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Katuko

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Everything posted by Katuko

  1. We all remember him because of his name! That's more than can be said about other random Matoran NPCs. I've seen the Phantoka Makuta as rather unlucky. First they are assigned to what they don't yet know is a suicide mission, and then one day suddenly a Toa falls out of nowhere and makes them permanently blind. Followed shortly by their real mission objective arriving, so they're forced to use Matoran as sight aids. Not long after, they get vaporized by an energy storm. Half of it is cause-and-effect from being the villains, but getting blinded by mere chance still sucks. The Shadow Takanuva from other dimensions were also unlucky, as I believe from their point of view they'd one day get ambushed, light drained, and put in stasis. One day they get free, but at least for some of them they soon after get into a fight with polarity-flipped Teridax and smashed to death.
  2. I guess that the "mask imprint" we know of for the Matoran species could circumvent both loss of a head and full disintegration as far as revival goes, with the caveat that you only have a small window of time before it fades, and you need to sacrifice massive amounts of energy from someone/sometihng else in order to make it work.
  3. I did a test of some new aiming mechanics here: [ Post: Laser Crossbow ] Note that it, like the Kadin test, is not 100% set, and that it is missing features such as being able to turn around, switch to normal movement, and so on.
  4. Yes, but that takes way longer to animate than my 5-minute test.
  5. Ah, right. Well, they are visibly in progress, at least, and that's more than I can say for some other things I've mentioned, like certain new maps. Here, as promised: A GIF.
  6. Well, the current game is made with GM version 8.0, which only has a separate "GM for Mac" version that is not just kind of outdated; it was never quite at GM 8.0's level at all due to incompatibilities with certain functions. In more recent times, GM:Studio includes both Windows and Mac export from the same program, but Studio itself still only runs on Windows. As mentioned, you need to actually link GM up with a Mac in order to export to Mac. Format locks like this is pretty much why I don't like Apple; but that's another topic. If someone were to own a Windows machine with GM:Studio on it plus a Mac to hook it up to (I forget if you need a paid Mac developer account too, but that might just be for publishing to their store), then I could probably send that person a zipped project file and have them export a working Mac version of the game. This would still require me to actually program the new version of the game in GM:Studio first, which has it's own problems. It's not just a copy/paste port job because things have changed between older versions and Studio. BF engine 2.0 will be made in Studio, but the current version of the game will never be able to see native Mac support.
  7. You may try using an emulator program to run Windows EXEs on Mac, I know some people have had moderate success with that. The best would of course be for me to make a proper Mac version, but without a Mac myself I am at a loss ATM. Well, my own sprites usually go through many phases before they are finished, so even if you post something we will publicly shame you for, it can probably be improved.
  8. "Soon-ish". Which is to say "someday". At least it'll likely be a two-fer-one deal with Skadki and some other goodies too, due to the way I will have to program it. Yes. Glorious PC gaming master race. Actually, Apple is just stingy about you needing to both own a Mac and set up a dev account to even export to their format with GM:Studio. It naturally complicates things.
  9. I know, it's quite exciting. It's too simple to be worth a full EXE download, but I'll get a GIF of the effect for you later. It's kinda cool. Yes, though I have worried about how armor types - like Kanohi - may fail to be "readable" if they come in all kinds of shapes with no connection to stats. Still, I believe there won't be all that many armor types anyways, so it's probably still an option.
  10. So, Silence, guys. Silence is the most boring Rahkshi power ever. Why I even put it on the list is beyond me. Sure, being able to absorb sound as a Toa of Sonics, using Silence as your mask power, or as one of at least 40 other powers would make it a nice extra tool to have, but as a primary power? There is little use in Silence in a game like this without other stealth abilities such as being a Toa of Sonics with a Huna. As a Rahkshi power, it is being removed, simply for being both boring and kinda useless. But don't worry, I have been testing an alternate Rahkshi power that looks to be a lot more fun. Here's a screenshot from a test file of mine. In other news, I have been testing out shader settings again. Color blending will be nice and simple, it seems, though certain colors might look slightly different from before due to a few changes in how colors are applied. The results will be overall better, though, and will open up for more color options - such as being able to have two-colored weapons and masks. I don't remember if I've posted it before, but here is another thing I've tested: Actually programming the new engine is not happening at the moment due to my studies taking up a lot of time, but the small test runs I do here and there look promising as far as sprites and minor mechanics go.
  11. BS01 has some images of them in the Toa Tools gallery as well. [ Link here ]
  12. That Blue Suns design looks spot on! I like how you did Mordin's head. It's not 100% like the actual Salarian shape, but for working with existing LEGO parts it is pretty much as good as you can get. Nice work there. Similarly, Grunt looks very nice, and I dare say he looks better than Wrex. For some reason Wrex doesn't quite sell it for me, but it may just be the armor and pose. I like the mech as well, though I imagine it would be a tiny bit bigger as a set to fit a minifig inside. I see from the preview that you're working on the Illusive Man. Will you be doing any other aliens species such as a Turian or Quarian? I imagine their design could be a challenge.
  13. Almost certainly; BIONICLE was never the most consistent with how powers can be used. For example, Tahu could slow his own fall by heating the air below him back in '01, and block rocks by applying some fire with a "kra-kamm!" sound effect or similar. Why he needs a Mask of Shielding is beyond me. Voporak's method of blocking attacks is likely just a case of him needing to block a few blows during fights, and the writer (Greg) using the aging power as the method by which the block succeeds. He could just as easily have written that the attack narrowly missed or something, but since the idea was likely to make Voporak appear extremely dangerous, it makes sense that we'd see weapons turn to dust against him instead. There is also the possibility that because Voporak did not intend to kill The Shadowed One with his aging power, that his reflexes left the shield on in only a mild fashion. You know how you can turn off an electronic apparatus and then the effect may take a second to completely fade away? Voporak may have turned the aging power on/off by reflex when the Shadowed One impacted him, and that caused TSO to only receive a small dose of aging compared to the much more powerful doses that other targets did because the exposure was so brief.
  14. Again, if any names or powers in this post is already listed, I apologize. I got limited time to browse that topic ATM. Mask of Phaselocking Prevents the target from using teleportation, dimensional gates, spirit walk, intangibility, superspeed and similar powers by forcing the particles in its body to "stick together". Can be used in a pinch to make liquids solid, but is not as precise or diverse as the Density Control power. Mask of Elemental Adaptation For as long as you can keep your focus, your elemental power adapts certain traits from the environment. For example, near water fire could become gooey and napalm-like. Mask of Explosions (Straight out of Zelda) Creates a violent explosion at a short distance from yourself. The close proximity can easily make you hurt yoursel on accident.
  15. I assumed that if the Shadowed One (who is partly organic, even) could get close to him/touch him and not be dust in a moment, then a completely inorganic structure like a building or a car or whatever would have the same ability to stay in one piece even if aged a few thousand years. Maybe in real life erosion would remove large parts of a rock in those thousand years, but the time field is not able to suddenly bring in wind and weather. It has to work with what is already in the vicinity of the field, and if that is rock and air, then I doubt the non-windy air would affect the rock all that much by comparison. A also agree with the other points raised here about lasers etc. They do not dissipate based on time, they dissipate because of the things they bump into on their way through the air. Speeding up their time would make it all happen faster, but this should only cause the laser to reach its destination sooner. Honestly, without having ever cared all that much about Voporak, I was under the impression he was most dangerous to living beings. If Voporak has the shield off at any time, then I believe he can be killed by pretty much any sort of quick ambush.
  16. I imagine using certain powers indirectly - such as by toppling a building over him - would be something Voporak can't simply age to dust to get away from. Just slashing him with a sword should hurt him in a way, so long as the sword was made of materials that stand up well to age. Drowning him should also be efficient.
  17. Well, immortality is actually never "duh" because it can take so many different forms. Do you mean it stops you from aging, or do you still grow older while just not dying? Is the mask meant to keep you from dying from disease, wounds, and so on, or is physical protection meant to be out of its league? Are we talking about turning into a ghostly Rahi, or am I misunderstanding? Sounds OP. We got the Mask of Creation in canon, which can do similar things, but that is classified as one-of-a-kind and Legendary to boot. The rest of your ideas sound nice and straight to the point, but I'm curious about your intended details for these.
  18. Oh man, this was so much better than I thought it'd be. Wonderful build.
  19. I know I've seen fans trying to make Super Smash Bros.-styled fighting games for BIONICLE in the past. The style of more traditional fighting games like Street Fighter, Soul Calibur or Mortal Combat might lose some of BIONICLE's potential, I feel, if things get reduced to mostly re-skinned basic attacks and blocks. Still, the Toa appear in MUGEN, so evidently someone liked the idea.
  20. Sorry, I missed this post earlier. Devil's in the details, they say. What graphics card do you have in yours? Can you hear sound? Looks compressed. I can see the background being noisy.
  21. I agree with Makuta Luroka: the flames might need to be a bit brighter, probably just by upping the opacity/alpha of the fire to max. Interesting take to make it burn in a spiral; if you made about three frames total for that spiral moving up or down the blade that would be nice. I imagine a spiral-shaped flame could be recolored and resized to match other blades and elements as well.
  22. Sounds like a graphics card issue. What system are you running, and do you have any special setup such as dual GPUs etc? @Flamewing: Feel free to make separate frames for whatever effects you think your weapon could use. The Ice Axe, for example, has the ice coating as a separate image that is laid over the main weapon sprite.
  23. They have multiple layers already, for glow effects etc. I like the sword shape, and I don't think it would need all that much editing.
  24. I am happy to see whatever sprites you have, even if I end up not using them. No sense in dismissing it before seeing it, I think.
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