Well, I just... had a bit of spare time on my hands, and thought I'd renounce my lurker ways with regard to this project, and come right out and publicly add my name to your fan list. Expect actual feedback from me in future; I've been following this game and its corresponding discussion thread since, oh, the 11.0 version or something like that. A long time.
I guess for starters, I'd just like to sincerely congratulate you on the positively splendid game you've got here, even though it's still very much in development. It's provided many enjoyable hours for me (and my younger siblings), and just keeps on getting better and better with each new update. I've dabbled in GameMaker myself (fun, but more than a bit of a headache), and so I really feel a lot of admiration for someone who not only has had the ambition and inspiration to start creation of a game of this caliber, but has had the skill and drive to keep going. Keep it up, man!
Two minor questions/comments/suggestions I've got concerning the most recent update...
- I've noticed that bot Toa of Plantlife and Psionics don't use their new secondary powers during gameplay. Is this something that just... somehow happens due to coding intricacies, or did you unintentionally forget to 'grant access' to said powers? Seems kinda unusual, because Toa of Iron use the new secondary quite often.
- Would it be possible to have bot fighters go stand on health pads when they're not actively engaged in combat? As it is, they just... stand there, even when a source of life is only a few steps away. Very unrealistic, and as it doesn't seem like it would be terribly hard or time-consuming to integrate a fix into the next update, I just thought I'd bring it up.
Also, for what it's worth, I might mention that, up until a few months ago, I was running BIONICLE Fighter on an old Windows XP (Service Pack 3) desktop. It did quite well, even with a reliable-but-hopelessly-elderly CPU and hard drive. A fairly significant bit of lag, and, on occasion, a few freeze-ups due to lots of particle explosions and stuff, but not at all unplayable or unenjoyable. Interestingly, the PC ran the game much better after each new game update; I suppose the glitch-ridden early code itself was a bigger problem for performance than the graphics?
Just thought you might be interested in knowing that, yes, your game could potentially function properly on Windows XP.