BIONICLE Fighter v16.1

If you enjoy getting wrecked by boss fights, this just might be the update for you! Oh, and we got a new enemy type and a new weapon, too.

Download (Windows executable, 72.07 MB, packed in ZIP format)

Click to download from Dropbox

Screenshots:

Click the thumbnails to view full size.

News/bug fixes in version 16.0:
– New map: Kini-Nui and Mangaia combined.
– New boss fight: Makuta Teridax. Found in the Mangaia portion of the joint map.
– Boss fight with Rahkshi moved from Kini-Nui to joint map. Defeating them opens the way into Mangaia.
– Boss fight with Toa Mata moved from Ta-Koro to Kini-Nui.
– New Rahi enemy: Nui-Jaga. A few of them appear in Onu-Koro.
– Made bots use the new Plant Life secondary attack.

Updates in version 16.1:
– Toa Mata didn’t spawn properly on Kini Nui. They do now.
– Items will now spawn in the joint Kini Nui/Mangaia map.
– Fixed the gravity field preventing flying characters from exiting Mangaia, and also made it 100% certain to prevent fall damage.
– Added a column of light which lifts you out of Mangaia after the boss fight. Use it by pressing Up+Use, like you would on a teleporter.
– Fixed a few issues with the Makuta boss fight… and apparently introduced some new ones. Sorry about the mess.
– Added music for Makuta boss fight.
– New attempt at solving the Windows 8 crashes – the crashes are related to sound, so go to settings and turn on Win8 bug fix to eliminate certain troublesome sound effects for the time being.
– Nui-Jaga now spawn every 30-40 seconds in Onu-Koro.
– New weapon: Lava Launcher. Fires a stream of flames.

Project AM2R – Another Metroid 2 Remake

I am a huge Metroid fan, and I have played through most of the games in the series apart from Hunters on the DS, the Pinball spinoff and the original Metroid 2. I never owned a DS to play the former, and Metroid 2 was a bit “meh” for me because it’s sort of drab. Few interesting environments, somewhat repetitive Metroid killing and cave exploring, lack of a map, etc. So therefore, it was a joyful moment when I found this on the web some months ago:

Samus Aran blasting a floating enemy with her Ice Beam power-up. Nice graphics!

Screenshot from Another Metroid 2 Remake, a fan project that has some real quality to it. Click the image to go to their page.

Link: metroid2remake.blogspot.com

Video trailer: YouTube

This project hasn’t actually received an update since last December, but for what it is it is spectacular. This must be one of the best fan games I have played. It takes Metroid 2 and remakes it in the style Nintendo used for their official Metroid 1 remake… except this somehow feels even more polished and enjoyable. It has good gameplay, nice graphics, rearranged music, some new features here and there… and it’s all fantastic.

The controls are smooth, and never have I enjoyed using the Morph Ball so much. The translation of the old Game Boy graphics and mechanics is also stellar. The sound effects fit well, and I found myself liking the basic Power Beam for once, just because of that sound. Currently the game lasts up until the boss fight with Arachnus, which is a good chunk of gameplay already. You can get many of the upgrades and fight most types of Metroid.

Definitely a project to check out if you are a fan of Metroid or just classic games in general.

BIONICLE Fighter v14.0

BIONICLE Fighter version 14 is now available. Note: A small update was released. If you downloaded this as soon as it became available, you should re-download if you don’t have version “14b”.

Download (63.52 MB ZIP)

Screenshots

Changes (14.0):
– Added button for selecting game mode to the map screen.
– Added button for selecting random or fixed bot spawns, also on the map screen.
– Added pre-match display. Allows the user to view the map via the movement keys.
– Added basic surface light system and a button to turn it on/off.
– Added Psionic primary attack: Mind Wave. Homes in on enemies and lightly impairs movement.
– The Kanohi Avohkii (Light) can now create a blinding light burst at the user’s location.
– The Kanohi Krahkaan (Shadow) can now blind nearby enemies and block out light in dark areas.
– The Kanohi Ruru (Night Vision) can now be used to view everything in dark areas, though with a green tint.
– New map: Onu-Koro, the underground village. Features dark caves, mechanical lifts and a flooded mine section where items spawn.

Bug fixes and engine tweaks:
– Added new static light object; affected by light and shadow attacks. Toa of Light may absorb energy from static lights.
– Added a button for the “show scoreboard” key in Settings.
– Bots now display names above their heads.
– Fixed a bug where embers would sometimes fail to be destroyed after fading away.
– Fixed bug with Toa bots checking the armor array for their shield HP.
– Healthbars can now be seen by everyone. Other stats are still hidden.
– Kanohi Rode and the Psionic passive ability now faintly reveals people in the dark as well.
– Mangaia spawn points now place light stands on each side of themselves.
– Removed stun from Disk Launcher, added higher damage and longer cooldown.
– Spawn points now refill air.
– Updated Toa Mata boss trigger to use button input.

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.

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

BIONICLE Fighter v9.4

We are skipping version 9.3 here because I am a tool and forgot to update this blog along with the forums I usually post in. But look on the bright side: between 9.2 and 9.4 there are lots of changes! 😀

Screenshots (click for full view):

 

Download (36.54 MB):
http://www.mediafire.com/?4l35tad0fpea4lr

 

Change list (from 9.2 to 9.4):

– Added Toa of Water primary attack: Water jet. A stream that flows along the floor. Is more accurate underwater.
– Added Toa of Shadow secondary attack: Black Lightning. Charges up power for a second before firing a devastating bolt.
– Toa now have visible Nuva armor.
– Armor drops on maps and from defeated players.
– Poison Sword added. Functions basically like a re-skinned fire sword.
– Kanohi Volitak is now functional. Stealth causes the target to become mostly transparent, and mutes footsteps. For player-vs-AI purposes, it plays exactly the same as a Huna, but real players will still be able to notice the differences from their opponents.
– Bots now use their teleportation powers in combat.
– Cordak Blaster now shoots a simple explosive projectile.

– Fixed the Kanohi Kaukau not giving infinite air while swimming like it’s supposed to.
– Toa of Air now create whirlpools instead of tornadoes underwater.
– Updated items and ability list to correctly list the available options.
– Made the Hau shield properly stop the newest attacks.
– Lifeblade attacks now show the healing particle effect.
– The character menu has been updated to show equipped items (except shields) on the character preview.
– Disintegration effects now disperse in fluid instead of just disappearing faster. This looks very sexy.
– Fixed fire still passing through non-player enemies.
– Added a few lines of code to prevent AI getting “stuck” inside each other.
– Added some randomness to the AI’s initial jump trigger, preventing them from jumping all the time.
– Fixed AI to no longer jump off cliffs without flight powers.
– AI will save themselves from harmful falls even when not targeting a player.
– Primary Lightning and Secondary Light (Flare) are no longer armor-piercing attacks.
– Ice and water sprays will now block each other on contact, like fire and ice already does.
– Ice will be destroyed by plasma, while the plasma’s damage is weakened.
– Fixed Electro-Blade stun time being 3 seconds rather than the intended 1.
– Added sound effects for Fear and Poison.
– Made melee hit sounds play for Nui-Rama and Exo-Toa.

Planned for the next version: addition of more armor sprites and other graphics; some work on maps; some tweaking of powers and probably addition of new ones. Might finally add in a proper match system instead of just infinite battles, too, so stay tuned.