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 Post subject: Xeno Fighters R (v0.6 Beta Final)
PostPosted: Mon Dec 01, 2008 2:50 am 



Joined: 26 Jan 2005
Posts: 649
Location: San Diego, CA, USA
February 11, 2010: Hopefully all the annoying major bugs have been fixed. This is what I can safely call v0.6 Beta Final. I try to address bugs as I receive reports of them during the RC phase. This will be the last release of v0.6 Beta I will do. Future versions will have a higher version number, focusing on getting stages done like 3-A and 6-B.

EXE Only - if you have a previous RC installed already, just download this and overwrite the older EXE (11.72 MB): http://www.mediafire.com/file/wrzjtwydo ... update.zip

v0.6 Final full ZIP package - EXE, DLLs, external resources (23.33 MB): http://www.mediafire.com/file/hrinedmdm ... _Final.zip

The optional default MP3 music pack (38.52 MB): http://www.mediafire.com/?lhfju23dmly

Xeno Fighters R v0.6 Beta Final Changelog

*FIXED: Looping sounds (ambient sounds, default boss warning siren) no longer play over the Game Over text.
*FIXED: Looping sounds no longer continue playing when exiting a stage using the Conquest Menu.
*FIXED: Pressing the Enter key in the Conquest menu no longer causes the game to break. The Fire key confirms the menu selections now.
*CHANGED: Stage 4-A Boss Obsidian Peryton's second form is now more aggressive.
*ADDED: Michelle (Legendary Wings), Kevin (Michelle's alternate), Miria (The Guardian Legend), P-38 (fully Strikers 1945 version), Zero Fighter (Strikers P-38's alternate), and Winbee have been added to the ship roster. These fighters still need balance tweaks (that's the reason why they were not available in earlier RC's), so expect these fighters to be either very underpowered or very overpowered. Report balance issues and other problems you may find with these new fighters if you can.

v0.6 RC4 released. It is a quickfix for a bug I overlooked in the Options Menu.

EXE Only - if you have RC2 installed already, just download this and overwrite the RC2 EXE (11.72 MB): http://www.mediafire.com/file/tzxxzkmyn ... update.zip

v0.6 RC4 full ZIP package - EXE, DLLs, external resources (23.33 MB): http://www.mediafire.com/file/nnlmwnnjm ... _6_RC4.zip

The optional default MP3 music pack (38.52 MB): http://www.mediafire.com/?lhfju23dmly

v0.6 RC4 Changelog:
*FIXED: The bullet color change option in the Options Menu was inadvertently disabled. Fixed and working 100%.

February 10, 2010: Xeno Fighters R v0.6 Beta RC3 has been released.

EXE only (11.73 MB): http://www.mediafire.com/?wmgvymymzyn
NOTE: The required DLLs and external resources are in the RC2 full package: http://www.mediafire.com/?eezxd522ynm
The optional default MP3 music pack (38.52 MB): http://www.mediafire.com/?lhfju23dmly

v0.6 Beta RC3 Changelog

*CHANGED: Raiden mk-IIβ's Spread Vulcan has been tweaked so that the bullets hit the moment they are fired from the ship, as opposed few frames after being fired. The point-blanking ability of the mk-IIβ has been vastly improved.
*CHANGED: Raiden mk-II's Lock-On Plasma Laser has been reverted to the v0.2 RC2 algorithm. The attempt at a new algorithm for v0.6 did not pan out well. Also, the firepower of the Lock-On Plasma Laser has been reduced for all power levels.
*CHANGED: Raiden mk-II's Homing Missiles now time out if on screen for 5 seconds. This happens primarily during the Silver Banshee fight, when its core suddenly appears. The Homing Missiles would get stuck in orbit around the core forever, with the Raiden mk-II unable to fire off any more missiles.
*ADDED: In Conquest Mode, a new menu has been added after you play a stage (whether by clearing it, quitting it, or game over). From that menu, you can choose to retry the current stage, change stages, change fighters, or reset the game.
*CHANGED: Conquest Mode default high scores adjusted. 2.5 million is now the top default score with subsequent scores going down by increments of 500,000.
*FIXED: Lord British and Hikaru can now adjust the width of their F-Option formations by moving up or down. Moving up will make the formation narrower, concentrating these fighters' firepower in a single spot. Moving down will widen the formation. This fix was made to address balance issues with these fighters trying to complete Stage 2's objective by destroying Silver Banshee's radar during the timeout warning. Hikaru especially found it impossible to destroy the radar before it timed out, since her firepower is spread out at all times.

February 8, 2010: v0.6 Beta RC2 has been released. This fixes a few annoying issues with the menu interface and the end-of-stage transition issues iafter defeating Techno-Ayako.

EXE and updated external graphic (11.85 MB): http://www.sendspace.com/file/644y53
NOTE: You will need to have downloaded the v0.6 Beta RC1, then overwrite the files with the v0.6 Beta RC2 versions in the file above.
Quote:
Game EXE, DLLs, and external resources - music NOT INCLUDED (23.33 MB): http://www.ghegs.com/files/XenoFightersR_v0_6_RC1.zip
MP3 music pack - place into 'music' folder (38.52 MB): http://www.ghegs.com/files/XenoFightersR-MP3.zip


Full v0.6 RC2 Zip - music NOT INCLUDED (23.32 MB): http://www.sendspace.com/file/apn1fp

Changelog:
*FIXED: Screen transition occurring immediately after the Stage Clear text appears in Arcade Mode, cutting off the Stage Clear music when a boss music entry in the music INI is set to NONE.
*FIXED: Game window close button (the 'X' button) now works, closing the game window.
*FIXED: Pressing the Fire button in the Conquest Mode menu after clearing/failing a stage no longer causes the game to reset. This was done by design, and it was a poor decision. You can now keep playing in Conquest Mode with the same ship you chose until you decide to change ships by pressing the Bomb button. The Enter key resets the game when in the Conquest Mode menu.
*FIXED: Method on how to change bullet colors now documented in help file.
*UPDATED: Stage portraits external graphic resource: Stage 4-A's Conquest Mode portrait changed to a better representative picture.

February 7, 2010: At long last, Xeno Fighters R v0.6 Beta RC1 has been released. Mirroring these downloads will be much appreciated.

Game EXE, DLLs, and external resources - music NOT INCLUDED (23.33 MB): http://www.sendspace.com/file/vh8cdg
MP3 music pack - place into 'music' folder (38.52 MB): http://www.sendspace.com/file/fzay3j

So many major new features and fixes have been done that four minor version numbers were skipped. Here is a brief rundown of what's new:
*New playable ships: Phyxius, Xelcor, Vic Viper, Solvalou, Gyaraga, Raiden mk-IIβ, Blue Javelin, Lord British, Jade Knight, Michael (Parodius), Hikaru (Parodius), Twinbee, and P-38 (Capcom and Psikyo hybrid).
*Alternate Ship system (press the Bomb button in the ship select screen to toggle ship alts)
*New 100% complete stages: Stage 2 (2035 American Midwest), Stage 4-A (2035 Portugal), Stage EX-1 (Gemini Canyon), Stage EX-3 (Parobee Fusion)
*Conquest Mode is complete.
*The Raiden Fighters Fairy bonus has been implemented.
*DESTROYED AT A TIME bonus is implemented.
*Menu system with Options menu.
*Customizable bullet colors.
*All-new high score table to replace the default Game Maker highscore table.
*Stage branching system in place, with placeholders in-game.
*Audible boss timeout warnings.
*Optional Dodonpachi Boss Warning animation sequence.
*Pause menu (Hit the Enter key to pause the game)

Some improvements thanks to Game Maker 8:
*Improved graphics in Stage 3-B. Huts and trees now cast shadows.
*Game now loads much faster compared to when Xeno Fighters was made in Game Maker 7.
*Improved explosion sprites.

Other notes:
*Arcade Mode no longer has the Stage Select screen. That has been retooled into the Conquest Mode screen.
*Incomplete, but playable, stages: Stage 3-A (1995 Chechnya), Stage 5-C (Ravaged Earth), Stage 6-B (Dimensional Abyss), Stage EX-6 (San Diego Hell)
*Raiden mk-II laser is still unreliable. Use this ship at your own risk.
*Various balance fixes on several ships.
*This game is not fully tested on Windows 7. Users of this OS may experience trouble running the game, or intermittent crashing.

February 2, 2010: The game has undergone another name change to "Xeno Fighters R". This game is now no longer a remake of Xeno Fighters EX, but more of a revival.

September 13, 2009: v0.2 RC2 released. Download here: http://www.sendspace.com/file/yq6e4s
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Xeno Fighters R (formerly Xeno Fighters EX-R) development topic


Last edited by Alluro on Fri Feb 12, 2010 7:32 am, edited 18 times in total.

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 Post subject:
PostPosted: Mon Dec 01, 2008 6:26 am 


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That's fucking awesome, i loved the original EX :D (still need to get the goddamn ALL3 on japan RFJ, stupid phase 2 boss)
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PostPosted: Thu Dec 04, 2008 11:19 am 


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I'm looking forward to this :D Keep us posted
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 Post subject:
PostPosted: Thu Dec 04, 2008 9:00 pm 


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definitely looks cool. I'll be keeping an eye out.
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PostPosted: Fri Dec 05, 2008 1:44 am 


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Looks interesting, good job.

Also +1 for switching from Fusion to GM.
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 Post subject:
PostPosted: Fri Dec 05, 2008 6:55 am 



Joined: 26 Jan 2005
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Progress on the Raiden purple Plasma Beam:
ImageImage
ImageImage
Image

NOTE: The Bomb icons are test enemies.

*Very preliminary enemy tracking algorithm implemented. Still imperfect.
*The laser now damages enemies.
*Lock-on "head" where the laser terminates on a locked-on enemy.
*Performs the famous "death coil" with many enemies in the area.
*Still needs the latent spark effects on the head and body.

This is close to emulating the real Raiden II Plasma Beam. Here's a screenshot from Raiden Fighters 2 for comparison:
Image

With a few more tweaks, I will have the Plasma Beam algorithm ready to give to people who are requesting it.

I'm doing this weapon first, because it's obviously the most complex weapon in Xeno Fighters EX. With the power of Game Maker Language at my disposal, I can finally make a Raiden Plasma Beam close to the original.

EDIT: One suggestion I received a lot with the old version is if I will put in Slaves or Slave-type helper craft. If enough people request it, I will put in Slaves in the remake.
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Xeno Fighters R (formerly Xeno Fighters EX-R) development topic


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PostPosted: Sun Dec 07, 2008 1:57 am 



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request for slaves, please.
i for one, would like to see those implemented.


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 Post subject:
PostPosted: Sun Dec 07, 2008 8:23 pm 



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is this a PC game? if so where's a place I could try out the old version. this game looks amazing.


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 Post subject:
PostPosted: Mon Dec 08, 2008 2:51 am 


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I wanna see some slaves in the remake. It'd be just like playing Raiden Fighters somewhat.
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 Post subject:
PostPosted: Mon Dec 29, 2008 11:44 pm 


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Fantastic news! I always loved Xeno Fighters EX!
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 Post subject:
PostPosted: Thu Jan 08, 2009 12:21 pm 



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First gameplay video:
http://www.youtube.com/watch?v=2gn2xbSMF5E

This is an engine test of the remake. The engine is still imperfect, as it leaks memory badly. I've remade most of the first level (1942 Midway Islands). All that's missing is the boss. The improvements include, but not limited to:
*360-degree movement for true shmup bullet patterns. MMF is limited to only 32 directions of movement, severely hampering bullet patterns.
*Rigid enemy waves. The older version had randomly appearing enemies.
*Enemy hitflash. This feature was too complicated to perform in Multimedia Fusion.
*Raiden Fighters bonus messages (QUICKSHOT!, etc.)
*Vastly improved graphics (from 1944: The Loop Master)
*Expanded medal system. Now includes the 10-90pt small Raiden Fighters medals.
*Volume control for music and sound.

New features soon to come:
*Expanded scoring system with bonus multipliers.
*Autofire
*Score attack mode on single stages.
*Slaves
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Xeno Fighters R (formerly Xeno Fighters EX-R) development topic


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PostPosted: Thu Jan 08, 2009 1:56 pm 


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Looks promising. A little more speed on all ships would improve everything though. Bullet speed looks ok.

Emph
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PostPosted: Thu Jan 08, 2009 7:32 pm 



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emphatic wrote:
Looks promising. A little more speed on all ships would improve everything though. Bullet speed looks ok.

Emph


The player ships? That's the same exact move speed for the Raiden as in the Raiden Fighters games.
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Xeno Fighters R (formerly Xeno Fighters EX-R) development topic


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 Post subject:
PostPosted: Thu Jan 08, 2009 8:23 pm 


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Everything looks ace, can't wait to play the full game!
Strikers 99 probably has my favourite bullets in a shmup ever. (besides the blue DDP, DDP-DOJ bullets)
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PostPosted: Fri Jan 09, 2009 12:17 am 


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Alluro wrote:
The player ships? That's the same exact move speed for the Raiden as in the Raiden Fighters games.


Oh, I never realized that you're remaking Raiden Fighters. I thought this was a new game.

Emph
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PostPosted: Fri Jan 09, 2009 12:20 am 



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emphatic wrote:
Alluro wrote:
The player ships? That's the same exact move speed for the Raiden as in the Raiden Fighters games.


Oh, I never realized that you're remaking Raiden Fighters. I thought this was a new game.

Emph

It's not a remake of Raiden Fighters. It's a remake of a homebrew SHMUP fangame inspired by and a tribute to Raiden Fighters.
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Xeno Fighters R (formerly Xeno Fighters EX-R) development topic


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PostPosted: Fri Jan 09, 2009 12:35 am 


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That looks... cool. o_o

I'm definitely interested in the code for the toothpaste laser if you could PM it to me. I don't really intend to use it, just want to take a look at it. It really got me curious... it's totally beyond my GML knowledge how to do something like this without at least ten pages of code. :shock:


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PostPosted: Fri Jan 09, 2009 7:30 pm 



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so I've been playing the orig. and I really love it but I hope that the game will look better(quality of graphics) than in the orig. will anything extra be added to the remake?


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PostPosted: Fri Jan 09, 2009 8:58 pm 



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lilmanjs wrote:
so I've been playing the orig. and I really love it but I hope that the game will look better(quality of graphics) than in the orig. will anything extra be added to the remake?


Read the posts above for info.
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Xeno Fighters R (formerly Xeno Fighters EX-R) development topic


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PostPosted: Fri Jan 09, 2009 9:06 pm 


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So now what you need to do is give the bosses toothpaste lasers too. And the popcorn enemies. Even the powerups should shoot it.

TOOTHPASTE LASER FOR EVERYONE.


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PostPosted: Fri Jan 09, 2009 10:47 pm 


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looks like a huge improvement already! I'm very excited.
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PostPosted: Thu Jan 15, 2009 4:33 pm 



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Something not possible in Multimedia Fusion done in the Game Maker remake: Shadows. This helps gives the illusion of depth and the fact that enemies, your ship, and powerups are floating above the background.

ImageImageImage
ImageImage

Medals now stick on the ground when released by a ground enemy (as opposed to only aerial medals in the older version) and do not cast shadows.
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Xeno Fighters R (formerly Xeno Fighters EX-R) development topic


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 Post subject: Slaves implemented, memory leak fixed
PostPosted: Fri Jan 16, 2009 2:39 pm 



Joined: 26 Jan 2005
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Location: San Diego, CA, USA
Big update!

I have fixed the big memory leak mentioned earlier. It was caused by a badly placed resource creation command that caused fonts to be created continuously, filling up the memory until the game crashed.

Also, Slaves have been implemented. They behave almost exactly like the Raiden Fighters version:
ImageImageImage

Slaves are also color-coded depending on the fighter they accompany. Examples:
ImageImageImage
Left to right: Judge Spear, Vic Viper, Phyxius

Obviously, the other player ships are not done yet, but their Slaves are.
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Xeno Fighters R (formerly Xeno Fighters EX-R) development topic


Last edited by Alluro on Sat Jan 17, 2009 10:58 am, edited 1 time in total.

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 Post subject:
PostPosted: Fri Jan 16, 2009 8:30 pm 



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This looks really promising, can will there be a demo/preview/whatever?
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PostPosted: Fri Jan 16, 2009 9:22 pm 



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worstplayer wrote:
This looks really promising, can will there be a demo/preview/whatever?


As soon as I have several playable ships and several playable levels, as well as ironing out most of the bugs, I will release a demo.

Also, feel free to suggest more cameo ships. So far, here are the suggestions I received:

*Scimitar (Varth: Operation Thunderstorm)
*A Dodonpachi ship
*Lord British (with Ripple Laser and F-Options)
*The ship from Galaga

Here are the ships I plan to add:
*Gemini Red and Gemini Blue from Gemini Wing
*X-36 from Strikers 1945 III
*F-117 Stealth from Strikers 1945 III
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Xeno Fighters R (formerly Xeno Fighters EX-R) development topic


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PostPosted: Fri Jan 16, 2009 10:23 pm 


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lilmanjs wrote:
is this a PC game? if so where's a place I could try out the old version. this game looks amazing.

Alluro reuploaded it back in September: http://www.sendspace.com/file/jyjwf8

At the moment, the link's still good. If that link ever goes down, I've still got the original if Alluro doesn't.


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PostPosted: Fri Jan 16, 2009 11:40 pm 



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lgb wrote:
lilmanjs wrote:
is this a PC game? if so where's a place I could try out the old version. this game looks amazing.

Alluro reuploaded it back in September: http://www.sendspace.com/file/jyjwf8

At the moment, the link's still good. If that link ever goes down, I've still got the original if Alluro doesn't.

thanks for the download. the version I got wasn't the final as I found out so thanks for giving me the final version.


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PostPosted: Sat Jan 17, 2009 12:33 am 


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Quick question: will the Ultima-X be back as the cheese ship of XFEX?
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PostPosted: Sat Jan 17, 2009 1:04 am 



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Aru-san wrote:
Quick question: will the Ultima-X be back as the cheese ship of XFEX?


I might bring the Ultima-X back. With an expanded ship roster, there may be no need for the Ultima-X anymore.

If it was to be brought back, it'd be nerfed significantly. It was so overpowered in the original version, even for a cheese ship.
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Xeno Fighters R (formerly Xeno Fighters EX-R) development topic


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PostPosted: Sat Jan 17, 2009 6:22 am 



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Boss programmed in. This will be the basic template for all bosses.

Warning display with the boss' name (the boss name below reads "tekuno ayako"):
ImageImageImage
Middle pic: old XF-EX version of the level 1 boss. Right pic: enhanced remake version of the same boss.

New normal-difficulty bullet patterns for Level 1 boss (thank goodness for the 360-degree movement directions):
ImageImage
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Xeno Fighters R (formerly Xeno Fighters EX-R) development topic


Last edited by Alluro on Sat Jan 17, 2009 10:59 am, edited 1 time in total.

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