That's just awesome! But will they have the same hitbox as the originals, or will you be more forgiving, i.e. put it on the "body" and not the wings?Alluro wrote:Here are the ships I plan to add:
*Gemini Red and Gemini Blue from Gemini Wing
Emph
That's just awesome! But will they have the same hitbox as the originals, or will you be more forgiving, i.e. put it on the "body" and not the wings?Alluro wrote:Here are the ships I plan to add:
*Gemini Red and Gemini Blue from Gemini Wing
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
TATE is impossible to do with the way the engine and display is set up. The game will retain its aspect ratio even when maximized, but with black space on the sides.emphatic wrote:Will there be TATE?
Emph
You know what? That could work. I'd have to change the viewport to 320x240 with this active. I'll try this out further down the road.null1024 wrote:If you render to a surface and rotate the surface, you could [in theory] have TATE.
This is assuming you have GM registered, of course.
You can also do it without surfaces, by simply using view_angle.Alluro wrote:You know what? That could work. I'd have to change the viewport to 320x240 with this active. I'll try this out further down the road.null1024 wrote:If you render to a surface and rotate the surface, you could [in theory] have TATE.
This is assuming you have GM registered, of course.
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
The game has a mix of totally original music and music from other games. For example, here's the song I use for level 3: http://www.textfiles.com/artscene/music ... p-Mastrix/emphatic wrote:As I haven't played the original, what kind of music do you have for it? Perhaps you'd be interested in some original music for it?
Emph
I know the man that you are using a song from for level 3. wow!!! what a small world this is turning out to be.Alluro wrote:The game has a mix of totally original music and music from other games. For example, here's the song I use for level 3: http://www.textfiles.com/artscene/music ... p-Mastrix/emphatic wrote:As I haven't played the original, what kind of music do you have for it? Perhaps you'd be interested in some original music for it?
Emph
worstplayer: Wow, view_angle at 270 degrees works like a charm. Everything's rotated on the side, where all one needs to do is fullscreen it and turn the monitor on its side for full TATE goodness. If there's a way to change the size of the window to accommodate the rotated view, then I can put in a TATE option. I tried view_hview, view_wview, view_wport, view_hport, and window_set_size, but none of them would change the size of the window on-the-fly...without scaling the display.
A small list of newcomer cameo ships from suggestions I've received:lilmanjs wrote:will any ships from cave games make it into the game? I think it would be nice to include at least 1 ship from the raiden fighters series.
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
I need good alien spaceships for the futuristic levels: popcorn enemies, large enemies, and so on. I'm using the default ones that come with Multimedia Fusion, and they look really tacky compared to everything else in the game.Gungriffon Geona wrote:you wouldn't happen to need some original artses would you?
as for the song here's a link:m0d wrote:The answer to the question a chap named James asked me on IRC is 'yes'.
If that seems a bit cryptic, I was asked a question about music provision for this game, with a link to this thread - at the time the site stalled and did not load - James quit the chat before I could answer. I guess he'll find the answer here now .
Gimme some example graphics of what you want and I'll give it a shot.Alluro wrote:I need good alien spaceships for the futuristic levels: popcorn enemies, large enemies, and so on. I'm using the default ones that come with Multimedia Fusion, and they look really tacky compared to everything else in the game.Gungriffon Geona wrote:you wouldn't happen to need some original artses would you?
The story will still be included. I may try to find a better way instead of a briefing screen like in the original, which disrupts the flow of the game.Aru-san wrote:After watching your recent video sparks a few questions:
Will the story elements be added sometime in the future (if they're coming back)?
Also, with the revamped scoring system, does that mean that you're scrapping the end-of-stage bonuses as well? (Only wondering because the stage just ended instead of giving a end stage bonus as with the original XFEX)
Looks very cool.Alluro wrote:Miyamoto the Dragon is complete!
He uses Slaves along with his options. He even has the Shinkuu Giri attack as his Bomber.
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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flash = false;
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flash = true;
alarm[0] = 15;
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flash = false;
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draw_sprite_ext(sprite_index,-1,x,y,1,1,0,c_white,1);
if flash = true
{
draw_set_blend_mode(bm_add);
draw_sprite_ext(sprite_index,-1,x,y,1,1,0,c_red,1);
draw_set_blend_mode(bm_normal);
}
There's no reason why it shouldn't work. Do you have any other code in your game that interacts with flash variable?Aligarion wrote:Hi Alluro,
It actually looks impressive, you are mastering Game Maker.
I am programming a remake of an Amiga shmup Last-Out but I don't suceed in making enemies sprite flash when they are hit. How did you perform that ?
I am using the following script but it doesn't work... do you see the problem ? The game return the following error in the Draw event : "Unknown variable flash" .
Create :
Collision :Code: Select all
flash = false;
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flash = true; alarm[0] = 15;
Alarm 0 :
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flash = false;
Draw :
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draw_sprite_ext(sprite_index,-1,x,y,1,1,0,c_white,1); if flash = true { draw_set_blend_mode(bm_add); draw_sprite_ext(sprite_index,-1,x,y,1,1,0,c_red,1); draw_set_blend_mode(bm_normal); }