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Bomberman 64 Remake
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Razon
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Post#21  Posted: Tue Oct 08, 2013 11:48 pm  Reply with quote + 
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.
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ScreenOfDeath
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Post#22  Posted: Sat Dec 07, 2013 6:54 am  Reply with quote + 
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
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ScreenOfDeath
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Post#23  Posted: Sun Jan 05, 2014 6:15 am  Reply with quote + 
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
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ScreenOfDeath
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Post#24  Posted: Sun Jan 12, 2014 4:12 am  Reply with quote + 
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
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ScreenOfDeath
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Post#25  Posted: Tue Mar 11, 2014 11:02 am  Reply with quote + 
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
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ScreenOfDeath
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Post#26  Posted: Thu Mar 13, 2014 8:32 am  Reply with quote + 
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.

https://www.youtube.com/watch?v=iQCMa-wh8PY


Last edited by ScreenOfDeath on Fri Aug 22, 2014 7:01 am
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BlueFire4101
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Post#27  Posted: Thu Mar 13, 2014 9:37 am  Reply with quote + 
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.

ScreenOfDeath wrote:
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.
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ScreenOfDeath
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Post#28  Posted: Sun Mar 16, 2014 1:50 pm  Reply with quote + 
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
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ScreenOfDeath
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Post#29  Posted: Sun Mar 23, 2014 5:46 pm  Reply with quote + 
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
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ScreenOfDeath
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Post#30  Posted: Sun Apr 06, 2014 5:34 pm  Reply with quote + 
Here are some news:

- I´m using now a small and fast GUI system for showing dynamic text and sprites.
- Changed the bomb kicking / stopping / jumping behaviour to be more stable.
-Added edge jumping when bomberman is to near from an edge (but I´m not happy with it yet - so this is not enabled)
-Better bomb "sticky" ground algorithm due to the common improvements on bombs
-Code clean up
-Screen fading effects for teleporting

-GreenGarden: Snake Head Collision and - closing opening animation
(Explosion opens it, when Bomberman is inside it, the snake head is closing)
-Added the teleporter from GreenGarden Stage 1.1 - to 1.1.1
-Level GreenGarden 1.1.1 and 1.2.1 is exported, optimized, textureized and ready to go.
-Designed and animated the bridge in GreenGarden 1.1 - not imported yet.

I decided to use the original sprites of this game - just only in some really messed up graphics I´m going to use 256x256 sprites - new textures.
The reason why I changed it is that the searching for the right textures takes almost more time than remapping the map.
And of course, while remapping and optimizing the map, there is no time for coding.
It took 5 hours to remap the 1.1.1 map - and that was the smalest map.
(If someday somebody provide me royalty free textures, I´m going to remap the maps)

So - I´m going to code and design the GreenGarden 1 stage, thats the first level which is going to be completly playable when I´m done with it. But its takes much time for it :D


Maybe in some days or weeks I´m going to post a video of the current status - or not :)
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ScreenOfDeath
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Post#31  Posted: Fri Apr 18, 2014 4:06 pm  Reply with quote + 
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
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Regulus 777
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Post#32  Posted: Mon Apr 21, 2014 6:54 am  Reply with quote + 
Wow, that's really coming together there dood! It's been so long since I played in those secret rooms/areas that I don't remember what they look like but that first part of Green Garden looks fantastic for something you did on your own. The enemies you've shown in earlier videos also looked good.

I was kind of in the same boat as everyone else when you first announced this.
"Oh another bomberman clone/remake that probably won't go anywhere"

But 2 years later and you're still going at it! I have to admire your devotion to it in addition to the skill that you've shown in these vids. It's quite impressive.

I'll continue watching and again good job! We are taking notice.
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ScreenOfDeath
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Post#33  Posted: Tue Apr 22, 2014 7:07 am  Reply with quote + 
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
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ScreenOfDeath
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Post#34  Posted: Mon Aug 11, 2014 10:53 am  Reply with quote + 
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
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Post#35  Posted: Mon Aug 11, 2014 11:03 pm  Reply with quote + 
I think you should stop saying "Hi" at the beginning of all your posts. It's incredibly annoying.
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Post#36  Posted: Mon Aug 11, 2014 11:30 pm  Reply with quote + 
Don't mind Vent, he's on his period and is being quite rude as a result.
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ScreenOfDeath
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Post#37  Posted: Fri Aug 22, 2014 7:19 am  Reply with quote + 
So, no more Hi´s at the begining of a reply :D

Let´s begin with the decision of using Unity3D.
Unity3D is multi platform compatible with one single click - so this is very attractive for me.


I´m converting my C++ project to Unity and using C# for coding.
Converting the assets are sometimes very annouying - Blender has a bug in his fbx exporter.

I´ve already imported the first green garden part - and modifing it to my needs.
Bomberman can walk and his animations are currently 25 % done, so there is a lot of work to do.

The whole bomb behavior isnt coded yet - players can only spawn (all type) bombs.

But the AI part is going to speed up - I can use nav meshs instead of raycast checks.
Thus, there is a new behaviour for enemies with a simple new script possible.

Unity uses a WYSIWYG editor - so everything is going to speed up if I already have a working version of the current C++ version of this project.

Explosions are going to be a cartoon style - not as seen in the other Bomberman games,
but something new.

The camera is fixed to the player, thus new views of the maps are possible.


After my finals for this semester, I have much more time for this project and could post a new video of the Unity version of the Bomberman 64 remake.
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ScreenOfDeath
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Post#38  Posted: Tue Sep 02, 2014 6:02 pm  Reply with quote + 
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.
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ScreenOfDeath
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Post#39  Posted: Mon Sep 15, 2014 5:06 pm  Reply with quote + 
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.
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ScreenOfDeath
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Post#40  Posted: Sun Sep 21, 2014 6:23 pm  Reply with quote + 
Its time for another short video.

https://www.youtube.com/watch?v=vyxzprEvf6s

Finally, some explosions :D

There are also more GUI, other objects, and of course, explosions.
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