Fraxy Changelog

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Anything enclosed in brackets [] is a translation of the Fraxy homepage (various sources).
Any help in updating this is appreciated!

Contents

Patches to 20090524beta

20090528beta_patch

  • [Consolidated type rotating parts during operation stopped Parts parents with children that are set above To go out and correct errors]
    • Apparently there was a problem with the rotating parts in the editor that has now been fixed.

20090527beta_patch

  • Some bugs related to gameplay and the editor were fixed, particularily the bullet limit.

Changes in 20090524beta

Player Related

  • Most player weapons now change behavior based on which type of ship you are using.
  • A new weapon, the Soll Activator, increases the Lv. of all your weapons by at least 1 while active.
  • A new weapon, the Soll Diffuser, creates a "barrier" from your player that increases in size, blocks enemy bullets, then vanishes at maximum size. Bullets blocked are added to a new meter that is used to fire your weapons without draining energy.
  • A new weapon, the Wide Bullet, fires multiple bullets in a spread-like pattern(except for the Attacker, who fires in three directions).
  • A new weapon, the Multi Blaster, fires multiple Blaster shots forward in a spread-like pattern.
  • Two charge weapons now exist. The QT version charges to maximum power quickly and travels quickly as well, but lacks the overcharge explosion of the PT version.
  • The Tanker and Attacker ship types have been modified slightly. Tankers now get an Energy Regen but have somewhat slower agility, while Attackers are not able to regenerate Energy as quickly. Both types can now pick up E and R powerups, however.
  • You can now select from four types of interfaces to show up during gameplay
  • Icons now show a full reloading meter when you do not have the energy to fire that weapon.

Parts Related

  • New part: Effector (Booster 2), which projects a smaller flame than Effector (Booster).
  • Vulcan-Multi has a wider spread (at least 200 degrees) compared to earlier versions

Changes in 20090411beta_patch

  • Some bugs fixed in the editor related to the copy/paste functions.

Changes in 20090408beta

Editor Related

  • A protractor/arrow added to the editor (hard to explain, check it out yourself!).

Parts Related

  • Ex-params (aka "specific params") 1-4,8 added to the "Vulcan" weapons, "bullet" weapons, power ball, plasma ring, burner, slow ray, grenade, Needle Gun, and the ripple gun. (ex param 8 is new, it controls the time in frames until the projectile dissapears)
  • Barrier ex-params undergoing potential change in the future.

Core Gameplay Related

  • "Fixed screen mode" added.

Graphics Related

  • "401" alternate graphics set added.
  • Player shield graphics moved to player_01.

Try Related

  • "401" try file included.
  • New try commands added:
    • "CREATEOBJECT", "DESTROYOBJECT", "OBJECTIMAGE", "OBJECTFILL", "OBJECTWORD", "OBJECTPOS", "LOADIMAGE"
  • Try command "AREALIMIT" altered:
    • int2: Draw option limits (limit ~0-3)
      • & 1: draw boundaries (draw limit line)
      • & 2: draw dark place you cannot move into/through
  • Try command "AREAFIXED" added:
    • "AREAFIXED",int1
    • int1 = 0: disable
    • int1 = 1: enable
  • Try command "PLAYERANGLE" added:
    • "PLAYERANGLE",int1,int2
    • int1: direction of the player (player angle)
    • int2: fixed direction of the player (player angle fixed)
      • int2 = 0: disable
      • int2 = 1: enable
  • Try command "WINDOW" added:
    • "WINDOW", int1, int
    • int1: Size X
    • int2: Size Y
  • Try command "EXMESSAGE" altered:
    • int2: Flags (limit ~0-15)
      • 0: align left / align top
      • & 1: center (X)
      • & 2: right-aligned
      • & 4: center (Y)
      • & 8: align bottom
  • Try command "CHANGEEXMESSAGE" deleted.
    • ["EXMESSAGE" messages are also written in "OBJECTWORD" has been removed can be changed] (google translated)

Misc

  • Something about collision detection flags (??) (google translated):
    • [Collision detection flags: (hit check flag: 0 ~ 3)]
      • [&1 : (enable hit check) & 1: do collision detection (enable hit check)]
      • [&2 : (don't remove hit check when destroyed) & 2: Do not remove the collision detection at the time of fracture (don't remove hit check when destroyed)]
  • The ability to make your own custom ships by using .fpl files specifying regions of images in another folder. See the 401 graphics set in the player folder for a sample.

Changes in 20090330beta

  • 10 new try commands:
    • "BLUR", "BGSCROLL", "BGFADE", "BGBASEPOS", "BGMOVE", "BUFFER", "LOAD", "CHANGEEXMESSAGE", "EXITLOOP", "ITEMSCROLL"
  • 24 new decorative parts
  • Some new effectors

Direct Translations + Commentary (bh)

  • BG number upgraded to 3.
  • EXITLOOP command for tries, breaks out of the loop like C's break
  • fixed a bug in the try calculation processing where it would (that's my own conjecture here) eat the character after the =, thus parsing something like ((xx)=50) as ((xx) = 0)
  • ITEMSCROLL. As it says on the tin, it scrolls items' positions. I smell Touhouesqueness potential.
  • BUFFER/LOAD to allow preloading enemies for tries. The changelog doesn't say what BUFFER's two parameters do (it might be in some readme file though), but in the grand picture, the command allocates an amount of memory (so I'd presume the two most likely modes of operation, judging from it being two parameters, are that you allocate a max. number of bytes per slot and a max. number of slots, or allocate a max. number of bytes for a given slot), and LOAD preloads a file into one such slot. If you have thus loaded "lol.fed" into slot 123 by passing LOAD "lol.fed",123, you can later reference the preloaded slot in a CREATE/CREATE2 command by passing "*123" as a filename.
  • New "screen effector" part family. Variations are "Screen effector (flash)", "...(quake)","...(oscillate)" and "...(blur)".
  • A new rotating panel which rotates to a fixed angle relative to its start angle according to a parameter.
  • Rotating panels all have rotation speed and style parameters now, some of them are flagged "subject to change" though.

Patches to 20090204

Patch 20090204d

  • Another bug involving the searchlight was fixed.
  • A bug causing events to fail when multiple enemies were spawned was fixed.

Patch 20090204c

  • A bug causing the player shield being drawn incorrectly was fixed.

Patch 20090204b

  • A bug involving the blade's hit detection was fixed.
  • A bug involving the damage/repair buttons in the editor was fixed.
  • A bug involving the searchlight was fixed.

Patch 20090204a

  • A bug involving the energy egg and missile was fixed (something to do with energy egg "specific parameters" 9-11 was fixed.

Changes in 20090204

Editor Related

  • Translations below provided by blackhole89:
  • [Fixed the bug where an error appears upon deleting parts that set an event]
  • [Change to make each window's position, size and options be stored upon closing]
  • [Added two options to parts' linking type]

Parts Related

  • New Parts:
    • "Missile" (so far seems to be very similar to the homing laser).
    • "Search Light" - Can be used to trigger an event provided the player is within range. Has extra parameters.
    • "Panel-Aim Fixed Angle" - Assumed Similar to Panel-Aim Init Angle but direction is absolute, like a compass needle.
  • Energy Egg (translations by blackhole89):
    • [Changed the energy egg's own parameters 6 and 7]
      • [Parameter 6: Type of fired bullets]
        • [When setting the peculiar/own/characteristic/... parameter 6 to 21, missiles are fired.]
      • [Parameter 7: hitpoints/vitality (-2=don't check for collision with the automatic bullets, -1=indestructible, 1 and above = HP setting analogous to parts)]
        • [When setting p.7 to -2, collision tests with automatic bullets are disabled.]

Core Gameplay Related

  • A new game mode, "Danmaku", changes your hitbox to be 1 pixel (or possibly 2x2 pixels, we're not sure yet). Also, boosting does not reduce energy recharge in this mode.

Graphics Related

  • The player ship image (player_01.bmp) now contains the boost graphic for the engine (and a couple others that are unidentified as of yet).
    • Note: The first 32x32 pixels of the player ship image are essentially what the old player image was, so if you replace that with a custom ship image, it'll still work the same as with the old version.
  • The player ship image has a monochrome counterpart now (player_01a.bmp).
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