Xeno Fighters R (2019 GM Studio Port)

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Aru-san
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Aru-san »

Alluro wrote:Finally, bonuses are multiplied to the proper current chain counter. Also, multiple bonuses acquired at the same time no longer have the same multiplier.
Is it still Raiden Fighters Jet's bonus system, only without the x10 cap?
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by EddyMRA »

Aru-san wrote:
Alluro wrote:Finally, bonuses are multiplied to the proper current chain counter. Also, multiple bonuses acquired at the same time no longer have the same multiplier.
Is it still Raiden Fighters Jet's bonus system, only without the x10 cap?
It's still the same bonus system with the same x10 cap. It's just been rewritten to fix a glitch regarding simultaneous bonuses gotten at the same time, as shown in the screenshots. For example, before, when you get two Quick Shots and a At A Time simultaneously for a quick 3-chain, the bonuses would be 50000, 50000, and 100000x2. Now, it's been corrected, giving you 50000, 50000x2, and 100000x3 like it's supposed to.
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lilmanjs
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by lilmanjs »

any new updates?
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Skyknight »

Not from the looks of things. Keep in mind this isn't his only current project; there's also Super Mario Fusion for him to work on.
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by lilmanjs »

as for my music pack, this song has been redone and I really like the new version:
http://soundcloud.com/m0d/m0d-shooter-boss-reloaded
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Twiddle »

sdccd finals over yet?
so long and tanks for all the spacefish
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Skyknight »

Well, it's at least a good sign that Super Mario Fusion is drawing nigh to its first public version release. That should give him some wiggle room to get back to XFR for a time.
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BPzeBanshee
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by BPzeBanshee »

Well I'm expecting a progress report by christmas kthxbai

...

I'm kidding, life's hard, so no pressure.

In other somewhat unrelated SHMUP news, I made this in Minecraft on a friend's server the other day:
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It's meant to be the Fire-Leo 04 "Rynex" from Thunder Force IV in case you can't tell.
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Skyknight »

{nudge, nudge} Do we have a status report, or has Super Mario Fusion been the main priority in your workload?
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by EddyMRA »

Hey everyone,

This is to let you know that I am not dead regarding Xeno Fighters R. I have a massive creative block regarding fleshing out the ideas for future stages. Instead of focusing on stages that are out of the way, I will focus on at least finishing the bad path (1-2-3A-4A-5C). After that, I can work on the rest of the stages (the B-stages and the EX stages).

Additionally, Super Mario Fusion Revival is my current work, and that one is close to a public release.

As far as a status report on XF-R, I have at least gotten 3-A's boss partially coded in:
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emphatic
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by emphatic »

Wow, really refreshing with a bright colored boss!
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Gungriffon Geona »

At first I thought it was that one boss from Bakraid, but mentioning Strike Gunner STG reminds me that Athena pretty much did the same boss design well earlier, haha. The game had plenty of nice stuff visually, it's just a shame the gameplay was so tedious. Atleast now one thing from it is getting an upgrade :D
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by lilmanjs »

that new boss looks great. will there be another release once stage 3-A is finished? or will it have to wait till a few more stages are finished
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by EddyMRA »

lilmanjs wrote:that new boss looks great. will there be another release once stage 3-A is finished? or will it have to wait till a few more stages are finished
I'll do another release once the full bad path is done. That means completing 3-A and 5-C.

I'll try to get a basic continue system coded in as well. I've discussed with several people that it is best to give unlimited continues, but you will be forced to restart in the final stages of a given path (5-C, 8-2, and 9) and any EX stage.
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Drum »

:D
IGMO - Poorly emulated, never beaten.

Hi-score thread: http://shmups.system11.org/viewtopic.php?f=2&t=34327
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by nZero »

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

Post by EddyMRA »

Here's a video of a score attack run on Stage 4-A using the Xelcor: http://www.youtube.com/watch?v=W_c7jcBLSpw

I will soon return to working on XF-R. Right now, I do not spend too much time on the computer, since I am focusing on college classes. I am also trying to get more active, so I had begun an exercise program at the beginning of this year. I've already lost 20 pounds at least.
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lilmanjs
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by lilmanjs »

that is one cool video. so much better than me on that stage.
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by BPzeBanshee »

Indeed, and it beats the existing scores on the High Score thread for Stage 4-A too. :D
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xris
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by xris »

After a little fit of dealing with a missing graphics driver, this was the first shmup to be booted on an excited luddite shmupper's new computer! Awesome. Excited to play this, but have a couple of questions. I'm missing music, after looking at the OP, I need to download something in addition, right?
Now, the big question. What's up with there being no controller support? Yeah..I'm not going to get anywhere playing on a keyboard. It's just completely foreign to me, I can't steer with my right hand, it's just not going to work, I even play pac man with my left 'cause that's my joystickin' flapper.
Other than that, even though I might feel a little handicapped, I'm super excited to play a shmup that was made as a fan service for, well... Me.
Thanks!
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by EddyMRA »

xris wrote:After a little fit of dealing with a missing graphics driver, this was the first shmup to be booted on an excited luddite shmupper's new computer! Awesome. Excited to play this, but have a couple of questions. I'm missing music, after looking at the OP, I need to download something in addition, right?
Now, the big question. What's up with there being no controller support? Yeah..I'm not going to get anywhere playing on a keyboard. It's just completely foreign to me, I can't steer with my right hand, it's just not going to work, I even play pac man with my left 'cause that's my joystickin' flapper.
Other than that, even though I might feel a little handicapped, I'm super excited to play a shmup that was made as a fan service for, well... Me.
Thanks!
This is the music pack for the game: http://www.mediafire.com/?lhfju23dmly

About controller support in Xeno Fighters, or any Game Maker-made game in general, the short and direct answer is no. Game Maker's native gamepad support is very poor at best. Also, there are many kinds of gamepads out there, so making a single controller configuration is out of the question.

You can play XF-R using a gamepad, if you get a program called a joystick-to-keyboard emulator. These programs allow you to emulate the keyboard using any USB gamepad. The best part is that most of these programs are customizable, so you can save different configurations for multiple games.

Here is a list of joystick to keyboard programs known so far. If one program does not work for you, try another until you find one that does work for you in Xeno Fighters.

JoyToKey: http://www.electracode.com/4/joy2key/Jo ... ersion.htm
Joystick to Mouse 3: http://atzitznet.no-ip.org/Joy2Mouse3/
XPadder: http://www.xpadder.com/
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by EddyMRA »

Amada Vipros playthroughs:
Part 1: http://www.youtube.com/watch?v=s0FGVtuZPzE
Part 2: http://www.youtube.com/watch?v=z3oHjvYDBb8

These videos are also my first attempts at 1080p videos on YouTube.

On the development side, some later stages are planned be quite short (about 1 minute in length) to offset the long length of certain stages (such as 3-B). I will also disable a significant number of the current ship roster, making them available after the game is complete.
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Drum »

You do dirty things with Game Maker.
IGMO - Poorly emulated, never beaten.

Hi-score thread: http://shmups.system11.org/viewtopic.php?f=2&t=34327
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by nZero »

Alluro wrote:On the development side, some later stages are planned be quite short (about 1 minute in length) to offset the long length of certain stages (such as 3-B).
Which makes me imagine them as Psikyo/Sonic Wings' last few stages levels of ferocity.

Will the EX stages still keep a similar length? I like seeing all of the creativity that gets packed into those and I was looking forward to more :D
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by lilmanjs »

is there a new air siren sound in stage 4-A?
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by EddyMRA »

nZero wrote:
Alluro wrote:On the development side, some later stages are planned be quite short (about 1 minute in length) to offset the long length of certain stages (such as 3-B).
Which makes me imagine them as Psikyo/Sonic Wings' last few stages levels of ferocity.

Will the EX stages still keep a similar length? I like seeing all of the creativity that gets packed into those and I was looking forward to more :D
The first stage I plan to make a short one is 5-A. It will last about 1 minute, with a nice chain opportunity before the boss appears.

EX stages will all be long stages. Since they are quite out of the way to access, and they unlock the cameo ships, those can retain the medium-to-long length that EX-1 and EX-3 have.
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by BPzeBanshee »

is there a new air siren sound in stage 4-A?
I daresay there is, or it's the existing one edited to not sound so loud and high-pitched.

Also, this video is good news for people that can't chain well in Xeno Fighters R - Alluro didnt exactly do 10/10 chaining but took advantage of Micluses and survived longer in favour of doing dangerous tricks to chain more where possible and still managed to rack up a high score of 161,521,300 (which beats existing scores in the scoring thread). And that's ignoring his current 1st place high score.
Well done Alluro. :D
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by EddyMRA »

BPzeBanshee wrote:
is there a new air siren sound in stage 4-A?
I daresay there is, or it's the existing one edited to not sound so loud and high-pitched.

Also, this video is good news for people that can't chain well in Xeno Fighters R - Alluro didnt exactly do 10/10 chaining but took advantage of Micluses and survived longer in favour of doing dangerous tricks to chain more where possible and still managed to rack up a high score of 161,521,300 (which beats existing scores in the scoring thread). And that's ignoring his current 1st place high score.
Well done Alluro. :D
The new air raid siren sound is the one from the Silent Hill movie.

I learned that chaining is extremely important in Conquest Mode score attack runs for getting the highest scores. In normal Arcade runs, survival and medal hunting contribute more to your score than chaining, which is minimal compared to a 100K medal run over several stages.
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by Skyknight »

...SHORT stages? {sulk} I can understand if you're trying to avoid Tatsujin-Ou levels of time, at least...Although I am kind of hoping that 5-A and 5-C will be the only 1-minute-before-boss stages. (One minute puts them at about the same length as the Davis Strait stage in Strikers 1945 II, right?) To keep true to the original, 6-A and 7-A will need some measure of length, unless you're planning to transplant some part of 7-A's design to 7-B or something...

{thinks} Depending on just how close to or over a minute it is, I'd probably use "Infinity Orbit" from S1945II for 5-A's theme. I have this thing about making sure that a stage's song gets to loop at least once before the boss makes an appearance...
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Re: Xeno Fighters R (v0.6 Beta Final)

Post by EddyMRA »

Skyknight wrote:...SHORT stages? {sulk} I can understand if you're trying to avoid Tatsujin-Ou levels of time, at least...Although I am kind of hoping that 5-A and 5-C will be the only 1-minute-before-boss stages.
As of right now, yeah, 5-A and 5-C will be the short stages (Psikyo length).
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