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Main - Fraxy - Central Fraxy Related Question Thread | New thread | New reply |
nutman217 |
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Buster Beetle Goddamn citrus! Level: 47 Posts: 386/459 EXP: 738430 Next: 27773 Since: 10-20-08 From: The Bowels of Hell Last post: 5479 days Last view: 5376 days |
To eliminate the constant barrage of question threads, I've decided it's best to localize all questions into a single thread. Any questions, whether it's something about events, try coding, or simply how a part works goes into here.
Some things to consider, because I know this place is going to get gnarly. FOR THE PEOPLE WHO ASK -People can't always read your questions. Sometimes, your questions will be a bit messy and will need more explaining. Please cooperate. -The priority of answers will be ordered by who asked first. -Questions can be complex, and this may cause to take some time to be answered. -This place is also for anything that's malfunctioning, or not working properly. If it has something to do with asking for tips on improvement on your product, put it on your own page. FOR THE PEOPLE WHO ANSWER -Please quote the question you are about to answer. -Try your best to use perfect spelling and grammar to prevent confusion. You don't have to be a grammar Nazi, but as long as you make sense, it's fine. -Try and give an answer. Don't just say "It's impossible". Give an answer like "Try suggesting Mon to fix it or something". ____________________ RAEG |
Bukkarooo |
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Fuzzy Son of a bitch, I'm sick of these dolphins... Level: 59 Posts: 287/778 EXP: 1630236 Next: 42892 Since: 10-15-08 From: Florida Last post: 5155 days Last view: 4922 days |
Vic Viper |
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Red Goomba Level: 16 Posts: 4/37 EXP: 16678 Next: 3578 Since: 03-16-09 Last post: 5139 days Last view: 5089 days |
Vic Viper I'm glad I (hopefully) gave inspiration to the idea. I CONTRIBUTED, EVEN THOUGH IT WAS ONLY A SMALL BIT! HOORAY! Okay, I have an ACTUAL question. How do you tell distance in the editor? ____________________ "Shoot the Core!" |
nutman217 |
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Buster Beetle Goddamn citrus! Level: 47 Posts: 399/459 EXP: 738430 Next: 27773 Since: 10-20-08 From: The Bowels of Hell Last post: 5479 days Last view: 5376 days |
Distances are measured in pixels in the editor. If you toggle the "mouse" button on the editor, you'll see a crosshair with the exact pixel coordinates your mouse is on.
Center Distance is basically how far a part is in the direction it is facing. BP Distance is how far a part is in the direction is in the direction it is from its parent part or the middle (coordinates 0,0), if it is part id [1]. ____________________ RAEG |
Vic Viper |
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Red Goomba Level: 16 Posts: 5/37 EXP: 16678 Next: 3578 Since: 03-16-09 Last post: 5139 days Last view: 5089 days |
Vic Viper So I've been working on several bosses at the same time. Two have already been seen ("UNFINISHED FINAL BOSS" and "UNFINISHED base"). Two others however, have not been seen. Of these two, one of them is more or less done, while the other is still a WIP (though I'm happy with it so far). My question is, what would you suggest for them - to make them possibly more difficult/more fun/whatever? CRYSTAL CORE Series: Gradius Signature Weapon: Laser HP: 13,000 Idea Behind Creation: Just a boss in homage to Gradius. Notes: Based on the boss of the same name, from Gradius III for the SNES (the only Gradius game I've played). I feel that this guy is fairly challenging, and I like the way it came out. Download Link: http://acmlm.kafuka.org/uploader/get.php?id=1085 MIRAGE DRAGON Series: Original Signature Weapon: Oral Beam HP: 25,000 Idea Behind Creation: The empire created the Mirage Dragon to serve as their ultimate weapon. It is considered invincible, and it is the one that decimated planet Gradius to start the war. Notes: It's a serpentine dragon. It has several armaments, but its most deadly is the powerful energy beam it fires from its mouth. Download Link: http://acmlm.kafuka.org/uploader/get.php?id=1086 ____________________ "Shoot the Core!" |
Son of Makuta |
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Newcomer Level: 7 Posts: 1/6 EXP: 1088 Next: 360 Since: 03-19-09 Last post: 5483 days Last view: 5487 days |
Hi, new Fraxy-er here. Got a question. I'm making a rail cannon turret. The large weapon in question uses one of the new-fangled searchlights to project a narrow red laser sight beam, and when the gun's Panel Aim-60 lights your ship up in crimson, it fires.
The problem is that I need a very fast-moving projectile. The fastest I've found is a bullet on 4000 Speed, but that doesn't really do the job - the shot only seems to hit when you dodge into it! Is there any way to get a faster shot - or is there a way to circumvent the charging time on a laser, and just have the full length beam up for a couple of frames? 'Cos that'd be great as well. I'd have to stack tons of them to do enough damage to actually kill the player, but anyway. Any ideas? |
nutman217 |
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Buster Beetle Goddamn citrus! Level: 47 Posts: 406/459 EXP: 738430 Next: 27773 Since: 10-20-08 From: The Bowels of Hell Last post: 5479 days Last view: 5376 days |
Posted by Vic Viper The Crystal Core needs some beefing up on his weaponry. I see some room for needle guns and missiles. The Mirage Dragon's lovely. Just buff up the energy egg's health, make it spew homing lasers, and add light weaponry to its idle segments, and perfecto! Posted by Son of Makuta Use a blade. Blades are like lasers, except they hurt much more, and require no charge time. Plus, they shoot out really fast. ____________________ RAEG |
Oneshiningstar |
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Shyguy Level: 23 Posts: 21/88 EXP: 61904 Next: 5819 Since: 11-04-08 From: Gensokyo Last post: 4927 days Last view: 4943 days |
My question is, what would you suggest for them - to make them possibly more difficult/more fun/whatever? - Vic Viper
Crystal Core is good, but needs more bullet hell. The Mirage Dragon looks ok. Perhaps you should see EBBO-KUNDALI for the gold standard for such 'snake' type bosses? I also put a bit of my creativity into your Mirage Dragon. Fret not, your name has been prominently placed. This is meant as an example of improving on your creations. http://acmlm.kafuka.org/uploader/get.php?id=1094 Changes I made to your Mirage Dragon ---- -There is a core at the tail which must be destroyed before you can access the main core. -Needle gun spam! -The energy egg now spews loads of bullets! ____________________ Current Project: Retrospective Kyoto (Guess what's its concept!) |
Son of Makuta |
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Newcomer Level: 7 Posts: 3/6 EXP: 1088 Next: 360 Since: 03-19-09 Last post: 5483 days Last view: 5487 days |
Posted by nutman217 Not enough range, I'm afraid; even with the setting on 300 it only goes a fraction further than the end of the gun barrel! (The railgun's pretty long.) Thanks tho'. Any more ideas? |
nutman217 |
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Buster Beetle Goddamn citrus! Level: 47 Posts: 413/459 EXP: 738430 Next: 27773 Since: 10-20-08 From: The Bowels of Hell Last post: 5479 days Last view: 5376 days |
Posted by Son of MakutaPosted by nutman217 Extra parameters can configure the length of the blade. TADAAAAAH Oh, and Oneshiningstar, to avoid confusion, please quote the question you're about to answer, and trim off any extra stuff you don't need to focus on in the question, like a list of bosses, or unrelated stuff. ____________________ RAEG |
Son of Makuta |
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Newcomer Level: 7 Posts: 4/6 EXP: 1088 Next: 360 Since: 03-19-09 Last post: 5483 days Last view: 5487 days |
Posted by nutman217Posted by Son of Makuta That's the 'setting' I was referring to... unless it didn't reset properly or something, so displayed a shorter beam without yet realising I'd set it to a longer length. As it is, my new 'Last Level' fortress of doom boss has 4 railgun turrets on it and those play fine with the slower-moving slugs. I added an event to make the aim panels stop moving for a few frames to let the slug clear the barrel, which improves the look of the firing turret considerably. |
nutman217 |
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Buster Beetle Goddamn citrus! Level: 47 Posts: 415/459 EXP: 738430 Next: 27773 Since: 10-20-08 From: The Bowels of Hell Last post: 5479 days Last view: 5376 days |
Posted by Son of Makuta Oh. Did you click the 'restart' button on the control test panel? If not, do that. And if that's not long enough, try using a laser and when it reaches a certain frame, make its movement turn off, and make it go back to frame 0. After it's off, ensure that a hidden weapon of any sort with its start frame set to -2 and an event that makes it go back to frame -2, and adds a variable to the laser when it reaches frame -1 is on the laser. Put an event on the laser that turns the laser back on after a certain number of variables has been met. Fraxy runs at approximately 30fps and you gain 1 variable per frame, so making the laser start when it surpasses variable 29 means it fires again after 1 second. Be aware that there is a charge time on the laser, and it takes up a portion of the frames. Hell, I'm not even sure if I made sense there. ____________________ RAEG |
Oneshiningstar |
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Shyguy Level: 23 Posts: 22/88 EXP: 61904 Next: 5819 Since: 11-04-08 From: Gensokyo Last post: 4927 days Last view: 4943 days |
Posted by Son of MakutaPosted by nutman217 Perhaps you could use a launching blade, powered by Move joints? http://acmlm.kafuka.org/uploader/get.php?id=1104 <- Launching blade railgun. ____________________ Current Project: Retrospective Kyoto (Guess what's its concept!) |
Vic Viper |
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Red Goomba Level: 16 Posts: 6/37 EXP: 16678 Next: 3578 Since: 03-16-09 Last post: 5139 days Last view: 5089 days |
Vic Viper Crystal Core is done now. WOO! Two new creations were finished (I don't have any pics, though). They were designed to be challenging, but not ridiculously so. I want to know what you guys think of them: GROWTH CORE Series: Original Signature Weapon: None HP: 13,000? Idea Behind Creation: A boss with multiple forms; it is intended to be fought either at the middle of an adventure, or near the end. Notes: Gets stronger as it takes damage. Download Link: http://acmlm.kafuka.org/uploader/get.php?id=1111 THE FINAL FORTRESS Series: Original Signature Weapon: None HP: None Idea Behind Creation: The fortress/level right before the final boss of a fictional adventure mode or whatever. There are several rooms, each with a trial you must overcome to reach the next one. Notes: For best effect, set the spawning position as "Fixed". Download Link: http://acmlm.kafuka.org/uploader/get.php?id=1112 ____________________ "Shoot the Core!" |
nutman217 |
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Buster Beetle Goddamn citrus! Level: 47 Posts: 429/459 EXP: 738430 Next: 27773 Since: 10-20-08 From: The Bowels of Hell Last post: 5479 days Last view: 5376 days |
Posted by Vic Viper Actually, I think I'll stop answering these and actually tell you to post these things in your personal boss thread. Unless, of course, one of them are malfunctioning. ____________________ RAEG |
Son of Makuta |
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Newcomer Level: 7 Posts: 6/6 EXP: 1088 Next: 360 Since: 03-19-09 Last post: 5483 days Last view: 5487 days |
Posted by Oneshiningstar Wow! Like this one. That was impressively fast-moving. I'll bear it in mind when I create railguns in future. (Although it's a bit too powerful for my fortress enemy, which has 4 of them and a slew of other stuff...) What's more is that you don't even need the blades - a solid piece will do, possibly with a blade or burner blasting out behind it as a trail to make it more noticeable, as when it hits the ship it'll cause destruction as per a crash. |
Firefox11 |
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Level: 18 Posts: 3/49 EXP: 25398 Next: 4499 Since: 03-24-09 Last post: 4635 days Last view: 4363 days |
Looks like I'll need some event help to finish my first boss. I've set up a special event that makes the boss rotate when conditions are met, however I cannot make it stop rotating for some reason. Here are the parts and events linked:
Main core
Rotate Panel S (aka Sweep Unit)
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Perfect Infinity |
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Rat Level: 23 Posts: 14/87 EXP: 60306 Next: 7417 Since: 02-12-09 Last post: 4624 days Last view: 3314 days |
Posted by Firefox11 Scrap: Rank = 100 on main core. |
Firefox11 |
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Level: 18 Posts: 4/49 EXP: 25398 Next: 4499 Since: 03-24-09 Last post: 4635 days Last view: 4363 days |
Why? In the editor it does work - tried putting it at rank 1 and it didn't Rotate. In fact, the Event activation works, it's just the stopping that doesn't.
It seems that I located the problem (somewhat). After fixing one obvious mistake in the Event set up (the Stop Sweep Event would get deleted at the start of the fight, due to one condition being Variable 1 = 0, which is 0 by default), it seems that the Move Action won't stop if it's one of those "Rotate forever", Move Act 8 for instance - the one I would like to use, since it's the fastest one. Guess I will have to use the default Act 1, since it's the one that works, even though it won't catch the player off-guard. Thanks! |
A70M1C |
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Red Tektite Level: 20 Posts: 32/67 EXP: 41127 Next: 1312 Since: 11-03-08 From: Utah Last post: 4769 days Last view: 4769 days |
Have you tried just using Joint-Turns? If the panel is only needed to turn it around once and not have it spin, that is what I would use.
...Unless this problem has already been fixed. If so, disregard. ____________________ One does not simply Walken to Mordor.... |
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