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Please chime in on a proposed restructuring of the ROM hacking sections.
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CrossTheRubicon
Posted on 10-14-09 01:16 AM Link | Quote | ID: 117090


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I think it's 300 - 310 from the Editor's initial point. Just set the main Core's Distance to that and play around with the value.

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Solarn
Posted on 10-15-09 10:35 PM Link | Quote | ID: 117216

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Hello everyone. My first post on this board is a plea for help. I tried to make a pretty cool hydra boss with multiple stages. The first three stages would have the hydra sprout extra heads whenever the middle one is destroyed and the fourth one would have the now armourless monster attack the hero in one last ditch effort.

The first three stages are tested and work almost perfectly, aside from a pair of hydra heads in the second stage which are supposed to constantly bounce between their origin points and 200 units in the player's direction, but instead close in on the player once and stay there.

The fourth stage is bugged, however. After the circle of armor protecting the boss's core is destroyed, it's supposed to suddenly grow a glowing tail, two invisible necks from its side protected by a bunch of blades and ending in shadowed heads whose mouths regularly open and shoot bullets, and a gigantic middle head with a glowing horn that makes the core invincible. However, none of these appear and I have no idea why.

I would be very grateful if someone could take a look at the file and tell me what I did wrong. Here's the file: http://acmlm.kafuka.org/uploader/get.php?id=2337

It's for the latest beta version of Fraxy.

CrossTheRubicon
Posted on 10-17-09 05:02 AM Link | Quote | ID: 117379


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Hmmm... I've tried just about everything I can think of and I have a theory as to what's wrong. I think that the "Include Child Parts" option is malfunctioning, which has been known to happen every once in a while. What is means is that you'll have to set up a series of events to trigger in order to get the final phase's parts to activate. It's an irritating process, but it's the most headway I've gotten thus far. There be another factor, but as of this time I'm not sure.

____________________
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 @$$.

Clockwork
Posted on 10-18-09 06:32 AM (rev. 2 of 10-18-09 06:32 AM) Link | Quote | ID: 117445


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How exactly do you make the Tail Connect Type work?


  • Setting the base core to Tail at 200 with children at Fix.

  • Setting the base core and children to Tail at 200.

  • Setting a part to Tail at 200 and its children to Fix.

  • Setting a part and its children to Tail at 200.


It doesn't want to function in the editor or game window.

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Fraxy Bosses and Drones
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Oneshiningstar
Posted on 10-18-09 06:48 AM Link | Quote | ID: 117446


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Dear Clockwork,

The LOWER the tail value, the more the tail swings.
Essentially, the value is somewhat like resistance to movement.
Try again with the setting at 1.

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

Clockwork
Posted on 10-18-09 09:21 AM (rev. 2 of 10-18-09 09:27 AM) Link | Quote | ID: 117449


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Posted by Oneshiningstar
Dear Clockwork,

The LOWER the tail value, the more the tail swings.
Essentially, the value is somewhat like resistance to movement.
Try again with the setting at 1.

Nothing. :/ Here's my part set:

Small Core (Fix)
> Tip 01 (Tail, 1)
>> Decoration 06 (Fix)
>>> Plate 12 (Fix)
>>> Plate 12 (Fix)

Edit: Waitaminute. The parent part has to be moving for the sway to work? HURR. Which image macro should I post to describe this moment: the one with the cat and a stick in its mouth, or “hurr i'm a durr”?

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Fraxy Bosses and Drones
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NightKev
Posted on 10-18-09 11:07 AM Link | Quote | ID: 117453


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Will this work? It's all I could find on such short notice while randoming at http://icanhascheezburger.com.


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Clockwork
Posted on 10-18-09 11:34 AM Link | Quote | ID: 117455


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Posted by NightKev
Will this work? It's all I could find on such short notice while randoming at http://icanhascheezburger.com.

So much. So much.

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Fraxy Bosses and Drones
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Nub Slayer
Posted on 10-19-09 04:25 AM Link | Quote | ID: 117498

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(Bear with me... I don't know if you can upload files)

So I made this enemy

"FRAXY_ENEMY","The Master Spark","",0,15,0
"Bit core",57,8500,1000,0,0,1,-1,2,0,0,0,0,0,0,0,0,0
"Laser L",34,12000,600,0,0,1,1,4,0,0,3840,384,7424,0,4,0,0
"Laser L",34,12000,600,0,0,1,1,4,0,0,3840,768,9216,0,4,0,0
"Laser L",34,12000,600,0,0,1,1,4,0,0,3840,0,7680,0,4,0,0
"Laser L",34,12000,600,0,0,1,1,4,0,0,3840,3328,8448,0,4,0,0
"Laser L",34,12000,600,0,0,1,1,4,0,0,3840,2944,9984,0,4,0,0
"Laser L",34,12000,600,0,0,1,1,4,0,0,3840,1152,10240,0,4,0,0
"Laser L",34,12000,600,0,0,1,1,4,0,0,3840,3712,7936,0,4,0,0
"Homing laser",20,1000,500,0,0,1,1,4,0,3072,3840,2048,768,0,0,0,140
"Homing laser",20,1000,500,0,0,1,1,4,1,1536,3840,1536,1280,0,0,0,0
"Brick-Rectangle2B",75,-1,100,0,0,1,1,4,0,1024,7680,2432,13056,0,0,0,0
"Brick-Rectangle1B",73,-1,100,0,0,1,1,4,0,3584,5120,2432,12800,0,0,0,0
"Brick-Rectangle1B",73,-1,100,0,0,1,1,4,1,512,5120,1664,12800,0,0,0,0
"Homing laser",20,1000,500,0,0,1,1,4,0,2560,3840,2048,768,0,0,0,120
"Homing laser",20,1000,500,0,0,1,1,4,1,1024,3840,2048,768,0,0,0,150
EV,"New event 0",9,1,0,0,0,0,1,71001,0,100,1,44,0,0,0
EV,"New event 0",10,1,0,0,0,0,1,71001,0,100,1,44,0,0,0
EV,"New event 0",14,1,0,0,0,0,1,71001,0,100,1,44,0,0,0
EV,"New event 0",15,1,0,0,0,0,1,71001,0,100,1,44,0,0,0

Why does it die if I just destroy one Big laser part?

Oneshiningstar
Posted on 10-19-09 07:56 AM Link | Quote | ID: 117508


Shyguy
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Dear Nub Slayer,
When a part is destroyed, it sends its hp in damage to its parent part.
In fact, your core takes 12000 damage when one laser goes boom.
Increase core hp to approximately... 84K+.

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

Nub Slayer
Posted on 10-19-09 05:18 PM Link | Quote | ID: 117515

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Posted by Oneshiningstar
Dear Nub Slayer,
When a part is destroyed, it sends its hp in damage to its parent part.
In fact, your core takes 12000 damage when one laser goes boom.
Increase core hp to approximately... 84K+.


Is there any way to stop the damage-to-its-parent thing? I really want the part to be by themselves.

NightKev
Posted on 10-20-09 12:36 AM Link | Quote | ID: 117535


Cape Luigi
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Brick parts aren't affected by parent-child damage transfer, nor do they transfer any damage to their parent parts, so you could use those. I believe there's also an event action that does the same thing, but I don't remember what it is. You could change the parts' max HP to 1 right before they get destroyed, that'll make them only transfer 1 HP of damage to the parent part.

____________________

Clockwork
Posted on 10-20-09 02:01 AM (rev. 2 of 10-20-09 02:02 AM) Link | Quote | ID: 117538


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Posted by NightKev
I believe there's also an event action that does the same thing, but I don't remember what it is.

Attach part(s) to a hidden core and detach it?

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NightKev
Posted on 10-20-09 04:18 AM Link | Quote | ID: 117548


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No, I mean an event to directly turn off the damage transfer. I haven't done anything with Fraxy in a while so I'm not sure if it even exists, though I could've sworn it did...

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Nub Slayer
Posted on 10-21-09 04:29 AM Link | Quote | ID: 117650

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Posted by Nub Slayer
(Bear with me... I don't know if you can upload files)

So I made this enemy

"FRAXY_ENEMY","The Master Spark","",0,15,0
...



Another thing I forgot to mention.
Why is the enemy not leaving an item upon death?

Vic Viper
Posted on 10-22-09 04:36 AM Link | Quote | ID: 117740


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Vic Viper
Decided to make a version of Infernity Core for Area Fixed mode or whatever it's called. For simplicity's sake, I made a few events that activate thrusters to push the boss left or right at certain times. The problem arises once it starts firing slow rays everywhere; the thrusters' timing somehow gets messed up, and they begin stopping and restarting when they're not supposed to, eventually culminating in it leaving the area.

How do I fix this?

Area-Fixed Infernity Core

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"Shoot the Core!"

Clockwork
Posted on 10-27-09 10:38 AM Link | Quote | ID: 118035


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With Tailing Shaman, I've run into a bit of an odd error: if you're sucked into one of its Burners, the game generates Error Code: 31 (-1) 32. Obviously, you're not supposed to try and get into a situation like that, but it's still kind of odd.

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Fraxy Bosses and Drones
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CrossTheRubicon
Posted on 10-29-09 11:23 PM (rev. 2 of 10-29-09 11:23 PM) Link | Quote | ID: 118214


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Posted by Nub Slayer
Posted by Nub Slayer
(Bear with me... I don't know if you can upload files)

So I made this enemy

"FRAXY_ENEMY","The Master Spark","",0,15,0
...



Another thing I forgot to mention.
Why is the enemy not leaving an item upon death?


The reason it is not leaving an item upon death is because you are using a Core that does not normally leave an item behind after being destroyed. There are two main ways to make it release an item.

1) Add an Item Box and Destroy it when the Bit Core is destroyed (it may activate when the Bit Core is destroyed anyway if it's the main Core, aka part #1).

2) Adjust the Bit Core's properties. This is done with an Event Condition: Change Create Flag When Destroyed, Value = 2 (or more).

See: Under Extra Flag And Option

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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?
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Asker: Gee, thanks @$$.

A70M1C
Posted on 11-02-09 06:39 AM Link | Quote | ID: 118602


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Has anyone learned what "P_Destroy", under player status in the events of the editor, means? Does it mean if a player destroyes the part or something like that?

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NightKev
Posted on 11-02-09 07:51 AM Link | Quote | ID: 118603


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Um, I would think it means "when the player is destroyed" because there are already multiple events to check for part destruction.

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