Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Fraxy - The Wishlist New thread | New reply

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Zaximillian
Posted on 01-02-09 09:21 PM Link | Quote | ID: 98082


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Personally, I'd love to see the new version of FRAXY add a playfield sized rectangle to the target reticle in the editor so that designers can get a good idea of how large their enemies are becoming and can also see what the player will see in various positions around the boss. This would be especially useful for moving inside bosses.

And fix the events bug! It's been around since 20080825, and totally ruins attempts to build a Try file.

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nutman217
Posted on 01-02-09 09:42 PM Link | Quote | ID: 98083


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*Ahem*

1: A joint that constantly spawns replicas of its child parts and detaches them.

2: 2 more draw features; ghost hide, and ghost shadow. Both enable hidden and shadowed parts to move individually without blowing up due to a lack of a vulnerable part. But when all other vulnerable parts blow up, they blow up as well.

3: An effector that makes a permanent 'energy' line. The length should be changeable via extra parameters.

4: Extra parameters for joints for exact mobilities and limitations.

5: Regenerative capabilities in barrier durability. (The SHIELD, not the PART.)

6: Random bullet speed, and angle variations via extra parameters. (E.G. 2 parameters, one = 10, another = -10, the bullets will fly in random directions in a range of 10 degrees and -10 degrees. Same goes for bullet speed.)

7: Extra parameters that change the damage caused by attacks.

8: A line-shot type weapon, one that strikes the player instantly without miss, but is very weak. A line suddenly striking the player ship and dissipating almost instantly can open lots of possibilities.

9: A teleporting module for the player ship.

10: A core called the 'player core'. It is ALWAYS on top of the player ship and is hidden all the time.

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NightKev
Posted on 01-03-09 03:18 AM (rev. 3 of 01-03-09 03:18 AM) Link | Quote | ID: 98112


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Posted by nutman217
1: A joint that constantly spawns replicas of its child parts and detaches them.
To make shipyards and stuff? Interesting.


3: An effector that makes a permanent 'energy' line. The length should be changeable via extra parameters.
"Energy" line? Could you link to a pic that shows something similar maybe, because that's kind of vague.


6: Random bullet speed, and angle variations via extra parameters. (E.G. 2 parameters, one = 10, another = -10, the bullets will fly in random directions in a range of 10 degrees and -10 degrees. Same goes for bullet speed.)
You mean like the player ship's gun in Warning Forever? Hm, maybe we could have one for the player too, that'd be nice.


8: A line-shot type weapon, one that strikes the player instantly without miss, but is very weak. A line suddenly striking the player ship and dissipating almost instantly can open lots of possibilities.
You mean like the second picture at this url?


10: A core called the 'player core'. It is ALWAYS on top of the player ship and is hidden all the time.
For what purpose?

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nutman217
Posted on 01-03-09 03:57 AM Link | Quote | ID: 98114


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R3:An energy line as in a tractor beam-line, or an energy tether.

R8:Yes, the line shot weapon looks something like that picture in the URL.

R10:The player core can reduce events and parts for some types of bosses, as many require a large set of booster/thrusters. With some extra parameter tweaks, you can have yourself a functioning Evil Fraxy or a Goppeldanger in no time!

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NightKev
Posted on 01-03-09 05:08 AM Link | Quote | ID: 98122


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Tractor beam, eh? Effector + reversed sonic wave... interesting.

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joxalot
Posted on 01-05-09 07:22 PM Link | Quote | ID: 98307


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1)Possibility to make parts colide and recognise eachother
, and, of corse,
2)able to add friendly creations would be cool too

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nutman217
Posted on 01-10-09 12:23 AM Link | Quote | ID: 98477


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Hopefully, friendly PARTS.

Parts that aid you, and you only. Like plates that block off enemy shots, regen parts that give you energy benefits if you're close enough, and weapons that attack the enemies.

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Oneshiningstar
Posted on 01-16-09 11:04 AM Link | Quote | ID: 98814


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No, the deflecting plates do not need to be friendly. they can make pretty bullet deflecting patterns.

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Zaximillian
Posted on 01-20-09 02:24 PM Link | Quote | ID: 99126


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1. A command that branches a Try to a specific point when the player loses a life. That way, a Try file can figure out when the "game" is over, or even send the player somewhere else in the Try once the player dies.

2. 31 x 91 or 31 x 121 pixel parts so that containing walls can be built with fewer parts and less lag. No behaviors needed.

3. More parameters on the AREALIMIT command, or an AREALIMIT2 command that spawns that boundary at specific coordinates. Using this and a loop, FRAXY can be transformed into a side scroller easily.

4. A command like BGCHANGE that will change the ENEMY01 file. This way, different stages of a Try can have different enemy themes and graphics.

5. An expanded range on the sliding Joint Move parts that's more than 20 pixels.

6. A little bit faster of a recharge rate on the Charge Blaster, or a second graphic showing how far away the supercharge is.

7. An oblong boundary around the Target reticle in the editor that shows how large the FRAXY playfield is when placed on top of a boss in the editor.

8. A parameter on the BGCHANGE command that disables the blending of one background into another. Useful for cutscenes, opening splash screens, and stage summaries.

9. A running variable that tracks how many shots are fired by the player, and another to track how many shots landed on a part and did damage. Thus, a simple calculation can yield a Shot% stat.

That's all I can think of right now...

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Bukkarooo
Posted on 01-21-09 10:44 PM Link | Quote | ID: 99202


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Some very good ideas there, Zax. I especially like the "reticle" in the editor to show the actual playing area. Now for some ideas I've had recently...

1) Joints that move AND turn- To save parts on large, opening shells and such, there could be a part that is a combination of the move and turn joints. The turn angle, forward/backward movement, speed, and other such can be done with several preset move actions, and be further customized by Extra Parameters.

2) "Shot Turn" player weapon- if you've played the game Rayhound (by the people who made Warning Forever), you'll know what I'm talking about. When the weapon is used, a circle is emitted from the player. Any enemy shots in the circle are then changed in favor of the player and begin to orbit the player ship as long as the mouse is held down, and are sent flying straight when the mouse is released. This would just bend lasers and sonic waves.

3) More aesthetics- more plates and such would be a happy addition, as there is still only so much you can do with the current parts. A nice addition could be "hilts", which look good as sword hilts, but could also double as a cockpit or somesuch.

4) Fighter Core Alts- The fighter cores, same behavior and such, but the booster flame is not shown.

5) Effector ideas:
"Hider"- Hides enemy fire within a certain radius.
"Booster"- Shows the booster flame, but the size is varied and no real thrust is given.

6) Bullet Pull- A gravity well that affects the shots of the enemy and the player (chosen which by attack actions).

That's what I've got for now, I may be back later hehe

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plasma
Posted on 01-24-09 06:48 PM (rev. 2 of 01-24-09 06:52 PM) Link | Quote | ID: 99352


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Many interesting suggestions are here.
1.) For the 8th point from Zax, i would add, it was also usefull, if fraxy would support animated gifs, without freezing them. This could bring more life into background worlds, or of course SMAL (gifs with lower quality - mmh, for cutszenes they could need to much recources) cutszenes where also possible.
The possibilities especialy for try files where much interesting (animated grids, moving enemies in the background, ... ).

2.) Another, maybe old idea is, to integrate a zoom function to the editor, to make it more comfortable to use.

3.) A shield generator, which can be connected with selctive parts. Who knows battleships forever, knows, what i mean. The linked part there, is protected by the generator, effectively shown in the game - a nice feature.

4.) Sounds, - the enemy`s weapons should have implemented, own sounds.

Burg Hammer Achtzehn
Posted on 01-27-09 06:17 AM Link | Quote | ID: 99569


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For the player:
-Stun variations of the Winder Bullet and Charge Blaster

-A mine layer,
*Lvl1, sets a single mine down, lasts 250 frames
*Lvl2, sets seven mines down, arranged in a 'honeycomb' pattern (a hexagon), central mine lasts 500 frames, outer mines last 250 frames
*Lvl3, sets 19 mines down, again, in a 'honeycomb' pattern (same hexagon with an additional layer), central mine lasts 750 frames, mines surrounding the central mine last 500 frames, and the outer layer of mines lasts 250 frames
*LvlX, Etc., Etc.

-Winder Blaster, self explanatory

-Heavy Bullet, slower fire rate, pushes the player back slightly, better damage

-Laser, a thin glowing beam, not unlike the 'Laser S', that deals light damage; cannot penetrate invincible parts or barriers

For the boss:
-A weapon that leaves a thin glowing trail as it is moved around, the player receives damage for passing through it

-A blade shaped barrier, 'nuff said

-A weapon that shoots a glowing ball that, rather than harming the player, shoves him/her around harmlessly

Zaximillian
Posted on 01-29-09 02:20 PM (rev. 2 of 01-29-09 02:23 PM) Link | Quote | ID: 99733


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Posted by plasma
3.) A shield generator, which can be connected with selctive parts. Who knows battleships forever, knows, what i mean. The linked part there, is protected by the generator, effectively shown in the game - a nice feature.

I can do that easy! Just write an event that resets the part to 100% whenever it is less than that when associated Repair/Recovery/Regen parts are active, giving the part the glowing effect, too. This way you don't have to reset the part's durability after the invulnerability period is over.
Posted by Burg Hammer Achtzehn
A mine layer,
*Lvl1, sets a single mine down, lasts 250 frames
*Lvl2, sets seven mines down, arranged in a 'honeycomb' pattern (a hexagon), central mine lasts 500 frames, outer mines last 250 frames
*Lvl3, sets 19 mines down, again, in a 'honeycomb' pattern (same hexagon with an additional layer), central mine lasts 750 frames, mines surrounding the central mine last 500 frames, and the outer layer of mines lasts 250 frames
*LvlX, Etc., Etc.

This kind of thing is just as easily done through Extra Param and smart weapons mounting. I'd just use Power Balls or Grenades that don't have any speed. No need to change the program to produce this effect. The only thing that can't be replicated is the different frame decay. If used intelligently, written with custom shot cycle events, and spawned while the enemy makes a strafing run, the static Power Balls could create the honeycomb pattern of 19 with 3+4+5+4+3: five Power Ball or Grenade weapons. Creating a minefield pattern this way requires the enemy to fly straight during the spawn pattern. So creating minefields doesn't really need a new weapon to be designed, IMHO.
Posted by Burg Hammer Achtzehn
-Heavy Bullet, slower fire rate, pushes the player back slightly, better damage

I think that the need for a Heavy Bullet is grown out of the fact that most designers use durabilities that are very high, mostly because most enemies are Bosses, not drones.
Posted by Burg Hammer Achtzehn
-A blade shaped barrier, 'nuff said

That can be done using partial arcs that overlap. Granted, ths requires every segment to be curved, but if placed well, the partial barriers can interlock to form one continuous curve.
That said, a lot of the Wishlist suggestions can already be done inside the FRAXY engine through full use of the events and the scripting available. Some of these things can be done inside a Try file.

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Bukkarooo
Posted on 01-29-09 09:54 PM Link | Quote | ID: 99773


Fuzzy
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Zax, the Burg's Mine Layer weapon idea was a player weapon, hence the Lv.1,Lv.2,Lv.3 and Lv.X

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justjake274
Posted on 02-07-09 01:05 AM Link | Quote | ID: 100218


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i would like a bullet that multiplies depending on event

1- splits into 2
2- splits into 2 then each splits into 2
3-splits into 4
4- splits into 4 then each splits into 2
5- splits into 8
6- continually splits till reaches range limit



a panel that reflects stuff depending on angle..

for players i wish you could equip boss parts onto it.. the more parts the slower the speed you could equip up to 1 Plate(the Plate) and 1 weapon....the weapon would have to recharge for about 200 frames...

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Omoresu
Posted on 02-07-09 04:26 PM Link | Quote | ID: 100243


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The ability to return panel rolling parts back to their original direction.


Burg Hammer Achtzehn
Posted on 02-09-09 12:57 AM Link | Quote | ID: 100356


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For the player:
-Kinetic Blaster; a weapon that fires special blaster shots that do a little more damage than the Stun Blaster's projectiles, while pushing the boss around

-Sniper; low firing speed, strikes instantly

For the boss:
-Move joint-align player; like the Move joint S series, but tries to align itself with the player (i.e. for a turret on a track that, rather than rotating, moves back and forth along the track to aim at the player)

-A setting for weapons to allow them to damage parts of the boss, other bosses (separate cores), and/or the player

-The ability to change a part's target (i.e. make a Panel-aim player aim at the core it's attached to)
Posted by Omoresu
The ability to return panel rolling parts back to their original direction.
I would love this; for the Panel-aim player series too.
It would probably be added by new Mov acts, along with Mov acts for facing the panel towards the left, right, backward, etc.

nutman217
Posted on 02-09-09 01:14 AM (rev. 2 of 02-10-09 02:32 AM) Link | Quote | ID: 100359


Buster Beetle
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-The option to select parts and set them so that they take damage when colliding into a part that isn't their parent or child.

-A gun that fires more than 1 projectile per each shot, costing more energy, and taking more time to reload.

-More items!

-Allowal of in-boss events, e.g. a part blows off, or player leaves boundry, and a text message is declared/screen fades to black/whatever

A larger view range, allowing for larger boss battles.

-A panel that aims where the player is aiming at.

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NightKev
Posted on 02-09-09 03:26 AM Link | Quote | ID: 100369


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Posted by nutman217
-A larger view range, allowing for larger boss battles.
You mean a higher resolution which has been on the wishlist since the beginning.

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Oneshiningstar
Posted on 02-11-09 12:03 PM Link | Quote | ID: 100742


Shyguy
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I'm adding all this to the wiki wishlist.
Good job contributing!

1. A gun that fires a huge ring that slows down when it reaches your (prior) position, attempting to trap you inside. If trapped, follow the slow moving ring until it decays. See Psyvariar 2's Gluon for a better understanding.
2. Something like BSF's Pulsar Gun.
3. A gun that fires once, bends 15 deg, fires again and repeats the process.
4. A device that projects a series of electric nets in your direction. You must move around them.
5. Shots that bounce off other shots.

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