I've finished the sprite sheet for Wario after on and off work, video games are distracting.
I'm not super proud of how some of them turned out, mostly the left and right facing sprites, but I mentioned I'm not the greatest spriter.
Anyone is free to edit the sheet if they please.
Edit: Updated.
Big thanks for the sheet. It will be used in the next release.
In the time gimmick stage with the warp portals, the level generation is broken in such a way that if you step into a portal without blowing blocks beside the warp portals you'll just get stuck as there's no empty spaces beside them at game start.
In the time gimmick stage with the warp portals, the level generation is broken in such a way that if you step into a portal without blowing blocks beside the warp portals you'll just get stuck as there's no empty spaces beside them at game start.
Thanks for reporting. I'll make sure other warp stages don't have this issue either
I've finished the sprite sheet for Wario after on and off work, video games are distracting.
I'm not super proud of how some of them turned out, mostly the left and right facing sprites, but I mentioned I'm not the greatest spriter.
Anyone is free to edit the sheet if they please.
Edit: Updated.
You have the greatest sprite sheet ever. :)
Why don't you make Momotaro, Princess Yasha and King Bonbi {They're all from Momotaro Densetsu} that they appeared on Hi-Ten Chara-Bom.
How incredible this game!!
I can't still believe playing OVER 10 players.
Great works.:D
By the way...
Some battle musics are bit different from original games (mainly not continuity).
So, I made musics that looping points are in named.
Put these on "custom" directory and played on games, I think I was made musics almost same as original.
Music filenames are base on raw files, and you can find out which one is.
This is one of the most official looking fan game ever, the new title screen and main menu is stunning, worth the wait!
Here are some bugs in the online mode I've encountered so far;
-I've been playing online mode with a friend and 2 COM players and every time my friend dies he got disconnected from the server, this won't happen if there are no COMs. He can't also rejoin even though I had already returned to the lobby.
-Scores won't reset back to 0 after winning or returning to the lobby while in battle.
Had this odd bug where bombs and explosions would pass through the left (and already triggered) cracked ice hole in the ice stage. Didn't happen the next round so it isn't consistent. The AI seems to consistently trap itself between the hole and a softblock.
Also,
Spoiler:
Yellow team won in that.
Lastly, in Oshikura Manju, the AI doesn't handle colliding with fellow Bombers well and gets stuck until somebody lays a bomb down and they all split up.
Lastly, in Oshikura Manju, the AI doesn't handle colliding with fellow Bombers well and gets stuck until somebody lays a bomb down and they all split up.
Might be an occurrence in Team Battle, I'll look into it.
Dave Bomber - Gary Bomber - Subordinate Bomber - Muscle Bomber - Iron Mask Bomber
_______________________________________
I ripped Pirate, and completed for the sheet, I think the shadows and some sprites need an improvement,
Spoiler:
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,
Bazooka Bomber - Hammer Bomber - Jet Bomber - Lady Bomber - Great Bomber
_________________________________
And also, I think it would be good to change the "Sudden Dead OFF", for stop to falling blocks before the diagonal.
Spoiler:
Before the diagonal
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 kind of feel like the art style of SB5 clashes with Saturn Bomberman too much, but I'm torn. I almost think if they were just modified a bit they might fit perfectly.
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
-->battle94
-->battlehiten
-->battleII
-->battlelive
-->battleonlinedc
->new add
-->battlesuper1 : From Super Bomberman
-->battlesuper4Bonus : From Super Bomberman 4 (Study : Actually, This music isn't battle music. Normal game's bonus stage music)
>else music
->battlemenu64 : From Bomberman 64's battlemenu music
->bosssuper4 : From Super Bomberman 4's Boss fight music (Study : First is PC-Engine ver. and SB3 is same to SB4)
->bosssuper5 : From Super Bomberman 5's Boss fight music
>Music effect...etc (from Super Bomberman 5)
->Explosion music effect of fire power (Fulfire Explosion Sounds are worth listening)
->Pierce Bombs Explosion music effect of fire power
->item sound
->Mine Explosion
->Bomb throw voice
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.
And also, I think it would be good to change the "Sudden Dead OFF", for stop to falling blocks before the diagonal.
Spoiler:
Before the diagonal
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
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.
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.
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
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.