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Please chime in on a proposed restructuring of the ROM hacking sections.
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Firefox11
Posted on 05-04-09 11:23 AM Link | Quote | ID: 106434


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Posted by Xterminion

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?
AFAIK,

Extra Parameter 1, Values 0 to 2 (Maybe 3). ON/OFF Parameters use.
0 = Off
1 = Uses Ex.Par. 2
2 = Uses Ex.Par. 3 (crashes. It seems that Ex.Par. 3 doesn't work yet)
3 = Probably uses Ex.Par. 2 and 3, so it'll probably crash if 3 is an accepted value.

Extra Parameter 2, Values from negative max to positive max, I guess. Turning speed per frame
(setting it to 1 will make the part need 4096 frames to do a full spin.)

Extra Parameter 3, don't know since it crashes the editor.

Note that, at the moment, the turning speed prioritizes over the movement actions. Setting a turning speed of 10 with Movement Act as 1 will make the part spin clockwise normally with reduced speed, but when reaching Act 2 (when it should go counter clockwise) it will continue going clockwise. to make things spin back and forth you'll have to mess around with extra parameter 2 with Events, setting it to negative values when you want it to spin counter clockwise.

However, what you want to do isn't possible with the usage of Panel - Aim Initial Angle? This way you won't have to worry about calculating the speeds, etc. to make the Rolling Panel go to the original position.

Although seeing how long has it been, maybe you already fixed the problem by yourself D=!

Haku1201
Posted on 05-27-09 11:40 PM Link | Quote | ID: 107711


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This next question can't be answered in the guides...is there anyway to change a parts color in-game?

ultimatepower22
Posted on 05-27-09 11:41 PM (rev. 2 of 05-27-09 11:42 PM) Link | Quote | ID: 107713


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I'll repeat what I said in your thread.

Just go to the img folder and modify the parts images. They're bmps.

Be certain to first go to Save As, then save them as 24bit instead of 256, then modify them to your satisfaction.

EDIT: Could anyone explain Notify Status for me? I can't make heads or tails of what it means on the compendium.

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Haku1201
Posted on 05-27-09 11:45 PM Link | Quote | ID: 107714


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NO..I remember that, what i'm asking is, is there anyway to change the color of them while your fighting against them...like an event or something

ultimatepower22
Posted on 05-28-09 12:10 AM Link | Quote | ID: 107715


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Sorry, no.

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NightKev
Posted on 05-28-09 12:32 AM Link | Quote | ID: 107716


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Only in "Try"s.

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CrossTheRubicon
Posted on 05-28-09 02:04 AM (rev. 2 of 05-28-09 05:56 AM) Link | Quote | ID: 107721


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Notify Status is a special event trigger that allows an event to happen when the part gets hit. There is a special case for the Barrier parts that triggers when the shield is destroyed.

I updated the Wiki with a visual example of what the event would look like, hope that helps.

-----

On a slightly different note, there is a request I would like to ask of everyone. I just came up with a brilliant idea for a site I help maintain. The site in question is called Shoot Em Up, a Wikia dedicated to shmups.

Every month, a new YouTube video showcasing a shmup is posted, one that showcases the best of the best or at least gets the point across. I decided that June should be a Fraxy vid. So I ask you all, which 1 vid would you think do Fraxy the best justice?

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Haku1201
Posted on 06-12-09 09:53 PM Link | Quote | ID: 108550


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OK...i'm trying to get my joint-turn 30 to go the opposite way of were it usually goes...it starts on action 3 and I'll have it switch to action 6 onne the move frame hits 101 but then it will freeze up and go slowly...i've already gone to the reference page but I can't figure out what i'm doing wrong...can you help?

PhantomSkyfire
Posted on 06-16-09 03:10 PM Link | Quote | ID: 108774


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New person here! *Waves hello*

Sorry if this has been asked before, the forum lacks a search button... but I'd like to know the defaults for all the extra parameters on the missile weapon. Or, failing that, advice on how to make a good missile.

Firefox11
Posted on 06-16-09 03:22 PM Link | Quote | ID: 108775


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Missile Extra Parameters tutorial

You can keep the link too. There's plenty of useful information on the Compendium. ;D

PhantomSkyfire
Posted on 06-16-09 03:44 PM (rev. 3 of 06-16-09 04:53 PM) Link | Quote | ID: 108776


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Posted by Firefox11
Missile Extra Parameters tutorial

You can keep the link too. There's plenty of useful information on the Compendium. ;D


I've already read pretty much the entire Compendium, so you're not telling me anything I don't already know. I wanted either the Missile -defaults- or some advice on how to make a good missile.

Firefox11
Posted on 06-16-09 11:36 PM Link | Quote | ID: 108800


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Well, sorry then D=

There's no Missile defaults - default is not using Extra Parameters at all. And a good Missile depends on what you want it for. If you want to put pressure on the player to make him fall onto other attacks, use guided Missiles with shrapnel being optional; if Missiles are the main way of attack then look for what shrapnel works best; if you need them to go always at the same spot (looking for a specific point of impact or bullet pattern) then make them unguided... It's all your call, there's no "good" or "bad", just what you need or want to do.

I hope I made sense there =/

PhantomSkyfire
Posted on 06-17-09 12:22 AM (rev. 2 of 06-17-09 12:25 AM) Link | Quote | ID: 108802


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What I want it to do is behave identically to the original, except exploding into more missiles. This is why I wanted to know what extra parameters behave like the default; it gives me a baseline to make edits. I'm sure you can appreciate the difficulty of a task as simple as "just make it go a little faster" when you don't know how fast it was to begin with. Come to think of it, why isn't it possible to just change whichever parameters you feel like with most other weapons?

UNRELATED TOPIC: I can't get BGMs to play in my Try files. It seems like Fraxy is completely ignoring the line. Help?

Haku1201
Posted on 06-19-09 05:16 AM Link | Quote | ID: 108953


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*Clears throat* anyway, like Is was asking before I was rudely interupted...

i'm trying to get my joint-turn 30 to go the opposite way of were it usually goes...it starts on action 3 and I'll have it switch to action 6 onne the move frame hits 101 but then it will freeze up and go slowly...i've already gone to the reference page but I can't figure out what i'm doing wrong...can you help?

CrossTheRubicon
Posted on 06-19-09 05:23 AM (rev. 2 of 06-19-09 05:23 AM) Link | Quote | ID: 108954


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I believe there are Extra Parameters for the Joint-Turns, but my experiments have been... well, let's just say they didn't go well. I have managed to do an odd workaround using a Panel-Turn. The problem is that when you switch the Move Action, it starts out very, very slow and doesn't speed up much more. Refer to this creation to see what I did and modify accordingly. Looking at the Extra Parameters for Panel-Turns would help too.

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RX-12 - Bydo Coefficient Test Unit

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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?
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Asker: Gee, thanks @$$.

Haku1201
Posted on 06-19-09 07:22 AM Link | Quote | ID: 108957


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CrossTheRubicon?...Oh! The guy who made The Nanoxian SpaceStation...Ok...I'll see what I can do.

Perfect Infinity
Posted on 06-19-09 03:17 PM (rev. 2 of 06-19-09 03:18 PM) Link | Quote | ID: 108966


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Posted by Haku1201
*Clears throat* anyway, like Is was asking before I was rudely interupted...

i'm trying to get my joint-turn 30 to go the opposite way of were it usually goes...it starts on action 3 and I'll have it switch to action 6 onne the move frame hits 101 but then it will freeze up and go slowly...i've already gone to the reference page but I can't figure out what i'm doing wrong...can you help?


In the nicest possible way:

This isn't your thread. It's a question thread, so deal with it. People decide if they want to answer your question, they don't have to.

Kintrada
Posted on 06-20-09 06:48 PM (rev. 2 of 06-20-09 06:52 PM) Link | Quote | ID: 109019

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Ok Designer newb with a problem that all the good Fraxy guys probly already know...

Well I got two questions, the bigger and more important of the two...well short backstory

I've been trying to create a beam cannon that apears like those seen in some
anime series/shows... you may have seen one, the massive beam fires and an
instant later explosions ripple along its path from either :
A- Destroyed targets or
B- Epic Coolness Firepower (explained by the Rule of Cool
which is explained here http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfCool )

Now, I found the best (and maybe only) way to create this ripple of explosions
is with Energy eggs set to grenade explosions (extra param 6 set to 14) with
detonation frame (extra param 8) set to 0, essentially
it just spawns a blast outa no where, and when eggs set to hidden it comes outa nowhere,
then simply set their act frame for appropriate frames after the laser discharge
to create a wave of explosions.

Now thats the backstory, the problem is, no laser fires at the same rate as
the eggs.... how can I change the rate of fire so the eggs reliably fire at the same
time each time the laser fires? (about 40 frames after laser discharge appears best)
timing the first time is easy (duh) but keeping it synced...
well I can't figure out the events to pull that off.

Oh or if someone else has already built this, maybe tell me where/if i can see it
to learn how to do this? I doubt Im the first to have this idea.

---------------------------

Oh and my second question...is it me or did the player ship get slightly slower
with one of the last updates? I seem to be having my -exhaust- handed to me
by my creations alot more often since updating

Hieda no Akyu
Posted on 06-21-09 12:01 AM Link | Quote | ID: 109065


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Kintrada, you can shorten the timer of the one that lasts longer with a event that looks like this:

If Attack frame = 30 than Attack frame = 40
[X] Do not delete this event after execution.

CrossTheRubicon
Posted on 06-21-09 05:26 AM Link | Quote | ID: 109079


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Yo, PI. That's pretty rough. True it's a repeat question but still, even if you were being nice.

But you do have a point since repeat questions may get irritating, therefore new rule. You can post an unanswered question ONLY under the following conditions:

1) Over 2 weeks have passed.

2) At least 7-10 posts have been made, depending on size.

The goal is the original question should be out of scope, AKA out of the page.

____________________
RX-12 - Bydo Coefficient Test Unit

"No, don't try and pull any fast ones. There's nothing illegal on the Internet."

"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 @$$.
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