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 [][][][]
Vulcan vs Standard - 652/204
Vulcan vs Attacker - 624/195
Vulcan vs Tanker - 583/369
Vulcan vs Quicker - 700/115
Vulcan vs Bullethell - 510/???
Needle vs Standard - 392/174
Needle vs Attacker - 364/155
Needle vs Tanker - 323/219
Needle vs Quicker - 440/155
Needle vs Bullethell - 250/155
Damage report. Very strange report, however there are a few constants...
Tanker always suffers the most secondary damage and least initial damage [excepting Bullethell], whereas Quicker always suffers the most initial damage and least secondary damage [excepting Bullethell].
This suggests that the Tanker is somehow despite the massive energy capacity weak in internal structure, whereas Quicker is very weak in outer structure.
Standard takes more damage than Attacker in both initial and secondary damage.
Bullethell, though lacking in energy, seems to take the least damage in both initial and secondary damage. This is inconclusive due to Bullethell eventually having no energy whatsoever, but it may be of use to others.
Overall, it doesn't seem to be based on percentage... it seems there's a hidden stat within the ships... that is all. Over.
Relation detected in values for Vulcan Initial Damage and Needle Initial Damage. Subtraction of VID by NID results in 260. Secondary Damage does not display such relationship. This might be of interest. Over.
Constants still exist.
Ranking (1st means least damage taken, 4th means most damage taken)
Standard is 3rd in Initial Damage [ID], 3nd in Secondary Damage [SD].
Attacker is 2nd in ID, 2nd in SD.
Tanker is 1st in ID, 4th in SD.
Quicker is 4th in ID, 1st in SD.
Still no idea on damage calculation. Over.
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
I can explain why successive hits do less damage to the player than previous ones. It is because bullets do percentile damage to the players HP, with a reduced amount of player regen subtracted from it (since player regen is always functioning, even when stunned).
Note this is all tested on a Tanker Playertype, With full energy. The weapon used was a Bullet.
Anyways, To find the damage, I had to remove player regen. Since it's Always adding to the energy, it would get in the way and change the result before I could get it. So After modifying the boss to do so I get this:
10000 - 11 = 9989
Using this, I go get myself shot. X( I then take the result, and subtracting it
9989 - 8899 = 1090
because of the way I find out the damage taken away, the numbers appear off, but really aren't. see what happens when I put the Regen back:
See, no difference.
Now, this is really close to the true damage. This is the damage of the bullet, but without the effects of player regen acting as a "buffer". So let's find it.
10000 - 1090 = 8910
10000 - 8910 = 1090
1090 - 11 = 1079
Hm. Close, but not right. I went back to the Debug-Active Fraxy and observed. I noticed that the Regen dropped upon impact, but it moved to fast for me to record it (literally 1 frame). So I took a guess:
11 / 2 = 5.5
1090 - 5.5 = 1084.5
Ding! Now I just rounded 5.5 to a 6 (Fraxy tends to round things).
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.