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Please chime in on a proposed restructuring of the ROM hacking sections.
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justjake274
Posted on 03-28-09 07:49 PM Link | Quote | ID: 104179


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From: The core

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I need some help making a barrier that only puts a barrier to the front... about 900 degree range, and it needs to be about as big as a rolling core. Could someone post an event for it.

Thanks!

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Venerax
Posted on 03-28-09 10:24 PM (rev. 2 of 03-28-09 10:27 PM) Link | Quote | ID: 104186


Octorok
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I can't tell you exactly, but;

Set a new event, don't tick the 'repeat' box, and..

CONDITION: Always

ACTIONS: (Parts status) - Change extra param (Select param 1 from box)
(Parts status) - Change extra param (Select param 2 from box)
(Parts status) - Change extra param (Select param 3 from box)
(Parts status) - Change extra param (Select param 4 from box)

Now, for the values: change the value for parameter one to 1, regardless. Parameter 2 is the size, play around with that, I expect the value would be around maybe 100-200. As for parameter 3, just set it to 0. Parameter 4 is the angle, from 1-2048; so 90 (?) degrees would be 1/4 would be 512.

If you want, extra param 3 sets the durability of the barrier.
EDIT: 100-200 for parameter 2 was sorely off; I recommend 30-50.

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Vic Viper
Posted on 03-29-09 07:26 AM Link | Quote | ID: 104207


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Vic Viper
A boss I made MOSTLY works the way I want it to. However, there are two problems I have. The first is that their weapons are supposed to fire in a set order, and in a pattern. I set it up to do so, and they work okay for their first rounds, but then they start overlapping with each other.

The second thing is that there are three cores that need to be destroyed; however, once you destroy one of them, everything explodes. I want you to have to destroy all three, and I've tried everything I could think of, but to no avail.

How do I get this boss to work properly?

Link: The Wraith

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A70M1C
Posted on 03-29-09 07:43 AM Link | Quote | ID: 104208


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I havent tried the boss, but these are just off the top of my head:

For the weapon thing, if they are different weapons, they have different frames at which they go back to their frame 0. If they are the same weapon, they have to be the same rank or else its like it is a different weapon.

For the three cores thing, make whatever they are connected to invincible (-1) EVEN IF IT IS SHADOWED. It still takes damage from children weapons being destroyed if its shadow. If its normal, then you might want to think of adding more durability to the part.

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Firefox11
Posted on 03-30-09 12:09 PM Link | Quote | ID: 104268


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It looks like the Fraxy Editor hates me or something... I need help setting up the events for my second boss. When I try to activate a part and its childs after a Core has been blown up, said part activates but it's child parts get destroyed, even when Durability is set to -1 and there's no Event set up to destroy them. They also get destroyed even if there's no Event linked to them in any way (not even by parents), except the Weapon Parameters Event. I may upload the boss if it's needed, because I guess it's a bit hard to diagnose the problem without seeing it.

Vic Viper
Posted on 04-03-09 01:09 AM (rev. 4 of 04-03-09 01:54 AM) Link | Quote | ID: 104473


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Vic Viper
I got The Wraith to work, so yay (I'll upload the finished product, eventually)! Anyway, this time it's Big Core Mk III from Gradius 3. What I want to do is make the two Laser M's only fire when his "shell" is open, and his shell only open once every number of frames (I'm thinking 200). Not sure how to get them to stay in synch, either. The other thing, is that I want the Laser S' beams to stay within the two Laser M's, but I don't understand extraparameters at all. The "explanation" on the wiki isn't really helpful to me.

Link: Big Core Mk II

EDIT: I made the "passages" wider.

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Xterminion
Posted on 04-04-09 10:40 AM (rev. 3 of 04-04-09 10:45 AM) Link | Quote | ID: 104537


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Posted by Vic Viper
I got The Wraith to work, so yay (I'll upload the finished product, eventually)! Anyway, this time it's Big Core Mk III from Gradius 3. What I want to do is make the two Laser M's only fire when his "shell" is open, and his shell only open once every number of frames (I'm thinking 200). Not sure how to get them to stay in synch, either. The other thing, is that I want the Laser S' beams to stay within the two Laser M's, but I don't understand extraparameters at all. The "explanation" on the wiki isn't really helpful to me.

Link: Big Core Mk III

EDIT: I made the "passages" wider.

Aha! Ok, here's what you need to do:
1. Create a Panel Rolling-S.
2. Set all things that move to Stop.
3. Replace all the Laser-S with blades.
4. For the first one, Extra Parameters (find the link in this thread) : 1. 1(on-off for more extra parameters), 2. 100(length), 3. 100(width) then for all others it's 1. 1, 2. 225, 3. 100. This part is trial and error, so test first, then change the position and/or the parameters of the blades. Also put the next blade at -30,then -30 higher than the last one. This must be the same in the frame settings at instruction #7.
5.Set an event on the Rolling panel that on frame 0, the Move Joints change to Act 11, Frame 0, and the Laser M and the Move Joints start moving. Note that there could be multiple events attached to the same condition. You can name it if you wish.
6. Event-If rolling panel is equal to frame 125, then play movement of blades. (Note: This is the start of the trial-and-error part.)
7. Event-If rolling panel=frame X(anything) then change move action of Move Joints to 12, frame to 0, stop Laser M and blades, and change attack frame of Laser M to 0, and blades to 0,-30,-60,-90,etc. (depends on number of blades)
8.Event-If rolling panel=frameI think that's enough. If you still experience problems, PM me or post here again.
Edit: You named the file and name in editor wrong. It's Big Core Mk III.
Edit2: Give credit to those who help you, ok? (note:this is for everyone)

Vic Viper
Posted on 04-09-09 01:54 AM Link | Quote | ID: 104806


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Vic Viper
I decided to revive an idea I had with the Titanic Fighter Plane (it becomes invulnerable/intangible for a period of time, and afterwards becomes vulnerable again) with a different boss. The problem though, is that upon becoming intangible, he self-destructs. I have tried everything I can think of; I even added another core (and made sure this one was always on "Normal")m because I was told doing so prevents such things from happening, but it didn't work.

What do I do to make my sting ray-based battleship stop self-destructing?

Link: Massive War Manta

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CrossTheRubicon
Posted on 04-09-09 01:56 AM Link | Quote | ID: 104807


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If the whole thing becomes intangible, then the main Core does as well. This will result in a self-destruct. There must be at least 1 Core "active", that is Normal (not Hidden or Shadowed) and not invincible (have Durability of -1).

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NightKev
Posted on 04-09-09 02:16 AM Link | Quote | ID: 104808


Cape Luigi
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No, just at least one part needs to be unhidden and have positive HP. It doesn't need to be a core.

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Vic Viper
Posted on 04-09-09 02:44 AM Link | Quote | ID: 104810


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Vic Viper
Posted by NightKev
No, just at least one part needs to be unhidden and have positive HP. It doesn't need to be a core.


It's set up that way. That's why I'm confused.

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Xterminion
Posted on 04-13-09 12:10 PM (rev. 2 of 04-15-09 05:14 PM) Link | Quote | ID: 104980


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Ok, so I need help with a boss. This thing, from a game called Super Aleste (Video about the bosses of stage 8-11,stage 8=boss that I am recreating ), is named Nont and is the boss of stage 8 of this game. The problem is, the machine is powered by variables on the destruction and making parts vulnerable. You'll have to destroy all 20 pieces of the outer armor which is the outer tanks (the inner ones are just for show, you'll know why it's placed there when you see the actual thing) which is powered by variables, right? Then, when all of them are destroyed, it blows up the armor and reveals the true thing. Here's the problem. When the outer armor blows, it is supposed to send a variable to the core that will make the parts vulnerable. Seemingly, it fails to turn the parts vulnerable, thus making it impossible to defeat. Can you help me?

Link: Nont

Edit: More problems.
Ok, here it is:
Whenever I try to turn on BGM on this certain copy of Fraxy, it fails to play, plus, if you exit it by clicking the X button, it reveals the problem: Error#1.
Notes:
The files have no spaces, no capitals, just a number.
They DO work, as I have tested on other computers (on 20090204 though, so that might be the problem, but this occurred to me before in the version 20090204, so i dunno ) and they work properly.
Can you help me please? I don't want to have the hassle to open another program then try to time them as perfectly as possible.

Venerax
Posted on 04-16-09 11:53 AM (rev. 5 of 04-17-09 07:28 AM) Link | Quote | ID: 105244


Octorok
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I've come across a curious problem here;

A'right, load up the following boss in the latest version's (beta) editor.
Boss

Note the pattern of the grenade/guns' movement. A full sweep, out and in, from one side to the other, yes?
Now, open it up in the game. Note the pattern again. This time, it fails to complete a full sweep, instead it only goes halfway then back.

Is this a problem due to the beta editor? Will I have to wait it out, or recreate it from scratch?

(At above, working on your problem now; ask and answer )

Okay, Xterminion, I sort of gave up on solving your problem manually, it all got a bit complicated. I can say a few things, though;
You don't need to send the variable to the core which THEN changes the inner's durability; you can do it straight from the part which has the event, "when variable 1 = 20...".
Secondly, I think the main reason it doesn't work is because (and this is just a speculation here) you can't change invulnerable parts to vulnerable parts during a battle. If this IS the case, I'd recommend having another event saying that if variable 1 < 20, then their durability % = 100, with the 'repeat' box ticked; whilst the parts themselves start off with 2200 durability.

EDIT: My problem solved. Stupid default rank 100 in the editor
EDIT EDIT: Even with the ranks, it still works in the editor (at rank 1, too), but not in the game. Help, please.
EDIT EDIT EDIT: Through various means, problem solved. Apparently, 'include child parts' seems to mean 'only child parts'.

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Xterminion
Posted on 04-16-09 01:22 PM (rev. 2 of 04-19-09 09:50 AM) Link | Quote | ID: 105245


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Posted by Venerax
-cut-whilst the parts themselves start off with 2200 durability.-cut-

But then you might accidentally blow up the two outer corner pieces of the second form before it even began.
Update: I have thought recently to change it to 999999 durability for invulnerablility. Mind to check it out to see if it works?
->Clicky-clicky
Edit: It now works. Yay!

Venerax
Posted on 04-16-09 02:48 PM Link | Quote | ID: 105246


Octorok
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Note the 'if variable 1 < 20, durability of inner = 100%', with the repeat box ticked.

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Aquamancia
Posted on 04-16-09 11:07 PM Link | Quote | ID: 105316


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This is probably a stupid question, but how does one play music in-game? I know I have to go to the config and put in what I want to hear in-game, but when I try to open either the config again or the main game itself, I get an error. I'm not sure what I'm doing wrong, so can anyone tell me (and possibly other people with a question similar to this) what I have to do to make it work properly?

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CrossTheRubicon
Posted on 04-17-09 12:06 AM Link | Quote | ID: 105326


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This is possibly a compound problem as having a problem with the music should not directly affect the Config program.

Fraxy can use two music formats, mp3 and midi. Also, the title cannot have any spaces and probably no dashes or any other symbol in the title. Normally, from my experience, if there is a problem with the music it simply will not play but will cause no problems otherwise.

As for the Config and Main crashing, I suggest two things. One is to delete fraxy.cfg which is the config file and then try to reopen the Config and rebuild your settings. If that doesn't work, download your version (or upgrade) and overwrite the Main, Config, and Edit files.

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"Hello extremely! I hope you like to *play*. Some *campers* are not so good for *games*. Is it time for *playing* yet?"

Asker: How do I remove the border on a GroupBox in .NET?
Answer: Use a panel instead?
Asker: Gee, thanks @$$.

NightKev
Posted on 04-20-09 08:28 AM Link | Quote | ID: 105545


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Well, now I have a question too... what's wrong with the joint-turns in this creation (they don't return completely to their original angle...). I checked and it happens in-game too, not just in the editor.

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Xterminion
Posted on 04-20-09 09:38 AM Link | Quote | ID: 105547


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Aurgh.
Ok, let's start!
You know the specify rolling panels, right? They're supposed to be powered by extra parameters. But which? I need you guys to post all the extra parameters for this part and their purposes, value limits, etc. And also, please put them in the extra parameters tutorial in the Redux Wiki so that others can see them more easily. I'm needing this because a certain boss that I am making has an attack that has a phase that requires the rolling panel to return exactly to it's original heading point so that no modifications of the pattern's direction of appearance will happen. But that's impossible, so I have to use many things to return it there. And also, is the marked speed equal to exactly number/frame?

Zharmad
Posted on 05-02-09 03:34 AM Link | Quote | ID: 106320

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Okay, question:

The Head core apparentlt counts as a turning part, and can have its turning speed adjusted by extra parameters. Set Exta param. 1 = 1, and Exta param. 2 = turning speed. Does anyone know whether you can modify its speed?

NB: Extra param 3 will crash the beta editor.
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