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Re: Project G

Posted: Wed Jul 11, 2012 5:44 pm
by Halico
stuff

Re: Project G

Posted: Wed Jul 11, 2012 6:02 pm
by Garoslaw
Dualer wrote:stuff
Elaborate.

Re: Project G

Posted: Thu Jul 12, 2012 3:07 am
by Halico
Garoslaw wrote:
Dualer wrote:stuff
Elaborate.
Whatever I feel like doing at the moment (which is most likely making playerweapons, playtesting, making drones/bosses)

Re: Project G

Posted: Sat Jul 14, 2012 12:24 am
by Ex-Rumia
Just spoke to my brother about possible professional help with music, awaiting a reply. Also looking at the massive ZOribital file, the Asymmetry makes me cringe, but I'll see what I can do about the G Station...

Re: Project G

Posted: Sat Jul 14, 2012 2:42 pm
by [][][][]

Re: Project G

Posted: Sun Jul 15, 2012 1:58 am
by TheBlueEcho
I'm just throwing this out there: To find the calculation/percentage of damage, perhaps you should test at different, smaller intervals of player energy. Like 99%, 98% and so on. But to do that, you would need to keep player energy from regenerating faster than you can test. You could use stun status, perhaps, or mabye a TRY function that can restrict it.

[strike]EDIT: I just nodiced something. I was letting the tanker get hit by a bullet (starting from max energy), and I had Fraxy's Debug on (because of player heat stuff I've been working on), and I noticed it seems to be going down at a rate of 10%. So it seems that percentile damage thing might be of some truth.[/strike]

Re: Project G

Posted: Tue Jul 17, 2012 9:11 pm
by TheBlueEcho
Please let me know if this holds any water?

Edit: http://www.mediafire.com/file/h6gf1kcqf ... tbed_2.fed" onclick="window.open(this.href);return false;

Re: Project G

Posted: Thu Jul 19, 2012 1:48 am
by Ex-Rumia
Zaximillian wrote:All right. Next up is this:

http://www.mediafire.com/download.php?3estqpzcu3haxbi" onclick="window.open(this.href);return false;

This .fed file ONLY works with the included enemy_01 partsgraphics set. Here's what I need done to this enemy:

1) Look at it closely to see if the central part of the craft (watch the prongs in front) rotates in place as the craft animates.

2) Add or edit a new part to this that changes its own Variable4 to 1 when the player is actively moving to the right (toward it) and to -1 when the player is actively moving to the left (away from it).

I need this file both to create non-player character animations for support craft and to...

3) Match the animation's roll timing to the player using the newly installed Variable4 to control the animation dependent on whether the player is moving and in what direction.

Number 3 I can work at myself. I just need elements 1 and 2. Any takers?
Haven't been able to time how long it takes the player craft to turn due to a few problems... mostly that I can't access the T-401 player graphic in-game... so You'll have to forgive me for being unable to help at this time.

Re: Project G

Posted: Thu Jul 19, 2012 12:18 pm
by [][][][]
The graphics set so far works well, other than a stray for Frame 13.
The prongs rotate in place.
So, little problem: How does Fraxy determine direction of movement?
Maybe it doesn't, so that's going to be a little more complicated.

Re: Project G

Posted: Thu Jul 19, 2012 1:03 pm
by [][][][]
Stray meaning a stray pixel off the side. Looks like Fraxy accidentally cut through one of the frames.
Also, I'll see as soon as I can. Over.