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- D Tuning Tables
Appendix D — Tuning Tables
The numbers that make Sky Ace play the way it does. Change them to remix the game: the game’s Logic reads them from here. Try one change at a time, and run the game after each. If something stops working, put the old number back.
D.1 Data Tables
D.1.1 Gun Patterns
One row per round of a machine-gun volley. gunLevel: the gun level that fires it. offsetX and offsetY: where it starts, in meters from the Fighter’s middle (+X right, +Y up). direction: where it flies, in degrees (90 is straight up the screen).
1-0.281251.3759010.281251.375902-0.51.37590201.3759020.51.375903-0.68751.375903-0.251.3759030.251.3759030.68751.375904-1.1251.375984-0.68751.375904-0.251.3759040.251.3759040.68751.3759041.1251.37582D.1.2 Enemy Types
One row per enemy kind, named like its Object. speed: how fast it flies down, in meters per second. health: how many hits shoot it down. points: the score for shooting it down. bigExplosion: Yes for a bigger explosion when shot down. dropChance: the chance in a hundred that it drops a pickup when shot down. damage, mark and hitsTaken are working values every enemy starts from here (1, 0 and 0): the hits the next hit counts (Takes Hits), the damage at which the Sky Fortress next changes (Sky Fortress Battle) and the hits it has taken.
5.93752100No71004.68755300No221004.3756350No181001.71875362000Yes1001003.437542025000Yes0100D.1.3 Mission Timeline
One row per arrival, in time order. timeSeconds: mission time (seconds from the start). formation: V, Column, Row, Side Sweep, or Supply Drop (one pickup arrives at x, entryY). object: the Object that arrives (an enemy, or a supply drop’s pickup). x: the formation’s middle (meters); for a Side Sweep, the edge it comes from (0 left, 22.5 right). count: how many planes. spacing: a V’s sideways spacing or a Column’s gap (meters). entryY: how high a formation starts (meters; 35.9375 is just above the top; single planes start at their own height). A single plane is a Column of 1.
3VZero Fighter11.2552.2535.93756.5ColumnZero Fighter5.312542.812535.93756.5ColumnZero Fighter17.187542.812535.9375D.1.4 Sea Scenery
One row per piece of sea scenery, named like its Object (meters). sideMargin: how far in from the left and right edges of the screen its center comes back. topEdge and bottomEdge: how far its picture reaches above and below its center; the open sea between two pieces is measured between their pictures.
4.68754.8754.781252.81254.968755.906254.3754.406254.406252.51.781251.781253.1255.718755.906254.06253.56253.46875D.1.5 Waves
One row per wave, in time order. startSeconds: mission time it starts (seconds). label: what the HUD shows under STAGE. banner: the words on its banner. warning: Yes for the WARNING before the Sky Fortress instead of a banner.
1WAVE 1WAVE 1 - CORAL SEA PATROLNo26WAVE 2WAVE 2 - ACES HIGHNo52WAVE 3WAVE 3 - DIVE BOMBERSNo80WAVE 4WAVE 4 - HEAVY SQUADRONNo112BOSSYesD.1.6 Pickups
One row per kind of pickup. object: the pickup’s Object. dropWeight: how likely it is when a shot-down enemy drops a pickup (relative weights). most: the highest its count can go (gun level, bombs, medkits; 0 for the weapons, which have no count). bonusPoints: the points given instead when the count is already at its most. popupText: the words that rise from the pickup when it gives its own reward (at its most the popup shows the bonus points instead). popupColor: the color of both popups.
Power Up Pickup3042000POWER UP!#ffb347Spread Shot Pickup1800SPREAD SHOT!#8cff66Rapid Guns Pickup1600RAPID GUNS!#5ac8ffBomb Crate Pickup1651000+1 BOMB#ff7b6bMedkit Pickup2051500+1 MEDKIT#ffffffD.1.7 Weapons
One row per weapon. label: the name the HUD shows.
MACHINE GUNSSPREAD SHOTRAPID GUNSD.2 Logic Numbers
The numbers and colors each Logic Component keeps in its Shared Variables and Per Instance Variables, with the Starting Value its card gives. A value set on its Object, under Variables in the Properties, or on a placement in the Scene, wins over the value here.
FIGHTER GUNS
roundSpeed ................. 32.8125
fireRateSeconds ............ 0.11
spreadSpeed ................ 25.625
spreadRateSeconds .......... 0.17
spreadArcPerLevel .......... 20
spreadMuzzleY .............. 1.25
rapidRateSeconds ........... 0.0605
SHOW GUN LEVEL
level ...................... 1
BREAKS ON HIT
hitSparksCount ............. 6
TAKES HITS
flashSeconds ............... 0.06
roundDamage ................ 1
bombDamage ................. 25
SHOT DOWN
bigExplosionCount .......... 70
bigSmokeCount .............. 16
shakeStrength .............. 0.012
shakeSeconds ............... 0.35
explosionCount ............. 36
smokeCount ................. 8
BREAKS ON FIGHTER
hitSparksCount ............. 6
ZERO FIGHTER GUNS
aimedChance ................ 50
firstShotMin ............... 0.4
firstShotMax ............... 1.1
shotGapMin ................. 1.7
shotGapMax ................. 2.5
straightSpeed .............. 7.03125
aimedSpeed ................. 6.71875
aimMin ..................... 200
aimMax ..................... 340
muzzleY .................... -1.21875
bandBottom ................. 10
bandTop .................... 32.8125
enemyMuzzleFlashCount ...... 5
PROTECTION BLINK
blinkSeconds ............... 0.0833
dimAlpha ................... 0.3
HURT BY ENEMIES
startProtectSeconds ........ 2
SHOW MEDKITS
level ...................... 1
MISSION START
startMedkits ............... 3
startGunLevel .............. 1
startBombs ................. 2
MISSION OVER
resultSeconds .............. 2.4
victorySeconds ............. 3
LOST WITH THE LAST MEDKIT
bigExplosionCount .......... 110
smokePuffCount ............. 20
shakeStrength .............. 0.035
shakeSeconds ............... 0.8
SHOW WITH RESULTS
opacity .................... 1
DRIFT IN LINE
speed ...................... 1.3125
seaWidth ................... 22.5
openSeaMin ................. 1.875
openSeaMax ................. 13.125
DRIFT AND RETURN
speed ...................... 3.28125
minX ....................... -1.875
maxX ....................... 24.375
gapMin ..................... 1.25
gapMax ..................... 21.875
halfHeight ................. 9.4375
viewTop .................... 33.75
SET OPACITY
opacity .................... 1
CAST SHADOW
offsetX .................... 0.8125
offsetY .................... -1.25
SHADOW ON CLOUDS
artPixels .................. 32
sizeMeters ................. 3
cloudSizeMeters ............ 12
SHOW BANNER
bannerSeconds .............. 2.6
enragedSeconds ............. 2.2
WEAVE
weaveSpeed ................. 6.5625
weaveRate .................. 2.4
phaseMax ................... 6.28
RED ACE GUNS
burstCount ................. 3
burstArc ................... 28
roundSpeed ................. 7.65625
firstShotMin ............... 0.4
firstShotMax ............... 1
shotGap .................... 1.7
aimMin ..................... 200
aimMax ..................... 340
muzzleY .................... -1.21875
bandBottom ................. 10
bandTop .................... 32.8125
enemyMuzzleFlashCount ...... 5
DIVE ATTACK
stopHeight ................. 27.1875
stopRange .................. 5
hoverSpeed ................. 0.46875
hoverSeconds ............... 0.7
diveSpeed .................. 10.3125
aimMin ..................... 200
aimMax ..................... 340
spreadCount ................ 3
spreadArc .................. 36
roundSpeed ................. 7.1875
muzzleY .................... -1.21875
enemyMuzzleFlashCount ...... 5
HEAVY BOMBER GUNS
fanCount ................... 5
fanArc ..................... 60
fanSpeed ................... 6.5625
fanFirst ................... 1.2
fanGap ..................... 1.8
fanY ....................... -1.40625
wingRoundSpeed ............. 8.75
wingFirst .................. 0.6
wingGap .................... 1.1
wingOffset ................. 0.84375
wingY ...................... -0.46875
aimMin ..................... 200
aimMax ..................... 340
bandBottom ................. 10
bandTop .................... 32.8125
enemyMuzzleFlashCount ...... 5
DRIFT DOWN
fallSpeed .................. 2.34375
lowestY .................... 2.5
COLLECTED BY FIGHTER
pickupSparkleCount ......... 18
WEAPON PICKUPS
rapidSeconds ............... 10
SHOW RAPID TIME
rapidSeconds ............... 10
DROPS BOMBS
protectSeconds ............. 1.2
bombShockwaveCount ......... 140
bombExplosionCount ......... 40
flashSeconds ............... 0.35
bombShakeStrength .......... 0.03
bombShakeSeconds ........... 0.6
BREAKS ON BOMB
blastSparksCount ........... 4
SHOW BOMBS
level ...................... 1
PATROL
sideSpeed .................. 3.75
sideRate ................... 0.55
bobSpeed ................... 0.5625
bobRate .................... 1.1
FORTRESS GUNS
fanCount ................... 7
fanArc ..................... 70
fanSpeed ................... 7.1875
fanFirst ................... 1
fanGap ..................... 1.6
noseY ...................... -5.0625
wingSpeed .................. 9.375
wingFirst .................. 1.8
wingGap .................... 0.95
wingX ...................... 2.0625
wingY ...................... -0.46875
aimMin ..................... 200
aimMax ..................... 340
enemyMuzzleFlashCount ...... 5
SKY FORTRESS BATTLE
fightY ..................... 25.625
enrageShakeStrength ........ 0.015
enrageShakeSeconds ......... 0.6
enrageBigExplosionCount .... 40
BLINK
blinkGap ................... 1.1
firstShow .................. 0
showSeconds ................ 0.682
BLINK WARNING
warningSeconds ............. 3.4
ENRAGED FORTRESS GUNS
ringCount .................. 16
ringStep ................... 22.5
ringTurn ................... 17
ringSpeed .................. 5.9375
ringGap .................... 1.5
ringY ...................... -0.3125
burstCount ................. 3
burstArc ................... 16
burstSpeed ................. 10.3125
burstGap ................... 0.7
noseY ...................... -5.0625
aimMin ..................... 200
aimMax ..................... 340
enemyMuzzleFlashCount ...... 5
CALLS ESCORTS
escortFirst ................ 2
escortGap .................. 6
leftX ...................... 3.75
rightX ..................... 18.75
entryY ..................... 35.9375
SINKS WHEN SHOT DOWN
sinkSpeed .................. 0.9375
sinkSeconds ................ 2.6
blastGap ................... 0.16
blastWidth ................. 5.3125
blastHeight ................ 3.4375
goDownShakeStrength ........ 0.02
goDownShakeSeconds ......... 2.8
planeExplosionCount ........ 30
sunkBigExplosionCount ...... 160
smokePuffCount ............. 30
sinkFlashSeconds ........... 0.5
sunkShakeStrength .......... 0.04
sunkShakeSeconds ........... 0.9
MAIN MENU KEYS
buttonCount ................ 3
fadeSeconds ................ 0.35
MENU CHOICE
choice ..................... 0
LIT WHEN CHOSEN
choice ..................... 0
