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blackhole89
Posted on 02-03-11 08:26 PM Link | Quote | ID: 139460


The Guardian
Moloch whose eyes are a thousand blind windows!
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Posted by mon
These days, I am paying attention to make my notation as uniform as possible.
I feel like writing "bug" rather than "aberration"[word he usually uses for bugs, somewhat uncommon] or "collision detection" rather than "contact detection", but it's already too late. [for changing to the more commonplace words, presumably, seeing how he used the respective others up to know and wants to stay uniform]

Constantly flogging my unmotivated body into obedience, I idly poke around while looking at the wishlist.
An "illustration of collision('contact') detection" is there, but I thought that if I illustrated it from the point of view of the actual algorithm used for that, it wouldn't come over as particularly believable anyway.
...and wound up giving it a shot anyway, the result being this:


[first image]
Chasing laser, ion ring, burner, bullet.
The collision detection fundamentally being based on distance measurement from circles and lines, they assume a rounded shape.
The reason for a part of the chasing laser's head being interrupted is that the afterimage is only created every two frames.
The reason why I thought this wouldn't be particularly believable and therefore unnecessary is image offset and that that this doesn't represent the collision areas in a way that's faithful down to single-pixel level.
Hence, those detection illustrations may not be seen as anything more than mere approximations.
Furthermore, since the player also has a size attribute, those might or might not hit depending on the type.
If the player's size value is set to 0 in the editor, this becomes the same size as bullet hell.

[second image]
Ripple.
Unlike the others, this is an elliptical shape.
When trying to illustrate it, I noticed there was a problem in the detection algorithm - the collision detection with the diffuser (defuser?) was acting up.
I should have fixed it in the appropriate manner... ellipses are a hassle and hard to pull off.

[third image]
Blade.
There only is collision for one frame's worth of afterimage.
In reality, this afterimage, too, has thickness (presumably referring to the +distance thing that made the lines in the original rounded and all), but drawing it was too complicated and so I simplified it.

[fourth image]
Barrier.
This being a slightly special circle, it was unexpectedly difficult.
There was a bug with this too, so I fixed it.
I suppose that, in the end, I can be happy having found a couple of bugs the one way or other.




Apologies for lateness. Had lots to do.

____________________



TheBlueEcho
Posted on 02-03-11 10:49 PM Link | Quote | ID: 139462


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Posted by blackhole89
...Apologies for lateness. Had lots to do.
Oh, that's ok.

Thanks again!

TheBlueEcho
Posted on 04-04-11 11:11 PM Link | Quote | ID: 140687


Level: 19

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Since: 11-09-08

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Yep. I need somebody to translate again.
http://monz.sp.land.to/wp/archives/135/
Thanks for all your help.

Aquamancia
Posted on 01-08-12 06:01 PM (rev. 3 of 01-08-12 06:03 PM) Link | Quote | ID: 149337


Crow
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Sorry for the bump, but a new version (20120108beta) has just been released.
Posted by "mon"
Long, so this summary
- Added a number of decorative parts.
- Try adding subscripts based instruction. ("ADDSUBSCRIPT", "DELSUBSCRIPT")
- Try adding a new object-based instruction. ("EXISTOBJECT", "OBJECTIMAGEFONT", "OBJECTSTRING")
- Try adding a player-related instructions. ("PLAYERSLOT", "PLAYERSLOTLV", "PLAYERPOS", "PLAYERENERGY", "PLAYERSTOCK", "PLAYEREMP", "PLAYERBIND", "PLAYERRESTRAINT")
- Try adding a new instruction. ("SETKILLCOUNT", "EFFECTSCROLL")
- Adding new functions to try. (Peek, strlen)
- Try adding a new system variable. (_penergy, _penergymax, _pstock, _pstockmax, _killcore, _killparts)
- The trial "GETINFO" items that can be obtained by increasing.
- Add settings window scroll to the editor chores.
- Add a chore calculator editor window.
- Extend the ranking of the parts. (1-5 -> 1-9)
- Added a ranking effect. (-1 To 10)
- The Event "to change the ranking shift value of the part," added.
- The Event "to change the ranking of the shift effect" is added.
- The Event "to change the kill count flag" is added.
- The Event "to change the type of collision," added.
- Added players to the event-related changes.
- Flags of the effector (ex1) scroll effect (and 4096) added.
- Flags of the Sword effector (ex1) scroll effect (and 4096) added.
- Added scrolling effect of free-play settings.
- Added a player's ranking player settings.
- Adjust the balance of each player type.
- Other minor bug fixes.


Short version: New TRY functions, events, parts, and various other things that I can't be bothered to mention.

More info here.

____________________
Fraxy Creations
Youtube Channel

Garoslaw
Posted on 01-09-12 06:56 AM Link | Quote | ID: 149389


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Since: 04-10-10
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Don't forget about the calculator added in the Misc window.

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Garoslaw
Posted on 06-24-12 06:50 PM Link | Quote | ID: 151455


Level: 33

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Since: 04-10-10
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New Fraxy Version: 20120623_beta
http://monz.sp.land.to/wp/archives/194/

Newly Added:
-Texture Effector, Charge 2 Effector
-Added Events to Thunder Effectors
-Ability to reverse the colour of the Effectors (you can make a sprite from the effector display in a Negative)
-Mosaic Effector
-Ability to make E-Walls erase bullets, instead of hitting.
-New TRY Functions: CHOICERESET, CHOICEPOS, CHOISEWORD, CHOICEIMAGE, CHOICEIMAGEFONT, MOSAIC

(28225 bytes collapsed: Version Changelog)
(2638 bytes collapsed: Downloads)

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Garoslaw
Posted on 08-22-13 09:18 AM (rev. 2 of 08-22-13 07:57 PM) Link | Quote | ID: 154625


Level: 33

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Since: 04-10-10
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Sorry guys, kinda skipped the previous update, but I'll add what's new in this post all together.

New Fraxy Version: 20130810_beta
http://monz.sp.land.to/wp/archives/202/

New Features (prior to 20130701/02beta):
-Number of consequentive actions in an event was raised from 16 to 32.
-Two new player weapons: Player Laser and Flash Bullet, which has loads of customization options.
-Distortion effector
-Debug Mode for TRY, now you may view logs of the TRY script in the game whenever an issue occurs, activates using "DEBUGMODE"
-New TRY functions: "OBJECTANGLE" that allows you to change angles of objects created in the TRY, "OBJECTZOOM" that can magnify objects created in the TRY.
-Several bug fixes relating to the calculation properties of Fraxy, as well as the Replay files.
-Changes made to the Boss editor: New target icon, Values in the editor can be changed by clicking on the box, then rolling the mouse wheel up/down (The altered value can be greater when holding Shift or Ctrl, though all this can be modified easily), New ways variables can be altered (via rand(), for example), New events
-Added Player Heat (It works when the player is being grazed with an Ion Ring or projectiles from Flamethrowers, after it reaches it's peak, the HP goes down. This seems to also work when a player uses the Laser weapon.)
-Fatal errors can be exported to a file.
-20130702beta features mainly more bugfixes and tweaks to the player weapons.

New Features (prior to 20130810beta):
-"CHOICES" can now have added countdown using "SETCOOPERATIVE" and "DESTROYCHOICES"
-Fixed bugs relating to the TRY code (Fixed "variables with the letter d create just the variable 'd'", ""FRAXY_TRY" error"), if you had a TRY in the works that did not work at all, despite the correct code, it should work now.
-Barriers and Energy Walls can now transfer damage (After adding the value 32 to Ex. Parameter 1 and setting Transfer damage to another part.)
-Other bugfixes

(41786 bytes collapsed: Version Changelog)
(1001 bytes collapsed: Downloads)

____________________
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/ ____/ | / __ \/ __ \
/ / __/ /| | / /_/ / / / /
/ /_/ / ___ |/ _, _/ /_/ /
\____/_/ |_/_/ |_|\____/
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