Fraxy Compendium

 

FraxyForever

Page history last edited by Anonymous 1 yr ago

FRAXY FOREVER!

 

 

            (updated 24th May, see bottom of page)

 

20th May - Project started

 

Hello,

 

My name’s Mike, I live in England, and I’m a mad Fraxy fan. I’ve been watching the Compendium and downloading your bosses for months now, and I really wish to be an active part of the community. My goal is to become a seasoned and recognised member. I intend to “get my foot in the door” with my first contribution to the community, and I wish it to be one of the biggest and most downloaded/discussed projects on the Compendium.

 

Now, don’t get me wrong, your bosses are intuitive, creative, evidently difficult to build, and clearly show the time and effort you are willing to put into your creations for others to share and enjoy. All I’m saying is, I want this to be BIG! I’m not talking difficulty, number of pieces or weapons, I’m talking sheer work involved and concept.

 

Ok the concept is Warning Forever:

http://en.wikipedia.org/wiki/Warning_Forever

 

http://strategywiki.org/wiki/Warning_Forever

 

Thanks for reading, I’m looking forward to the final result, and can’t wait to get it to you guys.

Mike (aka Screature)

 

         

 

 

21st May - Forum suggestion by Zaximillian

_________________

Okay. I agree. That's a good build. The primary issue is in size: no boss can have more than 512 parts, and there is significant slowdown after about 150 parts, as far as gameplay goes.

 

So here's an alternate way of doing things:

Build different boss parts, then spawn them at the current location of the existing boss, right over top of them. GETINFO can get you the exact location and angle of that boss, so that takes care of that. The only sticking point is to ensure that the central core behavior of every spawned boss overlay is exactly that of the original core. I think the only way to do that is to use the destruction of subcores as triggers for GETINFO. It's possible, but I'm not sure of the mechanics from there.

 

Here's the rough idea of how I'd do it.

 

1) Create your version of the "Pure Heart" core, which will be totally indestructible (999999 HP). That way, you can destroy it via Try commands. The FF core would be immobile, small enough to glom indestructuble (-1 HP) parts all around it, plus to make it look cooler. The important thing is that this core will be a *template* for all following cores.

 

2) I'd assign the automatic _px and _py player coordinates to two other variables, adjusted by some amount, say

CoreX == _px

CoreY == _py - 400

 

After that, you could set a variable, or set of variables, to determine which parts will spawn on top of that core.

 

LeftCore = 0

RightCore = 0

UpperCore = 0

LowerCore = 0

 

and so on.

 

Then you can CREATE2 the core, and all other cores, pased on the CoreX and CoreY positions, which can be updated periodically with GETINFO. Also, since you can also collect the correct angle and position of the central core, all podcore parts can be exactly placed.

 

Here's the sticking point: No core in this system can use its own behavior, and all boosters would have to match so that all cores appear to move as a single unit. That is very easy, once you offset each core's boosters properly

_________________

 

I don't have a clue what he's on about but I'm eager to learn, and will update when I know! :-D

 

24th May - What I can gather from the above :-)

 

I HAVE DECIDED TO UPDATE THIS PAGE ONLY WHEN I HAVE A SIGNIFICANT AMOUNT OF WORK TO SHOW FOR IT

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