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Please chime in on a proposed restructuring of the ROM hacking sections.
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Magus
Posted on 12-20-09 08:58 PM Link | Quote | ID: 123584

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My Will of the Abyss has the same problem; I wanted to alternate bullethells.

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CrossTheRubicon
Posted on 12-21-09 03:52 AM Link | Quote | ID: 123608


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Posted by 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.


I wouldn't say you're the least skilled, you're experimenting and trying to understand which is a good thing. This is much better than the Laser Tetran I made long ago, although I'm curious as to why you used Homing Lasers instead of Missiles but that is a design preference.

In this case, I think you might benefit from using the Global Variables to track the phases to make things easier. I think the major problem is that the Lasers do not have an event to stop movement but reset the attack frame, which may cause them to activate prematurely and cut off midfire.

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krazykev360
Posted on 12-23-09 09:54 PM Link | Quote | ID: 123903


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just hit a road-block of my own. I've been messin with the energy wall, and i noticed something odd when paired with another part(used to make it act as a laser). Even though both parts are moving in unison, when the wall is active, the start point becomes stationary while the end still moves with the part it's paired to. But the the actual energy wall part and the fired wall become entirely seperated during the action.

Bluhman
Posted on 12-31-09 08:14 AM Link | Quote | ID: 124618


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For a 640 X 480 Fixed area, what is the proper offset to have a boss spawn at dead center of the screen? (Assuming position is fixed)

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PureQuestion
Posted on 12-31-09 07:24 PM Link | Quote | ID: 124652


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Posted by Bluhman
For a 640 X 480 Fixed area, what is the proper offset to have a boss spawn at dead center of the screen? (Assuming position is fixed)


About 200 upwards in the editor. (The editor and game are reversed. Everything is flipped around when you do between them. It's weird.)

But yeah. 200 Is about what I do.

Bluhman
Posted on 01-03-10 10:50 PM (rev. 3 of 01-03-10 11:00 PM) Link | Quote | ID: 124960


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Ok... Transferred my Fraxy game to a new computer, but for some reason, it seems to run very choppily on my new computer; there seems to be a FPS cap of 39, which is making it very hard to properly fight Bullet Hell bosses.

Can anyone give me some advice on how to remedy this? This is on a very high-power Windows 7 Machine.

ED: Oh, well that's just great. It seems to only show up when I play at higher resolutions. Hooray! I can play fast when I can't see shit!

ED2: Welp, I guess it's not too bad. Just takes a bit of time to get used to it. (Probably because the old comp lagged a lot when playing bullet-heavy enemies.)

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Chaos
Posted on 01-17-10 11:46 AM Link | Quote | ID: 125643

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Hey... getting back into fraxy in my spare time, just redownloaded it, piddled with some new stuff, etcetera.

Noticed the player bullet part; how do I event these so they attach and move with the player ship and fire when the player does?

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Firefox11
Posted on 01-17-10 12:10 PM Link | Quote | ID: 125645


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To make them attach to the player ship, check the 'Connection' slider on the main tab of the bullet part. Choose 'Player' and leave the number at 0 or 1 (don't remember the default), and the part will remain attached to the player ship.

To make it fire when the player does, you'll have to create an event on the part with Condition 'Player: P_Using Weapon = 1', Action 'Play movement: Self'; then another event that stops movement when the player isn't using it.

(I wrote this second part without actual testing, but I think it should work.)

Chaos
Posted on 01-17-10 12:26 PM Link | Quote | ID: 125647

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Posted by Firefox11
To make them attach to the player ship, check the 'Connection' slider on the main tab of the bullet part. Choose 'Player' and leave the number at 0 or 1 (don't remember the default), and the part will remain attached to the player ship.

To make it fire when the player does, you'll have to create an event on the part with Condition 'Player: P_Using Weapon = 1', Action 'Play movement: Self'; then another event that stops movement when the player isn't using it.

(I wrote this second part without actual testing, but I think it should work.)


Doesn't quite work, it'll work if you let the enemy completely spawn first, then fire, but it still won't stop firing when I do. Also if you happen to be firing when the enemy appears, you can't trigger the first event to tell it to fire.

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Firefox11
Posted on 01-17-10 07:09 PM Link | Quote | ID: 125658


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Hm. Guess you'll have to wait for someone who actually used this before to answer. Or dissect one of the bosses that already use that and check how are the events built.

PureQuestion
Posted on 01-17-10 08:24 PM Link | Quote | ID: 125666


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Did you remember to set them to not delete after activation?

Chaos
Posted on 01-18-10 02:37 AM Link | Quote | ID: 125682

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Posted by PureQuestion
Did you remember to set them to not delete after activation?


Oh, duh...

There we go, thanks.

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stageico
Posted on 02-13-10 01:40 PM (rev. 2 of 02-13-10 01:41 PM) Link | Quote | ID: 127041

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Hi, I just downloaded this game, and I'm curious. How do I get this game to run
in a fixed mode? (i.e. vertical horizontal) Do I need to find certain sprites for
the ship?

Also, it seems that I've runned into a bit of an issue. Everytime I run the boss edit mode; it displays a blank screen.

Any help? Thanks

CrossTheRubicon
Posted on 02-13-10 09:38 PM Link | Quote | ID: 127046


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Hello and welcome!

In order to get fixed mode, open Config.exe and go to the Free Play tab. At the bottom there should be a checkbox that says Area Fixed, check that. Also, if you want the ship to always face straight, go to the Input tab and change Control Mode to Keyboard 2.

Be sure to run Config.exe at least once before playing as this sets configurations needed for the other parts.

As for the blank screen do you mean you loaded a boss and nothing shows up?

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stageico
Posted on 02-14-10 02:53 AM Link | Quote | ID: 127054

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Posted by CrossTheRubicon

As for the blank screen do you mean you loaded a boss and nothing shows up?


It displays the window, but there isn't anything within the window itself.
Is there something that I need to do?

Thanks for the help! Vertical mode works like a charm.

CrossTheRubicon
Posted on 02-14-10 03:07 AM Link | Quote | ID: 127055


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First, look at the top left of the Edit Window and see if Part Count is greater than 0. If so, look at the Tools section and click the button "inivsi". Alternately, you can hover your mouse around the screen and any hidden parts will glow.

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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?
Answer: Use a panel instead?
Asker: Gee, thanks @$$.

stageico
Posted on 02-14-10 07:05 AM (rev. 3 of 02-14-10 08:05 AM) Link | Quote | ID: 127063

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Posted by CrossTheRubicon
First, look at the top left of the Edit Window and see if Part Count is greater than 0. If so, look at the Tools section and click the button "inivsi". Alternately, you can hover your mouse around the screen and any hidden parts will glow.


When I click on the fraxy editor; all I get is a window titled "FRAXY Enemy editor."

There isn't a part counter, tool section, or invisi button. It's just a window, with either a gray, or white color.

Only buttons here are maximze, minimize, and exit.

Basically, there's nothing to work with.

NightKev
Posted on 02-14-10 08:11 AM Link | Quote | ID: 127064


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Do you have version 20100113beta and is the edit.exe file approx 950KB?

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stageico
Posted on 02-14-10 09:21 AM (rev. 2 of 02-14-10 09:22 AM) Link | Quote | ID: 127066

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Yes, I have the latest version. Also, the edit.exe file is 933kb to be exact.

NightKev
Posted on 02-14-10 09:24 AM Link | Quote | ID: 127067


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Well, the edit.exe seems to not be corrupt, and you have the right version...

What operating system do you use?

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