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Everything posted by Katuko
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I was perfectly fine with not even knowing the entire team's elements, so tossing masks and weapons on top of it isn't necessary at all in my book.
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Disk of Regeneration: How I like to imagine it works. Most of the disks are only made so that they can then be shaped into masks, I think. It's just easier for the Matoran than trying to pour molten protodermis directly into a complex mold.
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Hey, these are pretty good. I might have to borrow your talents to fill in a few missing sprites for my game.
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Wha..? I specifically tested group hits, even. With ignition sound on it crashed, with ignition sound off it never did. I just realized that the boss attack causes multiple explosions at once, though, and I forgot to disable those sounds. Sorry about that. :/
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Meh. As fun as it might be, please don't fill my topic with jokes from 2006.
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He's joking about the old Piraka commercials, where they had a silly "YO YO PIRAKA" rap in the background.
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Actually, I have changed the code related to that button. It no longer shuts off the problematic attacks, it just mutes their most frequent sound effects. It appears to have solved most issues on my PC, at least for now. I haven't tried running the EXE in compatibility mode.
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I'd like to know the specs of your computer, yes. The game is rather heavy to run, but if it's so bad that the movement input has delays I don't think there's much I can do even if I optimize better.
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Oh, and a new version is out, guys.
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What YOU can do to help develop BIONICLE Fighter!
Katuko commented on Katuko's blog entry in blogs_blog_1735
Denevol has touched up my walk animation for Rahkshi, but feel free to try another variation (and especially one better suited for running). I also got flying Rahkshi, which you can find in the 2003 sheet of the Rayg collection, but a few more frames of animation might be nice to make the transition smooth. I'll have to update this blog post today to make it a bit more up to date, I think. EDIT: Done so. -
What YOU can do to help develop BIONICLE Fighter!
Katuko commented on Katuko's blog entry in blogs_blog_1735
I have most of the Rayg kit (plus some of my own sprites) here: Dropbox (10.81 MB) I appreciate the enthusiasm. They are going in-game sooner or later, yes. -
What YOU can do to help develop BIONICLE Fighter!
Katuko commented on Katuko's blog entry in blogs_blog_1735
Bohrok were planned, but scrapped because they were basically just Toa with reduced ability to carry any items. I did look at their powers when first designing this game. I thought they would have the ability to headbutt for melee, curl up to block, and roll to gain movement speed. Krana would work as Kanohi. I ultimately scrapped the Bohrok in favor of only Toa and Rakhshi, though, since the game is already a massive undertaking, and every new thing I have to program takes time. Bohrok could possibly re-use a lot of the powers, but I decided to go with Skakdi instead as "elements, lite edition". They are simpler to shove into the existing animation system, since they have more existing sprites. Not saying that Bohrok couldn't be done, they are just not a priority. Bohrok, -Kal and -Va will most likely appear as NPC enemies, so you will get to see them in-game, at least. I already have sprites for Bohrok walking, headbutting, jumping/flying, firing powers, and getting hurt. They are pretty much done by InnerRayg already. Something I could need is a sprite of a Rahkshi getting knocked down -- face down is probably easiest to sprite. -
Ah, I see. Well, due to the way GM works, you sadly have to come back here and download a new version entirely each time I post an update. This is also one of the reasons why you get updates so rarely: It's a hassle for both me and you, and I therefore try to make the updates big and "worth it". It's actually getting rebalanced in the new engine, so we get something like this (keep in mind that Kanohi are getting their own separate energy bar): Miru (Levitation): While active, the effect of gravity is decreased while going up, and nullified entirely when going down or sideways. This will allow you to jump much higher, glide long distances, and hover almost indefinitely. The mask consumes energy rather slowly. Toa of Air and Toa of Gravity may give themselves some speed while in the air simply by using the movement keys - this drains some elemental energy. When the mask energy runs out, the power shuts off and you drop, though it will still manage to slow your fall enough to avoid you hurting yourself. Toa of Gravity have Levitation as their passive ability, mapped to the Jump key for activation. Their version drains elemental energy instead of mask energy. If the Miru is also active, the mask is prioritized, saving you the elemental energy. Rahkshi do not use Kanohi, so their special energy bar will instead work for Flight. When Flight is activated, you begin hovering. In this mode you do not touch the ground, and you have increased max speed. You can move quickly sideways, and float upwards at decent speed. In this mode you can not block, and not all of your attacks/abilities may be available. Still, it offers a huge range of movement, and switching between walking and flying modes should be quick. Just get close to the ground before you switch away, you no longer have basic levitation to avoid fall damage. When they run out of energy for flight, Rahkshi revert to using no-power Levitation instead: They drop slowly to the ground, unable to gain altitude. The Kadin has full-powered flight. You will shoot off at great speed in almost any direction... but you will be completely unable to stop without switching the mask off. It also has a higher energy consumption than the Mask of Levitation. The Kadin does not prevent fall damage. If you wish to land, you will need to run close to the ground first so that the fall won't be so great.
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Maj? Do you mean map (as in, the levels you plan in) or the things I post on MajHost?
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What YOU can do to help develop BIONICLE Fighter!
Katuko commented on Katuko's blog entry in blogs_blog_1735
You are not far off from what is (secretly) planned for a few of the Nuva weapons! I have the front view for this thing, but I'd need the 7 other angles as well, plus a few frames for making it spin. I have managed to make a few other shields myself, but that animation would kill me. If you wish to make sprites, though, that would be splendid. I can usually use even somewhat crude sprites if I touch them up first. Having the groundwork laid for me makes things so much quicker. -
To go slightly more in-depth: I tried to add a better mechanic for the Kadin, but messed it up. I considered making the Kadin use the standard flight script which is used by other things, but didn't for some reason. These masks have extreme power in the story, though I did sketch out a weaker time-slow effect for the Vahi. The only problem is that slowing time means that I have to program the entire game to work with that mechanic, and that could add a lot of unnecessary lag for a power that would not even be used all the time. The Mask of Life is iconic, but is planned mostly as an objective for maps based on Voya Nui. That is: I don't think it will be freely available to everyone.
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Developing for Mac requires me to both own a Mac and pay a developer license fee, so this game will stay Windows-only for the foreseeable future. I would need to finish my new engine before I can even think about exporting to Mac anyways, as the program I'm using did not support exporting to other platforms until a more recent version.
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I considered adding a combat roll for dodging, but if it gets added it will only be available for certain character loadouts (such as the Kanohi Calix). I am basing my system around the ability to block instead, which has unfortunately not been added yet due to animation issues. I am making progress on a new game engine which will have blocking and new melee animations in it, though, so hopefully it won't be too long before things get a bit more even for melee fighters. Speaking of ranged weapons... Denevol is very good at sprites. He made some weapons I was missing in large format, which I then shrunk down to produce the following: Now all the Piraka have their tools in sprite form. I'm currently making sure that the new engine can handle different sets of sprites, so that I can easily let you choose between Mata/Metru/Inika style for your Toa's body. Incidentally it also makes it easy to stuff Rahkshi, Skakdi and Vortixx graphics onto the exact same base character without having to duplicate code. It's a hassle to recolor the sprites to have the same base colors, but that was already an issue with the current engine, so I can't complain. Once I'm done it will be much easier to color-shift any part of the sprites, giving you the wonderful option of having (for example) two-toned masks. EDIT: I've also tried narrowing down the exact issue with Makuta, where he freezes up and stops attacking. I already know that he uses the Shadow Hand way too often - it's supposed to be a finisher for targets with low health - but it's hard to find the exact lines where it bugs out. give me some more time on this and I'll hopefully have it fixed and ready for a new release. I am aiming for a release this weekend, as the next few weeks are (or at least, should be) filled with exam preparations, followed by the holidays.
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Far enough off that I should probably not have put it in the title in the first place. That's not to say that it won't be coming at some point, but with all the other bugs and glitches and errors I'd prefer to have a functional game before I put a complex online connection system into it.
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That looks pretty spiffy, JacobLazer, but we'll see what I end up putting in-game. Shields kinda need rotated angles, and the staff is very big (and also pretty much a flipped version of the Staff of Light). You can put almost any blade on a stick, but don't make them so wide that they become axes. I've loaded some of your previous sprites into the new engine under the batch of custom swords, though. There's gonna be plenty of room for sleeker weapons.
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Done recently: - Toa Mata didn't spawn properly on Kini Nui. They do now. - Items will now spawn in the joint Kini Nui/Mangaia map. - Gravity lift fixed, it will now let you glide gracefully to the ground, and also exit the hole in the opposite direction. - Added a column of light which will act as a lift to get you out after Makuta is defeated. Bug fixes will be uploaded soon-ish.
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Well, the weapons are my sprites, but Rayg's Toa Metru bodies have the same proportions as Toa Mata, so giving you the alternative won't be hard. It'll have to wait, though, because my old and outdated engine makes it a hassle to add.
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So, yesterday I actually felt like programming games, but then I had to spend somewhere between 6 and 8 hours doing server configuration with two friends of mine for a school assignment. One that I already finished myself but I am too nice to say "you're on your own" on. We were up until 4 AM fixing tiny errors in stupid text files. Therefore I don't really have any programming news for you, but here are some more sprites I have been working on. As always, free to use for anyone who might need them. EDIT: Hi there, Denevol. I get a warm fuzzy feeling when someone makes their first post in my topic! I'm happy you like the game.
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Death Mechanic/Elemental Fatigue?
Katuko commented on Takuma Nuva's blog entry in Obligatory Volcano Lair
Pathfinder makes you start dying at 0 HP. You will bleed out by 1 HP every round after that, and if you reach a negative value equal to your Constitution score, you die. In D&D I believe they use -10 no matter your Constitution. Every round you also round the die to see if you stabilize. If you do, you stop bleeding out, but are still unconscious until healed. While someone is dying, you can opt to kill them. BIONICLE happens to have very sturdy characters, so I don't think I'd have a problem with "only" fainting after being tossed through a wall at 3 HP. But if I choose to get back up and then get tossed through the same wall once more, I think that would justify an injury. I think a BIONICLE RPG could do well with saying that any damage beyond that which puts you at 0 HP is ignored, but that additional damage can be inflicted after this point to critically injure or kill you. Perhaps there is a period of a few rounds after this first occur where you do not get this "saving grace", so that if you choose to heal yourself and keep fighting you can now go into negatives if you're not careful. Say, when you take damage that goes beyond your HP, you get 3 points of "fatigue", get put at 0 HP, and become unable to do much of anything. This would be very similar to D&D's "downed" state, except maybe BIONICLE characters can manage to stumble away from the fight without fainting. For every round after this, you roll to see if you may remove one of these fatigue points. For as long as you have any fatigue points, you are not protected from damage that would exceed your HP, which means that you can get more permanent injuries. Any hit that actually puts you into negative HP will cause a real injury and possibly unconsciousness. The type of injury can be somewhat directed by the attacker, allowing - as an example - a Toa to put his foe unconscious but not dead. If you are healed to regain HP, you may take normal actions in combat again, but the fatigue must be removed the slow way, and you are now at risk of getting downed instantly. D&D also has some rule about massive damage - if you take more than a certain amount of damage in one hit, you have to make a Fortitude save or else be instantly downed. Certain things also have an "instant kill" switch on them, when you could not realistically survive in any way. For elements, I kinda like the typical mana/power points approach. Each ability costs a certain amount of points, but like D&D Psionics you could possibly spend a few extra points to "charge" an ability to be stronger. This would work nicely for Toa, I think. When your points run out you must wait for them to recharge. It's simple to understand and fits well with the canon version of elemental energy in some form of battery. Having 3 point stats shouldn't be much of an issue - one for HP, one for your element, and one for your mask/equipment power. -
I thought his spear could only shoot a stream of lava, not control it. And even if it could, Norik was magnetized to wall and could not move.
