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Re: Fraxy Resurrection

Posted: Mon May 21, 2012 11:04 pm
by Scionox
Uh, did you even read about counterstop system, it's on previous page ^_^; .
It has nothing to do with accuracy bonus.

Re: Fraxy Resurrection

Posted: Mon May 21, 2012 11:07 pm
by Halico
so
About counterstop
Make it that the gain is based on damage done not the shot hits or not.

Re: Fraxy Resurrection

Posted: Mon May 21, 2012 11:13 pm
by Scionox
It's based on destroying an enemy actually if you read it...

Re: Fraxy Resurrection

Posted: Mon May 21, 2012 11:14 pm
by PureQuestion
Point items in fraxy o_o?! sounds like it would involve a lot of shenanigans to make work properly. Certainly doable, though I question how good it'll look.

Re: Fraxy Resurrection

Posted: Mon May 21, 2012 11:19 pm
by Scionox
Spawning regeneration or energy item for bullethell ship is a very simple way to create a point item (Even 'P' on them completely fits ^o^).

Edit: "ITEMSCROLL" script command in newest version just makes it even more perfect ^_^ .

Re: Fraxy Resurrection

Posted: Mon May 21, 2012 11:23 pm
by Halico
It said that counterstop stops decreasing when player hits enemy.
let's say there's 2 small enemies, one on left of screen and one on right of screen.
ships with bigger coverage is gonna hit both enemies, but ships with small coverage can only hit one at a time.
In meanwhile the player moving to another enemy due to small coverage the counterstop would start decreasing(depends on how far).
so if enemies spawn on a timer, the wide-coverage ship would need to wait for next wave of enemies, destroying the combo, while one with smaller coverage doesn't need to wait for enemies, so they can chain combo up.

TL;DR: If ship has smaller coverage, it requires more skill and have much more counterstop potential, if ship has larger coverage, it requires less skill but combo would keep breaking, therefore makes ship selection correspond to player skill.

Re: Fraxy Resurrection

Posted: Mon May 21, 2012 11:31 pm
by Scionox
Understood, that's why small coverage ship should have higher speed ^_^ .

Re: Fraxy Resurrection

Posted: Wed May 23, 2012 8:24 pm
by White Glint
Dr. Roboevil wrote:
Scoring System Idea - Counterstop wrote:Player starts with 100 on counterstop meter.
In normal mode, each enemy worth fixed amount of points.
Killing an enemy in normal mode adds 1 to player's counterstop meter.
Killing enemies in quick succession gives more points to counterstop meter from each enemy, up to 10 from each enemy.
Counterstop meter decreases by 1 each second, unless player is hitting an enemy.
Once counterstop meter reaches at least 150, player can use extra button to go into counterstop mode instead of bomb (uses up 50 counterstop points)(going into counterstop mode clears enemy bullets same way as bomb would do).
While in counterstop mode, player's attack reaches 360 degrees spread.
In counterstop mode, enemies worth (fixed value*2)+(counterstop meter value*5) points.
In counterstop mode, when each enemy(or part of enemy) is destroyed, it additionally releases suicide bullets.
In counterstop mode, counterstop meter decreases rapidly(15/second?).
Maximum counterstop meter value is 1000.
Using a bomb decreases counterstop value by 50 or by counterstop value/4, whichever is bigger.
Also using a bomb stops counterstop mode, if player was in it at time of bombing.
Losing a live halves counterstop value.
Killing part of midboss/boss or finishing them while in counterstop mode spawns some point items from debris.
Counterstop meter decreases more rapidly in normal mode in boss fight.
Counterstop meter resets to 100 at the start of each next stage.
At Bolded: Why does that remind me of Crimzon Clover's Break Mode?

Re: Fraxy Resurrection

Posted: Thu May 24, 2012 2:19 am
by ShadowHunter
I could make drones (I've been getting alot of non-tron related drone ideas lately)

Re: Fraxy Resurrection

Posted: Fri May 25, 2012 9:33 pm
by Scionox
Scoring system idea for easier mode/difficulty.
Scoring System Idea - Countertimer wrote:Countertimer starts at 0.
Each second countertimer increases by 1.
Killing an enemy or part of bigger enemy increases countertimer by 2.
From 0 to 100, countertimer is green, from 101 to 200 countertimer is red, and so on.
Killing an enemy with unfocused shot while countertimer is green gives fixed value*multiplier of points, while countertimer is red it gives just fixed value of points.
Killing an enemy with focused shot while countertimer is red gives fixed value*multiplier of points, while countertimer is green it gives just fixed value of points.
Multiplier is 2 from 0 to 250, 3 from 250 to 500, 4 above 500(Or different values, really depends on number of enemies we will have in each stage).
Damaging enemies at close distance(point-blank), gives small score bonus per hit.
Using a bomb decreases countertimer by 100 or by countertimer value/4, whichever is bigger.
Losing a live halves countertimer.
Killing part of midboss/boss or finishing them with right shot type spawns some point items from debris.
At the end of stage, score bonus is given for each point of countertimer.
Countertimer resets to 0 at the start of each next stage.
@ShadowHunter

Added ^_^ .

@Medako

Dodonpachi hyper actually, the way counterstop mode shoots is unique though ^o^ .