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Full Version: Xeno Fighters R
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AdminJS
Latest video:


February 11, 2010: NOTE: Fixed one gamebreaking glitch in these new downloads.

Hopefully all the annoying major bugs have been fixed. This is what I can safely call v0.6 Beta Final. I try to address bugs as I receive reports of them during the RC phase. This will be the last release of v0.6 Beta I will do. Future versions will have a higher version number, focusing on getting stages done like 3-A and 6-B.

EXE Only - if you have a previous RC installed already, just download this and overwrite the older EXE (11.72 MB): http://www.mediafire.com/file/wrzjtwydoog/...inal_update.zip

v0.6 Final full ZIP package - EXE, DLLs, external resources (23.33 MB): http://www.mediafire.com/file/hrinedmdmyn/..._v0_6_Final.zip

The optional default MP3 music pack (38.52 MB): http://www.mediafire.com/?lhfju23dmly

Xeno Fighters R v0.6 Beta Final Changelog

*FIXED: Looping sounds (ambient sounds, default boss warning siren) no longer play over the Game Over text.
*FIXED: Looping sounds no longer continue playing when exiting a stage using the Conquest Menu.
*FIXED: Pressing the Enter key in the Conquest menu no longer causes the game to break. The Fire key confirms the menu selections now.
*CHANGED: Stage 4-A Boss Obsidian Peryton's second form is now more aggressive.
*ADDED: Michelle (Legendary Wings), Kevin (Michelle's alternate), Miria (The Guardian Legend), P-38 (fully Strikers 1945 version), Zero Fighter (Strikers P-38's alternate), and Winbee have been added to the ship roster. These fighters still need balance tweaks (that's the reason why they were not available in earlier RC's), so expect these fighters to be either very underpowered or very overpowered. Report balance issues and other problems you may find with these new fighters if you can.

February 10, 2010: v0.6 RC4 released. It is a quickfix for a bug I overlooked in the Options Menu.

EXE Only - if you have RC2 installed already, just download this and overwrite the RC2 EXE (11.72 MB): http://www.mediafire.com/file/tzxxzkmynhy/..._RC4_update.zip

v0.6 RC4 full ZIP package - EXE, DLLs, external resources (23.33 MB): http://www.mediafire.com/file/nnlmwnnjmgj/...sR_v0_6_RC4.zip

The optional default MP3 music pack (38.52 MB): http://www.mediafire.com/?lhfju23dmly

v0.6 RC4 Changelog:
*FIXED: The bullet color change option in the Options Menu was inadvertently disabled. Fixed and working 100%.

February 10, 2010: Xeno Fighters R v0.6 Beta RC3 has been released.

EXE only (11.73 MB): http://www.mediafire.com/?wmgvymymzyn
NOTE: The required DLLs and external resources are in the RC2 full package: http://www.mediafire.com/?eezxd522ynm
The optional default MP3 music pack (38.52 MB): http://www.mediafire.com/?lhfju23dmly

v0.6 Beta RC3 Changelog

*CHANGED: Raiden mk-IIβ's Spread Vulcan has been tweaked so that the bullets hit the moment they are fired from the ship, as opposed few frames after being fired. The point-blanking ability of the mk-IIβ has been vastly improved.
*CHANGED: Raiden mk-II's Lock-On Plasma Laser has been reverted to the v0.2 RC2 algorithm. The attempt at a new algorithm for v0.6 did not pan out well. Also, the firepower of the Lock-On Plasma Laser has been reduced for all power levels.
*CHANGED: Raiden mk-II's Homing Missiles now time out if on screen for 5 seconds. This happens primarily during the Silver Banshee fight, when its core suddenly appears. The Homing Missiles would get stuck in orbit around the core forever, with the Raiden mk-II unable to fire off any more missiles.
*ADDED: In Conquest Mode, a new menu has been added after you play a stage (whether by clearing it, quitting it, or game over). From that menu, you can choose to retry the current stage, change stages, change fighters, or reset the game.
*CHANGED: Conquest Mode default high scores adjusted. 2.5 million is now the top default score with subsequent scores going down by increments of 500,000.
*FIXED: Lord British and Hikaru can now adjust the width of their F-Option formations by moving up or down. Moving up will make the formation narrower, concentrating these fighters' firepower in a single spot. Moving down will widen the formation. This fix was made to address balance issues with these fighters trying to complete Stage 2's objective by destroying Silver Banshee's radar during the timeout warning. Hikaru especially found it impossible to destroy the radar before it timed out, since her firepower is spread out at all times.

February 8, 2010: v0.6 Beta RC2 has been released. This fixes a few annoying issues with the menu interface and the end-of-stage transition issues iafter defeating Techno-Ayako.

EXE and updated external graphic (11.85 MB): http://www.sendspace.com/file/644y53
NOTE: You will need to have downloaded the v0.6 Beta RC1, then overwrite the files with the v0.6 Beta RC2 versions in the file above.
QUOTE
Game EXE, DLLs, and external resources - music NOT INCLUDED (23.33 MB): http://www.sendspace.com/file/f5p0oa
MP3 music pack - place into 'music' folder (38.52 MB): http://www.sendspace.com/file/fzay3j


Full v0.6 RC2 Zip - music NOT INCLUDED (23.32 MB): http://www.sendspace.com/file/apn1fp

Changelog:
*FIXED: Screen transition occurring immediately after the Stage Clear text appears in Arcade Mode, cutting off the Stage Clear music when a boss music entry in the music INI is set to NONE.
*FIXED: Game window close button (the 'X' button) now works, closing the game window.
*FIXED: Pressing the Fire button in the Conquest Mode menu after clearing/failing a stage no longer causes the game to reset. This was done by design, and it was a poor decision. You can now keep playing in Conquest Mode with the same ship you chose until you decide to change ships by pressing the Bomb button. The Enter key resets the game when in the Conquest Mode menu.
*FIXED: Method on how to change bullet colors now documented in help file.
*UPDATED: Stage portraits external graphic resource: Stage 4-A's Conquest Mode portrait changed to a better representative picture.

Xeno Fighters R v0.6 Beta RC1 changelog:
*New playable ships: Phyxius, Xelcor, Vic Viper, Solvalou, Gyaraga, Raiden mk-IIβ, Blue Javelin, Lord British, Jade Knight, Michael (Parodius), Hikaru (Parodius), Twinbee, and P-38 (Capcom and Psikyo hybrid).
*Alternate Ship system (press the Bomb button in the ship select screen to toggle ship alts)
*New 100% complete stages: Stage 2 (2035 American Midwest), Stage 4-A (2035 Portugal), Stage EX-1 (Gemini Canyon), Stage EX-3 (Parobee Fusion)
*Conquest Mode is complete.
*The Raiden Fighters Fairy bonus has been implemented.
*DESTROYED AT A TIME bonus is implemented.
*Menu system with Options menu.
*Customizable bullet colors.
*All-new high score table to replace the default Game Maker highscore table.
*Stage branching system in place, with placeholders in-game.
*Audible boss timeout warnings.
*Optional Dodonpachi Boss Warning animation sequence.
*Pause menu (Hit the Enter key to pause the game)

Some improvements thanks to Game Maker 8:
*Improved graphics in Stage 3-B. Huts and trees now cast shadows.
*Game now loads much faster compared to when Xeno Fighters was made in Game Maker 7.
*Improved explosion sprites.

Other notes:
*Arcade Mode no longer has the Stage Select screen. That has been retooled into the Conquest Mode screen.
*Incomplete, but playable, stages: Stage 3-A (1995 Chechnya), Stage 5-C (Ravaged Earth), Stage 6-B (Dimensional Abyss), Stage EX-6 (San Diego Hell)
*Raiden mk-II laser is still unreliable. Use this ship at your own risk.
*Various balance fixes on several ships.
*This game is not fully tested on Windows 7. Users of this OS may experience trouble running the game, or intermittent crashing.

Older versions:
v0.2 RC2 (September 13, 2009): http://www.sendspace.com/file/yq6e4s
Snow Villiers
you mentioned this in the chat once or twice i never got the chance to play it though sad.gif a remake is interesting though

any new features planned?
AdminJS
QUOTE (DarkDante @ Nov 30 2008, 02:39 PM)
you mentioned this in the chat once or twice i never got the chance to play it though sad.gif a remake is interesting though

any new features planned?

New features missing from the original include:

*Auto-fire
*Possible 2-player mode.

More screenshots of the Raiden mk-II Plasma Lock-On Laser prototype test:

user posted imageuser posted image
Impish
u Kno judge, you have so many projects, with MKF, JS-Mugen and this, you should have your own website. This Game looks great. Will the Engine from this be used for the shmup zones of MKF.
AdminJS
For those of you who want to play the old version, get it at: http://www.sendspace.com/file/jyjwf8
Snow Villiers
nice to see you're programming in my fave wep (Lock on laser FTW) planning any other new ships maybe a cameo from another series?
Mike Arcade
QUOTE (DarkDante @ Dec 1 2008, 02:31 AM)
nice to see you're programming in my fave wep (Lock on laser FTW) planning any other new ships maybe a cameo from another series?

Yeah, With a game like this that matches The Raiden Fighters Series, More Ships could be done. But ONLY if JS wants them, Or he could make his own original ships(Adding to the Defult Ones).

The only cameo ships I can think of are The Raiden mk-IIB(The Blue Raiden mk-II from Raiden Fighters), The Blue Javilin(The Blue Judgespear from Raiden Fighters), Reimu and/or Marisa(They're not ships per say, But they do count right?), Slave/Option(This is an Obvious Choise), And The R9-Arrow Head(Okay now while that doesn't seem possible, It is if you would have Custom Vertical R9 Sprites, But sence I don't know Sprite yet and don't have an Conputer that's not possible)

Sorry if I said too much or wasted your time everyone sleep.gif
AdminJS
QUOTE (DarkDante @ Dec 1 2008, 03:31 AM)
nice to see you're programming in my fave wep (Lock on laser FTW) planning any other new ships maybe a cameo from another series?

In fact, I do plan to add more cameo ships to the roster. Most likely, a ship from Dodonpachi would make it in. I also want to put in the Lord British, the Vic Viper's sister ship (the red one). I also want to put in a Strikers 1945 plane, like the X-36 from part III.

Now, for some new screenshots:

Progress on the Raiden purple Plasma Beam:
user posted imageuser posted image
user posted imageuser posted image
user posted 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:
user posted image

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.
Mike Arcade
You know I was going to say a Cameo Ship from The Dodonpachi too! But I thought it would have been a Too Powerful Ship.
Snow Villiers
looking forward to seeing this completed JS
Skyknight
I noticed that in the original, when you get a seventh bomb, you'll always get 10,000 points--regardless of whether you had six or seven bombs in reserve at the time. Was this intentional?

Meanwhile, a cameo ship suggestion (well, reiterating it, since I spoke of it on the Shmups Central board long ago): the Scimitar from Varth. Preferably with smart pods, wide shot and the associated flame pulse bomb, and napalm pod shot. I think that would make it as distinct as possible from the members of the current ship lineup.

As for another want in my case...a way to adjust the sound effects volume separately from the music. This is especially important for st. 3 (the recording of R-Type II's "Water Splash" I got from Galbadia tends to get drowned out by the thunder. Never mind that "One Mile Flight" tends to suffer the same fate...).
AdminJS
QUOTE (Skyknight @ Dec 29 2008, 11:02 PM)
I noticed that in the original, when you get a seventh bomb, you'll always get 10,000 points--regardless of whether you had six or seven bombs in reserve at the time. Was this intentional?

Meanwhile, a cameo ship suggestion (well, reiterating it, since I spoke of it on the Shmups Central board long ago): the Scimitar from Varth. Preferably with smart pods, wide shot and the associated flame pulse bomb, and napalm pod shot. I think that would make it as distinct as possible from the members of the current ship lineup.

As for another want in my case...a way to adjust the sound effects volume separately from the music. This is especially important for st. 3 (the recording of R-Type II's "Water Splash" I got from Galbadia tends to get drowned out by the thunder. Never mind that "One Mile Flight" tends to suffer the same fate...).

That 10,000-point bonus was purely unintentional in the old version. Thanks to MMF's unstructured code base, it's hard to keep track of code execution order.

I can certainly put in more cameo ships in the remake. In fact, I will overhaul the unlock feature altogether and have ships unlockable when you complete certain stages. This will tie into new optional levels that will branch you off the normal eight-stage path. Not only will there be cameo ships, there will be cameo levels from other SHMUPS, much like how there are levels based on everything imaginable in MKFusion.

The cameo ships I plan to add, in addition to what I listed earlier in this topic:
*Gemini Blue and Gemini Red from Gemini Wing (which were in the oldest version of Xeno Fighters, when it was once called VAF Squadron).
*Scimitar from Varth
*F-117A Stealth, with its Strikers 1999 weaponry
*The Galaga ship, which can use the tractor beam to haul in popcorn enemies to use as drones.

Thankfully, Game Maker has so much more control over music and sounds than MMF ever could. I can easily control music and sound volumes in Game Maker games.
Skyknight
Looking at the new video of St. 1...This is DEFINITELY going to be something to look forward to...

Although...I couldn't make out the female voice when the boss alarm sounded. I thought the ending part sounded like "Fukagu", so was it just the boss's name?
AdminJS
QUOTE (Skyknight @ Jan 18 2009, 04:20 PM)
Looking at the new video of St. 1...This is DEFINITELY going to be something to look forward to...

Although...I couldn't make out the female voice when the boss alarm sounded. I thought the ending part sounded like "Fukagu", so was it just the boss's name?

The female voice said "tekuno Ayako" (Techno-Ayako). I learned that the 1943 big bomber boss name is AYAKO, not Fukagu as I called it in the original version. The Japanese text that shows at the warning is the boss name.

Also, a newcomer cameo fighter is complete: Miyamoto the Dragon from Raizing/8ing's Mahou Daisakusen!

user posted imageuser posted imageuser posted image

He uses Slaves along with his options. He even has the Shinkuu Giri attack as his Bomber.
Gun6
Feel free to ask me if you have any spriting needs... I could try at the very least. :x
AnthemHero
Hurray for Mukor (JS!)! A few questions.

1. Is Kirby going to make an appearence as a playable ship in the game?
2. If so, what kind of slaves will he have?
3. When are you going to release a beta for this wicked SHMUPs?
20 Guns of Shadow
Where do you ge those sprites from all those shmup games, I search and come up with nothing.
Texanfan27
Still got to love how much you put into your fangames and projects.

I also can't wait to play this, however are Gradius ships {I know they would require new sprites} going to be in?
Obreck2
QUOTE (Texanfan27 @ Jan 25 2009, 01:23 PM)
Still got to love how much you put into your fangames and projects.

I also can't wait to play this, however are Gradius ships {I know they would require new sprites} going to be in?

Gradius's spinnoff, Salamander (Aka Lifeforce) has top view stages. It features both the Vic Viper and Lord British. I believe Salamander 2 has top view sprites in the proper scale for this game, but I'd have to compare.

Funny, I was wondering if getting accurate SHMUPs style gameplay going would be difficult, but Judgespear has shown to have an outstanding handle on the matter.

While Judgespear has many other motivations for creating this remake, its engine will indeed be used for MKF's SHMUPs engine (converting to side view should be a piece of cake). Also many of its other innovations should come in handy for the platformer stages as well. Bravo to Judgespear on several levels.
Impish
Hey i have an idea! why not include the Geometry Wars ship. just an idea.
AdminJS
Here's the first public demo of the Xeno Fighters remake (v0.1):

http://www.sendspace.com/file/042n39

If anyone would like to mirror this, feel free to.

This short demo has three selectable characters and two levels (one is 80% complete).

Installation is simply extracting everything in the ZIP file to a new folder, then running the game EXE. Press F1 at any time to pause the game and bring up the Help File.

NOTE: I've heard of instances where some people have trouble running Game Maker games in general. unfortunately, I cannot help you if the game cannot run on your computer, since I have no way to test it.

Let me know if you run into bugs, balance issues, or anything that you are uncertain of that is not explained in the Help file.
Ultimate Gamer
Great job JS! I'd like to see you continue with this project smile.gif
Captain_Cook
QUOTE (Mukor @ Nov 30 2008, 01:18 PM)
If anyone would like to mirror this, feel free to.

http://www.mediafire.com/download.php?yzm3mfy44nz

Also, you DO know you can turn on uploads for this forum in the Admin CP, don't you?
Psychopath
Excellent work JS...I'm sure you'll pass with flying colors...it's amazing even with only 1.8 levels

I'll keep ya posted if I find any bugs
AdminJS
QUOTE (Isaac @ Jan 31 2009, 04:49 PM)
Also, you DO know you can turn on uploads for this forum in the Admin CP, don't you?

It does not allow files larger than 4MB to be uploaded, no matter what size I set in the Admin CP. I tried it already.

I've made a small update to v0.1a: http://www.sendspace.com/file/c5vgz2

This is the EXE only. Extract it into the same folder you have for Xeno Fighters EX remake.

It fixes an error in Stage 3, where tanks spawn far offscreen, causing homing weapons to behave strangely.
Psychopath
QUOTE (Mukor @ Jan 31 2009, 07:56 PM)
It fixes an error in Stage 3, where tanks spawn far offscreen, causing homing weapons to behave strangely.

d'oh...I was just about to report that bug....

<__<...>__>

*clicks link*
Ultimate Gamer
I have to admit: This game is awesome! I find it to be funny that whenever you select the Judge Spear, the voice sounds like judge/sea/pee/air. The game plays well, but as of now, the really hard difficulty is defualt. I'm sure this will be addressed soon. JS, I hope you continue with this project. smile.gif
HolyShadow87
Never been a Shump fan but I denfitly will be playing this one. Any chance of a fusion refer in the game say like a couple of charcters from the game. biggrin.gif
AdminJS
QUOTE (Ultimate Gamer @ Jan 31 2009, 10:54 PM)
I find it to be funny that whenever you select the Judge Spear, the voice sounds like judge/sea/pee/air. The game plays well, but as of now, the really hard difficulty is defualt. I'm sure this will be addressed soon. JS, I hope you continue with this project. smile.gif

The female voice says ジャッジスピア (jajji supia), which is the Japanese pronunciation of "Judge Spear". All voices in this game purposely have a Japanese accent.

Difficulty setting will come later.
TheBlackKnightman
Sorry if I sound noobish or anything, but on the select screen Miyamato needs a proper shadow behind him. The Raiden mk2 shadow makes him look wierd.
AnthemHero
STILL wondering if Kirby will make an appearance as a ship.

He does have the sprites for it...
20 Guns of Shadow
QUOTE (Marx @ Feb 2 2009, 01:35 PM)
STILL wondering if Kirby will make an appearance as a ship.

He does have the sprites for it...

What? You mean like on the warp star or something, right?
Psychopath
Just a little nitpick...the Miyamoto (sp?) should have the proper shadow on the ship select screen...

Can't wait to see what's next

oh and another thing, in your latest vid it looks like the Raiden Mk II's homing missiles disappear if they go off the left and right edges...even if there's something that they're homing in on...I'm not sure if that was intentional or not (as a way to keep the player more towards center screen) but I thought that I'd point that out
AdminJS
QUOTE (Psychopath @ Feb 2 2009, 02:47 PM)
Just a little nitpick...the Miyamoto (sp?) should have the proper shadow on the ship select screen...

Proper shadow? You are talking about the ship shadows for the slots? It's done like that on purpose.

And homing missiles disappear offscreen if they go offscreen, no matter what. That's also done on purpose.
Ultimate Gamer
So, JS, how are you going to present this to your classmates?
Gun6
Just posting this here if JS's message box is full or he hasn't seen it or something.

user posted image
AdminJS
QUOTE (Gun6 @ Feb 3 2009, 03:59 PM)
Just posting this here if JS's message box is full or he hasn't seen it or something.

user posted image

Got your PM, Gun6. Lord B's lookin good so far.
Gun6
What exactly does it need in terms of sprites?
AdminJS
QUOTE (Gun6 @ Feb 3 2009, 05:04 PM)
What exactly does it need in terms of sprites?

The ships need only banking animations. Example for the Judge Spear:

user posted imageuser posted image
You do not have to make this many. Two frames of banking animations for each side is perfectly okay (for a total of five frames per ship).

Edit: Oh crap. I hope you have not started on the banking frames, because I think your WIP's may be a bit too large. See above. The JS is 32x38 pixels wide, for reference. Sorry about this after-the-fact finding. AkumaTH's sprite resizing techique?
Gun6
I've never actually heard how to do that.
TheBlackKnightman
Hmm, presing 5 or 6 changes the name and slave, but it screws the game up when you die.
Edit: who the heck is lord british?
Xavier Genisi
Lord British is the player two ship in the Salamander series.
Gun6
Are these any good?

user posted image

I'm kind of ehhhh with the shading. :S
AdminJS
QUOTE (Xavier Genisi @ Feb 4 2009, 09:42 AM)
Lord British is the player two ship in the Salamander series.

It's also the name of the ruler of Britannia in the Kingdom of Sosaria in the Ultima game series. The creator, Richard Garriot, is nicknamed Lord British as well.

Gun6: So far, the sprites look very good! The only adjustment I'd recommend is to make the Lord B's nose with a sharper point.
Gun6
user posted image
AdminJS
QUOTE (Gun6 @ Feb 4 2009, 10:31 PM)
user posted image

Ladies and Gentlemen, we have a WinRAR.
Gun6
:] Glad I could help with that.
AdminJS
QUOTE (Gun6 @ Feb 5 2009, 06:31 AM)
:] Glad I could help with that.

I await the Vic Viper next. Once that's done, I can begin programming them in.
Gun6
user posted image

<3
Corporal Weegee
Very nice! This will tide me over!
You get an A+ from me! I love it!
TheBlackKnightman
user posted image
OMG!!!
20 Guns of Shadow
QUOTE (TheBlackKnightman @ Feb 6 2009, 11:51 AM)
user posted image
OMG!!!

OH NO!!!!!!!!!!!!!!!!! THE ARROWS ATTACKING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1 RUN AWAY!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Psychopath
QUOTE (TheBlackKnightman @ Feb 6 2009, 01:51 PM)
user posted image
OMG!!!

lolwut?
AdminJS
I forgot to make ze arrows invisible. They're the ones that move the tanks on the ground.
Gun6
Hehehe.

I still can't believe how good the Vic Viper sprites turned out. smile.gif
AdminJS
I found a perfect vertical reference for the Lord British here:
user posted image
http://www.stickycarpet.com/dam/gg04_shipss.jpg

I went and tried my hand at touching up Gun6's Lord British sprites. Here's the before:
user posted image
And here's the after:
user posted image
Just the centered sprite has been totally revamped on my edits above. The stuff I did:

*Added much more definition to the body work, canopy, and tail.
*Enhanced shading.
*Fixed red accents and highlights.
*Tweaked body shape.
*Desaturated the colors for a more subdued realistic appearance akin to a Raiden Fighters-styled ship sprite.
Psychopath
ohmy.gif

those look great, can't wait to see em in-game
Gun6
Good job JS! The only thing is that the center one is too dark. tongue.gif
Ultimate Gamer
That epic JS, Where do you get you Judge Spear sprites?
AdminJS
QUOTE (Gun6 @ Feb 6 2009, 10:32 PM)
Good job JS! The only thing is that the center one is too dark. tongue.gif

user posted image
BAM!
Gun6
QUOTE (JudgeSpear @ Feb 6 2009, 11:41 PM)
QUOTE (Gun6 @ Feb 6 2009, 10:32 PM)
Good job JS! The only thing is that the center one is too dark. tongue.gif

user posted image
BAM!

user posted image

BAM!
AdminJS
QUOTE (Gun6 @ Feb 7 2009, 02:10 PM)
JS, you are going to lol.

http://i17.photobucket.com/albums/b70/Gun6...seSurprise2.png

http://i17.photobucket.com/albums/b70/Gun6...seAnimation.gif

I...must...add...it.

AHAHAHAHAHAHA. Genius!
Gun6
:]
keiang
I'm not sure if anybody noticed, but if you F5 (save) and then F6 (load), sometimes the HUD has this weird text. If you get it and you beat the level, it shows the gamemaker error screen, which you can click abort to ignore, at which point it goes away. However if you get the message twice (after opening the game, it doesn't matter if you beat the game or anything) it f*cks up the program and exits it. It doesn't affect the game if you load it again though.
Gun6
I didn't even notice that there was a save/load function. ._.;
AdminJS
QUOTE (keiang @ Feb 7 2009, 03:50 PM)
I'm not sure if anybody noticed, but if you F5 (save) and then F6 (load), sometimes the HUD has this weird text. If you get it and you beat the level, it shows the gamemaker error screen, which you can click abort to ignore, at which point it goes away. However if you get the message twice (after opening the game, it doesn't matter if you beat the game or anything) it f*cks up the program and exits it. It doesn't affect the game if you load it again though.

Yes, the game's not meant to use the default Game Maker load/save functions. It will have its own custom load/save functions in the near future. I forgot to disable those functions.
20 Guns of Shadow
QUOTE (Gun6 @ Feb 7 2009, 01:10 PM)
JS, you are going to lol.

http://i17.photobucket.com/albums/b70/Gun6...seSurprise2.png

http://i17.photobucket.com/albums/b70/Gun6...seAnimation.gif

Zapdos?

dry.gif
Shard
Zapdos of Mugen, in case you didn't get the joke. tongue.gif
TheBlackKnightman
user posted image
Here's my high score, whats yours?
EDIT:(to explain the crappy framerate) I'm using a very old computer. 1GHz, 256 mb ram, and 41.1/48.8 gig free hard drive space.
AdminJS
Here's my high-score:
user posted image

Some scoring opportunities:

Stage 1: 34 or 35 chain up to the boss:
user posted image

Stage 3: Weather Teramanta's attacks and wait until the 9 striker A-10 planes start appearing. Destroy the A-10's first, then go for Teramanta and get a x16 kill on it (125,000 x 16 = 2 million points).
user posted image
Ultimate Gamer
MOD EDIT: Please do not quote entire posts with pictures with a small reply.

O_O JS you're the ultimate SHMUP player..
TheBlackKnightman
Well, guess I gotta train some more, at least I didn't have any deaths. Anyway, at teramanta, either the js's missiles destroys the bullets or I destroyed it before it had a chance to attack.
AdminJS
New ship select screen roster. Expect these ships (and more) to be in the next public demo:

user posted image

I've also made the following updates:
*A "grace period" for popcorn enemies and lesser big enemies. This gives them a delay before your shots can hurt these enemies. This is done to prevent killing popcorn enemies so quick that they never attack.
*Major balance fix: Judge Spear and Miyamoto's overall firepower reduced.
*Vertical-to-horizontal movement factor reduced from 1.5 to 1.25. This setting gives more vertical mobility to slow ships (like the Raiden mk-II).
keiang
I don't think Miyamoto's invincible-while-shooting-Shinkuu-Giri needs be left in for "balance reasons," he's my best player.
Gun6
QUOTE (JudgeSpear @ Feb 8 2009, 05:23 AM)
New ship select screen roster. Expect these ships (and more) to be in the next public demo:

I've also made the following updates:
*A "grace period" for popcorn enemies and lesser big enemies. This gives them a delay before your shots can hurt these enemies. This is done to prevent killing popcorn enemies so quick that they never attack.
*Major balance fix: Judge Spear and Miyamoto's overall firepower reduced.
*Vertical-to-horizontal movement factor reduced from 1.5 to 1.25. This setting gives more vertical mobility to slow ships (like the Raiden mk-II).

JS, you might want to use my edit of Lord British, since I balanced the center one's contrast.

user posted image

Also, do you think you could give me the large images of the ships from the ship select screen? I want to try and edit them like this:

user posted image
Gun6
Yay double-post. Anyways, I just noticed that I forgot to sprite Zapdos's feet in the rest of its frames.

user posted image

@ JS: Above post is still a big question waiting for response. :x
Mr. Trotsky
Love the zapdos.

Are all the character slots gonna be filled?
Psychopath
QUOTE (Typho @ Feb 10 2009, 04:56 PM)
Love the zapdos.

Are all the character slots gonna be filled?

I'm sure that they all will be

Although I think a better question to ask would be "Are all of the slots ALREADY filled?" for suggestions and blah blah blah
Gun6
QUOTE (Gun6 @ Feb 8 2009, 09:15 AM)
QUOTE (JudgeSpear @ Feb 8 2009, 05:23 AM)
New ship select screen roster. Expect these ships (and more) to be in the next public demo:

I've also made the following updates:
*A "grace period" for popcorn enemies and lesser big enemies. This gives them a delay before your shots can hurt these enemies. This is done to prevent killing popcorn enemies so quick that they never attack.
*Major balance fix: Judge Spear and Miyamoto's overall firepower reduced.
*Vertical-to-horizontal movement factor reduced from 1.5 to 1.25. This setting gives more vertical mobility to slow ships (like the Raiden mk-II).

JS, you might want to use my edit of Lord British, since I balanced the center one's contrast.

user posted image

Also, do you think you could give me the large images of the ships from the ship select screen? I want to try and edit them like this:

user posted image

Also, the Zapdos post. (Please say if you're seriously considering Zapdos as a playable character. xP)
TheBlackKnightman
EDIT: Never mind, I found them. wierd, they look like jpgs
AdminJS
A lot of people have been asking about the ship roster. Here's the most recent Ship roster on the select screen so far:
user posted image

Other ships that have been confirmed:

*The Dodonpachi helicopter, which I will name "Green Stinger"
*The ship from XOP, an independent shmup, which its developer allowed me to use its ship.
*The Scimitar from Varth (a Capcom shmup)
*The Wild Snail, a plane from Battle Garegga (another Raizing shmup)

This leaves six empty slots for more ships. You can bet your butts that I will put Zapdos in there. Instead of a voice saying its name, Ill have Zapdos' cry play when you select it in the select screen.

Preliminary plan for Zapdos' weapons:
MISSILE: Ancient Power: Zapdos will toss rocks in multiple directions.
LASER: Thunder Shock: Zapdos will fire straight thunder bolts that are very powerful.
SLAVES: Normal Slaves with a Black and Yellow color scheme, matching Zapdos' own color scheme.
BOMBER: Aerial Ace: Zapdos will perform a somersault roll and unleash a energy clone of itself forward at high-speed. It will look something like this:
user posted image

This attack has very little coverage, but is extremely powerful.
TheBlackKnightman
Okay, I think its photobuckets fault the sprite quality is crappy. Darn, they even ruin the quality of pngs.
Ultimate Gamer
The game looks great JS. Keep it up. Enjoy the long weekend.
AnthemHero
So no Kirby? Damn...

and speaking of Zapdos, what about the other legendary birds? Articuno and Moltres?
Gun6
QUOTE (AnthemHero @ Feb 14 2009, 08:20 AM)
So no Kirby? Damn...

and speaking of Zapdos, what about the other legendary birds? Articuno and Moltres?

It's just Zapdos since JS is the Zapdos of MUGEN. : )
Psychopath
I recall you mentioning including a ship from the Galaxian series (Galaxian, Galaga, Gaplus), correct?

I found some Galaga ship sprites here
Galaxian ship sprites here
I've had no luck finding Gaplus sprites anywhere...to get them, they may need to be ripped from MAME enmulator
if you already have these sprites...silly me...but I would like to know if you are are keeping it 8-bit for nostalgia purposed :V

anyway, can't wait to see the rest of the "crew" in action next XFex video
Gun6
Also, maybe Zapdos's Slaves could have Articuno and Moltres's colorations?

EDIT: Also, I just had an idea for Zapdos's Missle and Bomb weapons.

Missile: A semi-homing beam of lightning similar to the Raiden MK-II's lock-on beam, except it fires in a single short beam (or maybe two beams or more depending on the level) that, when it comes in contact with an enemy, creates a small explosion of lightning.

Bomb: A large, dark cloud streams in from the bottom of the screen. It absorbs all bullets (even your own) and then fires off lightning when an enemy comes in contact with it.

I was just trying to play on the Pokedex entries.

QUOTE
Red/Blue Leaf Green: A legendary bird Pokémon that is said to appear from clouds while dropping enormous lightning bolts.

Yellow: This legendary bird Pokémon is said to appear when the sky turns dark and the lightning showers down.

Fire Red: One of the legendary bird Pokémon. While it is flying, it makes crackling and snapping sounds.

Gold: This legendary bird Pokémon cause savage thunderstorms by flapping it glittering wings.

Silver: This legendary bird Pokémon is said to appear only when a thundercloud parts into two halves.

Crystal: Legendary bird Pokémon. They say lightning caused by the flapping of its wings causes summer storms.

Ruby/Sapphire: Zapdos is a legendary bird Pokémon that has the ability to control electricity. It usually lives in thunderclouds. The Pokémon gains power if it is stricken by lightning bolts.

Emerald: Zapdos is a legendary bird Pokémon that can control electricity. It usually lives in thunderclouds. It gains power if it is stricken by lightning bolts.

Diamond/Pearl: A legendary Pokémon that is said to live in thunderclouds. It freely controls lightning bolts.
AdminJS
The Zapdos of Xeno Fighters!
user posted image

Zapdos' Slaves:
user posted image

Zapdos is about 10% complete. It is just a clone of Miyamoto at the moment. None of its weapons have been coded in yet.

EDIT: I just expanded the total ship slots from 20 to 27. If you have any more ship suggestions, there's room!
Psychopath
I like that image you chose for the ship selection for Zapdos

will the slaves be getting anything new as you continue work on Zapdos or will they stay the same as the Miyamoto's slaves (but with a differant appearance)?

ohmy.gif 27 now? *goes off to think of suggestions*
AdminJS
Here's the confirmed ship roster as of Feb. 21:

Current:
*Amada Vipros
*Phyxius
*Zaiva
*Xelcor
*Raiden mk-II
*Judge Spear
*Vic Viper
*Lord British
*Miyamoto
*Solvalou
*Zapdos

Upcoming:
*The Dodonpachi helicopter, which I will name "Green Stinger"
*The ship from XOP, an independent shmup, which its developer allowed me to use its ship.
*The Scimitar from Varth (a Capcom shmup)
*The Wild Snail, a plane from Battle Garegga (another Raizing shmup)
*Gemini Blue and Gemini Red from Gemini Wing (the SHMUP from which the Green Walrus in my avatar comes).
*Gyaraga (the Galaga ship)

Slots filled: 18/27
Das
Amazing job judge.

This is a shump i will play besides raiden,
And that says something for me.
Psychopath
suggestion: Solvalou (the Xevious ship)
...
I'll return if I get any more ideas

I c wut u did thar with the Galaga ship name :V

I'm an idiot for not seeing it there
Gun6
<3
Del
Is this the game you were busy making for college?

it's very entertaining, reminds me of those good old times playing games like Aleste, or Alpha Wing on the arcade machines, INSERT COIN, INSERT COIN, haha, why did the companies stop making games like these ;(

Btw, is the stage 1 music from MegaMan Legends? I'm not sure but I think I heard that song somewhere in some game..., also some of the enemies' death explosions
TheBlackKnightman
@ Del: I can tell you the music is not from legends. I have no other info on that other than the name being "Fear the Fukagu". Should probably be renamed "Fear the Ayako".
@ JS: Quick suggestion: is it possible for stage 2 boss to come out of the ground as the intro (it is a an antenna tower after all)?
AdminJS
QUOTE (TheBlackKnightman @ Feb 22 2009, 01:19 AM)
@ Del: I can tell you the music is not from legends.  I have no other info on that other than the name being "Fear the Fukagu". Should probably be renamed "Fear the Ayako".
@ JS: Quick suggestion: is it possible for stage 2 boss to come out of the ground as the intro (it is a an antenna tower after all)?

Which video is the Stage 1 music you are talking about? The older one was called "Fear the Fukagu", until I found out the 1942 boss plane's name is Ayako, not Fukagu. The newer song is from an obscure arcade game called Sky Soldiers, and it's custom-titled as "Fulcrum".

It may be difficult to depict the Stage 2 boss rising from the ground, since you are flying extremely high above the ground. The altitude appears to be 20,000 to 30,000 feet up in the older version.

QUOTE (Psychopath)
will the slaves be getting anything new as you continue work on Zapdos or will they stay the same as the Miyamoto's slaves (but with a differant appearance)?


Zapdos' slaves will pretty much remain the same. EDIT: Zapdos' Slaves will be Articuno and Moltres. However, all Slaves will soon get special formations to add even more firepower to your arsenal.
AdminJS
Looks like Zapdos is a hit! Now, they made a great suggestion for Zapdos' Slaves: Articuno and Moltres! Up to it, Gun6?
Fabled Chef
The paper airplane guy from Parodius should be in. I'm not sure what his name is.
keiang
I could try my hand at those slaves, but I'd need the base sprites.
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