|
Author |
Message |
Board Admin
Status: Offline
Joined: 12 Dec 2004 Posts: 959
|
#21 Posted: Tue Oct 08, 2013 11:48 pm |
|
I went ahead and split most of the posts from the original topic into this new topic.
Also I added an extra blank post at the start of the topic, so you can change the topic title and first post yourself now. |
|
_________________ "Everyone is entitled to their own opinions, but they're not entitled to their own facts." |
|
|
|
|
|
Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
|
#22 Posted: Sat Dec 07, 2013 6:54 am |
|
Thank you for editing this post. :D
Here is a new video of the current progress:
https://www.youtube.com/watch?v=8YcG9ss-i3s
This video shows a few new things:
- Objects which can be exploded (tree, box, vase)
- Pumpup effect
- Bomb touch other bomb (Boing - effect)
- Smoke for exploded objects |
|
Last edited by ScreenOfDeath on Fri Aug 22, 2014 7:00 am |
|
|
|
|
|
Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
|
#23 Posted: Sun Jan 05, 2014 6:15 am |
|
Here is a small update:
http://www.ogre3d.org/forums/viewtopic.php?f=11&t=79831&p=500771#p500771
Most basics are done, but there are some anyoning time stealing bugs which I dont want to spend time on them yet,
I´m going to implement more game specific objects like enemys, [and their animations] and level specific things and of course, a GUI.
You can see there also a picture of the first enemy the spiker, I´ve spend some time for it. I know he doesnt look good but its only a place holder for the right version of the enemy. |
|
Last edited by ScreenOfDeath on Fri Aug 22, 2014 7:01 am |
|
|
|
|
|
Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
|
#24 Posted: Sun Jan 12, 2014 4:12 am |
|
Hi,
This video shows only the (original stupid) AI of the Spiker -
he cant "fall down" on edges, runs without a goal throu the level,
each 3 seconds he "thinks and look around" and if he hits something he changes
his walking direction. Of course, he can touch Bomberman and vice versa,
so if he touch him, hes going to be tipsy.
Bomberman can kick a bomb against him, then he is tipsy and is throwable.
The movement of the Spiker is like in the original game - just only + directions are able.
[I´ve stopped some bomb before the Spiker in the cage, this is not a bug]
At 0.52 the stucked bomb in the air is a bug, [didnt change a value :D]
Video:
http://www.youtube.com/watch?v=cKpxy4uUZMw&feature=youtu.be |
|
|
|
|
|
|
Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
|
#25 Posted: Tue Mar 11, 2014 11:02 am |
|
Here are some news about the status of the remake.
I´ve add some animations, modified them and tweaked the animation system.
The bomb behavior is much much better then before, and almost deterministic,
the bomb jump up should reduce it self to the desired "high" value - so it takes
a little time for the bombs to adjust them self - (like in Bomberman 64).
Its maybe 90% done, so that great piece of the remake should be done soon.
I´ve also added a new enemy - the Crusher [that monster which appers in Green Garden]
and the AI for it.
I decided to change the explosion effects from the bombs to the old system - which shows
similar explosions like in the original game, instead of the currently effects.
Sadly I have to code it from scratch, the old code are gone :)
I guess I´m going to recode the whole AI part of Spiker and Crusher to a more efficent way. That could change some of the bomb "edge fall" and Bomberman "edge fall" behavior too - which is a desired effect like in the real game where bombs / Bomberman
at the edge falling down with a little distance to the edge.
Of course, this remake isnt dead - I´m working on it on my free time. :)
Maybe there will be a new video in a few weeks which shows the new features after the
AI and explosion change - or a new current status video. |
|
Last edited by ScreenOfDeath on Fri Aug 22, 2014 7:01 am |
|
|
|
|
|
|
|
|
|
Bomberman
Status: Hidden
Joined: 14 Feb 2010 Posts: 386
|
#27 Posted: Thu Mar 13, 2014 9:37 am |
|
Wow, that's pretty impressive, just seeing how developed the mechanics are. I think Bomberman 64 had the smoothest gameplay out of the N64 games, and I also think the N64 games are some of the best (if not the best) in general. So it's pretty exciting to see a project actually making progress like this. I've seen and even played a part in countless projects that fail in the early phases and are just dropped, so I've honestly just skimmed over this thread up until now as I didn't want to get too attached to anything, but seeing that video really does make me look at the project in a new light.
I'd love to hop on to help expand on the Bomberman experience, either through ideas to expand the core mechanics or working on actual level design, but sadly I've no time to contribute, merely to cheerlead from the sidelines every now and then. At best I could offer a quick suggestion based on what I see.
here is the video about the new bomb explosion and the new animations, the
new enemy - Crusher- and you will see the (a little bit delayed) bomb jump up fixing behavior. |
Also, those things in Green Garden are called Totems. |
|
|
|
|
|
|
Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
|
#28 Posted: Sun Mar 16, 2014 1:50 pm |
|
I think similar about the gameplay - you can even build bomb bridges in Bomberman 64 -
I didnt see any other Bomberman game where you are able to build it.
It was more like a hidden feature - which are very important to know for all special items or reaching hidden places.
But this feature is one of the most complex mechanics to code - there are many ways to reach the goal but every way have its disadvantages.
Bomberman the second attack and Bomberman Hero are much easier to code -
because there arent the bomb dynamics - its simple and effective.
(After I finished this project, [some day] I guess I am going to code a Bomberman Hero remake - I didnt played TSA so Hero would be much more interesting for me.)
- Thank you for your renaming tip - I didnt googled the correct names of the enemies yet.
Its sad that you didnt have some time for helping me, but thank you for the offering :D
Here is a small eye candy: https://www.youtube.com/watch?v=_qED5Pt2fzY
Green Garden Stage 1 - new UV mapped and optimized and a little bit modified.
I´m going to implement Green Garden Stage 1 which need a lot of work for the meshs and of course, coding.
( I didnt changed the light and the positing of the items- sorry ) |
|
Last edited by ScreenOfDeath on Fri Aug 22, 2014 7:02 am |
|
|
|
|
|
Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
|
#29 Posted: Sun Mar 23, 2014 5:46 pm |
|
Its time for some news:
I added a simple GUI which shows the timer and the diamond counter.
Both already works and is shown in the video.
I also added some level basics like "opening the cage" via destroying the pillars,
or open the snake head via a bomb explosion.
https://www.youtube.com/watch?v=E-l24tb2AoY
And there are also some other little tweaks like code refracturing etc. |
|
Last edited by ScreenOfDeath on Fri Aug 22, 2014 7:02 am |
|
|
|
|
|
|
|
|
|
Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
|
#31 Posted: Fri Apr 18, 2014 4:06 pm |
|
I´ve did some small videos.
Some effects are temporary deactivated because I switching the system behind it -
to have more controll over it and make faster / safter to use.
Here is the new Green Garden 1:
https://www.youtube.com/watch?v=llAQBIT7HBs
Green Garden 1.1:
https://www.youtube.com/watch?v=C2cFCUGfTo8
Green Garden 1.2:
https://www.youtube.com/watch?v=Eb-c3-XHpVk
Green Garden 1.2.1:
https://www.youtube.com/watch?v=Yghk6GCC15A
Green Garden 1.2.2:
https://www.youtube.com/watch?v=7XEi9HgBQAE
It took me almost 24 hours to completly remap the Green Garden 1.2 map - due to
bugs in Blender and designing and repairing the level. And of course, the new UV mapping.
The ripped objects need a lot work - and bugs of Blender makes me almost angry :D
(I´ve sticked with Blender 2.66 because there is no newer exporter plugin that I need)
Some other bugs arent visible in the "normal" render mode, just in the debug view
shows that Blender makes some weird things which I need to modfiy in source code to make it to work. <- Takes sadly some time.
I´ve didnt code the teleport mechanics yet, - but the screen fading effects are working.
(Not shown in videos) |
|
Last edited by ScreenOfDeath on Fri Aug 22, 2014 7:02 am |
|
|
|
|
|
|
|
|
|
Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
|
#33 Posted: Tue Apr 22, 2014 7:07 am |
|
Yes I have much to do, and mostly I dont have some free time for this project.
Creating or modifing the resources takes pretty much time - so I´ve exported the
original levels from the game and use some of the textures. But it need a lot of work
to get it to work, every logic must be coded, the textures are always weird due to wrong exporting of the UV-maps - and the whole level is exported as single triangles, with no
connection to other triangles. This need much time to correct these errors and remap the levels, separate them etc.
Enemies are much easier to model and animate, since I do it from scratch and doesnt have problems like that. [Ok I need textures which are completely free - and meet my needs]
The greatest problem for me are the resources. It takes too much time - thus there is no time for coding. I didnt find something useful models [except the raw bomberman model -without animations] yet, thus I have to design and animate it by my own.
--
Here is an update:
-Implemented the screen fading effects and teleport mechanics to the level.
-I´ve changed one bridge to a static one, because its much easier to handle.
[Maybe its temporary, but I dont know it yet]
Small video: http://youtu.be/LbXh49UeRZs
[The other teleporter works too, but I didnt reach them without bomb bridges] |
|
Last edited by ScreenOfDeath on Fri Aug 22, 2014 7:02 am |
|
|
|
|
|
Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
|
#34 Posted: Mon Aug 11, 2014 10:53 am |
|
I´ve really much to do right now - finals again for this semester taking much time.
So there are no news about this project sorry.
What do you think this Remake should look like?
Something like the old Bomberman 64 or something new?
Maybe the levels are almost same, but with newer elements / cartoon level graphics?
The player should look like the current one, not the cartoonish Bomberman of the newer games.
I dont want to change the gameplay too much - it should be the same like in the original game.
What do you think? |
|
Last edited by ScreenOfDeath on Fri Aug 22, 2014 7:03 am |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
|
#38 Posted: Tue Sep 02, 2014 6:02 pm |
|
Yay here is a new video of the progress from my new Bomberman 64 Remake in Unity :D
https://www.youtube.com/watch?v=OvOvNqDyk0U
But many parts are missing.
Like: Explosions - and they chain reactions
AI - completly missing
Enemies - also missing
Parts of the GreenGarden part 1 - stage
Effects
Animation smoothness - Unity´s system need new "pre" animations. It can blend animations well without it.
Bomb - behaviour - almost everything is missing here
Coding in Unity and C# have its benefits - but most things are pretty annoying because you cant handle everything like in C++ - you have very strict limitations of methods - thus no playroom for optimations. ( Also, Unity wraps the engines like PhysX and you dont have access to all the methods which PhysX have )
But you can see in the video there are some (nice) changes. |
|
|
|
|
|
|
Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
|
#39 Posted: Mon Sep 15, 2014 5:06 pm |
|
Here is another short video about the current progress -
https://www.youtube.com/watch?v=78L21On9Eco
I´ve done some bomb behaviour - not completed yet so Bomberman can
kick bombs, pick up and throw, stop and remote detonate them.
There are no explosions yet - I guess I have to use the old explosions because
there is nothing usefull in the Unity Asset Store.
I use blending between animation states, so there are some smoother animations.
The GUI is also partially working - other GUI parts are not shown in the video. |
|
|
|
|
|
|
|
|
|
|
|
|
|