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Main - Fraxy - The Wishlist | New thread | New reply |
Zaximillian |
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Red Paragoomba Level: 19 Posts: 32/59 EXP: 34048 Next: 1729 Since: 11-03-08 From: Pittsburgh, PA, USA Last post: 5032 days Last view: 4382 days |
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. ____________________ For FOOOOOOD! |
nutman217 |
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Buster Beetle Goddamn citrus! Level: 47 Posts: 138/459 EXP: 739786 Next: 26417 Since: 10-20-08 From: The Bowels of Hell Last post: 5500 days Last view: 5397 days |
*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. ____________________ RAEG |
NightKev |
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Cape Luigi Level: 131 Posts: 3203/4792 EXP: 26213403 Next: 211217 Since: 03-15-07 Last post: 3726 days Last view: 3638 days |
Posted by nutman217To make shipyards and stuff? Interesting. "Energy" line? Could you link to a pic that shows something similar maybe, because that's kind of vague. 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. You mean like the second picture at this url? For what purpose? ____________________ |
nutman217 |
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Buster Beetle Goddamn citrus! Level: 47 Posts: 142/459 EXP: 739786 Next: 26417 Since: 10-20-08 From: The Bowels of Hell Last post: 5500 days Last view: 5397 days |
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! ____________________ RAEG |
NightKev |
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Cape Luigi Level: 131 Posts: 3205/4792 EXP: 26213403 Next: 211217 Since: 03-15-07 Last post: 3726 days Last view: 3638 days |
Tractor beam, eh? Effector + reversed sonic wave... interesting. ____________________ |
joxalot |
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Micro-Goomba Level: 9 Posts: 6/10 EXP: 2365 Next: 797 Since: 12-24-08 From: Brazil Last post: 5462 days Last view: 5462 days |
1)Possibility to make parts colide and recognise eachother
, and, of corse, 2)able to add friendly creations would be cool too ____________________ This image make me look attractive and fun |
nutman217 |
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Buster Beetle Goddamn citrus! Level: 47 Posts: 150/459 EXP: 739786 Next: 26417 Since: 10-20-08 From: The Bowels of Hell Last post: 5500 days Last view: 5397 days |
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. ____________________ RAEG |
Oneshiningstar |
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Shyguy Level: 23 Posts: 6/88 EXP: 62018 Next: 5705 Since: 11-04-08 From: Gensokyo Last post: 4948 days Last view: 4963 days |
No, the deflecting plates do not need to be friendly. they can make pretty bullet deflecting patterns. ____________________ Current Project: Retrospective Kyoto (Guess what's its concept!) |
Zaximillian |
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Red Paragoomba Level: 19 Posts: 48/59 EXP: 34048 Next: 1729 Since: 11-03-08 From: Pittsburgh, PA, USA Last post: 5032 days Last view: 4382 days |
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... ____________________ For FOOOOOOD! |
Bukkarooo |
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Fuzzy Son of a bitch, I'm sick of these dolphins... Level: 59 Posts: 72/778 EXP: 1633229 Next: 39899 Since: 10-15-08 From: Florida Last post: 5175 days Last view: 4943 days |
plasma |
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Level: 10 Posts: 10/13 EXP: 3509 Next: 905 Since: 12-10-08 From: Germany / Berlin Last post: 5370 days Last view: 5370 days |
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 |
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Level: 18 Posts: 19/52 EXP: 28126 Next: 1771 Since: 11-22-08 Last post: 5294 days Last view: 5288 days |
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 |
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Red Paragoomba Level: 19 Posts: 49/59 EXP: 34048 Next: 1729 Since: 11-03-08 From: Pittsburgh, PA, USA Last post: 5032 days Last view: 4382 days |
Posted by plasma 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 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 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 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. ____________________ For FOOOOOOD! |
Bukkarooo |
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Fuzzy Son of a bitch, I'm sick of these dolphins... Level: 59 Posts: 83/778 EXP: 1633229 Next: 39899 Since: 10-15-08 From: Florida Last post: 5175 days Last view: 4943 days |
justjake274 |
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Nipper Plant Level: 44 Posts: 1/400 EXP: 595958 Next: 15327 Since: 02-07-09 From: The core Last post: 5310 days Last view: 5285 days |
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... ____________________ I'm not gonna be here much anymore. So yeah, go and celebrate. |
Omoresu |
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Level: 14 Posts: 15/28 EXP: 11134 Next: 1937 Since: 10-31-08 From: United States Last post: 5443 days Last view: 5477 days |
The ability to return panel rolling parts back to their original direction.
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Burg Hammer Achtzehn |
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Level: 18 Posts: 26/52 EXP: 28126 Next: 1771 Since: 11-22-08 Last post: 5294 days Last view: 5288 days |
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 OmoresuI 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 |
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Buster Beetle Goddamn citrus! Level: 47 Posts: 204/459 EXP: 739786 Next: 26417 Since: 10-20-08 From: The Bowels of Hell Last post: 5500 days Last view: 5397 days |
-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 panel that aims where the player is aiming at. ____________________ RAEG |
NightKev |
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Cape Luigi Level: 131 Posts: 3288/4792 EXP: 26213403 Next: 211217 Since: 03-15-07 Last post: 3726 days Last view: 3638 days |
Posted by nutman217You mean a higher resolution which has been on the wishlist since the beginning. ____________________ |
Oneshiningstar |
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Shyguy Level: 23 Posts: 8/88 EXP: 62018 Next: 5705 Since: 11-04-08 From: Gensokyo Last post: 4948 days Last view: 4963 days |
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. ____________________ Current Project: Retrospective Kyoto (Guess what's its concept!) |
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