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Katuko

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Everything posted by Katuko

  1. I'd rather not sidetrack the topic with too many unrelated discussions. If you have weapon sprites for the game, that is good, but apart from that I already got way too many things on my hands to start discussing an MMO in my game topic. I encourage you to keep developing your ideas, though. We always need more games. I don't have sprites of Klakk, but it's an idea to be considered.
  2. Plus they stuck Nuva armor pieces on him, so although he isn't a Nuva per se he still looks like he would be "Taka Nuva". I believe many people misspelled it that way, and some still just call him Taka for short. It rolls off the tongue a bit easier than "Takuanuva" or similar would have, and they were keen on keeping the ending of the movie a secret.
  3. In my head I picture it to be somewhat similar to Karzahni's mask, except obviously a lot more pretty and symmetrical. I like to think that Karzahni was so jealous when he didn't get the Mask of Creation, that he cobbled together his own twisted mask design that somewhat resembled it.
  4. Mata Nui, when in control of the Matoran Universe's systems, was able to set and change the destiny of the inhabitants. Destiny has been theorized to be some form of compulsory programming - a task you are influenced to do, but will not necessarily achieve unless you try your best. It's also clear that MU inhabitants don't want to meddle in the destinies of others, such as when the Toa Nuva spend all their time trying to awaken Mata Nui, but concede the task of saving his life to the Inika/Mahri. Takua was destined to turn into a Toa of Light. However, his destiny appears to not have been defeating Makuta, or even to be the driving force behind Makuta's ultimate downfall. Greg mentioned that Takanuva's destiny was not complete, and went on to comment that he imagined him playing some sort of leading role in a GB civil war. In all likelihood, this war would have involved some GBs that wanted to let the Agori and Matoran live in peace, and others that wanted to reclaim their rule of Spherus Magna. Destiny may have started as a simple programmed task, but after the initial Matoran AI changed to become independent beings, the systems of the MU may also have changed to the point where the GBs can no longer control a Matoran's destiny directly. It might be dictated and modified by way too many variables they no longer have a chance to work with. Or, it would be funny if Makuta - in control of the MU - glanced over the list of destinies, saw "TAKANUVA: DEFEAT TERIDAX", went "Nope!" and erased it, leaving it a blank slate to be filled in later.
  5. I just re-watched the end of the movie, and this seems to be correct. We only see the Toa Nuva and the Turaga in these scenes. Hahli and later Jaller are the only Matoran present. This is very clear when they enter the chamber where Jaller is revived, as the camera is placed in a location where we can see the entire set. No Matoran. This may have been to save on the animation budget, but I doubt there would have been time to gather all the Matoran on the island at Kini-Nui in such a small amount of time anyways. They were not present for the earlier fight with the Rahkshi, and judging by how the light changes it has just become morning when Takanuva goes down the entrance to Mangaia. He summoned the others because he was convinced his destiny was to defeat Makuta - or die trying - that day. Maybe he was certain of his victory, or maybe he just wanted backup. I don't know. As Chronicler he might simply have seen the importance of keeping an accurate record of the events that were about to transpire.
  6. I noticed. That bridge is barely ten meters across, though, and surely it would be much, much easier to familiarize oneself with a flat patch of grass that's within eyesight, than with all the steps and paths that lead from Ta-Koro to Ko-Koro? That's how the Kualsi works, at least, and certain other versions of the power doesn't appear to require direct line of sight. Makuta (though he likely has better control) teleported Roodaka from a place he couldn't see, teleported Vakama and the Vahi to a place he couldn't see, and when Arthaka got uppity he used his increased power to teleport almost everyone in the room outside the MU itself. The cable ride is likely meant to be the same speed as a ski lift. Still faster and easier than on foot, but if you ran the entire way to Ko-Koro in a direct line you could possibly beat it there. Either way, whether he uses super-speed to take a different path, or if he actually teleports, Kapura is quicker than it. I remember getting all giddy when I first witnessed his battle "teleport" dodge. It didn't answer anything about the nature of the power, but it was cool to see that he really was intended to have some sort of special power. Kapura's power, as shown in the battle, fits the definition of a Flash Step. In fact, I notice someone has already entered Kapura as one of the examples. Coupled with the inability to cross a chasm, I think his ability speeds him up, but does not split his atoms apart. However, to possibly destroy my own argument: Kapura might have said it only because he would not be able to bring the rest of the Company across. Leaving them behind while he alone went on would defeat the purpose of the trip, after all.
  7. Early in the game he will just be walking back and forth in the Charred Forest, at a very slow pace. He tells Takua that he is practicing. Later, after he has mastered the ability, he is sent by Vakama to relay a message to you. He is able to reach you in a very short amount of time, as he will be waiting for you when you arrive. During the trip to Kini-Nui, Takua w/company comes across a broken bridge. Kapura mentions that his ability sadly cannot help him cross, implying that it is not teleportation, just - as he says - "the ability to travel very quickly by moving very slowly". During the Rahi fights at Kini-Nui, there is a chance for Matoran to avoid damage from attacks. If they do, some will block the attack by holding up a throwing disk, while others (like Tamaru) will jump to dodge. Kapura's block/dodge animation consists of him shimmering, then appearing a few feet to the side of where he was standing. When the Rahi retreats, he shimmers again and appears back where he started. This has been interpreted as being him teleporting, but it could also just be him moving too fast for the naked eye to track. Pohatu uses a similar effect when he uses his Kakama in another animation: he speeds a way in barely half a second, leaving red after-images.
  8. The number keys from 1 to 6 changes the Kanoka type. You can also use the Spacebar to cycle through them. I appear to have forgotten to put a message about this in the game file itself.
  9. Crouching will be part of the new animation set, yes.
  10. They had Kanoka with Teleportation powers readily available for Matoran use in Metru Nui, and the Ta-Metru forges likely had many, many batches of liquid protodermis with the ability to become Kanoka of Teleportation. Kanoka are activated by hitting something at high speed/with great force, but some Kanoka abilities can be triggered mentally, such as the disks from Ga-Metru being possible to control during flight with your thoughts. Even Matoran could do this, and it was never said to be a property of the launchers (sas if were laser targeting), but rather of the disks themselves. Kapura was a worker at the Vat Controls in Ta-Metru. I believe that Kapura might accidentally have fallen into a vat of (somewhat cooled) liquid protodermis meant to be used for Kanoka, and that bathing in the liquid got some of it permanently stuck in his Matoran shell. Nobody realized this at the time, and after the mind-wipe there was no memory of what the source of Kapura's strange ability might be. Some day Kapura notices that he can do a strange thing, and Vakama recognizes it as being similar to some powers he has seen before. He starts training Kapura to focus his mind and body correctly, to see if it lets him trigger the ability at will. The practical explanation for this is that MNOG is "semi-canon", but I very much enjoy Kapura having a mystical power. He was one of the first BIONICLE characters I encountered, and the way he spoke of himself and the Makuta really captivated me. I still enjoy it so much. I think a simple protodermis infusion would explain why Kapura have some low-level power no other person has, while also not destroying everything mystic about it by saying he was made purposefully special by Arthaka or anything.
  11. Before Arthaka was ever introduced to the story, we had the question of "where did all the Kanohi Nuva suddenly come from, and how do the Toa even know about them?" My own head-canon at the time was that the Energized Protodermis couldn't handle upgrading into a Golden Nuva-level mask, so it instead split the Golden Kanohi apart until only one was left on the Toa's face (their original) and the EP upgraded each split Kanohi separately. Then the energy backlash or something caused the unworn Kanohi Nuva to scatter/teleport across the island, much like the Nuva Symbol suddenly appeared to form or teleport in on the Suva. All those years ago, I figured the Nuva symbol light beam explosion thing in the animations would be keeping the Kanohi Nuva from automatically appearing on the Suva during that time, and thus the Toa were forced to go search for them. Now that it's confirmed that Arthaka made and distributed the Kanohi Nuva, though, we're left with the question of where the extra powers in the Golden Kanohi went. Maybe they were just consumed by the process to upgrade a single power?
  12. There is just little point in keeping anything locked if I'm trying to keep everything balanced to a multiplayer environment anyways. I don't want any player to be at a disadvantage purely because they haven't unlocked the Lightstone Rifle yet, for example. Right now the game is not perfectly balanced, but I hope to make it better in the future. I just need some gameplay feedback from you guys to draw conclusions. --cribbing off of other games. ;D
  13. I've considered experience points and levels in the past, but they won't be making an appearance in this game. Since it is meant as a multiplayer fighting game, every player will have every character, power, equipment item and stat point unlocked from the get-go.
  14. In short, the current stat system has 5 stats: Strength, Vitality, Dexterity, Element, and Mind. Each of these stats range from 1 to 10 and influence various aspects of your character. However, the stats are unbalanced, and do not offer as much to the player as I had hoped. For example, Strength influences both melee attacks and certain elemental attacks. Mind influences max energy and recharge rate and Kanohi powers, whereas Vitality only affects max health. Wearing armor and spending a point on Dexterity is far better than spending the same point on Vitality, because armor effectively gives you extra health anyways. Dexterity also affects the damage of laser guns etc., which doesn't make all that much sense (a single stat gives you better ranged ability and the ability to keep that range!), but it was done to separate them from melee. So the stats will be redone to more accurate and balanced settings: Melee strength, projectile strength, movement speed, main power (element), max health, max energy, energy recharge rate. Other stat changes - such as the ability to dual-wield effectively or to resist more force with a shield - will be put into "skills" or "perks". These will also cost 1 point each to activate. So instead of a single Strength stat that affects melee damage, elemental and force resistance all at once, you get to specialize a bit more. This allows me to give each choice more of an effect, while also opening up for many different character builds.
  15. You should be able to get the hang of GML pretty quickly if you have any sort of programming experience. In fact, you will probably cringe at how lax the language is with its syntax compared to most others - semicolons are technically not required at all, for example. Two heads are indeed better, but until I got the basic engine down I'd like to do it alone. Speaking of the new engine, I am now setting up the basic animation system for characters. It will be a bit more solid than what I currently have, so hopefully I can allow myself to do a lot more with it too.
  16. Most programming languages are similar to each other in syntax. GML is an interpreted language with similarities to C, JavaScript, and some other languages. It's a bit more limited in some ways, and is slower to execute than "proper" languages. Still, improvements have been made in the last few years. I dunno how much help I could get with scripting, as I dare say I'm fairly good myself. It just takes time to organize and write all the code, due to amount of stuff that needs to be programmed. I think I've mentioned before that I prefer to work solo on programming to avoid mess and misunderstandings. Still, if you have any experience with setting up an online game, I'd be glad to get some help in that department. I know the basics of net games (I'm going to make a new online demo soon) but the more complex they are, the more effort it takes to make it properly synchronized and playable. And I still need help with graphics and sound effects, just to mention that. One thing that could be programmed for me would be fancy, lightweight particle effects and similar. EDIT: I forgot to mention it earlier, but the crossbow test that is currently linked to in the first post includes Vortixx and Skakdi sprites. The mechanics of the test is exactly like it was before, but you get to see some sprites in action. Press Backspace to restart the test and randomize which character (Toa, Vortixx or Skakdi) you use.
  17. Here's one part of the new engine which I'm working on: Skill selection. The current STR/VIT/DEX/ELM/MIND stat block will be removed, in favor of some nice icons and sliders. This (very much WIP) screenshot uses icons for everything, but I imagine that the basic stats will have sliders, and more definitive skills will have icons. Example: Max health will be a slider, pretty much mimicking the current functionality of the Vitality stat. Skills/perks like "Dual Weapon Training" (which allows the use of two weapons at once with no penalty) will be an icon. Both sliders and icons will use a point pool, like the current stat distribution does. Currently, Strength affects melee attacks directly, and adds some extra power to Elemental attacks. The Element stat affects elemental attacks and influences your energy pool and recharge rate. The Mind stat affects Kanohi powers and the energy pool/recharge. Since the stats mix, and not all of them are as useful as the others, the new stats will look like this: Melee weapons (Sword, axe, staff, etc., as well as bare hands)Projectile weapons (Disk Launchers, laser weapons, etc.)Elemental Power (or equivalent)Movement speedHealthEnergyEnergy recharge rateBy default, every character will be average in these stats. You can then add or subtract points as you wish. The skill pool allows you to customize your character's abilities, such as by making them able to walk faster while aiming/blocking, or by increasing armor effectiveness while also increasing its movement speed penalties. A defense-heavy build might spend a point on movement speed to negate this penalty, but that should still be balanced because that's one less point spent on health, or damage, or some other skill. Each main power - like Fire, Plasma, Magnetism, etc. - will have a few unique skills that modify how they work, such as by adding extra burn time on flame attacks, or increasing the push force of a magnetic wave. Kanohi/other special powers will also have perks, primarily ones that modify duration and/or power (since the Kanohi will no longer be tied to the Mind stat, and they will also have their own energy bar).
  18. In a far-spread island archipelago inhabited by biomechanical beings, legends speak of heroes who controls the raw forces of nature, and who will defeat a great evil.
  19. Technically they are INI files, text files with a specific section/key/value setup. But yes, they can be edited in any text editor. If you modify your stats, do note that setting them too high can break the game. 50000 dexterity, for example, will either make you fly off screen or just crash the game due to the high value. Too high strength and you can't use throwing knives without them simply disappearing in the same manner; because the speed of the throw is linearly increased by the character's strength.
  20. You're right. I have added a section near the end of the first post in this topic.
  21. Glad you like it. I know several aspects of the game can be a bit ambiguous; I blame that on myself. For example, there is no indication that you can change mask styles by clicking on the Kanohi icon on the character creattion screen; and the method to spawn the Karda Nui boss is perhaps non-obvious as well. I've been having some trouble with developing this game recently, mostly due to a lack of time. I now do have some time to program, but I plan to spend it on the new and improved version of the game's base code rather than stuffing more things into the old. I also need to use my old (slow and unstable) laptop to develop for the current game, because it can only be done in GM 8.0, and you can't register 8.0 on new computers after its licensing company quit. The newest versions of the program sadly cause errors when I move the game project over. I'll be posting sprites and test files here as I go. The most recent one is a preview of how the various Kanoka disk types might work in-game.
  22. A lot of things are just in the idea phase, Matoran included. That said, Matoran characters would use much the same code as any other playable character, and have less unique powers total. They should therefore be pretty quick to implement once I get rolling, so I aim to have basic versions of all species (Toa, Rahkshi, Vortixx, Skakdi and Matoran) ready from the get-go in the new engine. Most will just be sprite swaps with no special powers, but they will share enough code to be present, at least.
  23. Characters are saved as simple text and numbers, so it's easy to adapt them to fit in a database. Ideally the site will allow you to upload a character file and store that character in the database, and vice versa pull a character from the database and save to a game-compatible file you can download. This should allow sharing of characters, and the ability to backup characters online. Uploaded files would naturally be screened to prevent characters with modified stats or profane names from appearing to the public. Characters will still be stored offline in files, as I don't want to force people to have an internet connection to play a quick match. If I can get it to work, it could potentially be possible to connect directly to the database from in-game and then load character data that way. We'll see.
  24. I'm currently working on a website where you can make a simple account and show off your characters. Nothing public yet, but it's one step closer to actual multiplayer, at least.
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