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Main - Posts by Burg Hammer Achtzehn |
Burg Hammer Achtzehn |
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Level: 18 Posts: 1/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
Posted by Screature 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 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 |
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Level: 18 Posts: 2/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
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 |
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Level: 18 Posts: 3/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
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 |
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Level: 18 Posts: 4/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
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 |
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Level: 18 Posts: 5/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
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 BossesBosses created to exhibit new features added by new versions of Fraxy
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Burg Hammer Achtzehn |
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Level: 18 Posts: 6/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
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 |
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Level: 18 Posts: 7/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
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 |
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Level: 18 Posts: 8/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
I updated the first post with several bosses through the past week.
Thanks for the positive feedback so far. |
Burg Hammer Achtzehn |
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Level: 18 Posts: 9/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
Good work on your bosses.
The Destroyer Craft is very well done. The redneck and Plantpot made me laugh. |
Burg Hammer Achtzehn |
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Level: 18 Posts: 10/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
This is great.
http://5secondfilms.com I hope you enjoy this stuff. |
Burg Hammer Achtzehn |
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Level: 18 Posts: 11/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
There is a new picture up on the site; kind of looks like spotlights or something.
I'm not sure. |
Burg Hammer Achtzehn |
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Level: 18 Posts: 12/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
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 |
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Level: 18 Posts: 13/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
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 |
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Level: 18 Posts: 14/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
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 |
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Level: 18 Posts: 15/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
"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 |
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Level: 18 Posts: 16/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
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" Edit: Another load of translator engrish for all. (interpretation in yellow) Posted by "More Translator Engrish" |
Burg Hammer Achtzehn |
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Level: 18 Posts: 17/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
I'm glad I could help.
Nice work on Helios. |
Burg Hammer Achtzehn |
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Level: 18 Posts: 18/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
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 |
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Level: 18 Posts: 19/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
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 |
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Level: 18 Posts: 20/52 EXP: 28152 Next: 1745 Since: 11-22-08 Last post: 5304 days Last view: 5298 days |
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. |
Main - Posts by Burg Hammer Achtzehn |
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