Title: The Insurgent
Iruini Nuva - November 14, 2006 04:42 PM (GMT)

^^Click to download!^^
Also, please download the ReadMe file for keys, game information, etc.Total Downloads: 1712
Metru Nui is in an uproar. Turaga Dume has recently decommissioned the Krahli, the city's vicious robotic order enforcers. The Matoran have experienced the terror their reign caused and are overjoyed that Dume has called and end to the madness. However, one Matoran is suspicious that the legacy of the Krahli will soon be replaced by something far more sinister than the Matoran have ever imagined...
Project Status: Version 3.1 (60%)
Gameplay/Genre: Side-Scrolling Platform Shooter
Current Version (Released): Version 1.0 Demo
File Size: 5,660KB (5.6MB)
Resolution: 640x480 Fullscreen (no screen size change), 16-32 bit color enabled
Written Using: GML Version 6.1 Pro
Main Download LinkHost: Savefile
Link Version: Version 1.0b Demo
File Size: 5,400KB (5.4MB)
File Type: Zip Archive (.zip)
Mirror 1Host: Store and Serve
Link Version: Version 1.0b Demo
File Size: 5,400KB (5.4MB)
File Type: Zip Archive (.zip)
ReadMe Download Link <<ImportantHost: Brickshelf
Link Version: Updated April 2007
File Size: 722KB (0.7MB)
File Type: Rich Text Format (.rtf)
Version 1.0 Sound DemoHost: Brickshelf
Link Version: Version 1.0
File Type: Streaming Wave (.wav)
ScreenshotsVersion 3.1.1 (Currently being developed)
Version 2.0 (Outdated)Monitor Attack!Version 1.0b (Currently Released Demo):Tunnel (Po-Metru)Top of the Hill (Po-Metru)New Enemy/Level Detail(Onu-Metru)One down...(Onu-Metru)10 billion more to go.(Onu-Metru)A really fun battle!(Onu-Metru)This is our biggest game at the moment, with the beta demo alone garnering over 1700 downloads. It includes work by every person on the team. We have already been working on this for 8 1/2 months and have put hundreds of hours into making sure that this will be good as possible. The fully rebuilt version should be released in several months.
Onua Nuva Fan - November 20, 2006 10:53 PM (GMT)
Well, I managed to get a hold of the second demo to The Insurgent and there are great things happening with it...
Firstly, the graphics.... The main character is so much better, the particle systems implemented rock, and the backgrounds work great.... Very nicely done....
As well, the gameplay is a lot more fun.... The unlimited ammo of shotgun and machine gun is a much better way to go about.... I must say, blowing those li'l guys up with the shotgun has to be one of my most satisfying ameture game moments ever.... Great job on the explosions.... The health system is nice, the energy beams are kewl, and the enemies have a perfect element of challenge to them....
The music works well, if a bit repetitive.... Sound effects fit great... :P
Now on to the improvements.... Sometimes when the level restarts the monsters won't hurt you when they hit you with their beams.... Also, I would suggest having a delay on when the monsters fire, because having them constantly hurt you isn't the most relistic or ideal way to set it up.... I'd suggest having it shoot where you were a short while ago so you can sometimes dodge them by running or have them shoot in bursts.... A constant stream always on you seems like it sucks out the ability to avoid damage....
As well, there are some nit-picky stuff to comment on....
The first is that you should have the origin on the Insurgent character sprite around the center so when you go from right to left and left to right he doesn't jump back and forth (it isn't that big, but it would make it more realistic)...
As well, the Insurgent mask needs some tweaking as seen in this picture:

He is still staying because his mask is touching the side of the ground...
Also, on the edge piece of ground when you jump you stay on the ceiling until the jump time has expired, where you go back down (seen here):

And when you come back down from jumping, when you come close to hitting the ground you kind of stop and come slowly to the ground... I don't know if this was intentional, but I'd think it ought not to do that....
Finally, the jumping isn't as realistic as I had hoped.... The Insurgent jumps about three times his height..... If you're going for super realistic, which to my knowlege you are, I'd bring the jump height down a bit....
But overall an excellent game.... A massive improvement from Demo 1.0b.... I look forward to rating it when you release it..... :D
ONF
Iruini Nuva - November 21, 2006 03:32 AM (GMT)
| QUOTE (Onua Nuva Fan @ Nov 20 2006, 03:53 PM) |
Well, I managed to get a hold of the second demo to The Insurgent and there are great things happening with it...
Firstly, the graphics.... The main character is so much better, the particle systems implemented rock, and the backgrounds work great.... Very nicely done....
As well, the gameplay is a lot more fun.... The unlimited ammo of shotgun and machine gun is a much better way to go about.... I must say, blowing those li'l guys up with the shotgun has to be one of my most satisfying ameture game moments ever.... Great job on the explosions.... The health system is nice, the energy beams are kewl, and the enemies have a perfect element of challenge to them....
The music works well, if a bit repetitive.... Sound effects fit great... :P
Now on to the improvements.... Sometimes when the level restarts the monsters won't hurt you when they hit you with their beams.... Also, I would suggest having a delay on when the monsters fire, because having them constantly hurt you isn't the most relistic or ideal way to set it up.... I'd suggest having it shoot where you were a short while ago so you can sometimes dodge them by running or have them shoot in bursts.... A constant stream always on you seems like it sucks out the ability to avoid damage....
As well, there are some nit-picky stuff to comment on....
The first is that you should have the origin on the Insurgent character sprite around the center so when you go from right to left and left to right he doesn't jump back and forth (it isn't that big, but it would make it more realistic)...
As well, the Insurgent mask needs some tweaking as seen in this picture:
 He is still staying because his mask is touching the side of the ground...
Also, on the edge piece of ground when you jump you stay on the ceiling until the jump time has expired, where you go back down (seen here):

And when you come back down from jumping, when you come close to hitting the ground you kind of stop and come slowly to the ground... I don't know if this was intentional, but I'd think it ought not to do that....
Finally, the jumping isn't as realistic as I had hoped.... The Insurgent jumps about three times his height..... If you're going for super realistic, which to my knowlege you are, I'd bring the jump height down a bit....
But overall an excellent game.... A massive improvement from Demo 1.0b.... I look forward to rating it when you release it..... :D
ONF |
I thought I told Alg. not to release that. <_< Oh well. :rolleyes:
Thanks. I put quite a few hours into making that beam work. That 'shotgun' is actually a prototype for the sniper rifle, hence the one shot kills and teh monitors being split in two. Later on I'll be setting up the precision sniping (full rotation).
The music was something I just threw in, so it can easily be remedied.
Yeah, those are the big errors I'm trying to fix. I'm having a hard time with some of them. The beam error is merely fooling around with the code for the colllision line. The monitors doo have a delayed fire. They alternate every two seconds or so between open (firing) and closed (moving).
The origin is centered. It looks jumpier because the rifle sticks out so far. It feels like he just made a massive turn - but I don't have much power over that.
I'm having a very difficult time with the collision setup for him. Because the gun protrudes so far, it makes precise colllision checking unreasonable (it usually is) and it makes regular collision checking bad too. If I pull the box back to just his body, the gun would go through walls. I had to go with the lesser of two evils. Any help for that would be great. :)
I have no clue why it does that. The code doesn't look like it, but it is very basic at the moment. Chances are once I get a more elaborate phyisics setup together it should be fixed.
The jumping height is another one of those things I threw together. Right now he can jump about 6 feet and he is a little over 4 feet tall. How high would you recommend having him jump?
Thanks. :D
Onua Nuva Fan - November 21, 2006 04:31 AM (GMT)
Hmm....
As far as I saw, the monitors constantly fired at me, not moving every 2 seconds... Might want to look into that...
As for the origin centered, I probably should rephrase that.... Centering the origin in the middle of the Insurgent's body would allow the transitition to be smooth... :D
As for the gun through walls and stuff, I have an idea that might work.... What if you had the mask cover just the Insurgent's body and then have it so that if his gun hits a wall, he goes into a pose with his gun holstered up....
Other than that I agree in that there isn't a whole lot to be done with that sprite... Although if you perfect the above idea it ought to be a nice touch... :)
As for the jumping height, it looks more like he is jumping 6 feet over his height of 4 feet..... Just estimating it looks like he's jumping easily over twice his height.... I'd suggest scaling it down to about three fourths of the current height and see how that works.... So in other words that would be about 2-4 feet above his current height.
ONF
BG - November 21, 2006 11:55 PM (GMT)
Onua Nuva Fan - November 22, 2006 12:09 AM (GMT)
| QUOTE (Biotech SUX @ Nov 21 2006, 04:55 PM) |
| It looks okay (j/k). but you guys SUCK!!!!!!! |
Well, IN if you would do the honors of PMing me this member's IP address I'd be happy to cross reference it with the Anaglyph Forums.... :o
ONF
Hewkii Inika - November 22, 2006 01:34 AM (GMT)
| QUOTE (Biotech SUX @ Nov 21 2006, 04:55 PM) |
| It looks okay (j/k). but you guys SUCK!!!!!!! |
Why did the only admin have to be on vacation?
Algernon the infamous - November 22, 2006 02:58 AM (GMT)
-Zach- - November 22, 2006 03:53 AM (GMT)
Regardless of any sig disclaimer, it's still flaming, and thus unnecessary spam.
Another note... Dwan, do you have the spritesheet for the new insurgent? IN was going to send them to me as I need them for the model. But, apparently he's in LA. :P
BG - November 23, 2006 12:21 AM (GMT)
Bostwik - November 23, 2006 02:49 AM (GMT)
Is this the demo that has the new and improved sprites on it?
^Bostwik^
Onua Nuva Fan - November 23, 2006 02:54 AM (GMT)
| QUOTE (Bostwik @ Nov 22 2006, 07:49 PM) |
Is this the demo that has the new and improved sprites on it?
^Bostwik^ |
This download isn't... The screenies are, but the download is stil 1.0b..
ONF
Day of Fire - November 23, 2006 10:54 PM (GMT)
As much as I wasn't impressed by the original demo, the new screenies are really changing my mind. The graphics are extraordinarily improved, and I'm expecting the gameplay to be better as well. I'm looking forward to this!
Onua Nuva Fan - November 24, 2006 03:32 AM (GMT)
Ahh, to my comment about not getting hurt sometimes, I realized that is when the beam hits your gun that you don't get hurt.... Anyways, still hoping that you develop a way to dodge the blasts.... :D
ONF
Iruini Nuva - November 24, 2006 08:13 PM (GMT)
| QUOTE (Zachrias) |
Regardless of any sig disclaimer, it's still flaming, and thus unnecessary spam. Another note... Dwan, do you have the spritesheet for the new insurgent? IN was going to send them to me as I need them for the model. But, apparently he's in LA. |
:blush: I'll get them to you when I get back if he doesn't send them.
| QUOTE (Day of Fire) |
As much as I wasn't impressed by the original demo, the new screenies are really changing my mind. The graphics are extraordinarily improved, and I'm expecting the gameplay to be better as well. I'm looking forward to this!
|
:D
| QUOTE (Onua Nuva Fan) |
| Ahh, to my comment about not getting hurt sometimes, I realized that is when the beam hits your gun that you don't get hurt.... Anyways, still hoping that you develop a way to dodge the blasts.... |
Working on it. Again, that's more collision line errors.
-Zach- - January 8, 2007 06:33 PM (GMT)
This is dead by BZP standards. :P *admittedly I still haven't played the insurgent yet, aside from the very first original demo ><*
Iruini Nuva - January 8, 2007 09:48 PM (GMT)
Regardless, the game shall continue.
Need the link to the staff version?
-Zach- - January 8, 2007 09:51 PM (GMT)
No, I have it. Just haven't played it. :P
Iruini Nuva - January 9, 2007 03:37 AM (GMT)
Such a good loyal staff member you are. Haven't even played the staff version of the main game - regardless of the fact that it came out months ago. >_>
-Zach- - January 10, 2007 03:37 AM (GMT)
Hey, I don't play BZP games period. But if it makes you feel better... I'll play it tommorow. -_-
Iruini Nuva - January 11, 2007 01:20 AM (GMT)
Eh, whatever. It just makes sense because you're on staff with the company and all... >_>
Anyhoo, I think I've fixed some of those errors that ONF was pointing out. I think I can get the jump collision checking to be much more accurate (no more hovering off cliff edges).
-Zach- - January 11, 2007 05:21 PM (GMT)
Fine fine.. I'll go play it. Then I can review it. :P
Dr. Cakey - January 23, 2007 10:45 PM (GMT)
| QUOTE |
I haven't tested sound capability yet but...
Make the quit button easier to find plz.
Improve the graphics for the control buttons.
And that's about it... |
Um...oops, how did that happen...?
Iruini Nuva - January 29, 2007 05:54 PM (GMT)
Looks like you posted a response to the Audio Player in the Insurgent. :lol: It's ok.
I can't believe I haven't asked this before: Are there any specific weapons that y'all would like to see in the game?
'B' - January 29, 2007 06:04 PM (GMT)
*shotgun
*sniper
*machine gun
*pistol
*kanoka
*rocket launcher
:sly:
*DWAN* - January 29, 2007 06:50 PM (GMT)
I drew a picure with some weapons specific for each character.
le-matoran: pistol
ta-matoran: flamethrower
onu-matoran: Sniper
and some other weapons to make,
Heat seeking missile.
rocket launcher
shotgun
robot launcher(it launches little tiny robots and they attack your enemy)
electrical particle beam
konaka disk launcher
-- *DWAN*
BG - February 11, 2007 04:35 AM (GMT)
Haven't played it yet, but I thought I'd critique the graphics a bit.
Overall, it looks nice from what I've seen. Effects look excellent in those stills, and the backgrounds are nicely detailed.
Although the Insurgent sprite has a good level of detail and nice shading, it looks a bit dated if you ask me. Maybe that's not the best description. What I mean is, an outline in the darkest color feels kinda off, at least with the colors you're using. Try the second lightest shade of black you can find for the outline; it looks more professional that way. But it's probably just me, after all, my style is totally different to that of the artist who did the Insurgent sprite.
Still haven't played it, but when I get around to it, expect a full review.
Iruini Nuva - March 13, 2007 06:50 AM (GMT)
I'll leave Dwan to address the post above, seeing as he's the one who did the spriting. :P
Here's another little pic of the game just to tease y'all. Looks like fun no?
*DWAN* - March 13, 2007 02:43 PM (GMT)
I wanted to remake the insurgent sprite but IN didn't want t reprogram him. :P
-- *DWAN*
Iruini Nuva - March 13, 2007 02:54 PM (GMT)
It doesn't take a ton of work to redo it. As I recall, you didn't really want to resprite him that much either.
*DWAN* - March 13, 2007 03:07 PM (GMT)
Well I guess we could stick to the current one. I'm anting to just finish this game actually. Remaking him wold prolong the game.
-- *DWAN*
Iruini Nuva - March 13, 2007 03:10 PM (GMT)
Yeah that's true. You have plenty of work coming up ahead of you already. :P
*DWAN* - March 13, 2007 03:48 PM (GMT)
You mean spriting my concept art?
-- *DWAN*
Iruini Nuva - March 13, 2007 03:50 PM (GMT)
*DWAN* - March 13, 2007 09:25 PM (GMT)
Both? You mean spriting both of my concept arts? Or making sprites AND concept art?
-- *DWAN*
Iruini Nuva - March 13, 2007 10:48 PM (GMT)
Thou shalt make me sprites and concept art.
*DWAN* - March 14, 2007 06:12 PM (GMT)
well I finished half of the concept art, I'm waiting for reference pics for the environment.
-- *DWAN*
Iruini Nuva - March 14, 2007 09:46 PM (GMT)
Lego wasn't too good at providing Onu-Metru pics, but I'll keep digging around. Do you have Legends of Metru Nui?
*DWAN* - March 15, 2007 12:11 AM (GMT)
No I do not the only bionicle movie I have is WoS. And I do not recall seeing any of onu metru in that movie, sadly
-- *DWAN*
Iruini Nuva - March 15, 2007 12:20 AM (GMT)
Hmm, I'd see if you could get it from a library or something. That'd be helpful for at least showing the tunnels. It still wouldn't help too much with the actual Archives though. I think a good resource for that would be the mini games.