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From Topic: Power Bomberman 0.7.7c
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Jei
Bomberman

Status: Offline

Joined: 20 Sep 2009
Posts: 290
Post#377  Posted: Sun Jan 10, 2016 7:53 pm  Reply with quote + 
Thanks for posting. 0.5.2 is now up - it contains multiple bugfixes and a few new features. Changelog here:
Code:
- new feature prototype - movement prediction cursor for clients in online mode (activate with F6)
- Wario is now playable in Battle Mode
- stage variants B and C of "Field of Glory" have received minor rearrangements
- commentary voiceclips option added - check sound/commentary for more info
- 320x224 Rendering is now the default setting
- fast speed scaling now has larger starting speed
- bugfixes
- audio/visual adjustments
This will probably be the last version of this line unless fatal bugs are found in this one. The project will run on GM:Studio instead of GM8.1 from 0.6.1 onwards; some features might be omitted in initial builds of that one.
Download the patch for the 0.5.1 version here:
https://dl.dropboxusercontent.com/u/42115509/powerbomberman/powerbomberman051-052patch.zip
Full download:
https://dl.dropboxusercontent.com/u/42115509/powerbomberman/powerbomberman052.zip
If you find any issues in this one, report away. I apologize if anything gets in your way too badly.
Blademasterz6 wrote:
There was alot of characters from different Super Bomberman,
I ripped Pirate, and completed for the sheet, I think the shadows and some sprites need an improvement,
I can rip the other Fiendish Bombers, and maybe the World Bomber after, but it makes maybe too many characters ?
There is also the special characters of Super Bomberman 4, maybe add without their power, or with, they could also be added as an object as "Cosplay" but with random power according to the character,

Thanks for the sheet, but I believe that Super Bomberman 5 characters need more fixes to be workable here. Namely, the characters in that game are much sleeker, have smaller shadows, more detailed shading near the outlines and symmetrical lighting compared to Saturn Bomberman sprites, which are generally chubbier and have different sprites for left-facing character and right-facing character.
Blademasterz6 wrote:
And also, I think it would be good to change the "Sudden Dead OFF", for stop to falling blocks before the diagonal.

Thanks, this has been fixed.
Blademasterz6 wrote:
I think it might be a good idea to add a field reduction option with "Match Time Limit Unlimited", with a chosen time, and so also with a "Match Time Limited" (Sudden Death and Reduction)
Example:
Match Time Limit : Unlimited - 1:00 > 9:30
Sudden Death : On - Off (reduction) - Random
Sudden Death Time : Auto - 0:30 > 9:00

I'll think about expanding upon Sudden Death options, but this is low priority.
bomber_house wrote:
There exists musics that are bit different from original games.
Then I made music files named looping points.
I wish bomb explosion sound change by each of fire power.
Sound source is IN.
Other song is may not be reflected, but I leave placed in zip format.
add list
>battle music
->edited
->new add
>else music
>Music effect...etc (from Super Bomberman 5)
#new_battle_music 0.2.zip
https://mega.nz/#!SRlgWbbY!v2xAxL8WqL5vXmAf-l9Jjl8b_hDmNT04Rb_dJxxgw3Y

Thanks for the package. Some of these music files will be used in future releases, though personally I am unsure about Super Bomberman 5 explosion sounds. I feel that right now the basic sound effects from Saturn Bomberman/Bomberman World (bomb lay, explosion, item pick) need to remain unaltered or minimally altered. I'll consider making the change if more commonly appearing graphical effects undergo a change.
Usatun wrote:
How do you do. I live in Japan.
Degree of completion of this game is very nice and very popular in Japan.
I also would like involved in this game, I made a sprite of Bomber The Kid.
Please use all means.
We're going to make also other character sprite.
This sentence I think that it is a little funny because made in the translation. I'm sorry.

Thanks for the sheet, looks good. I will use this in next major release rather than right now, since I believe that the World Bombers and other Bombermen-based battle characters need to have the controller-port palette swaps to work actually well. This requires a bigger system change to prevent the character selection screen from being too cluttered.
DarkFire4114 wrote:
Yeah man, don't be greedy. Share a few with me. Please? /╲/\╭༼ ◕◕‿◕◕✿ ༽╮/\╱\

it's out of my control bby
Azure wrote:
On the topic of sudden death, i notice the timer doesn't sync up with the last block that drops in the middle. It's pretty disorienting having 8 seconds left and then everyone gets squashed in the middle by sudden death.

Not quite sure what do you have in mind here, but the stage gets fully filled up with pressure blocks before the timer actually hits 0 in order to make sure the player with additional hitpoints get killed off. The timing of different sudden deaths has been altered in the current release too.
Azure wrote:
That said, on a subjective note, I think sudden death leaving you a smaller section to battle it out in is a way better default than having every space filled in. It feels way more intense in the last 30 or so seconds. With the blocks illing in entirely it just feels chaotic and ultimately cheap.

I personally like having SD on or on random, since most of the time it prevents the game from timing out and ending in a tie.
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Last edited by Jei on Sun Jan 10, 2016 9:40 pm
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