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Please chime in on a proposed restructuring of the ROM hacking sections.
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Firefox11
Posted on 03-24-09 12:06 PM, in Hai - Newcomer here! Link | Quote | ID: 103817


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Hai!
As the title says, I'm a newcomer at the board. I've recently downloaded Fraxy again due to a youtube video session (and also because I read about a new version), and I decided to join the community.

Also, I guess I'll also ask any questions I have that can't fix on my own, as well as posting bosses or w/e.

And I guess that's all! ;D

Firefox11
Posted on 03-25-09 12:38 PM, in Hai - Newcomer here! Link | Quote | ID: 103893


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Thanks for the welcome!

I just joined the wiki, although I'm not very familiar with how those work. Guess I have something more to learn!

(Also, the link you provided isn't working nutman D= Don't worry though, I already noticed the thread you are refering to, and even read it before joining ;D)

Firefox11
Posted on 03-25-09 12:57 PM, in Central Fraxy Related Question Thread Link | Quote | ID: 103894


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Looks like I'll need some event help to finish my first boss. I've set up a special event that makes the boss rotate when conditions are met, however I cannot make it stop rotating for some reason. Here are the parts and events linked:

Main core
Conditions:
- Durability % < 50
- Rank = 100
- Move frame < 3600

Actions:
- Add 1 to Variable 1 of Rotate Panel S
- Change move frame of Rotate Panel S to 0


Rotate Panel S (aka Sweep Unit)
Sweep Action
Conditions:
- Variable 1 = 1

Actions:
- Play Movement [Self]
- Substract 1 to Variable 1 of [Self]

Stop Sweep
Conditions:
- Variable 1 = 0
- Move Frame = 85

Actions:
- Stop Movement [Self]
The frame to stop it's there because it's more or less the frame when the Panel has done a full circle. Since it's a stationary boss, having it face wrong would kill it. If someone knows any other way to make the Panel stop after it has done a full circle, tell me ;D


Firefox11
Posted on 03-25-09 10:56 PM, in Central Fraxy Related Question Thread Link | Quote | ID: 103931


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Why? In the editor it does work - tried putting it at rank 1 and it didn't Rotate. In fact, the Event activation works, it's just the stopping that doesn't.

It seems that I located the problem (somewhat). After fixing one obvious mistake in the Event set up (the Stop Sweep Event would get deleted at the start of the fight, due to one condition being Variable 1 = 0, which is 0 by default), it seems that the Move Action won't stop if it's one of those "Rotate forever", Move Act 8 for instance - the one I would like to use, since it's the fastest one.

Guess I will have to use the default Act 1, since it's the one that works, even though it won't catch the player off-guard.

Thanks!

Firefox11
Posted on 03-28-09 04:39 PM, in A70M1C's Bosses Link | Quote | ID: 104169


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Whew, that was a nice fight (against R-03)! I would like to fight it, but it would be too frustrating for me to do so since I seem to run into 50% of the attacks any boss uses D=

Oh, and I was expecting you to get crushed at least once when the Reactor closes the shell ;D

Firefox11
Posted on 03-29-09 12:28 PM, in new and want some help Link | Quote | ID: 104215


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Posted by Perfect Infinity
Posted by nutman217
The questions have been answered but...

WHAT THE WHY IS THIS HERE


Link dosent work.

Ya, for some reason the links get an added ":81" in between, preventing them frm working.

Anyways, what nutman217 means is that there's a sticky thread to ask questions.

Firefox11
Posted on 03-30-09 12:09 PM, in Central Fraxy Related Question Thread Link | Quote | ID: 104268


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It looks like the Fraxy Editor hates me or something... I need help setting up the events for my second boss. When I try to activate a part and its childs after a Core has been blown up, said part activates but it's child parts get destroyed, even when Durability is set to -1 and there's no Event set up to destroy them. They also get destroyed even if there's no Event linked to them in any way (not even by parents), except the Weapon Parameters Event. I may upload the boss if it's needed, because I guess it's a bit hard to diagnose the problem without seeing it.

Firefox11
Posted on 04-09-09 02:20 PM, in The Wishlist Link | Quote | ID: 104832


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I would like an option to make shots fired from a weapon "mirages" via a flag in the Editor (Bullets: "Normal" or "Mirage"). Mirage shots would be slightly blurry to diferentiate them from normal shots. Mirage shots would be affected by Extra Parameters but wouldn't hurt the player. This would allow to set seemingly unavoidable attack patterns, but would be avoidable if the player is paying attention to the bullets.

Firefox11
Posted on 04-13-09 06:19 PM, in The Wishlist Link | Quote | ID: 104987


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Posted by Burg Hammer Achtzehn
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
Kewl!

However, I tested this, but the Move part doesn't seem to go back to the original position, not even changing hte Move Action with events, etc.

Am I doing anything wrong, or doesn't it work correcty?

Firefox11
Posted on 04-15-09 03:33 PM, in The Wishlist Link | Quote | ID: 105159


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I think I've got it now, thanks. I did try changing some numbers on Parameter 3, but it seems I didn't go far enough. It seems it has something to do with the value set to Parameter 1.

I'll leave this for the record, just in case someone is as dumb as me to not get it through (this is what I've managed to find out, there may be other things I didn't get):

Parameter 1: Ranges from 0 to 3.
0 - Extra parameter OFF
1 - Applies parameter 2 only.
2 - Applies parameter 3 only.
3 - Applies parameters 2 and 3.

Parameter 2: Ranges from 0 to 99.999.999 (max. input)
Movement range or target value - where the part will be after finishing the Move Action.

Setting it to very high values may cause the part to travel through the playing field and reach to starting point from behind. IIRC, setting it to
2048 makes it reach the "edge" of the field in the Editor, since setting it to 4096 will make it reach the starting point from the opposite side.
So imagine how fast it is if you set it to the max. input!

Parameter 3: Ranges from -1 to 11, acording to the own Fraxy HP.
Defines the "type of movement". I don't have all the numbers identified, but just a few:
-1 - Instantanious movement.
0 - Moves at normal speed throughout the move action.
1 - Starts fast, ends slowing down.
2 - Same as 1, but will start the movement from the target value, meaning it will move from target to initial position. To do so, it teleports
instantly to target at the start of the action.
3 - Will move back and forth during the same movement action. So if you choose Move Joint Medium Speed, it will use 40 frames to go forward and 40
to go back, instead of the usual 80 per movement.

Basically, what I had wrong was Parameter 1, since I assumed it was only a toggle. Then I thought of how the Missiles have that "math" value to define the behaviour, and it looks like it works now. Note that setting Parameter 1 to 1 will only move the part once forward until the Movement Range, then it'll stay there forever no matter the default Move Action you set it to.

Also, I did test your other idea and it workes fine the first time it played, but then it moved between points instantly. Maybe I did set something wrong, but now that I've discovered how to fully use Move Joints I guess it won't be necessary. Thanks for the help though! =D

Firefox11
Posted on 04-16-09 11:00 PM, in Eboshidori's bosses Link | Quote | ID: 105315


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Even if it looks like a pokéball it's still way better than anything I will ever do =o And it wasn't specially easy for me to defeat, though I basically suck at bullet hell games =D

Virgo 400k was awesome. I don't recall fighting many bosses that I had to pursue to take down, and
Spoiler:
I don't think I've ever fought one that also turned into a mech!
Pretty awesome, although the regenerating barriers were a pain, probably because it's hard to stay alive while pelting them while you've got no clue if that's what you are supposed to be doing =D

Firefox11
Posted on 04-23-09 10:34 PM, in TotM: April 2009 - The Lottery Link | Quote | ID: 105804


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Posted by Xterminion
I have submitted my boss! Although it is not much luck-based. But, I don't think anyone else will be able to submit in time, so, yeah. Just trying to revive this thing
Lol

If I manage to find enought time to finish, you may not be the only one submitting =P

Time limit is end of month I guess?

Firefox11
Posted on 04-29-09 11:47 PM, in Comments on this boss? Link | Quote | ID: 106114


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You can fight it if you Right Click the link > Save link as

T'was fun to fight, although it was annoying to crash into the fighters lol =D

Firefox11
Posted on 04-29-09 11:53 PM, in TotM: April 2009 - The Lottery Link | Quote | ID: 106115


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Posted by Xterminion

I'm still not giving up! I just switched my submission! Just go on, do your best! We all do this for the good of the Community!
I guess I failed the Community then D=

I overwrote accidentaly my TotM Boss file while testing some stuff, and I won't have enough time to make anything decent before the deadline =/

I just hope I pick up the next TotM earlier, don't change the concept when I already started and finally screw it by completely destroying the definitve concept...

Firefox11
Posted on 05-04-09 11:23 AM, in Central Fraxy Related Question Thread Link | Quote | ID: 106434


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Posted by Xterminion

Aurgh.
Ok, let's start!
You know the specify rolling panels, right? They're supposed to be powered by extra parameters. But which? I need you guys to post all the extra parameters for this part and their purposes, value limits, etc. And also, please put them in the extra parameters tutorial in the Redux Wiki so that others can see them more easily. I'm needing this because a certain boss that I am making has an attack that has a phase that requires the rolling panel to return exactly to it's original heading point so that no modifications of the pattern's direction of appearance will happen. But that's impossible, so I have to use many things to return it there. And also, is the marked speed equal to exactly number/frame?
AFAIK,

Extra Parameter 1, Values 0 to 2 (Maybe 3). ON/OFF Parameters use.
0 = Off
1 = Uses Ex.Par. 2
2 = Uses Ex.Par. 3 (crashes. It seems that Ex.Par. 3 doesn't work yet)
3 = Probably uses Ex.Par. 2 and 3, so it'll probably crash if 3 is an accepted value.

Extra Parameter 2, Values from negative max to positive max, I guess. Turning speed per frame
(setting it to 1 will make the part need 4096 frames to do a full spin.)

Extra Parameter 3, don't know since it crashes the editor.

Note that, at the moment, the turning speed prioritizes over the movement actions. Setting a turning speed of 10 with Movement Act as 1 will make the part spin clockwise normally with reduced speed, but when reaching Act 2 (when it should go counter clockwise) it will continue going clockwise. to make things spin back and forth you'll have to mess around with extra parameter 2 with Events, setting it to negative values when you want it to spin counter clockwise.

However, what you want to do isn't possible with the usage of Panel - Aim Initial Angle? This way you won't have to worry about calculating the speeds, etc. to make the Rolling Panel go to the original position.

Although seeing how long has it been, maybe you already fixed the problem by yourself D=!

Firefox11
Posted on 05-10-09 11:19 PM, in Firefox11's Bosses (rev. 3 of 10-25-09 02:28 AM) Link | Quote | ID: 106807


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I was waiting to finish the second boss to make this, because I felt that it would feel empty with only one boss (and not that good either D=). As everyone does, I'll post here screenies and links to my bosses if anyone wants to try them. Don't expect uber hardness though, I'm not good at shmups and I like to actually be able to beat them with not excessive deaths!

Also, note that I'll probably make them element-themed. Checking the name you'll be able to tell what to expect (and change the bullet color if you feel like making it more fitting!)

Edit 13/5/2009: I've decided to make videos of fights with them. They'll have a bit of story, but are there mainly for fun and tips on how to avoid certain attacks. Have fun!

Ignis Vulpes version 1.0
Youtube Video
Change bullet color to orange-red to make it look better. This is my first serious boss, so it's nothing spectacular. It relies on spamming all his weaponry to try to destroy the Fraxian. Be warned, though: the more you damage it, the bigger its arsenal will be! Includes two one-time-only Specials plus another Special for players playing at rank 100.


Aqua Lupus
Youtube video
Change bullet color to deep blue to make it look better. Things slowly improve I guess, since I feel this one is more appealing visually and more fun to fight against. Aqua Lupus will use up to seven different attack patterns, varying them while you damage it. It's a stationary boss so hitting it should be easy, but be warned that it may block your shots in unsuspecting ways. It won't use any Specials though.

Note: Aqua Lupus is equipped with the Sniper Coil MkI Weapon. It would be wise to move as fast as you can if it tries to lock on you.

Firefox11
Posted on 05-10-09 11:23 PM, in Bukkarooo's Miscellanious Bosses Link | Quote | ID: 106808


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Looks kewl! I really liked the power-ball-shoting-chopper-blades at the start. Also, I don't know why but seeing all those slow rays waveing made me jiggle =o

However, you didn't made the link work properly! Now it shows some vamp face in between ;D!

Firefox11
Posted on 05-13-09 01:53 PM, in Firefox11's Bosses Link | Quote | ID: 106901


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Edited the first post.

Now you can watch videos of a fight against the bosses, with their aproppiate bullet colors!

Firefox11
Posted on 05-15-09 09:59 AM, in The Wishlist Link | Quote | ID: 106961


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I would like a smoke effector/weapon. Does no damage, spits clouds/stream of smoke, with the purpose of being able to add realism to stuff and/or have an option to block the Player's view without restricting his movement. I guess it could work like a Burner.

Firefox11
Posted on 05-15-09 10:01 AM, in Explosion tank weapons? Link | Quote | ID: 106962


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Having a EMP blast weapon would be nice, instead of having to rely on Tanks though. Even if it's just the energy regeneration/booster blocking and no damage, would allow to make interesting stuff.
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