Alluro wrote:If you can suggest any useful features, feel free to indicate it here. One other feature I want to implement, but in a later version, will be an easy way to select music packs in-game.
Really liking the new changes, especially the bugfixes, and I'm looking forward to trying a (hopefully) balanced Mitsubishi Zero when the next release gets out.
Now I've got a few ideas for a few nifty functions for later versions of XF-R, might want to get a coffee before you get mad at me though
A few features I've been considering trying to implement in GMOSSE was replays via external timelines encrypted to some sort of special file that people can pass around like MAME's input files. I think we've discussed replays before and it certainly seems like a bright idea if only I could think of a solid way to do it. When I went looking around for such a function through Google I only got strange time-paradox discussions, dead links, a replay engine that didn't work and some internal-video-recording DLL that crashes the game whenever it's used. In theory I think recording input events to a timeline which can then be saved externally should be possible looking through Game Maker's commands but I'm not terribly familiar with such commands.
I know it's possible but I'm not sure exactly how, and I'd be interested to hear your view on whether such a thing would be possible in the later future. In that area of externalisation you have more experience than I do.
I also had an idea for implementation of a random ship select (I recall you saying it'd be too difficult to do on MSN once but I thought of a way to do it):
Somewhere along the line we gotta assign each ship to a number. I dont know how you do it but in GMOSSE I'm using case/switch/breaks with the events related to picking a certain ship assigned to a number. Anything with case/switch/breaks can't be that hard to convert.
Have an object, obj_random or something with its default sprite being the typical question mark we've seen in earlier XF-R releases. When in contact with the ship selector it will change sprite to another sprite that has the still pictures of every ship. When you press the FIRE key it will accept selection to irandom(x) with x being the ship selection number. If selecting Vic Viper was case 7 and the random generator picked 7 you'd get the Vic Viper for example.
Now I realise for something as simple as random ship select it's probably not-so-trivial for you to go about implementing something with this method, but I'd be willing to have a crack at coding it in via a GMRES or something provided I have some idea of how you currently handle ship select functions in XF-R at the moment. Again, long-term idea, probably an idea for a final release when all of the ships are locked-in as that it doesn't need constant updating.
Lastly, still waiting for your view on possible TATE in XF-R. I can tell you now it might not look brilliant at certain angles but its certainly readable and playable the way I've implemented it in GMOSSE. Really its a bunch of commands I got from one of worstplayer's old games and putting it in within room creation code and a global variable to switch between them via a button or in the config. Emphatic requested on last page for retaining 3:4 aspect while fullscreen on a 16:10 monitor and I can tell you right now that GMOSSE rotated on such a monitor retains its aspect ratio with no problems. Sorry for being persistent regarding this matter but I really do think that TATE is a must-have for this project now that the problem of that weird scaling effect on the sides has a workaround.