Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,487,476
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 04-26-24 12:53 PM
Guest: Register | Login

0 users currently in Fraxy | 2 guests

Main - Fraxy - The Wishlist New thread | New reply

Pages: 1 2 3 4 5 6

Burg Hammer Achtzehn
Posted on 04-10-09 02:32 AM (rev. 4 of 04-10-09 04:49 AM) Link | Quote | ID: 104864


Level: 18

Posts: 37/52
EXP: 28146
Next: 1751

Since: 11-22-08

Last post: 5302 days
Last view: 5296 days
Posted by Bukkarooo
the ability to determine how far they move with EX paras


Already granted.

Extra param 1: ex params on/off (just like every other part with extra parameters)
Extra param 2: target distance
Extra param 3: I dunno lol

Also the Panel-Rollings got a similar treatment.

Extra param 1: ex params on/off
Extra param 2: spin speed
Extra param 3: again, I dunno lol

I would like for the panel aim players to have a move action for resetting their facing.
Whoops! I already mentioned that earlier in this thread.

Bukkarooo
Posted on 04-10-09 02:44 AM Link | Quote | ID: 104865


Fuzzy
Son of a bitch, I'm sick of these dolphins...
Level: 59

Posts: 335/778
EXP: 1634383
Next: 38745

Since: 10-15-08
From: Florida

Last post: 5183 days
Last view: 4951 days




Posted by Burg Hammer Achtzehn
Posted by Bukkarooo
the ability to determine how far they move with EX paras


Already granted.

Extra param 1: ex params on/off (just like every other part with extra parameters)
Extra param 2: target distance
Extra param 3: I dunno lol

Also the Panel-Rollings got a similar treatment.

Extra param 1: ex params on/off
Extra param 2: spin speed
Extra param 3: again, I dunno lol

I would like for the panel aim players to have a move action for resetting their facing.


Holy crap! That's so useful! BADASS!!

____________________



Layout made by Stark.





TheBlueEcho
Posted on 04-10-09 05:33 AM (rev. 2 of 04-10-09 05:33 AM) Link | Quote | ID: 104871


Level: 19

Posts: 3/60
EXP: 34924
Next: 853

Since: 11-09-08

Last post: 4650 days
Last view: 4920 days
Actually I think those params effect all [J] joint Parts, with only Move Joints being slightly different ("Target" instead of "Speed"), and the the specified rolling panel(I think thats it) having 4 params instead of three.

Burg Hammer Achtzehn
Posted on 04-12-09 01:20 AM Link | Quote | ID: 104926


Level: 18

Posts: 38/52
EXP: 28146
Next: 1751

Since: 11-22-08

Last post: 5302 days
Last view: 5296 days
Posted by TheBlueEcho
Actually I think those params effect all [J] joint Parts
I just tested that and that would seem to be the case. Very useful.
I would love for a 'drift' connection flag to be added; similar to the player connection flags, in that the variable number causes the part to 'lag' as the boss moves around.

Firefox11
Posted on 04-13-09 06:19 PM Link | Quote | ID: 104987


Level: 18

Posts: 9/49
EXP: 25465
Next: 4432

Since: 03-24-09

Last post: 4664 days
Last view: 4391 days
Posted by Burg Hammer Achtzehn
Posted by Bukkarooo
the ability to determine how far they move with EX paras


Already granted.

Extra param 1: ex params on/off (just like every other part with extra parameters)
Extra param 2: target distance
Extra param 3: I dunno lol
Kewl!

However, I tested this, but the Move part doesn't seem to go back to the original position, not even changing hte Move Action with events, etc.

Am I doing anything wrong, or doesn't it work correcty?

TheBlueEcho
Posted on 04-14-09 04:53 PM Link | Quote | ID: 105041


Level: 19

Posts: 5/60
EXP: 34924
Next: 853

Since: 11-09-08

Last post: 4650 days
Last view: 4920 days
Well you have 2 options:
Change extra parameter 3: there's at least 1 or 2 numbers that cause it to move back and forth. Start from 0 and move up the list.

or

Juggle between parameters: Look at The Event Tutorials under Switching Extra Parameters Per Shot. I realize it was designed for weapons but it might shed some insight.

Firefox11
Posted on 04-15-09 03:33 PM Link | Quote | ID: 105159


Level: 18

Posts: 10/49
EXP: 25465
Next: 4432

Since: 03-24-09

Last post: 4664 days
Last view: 4391 days
I think I've got it now, thanks. I did try changing some numbers on Parameter 3, but it seems I didn't go far enough. It seems it has something to do with the value set to Parameter 1.

I'll leave this for the record, just in case someone is as dumb as me to not get it through (this is what I've managed to find out, there may be other things I didn't get):

Parameter 1: Ranges from 0 to 3.
0 - Extra parameter OFF
1 - Applies parameter 2 only.
2 - Applies parameter 3 only.
3 - Applies parameters 2 and 3.

Parameter 2: Ranges from 0 to 99.999.999 (max. input)
Movement range or target value - where the part will be after finishing the Move Action.

Setting it to very high values may cause the part to travel through the playing field and reach to starting point from behind. IIRC, setting it to
2048 makes it reach the "edge" of the field in the Editor, since setting it to 4096 will make it reach the starting point from the opposite side.
So imagine how fast it is if you set it to the max. input!

Parameter 3: Ranges from -1 to 11, acording to the own Fraxy HP.
Defines the "type of movement". I don't have all the numbers identified, but just a few:
-1 - Instantanious movement.
0 - Moves at normal speed throughout the move action.
1 - Starts fast, ends slowing down.
2 - Same as 1, but will start the movement from the target value, meaning it will move from target to initial position. To do so, it teleports
instantly to target at the start of the action.
3 - Will move back and forth during the same movement action. So if you choose Move Joint Medium Speed, it will use 40 frames to go forward and 40
to go back, instead of the usual 80 per movement.

Basically, what I had wrong was Parameter 1, since I assumed it was only a toggle. Then I thought of how the Missiles have that "math" value to define the behaviour, and it looks like it works now. Note that setting Parameter 1 to 1 will only move the part once forward until the Movement Range, then it'll stay there forever no matter the default Move Action you set it to.

Also, I did test your other idea and it workes fine the first time it played, but then it moved between points instantly. Maybe I did set something wrong, but now that I've discovered how to fully use Move Joints I guess it won't be necessary. Thanks for the help though! =D

Venerax
Posted on 04-19-09 03:07 AM Link | Quote | ID: 105458


Octorok
Level: 14

Posts: 25/28
EXP: 11013
Next: 2058

Since: 03-11-09

Last post: 5150 days
Last view: 5104 days
Well, here's a wish.
-Insert part between.

Sometimes you realise you want some parts to spin, or become detachable, or perhaps have something to do with events, and it's a right pain

Bloody Firefox, saying my NZ spelling for realise is incorrect

____________________
OH NO, IT'S SIGNATURE MAN!

NightKev
Posted on 04-19-09 03:27 AM Link | Quote | ID: 105460


Cape Luigi
Level: 131

Posts: 3521/4792
EXP: 26230203
Next: 194417

Since: 03-15-07

Last post: 3734 days
Last view: 3646 days
What do you mean...?

____________________

Polymorph
Posted on 04-19-09 03:39 AM Link | Quote | ID: 105461


Micro-Goomba
Level: 9

Posts: 1/12
EXP: 3082
Next: 80

Since: 04-07-09

Last post: 5448 days
Last view: 5088 days
Posted by NightKev
What do you mean...?


say you had 30 consecutive rectangles attached to a big core, and you have a different thing attached to each one of those rectangles, and you realize that it would be much cooler to have half of the arm slowly aim at the player. Now, normally, you'd have to delete every single one of the rectangles (with attachments) just to add the player aim panel, and then you have to re-add everything back. Combined with the possibility of having events on some of them, this can be quite tedious.

What he's suggesting is a button or some method of adding a piece to an object in such a way that whatever was the child of that object is now the child of the newly inserted part.

Oneshiningstar
Posted on 04-19-09 09:14 AM Link | Quote | ID: 105472


Shyguy
Level: 23

Posts: 27/88
EXP: 62062
Next: 5661

Since: 11-04-08
From: Gensokyo

Last post: 4956 days
Last view: 4971 days
I would like something that emits an invisible field that ENLARGES any bullet that enters the field and shrinks it back to normal size when it leaves the field. think "Philosophy of a Hated Person" (Koishi Komeiji's second last spellcard in Subterranean Animism)

____________________
Current Project: Retrospective Kyoto (Guess what's its concept!)

justjake274
Posted on 04-21-09 03:29 AM Link | Quote | ID: 105595


Nipper Plant
Level: 44

Posts: 113/400
EXP: 596387
Next: 14898

Since: 02-07-09
From: The core

Last post: 5318 days
Last view: 5293 days
Being able to make a "bridging" part that could be attached to multiple parts.

A program in the folder that creates scrolling levels, that is easy to use. You are presented with a long vertical map, and you select premade bosses that you place on the map and activate when in view. You also can attach special events to ships such as Conditionestroyed Action:End Stage. etc. and selecting the start point, and your number of lives.

A custom weapon creator where you get a "point system", so that you can't make overpowered weapons. You could create the image of the bullets at levels 1 up to 3. Points could be spent on power, speed, energy consumption, recharge, and size(The more you spend on size, the larger the box in which you can create a bullet.) Also, status effects could be selected and used when you fire by hitting Z(Can change) before you fire.

____________________
I'm not gonna be here much anymore. So yeah, go and celebrate.

NightKev
Posted on 04-21-09 03:56 AM Link | Quote | ID: 105597


Cape Luigi
Level: 131

Posts: 3530/4792
EXP: 26230203
Next: 194417

Since: 03-15-07

Last post: 3734 days
Last view: 3646 days
Posted by justjake274
A program in the folder that creates scrolling levels, that is easy to use. You are presented with a long vertical map, and you select premade bosses that you place on the map and activate when in view. You also can attach special events to ships such as Conditionestroyed Action:End Stage. etc. and selecting the start point, and your number of lives.
That's what "Trys" are for...


A custom weapon creator where you get a "point system", so that you can't make overpowered weapons. You could create the image of the bullets at levels 1 up to 3. Points could be spent on power, speed, energy consumption, recharge, and size(The more you spend on size, the larger the box in which you can create a bullet.) Also, status effects could be selected and used when you fire by hitting Z(Can change) before you fire.
Again, most of that can be done in "Try" scenarios...

____________________

justjake274
Posted on 04-21-09 01:44 PM Link | Quote | ID: 105617


Nipper Plant
Level: 44

Posts: 114/400
EXP: 596387
Next: 14898

Since: 02-07-09
From: The core

Last post: 5318 days
Last view: 5293 days
Posted by NightKev
That's what "Trys" are for...

No, this one would all be easy and click and drag(if you want). Just like fraxy is to scripting.(when you dont use scripts in fraxy.)

But how do you make weapons... hm...

____________________
I'm not gonna be here much anymore. So yeah, go and celebrate.

Polymorph
Posted on 04-21-09 09:43 PM (rev. 2 of 04-21-09 09:44 PM) Link | Quote | ID: 105648


Micro-Goomba
Level: 9

Posts: 4/12
EXP: 3082
Next: 80

Since: 04-07-09

Last post: 5448 days
Last view: 5088 days
I got a pretty good suggestion (in my opinion): A way to place parts with the cartesian coordinate system, in addition to the current polar coordinate system.

Edit: Because while it's very easy to make circular objects with polar coords, it's very easy to make many of configurations with cartesian coords.

NightKev
Posted on 04-22-09 02:10 AM (rev. 2 of 04-22-09 02:13 AM) Link | Quote | ID: 105664


Cape Luigi
Level: 131

Posts: 3535/4792
EXP: 26230203
Next: 194417

Since: 03-15-07

Last post: 3734 days
Last view: 3646 days
The editor already uses the cartesian system ("3,7"/other "X,Y" points based on the horizontal X and vertical Y axes).
Edit: Unless you're referring to the "BP Angle" thing in the editor when you select a part? Still, it's pretty easy to use as-is and might just make things more complicated if he changes it to some odd "X,Y" offset system.

____________________

ultimatepower22
Posted on 04-22-09 04:52 AM Link | Quote | ID: 105679


Ninji
Level: 36

Posts: 53/248
EXP: 289889
Next: 18221

Since: 03-27-09
From: Fraxian Academy, Quadrant Omega-4

Last post: 5326 days
Last view: 5263 days
I wouldn't mind if you could modify the damage a weapon does (possibly by extra parameters).

Or, how about modifying the Energy Egg shrapnel with extra parameters (ex. Energy Egg explosion creates bullets, so how about modifying those bullets)?

____________________

TheBlueEcho
Posted on 04-22-09 05:41 AM Link | Quote | ID: 105690


Level: 19

Posts: 8/60
EXP: 34924
Next: 853

Since: 11-09-08

Last post: 4650 days
Last view: 4920 days
Posted by ultimatepower22
I wouldn't mind if you could modify the damage a weapon does (possibly by extra parameters).

Or, how about modifying the Energy Egg shrapnel with extra parameters (ex. Energy Egg explosion creates bullets, so how about modifying those bullets)?
That, and some kind of Deviation value, similar to BSF, where the bullet fires in random directions at a specified angle (like how you specifiy the Barriers ring.). Heh, it's only fair if mon borrows an Idea from BSF, I believe.

Polymorph
Posted on 04-22-09 07:18 AM Link | Quote | ID: 105704


Micro-Goomba
Level: 9

Posts: 6/12
EXP: 3082
Next: 80

Since: 04-07-09

Last post: 5448 days
Last view: 5088 days
Posted by NightKev
The editor already uses the cartesian system ("3,7"/other "X,Y" points based on the horizontal X and vertical Y axes).
Edit: Unless you're referring to the "BP Angle" thing in the editor when you select a part? Still, it's pretty easy to use as-is and might just make things more complicated if he changes it to some odd "X,Y" offset system.


I don't mean completely replace the current system, I mean add some small thing at the bottom that you can input the relative x and y coordinates.

Perfect Infinity
Posted on 04-22-09 05:21 PM Link | Quote | ID: 105716


Rat
Level: 23

Posts: 17/87
EXP: 60463
Next: 7260

Since: 02-12-09

Last post: 4652 days
Last view: 3342 days
Posted by ultimatepower22
I wouldn't mind if you could modify the damage a weapon does (possibly by extra parameters).

Or, how about modifying the Energy Egg shrapnel with extra parameters (ex. Energy Egg explosion creates bullets, so how about modifying those bullets)?


You can edit the text file to modify the damage.
Pages: 1 2 3 4 5 6


Main - Fraxy - The Wishlist New thread | New reply

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.028 seconds. (339KB of memory used)
MySQL - queries: 97, rows: 134/135, time: 0.018 seconds.