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Bomberbie
Status: Offline
Joined: 07 Jun 2014 Posts: 9
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#221 Posted: Mon Jun 23, 2014 5:31 pm |
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I seem to have found a secret mechanic for the power glove. I was able to throw it farther/nearer with this technique but I can't quite do it consistently. |
This is something that you can also do in Bomberman games, as the Power Glove's secondary use is to stun opponents in battle.
When you are not too far across from the opponent, throwing a bomb on top will become priority.
Same goes for Power Bomberman's engine, so this is perfectly normal. |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#222 Posted: Tue Jun 24, 2014 4:05 pm |
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I seem to have found a secret mechanic for the power glove. Maybe something to do with timing after pick up and pressing a direction. I was able to throw it farther/nearer with this technique but I can't quite do it consistently.
EDIT: Wait... Does this have anything to do with a strange request about throw behavior I made before? If it is, then it doesn't have anything to do with timing but it does enemy position. | If you have an enemy Bomberman in front of you, you will throw your bomb farther/closer depending on the distance, so the bomb lands on the top of the enemy's head.
You actually requested that before, if there is anything erratic about it it might be a bug |
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Bomberbie
Status: Hidden
Joined: 24 Jul 2014 Posts: 1
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#224 Posted: Thu Jul 24, 2014 3:44 pm |
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This fangame is awesome ! It has almost the same flavour as the Sega Saturn one, plus all the best powerups in the SNES series. The AI it's pretty impressive too, I'm stuck in around the 32nd trial battle. To me it looks like there is very little to improve.
One suggestion may be a single player adventure mode like that of psx bomberman land ( https://www.youtube.com/watch?v=Phnh6A68wnM), or maybe just a co-op stage mode a la Saturn Bomberman, and maybe you could expand the stage by adding some tiles of the GBA Bomberman Max (if they are compatible in size...) |
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Bomberbie
Status: Offline
Joined: 31 Jul 2014 Posts: 2
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#226 Posted: Thu Jul 31, 2014 4:34 pm |
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Hey can you plz give me a link of those sprites I'm trying to create a bomber man game out of GM 8.1 myself. I'm new to GM 8.1 Kind of. But you seem pretty advanced. |
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_________________ I'm a Pyro,
Who loves explosives and fire.
But don't just call me that for no reason.
I am the Rage,
I am the Chaos,
I am the Insanity,
OF DESTRUCTION!
That is my quote. |
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Bomberdude
Status: Offline
Joined: 29 Aug 2013 Posts: 84
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#227 Posted: Wed Aug 20, 2014 9:44 am |
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Just to break the silence, here's some ideas for AI behavior. These behaviors can be either randomly executed by the AI at any time or maybe have AIs randomly selected and apply these behaviors to them so they do it for the rest of the match (in proper moderation of course).
-running away from pushers
-cooking bombs then powergloving them
-cooking bombs then kicking them
-cooking bombs then punching them
-slightly cooking bombs then drilling them
-... anything that involves bomb cooking
-spamming any powerup that involves moving bombs
-waiting in a trap area with a powerup (area where there is only 1 escape route, usually surrounded by softblocks) and trapping the player that takes the powerup
-clearing out large quantities of softblocks with the drill
-doing suicidal moves when using a pink mount (which it can just use to survive said moves)
-actively chasing people
-actively avoiding people
-using bomb moving powerups to get rid of large quantities of pickups
-hang back and wait for people to kill each other
-relentlessly target a specific player
-throw every player it comes into contact with with a power glove
-actively target weak players (less powerups)
-actively stun players and rid them of powerups
-kick/throw/punch/juggle then detonate
-use bomb moving powerups to move bombs into explosions to detonate them
I might post more as I come up with them. Quite fun to think of these. |
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Last edited by Someone64 on Sun Aug 24, 2014 10:00 am |
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Bomberbie
Status: Offline
Joined: 24 Aug 2014 Posts: 1
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#229 Posted: Sun Aug 24, 2014 11:40 am |
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Hey,
Awesome project! This game is one of the best clones yet!
If you need donations, I wouldn't mind giving some.
I agree with some points here, such as better AI that know how to use their power ups. And maybe some bombers can have certain characteristics that we can set? (For example, a pyro is more likely to drop bombs more than needed, a scavenger goes around gathering powerups, a puncher punches bombs etc)
All the AI improvements can also be based on computer level, so 1 would be very basic and 3 (or more if you decide to add) will have very strategic bombers.
And I also agree to put an arrow for Trial Mode.
I'm wondering about some things though:
Will there be online play? Playing online of this game will offer some real fun challenges.
Will there be more players? 12 is enough, but 16 would be pretty cool.
Will we have other modes of play? Such as Air Raid In Bomber Blast.
https://www.youtube.com/watch?v=3A0bmSE3nmI
would be a fun mini-game
Will there be battle levels like in Super Bomberman? Like Bombzone (battle with bombs falling from the sky) or Western Zone (Bombers are located near the center) or flower zone, where soft blocks 'grow' out.
Sorry if there is already a level with similar perks .
Also in Super Bomberman, theres a chance a bomb will defuse, and will just remain there until another bomb detonates it. Maybe we can have another game mechanic based on this? Maybe a poison will increase the rate of defuse to 50%.
Also It would be cool to have the ability to add custom songs.
One Frustrating thing though:
Sometimes i would like to change the map between rounds, but that doesn't seem possible.
I think there should be a Single Level, Shuffle Level, Random Level, Random Power, and Total Random play.
For example, Single level is what we have now. After a round, the same map is played again. In shuffle, we can choose another map. In Random Level, it will play a random level after the first round is played. In Random Power, the same levels is played, but a new set of power ups are randomly chosen. In Total Random, Random Level and Random Power-ups.
Totally random Power ups might not work, how about a list of different powerup presets? There is one default for every level/variation, and we can edit them and save them as new presets. Then Random can choose from the different presets.
The idea is from Worms Series from Team17, where we can have different customizable levels of play, choosing the different weapons that are available etc.
Also, maybe a Level Editor? we can choose a preset like Fields of glory, than have Variation C1, C2, C3. And we can edit these levels.
Just some ideas. Thanks for reading! Looking forward to the next update! |
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Bomberdude
Status: Offline
Joined: 29 Aug 2013 Posts: 84
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#230 Posted: Sun Aug 24, 2014 4:56 pm |
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I quite like the idea of saveable powerup presets actually. It would also be nice to be able to set egg percentages.
Also, to spice up air raid, there should be rare opportunities to grab powerups placed in dangerous areas (powerups that dont involve laying bombs only of course).
2 questions though. What is the exact distance for powergloving players? I feel as though sometimes I throw them too far or too near but I can't seem to calculate the distance.
Is not being able to bomb stop kicked bombs that you didn't lay intentional? Happens for both chain reaction bumps and normal kicks.
Lastly, a suggestion that I may or may not have already mentioned before but... can you make it so that explosions can pass over the large gaps in the middle of the space themed stages? |
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Last edited by Someone64 on Mon Aug 25, 2014 5:06 pm |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#231 Posted: Mon Aug 25, 2014 8:53 am |
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Thanks for posting, OP updated with a video.
I agree with some points here, such as better AI that know how to use their power ups. And maybe some bombers can have certain characteristics that we can set? (For example, a pyro is more likely to drop bombs more than needed, a scavenger goes around gathering powerups, a puncher punches bombs etc) |
I think higher-level AI will just gain some character specific qualities dependent on chosen skin (like Higgins hoarding items more often and Milon stalling).
Will there be online play? Playing online of this game will offer some real fun challenges. |
Some form of netplay should eventually be in, but can't exactly tell when.
Will there be more players? 12 is enough, but 16 would be pretty cool. |
There might be a specific mode allowing more bots on playfield, but I don't think maximal number of local players will change.
I don't know yet whether or not special modes will make an appearance, they probably will be in in some form.
Will there be battle levels like in Super Bomberman? Like Bombzone (battle with bombs falling from the sky) or Western Zone (Bombers are located near the center) or flower zone, where soft blocks 'grow' out.
Sorry if there is already a level with similar perks . |
Rock Garden has soft blocks steadily spawning, Path to Glory C is similar to Western Zone and a gimmick similar to Bomb Zone is set to appear in next version.
Also in Super Bomberman, theres a chance a bomb will defuse, and will just remain there until another bomb detonates it. Maybe we can have another game mechanic based on this? Maybe a poison will increase the rate of defuse to 50%. |
This could be one of the curses.
Also It would be cool to have the ability to add custom songs. |
Perhaps.
Sometimes i would like to change the map between rounds, but that doesn't seem possible.
I think there should be a Single Level, Shuffle Level, Random Level, Random Power, and Total Random play.
For example, Single level is what we have now. After a round, the same map is played again. In shuffle, we can choose another map. In Random Level, it will play a random level after the first round is played. In Random Power, the same levels is played, but a new set of power ups are randomly chosen. In Total Random, Random Level and Random Power-ups.
Totally random Power ups might not work, how about a list of different powerup presets? There is one default for every level/variation, and we can edit them and save them as new presets. Then Random can choose from the different presets.
The idea is from Worms Series from Team17, where we can have different customizable levels of play, choosing the different weapons that are available etc.
Also, maybe a Level Editor? we can choose a preset like Fields of glory, than have Variation C1, C2, C3. And we can edit these levels.
Just some ideas. Thanks for reading! Looking forward to the next update! |
Menu should get revamped in future, allowing for more elaborate battle options. I've been considering adding some kind of level editing feature compatible with fury94 Bomberman game, but there isn't anything concrete on the subject yet.
2 questions though. What is the exact distance for powergloving players? I feel as though sometimes I throw them too far or too near but I can't seem to calculate the distance. |
Power Glove auto-aims at nearest opponent in front of you that is 5 spaces away from you maximally and 1 minimally. If there is no enemy in sight, the bomb is thrown 3 spaces away.
Is not being able to bomb stop kicked bombs that you didn't lay intentional? Happens for both chain reaction bumps and normal kicks. |
Ability to stop only your own bombs put into motion is intentional, although it is subject to change.
Lastly, a suggestion that I may or may not have already mentioned before but... can you make it so that explosions can pass over the large games in the middle of the space themed stages? |
"Hole" gimmick will probably appear in some stage, although not sure yet if in that particular one. |
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Board Admin
Status: Hidden
Joined: 09 May 2005 Posts: 1573
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#232 Posted: Mon Aug 25, 2014 11:29 am |
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Also in Super Bomberman, theres a chance a bomb will defuse, and will just remain there until another bomb detonates it. Maybe we can have another game mechanic based on this? Maybe a poison will increase the rate of defuse to 50%. |
I don't believe that this happens in normal play. If it does happen, it's only a Skull effect. I don't remember that effect existing in Super Bomberman, though. Are you sure you're not remembering another Bomberman game?
In any case, if you're suggesting that it should also occur when a player is NOT under the effect of a Skull item, that would be a terrible design choice. |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#233 Posted: Mon Aug 25, 2014 12:04 pm |
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I don't believe that this happens in normal play. If it does happen, it's only a Skull effect. I don't remember that effect existing in Super Bomberman, though. Are you sure you're not remembering another Bomberman game? |
Actually, I do recall this happening without skull item randomly in Super Bomberman 1. The bomb would eventually fuse itself after ~5 seconds though. |
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Board Admin
Status: Hidden
Joined: 09 May 2005 Posts: 1573
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#234 Posted: Mon Aug 25, 2014 4:47 pm |
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Huh. It seems that you guys are correct. It only happens in the Battle Game, which I rarely played in Super Bomberman 1. Here's text from the "Super Bomberman Hudson Official Guidebook", page 56:
I can appreciate their creativity, but it still sounds like a bad idea, though, unless used as a Skull effect. It throws too much of a luck factor into a strategic game that is already cluttered with random variables. |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#239 Posted: Fri Sep 19, 2014 6:43 am |
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Sorry for not replying for a while, been a tad busy lately. Thanks for replying.
I actually meant powergloving players as in holding opponents not bombs. :P I should have been more clear. |
They go fixed distance. More far out though, so you can't precisely aim the opponent at an explosion.
That's nice, but I think this one would have to wait for character customization if it comes. I'd prefer to keep the Battle Mode cast Bomberman/Hudson/Konami related.
That's certainly interesting, but the framerate drop is visible even on the video. If it's being done in GM and soft blocks/walls are separate instances of an object, I'd recommend toning down the stage size, cutting down on instances will help a lot. Power Bomberman keeps the stage data in few arrays, softblocks being drawn on surfaces and hard blocks being tiles/backgrounds, it's noticeably faster this way.
Jaklub, Can you rip and upload Saturn Bomberman sound effect |
The ones I have ripped are already included with this game, check the folder with sounds. I'll rip more when I need them, but for now you'll have to do with what is there. |
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