Xeno Fighters R (2019 GM Studio Port)

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Udderdude
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Udderdude »

raigon50 wrote:and a Touhou character in the game?
I'm speaking on behalf of Alluro here, but yeah, no :X

99% sure he already told me no Touhous allowed.
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nZero
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by nZero »

Udderdude wrote:99% sure he already told me no Touhous allowed.
99% sure he already said that the remaining spots in the ship roster were frozen and he wasn't accepting any requests for new ships anymore.
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by EddyMRA »

To all those with XP SP2 experiencing "Error defining an external function":

Try downloading this DLL: http://www.mediafire.com/?zvwnmzywyzz

It is the older version of the GMBinFile.dll, which is used by XF-R to save high scores to disk. Just extract it to your XF-R folder, overwriting the newer GMBinFile.dll.

The newer DLL fixes the "Error defining an external function" problem on Windows 7, but it may have caused problems for certain XP SP2 PC's. Let me know if using the older version of this DLL makes any difference.
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Meyers07
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Meyers07 »

My personal request:

Modern jetfighters as playable characters (think of Strikers 1945 III/Strikers 1999 cast).

I love F-22 Raptor!
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by EddyMRA »

http://www.youtube.com/watch?v=vdyYOTPbd40

A Conquest Mode run in Stage EX-1 (Gemini Canyon) as Raiden mk-II.

It took me almost one hundred tries to do an almost perfect Conquest Mode run in Gemini Canyon as the Raiden mk-II. This is the only stage in XF-R that I actually power up the Lock-On Plasma laser before the Homing Missiles, since this stage is filled with popcorn enemies.

You have to have this entire stage memorized if you want to have a chain in this stage higher than 70. I know that I designed this stage, but I have not memorized completely where to be 100% of the time where it's muscle memory for me.

I lost the 100K medal mode near the end of the stage, and I missed three 1-million-point opportunities:
*The final two Micluses (I discovered the final Miclus, but I was not able to extract all 9 medals from it to get the 100,000x10 bonus from it)
*The x10 destruction of Green Walrus' second form.

@Meyers07:

Does the older version of the DLL make the game work for you?
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Ixmucane2
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Ixmucane2 »

nZero wrote:99% sure he already said that the remaining spots in the ship roster were frozen and he wasn't accepting any requests for new ships anymore.
There might be "tier 1" ships that are balanced enough for the normal arcade mode and the main ship selection screen, and wacky ones that can only be used for score attack games where they only need to be balanced with other runs using the same ship.

Of course, as Alluro explained, adding ships is less important than consolidating a complete game.
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Dave_K.
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Dave_K. »

Alluro wrote:To all those with XP SP2 experiencing "Error defining an external function":

Try downloading this DLL: http://www.mediafire.com/?zvwnmzywyzz

It is the older version of the GMBinFile.dll, which is used by XF-R to save high scores to disk. Just extract it to your XF-R folder, overwriting the newer GMBinFile.dll.

The newer DLL fixes the "Error defining an external function" problem on Windows 7, but it may have caused problems for certain XP SP2 PC's. Let me know if using the older version of this DLL makes any difference.
This fixed my XP SP2 problems! Thanks Alluro!
Skyknight
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Skyknight »

Meanwhile, I know SOME of you downloaded my music set (at least nine or ten, anyway). How was I at setting music to stages? I still think I can do better for the st. 1 pieces (I'm seriously considering replacing "Space High" with "Gallantry"), but I want to make sure I didn't louse up the mood elsewhere...
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Herr Schatten
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Herr Schatten »

Dave_K. wrote:
Alluro wrote:To all those with XP SP2 experiencing "Error defining an external function":

Try downloading this DLL: http://www.mediafire.com/?zvwnmzywyzz

It is the older version of the GMBinFile.dll, which is used by XF-R to save high scores to disk. Just extract it to your XF-R folder, overwriting the newer GMBinFile.dll.

The newer DLL fixes the "Error defining an external function" problem on Windows 7, but it may have caused problems for certain XP SP2 PC's. Let me know if using the older version of this DLL makes any difference.
This fixed my XP SP2 problems! Thanks Alluro!
Mine too. The old DLL did the trick. Thanks a lot. Now I can finally enjoy this game. (It's completely awesome, btw.)
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emphatic
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by emphatic »

Worked for me now in XP2 as well. :D

Anyone have a Joy2Key script to share for this game? I made an AutoHotKey one, but it's flaky at best with my hacked MadKatz 360.
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BPzeBanshee
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by BPzeBanshee »

Skyknight wrote:Meanwhile, I know SOME of you downloaded my music set (at least nine or ten, anyway). How was I at setting music to stages? I still think I can do better for the st. 1 pieces (I'm seriously considering replacing "Space High" with "Gallantry"), but I want to make sure I didn't louse up the mood elsewhere...
I haven't downloaded your mod yet (sorry, been busy with my next music mod and life) but I will try it later today.
emphatic wrote:Anyone have a Joy2Key script to share for this game? I made an AutoHotKey one, but it's flaky at best with my hacked MadKatz 360.
Xpadder is your friend. PM me if you need any more details. 8)
Meyers07
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Meyers07 »

Alluro wrote:To all those with XP SP2 experiencing "Error defining an external function":

Try downloading this DLL: http://www.mediafire.com/?zvwnmzywyzz

It is the older version of the GMBinFile.dll, which is used by XF-R to save high scores to disk. Just extract it to your XF-R folder, overwriting the newer GMBinFile.dll.

The newer DLL fixes the "Error defining an external function" problem on Windows 7, but it may have caused problems for certain XP SP2 PC's. Let me know if using the older version of this DLL makes any difference.
Finally using the the files provided and its working! Thanks!

Also, how can i set the starting lives (it says, continue and difficulty not implemented yet, but you can set starting lives).
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by EddyMRA »

A couple more issues that have been reported and noted:

*When using the Shift key to shoot with auto-fire enabled, auto-fire will break (your ship will stop shooting) when the music changes while the Shift key is held down. Releasing and pressing the Shift key restores shooting.

WORKAROUND: Use the alternate Fire key, 'Z', to shoot instead. The above issue does not occur when using the 'Z' key to shoot.

Jade Hydra is horribly cheap. Video: http://www.youtube.com/watch?v=UFtk6oEwMEk

It is utterly impossible to do a no-bomb, no-death, objective success run against Jade Hydra. Expect him to receive several major nerfs in the next version.
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Plasmo
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Plasmo »

Is this like touhou wear one shot kills you off?
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Twiddle »

jade hydra suggestion: destroy all presently existing side tanks when second phase starts (both easy/hard versions) and no longer spawn them.

for boss patterns: you're designing the bosses with the assumption that they'll adjust with rank, right? you can probably just use such a system to tone down the patterns.
so long and tanks for all the spacefish
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EddyMRA
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by EddyMRA »

http://www.youtube.com/watch?v=M2nyvmlGKw4

Except for a stupid death, I got a perfect scoring run in Stage 3-B (1974 Vietnam) in Conquest Mode.

All scoring opportunities have been taken, with everything possible chained, all Fairies collected during chains for 100,000x10 points, all Micluses, 100K medals, and a x10 kill on Teramanta. Includes a large 30 chain at the end of the stage as well as an Objective Complete on Jade Hydra, milking its support tanks for additional 100K medals.

Thanks to feedback given to me by multiple people and private testers, the following changes have been done for the upcoming v0.7 of Xeno Fighters R:
*CHANGED: Jade Hydra has been rebalanced significantly, especially its second attack phase. The second phase has been changed as follows:
-Short grace period before beginning any attack after being knocked into the second phase.
-No more support tanks appear during the second phase.
-Each attack layer starts up one after the other.

*CHANGED: The deploy time for the Dimension Mine bomber (for both Judge Spear and Blue Javelin) has been slightly increased.
*CHANGED: The damage the Dimension Mine inflicts slightly increased.
*CHANGED: The damage for Raiden mk-II's Thermonuclear Bomb slightly increased.
*CHANGED: The damage for Lord British's Ripple Lasers slightly decreased.
*FIXED: Timeout sequence for Stage 1 boss Techno Ayako, 3-B midboss Teramanta, and 4-A boss Obsidian Peryton have been fixed to no longer crash or hange the game.
*FIXED: DESTROYED AT A TIME bonuses for Stage 2 boss Silver Banshee's parts.
*ADDED: Silver Banshee's radar now has a lifebar, making it infinitely easier to gauge the amount of damage a player deals to it so that it can be timed for destruction during its timeout for an Objective Clear.
*FIXED: Stage 2's brownish round ships' bullet pattern adjusted to prevent uncharacteristic bullet hell patterns. Also, overly long waves of these ships have been broken up into several smaller waves with delays in between for that same purpose.
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sjoecool1991
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by sjoecool1991 »

I know you technically are not taking ship requests, but still, I would like to post a ship want.

I want a slave playable, lol.
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BPzeBanshee
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by BPzeBanshee »

*ADDED: Silver Banshee's radar now has a lifebar, making it infinitely easier to gauge the amount of damage a player deals to it so that it can be timed for destruction during its timeout for an Objective Clear.
:D
Now I might actually be able to get to Stage 3B for once (I fail every time I try). LOL
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by EddyMRA »

Most of Herr Schatten's ship sprite revamps have been implemented:
ImageImage

Revamp sprites shown: Raiden mk-II, Raiden mk-IIβ, Judge Spear, Blue Javelin, Michelle Hart, Kevin Walker, Zapdos.

One significant criticism I received is how certain characters' Slaves are so distracting that they make it difficult to tell where you are on the screen. A solution I came up with for these characters (like Zapdos and Michelle) is to display their Slaves' sprites in a darker shade than the main character:
ImageImage

Now, these characters' Slaves no longer are distracting.
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Udderdude
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Udderdude »

I would have made them transparent myself.
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Herr Schatten
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Herr Schatten »

Wow, you're quick! The roster's looking quite slick. 8)
Alluro wrote:One significant criticism I received is how certain characters' Slaves are so distracting that they make it difficult to tell where you are on the screen. A solution I came up with for these characters (like Zapdos and Michelle) is to display their Slaves' sprites in a darker shade than the main character:

Now, these characters' Slaves no longer are distracting.
Udderdude wrote:I would have made them transparent myself.
I still think that smaller versions of the slaves are the way to go, because it's first and foremost their size that is slightly distracting. Additionally, they'd be the same size as the regular slaves then. (Plus I think the smaller versions turned out really well, especially Moltres and Articuno.)
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by BPzeBanshee »

I didn't even HAVE problems with the slave sprites. The closest distraction I had was with Michelle and I just assumed I'd get used to it if I actually played the ship.
And I haven't had issues with Zapdos either, since the colours of the three birds are distinctly different. Yes, they have larger wingspan than Zapdos, but they always were larger than Zapdos in all Pokemon incarnations to begin with. Watch Pokemon 2000 and you'll see what I mean by size.
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nZero
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by nZero »

The high score thread is so empty :( Are people playing or just talking about it?

The darkened slave sprites look kinda odd in stills. I think I like Herr Schatten's idea on how to approach the problem best.
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by emphatic »

nZero wrote:I think I like Herr Schatten's idea on how to approach the problem best.
Agreed. If any other approach is used, shouldn't the slave's bullets be darkened or semi transparent as well?
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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 R (v0.6 Beta Final)

Post by Sasupoika »

nZero wrote:The high score thread is so empty :( Are people playing or just talking about it?

The darkened slave sprites look kinda odd in stills. I think I like Herr Schatten's idea on how to approach the problem best.
Well, I made few runs ( 82 million or something ). I don't know if I should. The scores are on school's computer anyway.
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by lilmanjs »

any reason m0d's boss song I gave ya alluro wasn't used?
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by BPzeBanshee »

There could be any amount of reasons for that lilmanjs - How about you make a music mod using those songs to demonstrate how well it will fit in? :wink:
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by lilmanjs »

BPzeBanshee wrote:There could be any amount of reasons for that lilmanjs - How about you make a music mod using those songs to demonstrate how well it will fit in? :wink:
I was thinking of making a music mod, but these days I don't really have the time.
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by BPzeBanshee »

Yes, time is quite a constraint these days, but don't let it bother you. I've been planning and thinking out music mods ever since Alluro announced he was making an external music config, and the Thunder Force Music Mod in particular has taken just as long as the game itself.
In other words, don't feel the urge to rush it. :)
If you like, I have rewritten the music config to my standards. I can prepare an example config with blank entries and you can just place what you like in there.
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by BPzeBanshee »

Oh by the way guys, new revision of my Thunder Force Music Mod.
Get it here.

Changes are mentioned in the Readme. I can safely say this won't be changed until v0.7 or whatever the next release of XF-R ends up being. :)
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