Xeno Fighters R (2019 GM Studio Port)

A place for people with an interest in developing new shmups.
Post Reply
EddyMRA
Posts: 798
Joined: Wed Jan 26, 2005 9:36 am
Location: San Diego, CA, USA

Xeno Fighters R (2019 GM Studio Port)

Post by EddyMRA »

UPDATE (23 Aug 2022): This thread is no longer updated.

All downloads for the game are on itch.io: https://team-xf.itch.io/xeno-fighters-r

Thanks from Team XF!

Xeno Fighters R is currently undergoing a Game Maker Studio port

Join our Discord here: https://discord.com/invite/wUNuhJy
Xeno Fighters R Wiki: https://xenofighters.fandom.com/wiki/Xe ... ers_R_Wiki
Last edited by EddyMRA on Tue Aug 23, 2022 8:50 pm, edited 29 times in total.
The age of Alluro and JudgeSpear is over.
User avatar
Kaiser
Posts: 1728
Joined: Mon Jun 12, 2006 10:20 am

Post by Kaiser »

That's fucking awesome, i loved the original EX :D (still need to get the goddamn ALL3 on japan RFJ, stupid phase 2 boss)
Zenodyne R - My 2nd Steam Shmup
User avatar
nZero
Posts: 2605
Joined: Wed Jan 26, 2005 1:20 am
Location: DC Area
Contact:

Post by nZero »

I'm looking forward to this :D Keep us posted
Image
agustusx
Posts: 592
Joined: Tue Dec 02, 2008 6:08 pm

Post by agustusx »

definitely looks cool. I'll be keeping an eye out.
User avatar
ZOM
Posts: 2091
Joined: Thu Sep 18, 2008 1:21 pm
Location: ǝʇɐןoɔoɥɔ & ǝsǝǝɥɔ

Post by ZOM »

Looks interesting, good job.

Also +1 for switching from Fusion to GM.
.
Image
.
EddyMRA
Posts: 798
Joined: Wed Jan 26, 2005 9:36 am
Location: San Diego, CA, USA

Post by EddyMRA »

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.
The age of Alluro and JudgeSpear is over.
Kaspal
Posts: 820
Joined: Tue Mar 01, 2005 2:53 pm
Location: Bogota, Colombia

Post by Kaspal »

request for slaves, please.
i for one, would like to see those implemented.
User avatar
lilmanjs
Posts: 1572
Joined: Fri Oct 10, 2008 12:36 am
Location: Lawrence, Kansas

Post by lilmanjs »

is this a PC game? if so where's a place I could try out the old version. this game looks amazing.
User avatar
Aru-san
Posts: 815
Joined: Sat Mar 29, 2008 7:45 pm
Location: North America
Contact:

Post by Aru-san »

I wanna see some slaves in the remake. It'd be just like playing Raiden Fighters somewhat.
Image
[ Wonder Force IV -sorry Frenetic :c- ]
User avatar
Plasmo
Posts: 3502
Joined: Wed Jan 26, 2005 6:02 pm
Location: In a storm
Contact:

Post by Plasmo »

Fantastic news! I always loved Xeno Fighters EX!
I like chocolate milk

My highscores | Twitter | Twitch | YouTube
EddyMRA
Posts: 798
Joined: Wed Jan 26, 2005 9:36 am
Location: San Diego, CA, USA

Post by EddyMRA »

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
The age of Alluro and JudgeSpear is over.
User avatar
emphatic
Posts: 7917
Joined: Mon Aug 18, 2008 3:47 pm
Location: Alingsås, Sweden
Contact:

Post by emphatic »

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

Emph
Image | My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
EddyMRA
Posts: 798
Joined: Wed Jan 26, 2005 9:36 am
Location: San Diego, CA, USA

Post by EddyMRA »

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.
The age of Alluro and JudgeSpear is over.
User avatar
Plasmo
Posts: 3502
Joined: Wed Jan 26, 2005 6:02 pm
Location: In a storm
Contact:

Post by Plasmo »

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)
I like chocolate milk

My highscores | Twitter | Twitch | YouTube
User avatar
emphatic
Posts: 7917
Joined: Mon Aug 18, 2008 3:47 pm
Location: Alingsås, Sweden
Contact:

Post by emphatic »

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
Image | My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
EddyMRA
Posts: 798
Joined: Wed Jan 26, 2005 9:36 am
Location: San Diego, CA, USA

Post by EddyMRA »

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.
The age of Alluro and JudgeSpear is over.
User avatar
ForceDevice
Posts: 254
Joined: Sun Mar 16, 2008 7:55 pm
Location: Brazil

Post by ForceDevice »

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:
User avatar
lilmanjs
Posts: 1572
Joined: Fri Oct 10, 2008 12:36 am
Location: Lawrence, Kansas

Post by lilmanjs »

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?
EddyMRA
Posts: 798
Joined: Wed Jan 26, 2005 9:36 am
Location: San Diego, CA, USA

Post by EddyMRA »

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.
The age of Alluro and JudgeSpear is over.
User avatar
Udderdude
Posts: 6266
Joined: Thu Feb 16, 2006 7:55 am
Location: Canada
Contact:

Post by Udderdude »

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.
User avatar
Zebra Airforce
Posts: 1695
Joined: Mon Aug 13, 2007 9:10 pm

Post by Zebra Airforce »

looks like a huge improvement already! I'm very excited.
Image
EddyMRA
Posts: 798
Joined: Wed Jan 26, 2005 9:36 am
Location: San Diego, CA, USA

Post by EddyMRA »

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.
The age of Alluro and JudgeSpear is over.
EddyMRA
Posts: 798
Joined: Wed Jan 26, 2005 9:36 am
Location: San Diego, CA, USA

Slaves implemented, memory leak fixed

Post by EddyMRA »

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.
Last edited by EddyMRA on Sat Jan 17, 2009 10:58 am, edited 1 time in total.
The age of Alluro and JudgeSpear is over.
User avatar
worstplayer
Posts: 861
Joined: Sun Jun 17, 2007 6:48 pm
Location: Slovakia

Post by worstplayer »

This looks really promising, can will there be a demo/preview/whatever?
"A game isn't bad because you resent it. A game is bad because it's shitty."
EddyMRA
Posts: 798
Joined: Wed Jan 26, 2005 9:36 am
Location: San Diego, CA, USA

Post by EddyMRA »

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
The age of Alluro and JudgeSpear is over.
lgb
Posts: 2179
Joined: Thu Oct 18, 2007 2:12 pm

Post by lgb »

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.
User avatar
lilmanjs
Posts: 1572
Joined: Fri Oct 10, 2008 12:36 am
Location: Lawrence, Kansas

Post by lilmanjs »

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.
User avatar
Aru-san
Posts: 815
Joined: Sat Mar 29, 2008 7:45 pm
Location: North America
Contact:

Post by Aru-san »

Quick question: will the Ultima-X be back as the cheese ship of XFEX?
Image
[ Wonder Force IV -sorry Frenetic :c- ]
EddyMRA
Posts: 798
Joined: Wed Jan 26, 2005 9:36 am
Location: San Diego, CA, USA

Post by EddyMRA »

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.
The age of Alluro and JudgeSpear is over.
EddyMRA
Posts: 798
Joined: Wed Jan 26, 2005 9:36 am
Location: San Diego, CA, USA

Post by EddyMRA »

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
Last edited by EddyMRA on Sat Jan 17, 2009 10:59 am, edited 1 time in total.
The age of Alluro and JudgeSpear is over.
Post Reply