Wishlist

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This is a list of popular suggestions for Fraxy. Go ahead and add suggestions (as long as they aren't too outrageous). :P
If you have suggestions on how to improve the Fraxy Compendium, go here or here.

For the list of some on board2, go here. If you encounter any errors/mistakes, fix them (or at least mark them for someone else to fix >_>). Thanks.
Also, if you could please "sign" your wishlist entries, it would be much appreciated. Example:

*"Graxy" should be more than an April Fools' joke (please Mon!). --~~~~

becomes:

  • "Graxy" should be more than an April Fools' joke (please Mon!). --NightKev (sysop) 06:31, 3 April 2009 (UTC)


Contents

Implemented

(NOTE: THIS DOES NOT MEAN THAT IT IS IN THE CURRENTLY AVAILABLE VERSION! ~Zeta)

  • An option, like "SETPLAYER", to remove the player for a while. Useful for cutscenes. (added [more or less] via "PLAYERFLAG". also added: Invincibility and "ignore input" flags)
  • Health Bars. Gives a better idea of if you're causing any damage or not.
  • Shields (barrier 1 and 2). It's a circular shield that you can pass through and that doesn't take damage. Barrier 2 is the infinite version. The extra parameters let you change the size of the barrier, and whether it's a complete circle or an arc.
  • A modification for the shield: it should have an optional HP setting for the barrier itself, not just the generator.
  • A missile that homes in better than the homing laser but is slower; if it did not hit the target after 5 seconds (maybe modify duration with extra parameters?), it will explode.
  • Make the editor open in a larger (full-screen?) window, so we don't have to resize everything to see our larger creations. OR have the ability to save the workstation layout so it will be the same the next time you open the editor.
  • Let the editor be able to simulate the reduction of health/destruction of a part while the boss is moving. You click on the part, click destroy and check that the event works.
  • A weapon with a targeting system (kinda like a weapon that shoots a crosshair that follows you then a missile will follow the crosshair).
  • Ring of waves attack which increases and decreases in size, like Prickly angler from Darius Gaiden.
  • Ability to jump in as a playable ship in the editor to test things out instead of having to go back and forth with the game, loading the boss from the middle of the list. I know there's the target that the enemy shoots at (which follows your mouse if you hold "T"), but there's no INTERACTION. Besides, how will I know if damage-related events are working if I can only test what happens if I blow the piece completely up?
    • to do this, select the core (usually, it's the main core you want), click "Copy", go to FRAXY, select FREE MODE -> CLIPBOARD. This is pretty much the quickest way to do testing of "work-in-progress enemies", and you don't even have to save it. Alternatively, you can temporarily add a part that has an event to set the durability of a part to a certain level, and the event should trip as it normally would.
      • Someone move this to implemented, please. It was implemented in the latest version.
  • Option to set shadowed/hidden parts hittable and normal parts unhittable.
  • A weapon that blurs the screen or distracts you when you are hit.
    • Well, he added an effector that blurs the screen when it activates... that's sort of what you wanted... --NightKev (sysop) 06:31, 3 April 2009 (UTC)
    • Also, the Energy Egg "shell" will stun you and blur the screen for a second upon impact. RX-12 19:11, 7 May 2009 (UTC)
    • the Ripple does this.
  • A shadow laser, where movement leaves a thin trail that dissipates in 1-2 seconds. It would probably be hard on the slowdown, but it would look cool. See R-Gray 2 from RayStorm and the Shadow Laser from Xexex. (Player and/or Boss Weapon) RX-12 17:08, 9 April 2009 (UTC)
    • This is now possible via events (you can change the homing laser's tail ex-param). --NightKev (sysop) 23:15, 29 July 2009 (UTC)
  • NEW SCREEN RESOLUTIONS / DYNAMIC RESIZING. 320x240 (or the same resolution zoomed in to 640x480) just doesn't cut it, especially when fighting a large enemy. Shooting in the general direction of incoming lasers isn't satisfying after spending hours making an epic boss.
    • We need at least 640x480 (as an actual resolution, not just zoomed in). --NightKev (sysop) 06:31, 3 April 2009 (UTC)
    • Maybe have "320x240, 320x240 zoom 2x (the current 640x480), 320x240 fullscreen, 640x480, 640x480 fullscreen, etc". Although maybe that doesn't make as much sense as I think it does... I'm not sure. --NightKev (sysop) 06:31, 3 April 2009 (UTC)
      • Yep, we've had this for a while, guess I should look at this list more often! --NightKev (sysop) 23:15, 29 July 2009 (UTC)
  • BOUNDING. Playing with custom backgrounds is nice, but unless you're using a tiling background there can be some ugly conversions between edges, especially with larger images when it attempts to transition from side to side or top to bottom and it ends up losing the picture, then blinking in all of a sudden. This idea is basically creating a border around your arena based on a parameter you give it. This way, you don't go past the invisible 'wall', preventing you from leaving the edges of the picture. This could prove VERY useful for some try levels, depending on what's going on.
  • Speaking of lasers, have Lasers that are shorter and have no charge time. Kind of like the rail laser sans the Ripple effect. RX-12 19:11, 7 May 2009 (UTC)
    • The Reflect Ray most likely meets this criteria. It has adjustable length and no charge. - RX-12 15:19, 8 December 2009 (UTC)
  • A gun that fires at a faster and faster rate before reloading, like the Repeater from BSF.
    • Possible with ex-params, I believe...
      • Definitely with ex-params, but perhaps that brings up another idea about events in general... RX-12 16:34, 9 April 2009 (UTC)
        • Done by incrementing the Initial Speed Extra Parameter, Ex Param 2 I think. This is possible since Extra Parameters can now take basic math functions. RX-12 02:14, 9 January 2010 (UTC)
  • Add a part or expand the Panel Aim Init Angle so that the part it relies on for aiming is not the first part. RX-12 04:02, 17 May 2009 (UTC)
    • There are now additional parts that rely on different categories including Pair Parts, Player Direction, and the Field. RX-12 02:14, 9 January 2010 (UTC)
  • The ability to make friendly ships, that way you could have a few ships help you in battle (very useful for Try files). --NightKev (sysop) 06:31, 3 April 2009 (UTC)
    • Now possible with the Effector: Player Weapon. See ZarroTsu's Options for example! RX-12 02:14, 9 January 2010 (UTC)
  • Enemy weapons that can hit the enemy, and with this, parts which can only be killed by enemy shots! I want this, I could set it so that you can only destroy the core by getting a remote blast explosion to hit it a number of times.
    • Something to play tennis with the boss with.--Oneshiningstar 11:44, 26 May 2009 (UTC)
    • Now possible with the Effector: Player Weapon, as above noted. RX-12 02:14, 9 January 2010 (UTC)

Un-Implemented (aka the Actual Wishlist)

Add your ideas here. They should be added in this format (note that when input normally, asterisks become bullet points):

* example 1
* example 2
* example 3

which becomes:

  • example 1
  • example 2
  • example 3

and in the appropriate [sub]category. If you want to expand on an idea, put something like this directly under it:

* example 4
** example 4.1

which becomes:

  • example 4
    • example 4.1

Multiple asterisks will indent the bullet point times the number of asterisks. (ex:

  • example 5
    • example 5.1
      • example 5.1.1

Related to Try Mode

  • An option for the "BGCHANGE" command to load a background without the blend between them happening. Necessary for large scale ground battles.
  • PERSPECTIVE. It would probably be a bit hard to pull off, but I think that if we can get sprites (or at LEAST the background) to dynamically resize depending on position, we can end up with a great new set of opportunities for TRY games that involve moving forward and such.
  • An option to save TRY replays as common movie files that would be easy to upload to the compendium and YouTube
  • AN EASY TO USE TRY FILE CREATOR! FOR THE LOVE OF GOD PLEASE!
    • I was thinking of making one for a while... I could revive the project maybe. --NightKev (sysop) 06:31, 3 April 2009 (UTC)

Related to the Editor/Parts

If your idea is an edit to some sort of editor functionality, put it in the "Editor Functions" subcategory, and if it's an idea for a new part (or something to do with modifying an existing), put it in the "New/Modified Part Ideas".

Editor Functions

  • Instead of simply shadowing pieces to place them behind scenery, I think it may be necessary to add another variable that determines the 'height' of the piece, just like with how the background works. That way the pieces will have a more 3-D feel, and will also be more easy to recognize as something you can pass over.
  • An option to speed-up/slow down things like the joints
  • Double the part limit to 1024.
  • Parts which you can fire through, but can't move through, like the opposite of the barrier/barrier2.
  • Easier-to-use Events.
  • Make Extra Parameters behave like variables. Or have an event "Set Extra Parameter as Variable 1"
  • Bullet grouping flags. A weapon with that flag set fires bullets of that grouping flag. You can set events to modify bullets in group 1 but not group 2 and so on.--Oneshiningstar 13:52, 21 September 2009 (UTC)
  • Part grouping flags. Set a bunch of parts as a group and you can set events that affect that entire group. Not all parts in a group must be subparts of any one part.--Oneshiningstar 13:52, 21 September 2009 (UTC)
  • Increase bullet limit to danmaku-like levels, at least 5000 to prevent lag on lower bullet amounts.--Oneshiningstar 13:52, 21 September 2009 (UTC)
  • Draw fixed area and draw radar function. When this is switched on, the editor will show the screen area and radar view area. Great for fixed area bosses, considering the core is not exactly at the top. --Oneshiningstar 11:05, 8 October 2009 (UTC)

New/Modified Part Ideas

  • More event options for the sliding move part: 16 pixels just isn't enough by itself.
  • A shots nullifier part. It tracks your shots, fires bolts at your shots and your shots disappear in a poof!
    • Inspired by Battleships Forever, eh? --NightKev (sysop) 06:31, 3 April 2009 (UTC)
  • "Sizing Handles" on editor parts (eg: you can make a wing longer/shorter, fatter/thinner). And have gun fire adjust accordingly (bigger plasma ring gun shoots bigger rings, etc.)
    • More BF inspiration! Interesting... --NightKev (sysop) 06:31, 3 April 2009 (UTC)
  • A weapon that launches drones, like the Demeter/Demeter Launcher in Battleships forever.
  • A lightning weapon, like a faster homing laser, but less homing.
  • More splash-damage weapons like the grenade.
  • Some sort of railgun (like a super fast bullet that has SUPERIOR range/damage but has a slower rate of fire and/or reload rate).
    • On the idea of a super fast bullet, how about increasing the max extra params speed by a thousand or two? Kintrada 12:27, 26 June 2009 (UTC)
  • A weapon part that stuns you, but does no damage whatsoever (similar to the explosion tank but it's a weapon that shoots bullets at you instead).
    • Perhaps an Energy Egg can do that. Getting directly hit with one stuns you partially I believe. RX-12 16:34, 9 April 2009 (UTC)
  • A part that puts up a shield around another part on a boss.
    • The Barrier parts put up shields around parts if that's what is meant. RX-12 16:34, 9 April 2009 (UTC)
    • BF sure is a popular game to steal mechanics from, eh? :P --NightKev (sysop) 06:31, 3 April 2009 (UTC)
  • Alternate graphics for parts, Such as "bio ship" graphics, it would be a lot of fun to destroy a giant, floating, living alien than the same old metal ships.
    • We need gibs, too! And bullets don't count... --Foa 02:32, 7 April 2009 (UTC)
    • Or items too? Version 20080411beta allows any part to spit out items when destroyed. RX-12 19:11, 7 May 2009 (UTC)
  • If / when the barrier gets an HP option, there should also be a "recharge time" extra parameter.
    • Do we have this? I'm not that familiar with the barrier's ex-params. --NightKev (sysop) 06:31, 3 April 2009 (UTC)
    • The barrier does have HP, but there is no meter to indicate how much HP is remaining. RX-12 19:11, 7 May 2009 (UTC)
      • I think the meaning of that one is, after the barrier goes down, it has to wait X seconds before turning on again (though I guess this could be achieved with notify and events now). --NightKev (sysop) 23:15, 29 July 2009 (UTC)
  • Parts that allow you to add different colors to parts. While the healing parts do in a way add color, this is more of a secondary effect.
    • Separate bullet/etc colors for separate weapons, too! --NightKev (sysop) 06:31, 3 April 2009 (UTC)
    • With creative use of the Search Light, this is somewhat possible. But still, such a part would be good. RX-12 19:11, 7 May 2009 (UTC)
  • A wave-like weapon, similar to such things like the Wave Beam in all Metroid games and the Snake in Cave Story.
    • Well, we SORT of have this in that the charge blaster, if charged enough (not fully) will go through all parts that have less HP than it deals in damage. --NightKev (sysop) 06:31, 3 April 2009 (UTC)
    • Building upon that, a boss weapon that moves in a wave motion. RX-12 19:11, 7 May 2009 (UTC)
  • A part that "rebuilds" parts attached to it, after they are destroyed.
  • A weapon that fires an energy ball that continuously shoots bullets until it decays, like Ketsui's True Final Boss, phase 3.
    • Energy egg? --NightKev (sysop) 06:31, 3 April 2009 (UTC)
    • Energy Egg only fires bullets when it decays. This one fires bullets throughout its lifespan.--Oneshiningstar 09:16, 21 April 2009 (UTC)
  • A weapon, similar to the gravity well, that instead of moving the player, it pulls on his shots.
    • You mean like the "gravity well" attack Con-Human uses in Rayforce and Dis-Human uses in Raycrisis?
  • A 90 degree homing laser, like the ones in G-Darius
    • ...or Image Fight, R-Type Leo (and by extension R-Type Final). Indeed that would be fun. How about "adjustable weapon angles". RX-12 16:34, 9 April 2009 (UTC)
  • An energy ball that normally fades away, but blows up into a ring of projectiles if you shoot it.
    • Energy egg? --NightKev (sysop) 06:31, 3 April 2009 (UTC)
    • Energy egg won't blow up if you destroy it. This one will blow up if you destroy it.--Oneshiningstar 09:16, 21 April 2009 (UTC)
    • I would kinda like to see that too, but with a proximity detonator option in params, perhaps setting that param to 0 would turn it off and all numbers after are detection distance? Kintrada 12:02, 26 June 2009
  • Parts that make the boss disappear, fly past in the background and perform an attack, then reappear. Think Accordion Hazard from G-Darius.
    • Uh, this shouldn't really be a separate part... and you can do it with events I'm pretty sure. --NightKev (sysop) 06:31, 3 April 2009 (UTC)
  • A gun that changes direction randomly while shooting (it fires in random directions).
  • A part that allows bosses to break up, then recalls them back to their ORIGINAL alignment. Think Eternal Triangle from G-Darius.
    • That would be insanely complex, but is possible with events. RX-12 19:11, 7 May 2009 (UTC)
  • A core that follows a set path at a certain speed, determined by its move action.
    • Huh? --NightKev (sysop) 06:31, 3 April 2009 (UTC)
      • Erg, custom AI Behaviors? --Foa 02:32, 7 April 2009 (UTC)
        • No, you define a path for it, it follows that path. for example, you draw a rectangle as its path, it moves in a rectangle.--Oneshiningstar 09:16, 21 April 2009 (UTC)
  • Cores with built-in attacks. For example, a core that has eight ports at its sides and fires out missiles if you are in line with any of them.
    • I like this idea! RX-12 19:11, 7 May 2009 (UTC)
  • An energy ball that decays if its hits the edge of the viewport. Think Ketsui's Boss 2 form 2 and boss 5, forms 1 and 3.
    • "Viewport" being "visible screen"? --NightKev (sysop) 06:31, 3 April 2009 (UTC)
  • A real launching drill part. That's it for improvising with move joints. It should shoot out and retract with a nice shock wave animation. Yes, like the 5th boss of Ether Vapor, forms 2 and 3, complete with an attack action to 'summon' the drill.
  • Bullets that start off big and shrink (or vice versa). Think Utsuho Reiuji's spellcard [Explosion Sign "Peta Flare"] or Big Core Mk-IV.
    • This can be done to some degree with the Ion Ring. There is an Extra Parameter that makes the bullets expand and contract based on timing. You can probably make the timing very slow. - RX-12 15:19, 8 December 2009 (UTC)
  • A charge cannon, not unlike that from R-Type. (Boss Weapon) RX-12 17:08, 9 April 2009 (UTC)
  • Speaking of R-Type, how about the Anti-Air Laser? (Player and Boss Weapon) RX-12 17:08, 9 April 2009 (UTC)
    • With some creativity, the Reflect Ray can be made into something like this. - RX-12 15:19, 8 December 2009 (UTC)
  • A multi-splitting weapon, say in three or four phases? After a certain distance it splits into smaller pieces traveling in a straight line. Repeat until it's too small to split further. (Boss Weapon) RX-12 17:08, 9 April 2009 (UTC)
    • Rumors say that the player may get such a weapon in the next version. RX-12 19:11, 7 May 2009 (UTC)
      • Rumor was wrong... - RX-12 15:19, 8 December 2009 (UTC)
  • Rail Laser, a short frame, no charge laser with a minor ripple effect. See Last Resort. RX-12 17:08, 9 April 2009 (UTC)
  • Get rid of the child/parent damage relationship. RX-12 20:20, 22 May 2009 (UTC)
    • Brick parts don't receive/perpetuate damage from/to their child/parent parts. Also, you can use events to change a part's max durability(HP) when it's at, say, <50HP, and if you set it to 1 then it'll only send 1 damage forward to the parent part. --NightKev (sysop) 23:15, 29 July 2009 (UTC)
    • Maybe there could be an event that specifically turns this off, instead of just getting rid of it completely (that would probably break 80% of bosses already made if it was just removed). --NightKev (sysop) 23:15, 29 July 2009 (UTC)
      • While there doesn't seem to be such an event as of yet, there are the Event Actions: Set the Damage Transfer (change the part that gets the damage) and Change Damage Rate. RX-12 02:14, 9 January 2010 (UTC)
  • Extra Parameters for the Remote Blast. RX-12 19:27, 7 May 2009 (UTC)
  • Some Zanac weapons. Maybe #4? RX-12 19:27, 7 May 2009 (UTC)
  • An improved "Nuke Part", aka Tank-Explosion part. Heck, maybe have smaller ones. RX-12 19:27, 7 May 2009 (UTC)
  • The ultimate customizable weapon. The Panel Specify now exists, how about a weapon that we can customize from what the basic shape looks like (Bullet, Laser, Power Ball, etc.), it's speeds, angles, damage, and so on. RX-12 19:41, 7 May 2009 (UTC)
    • Kind of but not exactly done with the Effector: Player Weapon. RX-12 02:14, 9 January 2010 (UTC)
  • Have a part that looks like the Deploy Core but doesn't act like it, aka the little blue core. RX-12 23:34, 23 May 2009 (UTC)
  • Gravity for enemy bullets. --Oneshiningstar 03:28, 2 August 2009 (UTC)
  • A field that changes enemy bullets that enter it based on its extra params. For example, all bullets that enter are changed into Plasma Rings and turned 90 degrees. --Oneshiningstar 03:28, 2 August 2009 (UTC)
  • Another Show Flag for Translucent (think Shadow except with the part's colors and slightly dark). Making an option to change the level of Shadow in the Editor would be helpful as well. RX-12 23:31, 18 August 2009 (UTC)
  • The "ZA WARUDO" part. Stops time, you, the boss and your bullets can't move, but the boss can still fire its guns, although its bullets cannot move when the "stop time" effect is on.--Oneshiningstar 12:31, 3 September 2009 (UTC)
  • A weapon that projects an invisible field of a certain radius. When it fires, bullets are spawned randomly inside the field.--Oneshiningstar 12:31, 3 September 2009 (UTC)
    • While not an actual part, there is the Event Condition P_Using Weapon. With a Search Light or something along those lines, events can be set up to fire if the player fires. RX-12 02:14, 9 January 2010 (UTC)
  • Redirect bullet flag for blade. When bullets pass through blade, they are redirected perpendicular to blade angle. By extension, laser and sonic wave should also have flag.
    • Although this cannot be done with player's shots, the Blade, Laser, and Barrier weapons can reflect Reflect Rays. - RX-12 15:19, 8 December 2009 (UTC)
  • An effector that projects a static bullet (that still hurts) on top of itself. Useful for making shots appear to fire more bullets. --Oneshiningstar 06:23, 8 December 2009 (UTC)
    • Do you mean stacking bullets? If so, there is an Extra Parameter that allows you to do that. - RX-12 15:19, 8 December 2009 (UTC)
    • No, what I mean is an effector that when it plays, creates a static, live bullet on top of itself. Wherever the part moves, the bullet moves as well. Think of it as a part with a projectile stuck to it like a child part.--Oneshiningstar 23:59, 9 January 2010 (UTC)

Related to Gameplay

  • Adjustable player hitbox.
    • Semi-implemented (Danmaku mode).
    • I think you can edit the player's hitbox now via the playership graphics, I'm not quite sure, however. --NightKev (sysop) 23:15, 29 July 2009 (UTC)
      • No I do not think it's possible. It does change by mode though, at least for Danmaku. RX-12 02:14, 9 January 2010 (UTC)
  • The ability to change how your ship (the player ship) works. For example, changing the power of the boost, changing the properties of the player weapons, creating new ones, changing the size of the hit box, etc.
    • Wouldn't these ideas make the game too easy, and unfair? :/ (no more so that the Fun Mode does, so they could just be applicable there ^.^)
      • Yeah, having it restricted to Fun Mode makes sense. --NightKev (sysop) 06:31, 3 April 2009 (UTC)
        • I think he means like points, so you have a certain amount of points to start with (150?) at 50 each, then you can change a slider higher to reduce points or lower to raise them, once you get to 0 points you cant raise anything else... --TubularBroccoli idklol, 11 April 2009 (UTC)
  • Graze counter.

Player Weapon Ideas

  • A minigun weapon for the player, which is similar to the bullet, but faster, and uses much more energy.
    • You mean like the Needler boss weapon? --NightKev (sysop) 06:31, 3 April 2009 (UTC)
      • You can make one yourself using the Effector: Player Weapon part. RX-12 02:14, 9 January 2010 (UTC)
  • A laser weapon for your ship. 'Nuff said.
    • Here's my take on this: a laser that fires continuously as long as you hold the attack button down (no reload/recharge), but constantly drains energy as you fire it. --NightKev (sysop) 06:31, 3 April 2009 (UTC)
    • Also, a laser that works like the winder bullet (the "charge up" part) and then unleashes a hugely powerful beam of energy at the boss (slow rate of fire but very powerful). --NightKev (sysop) 06:31, 3 April 2009 (UTC)
  • A stealing weapon. Latches onto an enemy weapon, and sucks the life out of it, and charges the stealer. When the weapon is destroyed, you can use that weapon against the enemy for a while.
    • But how, you launch these parasites that latch onto said boss, or you do it like Wind Waker, a leeching tentacle?
  • Homing missiles/lasers
    • The homing lasers should be like the ones in the Rayforce games. You hold the shoot button down to lock-on to the vulnerable parts of a boss, and release the button to fire. The lasers completely pass through any invincible parts.
      • I just realized that this could possibly break a lot of bosses that temporarily become invulnerable (ie: the vulnerable spot is blocked by a gate that opens and closes), so maybe not quite like Rayforce.
    • There's a laser-type weapon in a game called Raptor that has a laser that automatically hits the nearest enemy (in Fraxy, it would be the nearest enemy part) but is rather weak in comparison to most other available end-game weapons (and I think also has a slightly limited range). --NightKev (sysop) 06:31, 3 April 2009 (UTC)
  • Sphere Shield. Similar to the original shield, only you have spheres revolving around your ship at a set distance. They can block shots and do damage to any enemy parts they touch, but otherwise cannot help you.
    • With some creativity this can be done, but such a weapon would be interesting. Reminds me of the GAM from Biometal. RX-12 02:14, 9 January 2010 (UTC)
  • Anti-Air Laser from R-Type, 45 and 90 degree bending lasers (Recca and R-Type Leo respectively), and possibly an pod-like weapon (many examples, like Force from R-Type, Option from Gradius, semi-orbiting pod from Last Resort). RX-12 17:08, 9 April 2009 (UTC)
  • Engine Booster/Overdrive, simple concept, though may be hard to do, doubles thrust of the right mouse button booster...but also doubles (or in some way increase) the energy consumption, maybe or maybe not increases regular engine speed too, not sure since regular engines are nice and slow for slipping between enemy fire Kintrada 12:09, 26 June 2009
  • Blade/Booster combination, so that you can charge suicidally with a blade into a part? I've always been dying to ram into that core.Noobma 00:59, 3 January 2010 (UTC)

Misc

  • Accessible counters for shots fired, shots that hit something, and hit percentage. Useful for Tanker mode.
    • A deaths counter would be nice too.
    • Well, I know there's some sort of "debug mode" you can use, but I don't know exactly what it does or how it works. --NightKev (sysop) 23:17, 29 July 2009 (UTC)
  • A port to Mac. I cannot stress this enough.
  • Multiplayer! Multiplayer! Multiplayer servers!
    • Well, how would multiplayer even work? This game doesn't really seem suited to multiplayer play. --NightKev (sysop) 06:31, 3 April 2009 (UTC)
  • An option to have computer-controlled ships help out, kind of like Battleships Forever: You can't control them, they do their own thing.
    • With some creative programming, you can allow this using the Effector: Player Weapon part. RX-12 02:14, 9 January 2010 (UTC)
  • An option in Free Play that allows you to select several bosses in the order you wish to fight them in.
    • Somewhat implemented in Try. There is now the ability to choose if you wish to fight a particular boss. I think this can also be linked to the new Randomization ability. RX-12 02:14, 9 January 2010 (UTC)
  • A more browser-oriented boss list - I have creations in different folders, but everything still shows up in one massive list. Being able to select which folder I want to browse would save lots of annoyance.
    • It would reduce the lag of loading the list if you have tons and tons of bosses in your boss folder, too.
    • He could probably use the native file selector thing that Windows already has (and that almost every other program uses >_>). --NightKev (sysop) 06:31, 3 April 2009 (UTC)
  • Ability to select several (or all) of your background music and put them in a specific order for free play.
  • A new event for all general weapons that activates in proximity with bullets. Can make for some interesting fights if used properly. -MM200
  • Make events call other events. Perhaps user-defined functions. RX-12 17:08, 9 April 2009 (UTC)
    • Event scripting (like Javascript or PHP)? --NightKev (sysop) 23:15, 29 July 2009 (UTC)
  • The ability to better adjust the firing frame of weapons. (AKA Lasers) RX-12 17:08, 9 April 2009 (UTC)
  • Have an option for enemy weapons to bounce off/be blocked by other parts. By extension, have the same ability for player weapons. RX-12 17:08, 9 April 2009 (UTC)
    • Possible bullet collision flags: Above, Below (bullet goes below part), Absorb, Reflect, Reverse. --Oneshiningstar 03:29, 14 August 2009 (UTC)
      • Can be done with creative use of Energy Walls, Barriers, Reflect Rays, and Ion Rings. RX-12 02:14, 9 January 2010 (UTC)
  • Automatic area fixed mode option in the editor. A boss with this flag will automatically force area fixed mode when launched.--Oneshiningstar 12:31, 3 September 2009 (UTC)

Uncategorized

There should hopefully be none in this category, but if you're unsure of where it should go, put it here for now, and we'll try to categorize it later.

  • A split-shot, like in the game contra, a shot that splits to three.
    • Is this for the Player or the bosses?
  • Some sort of whip-like or bendy blade.
    • Player or bosses?
Need to Explain Better
  • Some sort of projectile gravity field
    • What? Elaborate please.
    • I think this person is talking about a weapon similar to the gravity field, but bosses can shoot it. Not sure if they meant it to be for players or bosses, but i'm guessing for bosses. There is a way to make a similar weapon in the editor, however. Just make a detachable part that has a gravity field on it, and set its movement to "(0) Stop". And there you go. Projectile gravity field :).
      • I would think it would be a gravity field that sucks in bullets.
        • I suppose a "projectile gravity field" could be either. English is a confusing language. >_>
  • A weapon that does continuous damage when hit (kinda like the poison effect) maybe this is the job of the flamethrower.
    • Boss or player? More info please.
    • This person seems to be talking about a weapon that continues to damage you, after you are hit, for a set amount of time. They probably referred to the flamethrower as a possibility as to what kind of weapon would be right for this effect. Here's an example; the player is hit by the flamethrower, the player moves away but continues to take damage as a result of being on fire. A graphic effect similar to the stun shot (which stays with you after you are hit) could possibly be used to show that the player is on fire.
  • An option to "Merge"... *VOLTES-FIIIIIVVVEE!!!!!*
    • Wh...what? (allowing ships to merge together I assume?) If so, that wouldn't really be possible... --NightKev (sysop) 06:31, 3 April 2009 (UTC)
      • I guess this could be implemented with very creative use of a Try and two or more bosses. RX-12 02:14, 9 January 2010 (UTC)
  • A better editor that allows you to test the effects of events like for transforming bosses and more weapons and different ships you can choose from(different color/shape/size etc)
    • What? Elaborate please.
      • I think he means an event tester...
        • If so... that's what frame-advance and just plain-old "play" are for. --NightKev (sysop) 06:31, 3 April 2009 (UTC)
  • An EMP weapon.
    • For who (Player/bosses), and how would it work?
      • (I think he means a gun/bomb that shut down your weapon for a bit)
        • I suppose so. The player already has the stun shot/blaster... so I guess it would have to be for the bosses. Well, there's already the exploder tank that does this, but no stun bullet-type weapon for the bosses.
          • If for the player to be stunned, see the Energy Egg and Energy Wall. RX-12 02:14, 9 January 2010 (UTC)

Unlikely to be Implemented

Usually the reason for this is because it involves radical changes to the game engine or what-have-you, or it's just a very complicated idea. We can always hope, of course.

  • Port Fraxy as an App Store App.
  • A color changer in-editor that allows for a user to change the color of individual pieces of an enemy, similar to how you can change the enemy shot/effect color.
  • The ability to import your own sprites from individual images, rather than having to add them or replace existing ones in the large sprite-sheet. Of course, this would mean an entire new system would have to be developed to edit what the piece does, along with it's hitbox and such...
  • A fully customizable player ship!
    • Adding to the above comment "a fully customizable ship!", I think it would be interesting if when you start an event (you mean a Try scenario?), you are asked to choose your setup, and you can select from templates or manually use an in-game editor style system to choose your weapons and where they sit, which could affect not only your ship's speed (the more stuff the heavier you are), but change your hitbox. I think this may be a little too much for the current sized ship, but if we changed the screen resolution *nudge nudge* a larger ship sprite could be a definite harbor for this idea!
  • Using enemy weapons
    • The option to 'unlock' weapons as you play, possibly by blowing the specific weapon up on a boss.
      • Could be done in a Try using global parameters. RX-12 02:14, 9 January 2010 (UTC)
  • BulletML support. Requires collab with Kenta Cho, though.--Oneshiningstar 06:23, 8 December 2009 (UTC)

Semi-Implemented

By "semi-implemented", we mean it's already in the game, but indirectly (as in, you can do it, but you have to do some extra work because it's more of an accident than a feature).

Note: there -might- be a chance of these getting implemented, but if there's already a workaround for these, they will be noted here. ~Zeta

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