Xeno Fighters R (2019 GM Studio Port)

A place for people with an interest in developing new shmups.
NARFNra
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by NARFNra »

incidentally, Thunder Force reminds me of Thunder Cross, which I consider an excellent game. It's sequel has music that blew me away. Does anyone know a good program to record MP3s?
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emphatic
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by emphatic »

NARFNra wrote:incidentally, Thunder Force reminds me of Thunder Cross, which I consider an excellent game. It's sequel has music that blew me away. Does anyone know a good program to record MP3s?
There's an emulator called M1 that let's you export music raw into mp3's.
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by Ed Oscuro »

Seems to me that about half the music in M1 has something or other wrong with it though. Best bets are OSTs (for that value-added reverb sound) or MAME if you can record from the sound test (both have a sound test menu, F2 in MAME to get at it).
NARFNra
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by NARFNra »

EDIT: Sorry about that, I saw that while I was looking, and was coming back here to change it. Guess I'm too slow...

So, what sound packages are people working on at the moment?
Last edited by NARFNra on Sat Jul 25, 2009 3:57 am, edited 1 time in total.
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emphatic
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by emphatic »

NARFNra wrote:Anybody know a good way to record from the soundtest, though? As in, programs? Or can MAME record itself?
http://mamedev.org/devwiki/index.php/FAQ:Audio
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by EddyMRA »

Awesome music mod, emph!

I made a video of it showing of Stage 3-B's music (my favorite track so far in your music pack): http://www.youtube.com/watch?v=22Nq3IiimaQ

This video also shows an improved Amada Vipros Laser weapon. It now accurately emulates the Raiden Fighters' Aegis Laser weapon. It also no longer rapid-fires at its highest power levels.
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by BPzeBanshee »

I made a video of it showing of Stage 3-B's music (my favorite track so far in your music pack): http://www.youtube.com/watch?v=22Nq3IiimaQ

This video also shows an improved Amada Vipros Laser weapon. It now accurately emulates the Raiden Fighters' Aegis Laser weapon. It also no longer rapid-fires at its highest power levels.
Awesome music mod, emph!
:shock: That IS excellent.

Also, good to see the change in the Amada Vipros. I liked it before too of course, and now I like it more.
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by emphatic »

Alluro wrote:Awesome music mod, emph!

I made a video of it showing of Stage 3-B's music (my favorite track so far in your music pack): http://www.youtube.com/watch?v=22Nq3IiimaQ

This video also shows an improved Amada Vipros Laser weapon. It now accurately emulates the Raiden Fighters' Aegis Laser weapon. It also no longer rapid-fires at its highest power levels.
3-B is really my favorite stage and that track really makes it feel a bit more intense. It took a bit of editing of it to not have the typical trance breakdown.

It would be really cool if you could add a fade of the music before the boss warning horns comes on. I thought about fading the track more myself, but as my laptop doesn't really stomach the game, I can't play that stage with 60 fps. :( But watching your video, it seems that it works very well anyway.

You like the boss music as well? I think it brings a very ominous vibe to that huge tank. And the "revving" bass fits well with it's appearance.

The lasers are awesome btw. :D
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NARFNra
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by NARFNra »

Gradius sound mod...
Only can be downloaded ten times, cause my email is down...

http://rapidshare.com/files/260225447/N ... k.zip.html

I haven't actually tested it out, as Xeno-Fighters runs at about 2 FPS on my computer.
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by BPzeBanshee »

Heh. Zero Music Mods at the time of release, and now there's three. NICE.
I hope to add to this eventually but frankly Im not liking any of the other Thunder Force tracks besides Metal Squad and the Rynex theme. :S
If yous dont mind having multiple remixes of the same songs I'll put them together in a Thunder Force OGG pack, but until I get some yehas I wont torture yous. :P
NARFNra
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by NARFNra »

Maybe you could make a thunder pack, featuring music from EVERY GAME with "thunder" in its name EVER!

...jk.
FoxReeveheart
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by FoxReeveheart »

Hi O_o new here and i'm not much one for SHMUPS... except for gradius 3... one day i'll beat it without cheats!

But I ended up liking your game... somehow... anyways a suggestion

How about the blue or gold dragon from the NES game Dragon Spirit? O_o that was a vertical shooter too, go check it out.
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by EddyMRA »

FoxReeveheart wrote: How about the blue or gold dragon from the NES game Dragon Spirit?
Welcome to the SHMUPS forums.

There is already a dragon in the game: Miyamoto.

@NARFNra: http://www.gamefaqs.com/search/index.ht ... form=0&s=s

Nice list to choose from.
Last edited by EddyMRA on Mon Jul 27, 2009 11:10 pm, edited 1 time in total.
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FoxReeveheart
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by FoxReeveheart »

Alluro wrote:
FoxReeveheart wrote: How about the blue or gold dragon from the NES game Dragon Spirit?
Welcome to the SHMUPS forums.

There is already a dragon in the game: Miyamoto.
Not much of a dragon, it's more like a draconian looking guy with a jetpack, i wouldn't exactly call him a dragon. he just has the title of dragon O_o
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by EddyMRA »

FoxReeveheart wrote:Not much of a dragon, it's more like a draconian looking guy with a jetpack, i wouldn't exactly call him a dragon. he just has the title of dragon O_o
I'm not putting any more suggested ships/characters in the game until the game itself is done. I'm sticking with only 15 ships until then, and they have been all decided. After it's done, then maybe I'll do post-releases that add new ships.

The only way I will put in the Dragon Spirit dragon is if it is custom sprited. The original sprites are far too big compared to the other ship graphics in this game.
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FoxReeveheart
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by FoxReeveheart »

Ahh ok, my bad. Either way I am impressed with this game, despite shmups are not exactly my thing =p but i extend my compliments onto ya'll!

also, i beat blackheart with zapdos XD woot! only took 40 some odd tries :mrgreen:
NARFNra
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by NARFNra »

Took me thirty minutes, but I beat stage 1! Two FPS allows me to dodge rather good, lol.

EDIT: Actually, you could just use music from all the SHMUPS with "thunder" in their name, thats still alot, but this time I'm actually serious.
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by worstplayer »

Speaking of more ships, any chance of something with a "gimmick" like Gigawing/Mars Matrix or even Ikaruga? The latter would probably require modified stages, but GW/MM seems possible if you balance reflect force with reduced firepower and slower movement.
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NARFNra
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by NARFNra »

worstplayer wrote:Speaking of more ships, any chance of something with a "gimmick" like Gigawing/Mars Matrix or even Ikaruga? The latter would probably require modified stages, but GW/MM seems possible if you balance reflect force with reduced firepower and slower movement.
...This is a remake...

Therefore, you don't go around adding completely new game mechanics that change the game a ton.
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by FoxReeveheart »

ZAPDOS SUGGESTION:

After playing almost exclusively with zapdos i have to make this suggestion I feel is very necessary.

I don't know how much it would take for you guys to do this, but I feel that the articuno/moltres slaveships need to be reduced in size.

During normal gameplay it's fine but when i got into those crazy boss battles suddenly it became quite a bit harder to keep my eye on zapdos because he'd be surrounded by slave ships that are actually BIGGER than him.

Compare o_o they are a teensy bit larger than him. Therefore I feel not only would this be only good but also necessary/needed.
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by Herr Schatten »

FoxReeveheart wrote:I don't know how much it would take for you guys to do this, but I feel that the articuno/moltres slaveships need to be reduced in size.
I suggested this some while ago. I suspect it will be done in the end, but I guess it's not really high on Alluro's priority list, as there are obviously more important problems to solve first when dealing with a project of this scope.

I'd volunteer to do the reduced slave sprites, though.
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by Twiddle »

worstplayer wrote:reduced firepower and slower movement.
In a game styled after Raiden Fighters I have to tell you that this is a very, very bad idea.
so long and tanks for all the spacefish
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by BPzeBanshee »

Actually, you could just use music from all the SHMUPS with "thunder" in their name, thats still alot, but this time I'm actually serious.
Thanks for the suggestion, I'll take a little investigation into Thunder Cross (the only other arcade SHMUP game I know to have "Thunder" in it) but most likely I'll either keep it TF IV-orientated or make a unique one to MY preference like what Emphatic's done quite successfully with his.
reduced firepower and slower movement.
In a game styled after Raiden Fighters I have to tell you that this is a very, very bad idea.
Unless there's a ship added in the distant future that is as slow as the Raiden MK-II that could make good use of an effect like this as a bomb, I can also agree to Twiddle.
From my knowledge an effect for matrixy stuff happening would be something more of the Bullet Hell SHMUP type (having seen this in Magical Broom Shooting it'd seem logical enough in that area) but not in this style of gameplay as it is strictly meant to be challenging and fast-paced.
To be fair, it's a good enough idea though. Dunno what Alluro thinks about other's suggestions but if I were a game creator getting suggestions thrown at me from seemingly all areas of people I'd appreciate the extra ideas, although as you can appreciate some would just simply not work while others end up being brilliantly implemented.
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by NARFNra »

In case you do decide to investigate thunder cross, remember some of its music is remixed in Otomedius, as you can see in videos by SableNeko on Youtube.
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by emphatic »

For my next mod, I'm currently remixing a popular OST by myself. The process is moving slowly but surely, and I'll take my time to make it the best I can for the final release of XF EX-R. It involves re-instrumentation as well as stereo mastering. I will also redo my first mod, with added/changed tracks, depending on how well everything works with the final game.
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RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
NARFNra
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by NARFNra »

emphatic wrote:I'm currently remixing a popular OST by myself.
So, can we hear what OST you are remixing? Perhaps just a hint?

Also, is my Gradius pack crap?
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by BPzeBanshee »

NARFNra wrote:
emphatic wrote:I'm currently remixing a popular OST by myself.
So, can we hear what OST you are remixing? Perhaps just a hint?

Also, is my Gradius pack crap?
I second that, do tell, Mr. Emph. :twisted:

And um, to be honest NARFNra, I havent tried it out yet, mainly cause Im not a huge Gradius fan and I dont have a clue of what Gradius would sound like. But I *WILL* get around to it, mark my words.
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by emphatic »

BPzeBanshee wrote:
NARFNra wrote:
emphatic wrote:I'm currently remixing a popular OST by myself.
So, can we hear what OST you are remixing? Perhaps just a hint?

Also, is my Gradius pack crap?
I second that, do tell, Mr. Emph. :twisted:

And um, to be honest NARFNra, I havent tried it out yet, mainly cause Im not a huge Gradius fan and I dont have a clue of what Gradius would sound like. But I *WILL* get around to it, mark my words.
Well, the game is available in MAME. Production year is 1999. Music composer: ******** ********. :D

Edit: Downloading your pack now, NARFNra. I love Konami music.
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NARFNra
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by NARFNra »

so it's B*t*l* B*k*a*d?
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Re: Xeno Fighters EX-R (Remake) (June 19, 2009: v0.2 RC1)

Post by BPzeBanshee »

NARFNra wrote:so it's B*t*l* B*k*a*d?
I should have you know that the original Xeno Fighters EX had "Terrible Object" from Battle Bakraid as the Jade Hydra boss theme.
Just found that out when I tried that game on MAME last month. :P
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