When v0.7 eventually gets released I'm going to have a lot of fun using Gemini Red's laser to exact my revenge for the times that same boss weapon killed me.

I'm pleased to hear that using the updated DLLs have helped stabilize the game for you. Whenever I hear that these DLLs are updated (one is a custom Game Maker wrapper DLL that works in conjunction with the FMOD DLL) I'll be sure to let everyone know and make these DLLs available at the first chance I get.S20-TBL wrote:Glad to report that the latest DLLs have stabilized the game and reduced the instances of crashing to near zero.That, and I should have considered that Alluro was using Game Maker, which has its own error handling functions--meaning to say that if it was an error within the game, the GM warning window should have popped up somehow. Again, I'm really sorry about this mess...
I predict the Gemini Blue will be quite popular among beginner and intermediate players. It has a movement speed that's just right: not too fast and not too slow. It uses both Laser and Missile weapons at once, and fully powered up, it becomes a mix of decent power and screen coverage. Plus, having two different Bombers lets you switch between a panic bullet-eating attack or a Bomber that is potentially deadly when used point blank on huge enemies.Re: the video, I saw the Gemini ships, the blue one looks right up my alley.Can't wait for this new version. Though I was wondering in what version the Boss Rush will be implemented.
Hehe that's a great little anecdote there. Is this game they designed publicly available on a web site by any chance, or is it truly private, meant for just the client?Finally, I think you guys will be interested to know this little anecdote. One of the teams at my company was designing a shmup for kids based on a cartoon franchise, and came to me for advice on weapon mechanics, enemy patterns, etc. I referred them as far back as Dragon Spirit and Galaga, and at one point Raiden was even brought up. That was when I referred them to Xeno Fighters. As a result their shmup is more or less solid enough for consumption and their client loved it.
That zero-point medal quirk has happened to me on more than one occasion as well. Several other people have reported this occurrence too. This happens to me so randomly, meaning on any stage with no set triggers, that I cannot pinpoint why this happens. My best guess is that a ground medal and an airborne medal are created at the exact same instant, causing the game to be confused and turn one of them into a zero-point medal. For me, when it happens, it's usually the airborne medal that's zeroed out.Side note: a tiny fluke happened to me once, but it occurred so fast I didn't have time to take a screencap. In level 3-A, I was harvesting 100K medals when I happened to kill one of the medium-sized blue planes. It released a green medal, and when I picked it up it was worth 0 points...
You are right, partially. It's the houses when the boss appears. Stage 3-A's boss is a giant tank. You see where this is going...S20-TBL wrote:Anyway, I noticed that there were some houses at the beginning of Chechnya's boss area; are those meant to be destroyed in a similar fashion to the tank boss in RF1, i.e. you have to protect them from the boss' shots?
Also, are the WWII planes in the same level placeholders for future enemy emplacements and patterns particular to that level (since it's basically the Stage 1 enemy spawn setup, minus the ground turrets)? I noticed since the waves and patterns seem a bit out of place, making chaining really difficult. I could almost *swear* there's a Fairy in there somewhere.
sdjkfhkjasdfhkasdhf!!1one Sniper tanks.....this will be very interesting.Alluro wrote:As for the enemy waves in 3-A, this is how it will be: http://www.youtube.com/watch?v=krPve45S9MQ
I've noticed this with a few ships, especially ones like the Blue Javelin where it's most obvious. I don't really consider it to be a bug though, since most of the time it's actually for the better.S20-TBL wrote:sdjkfhkjasdfhkasdhf!!1one Sniper tanks.....this will be very interesting.Alluro wrote:As for the enemy waves in 3-A, this is how it will be: http://www.youtube.com/watch?v=krPve45S9MQ
After extended playing, I wanted to ask what method you used to control the firing rates and patterns for some of the secondary weapons, particularly the missiles. I noticed two things about them:
1) When I pick up a missile weapon a fraction of a second after I've released the fire button, my ship launches a few missiles. This is most noticeable when the ship is at base power level.
2) When I already have a missile weapon (or laser in Amada Viros' case), my ship still manages to launch a salvo (or part of a salvo) a quarter of a second after I've let go of the fire button.
The patterns are near-perfectly synced, so I'm assuming you used a combination of Alarm events, a variable that returns as true whenever Z is tapped and the instance_number function to trigger missile burst firing. Is this correct? I'm also guessing you used timelines in the code to control the patterns.
Actually, I do agree that, with practice, it's possible to use this to one's advantage especially when timing certain chains (*cough* Stage 3-B *cough*). Though part of me thinks that this can also be a double-edged sword at times, since I'm so used to tapping the fire button that I occasionally forget the game automatically has rapid fire on.BPzeBanshee wrote:I've noticed this with a few ships, especially ones like the Blue Javelin where it's most obvious. I don't really consider it to be a bug though, since most of the time it's actually for the better.
There is always the option to turn autofire off if you feel the need for it, and its also heavily recommended you use Z for shooting rather than SHIFT if you do use autofire because of a strange glitch where the autofire breaks when music changes.S20-TBL wrote:Actually, I do agree that, with practice, it's possible to use this to one's advantage especially when timing certain chains (*cough* Stage 3-B *cough*). Though part of me thinks that this can also be a double-edged sword at times, since I'm so used to tapping the fire button that I occasionally forget the game automatically has rapid fire on.BPzeBanshee wrote:I've noticed this with a few ships, especially ones like the Blue Javelin where it's most obvious. I don't really consider it to be a bug though, since most of the time it's actually for the better.
Anyway, I did another run, and I do think it's a combination of the above functions, which I believe is a balancing measure to prevent projectile spamming exploits. Takes a bit of getting used to though, especially with the Xelcor and Javelin (my favorite ship so far along with the MkII Beta).
BTW, I have the Belarc results from both machines. Would you like me to PM them to you?
Nah, no need, I actually appreciate autofire. I just blame Cho Ren Sha.BPzeBanshee wrote:There is always the option to turn autofire off if you feel the need for it, and its also heavily recommended you use Z for shooting rather than SHIFT if you do use autofire because of a strange glitch where the autofire breaks when music changes.
My analysis makes sense, then. I remember reading about that Joy2Key issue and how changing the button rapid fire frequency messed with the Spear's firing rates. If so, then setting the rapid fire and shot patterns to a preset alarm+timeline system will address most problems regarding keypress events (since the shots would be launched at a predetermined rate and duration rather than being fully dependent on keyboard or gamepad I/O events). In that case, I'm not gonna complain about the current setup.BPzeBanshee wrote:I'm not exactly an expert in this matter, but if memory serves me right (please correct me if I'm wrong Alluro), a lot of the firing mechanisms for ships in general got modified significantly since the Judge Spear's firing mechanism was made in such a way that with an external autofire (such as Xpadder) it would be ridiculously overpowered. This was in rather early versions of XF-R. My understanding is that he fixed that in such a way that it could be implemented across the board and implemented autofire shortly afterwards.
Lol yes, I love both point-blanking enemies and scattering destruction all over the screen.BPzeBanshee wrote:Interesting choice of ships you're used to there. My personal favourites are Jade Knight and Phyxius for scoring, along with the Raiden MK-IIB. I think when the next release comes out you'll be playing with Gemini Blue and I'll be using Gemini Red since big red lasers rock.
Heh, noted.BPzeBanshee wrote:As for the Belarc results, PMing them to me would be very much appreciated. As a program I find I don't really like Belarc, since it requires installation (which in turn requires admin privileges) whereas AIDA32 doesn't, but any info at all should be able to help me spot consistencies with problem machines for XF-R in the future. Pro tip: Intel based integrated architecture seem to be a recurring factor, so if you ever buy a new computer stay away from their label.
I can do this release if enough people ask for it.REMOVED SHIPS:
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Twinbee
Winbee
Strikers P-38
*FIXED: The bonus system is 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. It is still the same bonus system with the x10 cap.
*FIXED: Bonus multipliers now advance properly (5-chain 20000x5 instead of 5-chain 20000x4 for example)
*FIXED: Raiden mk-IIβ: It can now point-blank small ground enemies it overlaps properly.
*CHANGED: Green Walrus: Each of his three forms has lower health. However, his first and second forms last just 10 seconds before he goes into a swan dive.
*FIXED: Game no longer hangs for a few seconds when resetting the game while music is playing.
*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 for the Judge Spear and Blue Javelin's Vulcan Cannon increased slightly.
*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 hang 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.
*ADDED: New title screen by emphatic and Herr Schatten in game.
*FIXED: Small tanks now cast their shadows properly no matter what direction they're facing. The earlier tanks had their shadows already on the sprite itself, so when the sprite is rotated, the shadow is rotated as well, causing odd visual anomalies.
*CHANGED: New Jade Knight sprites by Herr Schatten have been implemented.
*CHANGED: Fighters with their own shot impact sounds (Miria, P-38, Gemini Wing ships) given those sounds from the original games.
*FIXED: Amada Vipros: Missile weapon now fires more rapidly.
*FIXED: Can no longer pause the game immediately after the player dies.
*FIXED: Getting a 1st place high score in a conquest mode play now reflects on the in-game HUD when selecting Retry from the Conquest Mode menu.
*CHANGED: Enemies hit by player weapons now flash a brighter white.
*FIXED: Lord British: Ripple Lasers decreased in firepower.
As I mentioned earlier, it is NOT a major version! It is a MINOR version with numerous bugfixes and new ships.Kaiser wrote:Don't release a new major version early!
Alluro wrote:Real life has been killing me here lately. I am starting to consider doing a minor release at this point, a v0.6.5 release.
Did I just hear S.S.H.'s "Try To Star!" remix in there?Alluro wrote:Here's a 15% WIP video of Stage 9: http://www.youtube.com/watch?v=n6HEpe6OOI4
...
This stage has two songs that play, but the unique feature of this stage is that the second song that plays depends on what fighter you use. Some fighters have their own music that plays, such as a Raiden II song when you play as any Raiden ship.