Genre: Fighting, Hack and slash/Beat 'em up, Indie, Arcade
Fight'N Rage
Original Soundtrack Gold Edition Available on Steam!
From composer Gonzalo Varela... the Fight'N Rage Original Soundtrack lands on Steam! And in this case, it is the Gold Edition, which not only includes the two remastered classic official discs with the more than 40 tracks from the game... but also adds new orchestral arrangements and three full transcription books! =)
Even though it is available at a very tempting price, there is also a special discount for those who already have the game in their libraries! ːfnr_coinːːfnr_coinːːfnr_coinː In order to get said discount you just need to access the Steam Bundle on this link!
Enjoy! =)
Minor update (220120)
I just removed the damage penalty by player amount on insane and unfair difficulties. Most players even don't notice that, but when you play coop on insane or unfair difficulties, the characters endurance was way lower depends on how much players were involved, making that mode pretty unplayable, specially when you choose cpu partners.
Against all odds ... Here comes a new Update! (211224)
It has been more than 4 years since Fight'N Rage has been released, that September 19, 2017 ... being totally honest, I did not thought that I would continue updating the game after so long, but here I am ... there are some things that I just wanted to include, and here is the listing:
Statistics: As I always loved transparency, so, now it's possible to view game statistics (which were already being processed internally from the first version of the game!). So if you are interested in knowing how many times you have been destroyed, or how many times you have destroyed the game (among other things) ... you can now access that information! (To do so, you just have to enter to "Extras" section.)
Collection of Achievements: Now it is possible to see the achievements of the game in the game itself, without having to look at them via the Steam interface. It seemed to me that this would help to give a feeling of completeness, and could eventually motivate players more in order to achieve all the achievements. =)
Easy and better ways to apply mods: For those who enjoy making visual changes in the game (modifying character graphics and / or sounds), I adapted the game in such a way that could be much easier to apply new mods without altering the original files, and therefore ... avoid risks of corrupting the game by accident. Now the errors that it will throw when reading incorrect mods (in the new format) will be much more friendly and controlled, so that it is more understandable to work on them and test them without breaking things. At the end of this post, I will explain better how to add mods easily. I'm sure those who enjoy creating / applying their own mods will love it! =)
Minimal various performance improvements: That's something pretty unavoidable when you were continuing working on your own framework. =)
A new secret mo... ahem ... what am I saying ?: It would be very absurd that after having achieved an endgame and having bought characters 9, 16 and 17 you can access a new game mode, doing something as silly as stopping in the "Arcade Mode" option and hitting such a weird sequence as "back, back, forward, forward" twice, and then "back, forward" four times. I'm talking nonsense ... don't listen to me. =)
Finally, I added new costumes for enemies: For some reason, it would be sad if having a 3 player mode where you can also select enemies, there are enemies that only have 2 suits ... or that the more enjoyable enemies to play as Diane have few suits available. Don't you think?
Before I go on to explain how the easy way to apply mods works, I would like to dedicate some thoughts. Generally, from time to time, I like to take the opportunity to thank each and every one of you for continue supporting this game. For those of you who don't know yet, I'll tell you that I'm currently developing another game, which, to be honest, I have no idea if it's going to be a success... but it doesn't take away my sleep either ... I've wanted to try something like what I'm doing for a long time. and I hope I can finish it within a reasonable amount of time. In parallel there are many other things that I am developing, such as several improvements to my framework and my own tools, and to be honest, I am working quite calmly. Lately I am enjoying my fatherhood a lot and now another son is on the way… and I will say that it is thanks to you that we have, (together with my partner,) made this decision. We have been through very difficult situations lately (like most of you probably, in such crazy changing times as the ones we are living in), but I must admit that I feel privileged in some way, and it is to a great extent, thanks to the support I have received from you. I always wanted to point that out, because I understand that buying software today is a matter of honor, especially when it is DRM free and relatively easy to get by other means. I see the honest willingness to support and recognize the work of another person in each of you, even though I do not know personally even 1% of you all, I am amazed to see that every time I meet one personally, they turn out to be such wonderful people. I am happy see that I am reaching an audience that recognizes the work and effort of others ... and that encourages me to continue updating the game, without ever breaking its original essence ... just additions, no more modifications. And to think that, at that time, it seemed absurd that such a game could achieve such popularity ... an old-school beat'em up, without character progression or RPG elements ... it seemed really unthinkable ... and more if it was a game that It could finish in less than an hour (unless you try to unlock everything). Anyway ... thank you very much for buying the game. I sincerely hope you enjoy this update. Especially the secret mode, in case you've read the add-on list carefully. =)
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Now, regarding the creation of mods. (If you don't develop or apply mods, the following explanation may not be interesting to you.)
In order to apply mods, it will no longer need to modify the game information directly. You can simply put a folder named "mod/characters" in the root of the game, and put the new graphics files to be replaced, along with their respective xml, without the need to overwrite or compress anything. The same way for sounds, which can be placed in the "mod/sound" folder and must be in wav format, and have a name that replicates the path of the original file. For example, Gal's voice when defeated is “assets/sound/voice/girl/female02_death.wav”… to replace it, simply put a file “mod/sound/voice/girl/female02_death.wav” and the game once it does the initial load, will try to load that sound instead of the other.
However, it is worth clarifying that for those who want to make more profound changes, such as changing animations or things that really affect the integrity and mechanics of the game, they will have to do their mods in the old way.
Minor Patch for store savedata file more often.
I made a minor patch to store savedate more often now. Now, if you shut down the system or your pc crashes is much more probable that you keep your last advance and coins.
Japanese language support! =)
Due the launch of Fight'N Rage on consoles for Japanese audiences by EastAsiaSoft, it was possible to add the same translation to the PC version. =D
I take this opportunity to thank the people of BlitWorks and EastAsiaSoft, for having worked together to bring us this translation, which I hope will allow to Japanese audiences enjoy the story of Fight'N Rage in a better way! =)
And finally… Here comes a new update! =) [200725]
In this version there is a lot of improvements and even some new content that was made this last months. Some of the improvements comes from the fact that I’m currently working on new proyects that are using my framework.
Here’s the list of new content:
Added a new “Musical Gallery” at the Extras section, where you can unlock music themes while you play on other modes.
Added a way to adjust screen brightness in the image adjustments.
Added a little indicator that shows the control status below the SP circle, only visible when player has the speedrun data visible.
Added some extra info in the “times by stage” pop-up in order to identify which characters are involved and the selected game-speed in the current run… so, for example, if you play as Gal and F.Norris on maximum speed, it tells “Times by Stage T2” (which means Gal + F.Norris + Turbo 2). The difficulty setting not needs to be pointed, because window color is directly related to that, so, that will be enough in order to cover all the information in a single screenshot. =)
Here’s the list of improvements and fixes:
Fixed some visual glitches during some transitions at some specifics videocards.
Optimized the replay input files generated for provide support (now they take less time to be generated and are even more lightweight).
Fixed a minor bug when you buy costumes, that shows an incorrect costume index on the confirmation pop-up title for some costumes.
Fixed a bug that allows players to revive Raven in the raft battle if you throw him with you to the water just after killing him.
Fixed a speed inconsistence on the survival mode elevator when you play on higher than 60hz frequencies.
Fixed a border case that makes harder throw a weapon with Gal compared with other characters (you had to be a little more precise when pressed two buttons at same time).
Adjusted some speed visual effects on higher frequencies to be consistent with 60hz.
Fixed a slightly timing aesthetic detail when you win against a boss on higher than 60hz frequencies.
Improvement some timing and effect details on the cutscene before first minotaur fight.
Before finishing this post, I really like to leave some grateful words for you. It has been almost 3 years since Fight’N Rage was released, and since then a lot of cool things have happened as a result. Both I and my partner were grateful for all the acceptance that FnR has received. I always feel the need to emphasize that FnR came out without any marketing campaign behind, it was created under a sheet metal roof and in a rather precarious situation in many ways… it was you mainly who, spreading words, rating the game positively, made it possible to reach to more people, and that’s something that really makes me very happy, and today I can say with all conviction… which it was a key factor that helps me to keep moving forward in my life. I always had the idea that if something was really good, (and if it was in the right place… in this case, Steam) there would be no strict need to force its promotion (of course that could help sometimes, that I don’t intend to deny it), but a part of me always wanted to see how far I could go this way… and I was pleasantly surprised. That’s why I really want to thank you from the bottom of my heart, because in an age where it’s so easy to pirating games, it’s really a honor that people keep choose to support your game by putting money out of their pockets. Apart from all this, it has also been wonderful to see how the beat’em up genre went from being an almost forgotten genre and niche, to being booming these days. I really like to dream about the idea that maybe… just maybe, Fight’N Rage helped others to discover some of the true potential this genre can have in its purest state… You may never know for sure, but it’s nice to believe that there’s a chance it is. =)
I have nothing left but thank again everyone who bought Fight’N Rage, those who talked, who made videos or wrote reviews about it…. Thank you very much, this update is for you! =)
Technical improvements on input detection and refresh rates! (191215)
Now you can play with an alternative joystick detection!
This patch was maded thanks to this project: https://github.com/gabomdq/SDL_GameControllerDB
Wich is a great controller mapping database!
In this version I also added support up to 500hz screen refresh rate (I think that the max in the market is 480hz (?)), and a lot of launch parameters too, here's the list:
Input related params
"-use_old_input" = Use old input reading architecture (in case you prefer it over the new one). "-disable_joysticks" = Disable all joystick detection (useful to use external joy mappers). "-allow_unknow_joysticks" = Try force compatibilty to detect unknow devices. "-disable_merged_dpad" = Disable the DPAD and Left Analog input union.
Display related params
"-display_fps" = Display frames per second. "-force_60hz" = Force display frequency to 60 frames per second. "-no_vsync" = Disable vsync (it can lead to screen tearing).
"-window_x1" = Force Window Scale to 1x over pixel size. "-window_x2" = Force Window Scale to 2x over pixel size. "-window_x3" = Force Window Scale to 3x over pixel size. "-window_x4" = Force Window Scale to 4x over pixel size.
Misc params
"-no_sound" = Disable sound processing. "-disable_bug_support" = Disable the feedback window and crash report when game fails.
I hope you found it useful, mainly if you had been trouble with any of your joysticks on previous versions! =)
Minor update with some minor fixed glitches and some price adjustments too. (190614)
I have updated the game due a glitch that was only happening on Cave stage at 60+ high refresh rates with F.Norris when you try to do an anti-air. Thanks Marco Rossi to reporting it via twitter! =)
I have fixed another minor thing like windows start position on W10 scaled contexts (it was appearing slightly decentered).
Additionally, I have adjusted some of the shop prices too.
Those are the new prices:
Cpu-Partners now costs 600 coins (instead of 1000).
Easy Difficulty now costs 50 coins (instead of 100).
Training Mode now costs 30 coins (instead of 100).
That’s a pretty small update, but I think that can be cool anyway, because a lot of people are using high refresh rates monitors and it’s not good to have such glitches on it, and even, W10 scaled contexts are a more common setup lately because a lot of people are migrating to ultra HD screens, so, it looks pretty unprofessional if the window doesn’t appear centered on start.
By the way… that’s it! No more no less!
Thank you for your support! =)
New update with 144hz support! (190525) Smoother than ever!
Lately I was interested in get a high refresh rate screen, in order to try adapt my games for refresh rates greater than 60hz, and yesterday, I had the opportunity to get a notebook with 144hz screen and I fallen in love with the great mobility smoothness that a 144hz screen can show… Fortunately I had some suspicions about that will be great, and some weeks ago, I was adapted the code in order to support such high rates… and, after some tweaks I got it done. =)
I have made an update that mainly includes support for high screen refresh rates (such 75 or 144hz). This will make the game looks WAY smoother than before. If you have a high refresh rate screen, you will love it!
Additionally, the game contains some minor technical improvements… for example, (that was from the previous silent update, btw) adding custom translation is easier now… just place translation files on a folder names “translations” and voila! The custom translations will be available from the game language menu (this is useful to people that would like to work on custom translations and want to test them in the game more easily).
I hope you like this update and enjoy playing FnR in this new exciting way to enjoy games!
New update fixed (190322)
I have updated the game again, now old unknow joystick must work again! So, if you have a downgrade version, I reccomend to back to the normal version. =) You may need to reconfigure some devices at the settings menu, but now, joystick recognition must be better or equals than older versions!