Can you develop a world champion fighter capable of unifying all of the titles in his weight class? Try this game and find out!
Fighter Training
- Train specific stats, or train a whole set of stats according to a desired fighting style.
- When a fighter has an upcoming match, he can begin a training camp.
- Gains made during training camps occur at a much quicker pace than during regular training, but are temporary and only apply to the next match. Thus, the player is able to tailor training camps to whomever his fighter is fighting against next.
- This also means that part of the player's responsibility as a manager is to find a balance between the longer-term, permanent development of his boxers and the short-term rewards of training for and winning matches.
- Hire trainers for bonus training camp gains. However, if your trainers end up training too many fighters at once, their effectiveness will suffer as they are forced to spread their time out between multiple fighters. It's up to you to determine the best way to prioritize the trainer's time.
- Make sure that you schedule enough time before each match for your fighter to make weight. Different fighters cut weight at different rates, so if your fighter takes a long time to burn it off, you'll have to account for it.
Sparring
- Pit any two of your fighters, professional and amateur alike, against one another in training matches in order to see how they perform in actual matches.
- If one of your students manages to knock out one of your pros, it might be worth it to train him instead!
- Fighters are able to learn Traits, which are permanent boosts which increase their effectiveness as fighters. The only way to learn new Traits is to spar.
Match Making
- Set up matches against fighters all over the world.
- You obtain more money for winning, but gain more experience from losing. It's up to you as the manager to either cherry-pick easy opponents for money or try your luck against better opponents in order to move more quickly up the rankings.
- Hire cable and PPV networks to air your fights for extra money and exposure. However, this can backfire if your fighter loses!
Fight Night
- Call out instructions during the match and between rounds in order to make adjustments as you see fit.
- If your opponent has a weak jab, stay on the outside and pick him apart; if he has a weak chin, get in his face and smash it in!
- After the match, you can view statistics in order to determine where your fighter needs to improve.
Hi all,
Some of you had issues with marketing which would effectively prevent you from ever booking a network ever again. Thanks to a few of you sending me your save games, I was able to track down the issue and fix it.
Furthermore, I made it so that if your save game has already been affected by this bug, the game will handle it in a way that prevents you from having to restart your whole game. Thanks for the patience!
Hi all,
Good news! Thanks to all of you that have sent me your save files, I've managed to track down and fix the issue many of you were having with world titles not being defendable after winning them.
As a further plus, you won't need to restart your saves or continue with an undefendable title - if you've encountered this problem, I've added code to vacate the title so that you can win it again and go from there. Sorry for taking so long, the problem itself was simple but I had trouble tracking it down.
Hi all,
I managed to find some time to take a look at World Boxing Manager again, and I've updated a few things based on suggestions in the forums (yes, I do check in from time to time!)
Multi-fighter cards
I've restructured events so that you can now book multiple fighters on the same card. This was a frequently requested feature, so hopefully you like it! Note that income from networks booked for that event only counts once, so there's still a reason NOT to book everyone on the same card.Tactic-based Sparring Gains
Thanks to a suggestion from the discussion forums, I've tweaked sparring gains so that using instructions during sparring matches results in additional gains for certain attributes. For instance, using "Use the rear hook more!" will result in gains for Rear Hook. This does, however, depend on the fighter's style, so using tactics like "Wait for an Opening!" or "Stick and Move!" during sparring won't help a Slugger.The bad news is that some of the issues that have been bothering you, like world titles not being defendable, etc, still haven't been solved. I'm not able to reproduce the problems on my end, so I'm still poring over the codebase to see where the issue might be happening. Hopefully I'll be able to track it down at some point.
Thanks for playing!
Hi all,
I managed to find some time to take a look at World Boxing Manager again, and I've updated a few things based on suggestions in the forums (yes, I do check in from time to time!)
Multi-fighter cards
I've restructured events so that you can now book multiple fighters on the same card. This was a frequently requested feature, so hopefully you like it! Note that income from networks booked for that event only counts once, so there's still a reason NOT to book everyone on the same card.Tactic-based Sparring Gains
Thanks to a suggestion from the discussion forums, I've tweaked sparring gains so that using instructions during sparring matches results in additional gains for certain attributes. For instance, using "Use the rear hook more!" will result in gains for Rear Hook. This does, however, depend on the fighter's style, so using tactics like "Wait for an Opening!" or "Stick and Move!" during sparring won't help a Slugger.The bad news is that some of the issues that have been bothering you, like world titles not being defendable, etc, still haven't been solved. I'm not able to reproduce the problems on my end, so I'm still poring over the codebase to see where the issue might be happening. Hopefully I'll be able to track it down at some point.
Thanks for playing!
Hi all,
Sorry for the relative lack of updates post-release. Nevertheless, I've carved out some time and fixed a couple of issues:
- Thanks to a suggestion from a Godot developer, I managed to fix the loading speed issue. Loading games, starting new games, and loading custom databases should now all take a matter of seconds rather than minutes.
- Fixed an issue in which payout for an opponent counteroffer was fixed at 100 rather than scaling depending on the reputation of the fighters involved.
There's a known issue concerning the defense of multiple titles, but I haven't been able to reproduce it on my end - everything appears to be working fine. I'll keep looking into it, but I thought I'd get this update out since the loading time issue is a fairly prominent one.
Thanks for playing!
Hi all,
Sorry for the relative lack of updates post-release. Nevertheless, I've carved out some time and fixed a couple of issues:
- Thanks to a suggestion from a Godot developer, I managed to fix the loading speed issue. Loading games, starting new games, and loading custom databases should now all take a matter of seconds rather than minutes.
- Fixed an issue in which payout for an opponent counteroffer was fixed at 100 rather than scaling depending on the reputation of the fighters involved.
There's a known issue concerning the defense of multiple titles, but I haven't been able to reproduce it on my end - everything appears to be working fine. I'll keep looking into it, but I thought I'd get this update out since the loading time issue is a fairly prominent one.
Thanks for playing!
Hey all,
As is often the case, there were a few bugs that flew under the radar when I released the Godot version:
Fixes
[list]
One thing I haven't "fixed" is the issue in which some fights weren't showing up on fighter records. I've been at it all day and I can't for the life of me reproduce this issue. I'll keep testing and see if it comes up for me.
Thanks for playing!
Hey all,
As is often the case, there were a few bugs that flew under the radar when I released the Godot version:
Fixes
[list]
One thing I haven't "fixed" is the issue in which some fights weren't showing up on fighter records. I've been at it all day and I can't for the life of me reproduce this issue. I'll keep testing and see if it comes up for me.
Thanks for playing!
Hi all,
About two months ago I stated my intention to provide a Godot-based version of World Boxing Manager for people on Mac, Linux, and mobile who weren't able to play the game. I'm happy to announce that I've managed to do it! Thanks to all of you for the continued support!
Most of the actual in-game changes are, quite frankly, simple quality of life and balancing changes. This was never meant to be a complete overhaul with entirely new features - I would probably have released an entirely new game with that kind of effort. My first priority was to simply get the game working as it was on a new engine, and I've been able to accomplish it. So without further ado, here are the changes:
Technical Changes
- Now can be played on Mac and Linux, with an Android version soon to follow. iOS will take a bit longer due to the fact that a) I need to find a device to test on besides the simulator, and b) Apple will still need to approve it.
- Resolution is no longer a problem - thanks to the geniuses behind Godot, scaling is handled natively ie. you can just resize the window. Fullscreen is now also an option.
UI Changes
- Players can now cycle between emails, fighters, and students using buttons rather than having to select from a drop-down list.
- Matchmaking screen now filters out empty dates if Undercard or Co-Main events are chosen.
- Players can now view opponents via the Organizations screen, allowing you to check out potential opponents as you browse the rankings.
- Players can also view opponent information from the Inbox screen, allowing you to scout opponents who offer matches.
- Matchmaking, Hire Staff, and Marketing screens now show a preview of how likely they are to accept an offer
- Sparring screen now contains a record of sparring matches between selected fighters.
- Calendar screen no longer has a calendar, which was kind of redundant - event details can now be shown directly from list of upcoming events
- Help popups change depending on what screen the player is currently on, hopefully preventing confusion
- Non-player matches during events in which the user takes part now can be simulated a lot faster. Thanks to Godot, code is a lot easier to decouple, meaning that I can now take the fast version of the match engine that doesn't process text or anything and slot it into player events.
- Gym colors are now selected via a color-chooser, allowing for a greater range of colors (I can't take full credit for this - thanks again to Godot!)
Gameplay Changes
- Swarmers have been buffed so that every attack they use from the pocket has a greater success rate and does more damage to Boxers
- Body attack success rate has been buffed
- Rankings have been reworked so that default rankings make more sense ie. higher reputation fighters near the top, and Unknown/lousy fighters near the bottom.
- Previously, a non-player fighter would reject a match offer if he had fought the player fighter too recently. This is still in the game, but the player fighter's record is looked at instead. This circumvents the problem before of a non-player fighter not fighting frequently enough to allow for rematches. Only the player fighter needs to fight again before a rematch can occur.
- Fights in one world organization now affect rankings in the other two by smaller amounts
- Experience required to level up is now scaled. That is, it takes longer to level up from 15 to 16 than from 5 to 6. Mitigating this is the fact that Equipment upgrade level now has a greater effect.
- Following from the previous point, Sparring gains are now influenced by Gym upgrade level, so both sets of upgrades have more of a point.
- Speaking of sparring, trait gain chances are now influenced by the reputation of the highest-ranked trainer at your gym. Thus, there is now a point to upgrading trainers.
- Trainer and network stats are now influenced by their reputation a lot more, so crappier reputation trainers/networks have crapper stats.
In the interest of full disclosure, there have been a few negative changes, sadly:
- Starting a new game and loading a game now takes a lot longer than before. Whereas it was almost instantaneous before, it now takes a solid minute or so to load. For more technical-minded people out there, this is because classes and data structures were handled natively in save files in C++, but Nodes (Godot's version of classes and data structures) are not. Thus it becomes necessary to read in the save data, create a Node, and load the data in. Done over thousands of fighters, it ends up adding a lot of time.
- Because of the way Godot handles data vs native C++, your old saves won't carry over to the new version.
- Detailed data for non-player fighters can no longer be viewed. Somewhat related to the issue above, the problem was that save files were becoming huge really fast. So I decided to store detailed match data only for player fighters instead.
There are probably a few things I have forgotten to mention because I'm just writing this from memory, but by and large if you liked the original game, you should hopefully still like the new one. If not, I've left the original so you can still play it. Saves, exported fighters, and modded databases for the new version are in the same folders under a new "Godot" sub-folder, so your old data hasn't been nuked. As far as I know the Godot version is feature-complete and stable, but I'm always open for suggestions.
Thanks again for playing!
Hi all,
About two months ago I stated my intention to provide a Godot-based version of World Boxing Manager for people on Mac, Linux, and mobile who weren't able to play the game. I'm happy to announce that I've managed to do it! Thanks to all of you for the continued support!
Most of the actual in-game changes are, quite frankly, simple quality of life and balancing changes. This was never meant to be a complete overhaul with entirely new features - I would probably have released an entirely new game with that kind of effort. My first priority was to simply get the game working as it was on a new engine, and I've been able to accomplish it. So without further ado, here are the changes:
Technical Changes
- Now can be played on Mac and Linux, with an Android version soon to follow. iOS will take a bit longer due to the fact that a) I need to find a device to test on besides the simulator, and b) Apple will still need to approve it.
- Resolution is no longer a problem - thanks to the geniuses behind Godot, scaling is handled natively ie. you can just resize the window. Fullscreen is now also an option.
UI Changes
- Players can now cycle between emails, fighters, and students using buttons rather than having to select from a drop-down list.
- Matchmaking screen now filters out empty dates if Undercard or Co-Main events are chosen.
- Players can now view opponents via the Organizations screen, allowing you to check out potential opponents as you browse the rankings.
- Players can also view opponent information from the Inbox screen, allowing you to scout opponents who offer matches.
- Matchmaking, Hire Staff, and Marketing screens now show a preview of how likely they are to accept an offer
- Sparring screen now contains a record of sparring matches between selected fighters.
- Calendar screen no longer has a calendar, which was kind of redundant - event details can now be shown directly from list of upcoming events
- Help popups change depending on what screen the player is currently on, hopefully preventing confusion
- Non-player matches during events in which the user takes part now can be simulated a lot faster. Thanks to Godot, code is a lot easier to decouple, meaning that I can now take the fast version of the match engine that doesn't process text or anything and slot it into player events.
- Gym colors are now selected via a color-chooser, allowing for a greater range of colors (I can't take full credit for this - thanks again to Godot!)
Gameplay Changes
- Swarmers have been buffed so that every attack they use from the pocket has a greater success rate and does more damage to Boxers
- Body attack success rate has been buffed
- Rankings have been reworked so that default rankings make more sense ie. higher reputation fighters near the top, and Unknown/lousy fighters near the bottom.
- Previously, a non-player fighter would reject a match offer if he had fought the player fighter too recently. This is still in the game, but the player fighter's record is looked at instead. This circumvents the problem before of a non-player fighter not fighting frequently enough to allow for rematches. Only the player fighter needs to fight again before a rematch can occur.
- Fights in one world organization now affect rankings in the other two by smaller amounts
- Experience required to level up is now scaled. That is, it takes longer to level up from 15 to 16 than from 5 to 6. Mitigating this is the fact that Equipment upgrade level now has a greater effect.
- Following from the previous point, Sparring gains are now influenced by Gym upgrade level, so both sets of upgrades have more of a point.
- Speaking of sparring, trait gain chances are now influenced by the reputation of the highest-ranked trainer at your gym. Thus, there is now a point to upgrading trainers.
- Trainer and network stats are now influenced by their reputation a lot more, so crappier reputation trainers/networks have crapper stats.
In the interest of full disclosure, there have been a few negative changes, sadly:
- Starting a new game and loading a game now takes a lot longer than before. Whereas it was almost instantaneous before, it now takes a solid minute or so to load. For more technical-minded people out there, this is because classes and data structures were handled natively in save files in C++, but Nodes (Godot's version of classes and data structures) are not. Thus it becomes necessary to read in the save data, create a Node, and load the data in. Done over thousands of fighters, it ends up adding a lot of time.
- Because of the way Godot handles data vs native C++, your old saves won't carry over to the new version.
- Detailed data for non-player fighters can no longer be viewed. Somewhat related to the issue above, the problem was that save files were becoming huge really fast. So I decided to store detailed match data only for player fighters instead.
There are probably a few things I have forgotten to mention because I'm just writing this from memory, but by and large if you liked the original game, you should hopefully still like the new one. If not, I've left the original so you can still play it. Saves, exported fighters, and modded databases for the new version are in the same folders under a new "Godot" sub-folder, so your old data hasn't been nuked. As far as I know the Godot version is feature-complete and stable, but I'm always open for suggestions.
Thanks again for playing!
Hey all,
First off, thank you everyone, for your patience and support thus far. It never ceases to amaze me how much some of you love this game, and it means everything to me. I know I haven't been very active on this game or its forums recently. For those who have been wondering why, it's because I've been hard at work on a second (sadly, not boxing related) game. It was my intention to check in and update World Boxing Manager from time to time, but I found it more difficult than expected to switch gears between games, so I figured I might as well finish my second game before going back to take a look at World Boxing Manager. With that said, after six months of full-time development, Building Block Heroes is released! Here if you're curious:
Building Block Heroes on Steam
I've got to focus on supporting Building Block Heroes for a bit, but in around a month or so I'm going to go back and take a look at some changes I can make to World Boxing Manager. I haven't been posting in the forums, but I have been checking in every now and then and I've decided that I want to port the entire game over to the Godot Engine.
After nearly a year of being played and updated, I've noticed a lot of limitations to the current "engine" that the game runs on. Specifically, problems with resolution, UI flexibility, and the fact that the game is literally impossible to port to anything other than Windows (believe me, I tried). A lot of people have been asking for a mobile version and an OSX version, and it breaks my heart that I can't do it for them. Now that I'm familiar with an actual game engine, porting the game over will make it easier to update the game in the future, as well as make it possible to run on other platforms.
I can't promise 100% that I can get it working in Godot - the match engine makes copious use of pointers and other C++ goodness, which may not translate to Godot's supported languages very well. However, I can promise that I'll give it my all, and the work/updates I've produced in the past year of my gamedev journey should be proof of that. If all goes well, I should have the ported version out in a few months. Best of all, if I can get it working in Godot I will release the overhaul as a free update! Wish me luck!
Aggroblakh
Hey all,
First off, thank you everyone, for your patience and support thus far. It never ceases to amaze me how much some of you love this game, and it means everything to me. I know I haven't been very active on this game or its forums recently. For those who have been wondering why, it's because I've been hard at work on a second (sadly, not boxing related) game. It was my intention to check in and update World Boxing Manager from time to time, but I found it more difficult than expected to switch gears between games, so I figured I might as well finish my second game before going back to take a look at World Boxing Manager. With that said, after six months of full-time development, Building Block Heroes is released! Here if you're curious:
Building Block Heroes on Steam
I've got to focus on supporting Building Block Heroes for a bit, but in around a month or so I'm going to go back and take a look at some changes I can make to World Boxing Manager. I haven't been posting in the forums, but I have been checking in every now and then and I've decided that I want to port the entire game over to the Godot Engine.
After nearly a year of being played and updated, I've noticed a lot of limitations to the current "engine" that the game runs on. Specifically, problems with resolution, UI flexibility, and the fact that the game is literally impossible to port to anything other than Windows (believe me, I tried). A lot of people have been asking for a mobile version and an OSX version, and it breaks my heart that I can't do it for them. Now that I'm familiar with an actual game engine, porting the game over will make it easier to update the game in the future, as well as make it possible to run on other platforms.
I can't promise 100% that I can get it working in Godot - the match engine makes copious use of pointers and other C++ goodness, which may not translate to Godot's supported languages very well. However, I can promise that I'll give it my all, and the work/updates I've produced in the past year of my gamedev journey should be proof of that. If all goes well, I should have the ported version out in a few months. Best of all, if I can get it working in Godot I will release the overhaul as a free update! Wish me luck!
Aggroblakh
Hi all,
It's been a while, but I managed to scrape together some time to finally release another update!
Tweaks:
- Can now permanently change weight classes via a new button in the Fighter Information screen
The same penalties for one-off fights at different weight classes apply, only this time they apply to permanent stats rather than temporary stats. These penalties, however, do NOT apply if your fighter has fought at the target weight class several times recently. Thus, by fighting matches with temporary disadvantages you can prevent permanent disadvantages.
Bugfixes:
- Champions are no longer subject to matchmaking failures due to low rank or poor marketability
If your own fighter is putting his title on the line, marketability and rank are no longer taken into account when matchmaking.
- Changing weight classes no longer receives a penalty even to temporary stats if the fighter has fought several times at the target weight class
Same as above - if your fighter has fought several times at the target weight class, he no longer suffers penalties even for one-off matches at a different weight class.
Hi all,
It's been a while, but I managed to scrape together some time to finally release another update!
Tweaks:
- Can now permanently change weight classes via a new button in the Fighter Information screen
The same penalties for one-off fights at different weight classes apply, only this time they apply to permanent stats rather than temporary stats. These penalties, however, do NOT apply if your fighter has fought at the target weight class several times recently. Thus, by fighting matches with temporary disadvantages you can prevent permanent disadvantages.
Bugfixes:
- Champions are no longer subject to matchmaking failures due to low rank or poor marketability
If your own fighter is putting his title on the line, marketability and rank are no longer taken into account when matchmaking.
- Changing weight classes no longer receives a penalty even to temporary stats if the fighter has fought several times at the target weight class
Same as above - if your fighter has fought several times at the target weight class, he no longer suffers penalties even for one-off matches at a different weight class.
Hi all,
I managed to implement a few suggestions and fix a few bugs that you've brought up over the past few weeks!
Bugfixes:
- Network Counteroffers
Fixed a bug in which accepting a network counter-offer after the event in question would create a blank upcoming match. Counteroffers are now invalidated after the event. For those of you who have already run into this problem, I added functionality to clean up any empty events you have scheduled. They'll be cleaned up the next time you hit the Next Day button.
- Multi-weight Rankings
Fixed an issue in which fighters who fought at different weight classes were not appearing in rankings lists. If your fighter has fought at a certain weight at least three times in the past two years, he'll appear on the rankigns for that weight class.
Tweaks:
- Increased Odds of Discovering Traits in Sparring
Self-explanatory
- Traits Discovered in Sparring More Likely to Correspond to Style
Prior to this update, traits found were completely random. Now they are weighted in favour of style-specific stats (though it's no guarantee that a newly-found trait will be, just more likely).
- Added Sparring Gains Based on Style
You will see increased gains from weaker fighters when sparring against better fighters. Here, reputation doesn't apply - sparring gains are based on the average of each fighter's stats. This is because it's technically possible to cherry-pick your way to All-Time Great status while having a statistically weak fighter.
Hope this helps!
Hi all,
I managed to implement a few suggestions and fix a few bugs that you've brought up over the past few weeks!
Bugfixes:
- Network Counteroffers
Fixed a bug in which accepting a network counter-offer after the event in question would create a blank upcoming match. Counteroffers are now invalidated after the event. For those of you who have already run into this problem, I added functionality to clean up any empty events you have scheduled. They'll be cleaned up the next time you hit the Next Day button.
- Multi-weight Rankings
Fixed an issue in which fighters who fought at different weight classes were not appearing in rankings lists. If your fighter has fought at a certain weight at least three times in the past two years, he'll appear on the rankigns for that weight class.
Tweaks:
- Increased Odds of Discovering Traits in Sparring
Self-explanatory
- Traits Discovered in Sparring More Likely to Correspond to Style
Prior to this update, traits found were completely random. Now they are weighted in favour of style-specific stats (though it's no guarantee that a newly-found trait will be, just more likely).
- Added Sparring Gains Based on Style
You will see increased gains from weaker fighters when sparring against better fighters. Here, reputation doesn't apply - sparring gains are based on the average of each fighter's stats. This is because it's technically possible to cherry-pick your way to All-Time Great status while having a statistically weak fighter.
Hope this helps!
Hi all,
The long awaited modding functionality has been implemented! Change stats, add traits, change fighter names and appearances, the works!
Updates:
- Custom Database
You'll notice there is now a third screen accessible from the main menu, which allows you to select a database to modify. This has been pre-populated with the default database. After modifying and saving a database, you can then start a new game with it.
The screen works by allowing you to update each fighter's attributes. You then save changes on each fighter. You can also add new fighters and remove existing fighters. New fighters are added to the bottom of the rankings. I found allowing the rankings to be modified directly caused all kinds of issues, so if you want to make custom fighters at the top it's best just to modify the existing fighters.
Once you're done, you can save the entire database into a separate file and use it when starting a new game.
- Title fights
Have tweaked the matchmaking logic for title fights due to complaints about reputation getting in the way. I've added an override to the reputation checking for title fights - if your fighter is in the top 5, reputation no longer plays a part in setting up championship matches.
As usual, feel free to let me know what you think!
Hi all,
The long awaited modding functionality has been implemented! Change stats, add traits, change fighter names and appearances, the works!
Updates:
- Custom Database
You'll notice there is now a third screen accessible from the main menu, which allows you to select a database to modify. This has been pre-populated with the default database. After modifying and saving a database, you can then start a new game with it.
The screen works by allowing you to update each fighter's attributes. You then save changes on each fighter. You can also add new fighters and remove existing fighters. New fighters are added to the bottom of the rankings. I found allowing the rankings to be modified directly caused all kinds of issues, so if you want to make custom fighters at the top it's best just to modify the existing fighters.
Once you're done, you can save the entire database into a separate file and use it when starting a new game.
- Title fights
Have tweaked the matchmaking logic for title fights due to complaints about reputation getting in the way. I've added an override to the reputation checking for title fights - if your fighter is in the top 5, reputation no longer plays a part in setting up championship matches.
As usual, feel free to let me know what you think!
Hi all,
Since some of you have asked for it, I've brought back the fighter export/import logic from Kickboxing Manager. It affects three screens:
- Fighter Information
On this screen there is a new button that allows you to export the currently selected fighter to a .dat file. The filename is just the name of the fighter, so you'll have to rename your fighter if there is an already-existing fighter in the destination folder.
- Sparring
On this screen you can "invite" ie. import a fighter from a file for a one-off sparring match. You will not gain traits from doing this, since there's no way to limit how many times you import a sparring partner.
Known issue: There is a small bug associated with this. Basically, all imported sparring match results will be recorded on your fighter's sparring record. The problem is, the game uses the match date as the unique ID for a match, since normally you wouldn't have two matches on the same day. What this means is that if you spar multiple imported opponents on the same in-game day, you can only view the match stats for the first match no matter which one on that date you click on.
There's no way for me to fix this by adding a unique match id or something, because it would break older game saves that didn't use an id. The obvious workaround for this issue is to go on to the next day if you want to keep importing sparring partners. Apologies for the inconvenience.
- Fighter Database
On the fighter database screen, you can now import a fighter into your game world. They are simply added as non-player fighters and will appear as potential opponents, on rankings, etc.
Hope this helps make the game more enjoyable for you guys!
Hi all,
Since some of you have asked for it, I've brought back the fighter export/import logic from Kickboxing Manager. It affects three screens:
- Fighter Information
On this screen there is a new button that allows you to export the currently selected fighter to a .dat file. The filename is just the name of the fighter, so you'll have to rename your fighter if there is an already-existing fighter in the destination folder.
- Sparring
On this screen you can "invite" ie. import a fighter from a file for a one-off sparring match. You will not gain traits from doing this, since there's no way to limit how many times you import a sparring partner.
Known issue: There is a small bug associated with this. Basically, all imported sparring match results will be recorded on your fighter's sparring record. The problem is, the game uses the match date as the unique ID for a match, since normally you wouldn't have two matches on the same day. What this means is that if you spar multiple imported opponents on the same in-game day, you can only view the match stats for the first match no matter which one on that date you click on.
There's no way for me to fix this by adding a unique match id or something, because it would break older game saves that didn't use an id. The obvious workaround for this issue is to go on to the next day if you want to keep importing sparring partners. Apologies for the inconvenience.
- Fighter Database
On the fighter database screen, you can now import a fighter into your game world. They are simply added as non-player fighters and will appear as potential opponents, on rankings, etc.
Hope this helps make the game more enjoyable for you guys!
Hi all,
The reviews for this game have been mixed, for a very good reason - the long sim times. However, I managed to carve out some time this weekend to dig into the match engine more deeply, and I'm happy to announce that I've managed to get to the source of the problem. I've solved it, and the match engine should now be MUCH faster! Thank you all for the support and patience!
Changelog:
-Sped up the match engine!
For those who are curious, I was so hung up on the actual flow of combat and trying to figure out what about the combat logic was taking so long, when it turned out that the RNG function itself was the problem. This is why it was so difficult to get to the bottom of the problem, because the randomization method was called EVERYWHERE, which meant profiling the match engine wasn't bringing up a noticeable bottleneck. I'm kicking myself for overlooking such a simple issue, tunnel vision is a real thing.
-Fixed minor bug in Post-User Event screen where Total Counters(Body) was being displayed for both Total Counters(Head) and Total Counters(Body)
Noticed this while I was playing around with the improved match engine.
Hi all,
I've found some more time to implement a few more suggestions I've received from you guys.
Changelog:
- Added Mental Status to corner screen between rounds during user matches
Now you are able to get some idea of what is going through your fighter's mind.
- Added opponent Cut, Energy, and Mental Status to corner screen between rounds during user matches
Can now compare the state of your fighter to your opponent.
- Corner screen between rounds now contains actions you can take as trainer
Give Water improves your fighter's Energy.
Treat Cut improves your fighter's cut status.
Apply Sponge improves your fighter's Mental state if he's dazed.
Thanks for playing!
Hi all,
Managed to find time to do another update.
Changelog:
- Added multi-sim capability
As many of you have asked, I added in the ability to sim multiple days at once. There are a few limitations to this, however:
1. You can't stop it while it's simming. I tried to add this in, but since the game was never initially designed with this feature in mind, it was too easy to wind up in a weird state if I allowed the user to stop the sim. For this reason I've capped the maximum sim time at a month, so you don't accidentally get stuck simming for like a year.
2. Related to the previous point, if you have an upcoming match, then you can only sim up to the day of the nearest match. Attempting to sim through a user event caused issues.
- Added current date to top of game window
- Added Energy Status to corner screen between rounds during user matches
This was supposed to be in originally, but I literally just forgot to add it to the screen and didn't notice.
- Added organization name to non-user events when simming to the next day
Hopefully the above changes improve the game for you guys, thanks for playing!
Hey all,
Just a minor update, since I was able to find some time this weekend and implement a few of your requests.
Changelog:
-Increased price of upgrades for later levels of both gym and equipment
-Fixed bug where students were not aging at all
-Added ability to edit names in Fighter Information screen via a new button next to the Fighter Name field
You now have the ability to type names into the Fighter Name field on the Fighter Information screen. Clicking on the button will then take whatever you typed and turn that into the fighter's new name. As discussed in the forums, since first and last names are not seperate, I have to assume that the first name ends at the first space. Thus, the name "Jean Claude Van Damme" would assign "Jean" as the first name, and "Claude Van Damme" as the last.
This will update the fighter's name right away, and you will see the new name on every screen. If you have an upcoming match shown on the Inbox screen, the new name will appear there. It will also appear when you sim to the next day.
The new name, however, will NOT appear in any events your fighter is already booked for. The drop-down that appears at the top of the screen on Fight Night will still display the old name, and if your fighter is fighting in the Main Event, then the name of the event will still show the old name. This is because changing the name of an already-booked event would require searching through every match of every event held by every organization. It was simply too much to process for such a small feature. The new name will be shown on any events you set up in the future.
Merry Christmas!
Minimum Setup
- Processor: Pentium II (or equivelant) 800mhz or higherMemory: 256 MB RAM
- Memory: 256 MB RAM
- Graphics: 1024x768 display or greater
- Storage: 600 MB available space
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