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Please chime in on a proposed restructuring of the ROM hacking sections.
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Burg Hammer Achtzehn
Posted on 11-22-08 12:50 AM, in Fraxy Change log (rev. 3 of 11-22-08 01:08 AM) Link | Quote | ID: 94750


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Posted by Screature
Still not sure what the number means next to the (0)Fix, (1)Tail dropdown-menu.


The number seem to pertain to the stiffness of the tail.

There are a couple of enemies on the fraxy homepage, tail_2.fed and tail_20.fed, that show the number's effect.

Posted by Oneshiningstar
I can't work out the move acts, though.


Like the first panel-aim player, the new panel joints' move actions are like so:

Move acts 1, 3, and 5
The panel will try to aim at the player, then pause briefly, and then repeat.
Act 1 is the slowest, while act 5 is the fastest.

Move Acts 7 through 15
The panel will always try to aim at the player, no pauses.
Act 7 is the slowest, while act 15 is the fastest.

Burg Hammer Achtzehn
Posted on 11-22-08 03:37 AM, in The 'energy' attribute of cores (rev. 2 of 11-22-08 05:44 AM) Link | Quote | ID: 94756


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You know those seemingly useless 'Parts-Regeneration' parts?
They actually have a use: replenishing the core's energy.

The core's 'energy' you ask?
The core's energy is like some sort of shield that reduces the damage done to the core and its parts.
As your shots hit the enemy, the core loses energy, indicated by the core's 'glow' becoming dim. The core will replenish its energy over time.

-
You can test this behavior by creating a new enemy.
First, create a core. Then set its movement to '[0] stop', add a brick to it, make the brick invincible by setting its durability to a negative number. Save the new enemy and test it in Fraxy.
The enemy will be sitting at where it spawned. Attack the brick. As you shoot at the brick, the core's glow will become dim. Stop attacking the brick, the core will steadily regain its glow.
-

When the enemy has less energy, all of its parts will receive more damage from your attacks.

Here is an overview of the cores and their approximate energy.
--
Mini core and Missile core
These cores don't seem to have any energy.

Bit core
Very small amount of energy, about two LV1 bullets in succession will deplete its energy completely. Replenishes its energy very quickly.

Fighter core and Fighter core 2
Small amount of energy, about three LV1 bullets in succession will deplete its energy completely. Replenishes its energy quickly.

Big core and Big core 2
Moderate amount of energy, it takes about five seconds of constant LV1 bullets to deplete its energy completely. Replenishes its energy in about five seconds.

Head core
Moderate amount of energy, it takes about four seconds of constant LV1 bullets to deplete its energy completely. Replenishes its energy in about 15 seconds.

Cancer core, Rolling core, and Rolling core 2
Moderate amount of energy, it takes about five seconds of constant LV1 bullets to deplete its energy completely. Replenishes its energy in about three seconds.

Small core
Large amount of energy, it takes about 10 seconds of constant LV1 bullets to deplete its energy. Replenishes its energy in about three seconds.

Block core
Huge amount of energy, replenishes too fast for LV2 bullets to affect its energy. About five seconds of LV3 bullets will deplete its energy completely. Completely replenishes its energy in about two seconds.
--

A single winder bullet barrage is usually enough to deplete a core's energy completely. The exceptions to this are the head and small cores, each can endure a LV1 winder bullet barrage without losing all their energy.

To put it simply, the more you sustain your attack on the enemy, the more damage your shots do to the enemy.

Thanks for reading. I hope you were able to understand all of this.

Burg Hammer Achtzehn
Posted on 11-29-08 06:32 AM, in The 'energy' attribute of cores Link | Quote | ID: 95095


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nutman217, I believe that there was a little discussion on the previous board. It was actually Zeta who mentioned it.

http://nightkev.ulmb.com/forums/thread.php?tid=56

Burg Hammer Achtzehn
Posted on 11-29-08 09:02 AM, in The 'energy' attribute of cores Link | Quote | ID: 95102


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I never really lurked at the compendium when it was that age, so I wouldn't have known. Thanks for correcting me anyway.

Burg Hammer Achtzehn
Posted on 01-11-09 12:55 PM, in Burg Hammer Achtzehn's creations (rev. 29 of 10-26-09 06:37 AM) Link | Quote | ID: 98542


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Hello. I will use this thread to display the bosses that I upload. I hope you enjoy them.

2/11/2009:
*Sorted the bosses by relevance to each other.
+Added The February 904

2/14/2009:
*Updated Drone Fighter
*Updated Jupiter
+Added Axe Grinder
+Added Relentless

2/15/2009:
*Detailed updates in the boss' descriptions
*Minor fix for Drone Fighter
+Added Shell

2/28/2009:
*Moved Axe Grinder to the "Evolving Bosses" group
+Added Armature Core
+Added Evolver-L

2/29/2009:
*Updated Drone Fighter Beta
*Updated Drone Fighter Gamma
+Added Dawn Bringer

3/02/2009:
Silly me, I didn't realize that February had already ended.

3/13/2009:
+Added Megapede

3/22/2009:
+Added Try: BonefishV2
+Added Black, Gray, and White backgrounds

4/14/2009:
+Added Spin Core
+Added Warp Fiend

5/24/2009:
+Added The May 924

10/25/2009:
+Added The October 924

Update Exhibition Bosses

Bosses created to exhibit new features added by new versions of Fraxy

The November 818
I created this boss to check out some of the features added to Fraxy with version 20081118.
I think it's rather crude in design, but turned out fairly well for what it is.


The February 904
I created this boss to exhibit the features added to Fraxy with version 20090204.
The spotlights don't actually do anything useful; I was too lazy.


The May 924
I created this boss to exhibit the features added to Fraxy with version 20090524beta.
I think it turned out pretty good, considering the lack of effort that went into it.


The October 924
I created this boss to exhibit the features added to Fraxy with the recent versions.
It features a large, square arena, full of bouncing projectiles; and revolving miniature 'suns' for the projectiles to bounce off of.
When the player shoots, each corner of the arena will fire tiny, bouncing projectiles

Drone-Supported Bosses

Bosses whose primary feature is the drones supporting them

Drone Fighter (Updated: 2/15/2009)
This boss features remote control drones to aid it. I think it turned out fairly well.
The drones self-destruct when the remote control is destroyed.
*2/14/2009: Drones use panel-aim fixed angle now, Harassment drone uses the "Player" connection setting, and renamed .fed file
*2/15/2009: Harassment drone uses the "Player(pos only)" connection setting


Drone Fighter Beta (Updated: 2/29/2009)
The Drone Fighter with a different configuration of drones; also uses a Ripple rather than two Needle guns.
I threw this together in less than thirty minutes, using a handful of drones I pre-fabricated.
*2/29/2009: Drones use panel-aim fixed angle now, the drones orbiting the player use the "Player(pos only)" connection setting, and renamed .fed file


Drone Fighter Gamma (Updated: 2/29/2009)
The Drone Fighter with a different configuration of drones; also uses two Homing Lasers.
The Laser and Ripple Drones switch back and forth between two fixed formations, while the Barrier Drone follows the player around, blocking all weapons fire from time to time.
*2/29/2009: Drones use panel-aim fixed angle now, the Inhibitor Drone uses the "Player(pos only)" connection setting, and renamed .fed file


Jupiter (Updated: 2/14/2009)
A boss similar to the Drone Fighter above.
The drones are indestructible, but destroy themselves when Jupiter's antenna is destroyed.
*2/14/2009: Drones use panel-aim fixed angle now, and renamed .fed file

Evolving Bosses

Bosses who evolve as they are damaged

Axe Grinder (Added: 2/14/2009)
The first boss I created a while ago that 'evolves' as it gets damaged.
I modified it slightly before uploading it.


Evolver-L (Added: 2/28/2009)
My second evolving boss. Another of my older creations.
Laser-themed.

Striker
The first boss I ever created. Nothing special.


Striker Mk3
A modified version of the striker. I made this shortly after creating the first.
Considerably more challenging. I think you might be able to figure out what it does by looking at it.

Uncategorized


Regenerator
This boss started as a test to create a boss with parts that replace themselves after being "destroyed."
It was a huge success. On top of that, I think the end result is rather fun to fight against.
If you want to use self-replacing parts on your creations, feel free to dissect this boss.


Battle Scout
A cute little fighter that extends its blades when it boosts.
Its main booster functions as an automated drone when the fighter is destroyed. I made this a while ago.


Clump
A boss I created for the lulz. It's basically a bunch of the default Fraxy bosses glued together.


Gauntlet Force
A group of five fighters; each one is unique from the others. Piecing them together was an afterthought.
- The wrist uses ghost fighters to increase its projectile output. It is armed with bullets and vulcans.
- The left and right pieces of the forearm try to circle the player and fire slow moving projectiles. They are also armed with long blades.
- The rear piece of the forearm hangs back and fires energy egg waves. Also armed with Needle guns and a Homing Laser.
- The fist tries to ram the player. It is armed with bullets and a Grenade.


Relentless (Added 2/14/2009)
One of the first bosses I created. It is always shooting, hence the name.
I have been adding to it every time new weapons are added to Fraxy.


Shell (Added: 2/15/2009)
A boss that uses an ovoid barrier, and a unique drone.
The shield generators on the sides are vulnerable.


Armature Core (Added: 2/28/2009)
One of my older bosses. Quite difficult to destroy.
Uses its solid spear gun every now and then.


Dawn Bringer (Added: 2/29/2009)
This boss had been collecting dust in my WIP folder for quite some time, so I made a few changes and uploaded it.
Uses two enormous blades.


Megapede (Added: 3/13/2009)
This boss had been sitting around in my WIP folder alongside Dawn Bringer.
The Vulcan-smalls along the sides fire in sequence, and the tip of the tail fires Energy egg waves.


Spin Core (Added: 4/14/2009)
One of my older bosses. ZOMG IT SPINS!


Warp Fiend (Added: 4/14/2009)
An experimental boss that uses screen effectors to distract the player.
Fluff because I'm bored:
The rear half of the boss contains a powerful 'dimensional destabilizer', which causes a multitude of dangerous and confusing anomalies to form.
In the case that the destabilizer becomes damaged, the destabilizer shifts to the Warp Fiend's native dimension for repair, and the fabric of this dimension quickly returns back to its natural, stable state.
I dunno lol.

Trys

BonefishV2
Difficulty: High
Music: Who Wants to Be a Millionaire theme
Defeat ten progressively stronger Bone FishV2s.
I made this out of boredom.

Backgrounds


Black, Gray, and White backgrounds
A set of blank backgrounds for general use.

Thank you for your time.

Burg Hammer Achtzehn
Posted on 01-12-09 01:51 AM, in Burg Hammer Achtzehn's creations Link | Quote | ID: 98560


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You may change them in any way you wish.
In an earlier version of the Regenerator, the parts used 'Hide' rather than 'Shadow', but I was too lazy to script the Brick-Rectangle1Bs properly.

I'm glad you liked the boss. I think I might upload a couple more bosses today.

Burg Hammer Achtzehn
Posted on 01-18-09 01:07 AM, in Fraxy Change log Link | Quote | ID: 98938


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From what I see, I think the missile might act like some sort of homing Energy Egg.

Also, I couldn't help but laugh at
"Missile can be destroyed by bomb-building."

Burg Hammer Achtzehn
Posted on 01-18-09 01:51 AM, in Burg Hammer Achtzehn's creations Link | Quote | ID: 98945


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I updated the first post with several bosses through the past week.

Thanks for the positive feedback so far.

Burg Hammer Achtzehn
Posted on 01-19-09 04:24 AM, in Nutman217's Army of Crap Link | Quote | ID: 99012


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Good work on your bosses.

The Destroyer Craft is very well done.

The redneck and Plantpot made me laugh.

Burg Hammer Achtzehn
Posted on 01-19-09 03:32 PM, in 5 Second Films Link | Quote | ID: 99050


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This is great.

http://5secondfilms.com









I hope you enjoy this stuff.

Burg Hammer Achtzehn
Posted on 01-23-09 05:40 AM, in Fraxy Change log Link | Quote | ID: 99255


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There is a new picture up on the site; kind of looks like spotlights or something.
I'm not sure.

Burg Hammer Achtzehn
Posted on 01-23-09 05:57 AM, in Fraxy Change log (rev. 2 of 01-23-09 06:11 AM) Link | Quote | ID: 99257


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If my interpretation of my translator's engrish is correct, a "fixed direction aim panel" was added, aiming in the same direction relative to the battle area, regardless of where the core is facing.

Could be handy.

(Translator used here)

Burg Hammer Achtzehn
Posted on 01-23-09 11:44 PM, in Fraxy Change log Link | Quote | ID: 99289


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You might be thinking of the 'Panel-Aim init angle', which aims the same direction relative to the core rather than relative to the play area.

When a core with the Panel-Aim init angle turns left, the panel turns left with the core to face the same direction as the core.

When a core with the new panel turns, the panel turns the opposite direction to stay facing the same direction.
(i.e. if a Bullet-Small was on the new panel, facing to the left, when the core turns to the right, the Bullet-Small would still be facing to the left, instead of up.)

I hope this was understandable.

Burg Hammer Achtzehn
Posted on 01-24-09 12:36 AM, in Mah Bosses (rev. 2 of 01-24-09 01:04 AM) Link | Quote | ID: 99297


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Here is an example. Quote my post to see how to do it.
(If you don't know what your upload's ID is, you can check by hovering your cursor over the upload's file name. It should say the correct URL near the bottom of the screen.)

Bladey Arms

I hope this was understandable.

(The Blasty Bladey Arms and Gigaworm were pretty neat by the way. I think you might have gone a little overboard on the difficulty of the Solariolus series though.)

Burg Hammer Achtzehn
Posted on 01-24-09 06:46 AM, in Fraxy Change log Link | Quote | ID: 99320


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"The Viper Type-RL" and "The Viper Type-RS" supplied with the default Fraxy installation, use Panel-Aim init angles, which continuously try to face the same direction as the core.

When their core turns, the panels turn with it, always matching directions.
If they were using the new panels, when the core turned, the panels wouldn't turn with it; the panels would face the same direction throughout the fight.

Regardless, we'll see what this new panel does when the update is released.

Burg Hammer Achtzehn
Posted on 01-24-09 07:02 AM, in Fraxy Change log (rev. 4 of 01-31-09 10:24 AM) Link | Quote | ID: 99323


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The Panel-Aim init angle was already in Fraxy when I discovered it, so I wouldn't know.

Edit:
The creator added something about a new spotlight part, and fixed something about the booster, I'm not sure what though.
Posted by "Translator Engrish"
-Adding the new part 'searchlight'
It is the special part which perceives the player inside the range.
When the player is inside the range of the light/write, the &1 is returned to notification status.

As for this part it is possible to modify the next specific parameter.
Specific parameter 1: Flag
Specific parameter 2: Length (length: 1~1024dot)
Specific parameter 3: Width A (width A: 1~1024dot)
Specific parameter 4: Width B (width B: 1~1024dot)

Specific parameter 1 sets the value below.
1 : Specific parameter application flag (exparam flag)
&2 : It draws (draw effect)
The searchlight of default has become setting of the 1+2=3.

- Correcting the trouble related to booster and the thruster device
The large quantity attaching, value had become strange when it reaches to acceleration limiting value.
It corrected the fact that it flows to clearly strange direction, but barely the gap occurs with circumstances of calculation precision.


Edit:
Another load of translator engrish for all. (interpretation in yellow)
Posted by "More Translator Engrish"
- Way position and size and option of each window are retained the occasion where the editor is closed, modification
These items of information are retained in edit.cfg. I think this means that the editor will remember its size and settings when you close it, so you don't have to set it up again when you start it up.

- In connection type of part setting 2 type additions
Player dependence type and player position dependence type were added.
Because both designates the position of the player as standard, when it is usual indicatory state, because the player dies instantly, please note.
As for these two differences with the direction which is made standard, as for player dependence type direction of the player, as for player position dependence type direction of the parent part is designated as standard.
Parameter for movement is appointed in parameter.
If value, 1 is to with the 1~100, it is locked by the player completely, if it is other than that, it reaches the point where it is late a little. I am totally lost on this one.

- Correcting the trouble which has the case where it cannot read the setting of tail type in connection type of part setting
When parameter 1 reads when is, it had become 0. Fixed the issue where the tail setting wouldn't copy properly if it was set to 1.

- Adding the button which collision decision of the target ON/OFF is done to the tool
It is located sets with the T it reaches the point where the enemy bullet collides vis-a-vis the target which key.
In addition, if it was in a state where the editing window is active it moved with the portable key and tried to be able apply boost with the B key. Again, I have no idea. Edit: Now that I look at it, it seems to have something to do with the little white target thing in the editor that you can move around with 't'. I think it's says that you can move it around with the arrow keys, and 'boost' with the 'b' key.

- Adding all recovery and 1% damage and 10% damage to the button of the part list
It is the button in order to operate the present durability of the part which is in the midst of selecting. It sounds like some more buttons for testing the boss' behavior (i.e. the "Destroy chk" button).

Burg Hammer Achtzehn
Posted on 01-25-09 12:20 AM, in Mah Bosses Link | Quote | ID: 99376


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I'm glad I could help.

Nice work on Helios.

Burg Hammer Achtzehn
Posted on 01-27-09 05:47 AM, in Battleships Forever! [Screenshot] [56K] Link | Quote | ID: 99567


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0.90 was released, adding:

-Custom sprites: You can now use custom sprites to make ships
-Rotating/transforming sections: Ships can change right before your eyes!
-Section effects: You can fake glow and outline effects on sections instead of painstakingly layering sections
-Gun Turrets: Link multiple guns together or build rotating turrets out of sections
-Direct Control: Take control of ships with your mouse and keyboard
-New Weapons and modules
-And more

This is an awesome update; the previous versions pale in comparison.



Burg Hammer Achtzehn
Posted on 01-27-09 06:17 AM, in The Wishlist Link | Quote | ID: 99569


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For the player:
-Stun variations of the Winder Bullet and Charge Blaster

-A mine layer,
*Lvl1, sets a single mine down, lasts 250 frames
*Lvl2, sets seven mines down, arranged in a 'honeycomb' pattern (a hexagon), central mine lasts 500 frames, outer mines last 250 frames
*Lvl3, sets 19 mines down, again, in a 'honeycomb' pattern (same hexagon with an additional layer), central mine lasts 750 frames, mines surrounding the central mine last 500 frames, and the outer layer of mines lasts 250 frames
*LvlX, Etc., Etc.

-Winder Blaster, self explanatory

-Heavy Bullet, slower fire rate, pushes the player back slightly, better damage

-Laser, a thin glowing beam, not unlike the 'Laser S', that deals light damage; cannot penetrate invincible parts or barriers

For the boss:
-A weapon that leaves a thin glowing trail as it is moved around, the player receives damage for passing through it

-A blade shaped barrier, 'nuff said

-A weapon that shoots a glowing ball that, rather than harming the player, shoves him/her around harmlessly

Burg Hammer Achtzehn
Posted on 01-27-09 06:25 AM, in What's your favourite stupid thing to make a boss do? (rev. 2 of 01-27-09 06:26 AM) Link | Quote | ID: 99570


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Use Joint-detaches and Bit Cores as connections for every piece of the boss.
Then set it so that the bit cores detach when the main core is low on health.

The boss' pieces will start flying around in an annoying manner, leaving the player to chase after them.
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