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 Post subject: Re: FINAL BOSS -Raw Label- (Version 2015/10/21)
PostPosted: Wed Oct 28, 2015 7:52 pm 


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Location: SF Bay Area
Shadolf wrote:
Do you know some more details about the Airframe Arcade System?


Skycurser team released the Airframe specs.

Quote:
AIRFRAME supports any game compiled for x86 Linux or HTML5. GMS is NOT a requirement. Video Support from 240p (CGA) via JAMMA, all the way to 1080p via HDMI (we do not plan on internally developing HD games any time soon). Up to 6 buttons per player, although we plan to use no more than 4 with our games.

Specs:

- Processor aka "Crazy Eddie"- Instruction Set: x86-64 - Cores: four (4) Athlon - Frequency: 1.6 GHz - Cache: 2 MB

- Main Memory- Size: 2 GB - Frequency: 1333 MHz

- Graphics Processor aka "Orwell" - AMD Radeon HD8400 - Frequency: 600 MHz - Graphics Memory: 256 MB

- Sound Processor aka "Blast" - Realtek ALC887
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 Post subject: Re: FINAL BOSS -Raw Label- (Version 2015/10/21)
PostPosted: Wed Oct 28, 2015 8:12 pm 


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Having Final Boss as well as ZenoHell on Airframe would be godlike.
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 Post subject: Re: FINAL BOSS -Raw Label- (Version 2015/10/21)
PostPosted: Wed Oct 28, 2015 10:16 pm 


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Dave_K. wrote:
- Processor aka "Crazy Eddie"- Instruction Set: x86-64 - Cores: four (4) Athlon - Frequency: 1.6 GHz - Cache: 2 MB
- Main Memory- Size: 2 GB - Frequency: 1333 MHz
- Graphics Processor aka "Orwell" - AMD Radeon HD8400 - Frequency: 600 MHz - Graphics Memory: 256 MB
- Sound Processor aka "Blast" - Realtek ALC887


Considering the specs, AMD Athlon 5150 based?

Guys, your game looks amazing. You can see the love, the effort and enthusiasm put in it
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 Post subject: Re: FINAL BOSS -Raw Label- (Version 2015/10/21)
PostPosted: Thu Oct 29, 2015 8:57 pm 


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I'll take my time to say that you two (Ebbo and eebrozgi) are pretty much one of a kind awesome developers.
When I suggested Lock-on/Arc Adder background meddling is stage 2-1, I was kinda throwing words on wind. And you just fucking up and made it happen.
You deserve every 10k medal.
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 Post subject: Re: FINAL BOSS -Raw Label- (Version 2015/10/21)
PostPosted: Fri Nov 27, 2015 11:03 am 


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Six years ago, the first public demo of Final Boss was released. The time sure has flown by so quickly!
To celebrate this anniversary we decided to take a trip down the memory lane and dug up some true legacy versions of the game, all the way from the beginning of the year 2008.

Things were certainly... simpler back then...

Brace yourself and take a look.

Spoiler: show
Image


On more brighter note, eebrozgi is currently working on TATE-version and has already made some encouraging progress so hopefully we'll get that one out of our system as soon as possible :P
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FINALBOSS -Raw Label- (Version 2015/10/21)


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 Post subject: Re: FINAL BOSS -Raw Label- (Version 2015/10/21)
PostPosted: Fri Nov 27, 2015 8:05 pm 


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That honestly doesn't look or sound bad at all, I was expecting much worse for nearly eight years ago.
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 Post subject: Re: FINAL BOSS -Raw Label- (Version 2015/10/21)
PostPosted: Fri Nov 27, 2015 8:18 pm 


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That bullet size is actually quite terrifying
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 Post subject: Re: FINAL BOSS -Raw Label- (Version 2015/10/21)
PostPosted: Sat Nov 28, 2015 3:33 am 


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Just out of interest after this many years, are you sick of that shade of blue/green yet? :)

Seriously though - great video. Nice you took the time to put that together, the effort that has gone in to this game and overall polish-as-you-go approach is fantastic.
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 Post subject: Re: FINAL BOSS -Raw Label- (Version 2015/10/21)
PostPosted: Sat Nov 28, 2015 4:35 am 


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Ebbo wrote:
Spoiler: show
Image

Should have Photoshopped "Green Orange Julius" onto the drink cup.
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 Post subject: Re: FINAL BOSS -Raw Label- (Version 2015/10/21)
PostPosted: Sat Nov 28, 2015 6:00 pm 



Joined: 29 Jan 2013
Posts: 27
Everything has a humble beginning. But this game has come a long way from that.


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 Post subject: Re: FINAL BOSS -Raw Label- (Version 2015/10/21)
PostPosted: Sun Nov 29, 2015 8:08 pm 


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n0rtygames wrote:
Just out of interest after this many years, are you sick of that shade of blue/green yet? :)

Surprisingly I'd say no, not yet. There has been some minor tweaking and experimentation with other colors along the way but for some reason the current palette has really stuck with us. Although the selection of colors was made in quite a haphazard way, the low amount of colors has been very helpful as well. It sort of forced me to work around its limitations and learn how pixel art actually works (well, the basics at least).
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 Post subject: Re: FINAL BOSS -Raw Label- (Version 2015/10/21)
PostPosted: Sat Dec 05, 2015 7:34 pm 


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Truly beautiful and a real inspiration.

I like how you set some hard limits and I like the limited palettes.
I want to play this.
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 Post subject: Re: FINAL BOSS -Raw Label- (Version 2015/10/21)
PostPosted: Mon Dec 14, 2015 11:08 am 


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Hey Eebroshidori, I have a simple suggestion!

Add a way to cut straight to the bosses from stage selection so we can practice ̶g̶r̶a̶p̶e̶f̶r̶u̶i̶t̶ ̶d̶r̶i̶l̶l̶ ̶r̶u̶n̶s̶ them more easily.

Also maybe a boss rush mode while you're at it? Would be very player-friendly.
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 Post subject: Re: FINAL BOSS -Raw Label- (TATE build available)
PostPosted: Thu Dec 31, 2015 11:39 pm 


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Joined: 10 Sep 2009
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Location: Finland
Happy new year everyone!

The dream is alive: TATE build is done, you can download it from here. If you fancy flip-screen action, please give it a try and report if you encounter any problems or bugs.
Besides TATE the game is identical to the previous version.

Since TATE is finally out of the way (for now at least), there most likely won't be any big updates for a while unless something game breaking turns out. Now we enter the long, arduous road towards the final version. It's hard to tell how long it will take us to finish everything but since we've come so far already, I don't think there is anything stopping this train. It will be done, eventually.

We'll meet again somewhere in the hopefully-not-so-distant future. Until then, take care.

@Captain: We'll see what we can do... We'll try our hardest!
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 Post subject: Re: FINAL BOSS -Raw Label- (TATE build available)
PostPosted: Sun Jan 10, 2016 10:03 pm 


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Has anyone else had problems with the tate build? I have my winXP starting in 640x480 and the two oranges logo displays properly, but when the game starts, the image is squished and partially off the screen. I tried adjusting the visuals options but nothing corrects this. Could it be my video card?

Here is a pic http://imgur.com/r3y3DWm
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 Post subject: Re: FINAL BOSS -Raw Label- (TATE build available)
PostPosted: Mon Jan 11, 2016 3:00 am 


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Hoo boy. Hmm... Does anything change in your favor when you start a stage, change between windowed/different fullscreen modes or change the resolution?

I'll try looking into it, whatever causes this. To me the build behaves all nice 'n' dandy so pinpointing it might take some time.
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FINALBOSS -Raw Label- (Version 2015/10/21)


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 Post subject: Re: FINAL BOSS -Raw Label- (TATE build available)
PostPosted: Mon Jan 11, 2016 9:44 am 


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Strongly advise updating your drivers Dave_K. XP is old but there should be something sufficient for it to at least handle surfaces unless its something really ancient like my legacy PC (which doesn't support surfaces at all).
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 Post subject: Re: FINAL BOSS -Raw Label- (TATE build available)
PostPosted: Mon Jan 11, 2016 3:28 pm 


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Sad to say my only Windows machine is fairly old, so it may be the video card. It does however play Crimzon Clover. Anyway let me see if I have a newer card somewhere to test with.
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 Post subject: Re: FINAL BOSS -Raw Label- (TATE build available)
PostPosted: Wed Jan 13, 2016 3:29 am 


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At least check your driver version to see if there's a newer release before ruling it out completely. My legacy PC card's a RIVA TNT2 so if it's newer than that I would've thought it'd support surface rendering correctly.
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 Post subject: Re: FINAL BOSS -Raw Label- (TATE build available)
PostPosted: Tue Nov 01, 2016 12:26 am 


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FINAL BOSS - Not Stage 4 Preview

Here is a regular irregular excuse to rise this thread from its grave in form of an update video. This video mostly focuses showcasing some of the aesthetic updates alongside few minute gameplay changes.

Now back down to the dev lair we go...

Edit: Just gonna leave this here as well because holy crap.
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 Post subject: Re: FINAL BOSS -Raw Label- (TATE build available)
PostPosted: Sun Feb 05, 2017 6:39 pm 


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Posts: 161
Location: Finland
Ay.

As we moved on to GameMaker:Studio, the ever-nostalgic MIDI support was finally dropped. To us it meant that the best solution was to properly arrange - in other words - remake the entire soundtrack in waveform format.
So the time is ripe to release Raw Label's MIDI soundtrack:

GREEN SOUNDS -Raw Label-

Pay what you want, 0$ minimum!
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If watching the trailer of the game
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FINALBOSS -Raw Label- (Version 2015/10/21)


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 Post subject: Re: FINAL BOSS -Raw Label- (TATE build available)
PostPosted: Sun Feb 26, 2017 7:42 pm 



Joined: 24 Feb 2017
Posts: 18
Hi

I have downlaoded thae game and after playing at normal speed is now in some weird slow motion mode I can't get it back to normal


When selecting the FPS visualiser the game is stuck at 24 fps -- I have a 144hz monitor -- please help


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 Post subject: Re: FINAL BOSS -Raw Label- (TATE build available)
PostPosted: Sun Feb 26, 2017 7:55 pm 


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Joined: 27 Nov 2009
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Location: Finland
Hard to say... Try turning off joystick support from the options menu, reboot the game and see if it helps. If you want to play with a gamepad, try using J2K instead.

If it doesn't work, one super dirty fix one player found for this issue was simply to plug a gamepad into your computer before/while playing, you don't even have to use the gamepad to play.

If none of that helps, I may consider making a separate version where all the GM8.1's toxic gamepad functions are taken out.
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If watching the trailer of the game
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FINALBOSS -Raw Label- (Version 2015/10/21)


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 Post subject: Re: FINAL BOSS -Raw Label- (TATE build available)
PostPosted: Mon Feb 27, 2017 8:03 am 



Joined: 24 Feb 2017
Posts: 18
eebrozgi wrote:
Hard to say... Try turning off joystick support from the options menu, reboot the game and see if it helps. If you want to play with a gamepad, try using J2K instead.

If it doesn't work, one super dirty fix one player found for this issue was simply to plug a gamepad into your computer before/while playing, you don't even have to use the gamepad to play.

If none of that helps, I may consider making a separate version where all the GM8.1's toxic gamepad functions are taken out.



Tried rebooting - no change

deleted the game and reunzipped - no change

:(


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 Post subject: Re: FINALBOSS (Latest version: 2015/10/21)
PostPosted: Tue Jun 20, 2017 8:48 pm 


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Joined: 10 Sep 2009
Posts: 409
Location: Finland
Few minor updates:

Firstly, the above problem mentioned by Puyopuyomayo was solved through PM:s and did indeed seem related to gamepad issues. A forceful quick-fix was to remove gamepad support from the game entirely. You can still - and are recommended to - use a joystick-to-keyboard mapper such as J2K.

Here's a download for the no-gamepad build.

Secondly, from here on out the game will be officially known as FINALBOSS, so here is a new short trailer to commemorate the occasion! Obviously we're not going to crucify anyone for writing the name in the old way, we just figured this specific spelling would make things easier in the long run - hope you don't mind.
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