missile with a seeker.
Missile can be destroyed by bomb-building.
If after a certain time or contact with player, Explosion causes the missile to explode. If you are self-destroyed by bomb annihilation(?).

This part can change the following specific parameters.
1-Extra Parameter: Flag (ON/OFF)
2-Extra Parameter: the initial velocity (begin speed: -4000 ~ 4000)
3-Extra Parameter: the final rate (end speed: -4000 ~ 4000)
4-Extra Parameter: The rate of change (fade value of speed: 000000 ~ 999999)

5-Extra Parameter: firing type (burst type: -2 ~ 2)
6-Extra Parameter: the type of ammunition to fire (bullet type: 0 ~ 18)
7-Extra Parameter: endurance (durability: -2 = No collision detection machines and other self-destructive than a = -1 = Not specified endurance of equal parts)
8-Extra Parameter: The value of extinction frame (self-destruct frame: 1 ~ 1000)

9-Extra Parameter: the initial speed (begin rotate: -128 ~ 128)
10-Extra Parameter: speed final (end rotate: -128 ~ 128)
11-Extra Parameter: speed change values (fade value of rotate: 000000 ~ 999999)
12-Extra Parameter: N/A

Sets up a specific parameter values.
1: Flag for specific parameters (exparam flag)
& 2: tracking ability (homing)
& 4: & 2 to complete the track in the case of (perfect homing)
& 8: reactionary launch (launch reaction)
& 16: (not yet implemented) PUROKISHIMITI (proximity)
The missile has a +2 +8 = 11, the default is set.
PUROKISHIMITI will explode if the judge would not hit as close to the players that will be operating.

4 and 11 specific parameter values of the rate change is beginning to fade speed to specify the ratio of the speed of each frame.
Please refer to the following example a little less so.
fade value = 104050 -> 10:40:50 -> 1:4:5 -> begin10%: fade40%: end50%
The value of the frame to 100 then disappeared, the initial rate of 10 frames, fade in the final 40 frame rate, frame rate in the last 50.
16 MENDOKUSAI specifications, so I thought this should be specified as a decimal number.
The value of cases is on the course will be 10,405 and 010,405 at the same ratio.
1:1:1 case of 33%: 33%: 34%, maybe.

Five types of fire-specific parameter specifies the following values.
-2: Front Multidirectional
-1: Front Line
0: All Directions
1: Own-goal
2: Own-goal Multidirectional

6 specific parameter specifies the type of ammunition, the following values.
If the value has not been written is not fired.
0: None
1: Vulcan
2: Bullet
4: Powerball
6: Homing Laser
8: Plasma Ring
12: Slow Ray
14: Explosion (in the grenade explosion)
16: Grenade
17: Needle Gun
18: Ripple
21: Missile

- Fix a bug is not reset when ENERUGIRIFYUERA death

- Fix a bug did not damage the system EKUSUPUROJON adaptive correction
All 100 percent below the value of fixed been.
100% RIMOTOBURASUTO
75 percent grenade
Egg, 50% energy
Missile 20%

I'm guessing that most of this description involves explaining the Energy Egg or Missile weapons extra parameters further. We'll see when the update is posted.

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RX-12 - Bydo Coefficient Test Unit

"No, don't try and pull any fast ones. There's nothing illegal on the Internet."

"Hello extremely! I hope you like to *play*. Some *campers* are not so good for *games*. Is it time for *playing* yet?"

Asker: How do I remove the border on a GroupBox in .NET?
Answer: Use a panel instead?
Asker: Gee, thanks @$$.

Burg Hammer Achtzehn
Posted on 01-18-09 01:07 AM Link | Quote | ID: 98938


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From what I see, I think the missile might act like some sort of homing Energy Egg.

Also, I couldn't help but laugh at
"Missile can be destroyed by bomb-building."

Aquamancia
Posted on 01-18-09 01:32 AM Link | Quote | ID: 98941


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Cant wait for the new patch! The new weapon and its parameters might come in handy, as usual...

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Zaximillian
Posted on 01-20-09 02:09 PM Link | Quote | ID: 99125


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For all that, if the event bug still isn't fixed (which looks like a negatory in this version, too) then FRAXY will continue to be limited to a boss creator incapable of creating anything more than that. *sigh*

Cool tools do not impress when gameplay remains flawed, mon-san.

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Burg Hammer Achtzehn
Posted on 01-23-09 05:40 AM Link | Quote | ID: 99255


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There is a new picture up on the site; kind of looks like spotlights or something.
I'm not sure.

CrossTheRubicon
Posted on 01-23-09 05:43 AM Link | Quote | ID: 99256


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Indeed... and it looks like even more information has been added. This might explain why the next version hasn't been released. If I'm correct, it gives more information on the missile weapon. I can't wait! =)

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RX-12 - Bydo Coefficient Test Unit

"No, don't try and pull any fast ones. There's nothing illegal on the Internet."

"Hello extremely! I hope you like to *play*. Some *campers* are not so good for *games*. Is it time for *playing* yet?"

Asker: How do I remove the border on a GroupBox in .NET?
Answer: Use a panel instead?
Asker: Gee, thanks @$$.

Burg Hammer Achtzehn
Posted on 01-23-09 05:57 AM (rev. 2 of 01-23-09 06:11 AM) Link | Quote | ID: 99257


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If my interpretation of my translator's engrish is correct, a "fixed direction aim panel" was added, aiming in the same direction relative to the battle area, regardless of where the core is facing.

Could be handy.

(Translator used here)
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