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Bomberman Countdown
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BoneVolt
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Post#1  Posted: Wed Jan 03, 2018 5:41 pm  Reply with quote + 


Last edited by BoneVolt on Thu Aug 16, 2018 9:45 am
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BoneVolt
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Post#2  Posted: Mon Jan 29, 2018 10:26 pm  Reply with quote + 
Today I'm releasing the first public build of Bomberman Countdown!

Release video: https://www.youtube.com/watch?v=to1_7ueoMEo

Version 0.80:
AI remade from scratch. More efficient, and less predictible. Still doesn't use most items and doesn't actively search for opponents;
Up to 12 players (2 on keyboard, 2 on joypads, the remaining is AI);
Fixed a lot of bugs that were not shown on the video...
You can now swith between fuse lenghts (once you have the corresponding items);
Wide bomb has a new animation to make it more distinguishable from normal bombs;
Bare bones adventure mode;

Keys:
Snes equivalents:
B - Character power
Y - Punch
A - Bomb
X - Special Bomb
L - Switch Fuses
R - Explode Remotes

Player 1
PAUSE - A
UP - H
DOWN - N
LEFT - B
RIGHT - M
Y - Z
B - X
A - C
X - V
L - D
R - F

Player 2
PAUSE - ENTER
UP - UP KEY
DOWN - DOWN KEY
LEFT - LEFT KEY
RIGHT - RIGHT KEY
Y - ,
B - .
A - ;
X - RIGHT SHIFT
L - K
R - L

Player 3 (CONFIGURE VIA JOY2KEY)
PAUSE - 1
UP - 2
DOWN - 3
LEFT - 4
RIGHT - 5
Y - 6
B - 7
A - 8
X - 9
L - 0
R - P

Player 4 (CONFIGURE VIA JOY2KEY)
PAUSE - T
UP - Y
DOWN - U
LEFT - I
RIGHT - O
Y - INSERT
B - DELETE
A - PAGE UP
X - PAGE DOWN
L - HOME
R - END

Other Keys (mostly for debugging):
' - Speed up
S - Stops the game and plays one frame at a time;
W - Changes tileset;
E - Changes the character of player 1;
R - Resets the game;
F11 - Toggle SFX
F12 - Toggle music

Known Bugs:
Leaving one player ON after anther OFF will switch them;
When there is too much AI players, sometimes one will not move;
Remote explodes all bombs at the same time instead of just the first (bomb-o-phone too);
You can kick bombs over holes (acid bomb);
Tracking bomb doesn't prioritize closest enemy;

Other issues:
No tile screen;
Bare bones menus;
Lots of SFX not done;
Skull and Tyra have no animations;
Just one music (you can toggle it off with F12 and play somethig else on your PC);
AI doesn't actively search for opponents, leading to them wandering too much in the late game;
Password and Options menu not done;
Making a room with max width/height and hard blocks may take some time. This code is not efficient;
Most characters don't have abilities (just white [extra bomb], black [fake bomb], red [explode close bomb], blue [resets fuse of close bomb], green dinosaur [black spiked bomb], liner [line bombs], green bird [destroys block], blue furry [split bomb]);
Fireworks item is just cosmetic for now;
No decaying animations for tiles;
Lots of unfinished graphics/animations (split bomb, carrying animation, items, etc);
Skull item does no harm, just graphics;
Sound is played even if stuff is offscreen;

Planned stuff:
Golden versions of bombers and rides;
Each bomber color will have a specific ability;
Each bomber will have specific starting items (+1 fire, max bombs=4, etc).

Please report bugs on this page.

Thanks!!


Last edited by BoneVolt on Sun Feb 25, 2018 5:24 pm
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nadiya8040
Bomberdude

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Posts: 83
Post#3  Posted: Tue Jan 30, 2018 6:37 am  Reply with quote + 
Amazing project, I have a suggestion, Why don't you add fixed starting position for 6 or more players other than random starting positions?
Also, When "S" is pressed, the game is permanently stopped and it only advances one frame everytime you press "S", Isn't there a way to resume the game again after pressing "S"?
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BoneVolt
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Posts: 5
Post#4  Posted: Tue Jan 30, 2018 1:35 pm  Reply with quote + 
I added players 6 to 12 late in the version and just put them on random positions because I don't usually play with more than 5 players, but I guess most players will put the most possible... I will add fixed starting positions eventually, but since I had a lot of bugs to fix and AI made from scratch, it wasn't the first priority. I'll consider whatever people ask me on this forum a top priority for the next patch (except online play since I have no experience with that).

Press A to unpause (or any other player pause button).
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BoneVolt
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Post#5  Posted: Sat Feb 03, 2018 6:37 am  Reply with quote + 
.


Last edited by BoneVolt on Sun Oct 07, 2018 7:57 am
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BoneVolt
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Posts: 5
Post#6  Posted: Sun Feb 25, 2018 5:23 pm  Reply with quote + 
Version 0.81 released!

Changes in this update:
Customizable controls (saved in an external file)
Fixed AI #12 not moving
Handicap HP menu
Fixed laser bomb detecting dead opponents
Laser bomb takes less time to become active
Laser bomb: when an character is detected it explodes almost instantly (4 frames) instead of taking half a second (30 frames)
Laser bomb and water mine now detect enemies (the floating eyes)
Characters now drop items on death
Button 4 now swaps between the 3 types of bombs (normal, special and super)
The 3 types of bombs items have different background colors: normal is still dark green, special is light green and super is yellow
Enemies (floating eyes) warping through room border no longer crashes the game
You can now toggle what items will spawn on the menu. (You can't disable the 3 basic items)
Items that are not implemented are now removed from the game (as seen in the item selection menu)
Black bomber can now use fake special bombs (select special/super bomb and press button 2)
Bomb-o-phone now has twice the selected fuse time (previously it had a fixed time equivalent to twice the long fuse)
Countdown bomb implemented: Drop the first bomb. It will count from 9 to 0. While the main bomb is on the ground you can drop an infinite amount of mini bombs. These bombs are immune to kick, punch, power glove and bomb pass. Try to lock your opponent without locking yourself!
Powder barrel implemented: You can drop 5 barrels. Like the landmines, you are not limited by your bomb amount, so you can drop all 5 barrels even if you have only one bomb. The barrels work like normal bombs, but they don't explode by themselves, only when another bomb explodes them
Enemy selection menu done: red is normal, green is fast, yellow goes through walls and is slower, blue goes through bombs
You can now select between 3 types of spawn positions for characters: fixed (will always spawn on the same position), shuffle (same as fixed, but swaps positions between characters) and random (spawns in a completely random position but avoids spawning chars too close to each other)
If the 1st character dies the camera will follow the next character alive
AI characters now will follow opponents more actively (more noticeable when all soft blocks are destroyed - previously AIs would just wander aimlessly)
and that's it! The are some other minor fixes that are not worth mentioning...

Link for the new version in the first post
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