BIONICLE Fighter v13.0

That’s right, time for a new release again. The major features this around are new lightning abilities for both Toa and Rahkshi of the appropriate type, new and improved boss fights with enemy bot groups, and some AI fixes.



Click the thumbnails to view full-size screenshots.

Download (53.42 MB ZIP):


Changes (13.0):
– Made it possible to change the Rahkshi spine style in the menu. This setting is now saved in character files as well.
– Added new and improved primary Chain Lightning version to Rahkshi and Rahkshi staff.
– Added new secondary power to Rahkshi of Chain Lightning: Burst Bolt. Instantly hits a number of targets around the inital victim.
– Added HUD “hurt” border when the player takes damage.
– Added new Ball Lightning secondary attack for Toa of Lightning, replacing the Chain Lightning copy.
– Added new enemy group, found at Kini-Nui.
– Added new enemy fight, found in Mangaia.
– Added main menu credits roll.

Bug fixes and engine tweaks:
– Fixed Nui-Rama not losing their target when the target turns invisible.
– Healing orbs now add a third of their heal value in EP as well.
– Added sound effects to the Kanohi Kakama.
– Added unique sound effects to armor and Kanohi pickups.
– Made Rahkshi bots prefer to pick up and use their own staff type as their weapon.
– Prevented unimplemented, invisible armor types from spawning anymore.
– Toa bots now only activate their mask power if they have a certain supply of energy left.
– Attempted new fixes at bots getting stuck in walls and ceilings.
– Toa bots will absorb energy if they are below maximum and has no current target to fight.
– Bots will now use projectile weapons outside melee range, though they still prefer their powers over weapons.
– Fixed Rahkshi of Poison wasting their power at long range.
– Ported Toa Mata boss fight to the new boss control type; with healthbars, screen edge protection and gear swap prevention.
– Allowed Toa Mata to switch to Kanohi Miru if they fall off the platform, so long as they are not stunned and are wearing a mask.

BF:BB engine revision: Weapons

If you’ve played my game, there is a fair chance that you’ll have noticed certain issues with how weapons work. For example, there is only one weapon attack animation, and that is the basic stab. While the animation isn’t terrible, stabbing with an axe doesn’t look all that good, and neither does stabbing in order to fire a gun-type weapon.

Each weapon currently has its own entry in the weapon selection list. While this is all fine and dandy for picking the weapon you want, it also makes the list very cluttered. Hence, a redesign of both the menu and the weapon code are in order. Rather than just one big list I plan on sorting weapons into categories, such as “sword”, “knife”, “axe”, etc.

At the moment you can also carry a shield for some extra damage resistance, but you are unable to actually block with it. In my new game engine I will make sure that this functionality is in from the get-go, and that it’s also possible to block with just a weapon or your fists (though at reduced efficiency, of course).

For gun-type weapons, I’m thinking that there is little point in adding ammo pickups. The only purpose they would serve is to cripple players who happen to run out, when projectile weapons in this game would not be particularly powerful compared to all the other powers you can use. As such, I find no reason not to give them infinite ammo. The guns will still have clips that can be depleted, but a reload only means lost time, not resources. Some guns will work in reverse, charging up briefly before each shot instead.

Most (if not all) the weapon sprites I’ve posted before will be added as basic weapons for your characters. Such basic weapons which do not have special powers of their own can be charged with whatever power the player primarily possesses. For example, a flame-user would be able to turn any non-powered weapon into a Fire Sword of sorts.

The upside to carrying an actual Fire Sword would be to have a burn-inflicting weapon on a non-fire user. Meanwhile, shooting flame at someone who is blocking would not do much at all, but a melee strike might still stagger the defender. In such a case, even a fire user might find it good to charge their melee weapon with flame, so that an eventual hit is that much more effective.

I am currently working on player character sprites; filling in missing poses that I need. Once those are all ready, I will start programming the new game engine. Hopefully that will not be too far in the future.

In the meantime, I will still update the current game engine with new abilities and such, which I can then just port to the new engine once it’s done.

BIONICLE Fighter 12.0

New version is out.

Download (47.54 MB)

New in this version:

– Added Toa of Air primary power: Wind. Pushes enemies away and refills 100 air per second underwater.
– Added Toa of Water secondary power: Tidal wave. Deals damage and pushes the target away.
– Toa of Earth primary reworked into Debris: Tosses a big chunk of dirt in an arc.
– Toa of Earth secondary added: Quake. Sends an energy pulse through the ground, which then erupts a moment afterwards.
– Damage numbers can now be displayed in order to tell how much damage an attack is doing.

Bug fixes and engine tweaks:

– Hau shield now stops throwing knives.
– Throwing knives no longer pass through Nui-Rama and their hives.
– Fixed Nui-Rama being almost immune to Tornado force.
– Fixes settings file checking the wrong path when loading.
– Made settings file carry the values for “Items take user’s color”.
– Added buttons in the settings menu for toggling damage numbers on/off.

BIONICLE Fighter 11.0

New version out.

Download (45.64 MB)

New in this version:

– Added Toa of Sonics primary power: Sound wave.
A simple projectile attack which deals some extra damage to armor.

– Added Toa of Sonics secondary power: Supersonic.
A quick wave of energy that passes through targets and ignores armor.

– Added Toa of Psionics Emanate ability: Telekinesis.
Lift dropped weapons and gain them as familiars for a limited time.

– Spawn points will now normalize temperature as well as refilling HP and EP.

Bug fixes and engine tweaks:

– Reworked item HP mechanics.
Taking damage now has less of an effect on equipped items.
Using a weapon normally will no longer cause it to break.

– Reduced Nuva Armor damage reduction from 50% to 35%.
– Armor now uses a dexterity penalty rather than costing a point to equip.

– Rebalanced Toa of Light primary attack.
Deal more damage and travel more quickly.
Some new particle effects have been added.
As a purely visual change, the attack now melts enemies rather than burning them as well.

– Disintegration beams have a chance of causing extra item damage rather than instantly destroying them.
– The Staff of Disintegration now has a proper sprite rather than being just a stick.

Sprites

These are some sprites that I have made. Most of them will likely show up in my game sooner or later.

These first ones are just some basic swords and knives. They will not have any special powers, but you will be able to charge any non-powered weapons with the power of the character you are currently using.

Next up: Some guns. These were inspired by Skakdi weapons. Some might be used if I ever add a Skakdi race, though most fit both Toa and Rahkshi as well. I’ll tkae care not to make this game too much of a shooter, though.

This last one I am proud of, for it is the Lightstone Rifle made from scratch in sprite form. It looks pretty accurate, I’d say, and I’m very satisfied with how it looks. Expect to see it in-game.


On the character-related side: A heavily modified sprite, made by combining some Toa and other existing sprites. The head was custom drawn. The result is something that I think looks rather like what a “standard” Vortixx would be.

I’ve also modified Rayg’s original Toa sprite to make it slightly more feminine and allow gender selection in my game. Male on left, female to the right. The changes are: Narrower shoulders, midriff coloring on armor, longer gloves and longer/slimmer boots.

I had more poses, like attacking and jumping, but I sadly lost them in a PC crash. Luckily I didn’t lose much else, but I can’t for the life of me redraw the leg pose as well as it was before…

Next, the Kanohi Felnas, mask of disruption. Has a few variations, including one that might be better suited for the mask of intangibility or some such.

This was made from scratch to look like the Mask of Rebounding from BIONICLE, which we have only seen in one comic frame, ever:

Finally, a custom sprite of Hakann’s spines. The existing Skakdi sprites did not include these.

You may use any of the above sprites for your own purposes, but please give credit to me (Katuko / OskarAG) for the custom sprites if you do so.

BIONICLE Fighter 10.0

This was out a month ago, but once again I failed to update this blog. Go me!

Version 10.0 screenshots (click to enlarge):

Changes (10.0):

– Added Felnas to the list of masks. Power not available yet.
– Updated Exo-Pyro with new flamethrower and fireball attacks.
– Added Teleportation secondary ability. Places a warp point that can later be warped back to.
– Added Throwing Knife. Throw distance depends on STR. Damage is 30 + up to 20 depending on STR.
– Added basic Kini-Nui map. Fancier backgrounds and some more level features t.b.a; as with other maps.

– Made Exo-Pyro fire rockets faster.
– If there are bots on the server, the Exo-Pyro now has increased health.
– Fixed bots flying too high: sadly returned to fall-off-cliff mode.
– Fixed items floating across the ground.
– Made Nui-Rama hives increase their spawn rates after the boss has been defeated, as they did before.
– Rebalanced Gravity to have less insane differences between high and low stat levels. Lowest value has been raised.
– Gravity now affects Exo-Toa rockets.
– Buffed Quick Healing rate at lower levels.

Download (44.1 MB ZIP)

For other small tidbits like sprite work in progress or WIP screenshots, check out the Dropbox gallery.

BIONICLE Fighter version 9.5

Update ready, download available.


Changes (9.5):
– Added Laser Vision primary power.
– Added Toa of Air emanate ability: Skylift. Shoots the user upwards.
– Added style variation for Kanohi Jutlin.
– Made Gravity burst projectiles rather than wave streams.
– Added a secret to Ta-Koro. Turning off player bots (but not other enemies!) on the map screen options is recommended.

– Temporarily made the ice map non-slippery due to faulty ice code.
– Fixed Black Lightning ignoring Hau protection.
– Fixed Black Lightning still firing when the user gets stunned during charge-up.
– Fixed orange Nui-Rama not showing a health bar.

Bio.Fighter

New update will be out soon. Includes the Laser Vision power!
Default laser vision Re-colored laser vision

Multiplayer programming

I haven’t really been doing any net-based stuff at all with Game Maker so far, but now I have started practicing. I have created a simple shooter that works via LAN, but establishing a connection through the internet seems to be a bit troublesome. I think this is because of router settings, and something called port forwarding that may sometimes interfere.

So it works on LAN, and via a Hamachi network (simulated LAN), but not internet. If anyone wants to test the connectivity for me, you can download the file below:

http://www.mediafire.com/?oxgow4ci9k3hl72&lt

After selecting name and character, there are two buttons: HOST and JOIN. Clicking HOST should take you to a red screen if successful. While in that mode, a connection can be established by someone clicking JOIN and typing in your IP. If you are testing on your own computer, use the default 127.0.0.1 address. If you are going via LAN, find your connection details in the control panel and use the IPv4. If you are going via internet (it will most likely not work), use http://whatismyip.org; to find your IP.

If you do test, please tell me the results in a comment below. Thanks. 🙂

Sahagin

Made this last year, thought I should post it here as well.

Vector image of an old sketch.

Sahagin, monsters of the sea. Based on the Final Fantasy creatures. This is a vectorized version of an old sketch I made; redrawn in Adobe Illustrator.