Epic Battle Fantasy Collection/Easter Eggs

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The Epic Battle Fantasy Collection, or EBF Collection is a compilation of Matt Roszak's older works. While the main content featured is his eight earlier games (Epic Battle Fantasy, Epic Battle Fantasy 2, Adventure Story, Bullet Heaven, Brawl Royale, Mecha Dress Up Game, The Kitten Game, and Cat Cafe) and several in-game prototypes. The "other forgotten, insignificant flash-based materials" are not found in-game, but in the game folder of Easter Eggs on your computer. You can access them (alongside concept art) with this Steam guide.

Content

Most of the commentary was originally written by Matt in a text file in the Easter Egg folder.

"This folder contains a variety of prototypes and unused graphics and animations that I've created over the years.

Use a Flashplayer of your choice to open these swf files - I've included one in the main folder: Flashplayer.exe

Most of these swf files are a few seconds long, but some are interactive and have a decent amount of gameplay in them!

These also have sound effects, so don't put your volume too loud.
"
―_PLZ READ ME.txt
  • Balrog vs Duskmask: Use the arrow keys to avoid the ghost.
  • Balrog vs Industry: Use the arrow keys to avoid the bombs.
  • Balrog vs Maze: Use the arrow keys to rush through 5 mazes before time runs out.
    • Like EBF1, the 3 games above were censored a bit. They were some of my earliest programming attempts at action minigames, so the controls suck. They ain't much, but they do have gameplay!
  • Battle Royale: This was the original intro to Brawl Royale. I had to remove the music for copyright reasons. And also... change the name of the game for copyright reasons.
  • BH2 Aliens, Fish, Foes, Golden: These files show off some enemy animations for Bullet Heaven 2. They were tested as plain swf files before later being converted into the Dragonbones/Starling format.
  • BH2 Engine Demo: Use your mouse to play. This is a very early version of Bullet Heaven 2. You can see that it was originally designed for mobile phones, as I thought it would be a small, free game. But I decided I'd rather make another premium Steam game, and so the scope of the game drastically increased to justify a price tag.
  • Bubbbles: Press space to shoot some bubbles, and then you can try to dodge them with the arrow keys. Kinda pointless.
  • Clod and Sep: I tried animating some famous characters in Legendary Frog's chibi style. Floating limbs are so easy.
  • Cutout: I used some sketches from the Mecha Dress Up Game to try out a new style of animation. This didn't amount to much until I tried a paper cutout style again for the cutscenes in EBF4 and EBF5.
  • Devout: It's Natalie as a devout from some Nintendo DS RPG. Hoods are tricky to animate, so that never happened again.
  • Dragonflame: A spell animation that was never used for anything.
  • EBF1 Intro: I don't remember making this cutscene. I'm pretty sure it's never been shown before!
    • (Basically it shows Matt and Natalie encountering a Slime. Natz wants to keep it while Matt wants to kill it.)
  • EBF1 Spells Test: I've been using this kind of test harness for animations ever since EBF1. For every player, foe and spell list, in every EBF game. All the code is either disabled or not done yet, and I can perfect the animations before moving onto the next thing. With the EBF5 one... the spell list is huge. Press the buttons to play animations!
  • EBF3 Emoticon Test: A little animation to show player emoticons in action, which includes random equipment.
  • Evil TV: A short animation, obviously inspired by The Ring. That's my eye in there.
  • FBF Test: First time trying some frame-by-frame animation. Stuck to motion tweening for pretty much everything before and after that.
  • FFR: A game project which probably isn't going anywhere. This prototype is not very functional. (Keyboard to play - kind of)
  • Is Dis Fractal: When I learned what fractals were, I tried making an image that zooms in forever.
  • Jark vs Ninja: The founders of DeviantArt were having some dispute over how the site should be run, so I made this. The ninja owns the site now.
    • (Nobody remembers this dispute now.)
  • Kittens: A silly slideshow introducing some new characters. These cats would end up suffering a lot.
  • Kupo707: I tried to animate my Maple Story character in my Flash style. It didn't work out. Probably because the Maple characters are so chibi and deformed that I can't imagine what they would look like if they were taller.
  • Lol: I think that's supposed to be my brother and I.
  • Magnets: Use your mouse to influence the balls. Nothing special.
  • Matt and Cat Reloaded: After animating FF Battle, I polished up the characters a bit, but in the end, I never used this super-short style again.
  • Menu Practice: Some animated buttons which do nothing.
  • Nature of Belief: A looping tank animation with some interactive elements.
  • No Legs: The first animation to ever feature NoLegs the cat. As you can see, he was born to suffer.
  • Nyans: A bunch of looping cats.
  • Particles: Press the buttons to make crappy effects happen.
  • Player 1: Who is this guy? I dunno. I think this was my first time animating at 30fps, instead of 24fps. My style has not changed much over the years, as you can see.
  • Shootah: A little shoot-em-up test that I did. Arrow keys to move. Space to move faster.
  • Slime Performance Test: When I was working on putting EBF4 on Steam, I was really stressing about the performance. Should I convert all the vector art to bitmaps? What system requirements should I put on the store page? In the end the Steam version of the game runs about as well as the web version, with memory leaks and all.
  • Smiley Game: Click the smiley faces to make them die. Games don't get much simpler than this. You can do a lot in Flash with just buttons and "goto" statements - no programming knowledge needed to make a simple game.
  • Starling Test 1 and 2: When I started working on Bullet Heaven 2, I was getting familiar with the Starling framework for hardware-accelerated Flash graphics. As you can see, the performance is much better than plan-old CPU-powered vector art, and it can easily handle 60fps with lots of sprites on screen. It is harder to work with though, and you need to organize your graphics in a way that the GPU can quickly process. And it didn't work in all web browsers either!
  • The Last Stand: An animation loop inspired by The Animatrix.
  • Transitions: Testing out some scene transition effects like George Lucas.
  • Vector Spam: A simple experiment in abstract graphics and audio.
  • War Zone: One of the first animations I submitted to Newgrounds. It got blammed (taken down due to low ratings). There were a few more similar to this one, but they did not survive.
  • White Xmas: Remember e-cards? People used to send stuff like this to each other by email. This was the first time that Natalie's body parts were interactive!