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Please chime in on a proposed restructuring of the ROM hacking sections.
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Oneshiningstar
Posted on 11-02-09 12:15 PM Link | Quote | ID: 118613


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Dear A70M1C, that means that you can make a boss respond to the player being destroyed, firing etc.

For example, a Mechatroid that evolves every time the player dies.
Or even a boss that will kill you if you fire your weapon at the wrong time.

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Vic Viper
Posted on 11-06-09 04:58 AM Link | Quote | ID: 118902


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Vic Viper
Is no one able to figure out the solution to my problem or is the board just reeeeeeeaaaaaaally slow?

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CrossTheRubicon
Posted on 11-06-09 06:18 AM Link | Quote | ID: 118908


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Posted by 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


Ok, I looked at it and I noted a few things:

1) On Part 275 (Thruster Device M 2), the Advanced Timing event has the conditions Always and Variable 3 = 0. From the counting, Variable 3 will eventually = 1 and Variable 4 will = 50.

2) On Part 1 (Big Core), the Destroy Shell(2) event has it adding 1 to Variable 3 of Part 244. I do not exactly understand what the purpose of that is, although it does activate different things that seem to be the original pattern. Does it start it faster?

3) On Part 274 (Brick-Semicircle 1B), it has events that are dedicated to Move Right and Move Left (Parts 272 and 273 respectively) but it does not seem to control them precisely as I noticed the effects don't seem to match the movements. Instead it seems Part 45 (Movement Control) is controlling movement. Is this what you want?

4) By deleting the events of Part 274, the problem seems to be solved. I believe that there was a conflict of part control.

All in all, I really like the boss concept. Great job.

____________________
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Vic Viper
Posted on 11-06-09 10:15 PM Link | Quote | ID: 118945


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Vic Viper
Posted by CrossTheRubicon
Posted by 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


Ok, I looked at it and I noted a few things:

1) On Part 275 (Thruster Device M 2), the Advanced Timing event has the conditions Always and Variable 3 = 0. From the counting, Variable 3 will eventually = 1 and Variable 4 will = 50.

2) On Part 1 (Big Core), the Destroy Shell(2) event has it adding 1 to Variable 3 of Part 244. I do not exactly understand what the purpose of that is, although it does activate different things that seem to be the original pattern. Does it start it faster?

3) On Part 274 (Brick-Semicircle 1B), it has events that are dedicated to Move Right and Move Left (Parts 272 and 273 respectively) but it does not seem to control them precisely as I noticed the effects don't seem to match the movements. Instead it seems Part 45 (Movement Control) is controlling movement. Is this what you want?

4) By deleting the events of Part 274, the problem seems to be solved. I believe that there was a conflict of part control.

All in all, I really like the boss concept. Great job.


I completely forgot Part 274 even had any events (I had made it a habit of putting pattern-based events on the rotating panels). Removing the part's events definitely looks like there isn't any more control confusion, so I'll upload the fixed one soon. Thanks for helping, I REALLY appreciate it.

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PureQuestion
Posted on 11-11-09 10:29 PM Link | Quote | ID: 119208


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Want to ask how something is done:

I've seen bosses with parts that try to line up with the player. It seems very distinct from simply being attached from the player, because A: It usually only lines up vertically or horizontally, and B: It generally drags along.

Firefox11
Posted on 11-12-09 12:03 AM Link | Quote | ID: 119216


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The dragging part is tied to the player by the axis. It's the last Connection type, if I recall correctly. To make it drag, set a value of 30 or higher.

Also, the part will follow a different axis depending on that part orientation - It'll move along it's 'arrow' line. Meaning that if the line is pointing horizontally, it'll follow the player along the 'x' axis.

PureQuestion
Posted on 11-12-09 12:34 AM Link | Quote | ID: 119220


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Aha. I suspected that fix type was involved. Thank you very much.

Vic Viper
Posted on 11-23-09 12:51 PM (rev. 2 of 11-23-09 01:00 PM) Link | Quote | ID: 120140


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Vic Viper
I had an idea for something I wanted to make the Power Ball weapon do. Basically, I want it to fire a shot that rotates (like, kind of goes around in a circle) but still moves forward from the weapon. EDIT: I guess "zig-zagging" would be a pretty good word for it. Anyway, messing with extra parameters isn't helping, and I've tried using panel-rollings and panel-aims, and nothing is working.

Any idea how to achieve the desired effect?

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PureQuestion
Posted on 11-23-09 10:06 PM Link | Quote | ID: 120177


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My guess would be to make the bullet curve, and then make the bullet speed up and slow down repeatedly. Slower moving bullets are affected in direction over distance than faster ones. I have no clue if this will work, though

CrossTheRubicon
Posted on 11-23-09 10:23 PM Link | Quote | ID: 120178


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I know Ebo made a very similar type of shot for Lance 10K which I've been trying to mimic. I think it was made by having a Power Ball constantly firing and disappearing while on a Panel-Turn that was moving forward.

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TheBlueEcho
Posted on 11-24-09 12:31 AM Link | Quote | ID: 120188


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Posted by CrossTheRubicon
I know Ebo made a very similar type of shot for Lance 10K which I've been trying to mimic. I think it was made by having a Power Ball constantly firing and disappearing while on a Panel-Turn that was moving forward.
Bingo!

PureQuestion
Posted on 11-24-09 07:34 PM Link | Quote | ID: 120319


Tektite
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Oh, that attack. I thought you meant soemthing different. :\
Yeah, that sounds about right for the method. Also, he used a similar attack for True Acala, If I recall.

Magus
Posted on 12-12-09 10:26 PM Link | Quote | ID: 122289

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I can't find a search button, or I'd've tried that first, but what I'm looking for is a way to change the properties of energy egg shrapnel.

To put it simply, I was recently playing Perfect Cherry Blossom, and many bosses in that launch waves of projectiles which rotate as they move outward in opposite directions, making for some awesome bullethells. All I can think of is sticking the energy egg launchers to a rotating object, and making them detonate immediately. But even should THAT work, some projectiles expire too soon.

Any ideas?

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NightKev
Posted on 12-12-09 10:29 PM Link | Quote | ID: 122290


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This page on the Fraxy wiki should give you all the info you need.

Welcome to the board, too!

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Magus
Posted on 12-12-09 10:38 PM Link | Quote | ID: 122294

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Thanks.

Yeah, that's the page that left me with questions, which is why I posted. I can choose a projectile type, but that isn't enough. What I'm looking for is a way to edit the shrapnel stats; as in, if I shoot a circular wave of bullets, I want to be able to set their expiration time, speed, etc.

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NightKev
Posted on 12-12-09 10:41 PM Link | Quote | ID: 122298


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Ah, yeah I don't think you can do that. At least, I don't know of a way to do so. It might be added in a future Fraxy release.

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Magus
Posted on 12-12-09 10:44 PM Link | Quote | ID: 122299

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It'd be one of the best possible additions, since bullethells would become much more interesting. As they are now, the bullet patterns are forced to be much simpler because of that.

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Spread your wings and overcome time; Only then can it awaken - Opening words of the Song of Extreme

PureQuestion
Posted on 12-13-09 06:10 AM Link | Quote | ID: 122416


Tektite
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Well, You can take advantage of move joints to create custom projectiles that you can simply attach guns to. Then you can do whatever you want with it.

Magus
Posted on 12-13-09 07:53 AM Link | Quote | ID: 122453

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Well I've got some decent ideas now I'm gonna try. I'll post my results someplace at some point.

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Spread your wings and overcome time; Only then can it awaken - Opening words of the Song of Extreme

Vic Viper
Posted on 12-20-09 12:18 AM Link | Quote | ID: 123512


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Vic Viper
So I've got to be like, the least-skilled person on this site, hands-down.

I was making a boss, blah blah blah same story as all the other times. It fights using a pattern, and it works fine until when it's supposed to start the pattern over. At that point, it starts firing lasers when it's not supposed to, or not firing them enough, and then it just gets messed up. I COULD just keep it as it is and say to think of it as getting harder if you take too long to destroy it, but that's not what I really want.

Anyway, here's the file. Though it may not help to know this, it was made in fraxy_20091219beta.

Laser Tetran

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