Xeno Fighters R (2019 GM Studio Port)
Xeno Fighters R (2019 GM Studio Port)
UPDATE (23 Aug 2022): This thread is no longer updated.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
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.
That's fucking awesome, i loved the original EX (still need to get the goddamn ALL3 on japan RFJ, stupid phase 2 boss)
Zenodyne R - My 2nd Steam Shmup
Progress on the Raiden purple Plasma Beam:
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:
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.
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:
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.
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
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.
Looks promising. A little more speed on all ships would improve everything though. Bullet speed looks ok.
Emph
Emph
| 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.
Oh, I never realized that you're remaking Raiden Fighters. I thought this was a new game.Alluro wrote:The player ships? That's the same exact move speed for the Raiden as in the Raiden Fighters games.
Emph
| 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.
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.emphatic wrote:Oh, I never realized that you're remaking Raiden Fighters. I thought this was a new game.Alluro wrote:The player ships? That's the same exact move speed for the Raiden as in the Raiden Fighters games.
Emph
The age of Alluro and JudgeSpear is over.
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ForceDevice
- Posts: 254
- Joined: Sun Mar 16, 2008 7:55 pm
- Location: Brazil
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.
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.
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Zebra Airforce
- Posts: 1695
- Joined: Mon Aug 13, 2007 9:10 pm
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.
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.
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.
Slaves implemented, memory leak fixed
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:
Slaves are also color-coded depending on the fighter they accompany. Examples:
Left to right: Judge Spear, Vic Viper, Phyxius
Obviously, the other player ships are not done yet, but their Slaves are.
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:
Slaves are also color-coded depending on the fighter they accompany. Examples:
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.
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worstplayer
- Posts: 861
- Joined: Sun Jun 17, 2007 6:48 pm
- Location: Slovakia
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.worstplayer wrote:This looks really promising, can will there be a demo/preview/whatever?
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.
Alluro reuploaded it back in September: http://www.sendspace.com/file/jyjwf8lilmanjs wrote:is this a PC game? if so where's a place I could try out the old version. this game looks amazing.
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.lgb wrote:Alluro reuploaded it back in September: http://www.sendspace.com/file/jyjwf8lilmanjs wrote:is this a PC game? if so where's a place I could try out the old version. this game looks amazing.
At the moment, the link's still good. If that link ever goes down, I've still got the original if Alluro doesn't.
I might bring the Ultima-X back. With an expanded ship roster, there may be no need for the Ultima-X anymore.Aru-san wrote:Quick question: will the Ultima-X be back as the cheese ship of XFEX?
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.
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"):
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):
Warning display with the boss' name (the boss name below reads "tekuno ayako"):
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):
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.