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Re: Fr±x►. pubæc rele±s► 0.11

Posted: Tue Apr 24, 2012 10:52 am
by AlexMdle
Garoslaw wrote:Is Stage 3 Is some sort of an underground stage?
Nah, the entire game takes place in one huge space station. Hell, you even see the transition to there in stage 1.

(Intro in space > Stage 1 mostly in a structure with space visible outside > Boss 1 transition to the structure alone)

Re: Fr±x►. pubæc rele±s► 0.11

Posted: Tue Apr 24, 2012 2:35 pm
by Garoslaw
Ah, now there's something to look at.

When I first saw it i thought the player was entering a tunnel with rails of sorts on stage 1

Re: Fr±x►. pubæc rele±s► 0.11

Posted: Sun Apr 29, 2012 7:59 pm
by Armored Entity
I have another question.

How did you change the sound effects in this new version? Especially the ones like the Power Lasers (which normally don't make any noise at all when fired). I wanna know how to do this for my own try projects too.

And you still haven't told me what the new Stage 2 and Stage 3 music is.

Re: Fr±x►. pubæc rele±s► 0.11

Posted: Sun Apr 29, 2012 8:02 pm
by AlexMdle
Changed the sound effect files for fraxy. I will probably package them together with the try upon the release.

Re: Fr±x►. pubæc rele±s► 0.11

Posted: Sun Apr 29, 2012 10:12 pm
by Armored Entity
Even the Power Lasers? From what I know, Power Lasers aren't supposed to make any noise normally, so how did you make them play that sound when they fire? I didn't even see a sound clip in the file folder for the Power Laser firing.

And you still haven't answered me about the music that is used for Stage 2 and 3

Re: Fr±x►. pubæc rele±s► 0.11

Posted: Sun Apr 29, 2012 10:25 pm
by PureQuestion
Armored Entity wrote:Even the Power Lasers? From what I know, Power Lasers aren't supposed to make any noise normally, so how did you make them play that sound when they fire? I didn't even see a sound clip in the file folder for the Power Laser firing.

And you still haven't answered me about the music that is used for Stage 2 and 3
A friendly reminder from your resident PureQuestion: Fraxy has a part called the Sound Effector.

Re: Fr±x►. pubæc rele±s► 0.11

Posted: Mon Apr 30, 2012 6:27 pm
by ZarroTsu
Open sound.txt in the \se\ folder. Notice all the lines with a // before them? These exist in the code, but not as a sound file. If you add a relative sound file and remove the // from the beginning of the line, it should work.

Re: Fr±x►. pubæc rele±s► 0.11

Posted: Mon Apr 30, 2012 8:24 pm
by AlexMdle
I didnt do any of that o_o

I just replaced the se files with the sound files from Radio Zonde's folder.

Granted I got the current se folder sent to me, but it was largely the same thing.

Re: Fr±x►. pubæc rele±s► 0.21

Posted: Wed May 02, 2012 6:37 pm
by AlexMdle
Version 0.21:
-3 Stages completed.
-First two bosses possess an overdrive mode. Can you activate it? Can you survive it?
-Now with graphical changes! In color even!
Please note:
Use the provided Interface in the TRY folder. (Place it into the interface directory)
Use the provided Sound effects in the TRY folder. (Place it into the fraxy directory, dont forget to make a backup beforehand!)
Window size x2 recommended.
Download Link

Re: Fr±x►. pubæc rele±s► 0.21

Posted: Wed May 02, 2012 9:17 pm
by Scionox
I took a look at this try, and there's my thoughts

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Overall:
Good job so far, even if i am not personally fan of horizontals, i somewhat liked it ^_^
It would be interesting to see what scoring system you come up for it later, i suppose
Player ship side bullets feels somewhat underpowered, may be just me though ^_^;
I would suggest adding second firemode to the player ship, but that's just my opinion
Did you forgot to add enemy bullet color trigger to try?

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Stage 1:
Good and balanced, but feels slightly repetitive due to low number of enemy types + repeating background
Boss is pretty nice, except
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Stage 2:
Again, slightly repetitive at some parts (walls of hori laser/non-laser drones for example), and i liked those rotating wall drones / laser blocking gimmicks ^_^
For boss, i suppose it's my favorite boss of try for now
Is semi-safespots outside of boss intentional ^_^; ?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Stage 3:
Favorite stage for now, but again slightly repetitive at some parts (Why all these stages have this feel, maybe i am just too used to play more 'arcade' shmups, where more different things happening per stage part)
As Armored mentioned earlier in this thread, power lasers hitting some turrets looks weird ^_^;
I would suggest making turrets being disabled at midbosses slightly longer, at this moment there is little to no point to concentrate fire on them, i suppose
Boss definitely feels too long for stage 3 boss, i suppose, but that depends on overall number of stages, i suppose
It would look better in my opinion if big cores on sides of boss moved along with walls ^o^

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Looking forward for further updates and end result ^_^