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Xeno Fighters R WIPs
Topic Started: Sep 17 2010, 11:56 AM (6,908 Views)
JudgeSpear
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I got time is on my side!!!

Updates:

*Amada Vipros - Impact Missile: Greatly increased rapid-fire rate and significantly increased damage dealt by the missiles. Sped up explosion animations.
*Two new medals added:
**Achievement medal: Appears when fulfilling certain requirements. Example: "Pandamonium" Achievement: Survive one fullcycle of EX-3 boss Ziyudee's second phase attack patterns without dying or using bombs.
**EX Medal: Appears when fulfilling certain requirements. Allows the player to enter an EX stage after completing the current stage (objective success or fail). Example: To access Stage EX-1 (Gemini Canyon) from Stage 3-B, get a x10 destruction on midboss Teramanta.
*Stage 4-A: New fairy opportunity, slight enemy wave change.
*Death now breaks chains.

Future tasks:

*Implement continue function in Arcade mode. The player can select a new ship after continuing. Scores will be reset and the ones digit of the score will represent the number of credits used. There will be unlimited credits. However, in Stage 5-C, 8-2, 9, and the EX stages, continuing will restart the stages from the beginning. Medal ranks will also be reset to initial (10pts.) when continuing in those aforementioned stages. The game will pause during the continue function; this was not possible in the original Xeno Fighters EX without some massively overwrought coding workaround in Multimedia Fusion v1.2.
*General coding cleanup and efficiency fixes.
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Cap'n Coconuts
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JudgeSpear
Sep 17 2010, 11:56 AM
*Implement continue function in Arcade mode. The player can select a new ship after continuing. Scores will be reset and the ones digit of the score will represent the number of credits used. There will be unlimited credits. However, in Stage 5-C, 8-2, 9, and the EX stages, continuing will restart the stages from the beginning. Medal ranks will also be reset to initial (10pts.) when continuing in those aforementioned stages. The game will pause during the continue function; this was not possible in the original Xeno Fighters EX without some massively overwrought coding workaround in Multimedia Fusion v1.2.
Yes!

Now I'll be able to get past the third stage! (Usually, the Stage 2 boss is as far as I get...)
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ZeroFollower0
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Dimension Guardian and KRPG Spriter
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Uhh JS do you still have the Swordfish Ship sprites? i completely forgot we lost the old forums. glad to see that the game is coming along nice;y with the stages
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JudgeSpear
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I got time is on my side!!!

I've gone and scrapped the Twinbee fighters (Twinbee, Winbee, Gwinbee) and the Strikers P-38. With the Strikers P-38 gone, its alt, the A6M Zero, will become a standalone fighter. Those fighters are the most difficult to balance effectively. I'm considering giving Michelle the boot too, but that fighter at least is quite balanced out.

I will replace the scrapped fighters with the Gemini Blue and Gemini Red. With the addition of these ships, the entire VAF Squadron/Xeno Fighters EX roster is now in the game. When both ships are done, I will post screenshots and/or videos. These ships will be unlocked in Stage EX-1.

At least one more cameo fighter will be added, and that's the Golden Bat from Battle Garegga.

@Zero
Unfortunately I lost all the Swordfish stuff with the IPBFree crash.
Edited by JudgeSpear, Oct 11 2010, 02:35 PM.
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ZeroFollower0
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DAMNNNN.... oh well maybe i can get lucky and find it somewhere.
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JudgeSpear
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I got time is on my side!!!

Gemini Blue and Gemini Red are 100% complete. They replace the scrapped Twinbee fighters and the scrapped Strikers P-38.

[utube]http://www.youtube.com/watch?v=h2cZBnOvjcY[/utube] (Video is not processed as of this post)

Stage EX-1 is the bonus stage based on Tecmo shmup Gemini Wing. Now, the two ships from the game join the ship roster of Xeno Fighters R!

A long time ago, in Xeno Fighters R's early versions (V.A.F. Squadron), the Gemini Blue and Gemini Red were playable ships. Their weaponry in those early versions were completely original, soon becoming the weapon sets of the Phyxius and Zaiva respectively. The Gemini Blue and Gemini Red make a return in Xeno Fighters R with weaponry based on attacks found in Gemini Wing.

The Gemini Blue and Red are the only ships whose main shot is never upgraded when you collect powerups. To offset this. the subweapons of these two ships are quite powerful, although some of them are rather awkward to use. The Gemini Wing ships are also the only ships (so far) that have a dual-bomber system (explained in their profiles).

GEMINI BLUE
SPD: 3
ATK: 4
COV: 2
RPD: 2
BOM: 2

Power-up Scheme: Simultaneous Missile/Laser
Slaves: Raiden Fighters standard

Description: The Gemini Blue is an average-speed fighter. Its subweapons are based on the Gunball powers. It is not particularly powerful, but fully powered up Lasers and Missiles provide a lot of screen coverage.

MISSILE: Gemini Homing Missile
Standard homing missiles. Fully powered up, Gemini Blue shoots out 8 of these missiles at once.

LASER: 3-Way Shot
This weapon pierces through enemies. However, it fires quite slowly and offers almost no frontal attack capabilities. When powered up, only the flanked shots gain power. Effective use of this weapon is to use the flank shots to deal the most damage to large enemies, especially bosses.

BOMBER: Dual Gunball Type 1
Deploying this bomber while holding down the Shot button releases a Wide Beam, which extends the full width of the screen and sweeps upwards quickly. Not a particularly powerful Bomber, but its quick deploy time makes it an effective panic bomb.

With a neutral press of the Bomb button, a Spark Hurricane is released. Circular sparks rotate outward from the Gemini Blue, damaging enemies and canceling out bullets. The individual sparks are not too damaging, but overlapping an enemy while using Spark Hurricane deals tremendous damage to large enemies.

A Gunball icon denotes what type of Bomber is active.

GEMINI RED
SPD: 2
ATK: 5
COV: 2
RPD: 3
BOM: 2

Power-up Scheme: Alternating Missile/Laser
Slaves: Raiden Fighters standard

Description: The Gemini Red is slower than the Gemini Blue. However, its subweapons pack a significantly larger punch. Unlike the Gemini Blue's subweapons, which are based on Gunball Powers, the Gemini Red's subweapons are based on boss attacks. The other big difference is the Gemini Red uses either its Laser weapon or Missile weapon at any one time (the Gemini Blue uses both at the same time).

MISSILE: Bubble Mine
Based on the attack by the Stage 1 Green Walrus Boss, bubbles are released from the Gemini Red. The slowly float up the screen. They explode when they collide with an enemy or after a set amount of time. When they explode, a all-direction burst of fire is released. This weapon is extremely effective against popcorn enemies, but almost ineffective against large enemies, unless the bubbles themselves hit the enemies.

LASER: Cyclopean Laser
Fires a supremely powerful laser beam, based on the primary attack of the Stage 2 boss, Twin Cyclops. The laser beam pierces enemies and deals tremendous damage at full power. However, this weapon is very awkward to use. It fires straight ahead when the Gemini Red is not moving horizontally. When moving side to side, however, it fires in 45-degree diagonal directions depending on the horizontal movement. Mastering this weapon can result in striking multiple large enemies in different locations at one time.

BOMBER: Dual Gunball Type 2
Deploying this bomber while holding down the Shot button releases a Wide Beam, which extends the full width of the screen and sweeps upwards quickly. Not a particularly powerful Bomber, but its quick deploy time makes it an effective panic bomb.

With a neutral press of the Bomb button, a Swinging Fire Bar is unleashed. This is a very powerful swath of flame that deals catastrophic damage to anything it touches. It lasts for a significant amount of time as well. When the Swinging Fire Bar is active, the Gemini Red's subweapons are disabled; only its main shot is active. The Gemini Red is also vulnerable from the sides, as the firebar only protects a 90 degree arc in front of the ship.

A Gunball icon denotes what type of Bomber is active.
Edited by JudgeSpear, Oct 15 2010, 04:45 AM.
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Cap'n Coconuts
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ZOMG HOW COULD YOU REMOVE TWINBEE I HAET YOU >:((((((((((((

loljk
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JudgeSpear
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I got time is on my side!!!

Stage 9 (BRES Colony - Tentative stage name) WIP screenshots:

This is the true final stage of Xeno Fighters R, after fulfilling the condition of clearing all B-stages and not failing a single stage objective along the way.

You start in outer space:
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Here you will encounter the first miniboss: Copper Coeinag, which is a much more difficult version than the one fought at the end of 5-C. After disposing of Copper Coeinag, you will encounter waves of medium to large ships along with waves of striker popcorn fighters. Eventually, you will reach the space colony of the antagonist BRES organization:
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There, you will be met by another squadron of ships that will do everything in their power to stop you:
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This section scrolls at a fairly high speed. Once you pass the force-field zone protecting the colony, you'll run into a column of tanks in this location:
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Sniper tanks are rampant here. At the end of this section, you will encounter a harder version of Jade Hydra as the second miniboss. After Jade Hydra, it is the home stretch towards the colony control center Balor, which is the true final boss of the game.
Edited by JudgeSpear, Nov 24 2010, 01:22 AM.
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Shodian
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Shadow Ninja

Whoa. That looks awesome JS, I already know that I will never reach the end of the stage. :D
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JudgeSpear
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I got time is on my side!!!

Here's a 15% WIP video of Stage 9: [utube]http://www.youtube.com/watch?v=n6HEpe6OOI4[/utube]

It will be a very difficult and very long stage. It clocks in at 7 minutes long, with two minibosses and the true final boss at the end.

Teramanta is used in this video as a stand-in for Copper Coeinag until it is programmed in.

This stage has two songs that play, but the unique feature of this stage is that the second song that plays depends on what fighter you use. Some fighters have their own music that plays, such as a Raiden II song when you play as any Raiden ship.

Another new feature is a horizontal wobble mode, found in Seibu shmups among others. The screen pans left and right depending on the horizontal position of the ship. This will be used in certain stages for evil purposes, such as hiding sniper enemies and forcing the player to move all over to kill enemies on the extreme edges.
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Obreck
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MKF Chairman, SCV3 leader/founder, Deranged Coder

Nicely done.

For Lord British (or maybe Jade Knight) I'd like to suggest using the final stage theme from Salamander.

OC Remix did a nice remix of the tune, or the original arcade track would work.

[utube]http://www.youtube.com/watch?v=STq5XIsOiz4[/utube]
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Gun6
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ZeroFollower0
Oct 12 2010, 01:24 AM
DAMNNNN.... oh well maybe i can get lucky and find it somewhere.
Pull your britches back up, son, 'cause you just got lucky.

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Have fun trying to remember what goes where and why is what. Idk if those two mini-sheet for the laser charge-up are the same, so I included both.
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JudgeSpear
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I got time is on my side!!!

Stage 5-A (2003 Afghanistan)
[utube]http://www.youtube.com/watch?v=1BePn3dTrxE[/utube]

Yeah, I know, there's no ocean near Afghanistan. The backstory is that the antagonists have created a vast lake in Afghanistan to help transport a large device via a massive barge (which will be this stage's boss).

This is stage 5-A of Xeno Fighters R, taking place during the War in Afghanistan in 2003. If you notice by this stage's level design and enemy attacks, it is more Seibu-like, with emphasis more on enemy placement rather than bullet hell attacks. This is because I am now shifting from Cave danmaku style attacks to Seibu-like manic enemy attack patterns.

The shift to Seibu style means more sniper enemies. I nearly got killed by a sniper tank in this stage. Expect more manic gameplay shifts as new stages are made.

BGM used:
The Men of Intelligence (Dynasty Warriors 3)
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ZeroFollower0
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TY GUN6 and its all there only thing is getting him set up again unless.... spike is gunna be like WTF AM I DOING HERE AGAIN I JUST GOT AWAY.

SPD:***
ATK:****
COV:*
RPD:****
BOM:***

Bullets: Machine gun
Laser: Laser
Missle: Mini Homing Missle
Bomb: Laser OverDrive

im not intirely sure for weapons them selves but stats are accurate.

the Bomb has minimal coverage but does alot of damage. same with the main guns. im thinking it should swap between Laser and Missles to where Laser does alot of damage but no cover what so ever and Missles mix with the Gun for better coverage but less damage or something like that. the laser would work like vic vipers. to where it fires like every 2 secs i think it was. i will have to think it over some more but i think thats about right
Edited by ZeroFollower0, Dec 12 2010, 05:21 PM.
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JudgeSpear
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I got time is on my side!!!

Stage 3-A is finally done: [utube]http://www.youtube.com/watch?v=OuyvpHHiiEA[/utube]

It includes a fully complete Jasper Gigas endboss. During the boss' intro, it will shoot at some buildings. If you can defend the buildings, you get a bonus. If you let even one building fall, you fail the objective of this stage. This stage has been revamped for the new horizontal wobble mode, making it even more challenging trying to deal with sniper enemies. The Gyaraga is so fun to use.

Also shown in this video:

Stage 9 (BRES Colony): A quick run in the second half of the stage, showing some chaining.

Stage 5-A (2003 Afghanistan): A few minor fixes from the first Stage 5-A video, including changing the SR-71's into Chinook helicopters. I take the Judge Spear on a score attack run here, getting chains and uncovering Fairies.
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JudgeSpear
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I got time is on my side!!!

[utube]http://www.youtube.com/watch?v=erur778Bd2o[/utube]

The Gyaraga ship has been given its own unique clone. It's the ship from an even older arcade game: Phoenix. This ancient game was made by Amstar in 1980 and licensed to Taito for Japanese distribution.

The ship in Phoenix did not have a name originally, so I decided to give it a name. Since the Phoenix is a creature in Greek mythology (as well as other cultures), the name of the ship in Xeno Fighters R is Hoplon.

A Hoplon is a deeply dished shield used by Greek infantry (AKA Hoplites) in various periods of history. It fit well with the Phoenix ship's most well-known feature: its barrier special attack.

While the Hoplon is basically a skinned Gyaraga with skinned weapons, its primary difference is that it uses exclusively retro sprites. The ship even has the weird animation from the original game when moving side to side. I don't know if the ship is spinning or flapping its wings or whatever. A couple of friends told me it looks like a space gecko.

With the retro Phoenix arcade sounds, it is an interesting culture shock to play a retro arcade shmup ship in a fairly modern manic shmup game.
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Chaos.Tiki
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Looking great! I hope a new demo comes out soon.
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JudgeSpear
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I got time is on my side!!!

And here's stage 6-B (Dimensional Abyss):

[utube]http://www.youtube.com/watch?v=hZx15d03lBk[/utube]

Xeno Fighters R is coming along at a quick pace. Stage 6-B is practically done. All that's left is the boss of this stage.

This video also demonstrates the further improved Raiden mk-II plasma laser algorithm, where it locks on to multiple enemies more efficiently.

BGM: Counter-Current Space (R-Type Final)
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Toonwriter
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Not to slightly change the subject (Then again, it is Xeno Fighters R WIPs), but I remember that there was Gastly (w/ Haunter and Gengar) involved here. Whatever happened to it? :what:
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JudgeSpear
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Gengar was scrapped long ago. Stuff like Gengar was being suggested for/added to the game, threatening to make it an MKF of SHMUPs. So everything that wasn't from a SHMUP (except Zapdos) was purged. Zapdos remains because it is an inside joke.
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JudgeSpear
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New stage in progress:
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The Raiden II-style large enemy deaths in which the wreckage falls to the ground and crash will be kept for the remake, along with this being used to fight the boss, Citadel Geryon. It will not take nearly as long as the XFEX version of Citadel Geryon to fight, for sure.

A new enemy has been added. The cruiser warships from Raiden Fighters 1 join the submarines in the naval part of the stage.
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JudgeSpear
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I got time is on my side!!!

[utube]http://www.youtube.com/watch?v=nI4ZS7bdt-M[/utube]

This is a 60% WIP of Stage 5-B (1991 Persian Gulf).

All that's left are the F-117 Nighthawk support fighters (which will be the objective of this stage) and the boss, Citadel Geryon.

One new enemy has been added: the cruiser warships from Raiden Fighters 1 now populate the water area along with the submarines. Also, the Raiden II-style falling wreckage when you kill aerial enemies in this stage has been implemented. This will be a key factor in the boss fight.

Compare to the original XFEX version:
[utube]http://www.youtube.com/watch?v=CZvh11fuAKk[/utube]
Edited by JudgeSpear, Dec 23 2010, 06:26 AM.
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JudgeSpear
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I got time is on my side!!!

Upcoming v0.10 Beta updates:

Please continue!
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Continue functionality has finally been implemented! Unlike in the old XF-EX, the continue prompt freezes all game action. When you choose to continue, you will be allowed to select a fighter to use in your next credit:
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Ships that are still locked will have a '?' in their place. Thanks go to emphatic for the cover-flow style ship selection method idea. A few notes about continuing:
*The continue functionality is available only in Arcade Mode.
*There will be unlimited continues. However, continuing in final stages (Stage 5-C, Stage 8-2, Stage 9) or any EX stage will restart that stage.
*Continuing resets your score, tainting the ones digit with the number of continues you used.
*Any score gotten will be lost upon continuing; any score high enough to place on the leaderboard will not be recorded.
*Continuing massively brings down game rank (-35000 using Twiddle's proposed ranking scale of 50000).

Another new implementation is an objective display upon level start:
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The text is displayed one character at a time, as if it's being transmitted to you, complete with sound effect. If you forgot or otherwise missed the objective text, you can review it in the revamped Pause Screen:
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The Pause Screen now also displays the current stage number and name, as well as the total number of medals collected in the current session and the number needed to gain an extend (extra life).

I look to getting v0.10 Beta out by the end of the month.
Edited by JudgeSpear, Jan 1 2011, 11:05 PM.
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JudgeSpear
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I got time is on my side!!!

To further personalize the new Gemini Wing ships, they have been given a Gunball tail. The tail represents how much the ships are powered up, rather than subweapon stock like in the original game. Programming-wise, the algorithm is based on the Gradius Option movement.

Gemini Blue:
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Since Gemini Blue can use both Laser and Missile weapons at the same time, Gunballs for both appear on the tail.

Gemini Red:
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The Gemini Red uses either Laser or Missile at any one time, so only one set of up to four subweapon Gunballs appears on the tail. Since the Gemini Red's subweapons are based on attacks by Gemini Wing bosses, custom Gunball icons were made: the Cyclops eye for the Laser weapon and a miniature Green Walrus head for the Missile weapon.
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JudgeSpear
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I got time is on my side!!!

[utube]http://www.youtube.com/watch?v=ll1cksgfyi0[/utube]

What to expect for Xeno Fighters R v0.10:

*Two new ships: Gemini Red and Gemini Blue from Gemini Wing (Tecmo 1987), complete with powerup tail.
*Continue functionality with the ability to select a new ship.

Continue functionality has finally been implemented! Unlike in the old XF-EX, the continue prompt freezes all game action. When you choose to continue, you will be allowed to select a fighter to use in your next credit.

Ships that are still locked will have a '?' in their place. Thanks go to emphatic for the cover-flow style ship selection method idea. A few notes about continuing:
*The continue functionality is available only in Arcade Mode.
*There will be unlimited continues. However, continuing in final stages (Stage 5-C, Stage 8-2, Stage 9) or any EX stage will restart that stage.
*Continuing resets your score, tainting the ones digit with the number of continues you used.
*Any score gotten will be lost upon continuing; any score high enough to place on the leaderboard will not be recorded.
*Continuing massively brings down game rank (-35000 using Twiddle's proposed ranking scale of 50000).

Another new implementation is an objective display upon level start. The text is displayed one character at a time, as if it's being transmitted to you, complete with sound effect.
Edited by JudgeSpear, Jan 4 2011, 05:42 AM.
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