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Main - Fraxy - Project G Development New thread | Thread closed


Zaximillian
Posted on 12-03-08 01:20 PM Link | Quote | ID: 95492


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Well, I'm at it again. With all the problems with creating a ground attack stage, I've decided to go back and get a sense of accomplishment from polishing the Alpha Stage yet again. Several things occurred to me:

* One thing is that the beginning fighters were coughing up way too many points. I'm an old school '80s gamer, so I rescored the ZF01 Alpha fighter drones to have 10 points per part. Anything less would create something other than 0 as the last digit of score, and what shooter does that? The interesting thing is that if a player hits the body, the kill generates 50 points (10 for the body and 10x2 for the Booster M and Vulcan-small). But if the player nails the gun on the front dead on, since all the parts are 8 Health, then the gun goes (10x1), followed by the body (10x2), then the Booster (10x3) for 60 points. This will mess with the Time / Score / Rank system a little, making the record easier to break, but I figure that the Alpha Stage should be lenient anyway. I've also rescored the Gunship and the boss so that the boss generates around 3500 points grand total. Stage points on my first run were 11950, right around where they should be.

* Another thing I thought of is way back to a comment that the static backgrounds were in fact a distraction. So I'm going to go back to RedShift 3, the astronomy program I'm using for my planetary shots, and "re-shoot" the 16 Earth planetfall backgrounds to make them a little bigger. Then I'm going to use an AREALIMIT at the very beginning so that the player doesn't scroll the background off the edge. After that, each of the 16 backgrounds will have juuuuust a little movement, starting from 0 and getting greater and greater toward 1000 as the player breaks the cloud cover over the Florida water to the east of Merritt Island where Kennedy Space Center is. This will better simulate the player being closer to the planet during planetfall.

* Also, because of this, I have discovered the exact date and time that Project G takes place. I plan to take the player on a "grand tour" of the solar system, but to do that, I have to make sure that the coolest looking planets are all in a line, or close to it, so I don't send the player ping-ponging back and forth across the solar system. Turns out that when several planets or moons are in the same section of the sky at the same time, that in astronomy is called a conjunction. The next conjunction of the Moon, Mars, Jupiter and Saturn all at the same time takes place at about 2115 GMT on April 22, 3093. Perfect for a futuristic video game.

* Finally, to refresh everybody's memory, the Beta Stage will take place over water, shore, then the land of Merritt Island as the player clears out the test turrets and fighter bays around Kennedy Space Port. As soon as I figure out how to create an overlapping grid of backgrounds activated by coordinates in script to get around the blending problem and the speed of the player...

So version 0.009 will be the rescored Alpha Stage, probably with updated MIDI music (read "written, not borrowed"), and a slightly better planetfall effect, as well as a new interface, too. Hopefully by then I'll have this script figured out so I can start on 0.010 and the Beta Stage.

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CwW
Posted on 12-23-08 10:33 PM Link | Quote | ID: 97445

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For the score system, can you set the score system type to score instead of chain rate using try script?
I remember being able to do it in config.

Zaximillian
Posted on 12-24-08 01:23 PM Link | Quote | ID: 97489


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Posted by CwW
For the score system, can you set the score system type to score instead of chain rate using try script?
I remember being able to do it in config.


You are correct, but I decided to keep the chain system so that the player can work out ways to score the maximum points per enemy destroyed, while minimizing the time spent attacking the enemy for that result. This is making maximum use of FRAXY's capabilities, I think, while making for varied boss tactics in game.

For example, I have since worked out that destroying the rescored Alpha Stage boss from the front is the easiest way to do it because of the way the boss approaches. But for maximum points, attacking the side Wing L parts are best. Now, the real challenge is to do that while spending the minimum time doing it so the player can, on a near perfect run, score ranks higher than S. This also generates replay value for the hard core shmupper, I think.

The lesson I've learned here is that durabilities and scores can be tweaked on any boss in ANY Try setting to create replay value by creating high durability, low scoring parts that are big (Like Wing L), versus low durability, high scoring parts that are small. Also, because of the chain multiplier, a little number crunching is required to make a boss challenging to get the maximum points out of ("high scoring" it?) in a Try.

Also, if I want to be really dirty, I can edit the scoring of the bosses dependent on which Loop that Project G is in. So not only does the same boss have a different weapons loadout, but different tactics and scoring tree of its parts, too. Of course, that's really underhanded, but might keep the replay value up as players discover how to blow up the bosses for maximum time-score goodness, breaking the S Rank barrier for the other two.
- Zax

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slammered
Posted on 02-18-09 10:47 PM Link | Quote | ID: 101344

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I have actually downloaded some of the project-g stuff

Stark
Posted on 02-18-09 10:53 PM Link | Quote | ID: 101348

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Don't post in threads this old unless you have pertinent information to add...

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