Sprites for an upcoming game

I’ve been busy with a lot of things lately, so to relax I figured I’d do a small game project. I haven’t actually finished a project in years. Thus this will be a very short game, involving two knights going through 3 or 4 side-scrolling levels, battling enemies along the way. The sprite below is of one of the characters.

Quick progress of a sprite from outline to final look.

Quick progress of a sprite from outline to final look.

Color variations.

Color variations.

More sprites and details coming soon, hopefully.

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.

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.

Bio.Fighter progress

Just thought I should tell you the current progress on my game.

– Bots now have the ability to use the power of masks other than the Miru. Be prepared to face Toa with functional Pakari, Huna, Kakama, etc. in the next version.

– I’m working on making the sprites I need for players actually using their shields. Even if I don’t finish those, I’ll try to at least have the “ambidextrous player” problem solved. (No longer simply mirroring the sprites when changing direction.)
Rahkshi off-hand attack Rahkshi blocking Rahkshi with shield

– A certain someone may soon be making an appearance.
Makuta Matoran Makuta normal

Here’s the maps I have been working on lately.

Kini-Nui (On top of Mangaia.)
Screenshot

Unnamed ice map
Screenshot

I’m lacking proper trees to put at the edges of Kini-Nui, as well as a proper mountain background. I will have to make those later. The ice map will be in the next version, at least, as soon as I’m done making a few small graphics for it (like a lever to open the fortress gate).