May 18th, 2009 Mineth.net forum launched!
Mineth.net now has it’s own official forums! Visit us at the Shinesparkers! (near the bottom)
Mineth.net now has it’s own official forums! Visit us at the Shinesparkers! (near the bottom)

azFRAXY//REDUX enemy
Hey all,
Development on aF//RD is coming along quite nicely, having experimented with events and the new attach types a bit i have created a new enemy.
It’s basically your standard dragon/snake type boss. But hell, it’ll do.
So what have i found out about the new FRAXY editor attach methods? They are crashy as fuck, i must’ve had the editor crash on me 20 times. which always leads to losing all your data.
But enough about that, t’s now possible to easily make tails that move realistically behind the bosses wich lead to better encounters.
I’m thinking about making 5-6 bosses per update, just as i did with azFRAXY, So i can work on it for a while and then do nothing, since i’m ofcourse also busy with my job, playing videogames,testing(a.k.a destroying)SQD’s editors and games and other assorted things.
The current status of the first version of aF/RD is about half done.I’ve gotten 3 bosses done definitively, 2 of which have been posted on this blog. Two spinnertype bosses(Think Orbic) one big, one small. And the dragon you see to the left.
haven’t thought about the other bosses i’m gonna make yet, but then again i never really think about them untill i start working on them.
It’s how my creative process works, i just wing it.
Well enough of this rambling on about nothing, thats it for this update.

protoSPIN//REDUX
Allright peoples,
Here’s the beef.I’ve decided to start working on azFRAXY(aF) once again,It’ll have a different name though(azFRAXY//REDUX(aF//RD from now on)), to signify the restart,This strapping young lad on the left, that’s protoSPIN//REDUX, a redesigned version of one of the bosses from aF, yes it’s a spinner. yes they are hard as fuck, Yes he can regen his cores, no those aren’t lasers.
Apparently FRAXY got changed to hell and back in my absence, and now i’ve gotten all these new toys to play with.
Building bosses is still a complete bitch though.
mostly because of the way the parent system limits you to 16 child objects per parent, and that requires some creative use of invisible/indestructible parts. Lucky for me, i rememberd how i built the Orbics and the previous protoSPIN, so getting the different rotations in the frame wasn’t that stupidly hard.
I’ll see what i can do about getting the metafraxy page back up, but for now thats it for today.
Hey guys,
The third and final member of the mineth crew here, it’s me! AzMiLion, Having known SharQueDo for a stupidly long time, we’ve always made games/levels together, wether it’s JazzJackrabbit 2 maps, Warcraft 3 maps. Completely custom games wich fall flat on their face after a long period of development(Vectro comes to mind) or other projects.
Sharqy and I usually work together on everything(I mapped on Metroid Tournament, probably going to help with Multitroid again), though we both have our solo projects.
The last thing i made publicly is a bosspack for the excellent bullet hell shmup, FRAXY.
It was known as azFRAXY and it was a pretty fun compilation, this chunk of shmup hell came forth from metaFRAXY.
A pack i made with members of the metanet community, awesome people, awesome times.
So in short, that’s who i am.
I started on a major overhaul on the game engine a while ago. Most of the code has been rewritten from scratch for more speed and performance. I’m currently implementing the map engine, shortly followed by player physics and networking. Most of the data (graphics, sound effects, music, etc) are done and ready now.
Sorry for the inactivity of the blog for the past period. It’s mostly due I’m too busy with IRL stuff to work on things Multitroid. It is still in development, though. Only progress is slow at the moment.
About 3 years ago, I started working on a multiplayer Metroid fangame in GameMaker® 6. It featured Metroid: Zero Mission graphics and gameplay alike(ish). That fangame was called: Metroid Kombat (cheesy, I know).
It was mostly a game I developed when I hadn’t had !@#$ to do at my school back then, and it was purely made for LAN (bad networking code, etc). It was fun while it lasted, I ejoyed some good time in not only making it but also playing it with classmates and friends. Unfortunatly, I lost (these two words are you going to hear a lot at my blog) the GameMaker project files, including backups.
Back then, I was starting to hang around Metroid: Fan Mission, a Metroid fangaming community. We created a team of a few people (notable me, ‘Chucky’, ‘wild8900′, ‘Metro’ and ‘Dragon’) who were to recreate a multiplayer Metroid fangame, but this time with custommade graphics (latter persons all being excellent pixel artists).
The game to be made was called Metroid Tournament (also cheesy, I know). Progress went slow but steady. The engine was slowly developed, a lot of sprites, artwork and concepts were made. Months of dedication went in the project, notably on the graphical goods.
Ofcourse, I’m not me if disaster not struck again. Two years ago, I lost litterally everything from the project, and the project was cancelled. The loss was too great, and we couldn’t be !@#$ed to recreate everything. Besides, the engine wasn’t near multiplayer support yet, at all.
But somehow, because of a miracle, all that was lost from Metroid Tournament is recovered recently! All sprites, tiles, hud concepts, 16 worked out map concepts, menu screens, logo’s, icons, everything! Everything is recovered!
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I’m not going to cancel Multitroid because of this, or merge anything Metroid Tournament related into Multitroid, but I do expect to start working on a second branch in the same engine I’m using for Multitroid in the near future.
Here, have some teaser screenshots to keep you happy. This is actual in-game rendered stuff. Screenshots are resized down a bit to not clog up the whole space that much.


I’ve not been doing much developing on Multitroid lately. I did hower started working on a new and improved spritesheet which’ll be used for the new physics engine.
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I like to play around with Wire tools in Garry’s mod. Check what I built this time: a mortar with a control panel. Good for hitting stationary targets.
Notes:
For gravity I used 600 inches/second^2
To compensate for air resistance I just subtracted 180 from my launch speed.
The equation I used for the angle is as follows:
Ang = 90 - (0.5 * asin((600 * (sqrt(((Gx - Tx)^2) + ((Gy - Ty)^2))))/(1800^2)))
where Gx and Gy are the mortar’s position and Tx and Ty are the target’s position.
The range is between 600 and about 4400 inches from the mortar.