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 Post subject: Xeno Fighters R (ON HIATUS) - January 18, 2014
PostPosted: Mon Dec 01, 2008 2:50 am 



Joined: 26 Jan 2005
Posts: 777
Location: San Diego, CA, USA
Xeno Fighters R - v0.11 Beta has been released!

ZIP file: http://www.sendspace.com/file/a3u48y (80.03 MB)

As usual, any bugs you find, please report them here. I wanted to get a new version out after so long, so there will be some bugs I missed.

Quote:
Xeno Fighters R - v0.11 Changelog
=================================

NEW SHIPS:
==========
X-36 Warlord

NEW COMPLETED STAGES:
=====================
Stage EX-2 (Forest of Naju)
Stage F-A (Asteroid Belt)
Stage 6-B (Dimensional Abyss)

WIP:
Stage 4-B (2035 Iceland)
Stage 5-B (1991 Persian gulf)
Stage 5-C (Ravaged Earth)
Stage F-C (BRES Colony)

New feature list:
-Key binding customization

MAJOR CHANGES:
==============
-Stage progression has been drastically liquidated:
--Stage 7-B has been scrapped.
--Stage 7-A (Asteroid Belt) is now Stage F-A (Alpha Clear Final Stage)
--Stage 8-1 (Temporal Warp) and 8-2 (Dreadnought Echidna) are now collectively Stage F-B (Neutral Clear Final Stage)
--Stage 9 (BRES Colony) is now Stage F-C (True Final Stage)
--EX Stages now take you to the B stage after the next stage after you entered a particular EX stage (Example: 3-B -> EX-1 -> 5-B).
--It is now possible to warp directly to the next EX stage by finding all Micluses hidden in an EX stage, so that you can now go to EX-2

directly from EX-1.
-Miclus hiding spots now briefly flash on lower difficulty levels, hinting at their presence. On difficulty levels normal and lower, the

hover time is greatly reduced, revealing the Miclus in a significantly shorter time than before (10 frames as opposed to 75 frames). Expert

and Arcade modes retain the 75 frame hover time and the invisible hiding spots.
-Jade Knight overhauled, since the Vic Viper was given its v0.10 Laser weapon. Jade Knight is a single weapon mode ship that now uses Round

Laser from Gradius Gaiden as its Missile weapon and Pulse Laser as its Laser Weapon. It now uses standard Options that have a closer follow

distance that those of the Vic Viper. It automatically gains the Small Spread missiles upon powering up.
-The following bosses have been rebalanced significantly for lower difficulty levels: Silver Banshee, Jasper Gigas

BUGS AND ISSUES SOLVED:
=======================
-FIXED: Random crashing when entering stages. Fixed by clearing the FMOD file handles. It adds a 3 second delay between stages.
-FIXED: Pressing ENTER Key at difficulty select will set rank to 0/0 if player has not played any game during before then. This results in a

division by zero error on enemy shooting actions.
-FIXED: Pressing ENTER right after killing a stage boss (before the mission brief comes up) and invoking the PAUSE menu causes the game

won't show the mission brief at all but end up in an endless loop.
-FIXED: Retrying a stage in the Conquest Mode menu when your score is exactly 0 will not reset your lives, resulting in the retry having no

extra lives instead of 2.
-Optimized shadow code to reduce performance hit when a lot of objects that cast shadows are active.
-EX Medals now fall slower than regular medals. This is to allow players to collect regular medals, while making it easier to drop the EX

medal if the players choose not to enter an EX stage.
-P-38's shadow now changes when it performs its loop-de-loop bomber animation.
-P-38's loop-de-loop animation now appears on top of bullets.
-P-38 now has 60 frames of mercy invincibility after its loop-de-loop animation finishes.
-Michelle's hitbox moved from her head to her shoulders.
-Jade Knight's hitbox moved to center of ship.

BALANCE CHANGES:
================
-A6M Zero: increased rapid fire rate of main shot.
-Xelcor: Increased rapid fire rate of main shot at lower levels. Significantly increased firepower of main shot and Missile weapon.
-Zapdos: Sky Attack Bomber firepower increased by 50%.
-Raiden mk-IIβ: Spread Vulcan firepower increased by 27%, all levels.
-Miyamoto: Simplify powerup system so that he requires only four powerup icons to reach full power. Powerup icons level up both his Missile

and his main shot. He no longer has a Laser type weapon.

ENEMIES:
Truxton spherical tanks with the red core: Hitpoints reduced from 30 to 12.

COSMETIC CHANGES:
=================
-Small ships that shoot very fast bullets in expert mode: their bullet graphics have been changed to use the bigger bullet sprites. Small

bullets will be used for slower moving attacks from now on.
-Sound effects of the retro ships (Gyaraga and Hoplon) have been turned down so as not to be too loud.
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Xeno Fighters R development topic
XFR and XFEX are now part of Fusion Fangaming!


Last edited by Alluro on Sat Jan 18, 2014 4:43 pm, edited 21 times in total.

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 Post subject:
PostPosted: Mon Dec 01, 2008 6:26 am 


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That's fucking awesome, i loved the original EX :D (still need to get the goddamn ALL3 on japan RFJ, stupid phase 2 boss)
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 Post subject:
PostPosted: Thu Dec 04, 2008 11:19 am 


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Location: DC Area
I'm looking forward to this :D Keep us posted
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 Post subject:
PostPosted: Thu Dec 04, 2008 9:00 pm 



Joined: 02 Dec 2008
Posts: 592
definitely looks cool. I'll be keeping an eye out.


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 Post subject:
PostPosted: Fri Dec 05, 2008 1:44 am 


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Looks interesting, good job.

Also +1 for switching from Fusion to GM.
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 Post subject:
PostPosted: Fri Dec 05, 2008 6:55 am 



Joined: 26 Jan 2005
Posts: 777
Location: San Diego, CA, USA
Progress on the Raiden purple Plasma Beam:
ImageImage
ImageImage
Image

NOTE: The Bomb icons are test enemies.

*Very preliminary enemy tracking algorithm implemented. Still imperfect.
*The laser now damages enemies.
*Lock-on "head" where the laser terminates on a locked-on enemy.
*Performs the famous "death coil" with many enemies in the area.
*Still needs the latent spark effects on the head and body.

This is close to emulating the real Raiden II Plasma Beam. Here's a screenshot from Raiden Fighters 2 for comparison:
Image

With a few more tweaks, I will have the Plasma Beam algorithm ready to give to people who are requesting it.

I'm doing this weapon first, because it's obviously the most complex weapon in Xeno Fighters EX. With the power of Game Maker Language at my disposal, I can finally make a Raiden Plasma Beam close to the original.

EDIT: One suggestion I received a lot with the old version is if I will put in Slaves or Slave-type helper craft. If enough people request it, I will put in Slaves in the remake.
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 Post subject:
PostPosted: Sun Dec 07, 2008 1:57 am 



Joined: 01 Mar 2005
Posts: 818
Location: Bogota, Colombia
request for slaves, please.
i for one, would like to see those implemented.


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 Post subject:
PostPosted: Sun Dec 07, 2008 8:23 pm 


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Location: Lawrence, Kansas
is this a PC game? if so where's a place I could try out the old version. this game looks amazing.


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 Post subject:
PostPosted: Mon Dec 08, 2008 2:51 am 


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I wanna see some slaves in the remake. It'd be just like playing Raiden Fighters somewhat.
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 Post subject:
PostPosted: Mon Dec 29, 2008 11:44 pm 


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Fantastic news! I always loved Xeno Fighters EX!
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 Post subject:
PostPosted: Thu Jan 08, 2009 12:21 pm 



Joined: 26 Jan 2005
Posts: 777
Location: San Diego, CA, USA
First gameplay video:
http://www.youtube.com/watch?v=2gn2xbSMF5E

This is an engine test of the remake. The engine is still imperfect, as it leaks memory badly. I've remade most of the first level (1942 Midway Islands). All that's missing is the boss. The improvements include, but not limited to:
*360-degree movement for true shmup bullet patterns. MMF is limited to only 32 directions of movement, severely hampering bullet patterns.
*Rigid enemy waves. The older version had randomly appearing enemies.
*Enemy hitflash. This feature was too complicated to perform in Multimedia Fusion.
*Raiden Fighters bonus messages (QUICKSHOT!, etc.)
*Vastly improved graphics (from 1944: The Loop Master)
*Expanded medal system. Now includes the 10-90pt small Raiden Fighters medals.
*Volume control for music and sound.

New features soon to come:
*Expanded scoring system with bonus multipliers.
*Autofire
*Score attack mode on single stages.
*Slaves
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 Post subject:
PostPosted: Thu Jan 08, 2009 1:56 pm 


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Looks promising. A little more speed on all ships would improve everything though. Bullet speed looks ok.

Emph
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 Post subject:
PostPosted: Thu Jan 08, 2009 7:32 pm 



Joined: 26 Jan 2005
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emphatic wrote:
Looks promising. A little more speed on all ships would improve everything though. Bullet speed looks ok.

Emph


The player ships? That's the same exact move speed for the Raiden as in the Raiden Fighters games.
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 Post subject:
PostPosted: Thu Jan 08, 2009 8:23 pm 


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Everything looks ace, can't wait to play the full game!
Strikers 99 probably has my favourite bullets in a shmup ever. (besides the blue DDP, DDP-DOJ bullets)
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 Post subject:
PostPosted: Fri Jan 09, 2009 12:17 am 


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Alluro wrote:
The player ships? That's the same exact move speed for the Raiden as in the Raiden Fighters games.


Oh, I never realized that you're remaking Raiden Fighters. I thought this was a new game.

Emph
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Street Fighters. We need to aviod them when we activate time accellerator.


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 Post subject:
PostPosted: Fri Jan 09, 2009 12:20 am 



Joined: 26 Jan 2005
Posts: 777
Location: San Diego, CA, USA
emphatic wrote:
Alluro wrote:
The player ships? That's the same exact move speed for the Raiden as in the Raiden Fighters games.


Oh, I never realized that you're remaking Raiden Fighters. I thought this was a new game.

Emph

It's not a remake of Raiden Fighters. It's a remake of a homebrew SHMUP fangame inspired by and a tribute to Raiden Fighters.
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 Post subject:
PostPosted: Fri Jan 09, 2009 12:35 am 


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Location: Brazil
That looks... cool. o_o

I'm definitely interested in the code for the toothpaste laser if you could PM it to me. I don't really intend to use it, just want to take a look at it. It really got me curious... it's totally beyond my GML knowledge how to do something like this without at least ten pages of code. :shock:
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 Post subject:
PostPosted: Fri Jan 09, 2009 7:30 pm 


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Location: Lawrence, Kansas
so I've been playing the orig. and I really love it but I hope that the game will look better(quality of graphics) than in the orig. will anything extra be added to the remake?


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 Post subject:
PostPosted: Fri Jan 09, 2009 8:58 pm 



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lilmanjs wrote:
so I've been playing the orig. and I really love it but I hope that the game will look better(quality of graphics) than in the orig. will anything extra be added to the remake?


Read the posts above for info.
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 Post subject:
PostPosted: Fri Jan 09, 2009 9:06 pm 


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So now what you need to do is give the bosses toothpaste lasers too. And the popcorn enemies. Even the powerups should shoot it.

TOOTHPASTE LASER FOR EVERYONE.


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 Post subject:
PostPosted: Fri Jan 09, 2009 10:47 pm 


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looks like a huge improvement already! I'm very excited.
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 Post subject:
PostPosted: Thu Jan 15, 2009 4:33 pm 



Joined: 26 Jan 2005
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Location: San Diego, CA, USA
Something not possible in Multimedia Fusion done in the Game Maker remake: Shadows. This helps gives the illusion of depth and the fact that enemies, your ship, and powerups are floating above the background.

ImageImageImage
ImageImage

Medals now stick on the ground when released by a ground enemy (as opposed to only aerial medals in the older version) and do not cast shadows.
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 Post subject: Slaves implemented, memory leak fixed
PostPosted: Fri Jan 16, 2009 2:39 pm 



Joined: 26 Jan 2005
Posts: 777
Location: San Diego, CA, USA
Big update!

I have fixed the big memory leak mentioned earlier. It was caused by a badly placed resource creation command that caused fonts to be created continuously, filling up the memory until the game crashed.

Also, Slaves have been implemented. They behave almost exactly like the Raiden Fighters version:
ImageImageImage

Slaves are also color-coded depending on the fighter they accompany. Examples:
ImageImageImage
Left to right: Judge Spear, Vic Viper, Phyxius

Obviously, the other player ships are not done yet, but their Slaves are.
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Xeno Fighters R development topic
XFR and XFEX are now part of Fusion Fangaming!


Last edited by Alluro on Sat Jan 17, 2009 10:58 am, edited 1 time in total.

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PostPosted: Fri Jan 16, 2009 8:30 pm 


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This looks really promising, can will there be a demo/preview/whatever?
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 Post subject:
PostPosted: Fri Jan 16, 2009 9:22 pm 



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worstplayer wrote:
This looks really promising, can will there be a demo/preview/whatever?


As soon as I have several playable ships and several playable levels, as well as ironing out most of the bugs, I will release a demo.

Also, feel free to suggest more cameo ships. So far, here are the suggestions I received:

*Scimitar (Varth: Operation Thunderstorm)
*A Dodonpachi ship
*Lord British (with Ripple Laser and F-Options)
*The ship from Galaga

Here are the ships I plan to add:
*Gemini Red and Gemini Blue from Gemini Wing
*X-36 from Strikers 1945 III
*F-117 Stealth from Strikers 1945 III
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 Post subject:
PostPosted: Fri Jan 16, 2009 10:23 pm 



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lilmanjs wrote:
is this a PC game? if so where's a place I could try out the old version. this game looks amazing.

Alluro reuploaded it back in September: http://www.sendspace.com/file/jyjwf8

At the moment, the link's still good. If that link ever goes down, I've still got the original if Alluro doesn't.
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 Post subject:
PostPosted: Fri Jan 16, 2009 11:40 pm 


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lgb wrote:
lilmanjs wrote:
is this a PC game? if so where's a place I could try out the old version. this game looks amazing.

Alluro reuploaded it back in September: http://www.sendspace.com/file/jyjwf8

At the moment, the link's still good. If that link ever goes down, I've still got the original if Alluro doesn't.

thanks for the download. the version I got wasn't the final as I found out so thanks for giving me the final version.


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 Post subject:
PostPosted: Sat Jan 17, 2009 12:33 am 


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Quick question: will the Ultima-X be back as the cheese ship of XFEX?
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 Post subject:
PostPosted: Sat Jan 17, 2009 1:04 am 



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Aru-san wrote:
Quick question: will the Ultima-X be back as the cheese ship of XFEX?


I might bring the Ultima-X back. With an expanded ship roster, there may be no need for the Ultima-X anymore.

If it was to be brought back, it'd be nerfed significantly. It was so overpowered in the original version, even for a cheese ship.
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 Post subject:
PostPosted: Sat Jan 17, 2009 6:22 am 



Joined: 26 Jan 2005
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Location: San Diego, CA, USA
Boss programmed in. This will be the basic template for all bosses.

Warning display with the boss' name (the boss name below reads "tekuno ayako"):
ImageImageImage
Middle pic: old XF-EX version of the level 1 boss. Right pic: enhanced remake version of the same boss.

New normal-difficulty bullet patterns for Level 1 boss (thank goodness for the 360-degree movement directions):
ImageImage
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Xeno Fighters R development topic
XFR and XFEX are now part of Fusion Fangaming!


Last edited by Alluro on Sat Jan 17, 2009 10:59 am, edited 1 time in total.

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