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 »

BPzeBanshee wrote:
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?
Yes, I would. I just had the existing Jade Hydra sprites redone. I did not ask Herr Schatten to make the core move, but I think I should have.

On development news, here are a couple of proof-of-concept screenshots of Stage 5-C (Ravaged Earth):
ImageImage

It uses the backgrounds from the lava stage of Giga Wing.
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BPzeBanshee
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

Alluro wrote: On development news, here are a couple of proof-of-concept screenshots of Stage 5-C (Ravaged Earth):
ImageImage

It uses the backgrounds from the lava stage of Giga Wing.
Wow, nice choice of background and quality as is now the usual. :D
Speaking of development, what do you plan on actually making in terms of milestones before a new release? (not meaning to seem persistent or anything)
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Herr Schatten
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Herr Schatten »

Alluro wrote:
BPzeBanshee wrote:
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?
Yes, I would. I just had the existing Jade Hydra sprites redone. I did not ask Herr Schatten to make the core move, but I think I should have.
The perspective makes it difficult to create the necessary illusion of depth, but it's not impossible. An animated version of Jade Hydra's core is on the way to you. :wink:
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

BPzeBanshee wrote:Speaking of development, what do you plan on actually making in terms of milestones before a new release? (not meaning to seem persistent or anything)
I'm done fixing just about all the bugs and minor pet peeves I could find in the gameplay in RC2. I'm looking forward to releasing a full v0.2, which will include:

*Completed stages (2, 3-A, 6-B, EX-1)
*Phyxius and Xelcor complete (at least).
*A more beastly version of Jade Hydra. I did not want to recycle Jade Hydra's attacks from the 2003 XFEX, since I found them quite boring. That's why it's been stuck with one form of attack in both forms all this time; I was planning out some better attacks for Jade Hydra for EX-R.
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nZero
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by nZero »

Alluro wrote:*A more beastly version of Jade Hydra. I did not want to recycle Jade Hydra's attacks from the 2003 XFEX, since I found them quite boring. That's why it's been stuck with one form of attack in both forms all this time; I was planning out some better attacks for Jade Hydra for EX-R.
Kickass, looking forward to the anti-milking patterns :)
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

This video speaks for itself: http://www.youtube.com/watch?v=JN-iy8507js

Should there be "Just a couple more shots!" as well?
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BPzeBanshee
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

Should there be "Just a couple more shots!" as well?
:shock: That is....one interesting video.
If you mean as in that being heard when the boss has low life, it seems like a great idea!
Will there be any customisation options for this new boss warning or are you completely scrapping the original method though?
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Gespenst »

Alluro wrote:This video speaks for itself: http://www.youtube.com/watch?v=JN-iy8507js

Should there be "Just a couple more shots!" as well?
lol, why don't this:
http://www.youtube.com/watch?v=PG4d4PbXOGA
'Approach your target and attack. Your mission starts now - are you READY???'
lol J/K.
Good idea ,yet gives a classic DonPachi/no-health bar DoDonPachi feeling :lol: .
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

BPzeBanshee wrote:
Should there be "Just a couple more shots!" as well?
:shock: That is....one interesting video.
If you mean as in that being heard when the boss has low life, it seems like a great idea!
Will there be any customisation options for this new boss warning or are you completely scrapping the original method though?
It's an option. It can be set in the general INI config file. The original default boss warning is still there.
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emphatic
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by emphatic »

Gespenst wrote:
Alluro wrote:This video speaks for itself: http://www.youtube.com/watch?v=JN-iy8507js

Should there be "Just a couple more shots!" as well?
lol, why don't this:
http://www.youtube.com/watch?v=PG4d4PbXOGA
'Approach your target and attack. Your mission starts now - are you READY???'
lol J/K.
Good idea ,yet gives a classic DonPachi/no-health bar DoDonPachi feeling :lol: .
+1 on the Ketsui samples (if you have them handy). It will fuel the much needed hype for that game a bit more. :P
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RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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BPzeBanshee
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

Alluro wrote: It's an option. It can be set in the general INI config file. The original default boss warning is still there.
I see.
I kinda like the original one better, you see - the other warning screen is there for such a time as I suspect my eyes may not adjust by the time the Boss starts spamming bullets if its still on-screen or leaving. That's my eyesight for you though. :P
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

BPzeBanshee wrote:I see.
I kinda like the original one better, you see - the other warning screen is there for such a time as I suspect my eyes may not adjust by the time the Boss starts spamming bullets if its still on-screen or leaving. That's my eyesight for you though. :P
Well, that's why it's an option. Besides, the DDP warning needs adjustment for EX-R, since, in DDP, the warning appears when there's a lull before a boss appears. In EX-R, there are usually enemy waves before the boss appears. The DDP Warning obscures bullets and enemies, therefore it needs adjustment (probably display priority) so that it can work in EX-R.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Skyknight »

I was worrying about that aspect of the DDP-style warning. I was thinking of the oncoming aircraft when Techno-Ayako's warning sounds...
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emphatic
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by emphatic »

Ketsui does use these kind of boss warnings as well, and in stage 3 it actually is distracting as there's two power up helicopters firing at you at the same time (unless you've killed them already).
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RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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BPzeBanshee
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

Alluro wrote:
BPzeBanshee wrote:I see.
I kinda like the original one better, you see - the other warning screen is there for such a time as I suspect my eyes may not adjust by the time the Boss starts spamming bullets if its still on-screen or leaving. That's my eyesight for you though. :P
Well, that's why it's an option. Besides, the DDP warning needs adjustment for EX-R, since, in DDP, the warning appears when there's a lull before a boss appears. In EX-R, there are usually enemy waves before the boss appears. The DDP Warning obscures bullets and enemies, therefore it needs adjustment (probably display priority) so that it can work in EX-R.
You have addressed my concerns completely, Alluro. :)
As always, great stuff.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by lilmanjs »

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

Post by Skyknight »

He's probably been kept a bit busy by his latest assignment, the result of which can be seen on YouTube (q.v. the Asteroids-style game).
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by lilmanjs »

if you still are looking for music for the game, I'd try to find the mega man zero remastered albums. some stuff from all 4 albums really would fit the game.
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BPzeBanshee
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

Speaking of music:
No progress on my music packs.
For the Thunder Force Music Pack, I'm considering changing the Ship Select theme from this to that, and am looking for more music to fit into Level 3A and 2 (including the Boss).
Also, I'll be using this for Level 2 and that for the Level 2 boss, while using this for Level 3-A.
Opinions, anyone?
....like, anything?
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Baby Bonnie Hood
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Baby Bonnie Hood »

Alluro wrote: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.
Plus, the core now looks like an eye which I think is an improvement. So the core moving up and down has now been rendered moot.
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Skyknight
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Skyknight »

Hmmm...Idea for a chain naming set...

2: Double Chain!
3: Triple Chain!
4: Tetra Chain!
5: Copper Chain!
6: Iron Chain!
7: Bronze Chain!
8: Silver Chain!
9: Gold Chain!
10: Hero Chain!
11: Seelie Chain!
12: Gigas Chain!
13: Sidhe Chain!
14: Titan Chain!

Yes, 10-14 are my theme naming mania at work again...

And no, 5-9 are NOT supposed to be puns. Although if you're that worried about that situation, there's super/hyper/grand/ultra/master...
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

Xeno Fighters EX-R is still alive and well. I've just been so busy with college work and other things that I have not had time to work much on it.

The time has come to have a new logo made for Xeno Fighters EX-R. Any style is welcome. Here is the 2003 original Xeno Fighters EX title screen and logo for reference:

Image

I made that logo using Adobe Illustrator, which I now forgot how to use, since making that logo is the only time I ever used Illustrator.

On another subject, no matter how much I tried, I cannot get this song to fit as Stage 5-C's BGM: Labyrinth (Ragnarok Online). It is far too slow for a SHMUP.

I've decided to change stage 5-C's BGM to "Beginning" from Einhänder and make "Labyrinth" into the worst ending's epilogue/staff roll BGM.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by lilmanjs »

would anything from here work for the game?
http://www.soundcloud.com/lilmanjs
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Skyknight »

I had a hunch the college courses were the reason for the lack of updates...

An idea I have for the 5-C song is Metal Black's "The Gate of Guardian", which plays during the battle with Amazo at the end of stage four. The best I can do for a link, though, is an actual battle with Amazo, not a capture of just the song, although it lasts long enough for a complete cycle.

http://www.youtube.com/watch?v=v06fMj9QisE
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

lilmanjs: I really like most of the songs on that URL. One thing I want to do is make a soundtrack that uses original music, and these can certainly be used for the game.

Skyknight: That Metal Black song is very close to how Stage 5-C's mood is. I'll definitely consider it.

For a final project, I will make new levels for XFEX-R. To go with the new levels, I have started making the game menu system. Another major new feature:

Image
Customized scoreboard to replace the default Game Maker one. The scoreboard data is stored in a binary file. Unlike the default GM table, this one keeps track of the last level you reached, the timestamp, and the ship you used. The layout is preliminary, and I plan to add more information to the scoreboard. Feel free to give suggestions for what pieces of information should be saved in the scoreboard.
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BPzeBanshee
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

That looks really good there Alluro.
The time is 24 hour time I presume? Maybe there could be an option for an AM/PM time instead?

As for the music in 5-C, how long did you say the stage went on for, and have you considered some of the music from Cold Winter? (not Helicopter Attack though, I have plans for that one....:P)

EDIT: Found the MP3 for "The Gate of Guardian" in case you're interested at Kingdom Hearts Insider.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by lilmanjs »

I'd be honored to have some of my music in this game. if you like the style of anything and would like me to create something new, I could try.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Baby Bonnie Hood »

Scoreboard looks good, but I feel it'll eventually be completely filled with Judge Spears.

How about a separate scoreboard for each ship?
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

Baby Bonnie Hood wrote:Scoreboard looks good, but I feel it'll eventually be completely filled with Judge Spears.

How about a separate scoreboard for each ship?
That's being planned.

Another feature that is planned is a Score Attack mode, in which you select a stage (as you already can in the latest version) and play through only that stage, trying to get the highest score possible. Each stage will have its own scoreboard.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by nZero »

Alluro wrote:Another feature that is planned is a Score Attack mode, in which you select a stage (as you already can in the latest version) and play through only that stage, trying to get the highest score possible. Each stage will have its own scoreboard.
Thank you :D
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