Xeno Fighters R (2019 GM Studio Port)

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EddyMRA
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

I happened to have a computer around the house that exhibited the same problems as BP and nZero when trying to load Stage 2. Overall, it just may be that the external background system just does not work on certain computers.

My solution: rebuild the stage 2 BG using a tileset. All other stages use tilesets and/or short repeating backgrounds with no external backgrounds at all. Externalizing the stage backgrounds, even after following the correct form of not loading backgrounds into background resources in use, just does not work, no matter what I tried (including changing the file format of the image to JPG, GIF, and PNG). It is more trouble than it's worth. I will just rebuild Stage 2 using all tiles.
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BPzeBanshee
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

After quite a considerable amount of discussion with Alluro over MSN relating to parts of XF, the general consensus in terms of music was "We need more sad stuff".
So I found this "Cold Winter Original Game Music Score" a while back and have been listening to some parts and found them to be possibly *the* candidate for the areas in question. Get it here.
Unfortunately there's not much good examples on YouTube, but I found some here, there, somewhere around here and oh, there's another one.

In other news, I'm still getting around to revamping my music mods for RC2 standards. The main ones I'm working on now are as follows:
- the Battle Garegga Music Pack (need to find my Garegga music files again, add some more for the incomplete stages)
- the Thunder Force Music Compilation (add more for incomplete stages)
- my own Personal mod (not just from any specific game, it will actually be what *I* think and will make to fit in the stages)
Note that all of my packs feature the original Gemini Wing songs for the Gemini Canyon stage as well, and the first Cold Winter youtube link mentioned is what I'm using (higher quality version of) for my personal mod in the Ship Select menu.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by emphatic »

I've not been able to make any progress on the OST remix of a certain shmup I was working on. But I think I'll compose some original music for this awesome game later on, and make sure to include lots of dramatic themes, especially for the last stages. In the mean time, be sure to check out the last stage music for Flying Shark, as it's very dramatic full on awesome.
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BPzeBanshee
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

Sounds great, Emp, I'm looking forward to see an "Emphatic Mod v2". :P

As for mine, I haven't made progress, mainly because I've been so busy. I should have more time as I get a week off from school soon so when that happens, expect a LOT more featured uploads from me.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

Two pieces of good news.

First, I fixed the problem with my laptop. I replaced the dead CPU fan with a brand-new one that just was delivered today. I also applied fresh thermal compound to both the CPU and video card GPU heat sinks. Now, my laptop runs cooler and is back in action.

Second, I finally figured out the issue with Stage 2 failing to load on certain computers. The background image it tries to load for Stage 2 is 240x3072 pixels in dimensions. This works fine on computers with more high-end video hardware that can load very large textures into memory (2048x2048 and up) like mine (an nVidia GeForce Go 6600, with maximum texture size of 4096x4096). However, most computers do NOT have higher-end video hardware, thus having smaller limits for textures in video memory (usually 1024^2 or 512^2 pixels).

Game Maker games internally store all graphics (sprites, backgrounds) as textures in video memory during runtime. When Xeno Fighters EX-R tries to load that huge 204x3072 Stage 2 image, it tries to convert it into the closest texture size (which is 4096x4096). Again, higher-end video cards can handle this with no problems, but lower-end hardware, such as integrated video hardware on typical mid-range laptops and desktops, have smaller maximum texture sizes, causing huge problems with the game on those computers with it tries to load that 240x3072 Stage 2 image into video memory.

My solution is to break up the Stage 2 image into chunks that are 512 pixels in height, then load each chunk externally. Also, if you have one of those computers with the lower-end video hardware and want to playtest Stage 2 on v0.2 RC2, just delete or rename "bg_stage2.bmp" in the external/bg/ folder. Of course, there will be no ground image when you play Stage 2, but at least you can get a feel on how Stage 2 will play out.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

That's brilliant news.
Further testing of problem computers leaves me to suspect that the whole older Dell Optiplex series will not currently run Stage 2 because of its integrated graphics chipset. Odd, considering this lame Dell Inspiron Mini 12 I'm using loads Stage 2 just fine with less power compared to the desktop PCs(albeit running at 40% speed).
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by sjoecool1991 »

Ew....looks like I'm screwed, cause thats what I have.
But then again, the motherboard has a PCI express slot, I could get a better graphics card, and the processor could be upgraded as well...
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

sjoecool1991 wrote:Ew....looks like I'm screwed, cause thats what I have.
But then again, the motherboard has a PCI express slot, I could get a better graphics card, and the processor could be upgraded as well...
Don't worry. I will fix it so that the game will load on every kind of computer, now that I have finally figured out the sole reason for XFEX-R not loading Stage 2 on certain computers. It will not be fair to restrict the game to those who have higher-end hardware.

BPZeBanshee: The Dell Inspiron Mini 12 has the Intel GMA 500 integrated video hardware, which has maximum texture size of 4096x4096. That's why that laptop can load Stage 2 with no problems.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by emphatic »

Alluro wrote:
sjoecool1991 wrote:Ew....looks like I'm screwed, cause thats what I have.
But then again, the motherboard has a PCI express slot, I could get a better graphics card, and the processor could be upgraded as well...
Don't worry. I will fix it so that the game will load on every kind of computer, now that I have finally figured out the sole reason for XFEX-R not loading Stage 2 on certain computers. It will not be fair to restrict the game to those who have higher-end hardware.

BPZeBanshee: The Dell Inspiron Mini 12 has the Intel GMA 500 integrated video hardware, which has maximum texture size of 4096x4096. That's why that laptop can load Stage 2 with no problems.
That's great news Alluro. I can't run the game properly on my Intel "powered" laptop either.

An another note... Since the TATE mode is looking hard to implement, are there any restrictions in GameMaker for running the game on a rotated windows screen? I.E. I use the graphics card to get windows rotated, then run the game? Yes, I would jump through hoops to if it helps. :P
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RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

Bad news. My laptop still has problems with the CPU fan. Even with the new replacement, it does not spin up often, resulting in the CPU slowdown thermal protection. This is likely a more serious hardware issue than I can solve on my own.

On a lighter note, Herr Schatten's Jade Hydra revamps:
ImageImageImage

He corrected the slight angled perspective of the original Sonic Wings 3 Stage 1 Boss tank used as a base for the older Jade Hydra, and added more details, especially to the really bad-looking main turret.
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NARFNra
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by NARFNra »

It's.... So.... PREEEEEETTYYYY
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Skyknight »

On the subject of "sad" songs...Depending on how you define such, "The Ruins of Metro", the st. 2 theme from Last Resort, might work. If you can do something about the rain sound effect at the beginning of the cycle, that is. MAYBE also st. 3's "Sonar".
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

Alluro wrote:On a lighter note, Herr Schatten's Jade Hydra revamps
:shock:

*faints* (seriously, it looks so awesome)

Speaking of the Jade Hydra, did you end up taking out the turret-firing option? You said it fired its turrets in an earlier post and then in RC2 it was still the same.
emphatic wrote:An another note... Since the TATE mode is looking hard to implement, are there any restrictions in GameMaker for running the game on a rotated windows screen? I.E. I use the graphics card to get windows rotated, then run the game? Yes, I would jump through hoops to if it helps.
With your "powered intel laptop" you should be able to just press CTRL-ALT-ARROWKEYOFANYDIRECTION and you'll be able to rotate Windows in its entirety. Everything runs normally, including Game Maker Games.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by NARFNra »

Yeah, so I can't get it to resize anymore, so I don't know if it runs any better or not...
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by emphatic »

NARFNra wrote:Yeah, so I can't get it to resize anymore, so I don't know if it runs any better or not...
You can go fullscreen with F3 or F4.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by emphatic »

BPzeBanshee wrote:With your "powered intel laptop" you should be able to just press CTRL-ALT-ARROWKEYOFANYDIRECTION and you'll be able to rotate Windows in its entirety. Everything runs normally, including Game Maker Games.
Wow, that actually worked! Thanks. Now I can play it TATE!
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RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by emphatic »

Here's some proof:

Image
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RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
NARFNra
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by NARFNra »

emphatic wrote:
NARFNra wrote:Yeah, so I can't get it to resize anymore, so I don't know if it runs any better or not...
You can go fullscreen with F3 or F4.
WINE doesn't seem to allow that...

Could you make a command line -fullscreen option?
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

NARFNra wrote:
emphatic wrote: You can go fullscreen with F3 or F4.
WINE doesn't seem to allow that...

Could you make a command line -fullscreen option?
I can put in a INI option or another hotkey for the fullscreen mode.

In other news, FINALLY seems my laptop troubles are over. The fan on my graphics card had two broken blades. Because there is less weight than usual to spin the fan, it resulted in less resistance on the fan control circuit, thereby drawing too much power from both my CPU fan (critical) and even my USB ports. Electricity flows down the path of least resistance in any circuit. I'm glad I remembered this stuff from basic electronic circuits; I thought my whole motherboard was failing, and replacing that would cost a lot of money. It turned out just getting a new graphics card fan for my laptop fixed everything, and confirmed my suspicions about the faulty graphics card fan being the path of least resistance on the parallel fan control circuit.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by emphatic »

Alluro wrote:In other news, FINALLY seems my laptop troubles are over.
I'm really happy for you. Failing hardware is one of my pet peeves.
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RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

Here's some proof:
Holy $%^&, is that seriously an arcade machine of some sort? :o
In other news, FINALLY seems my laptop troubles are over.
Great stuff! I presume now you will be able to make more progress on your projects now that your gaming laptop is fixed?
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by emphatic »

BPzeBanshee wrote:Holy $%^&, is that seriously an arcade machine of some sort? :o
Yes, of the Taito sort.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by lilmanjs »

emphatic wrote:
BPzeBanshee wrote:Holy $%^&, is that seriously an arcade machine of some sort? :o
Yes, of the Taito sort.
you need to make a video of one of the stages being played on that! :D
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by null1024 »

NARFNra wrote:
emphatic wrote:
NARFNra wrote:Yeah, so I can't get it to resize anymore, so I don't know if it runs any better or not...
You can go fullscreen with F3 or F4.
WINE doesn't seem to allow that...

Could you make a command line -fullscreen option?
Doesn't WINE only like it when a GM game is: 1- in full screen, and 2- the view is the same size as the screen [otherwise, terrible slowdown]?
Also, F4 should work... what WINE version do you have?
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

A video showing the history of XFEX-R:

http://www.youtube.com/watch?v=nbebPnD6r_E

This game goes back even further than V.A.F. Squadron in the year 2000. I wanted to make my own Raiden Fighters-style fangame after getting hooked on the game in the arcades. My first attempt was called Kamikaze, and a prototype was made in 1998 on a game-making software called Klik 'n Play. It never got past the prototype stage due to my difficulty of making a game styled after Raiden Fighters in Klik 'n Play.
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BPzeBanshee
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

Wow, that is one hell of an insight into XFEX-R's history. Brought back memories of when I played as the Raiden MK-II in Stage 2 with Agony playing in the background. :P

Back on the main topic, what's the latest milestone for XFEX-R in the short term? (ie. what exactly do you want done for the next release?)
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Gespenst »

Alluro wrote: On a lighter note, Herr Schatten's Jade Hydra revamps:
ImageImageImage

He corrected the slight angled perspective of the original Sonic Wings 3 Stage 1 Boss tank used as a base for the older Jade Hydra, and added more details, especially to the really bad-looking main turret.
:shock: WOW! That prettier than the original! (BTW, what the Vulcan bomber do in the first picture? Only a demonstration?)
And...
Is it's core could shows up (as seen in the Aero Fighters 3)? and attacks?
and those tanks, are they constantly spawning?
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

As seen in Alluro's latest YouTube video (which you can find at www.youtube.com/JudgeSpear2), the attack pattern is exactly the same as it was with the old sprites. The little tanks are constantly spawning, and the purple thing in the middle has never gone up and down in Xeno Fighters compared to the Aero Fighters 3 tank.
As for whether he will make it go up and down in the future, I wont put words into the creator's mouth, but past experience in whinging about the graphics tells me that there wouldn't be much point in doing so.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

BPzeBanshee wrote:As seen in Alluro's latest YouTube video (which you can find at http://www.youtube.com/JudgeSpear2), the attack pattern is exactly the same as it was with the old sprites. The little tanks are constantly spawning, and the purple thing in the middle has never gone up and down in Xeno Fighters compared to the Aero Fighters 3 tank.
As for whether he will make it go up and down in the future, I wont put words into the creator's mouth, but past experience in whinging about the graphics tells me that there wouldn't be much point in doing so.
Since Jade Hydra has been redrawn to a pure top-down perspective by Herr Schatten, it will be hard to represent the core moving up and down like in Sonic Wings 3.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

Since Jade Hydra has been redrawn to a pure top-down perspective by Herr Schatten, it will be hard to represent the core moving up and down like in Sonic Wings 3.
If the sprites WERE made, however, would you put them in though?
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