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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by Burg Hammer Achtzehn

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Burg Hammer Achtzehn
Posted on 01-29-09 08:32 AM, in Notify Status Link | Quote | ID: 99731


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Posted by CrossTheRubicon
I haven't found any info on the Fraxy site at all.


Fraxy's creator said something about it on the official page, under the v.20080825 entry. (Look for a block of text with "notify_sample.fed")

Burg Hammer Achtzehn
Posted on 01-31-09 03:16 AM, in Battleships Forever! [Screenshot] [56K] (rev. 4 of 02-12-09 02:32 AM) Link | Quote | ID: 99851


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Indeed, both games have their merits; they're both good games.


0.90a released; a nice load of fixes.
Posted by th15
v0.90a
-Fixed green crap around the HUD in surfaced mode.
-Optimized surface blurring algorithm slightly.
-Surfaces no longer die when switching to fullscreen or pressing ctrl-alt-del
-Fixed: 'Divide by 0' and 'Unexpected symbol' errors with ships that have commands in their descriptions
-Fixed: 'Unknown variable l_section or array index out of bounds' error with depthed weapons/modules
-Fixed: Incorrect parenting / parenting errors with depthed weapons
-Fixed: 'Unknown variable tr_ontype' errors
-Fixed: Rotating sections that are parented to a section with Rotate trigger mode do not rotate until the trigger has been fired.
-Fixed: Movsection parameters not saved when section move is not set to enabled
-Fixed: Movsections moving the same way regardless of ship facing in-game
-Fixed: Error when weapon link parent is destroyed
-Fixed: Error when weapon link parent is destroyed and its link children are left with their angle out of arc range (they will instantly return to their default angle now)
-Fixed: Error when Plasma Missile, Repeating Artillery or TacNuke Cannon are linked to another weapon and try to fire while their link parent has no actual parent
-Fixed: Incorrect reading of trigger parameters from .shp, which caused all kinds of trigger mishaps
-Fixed: Key trigger actions not working and generating errors in-game
-Fixed: 'Rotation reached CW border' on action not working
-Fixed: Impeder Deployers on custom ships spawned as enemy cause errors
-Fixed: Mirrored weapons do not retain their color in-game
-Fixed: Angle of Thruster and ThrusterEx mirrors incorrectly
-Fixed: Incorrect size reported in ShipMaker when there are hidden sections
-Fixed: 'Set off trigger 1' when right clicked on a section doesn't work
-Fixed: Incorrect default stats for Nanomatrix
-Fixed: Tooltip for 'Spawn enemy ship' button messes up when the button is used to spawn a ship
-Fixed: Torpedo Damage
-Fixed: Twin AC Scattering/Damage
-Fixed: P-Cannon Scattering/Damage
-Fixed: Particle Rifle Name
- If a section is moving but not rotating, or rotating but not moving, the section is considered as triggered off for move+rotate trigger mode (on action will trigger the missing mode). If its both moving AND rotating, its considered as triggered on.
- Rotation reached CW/CCW border trigger actions now change to their counterparts when section/weapon is mirrored.
- Changed lower limit for CW/CCw Rot frames to 1
- Moved Tesla parameters to Edit tab.
- Added an 'Import Section Sprite' option
- Added fields for particle cannon/autocannon shot spread
- Added X/Y scale fields for sections, weapons and modules

February 11th
0.90b released; more fixes and some minor additions.
Posted by th15
v90b
-Tesla now works in non-surfaced mode
Fixed: 'Unknown variable tr_ontype' errors with key triggers
Fixed: Transparency does not carry on when mirroring/cloning
Fixed: Custom weapon names returning to defaults when ship is loaded into Shipmaker.
Fixed: Mirroring doesn't unhide hidden sections
Fixed: 'Error in function real()' errors when opening an sb4 with Ship Deployer modules.
Fixed: When mirroring, while sidebar tab is set to ed/ed2/eff, core gets selected but current tab doesn't change/update to reflect change in selection
Fixed: Moving sections do not move ingame
Fixed: Custom bullet sprite not working for some of the new weapons
Fixed: Burst edit field for Torpedo and ShockBeamer listed twice
Fixed: Q and W buttons change depth of sections in preview mode
Fixed: Editing numeric fields while a doodad is selected changes the color of that doodad
Fixed: Link delay, On frames and Off frames parameters do not carry on when mirroring/cloning
Fixed: Certain trigger off actions not working
Fixed: Weapon trigger on actions not working
Fixed: Weapons that haven been put into offline cannot be brought back online
Fixed: 'Unknown variable tr_ppdim1...' and 'Unknown variable id' errors when sections/weapons that have link children and/or link parent are destroyed
Fixed: Trigger on action 1 and Trigger off action 1 get overwritten with their respective action 2's when opening an sb4
Fixed: 'Unknown variable image_angle'
Fixed: Edit tab for HVRocketLauncher displays a Burst edit field.
Fixed: Incorrect damage on AI controlled Sabot Cannon
- Corrected default deviation and range for Demeter Pod
- Disabled depthing on Aegis Module
- ShipDeployer path field summons open file dialog now
- Added toggle for making weapons start offline
- Added setting for sandbox surface size in bfconfig.ini, called 'Sbsurfsize'. The default is 2048, if you have performance problems in sandbox, try lowering it to 1024, for example.

Burg Hammer Achtzehn
Posted on 02-02-09 03:25 AM, in Fraxy Change log Link | Quote | ID: 99936


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Just some more translator engrish.
Posted by "MAH BOI, this translator engrish is what all true warriors strive for?"
- Adding barrage style to game style
It added temporarily provisionally.
Already, when a little good method is found, perhaps this style it is abolished. A new game style was added apparently.

When it compares with the normality … In the new style...
・Collision decision of player 1 dots The player has a one-pixel hitbox.
・Speed of the enemy bullet of part in 66% decrease (it does not have an influence on value which is modified with specific parameter) Uh, enemy shots go slower?
・Energy recovery factor does not decrease at the time of boost Boosting does not affect your energy regeneration.
・Basic drift speed usual 70% (as for boost usually to the same acceleration) I don't know.

-Modifying the power rise item of attack type of player type
So far, was only armament power rise, but [are] was added.
However increase time is original half. I'm not sure what this means.

- Correcting the collision decision of the blade
The fact that the [ri] coming out which is under specific condition occurs was corrected. Fixed something about the blade.

Burg Hammer Achtzehn
Posted on 02-02-09 07:50 AM, in Funny Farm Link | Quote | ID: 99947


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Here it is.

In this game, you start with a web of words. Starting with "On the farm", you guess the blank words to progress further. Use the minimap to go to different areas.

This could take a long time to complete.

Burg Hammer Achtzehn
Posted on 02-04-09 12:53 AM, in Fraxy Change log Link | Quote | ID: 100050


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Yay!

That is all I have to say.

Burg Hammer Achtzehn
Posted on 02-09-09 12:57 AM, in The Wishlist Link | Quote | ID: 100356


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For the player:
-Kinetic Blaster; a weapon that fires special blaster shots that do a little more damage than the Stun Blaster's projectiles, while pushing the boss around

-Sniper; low firing speed, strikes instantly

For the boss:
-Move joint-align player; like the Move joint S series, but tries to align itself with the player (i.e. for a turret on a track that, rather than rotating, moves back and forth along the track to aim at the player)

-A setting for weapons to allow them to damage parts of the boss, other bosses (separate cores), and/or the player

-The ability to change a part's target (i.e. make a Panel-aim player aim at the core it's attached to)
Posted by Omoresu
The ability to return panel rolling parts back to their original direction.
I would love this; for the Panel-aim player series too.
It would probably be added by new Mov acts, along with Mov acts for facing the panel towards the left, right, backward, etc.

Burg Hammer Achtzehn
Posted on 02-10-09 08:50 AM, in anyone ever try Link | Quote | ID: 100580


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Nice work on that thing.
I like the concept.

Burg Hammer Achtzehn
Posted on 02-12-09 02:37 AM, in Hello. Link | Quote | ID: 100791


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Welcome, Rodolph.
It's always nice to have someone new.

Burg Hammer Achtzehn
Posted on 02-13-09 01:22 AM, in Uses for the Spotlight part Link | Quote | ID: 100857


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An example here.
Just take a look at the Search light's events.

Burg Hammer Achtzehn
Posted on 02-13-09 05:16 AM, in Fraxy Boss Naming (rev. 2 of 02-13-09 05:24 AM) Link | Quote | ID: 100871


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I would be glad to rename my bosses and re-upload them, but that might take a little while due to my being lazy.
As for keeping your enemies folder organized, do you know that you can use folders within the enemies folder to sort the bosses (i.e. keeping your WIP stuff in .../fraxy20090204d/enemy/WIP/crap.fed)? (Although this doesn't change their position on the list ingame.)
Just checking to see if you knew.

Burg Hammer Achtzehn
Posted on 02-20-09 01:42 AM, in Some of my bosses . Link | Quote | ID: 101457


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You should make those into links, here is an example. Quote my post to see how to do it.


Whore of Babylon

Hope this helps.

Burg Hammer Achtzehn
Posted on 03-20-09 04:34 AM, in I tried something. (Yes, that's a pun.) Link | Quote | ID: 103566


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I like the fast moving background, it's slightly disorienting.

Decent work so far. It's certainly a good start.

Burg Hammer Achtzehn
Posted on 03-20-09 12:01 PM, in Xterminion's Army of...Whatever (rev. 6 of 03-20-09 12:41 PM) Link | Quote | ID: 103588


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Posted by Xterminion
The Apocalypse
A final boss based on Burg Hammer Achtzehn's The February 904 and has various tricks from other users, such as the regenerating barriers (Regenerator, the same user as the base model), the -player in spotlight LOS=bullet fire- thing
(boss example that I used created by the same user, again) and many others.



I'm glad to see you like my stuff.

As for the "-player in spotlight LOS=bullet fire- thing", that was actually made by Fraxy's creator, not me.

Edit:
ಠ_ಠ I really must say that the difficulty of The Apocalypse is absurd, it could use some toning down.

Burg Hammer Achtzehn
Posted on 03-22-09 07:08 AM, in Vic Viper's creations thread. Infernity Core has been updated. Link | Quote | ID: 103717


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You should give them actual links.
For example:
GROWTH CORE
(Quote my post to see how to do it)

Nice id number on Growth Core by the way.

I really like your bosses, good job.
The bosses in The Final Fortress could use a little health tweaking, (i.e. the first boss has a ton of health in comparison to the third boss.)

Burg Hammer Achtzehn
Posted on 03-22-09 11:34 PM, in Vic Viper's creations thread. Infernity Core has been updated. Link | Quote | ID: 103753


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Just in case someone needs clarification on the energy mechanics of cores.
I wrote something up about it a while ago.

Burg Hammer Achtzehn
Posted on 04-03-09 02:39 AM, in Fraxy Change log Link | Quote | ID: 104482


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The additions to everything are great.
I love the added versatility. It would be lovely if the calc setting was available on extra params; but I'm certain that the new things added in this version will be more than enough to create some unique new bosses.

As for the April Fool's thing, this wouldn't be the first time an April fool's joke of this sort came out of Japan. Case in point.
But, hopefully, this Graxy thing will be continued.

Burg Hammer Achtzehn
Posted on 04-10-09 02:32 AM, in The Wishlist (rev. 4 of 04-10-09 04:49 AM) Link | Quote | ID: 104864


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Posted by Bukkarooo
the ability to determine how far they move with EX paras


Already granted.

Extra param 1: ex params on/off (just like every other part with extra parameters)
Extra param 2: target distance
Extra param 3: I dunno lol

Also the Panel-Rollings got a similar treatment.

Extra param 1: ex params on/off
Extra param 2: spin speed
Extra param 3: again, I dunno lol

I would like for the panel aim players to have a move action for resetting their facing.
Whoops! I already mentioned that earlier in this thread.

Burg Hammer Achtzehn
Posted on 04-12-09 01:20 AM, in The Wishlist Link | Quote | ID: 104926


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Posted by TheBlueEcho
Actually I think those params effect all [J] joint Parts
I just tested that and that would seem to be the case. Very useful.
I would love for a 'drift' connection flag to be added; similar to the player connection flags, in that the variable number causes the part to 'lag' as the boss moves around.

Burg Hammer Achtzehn
Posted on 04-22-09 01:04 AM, in Collab boss: Zapan C (rev. 2 of 04-22-09 01:05 AM) Link | Quote | ID: 105662


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My Warp Fiend's effectors and 'out-of-nowhere' weapons.
Or perhaps Megapede's tail weapon, or Dawn Bringer's blades.
Of course, you needn't use this stuff as is; tweak them as you please.

If you would rather use something else, all of my bosses are available for anyone's use really.

Burg Hammer Achtzehn
Posted on 04-29-09 06:01 AM, in Comments on this boss? Link | Quote | ID: 106094


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That boss is made of win and awesome.
Well done.
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