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 Post subject: Re: Xeno Fighters R (ON HIATUS) - January 18, 2014
PostPosted: Wed Jan 14, 2015 2:40 am 


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Not sure how I missed this as I've been checking Fusion Gameworks for a while. Once the source is public it's not going to matter much if people do multiple forks of it - everyone will know where it came from, there isn't nearly as much interest in it vs the Mario engines on Fusion Gameworks and don't get me started on the engine itself. No need to worry about it getting "ruined".

Optimising the soundtrack is most likely using OGGs instead of MP3s, using better quality tracks in the first place and maybe a bit more loop point usage to bring the file size down. FMOD/GMFMODSimple not only supports OGG with loop points but a lot of other formats as well so it makes sense to make the most of it.
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 Post subject: Re: Xeno Fighters R (ON HIATUS) - January 18, 2014
PostPosted: Sat Aug 29, 2015 7:52 pm 



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Hello again! I decided to check back in this thread to see if there was any progress toward the final version of the game. It's been a while since the last update so I thought it would be finished... But I know real life happens too.

Also, I recently tried to download the current version, but the files don't appear to be there anymore.


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 Post subject: Re: Xeno Fighters R (ON HIATUS) - January 18, 2014
PostPosted: Tue Jun 21, 2016 4:07 am 


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Man, try this alternate link, it is from my own account from Media Fire.

http://www.mediafire.com/download/m0b0cdg97h4zy3w/Xeno+Fighters+R+v0.11+Beta.zip

Alluro, sorry because I asked not for your autorization, man, if you want, I'll remove the pack.

After some search on Google, I found the older version: http://www.fusiongameworks.net/smf/index.php?topic=28.0

Enjoy!


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 Post subject: Re: Xeno Fighters R (ON HIATUS) - January 18, 2014
PostPosted: Mon Jun 27, 2016 8:17 pm 


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Unfortunately, after several testes, last versions 10 and 11 suffer too many bugs and crashes, when we play on versions 7 64 bits and 8.1 o Windows.

All modes and dificulties crashes, making the game UNPLAYABLE :(

I'd back to XP... :(


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 Post subject: Re: Xeno Fighters R (ON HIATUS) - January 18, 2014
PostPosted: Tue Jun 28, 2016 7:01 am 


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The OS is not the problem, there was an issue with the code for drawing the high score table in v0.11 that crashes the game at the end. Win8 onwards has DirectSound compatibility issues so sfx playing may crash, which is part GM part Win8.
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 Post subject: Re: Xeno Fighters R (ON HIATUS) - January 18, 2014
PostPosted: Fri Jul 01, 2016 2:03 am 


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BPzeBanshee wrote:
Win8 onwards has DirectSound compatibility issues so sfx playing may crash, which is part GM part Win8.

To elaborate: On the Windows side, it's their new audio DLL that's causing problems. On the GM side, it's because GM8.1 and below merely overlay sounds on the same channels, which causes the newer Windows audio DLL to get confused and crash the game.

Although there's a workaround (stopping a given sound when attempting to play another instance of it), it's not foolproof. GM:S's new audio system fixes this issue, but porting XFR onto it is a whole different beast.

Also, this is my 404th post. I am error.
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 Post subject: YEET
PostPosted: Tue Jan 01, 2019 1:15 pm 


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Image

Surprise! :D
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 Post subject: Re: Xeno Fighters R (ON HIATUS) - January 18, 2014
PostPosted: Fri Jan 04, 2019 4:25 pm 


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BPzeBanshee wrote:


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 Post subject: Re: YEET
PostPosted: Mon Jan 14, 2019 8:53 pm 



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Location: San Diego, CA, USA
Just came in to give BPZeBanshee full permission to take over Xeno Fighters R and handle its development from here on out. A lot has changed for me in the nearly 11 years since starting Xeno Fighters R. I'm done with fangames. I am done using Game Maker. I also have moved on from shmups in general, as I want to focus on different games rather than just one genre of games. Instead of making fangames, I have begun working on original independent game projects with a group of other people, and we plan to sell our original games commercially.

I am no longer the angry immature individual I was in 2008 or so. Untreated severe clinical depression and lack of coping skills with my past left me to use anger as a way to delude myself into thinking I had control. Therapy and medications helped me have control over my depression now, instead of the other way around all my life before. To show I have changed and moved on from my dark past on the internet, I have retired the Alluro, Alluro95, and Judge Spear usernames, and now I use a name that's based on my real name.

Thank you all for the memories and the good and bad times being part of the shmups community. I want to move on to different things now.
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 Post subject: Re: Xeno Fighters R (ON HIATUS) - January 18, 2014
PostPosted: Sat Mar 23, 2019 2:04 pm 


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S20-TBL wrote:
BPzeBanshee wrote:
Win8 onwards has DirectSound compatibility issues so sfx playing may crash, which is part GM part Win8.

To elaborate: On the Windows side, it's their new audio DLL that's causing problems. On the GM side, it's because GM8.1 and below merely overlay sounds on the same channels, which causes the newer Windows audio DLL to get confused and crash the game.

Although there's a workaround (stopping a given sound when attempting to play another instance of it), it's not foolproof. GM:S's new audio system fixes this issue, but porting XFR onto it is a whole different beast.

Also, this is my 404th post. I am error.

That reminds me of Gustav’s Games like Odd Mobs Zero Arrange; it crashes after defeating the second boss and somehow the same with Dotonpachi Maximum. Because Gustav’s games are also made with Game Maker.
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 Post subject: Re: YEET
PostPosted: Sun Mar 24, 2019 7:06 am 


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Just saw this, really exciting. BP will definitely do this justice.

Alluro wrote:
Just came in to give BPZeBanshee full permission to take over Xeno Fighters R and handle its development from here on out. A lot has changed for me in the nearly 11 years since starting Xeno Fighters R. I'm done with fangames. I am done using Game Maker. I also have moved on from shmups in general, as I want to focus on different games rather than just one genre of games. Instead of making fangames, I have begun working on original independent game projects with a group of other people, and we plan to sell our original games commercially.

I am no longer the angry immature individual I was in 2008 or so. Untreated severe clinical depression and lack of coping skills with my past left me to use anger as a way to delude myself into thinking I had control. Therapy and medications helped me have control over my depression now, instead of the other way around all my life before. To show I have changed and moved on from my dark past on the internet, I have retired the Alluro, Alluro95, and Judge Spear usernames, and now I use a name that's based on my real name.

Thank you all for the memories and the good and bad times being part of the shmups community. I want to move on to different things now.

You've always seemed pretty great to me. I know you've had to deal with a lot of drama in your time, and I've never blamed you for getting irate over any of it.

I am glad that you do feel better about yourself, though. Getting out of fangames and moving onto bigger things is always the right thing to do.

Don't forget shmups though. I hope you'll go on to make an interesting new shmup someday.
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 Post subject: Re: Xeno Fighters R (14 January 2019 - BPzE GMStudio port)
PostPosted: Wed Aug 07, 2019 11:08 am 


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Hi all, would like to update this thread on a better note. First, a video of a "blind" playthrough of the current public release: https://www.youtube.com/watch?v=xJsm4SyiB8A

Things are going slow and steady. Most of the important things are backend-related, so not much visually to show, but also lots of bugfixes. I've already addressed some of the more glaring ones present in that video but there's more to come. And while I won't be so brave as to say my own personal problems are dealt with, the issue of "bus passenger" count I was worried about in December has been fully resolved and I feel better already for it.

Alluro's on board in an advisory and assistive role, and has helped immensely with keeping track of issues on the new repo I've set up to contain the Studio branch for XFR. I won't put words into his mouth but he's told me in plain terms in the months since the last update that he's quite keen on seeing this project finished - just not with him propelling the whole thing forward himself, which is totally understandable.

With that out of the way, here's a video of a little something Alluro did in his spare time (still running under the old GM8 project branch for reasons that have since been dealt with): https://www.youtube.com/watch?v=CIUSM0LxbDQ

That's but a snapshot of what is to come. I have plans on rewriting the music controller to better future-proof the project and hopefully allow cross-platform support, with other things I'd rather keep under wraps till its ready to follow after. Key emphasis here: No deadlines, ETAs or promises, just a few guys with an itch to scratch, and most importantly a plan.
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 Post subject: Re: Xeno Fighters R (14 January 2019 - BPzE GMStudio port)
PostPosted: Wed Sep 11, 2019 9:43 am 



Joined: 11 Sep 2019
Posts: 1
Fantastic news! I always loved Xeno Fighters EX!
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