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 Post subject: Xeno Fighters R (14 January 2019 - BPzE GMStudio port)
PostPosted: Mon Dec 01, 2008 2:50 am 



Joined: 26 Jan 2005
Posts: 778
Location: San Diego, CA, USA
Xeno Fighters R - v0.11 Beta has been released!

ZIP file: http://www.sendspace.com/file/a3u48y (80.03 MB)

January 14, 2019: BPZeBanshee has ported the game to Game Maker Studio. Get it here: https://www.dropbox.com/s/pv123wxgeg21x ... 29.7z?dl=0

I have moved on from making fangames and I stopped using Game Maker, so I personally will not work on Xeno Fighters R anymore.
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Last edited by Alluro on Mon Jan 14, 2019 8:57 pm, edited 22 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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 Post subject:
PostPosted: Thu Dec 04, 2008 11:19 am 


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



Joined: 02 Dec 2008
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definitely looks cool. I'll be keeping an eye out.


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 Post subject:
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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Location: San Diego, CA, USA
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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 Post subject:
PostPosted: Sun Dec 07, 2008 1:57 am 



Joined: 01 Mar 2005
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Location: Bogota, Colombia
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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 Post subject:
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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Street Fighters. We need to aviod them when we activate time accellerator.


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 Post subject:
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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 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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 Post subject:
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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Street Fighters. We need to aviod them when we activate time accellerator.


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

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