Xeno Fighters R (2019 GM Studio Port)

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

Post by NARFNra »

Does anyone here have any idea where I could use http://www.youtube.com/watch?v=PW8JAesL9PE?
I've wanted to use the song in a mod for a while now, but can't think of a good place for it...
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

NARFNra wrote:Does anyone here have any idea where I could use http://www.youtube.com/watch?v=PW8JAesL9PE?
I've wanted to use the song in a mod for a while now, but can't think of a good place for it...
In currently done stages and boss fights, I can't think of a good place for it either. However, it can make a great BGM for a boss area-type setting or a drawn-out boss fight, which Stage 4-B's boss and stage 5-B's boss will be.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

Minor update: Game options menu is implemented. It saves settings here to disk as an INI file.

Image

In response to the criticism regarding the sudden change of the bullet colors, I've added the option to change bullet colors to one's preference. You can currently change bullet colors from 5 different colors: Psikyo Red (default), Mars Matrix Blue, Dodonpachi Pink, Purple, and Green. You can either select from a preset of colors...
Image
...or you can set the color of each bullet individually:
Image

After the release of v0.4, I plan to add a sound options menu where you can listen to the music in a jukebox setting, as well as selecting from different sound mods and setting music/SFX volumes.
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emphatic
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by emphatic »

Alluro wrote:After the release of v0.4, I plan to add a sound options menu where you can listen to the music in a jukebox setting, as well as selecting from different sound mods and setting music/SFX volumes.
Awesome, I was going to suggest it while looking at those very impressive screens, but then I read your final paragraph. I'm so looking forward to 0.4. :D
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Ultimate Gamer
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Ultimate Gamer »

Will the Options menu replace the INI file, or will INI file stay put, and keep saved settings recorded for the Options menu?
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

Ultimate Gamer wrote:Will the Options menu replace the INI file, or will INI file stay put, and keep saved settings recorded for the Options menu?
It saves settings here to disk as an INI file.
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BPzeBanshee
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

VERY nice indeed, Alluro.
In regards to the sound test having support for the music mods, are you certain at this time whether there will be a standard that a music mod has to be set up to work with it or should it just work anywhere as long as its in the Xeno Fighters folder?

@NARFNra:
I can imagine that song being put in for any boss that takes 9 seconds as of music change, based on my memory only Stage 2 has anything close to that. However you could always cut part of the opening - that's what I've done in parts for Matze's Docking Remix featured in my Thunder Force Music Compilation.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Kaspal »

Any estimations, Alluro, on where are you gonna release version 0.4?... im SO looking forward to it!... the latest video looks effin' awesome.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

Kaspal wrote:Any estimations, Alluro, on where are you gonna release version 0.4?... im SO looking forward to it!... the latest video looks effin' awesome.
I'm close to v0.4 release. I've entered private beta testing now.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

Private beta testing has brought about some very good feedback, as well as suggestions to improve the user interface and tighten the game engine. Here are just two of the new features added:

Pause menu with a built-in Option submenu:
ImageImage

For branching conditions that require destroying a boss part in a set amount of time, a new timeout warning has been added. It will display a big HURRY UP prompt, along with an audible alarm and a crosshair over the required target:
Image
This will be also used when a boss is about to time out if you milk it too long.

Other fixes made thanks to feedback by beta testers nZero, Twiddle, and Udderdude:
*Stage Select Menu glitches.
*Ship balance issues resolved.
*Bullet-canceling enemies (example: defeating Jade Hydra) now nullify all bullets for a 1.5 second period of time after being destroyed.
*3-B miniboss Teramanta now cancels bullets when destroyed.
*Shift and Control keys getting stuck upon game exit.
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emphatic
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by emphatic »

Would it be possible to implement screen shots of the stages in the Stage Select screen? That would be very cool. All of these additions are superb btw, but I'm sure you're aware of that already. :P

Also, will there be any more stages after 0.4? Because I'd like to start work on a new music mod (this time my own music) for the game to be released around the time of the final version of EX-R.
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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 Kaspal »

one question about the stages:
how many of them are 100% complete now?... in the older RC2, there were like 4 100% complete levels, but how many got there in this new beta?
SuperPang wrote:Where DOJ rapes you, DFK grabs your boob then runs away.
Skyknight
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Skyknight »

St. 2 is complete. He's working on 3A and 4A right now.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Kaspal »

Skyknight wrote:St. 2 is complete. He's working on 3A and 4A right now.
so taht makes what? 6 100% complete stages?... or are there some more completed in the past months?
SuperPang wrote:Where DOJ rapes you, DFK grabs your boob then runs away.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Skyknight »

That's it so far. Remember that he's had game design class projects to contend with in the recent past. Stage generation should come a lot more quickly now.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

Stupid question for the Beta testers - Has any of you tried switching the Boss Warning just as one was alredy/coming up on the screen? I can imagine possible bug there, thats all.
Awesome progress as usual Alluro! :)
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

http://www.youtube.com/watch?v=dzgX9_sMxZw

Jade Hydra's no longer holding back.

This video shows off a few new features:
*All new Pause Menu with an option submenu to toggle auto-fire, hitbox visibility, and enemy bullet colors. Pause Menu code based on code from Hello's Engine IV.
*Boss timeout warnings. These will be used to signify targets on bosses that are required to be destroyed for branching conditions. It also is used if the player tries to milk a boss too long. Boss timeouts ALWAYS result in an objective fail, even if you satisfied the branch condition beforehand.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Udderdude »

BPzeBanshee wrote:Stupid question for the Beta testers - Has any of you tried switching the Boss Warning just as one was alredy/coming up on the screen? I can imagine possible bug there, thats all.
I didn't try that but it might be worth examining. It would only bug out if it's constantly checking the boss warning setting as it's appearing on the screen, though. Or maybe the sounds would start changing around? The boss warning seems to be stored as an animated GIF, anyway.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

DESTROYED AT A TIME!
Image
Also applies to bosses.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

EDIT: Video is outdated, and replaced with a updated version.
Last edited by EddyMRA on Mon Jan 25, 2010 6:20 am, edited 1 time in total.
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NARFNra
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by NARFNra »

Epic. I'm assuming the objective is to destroy all of the bombers?
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

NARFNra wrote:Epic. I'm assuming the objective is to destroy all of the bombers?
You're correct. Soon, I'll put in a sort of notification when you complete a stage objective.
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Ultimate Gamer
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Ultimate Gamer »

Talk about an insane level. I'm going to assume that, whether you complete an objective or not, the levels will branch differently, alternate routes and stuff.

Nobody messes with Zapdos.... :shock:
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Skyknight »

I see you took my suggestion for Obsidian Peryton's theme... :D
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Udderdude »

Alluro wrote:100% complete Stage 4-A (2035 Portugal) video footage: http://www.youtube.com/watch?v=Jk2-uVpCcY0

It also shows off the DESTROYED AT A TIME! bonuses.
I think this might be the first time the game has too many explosions obscuring the bullets. Especially when you blow up the giant bombers when they're near the bottom of the screen. Then again, I had my bullet color set different, so maybe I never noticed?

Anyway, consider making a bullet cancel happen when they blow up.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by BPzeBanshee »

Oh, sweet! Now I can work out what Thunder Force stuff to put in for that stage. :D
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

Udderdude wrote:Anyway, consider making a bullet cancel happen when they blow up.
I agree it does get so full of explosions that it obscures the enemy bullets, especially when you are using the default red bullet colors. That's another issue of Raiden Fighters that I inadvertently replicated. I can add bullet cancelers while increasing the attack intensity of the bombers themselves.
BPzeBanshee wrote:Oh, sweet! Now I can work out what Thunder Force stuff to put in for that stage. :D
I have the perfect suggestion for you: the Air Raid stage in Thunder Force IV.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by EddyMRA »

http://www.youtube.com/watch?v=dhYVkLWCn4U
This is a reupload of the most recent Xeno Fighters EX-R Zapdos in Stage 4-A video. That video had some issues that are now fixed in this reupload.

This video has a few new features, compared to the previous video:
*When the giant bombers explode, they cancel out all enemy bullets for 0.75 seconds. In light of that change, the bombers themselves attack more fiercely, especially their two front dorsal turrets (thanks Udderdude)
*A chilling air raid siren (from the Silent Hill movie) sounds when the bombers start appearing.
*The boss, Obsidian Peryton, has received a balance fix for its second form. It now also sustains visible damage when destroying its first form.
*You can no longer collide with striker enemies (the fast enemies that enter the screen, shoot quickly at you, and leave just as quickly) - (Thanks Twiddle)
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monkeyman
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by monkeyman »

Just wanted to say that the air raid sirens are a great touch!

Looking forward to the next demo.
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Re: Xeno Fighters EX-R (Remake) (September 13, 2009: v0.2 RC2)

Post by Udderdude »

Alluro wrote:http://www.youtube.com/watch?v=dhYVkLWCn4U
This is a reupload of the most recent Xeno Fighters EX-R Zapdos in Stage 4-A video. That video had some issues that are now fixed in this reupload.
It's looking better, however the giant bombers which are halfway off the screen offer no offense to the player and there's nothing else on the screen at the time, making it seem pretty weak. I would add some popcorn enemies there, or add some more gun turrets to the plane's wings, or even make the engines fire at you (Yes that's probably not a realistic idea, but I'd do it, haha)
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