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Please chime in on a proposed restructuring of the ROM hacking sections.
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NightKev
Posted on 11-13-09 08:34 AM Link | Quote | ID: 119289


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New version/patch, 20091113. If you already have 20091109 or 20091111 then you can just get the patch, otherwise the full version download is available.

Relationship Editor
- Fixed a bug that errors occur and damage to parts and destroy


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Oneshiningstar
Posted on 12-02-09 06:11 AM Link | Quote | ID: 121207


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From: Gensokyo

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New features announced for next version!

- Some new try commands, including trig functions, sqrt and absolute value.
- faster try loading speed.
- Changes in part destruction mechanics.
- MAJOR NEW FEATURE: Expam 4 for Move joints, allowing you to control the frame count! No more 40/80/160 frames, YOU decide!

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PureQuestion
Posted on 12-02-09 05:06 PM Link | Quote | ID: 121220


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That is gonna be really useful.

TheBlueEcho
Posted on 12-18-09 01:53 PM (rev. 2 of 12-18-09 01:55 PM) Link | Quote | ID: 123308


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The New Version Is HERE!
http://mokeron.hp.infoseek.co.jp/zg/fraxy_20091218beta.zip

ZarroTsu
Posted on 12-18-09 03:51 PM (rev. 3 of 12-18-09 08:39 PM) Link | Quote | ID: 123312


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THIS IS THE BEST DAMN UPDATE EVER, AND IF ANYONE REFUSES I WILL STAB YOU IN THE BRAIN.

- Try related updates, including new calculations, and faster load times

- New Part "Player Bullet" sort of effector, will fire a player bullet... Either on its own, or if you set events to fire when you, the player, holds fire, I suppose.

- New Ship "Rocker" "Deadlocker". As with bullet hell, its power is locked, but its initial stage of power is about level 3 on other ships. Nothing too spectacular otherwise.


EDIT: Also, if you look around the outside of the otherwise awesome image above, I suspect at least one new interface design.

Boxorak
Posted on 12-19-09 02:34 AM Link | Quote | ID: 123412


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From: Making fraxy bosses somewhere.

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You know, that interface reminds me of Galaga Legions.

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Boxorak out.

Oneshiningstar
Posted on 12-19-09 07:15 AM Link | Quote | ID: 123437


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Don't forget what i mentioned earlier.
A move joint can now take any number of frames to get from A to B.

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CrossTheRubicon
Posted on 12-25-09 06:54 AM Link | Quote | ID: 124059


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Mon left us a gift! While fighting a creation on 12/25, using 20091219beta, press Esc and look at the right side of the screen. Notice a little something? Choose it for a nice surprise!

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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 @$$.

TheBlueEcho
Posted on 12-29-09 02:55 PM Link | Quote | ID: 124460


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I believe it's related to the Drag-n-Drop function.

PureQuestion
Posted on 12-29-09 07:14 PM Link | Quote | ID: 124485


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Posted by TheBlueEcho


I believe it's related to the Drag-n-Drop function.


That better be sarcasm.

NightKev
Posted on 12-31-09 02:53 PM Link | Quote | ID: 124626


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Maybe it's for the random option in free play. This lets you skip some of the bosses that appear, like if the RNG has been picking the same boss a lot. That's just my guess though.
Posted by Fraxy Homepage, google translated
May be random and can be read as Freeplay drag and drop in and try to write specifically.
You feel like you can in, for example.
Now, this sounds like I'm wrong, but it also doesn't make much sense to do that. If you drag a .fed file onto the program, you probably already want to fight the boss, so why make some sort of confirmation screen? Well, I guess we'll just have to wait and see.

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TheBlueEcho
Posted on 01-02-10 03:32 AM Link | Quote | ID: 124780


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Posted by NightKev
Maybe it's for the random option in free play. This lets you skip some of the bosses that appear, like if the RNG has been picking the same boss a lot. That's just my guess though.
Posted by Fraxy Homepage, google translated
May be random and can be read as Freeplay drag and drop in and try to write specifically.
You feel like you can in, for example.
Now, this sounds like I'm wrong, but it also doesn't make much sense to do that. If you drag a .fed file onto the program, you probably already want to fight the boss, so why make some sort of confirmation screen? Well, I guess we'll just have to wait and see.
Well, you do have a point. It would be kind-of silly to Drag-Drop a boss and then have it double check with you.

Oneshiningstar
Posted on 01-03-10 12:27 PM (rev. 2 of 01-03-10 12:56 PM) Link | Quote | ID: 124922


Shyguy
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From: Gensokyo

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It's a new version, fresh from the oven!

Mon's short list:
- Add a new trial ordered. ("DDACCEPT", "GETRANDOMFED", "CHOICES", "SCORERATE", "RANDOMIZE") ( "DDACCEPT", "GETRANDOMFED", "CHOICES", "SCORERATE", "RANDOMIZE")
- Adding new functions to try. (rand(), int(), str(), double(), strf(), getpath()) (rand (), int (), str (), double (), strf (), getpath ())
- You can now drag and drop the trial and randomly. ("DDACCEPT", "GETRANDOMFED") ( "DDACCEPT", "GETRANDOMFED")
- You can now store the real values of variables and try to string.
- Added new parts. (Panel aligning the direction your ship, aiming panel spare parts)
- You can now create a decoy in Pureiyabaretto diffuser.
- Add Event Conditions of the editor. (P_ブーストボタン, P_ブースト) (P_ Busutobotan, P_ boost)
- Added to the events of the editor. (Change in rate under damage, damage to set the transfer destination, reset the value of behavioral patterns, behavioral patterns and the counter reset value)
- Add a new score bonus system.(Rapid Damage Bonus)
- F5 to get a confirmation dialog when changing the key in full screen.
- F6 now key to erase the boundaries of the window.
- Add a debugging system configuration options.
- Some other bug fixes and adjustments.

Very big update.

In simple, concise and precise English:
TRY RELATED
- Randomisation functions.
- Choice screens.
- Multiplier forced change.
- limit() bug fixed.
- RANK -1 will give you current Free Play rank.

PART RELATED
- New Part: Panel Aim Player Angle
Aims in the direction your ship is aiming. Good for options.
- New Part: panel Aim Pair parts
Set pair part and off you go.
Both panels use standard panel expams.
- Player Bullet now fires Blur Decoys and Soll Diffuser!
See the Fraxy page for the required parameters.
- Player Bullet now has actions 3 and 5 for single shot.

EDITOR RELATED
- P_Boost and P_Boost button triger for events. Now you have to GRAZE!
- Damage rate - Now the core can take less damage/shot!
- Damage Transfer - Hit A to damage B.
- "The system resets the value of behavioral patterns event-action pattern and The counter and reset the value of behavioral patterns" - Huh?
- Energy Wall param 5 fix.
- P_Destroy bug fixed.

OTHERS
- The promised re-balancing of ship types.
- Random List re-configuration.
- Debug tab in Config.
- F5 for full screen, F6 for no frame.

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NightKev
Posted on 03-19-10 09:54 AM Link | Quote | ID: 128563


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Looks like we forgot to report two minor updates (1/7 and 1/13), but here's the latest.

New version: 20100319.
Posted by Fraxy homepage (google translated)
Try related
- Instructions to set the position of the players back "PLAYERRESPAWN" Add
"PLAYERRESPAWN", int1, int2, int3
int1: Flag
int2: X
int3: Y

Flag is set the following values.
0: The default position
1: int2, int3 specified in absolute coordinates
2: Reservations


Relationship Editor
- Add a tool box
Ability to show the boundaries of the specified size centered at the origin.
Size of the grid and do the same.
It should look similar to the behavior of a fixed mode and erase the drawing area of enemy bullets.
If you make an enemy of the area for a fixed mode, window size and the box may be easier to make in combined size.
- Rotation / shift system-specific parameters into four parts and add 5
One specific parameter: a flag (flag: 0 ~)
Two specific parameters: speed (turn speed: -4096 ~ 4096)
Three specific parameters: speed Fedotaipu (turn speed fade type: -1 ~ 11)
Four specific parameters: the frame work (action frame: -1 ~)
Five specific parameters: the last frame (end frame: 0 ~)

One specific parameter sets the following values.
& 1: Apply a change of speed (change turn speed (ex2))
& 2: Apply the change of speed Fedotaipu (change fade type (ex3))

-1 Behavior of four specific parameters in the frame and specify the permanent works.

Specific parameter is the final five frames of the final frame fades acceleration values.
If you do not set this value will be used the same value as the frame work.
Frame work is somewhat confusing set to -1 if you want to please if you specify a fade process.
For example, if you specify 100, 0-100 fade processing is performed to the frame, since it maintains a value of 100 frames.

- Parameters specific to the three co-rotating parts fix the problem and set out error
Error pattern when combined with 19 operating system was always out.

- Fixed a bug with the error exceeds the maximum fall in the number of parts when the paste


Other
- Fixed a bug and I get an error that destroyed parts of the wall energy in the parent game
There was an error in the destruction of energy during exercise is part of the wall they are set spare parts.
Most can still Temasen.
---
『Check』 pointer in the new parts will Forget the add.
Checkpoints are set to touch the player and their parts,
Checkpoint will be located to see the back, and specification will be.
You should be able to make the halfway point of the wind in the tri-bars and frustrating.


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ZarroTsu
Posted on 03-20-10 06:00 PM Link | Quote | ID: 128605


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A minor problem with the box, however, is that it tends to be centered to the grid, and in itself can't be moved. To manually ignore this, place the boss' core 60px above the 'bottom' box line. This is where it would spawn in fixed area, in-game. Of course, you will need to center it again before you can fight it properly in the game itself.



(Grid is at 20, box is 360x480)

NightKev
Posted on 03-20-10 11:41 PM Link | Quote | ID: 128623


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Yeah that's the problem with it, since the bosses can't spawn on top of you, they have to be spawned away, which sort of messes with the editor.

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Oneshiningstar
Posted on 06-19-10 02:49 PM Link | Quote | ID: 132143


Shyguy
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Next version preview: (my comment in brackets)

"Reporting and will survive.
(Check player alive...?)
Add to panels facing the direction of movement of the ship.
(Panel that faces where your ship is pointing, like ReimuC's options in TH11)
Detection of additional key event in passing move.
Pointer type will depend on consolidation [add new.
Pointer and spare parts and similar settings, connection type only.
May be able to move without being bound to any part where parents part.
I implemented now, so I do not know what will happen next stage of.
Will feel the change as a percentage of the frame to effect the destruction of the object being created.
Originally I wanted to specify the frame directly, we can not adjust to a percentage of existing effects.
You can also set some existing effects are not yet supported. (It may be troublesome because it was not for future structural support)
Will automatically adjust speed and animation Animation Sprite specify.
Effects will add a few points.
And a simple zoom in and creates only one effect object.
So I will not add but still crossed the drawing board.
Effects between the parts to produce an effect similar to a pair of blades afterimage.
Effector sprite texture stick to specify four parts."

Quite a fair bit is incomprehensible, though. We'll have to wait.


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ZarroTsu
Posted on 06-20-10 02:53 AM Link | Quote | ID: 132191


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Posted by Oneshiningstar

Reporting and will survive.
(Check player alive...?)



I think he means "Reporting that I'm still alive" or something. It's been more spacious between updates, after all, not to mention the single-line opening statement.

TheBlueEcho
Posted on 06-30-10 12:47 AM (rev. 2 of 06-30-10 12:55 AM) Link | Quote | ID: 132501


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A Minor Update to the Main page, featuring the new effector.



No new version yet, though.

NightKev
Posted on 06-30-10 05:50 AM Link | Quote | ID: 132504


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Those are some interesting new effectors; though the orangeish ones on the right, I wonder how those are supposed to work...

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