Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
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CrossTheRubicon
Posted on 01-23-09 08:40 PM Link | Quote | ID: 99277


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Hmmm. There is already a Panel-Aim Direction that does just that. It might be an improvement on it... But that doesn't make sense as it's already fine.

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Burg Hammer Achtzehn
Posted on 01-23-09 11:44 PM Link | Quote | ID: 99289


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You might be thinking of the 'Panel-Aim init angle', which aims the same direction relative to the core rather than relative to the play area.

When a core with the Panel-Aim init angle turns left, the panel turns left with the core to face the same direction as the core.

When a core with the new panel turns, the panel turns the opposite direction to stay facing the same direction.
(i.e. if a Bullet-Small was on the new panel, facing to the left, when the core turns to the right, the Bullet-Small would still be facing to the left, instead of up.)

I hope this was understandable.

NightKev
Posted on 01-24-09 06:27 AM Link | Quote | ID: 99313


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Wait no I thought the current aim-init already did that...

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Burg Hammer Achtzehn
Posted on 01-24-09 06:46 AM Link | Quote | ID: 99320


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"The Viper Type-RL" and "The Viper Type-RS" supplied with the default Fraxy installation, use Panel-Aim init angles, which continuously try to face the same direction as the core.

When their core turns, the panels turn with it, always matching directions.
If they were using the new panels, when the core turned, the panels wouldn't turn with it; the panels would face the same direction throughout the fight.

Regardless, we'll see what this new panel does when the update is released.

NightKev
Posted on 01-24-09 06:58 AM Link | Quote | ID: 99322


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I definitely remember the panel-init always trying to keep facing the angle it started facing... could it have changed in some Fraxy update?

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Burg Hammer Achtzehn
Posted on 01-24-09 07:02 AM (rev. 4 of 01-31-09 10:24 AM) Link | Quote | ID: 99323


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The Panel-Aim init angle was already in Fraxy when I discovered it, so I wouldn't know.

Edit:
The creator added something about a new spotlight part, and fixed something about the booster, I'm not sure what though.
Posted by "Translator Engrish"
-Adding the new part 'searchlight'
It is the special part which perceives the player inside the range.
When the player is inside the range of the light/write, the &1 is returned to notification status.

As for this part it is possible to modify the next specific parameter.
Specific parameter 1: Flag
Specific parameter 2: Length (length: 1~1024dot)
Specific parameter 3: Width A (width A: 1~1024dot)
Specific parameter 4: Width B (width B: 1~1024dot)

Specific parameter 1 sets the value below.
1 : Specific parameter application flag (exparam flag)
&2 : It draws (draw effect)
The searchlight of default has become setting of the 1+2=3.

- Correcting the trouble related to booster and the thruster device
The large quantity attaching, value had become strange when it reaches to acceleration limiting value.
It corrected the fact that it flows to clearly strange direction, but barely the gap occurs with circumstances of calculation precision.


Edit:
Another load of translator engrish for all. (interpretation in yellow)
Posted by "More Translator Engrish"
- Way position and size and option of each window are retained the occasion where the editor is closed, modification
These items of information are retained in edit.cfg. I think this means that the editor will remember its size and settings when you close it, so you don't have to set it up again when you start it up.

- In connection type of part setting 2 type additions
Player dependence type and player position dependence type were added.
Because both designates the position of the player as standard, when it is usual indicatory state, because the player dies instantly, please note.
As for these two differences with the direction which is made standard, as for player dependence type direction of the player, as for player position dependence type direction of the parent part is designated as standard.
Parameter for movement is appointed in parameter.
If value, 1 is to with the 1~100, it is locked by the player completely, if it is other than that, it reaches the point where it is late a little. I am totally lost on this one.

- Correcting the trouble which has the case where it cannot read the setting of tail type in connection type of part setting
When parameter 1 reads when is, it had become 0. Fixed the issue where the tail setting wouldn't copy properly if it was set to 1.

- Adding the button which collision decision of the target ON/OFF is done to the tool
It is located sets with the T it reaches the point where the enemy bullet collides vis-a-vis the target which key.
In addition, if it was in a state where the editing window is active it moved with the portable key and tried to be able apply boost with the B key. Again, I have no idea. Edit: Now that I look at it, it seems to have something to do with the little white target thing in the editor that you can move around with 't'. I think it's says that you can move it around with the arrow keys, and 'boost' with the 'b' key.

- Adding all recovery and 1% damage and 10% damage to the button of the part list
It is the button in order to operate the present durability of the part which is in the midst of selecting. It sounds like some more buttons for testing the boss' behavior (i.e. the "Destroy chk" button).

NightKev
Posted on 01-31-09 09:35 AM Link | Quote | ID: 99859


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Posted by Burg Hammer Achtzehn
Posted by "More Translator Engrish"
- Way position and size and option of each window are retained the occasion where the editor is closed, modification
These items of information are retained in edit.cfg. I think this means that the editor will remember its size and settings when you close it, so you don't have to set it up again when you start it up.

Haha, I hope so! We've been asking for months .

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Bukkarooo
Posted on 01-31-09 10:22 PM Link | Quote | ID: 99876


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damnit, Mon! You're adding so much new stuff and fixing other problems, making me REALLY excited! come out with the new version soon!!!! haha

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Burg Hammer Achtzehn
Posted on 02-02-09 03:25 AM Link | Quote | ID: 99936


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Just some more translator engrish.
Posted by "MAH BOI, this translator engrish is what all true warriors strive for?"
- Adding barrage style to game style
It added temporarily provisionally.
Already, when a little good method is found, perhaps this style it is abolished. A new game style was added apparently.

When it compares with the normality … In the new style...
・Collision decision of player 1 dots The player has a one-pixel hitbox.
・Speed of the enemy bullet of part in 66% decrease (it does not have an influence on value which is modified with specific parameter) Uh, enemy shots go slower?
・Energy recovery factor does not decrease at the time of boost Boosting does not affect your energy regeneration.
・Basic drift speed usual 70% (as for boost usually to the same acceleration) I don't know.

-Modifying the power rise item of attack type of player type
So far, was only armament power rise, but [are] was added.
However increase time is original half. I'm not sure what this means.

- Correcting the collision decision of the blade
The fact that the [ri] coming out which is under specific condition occurs was corrected. Fixed something about the blade.

NightKev
Posted on 02-02-09 05:47 AM (rev. 2 of 02-02-09 05:48 AM) Link | Quote | ID: 99941


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Posted by Burg Hammer Achtzehn
・Basic drift speed usual 70% (as for boost usually to the same acceleration) I don't know.
I think it means the boost / normal player ship movement speed was changed. I'm only guessing though...

... Wow it seems like this is going to be the biggest update to Fraxy ever! No wonder it's taking a long time.

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CrossTheRubicon
Posted on 02-04-09 12:38 AM Link | Quote | ID: 100046


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After a long, anxious wait...

Version 20090204 is released.

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Burg Hammer Achtzehn
Posted on 02-04-09 12:53 AM Link | Quote | ID: 100050


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Yay!

That is all I have to say.

Aquamancia
Posted on 02-04-09 03:26 AM (rev. 2 of 02-08-09 09:22 PM) Link | Quote | ID: 100056


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This version's pretty good. Didn't expect the searchlight to be thrown in there, however. And I don't have to resize the editor now, which is nice.
EDIT: While editing the config to my settings (projectile color, weapons, etc.) , I came across a new mode: danmaku. Anyone else notice?

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Bukkarooo
Posted on 02-04-09 10:55 PM Link | Quote | ID: 100104


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This new version is :awesome:

Loving it, I'll have to make a boss or something later using some of the new stuff...

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NightKev
Posted on 02-05-09 02:27 AM Link | Quote | ID: 100116


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There is a patch (20090204a) that fixes something with the missile and energy egg.

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Zaximillian
Posted on 02-05-09 03:04 PM (rev. 2 of 02-05-09 03:05 PM) Link | Quote | ID: 100146


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After testing the new version, it still retains the event bug discovered by NightKev and myself from way back on 20080825. Therefore, Try files using event-driven enemies will automatically be buggy. This includes spawning multiple enemies in Free Play.

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NightKev
Posted on 02-07-09 10:18 AM Link | Quote | ID: 100239


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A new patch (20090204b) has been uploaded. It apparently fixes something to do with the editor damage buttons, the searchlight, and blade hit detection.

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justjake274
Posted on 02-07-09 10:28 PM Link | Quote | ID: 100260


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did they fix the "glitch" where if you touch the gravity device even in hide or shadow you die?....is it even a glitch?? i was playing some of omoresu's bosses(his bosses are awesome ) and most of them have gravity devices that your supposed to touch to start the boss or something...

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NightKev
Posted on 02-08-09 05:27 AM Link | Quote | ID: 100271


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Are you sure it wasn't related to the blade hit detection? Go ahead and recheck those bosses after downloading the patch and see if that still happens.

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justjake274
Posted on 02-08-09 08:14 PM Link | Quote | ID: 100320


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Hmm...Might be...I checked again and this time nothing happened...But they're are no blades that are close enough to hit when you're standing on the gravity device...

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