Oh neat, the World Bombers. I was wondering if anybody would do them. Most of the World Bombers aren't defaulted to white in their artwork, so I don't think it's strictly necessary to have palette swaps, but I suppose it would be nice.
Possible to get stuck bouncing up/downwards forever if thrown from the levitating platform. Maybe they should just die as if they fell off the stage entirely.
It became more great game in the latest version.
Thank you very much .
SpecificSetting does not apply in the online battle.
This is also What bug?
After, I am making a sprite of Cossack Bomber now.
Can I also make sprite of other world Bombers?
I'm having the same issue with Specific Settings. Louies can be set as handicaps but other powerups cannot, regardless of who you assign them to. Recently I attempted to start with homing bomb and I gave my friend the mine bomb and neither worked despite it appearing in the menu prior to game start.
Another issue is that all the computer foes in online mode seem to innately have an extra heart by default and it cannot be removed. Is this intentional? I hope not.
It became more great game in the latest version.
Thank you very much .
SpecificSetting does not apply in the online battle.
This is also What bug?
After, I am making a sprite of Cossack Bomber now.
Can I also make sprite of other world Bombers?
Thanks for the report. Yes, I'd gladly see other world Bombers finished; it'd be better to have an entire set rather than an arbitrarily cut out part.
Someone64 wrote:
Possible to get stuck bouncing up/downwards forever if thrown from the levitating platform. Maybe they should just die as if they fell off the stage entirely.
Fixed it, thanks for noticing this one.
Booman7 wrote:
I'm having the same issue with Specific Settings. Louies can be set as handicaps but other powerups cannot, regardless of who you assign them to. Recently I attempted to start with homing bomb and I gave my friend the mine bomb and neither worked despite it appearing in the menu prior to game start.
Another issue is that all the computer foes in online mode seem to innately have an extra heart by default and it cannot be removed. Is this intentional? I hope not.
Power Bomberman is amazing the work you've done, it's the game that has more loved in this genre.
I think that before making new game modes, you should do something more simple, like making new stadiums, may at some future these will put them in new game modes, and there are interesting proposals.
We must appreciate that Jaklub you have done too much, and I would not want you to be very depressed by so many ideas that exists in this page.
I would help in any way, so I hope to take some objects into account:
Baku Bomberman 2 (N64)
The skull makes you almost always take a negative effect on the player, the demon object does give them a negative effect to all players. https://www.youtube.com/watch?v=l2kgFgBGrPE
And as a final recommendation, players should only be cured if a skull grab an antidote, and not with any other object.
I hope not to have also bothered, and excuse my translation from Spanish to English.
Thank you.
Power Bomberman is amazing the work you've done, it's the game that has more loved in this genre.
I think that before making new game modes, you should do something more simple, like making new stadiums, may at some future these will put them in new game modes, and there are interesting proposals.
We must appreciate that Jaklub you have done too much, and I would not want you to be very depressed by so many ideas that exists in this page.
I would help in any way, so I hope to take some objects into account:
Bomberman World (Arcade)
Should be objects that give you 3 bombs, or 3 flames. https://www.youtube.com/watch?v=eHZbiroAeqw
Baku Bomberman 2 (N64)
The skull makes you almost always take a negative effect on the player, the demon object does give them a negative effect to all players. https://www.youtube.com/watch?v=l2kgFgBGrPE
And as a final recommendation, players should only be cured if a skull grab an antidote, and not with any other object.
I hope not to have also bothered, and excuse my translation from Spanish to English.
Thank you.
Thanks for posting. I like the triple-quantity items; they are easy to implement and can give battles a nice twist. A negative item affecting everyone might get in eventually; there was one in Saturn Bomberman too. Not sure about Antidote, IMO altering the universal healing mechanic for it would be too game changing and unlike other Bomberman games.
Thanks for the sprites as well, I'll use them.
Played a whole bunch tonight with my game night group. Had a whole lot of fun. We did 4 vs 4 battles with us against Hard COMs (we got wrecked) and we experimented with the handicap items. We played a 3 vs 1 mode where the single player starts with a bunch of flame and bomb items and starts with a mecha louie. It was a pretty awesome asymmetric experience.
One issue we did have was that we can't alter the items of stages when R variant has been selected. I could see how their might be some design issues that prevented you from implementing it, but I think it would be pretty nice if you could get it to work.
Lastly, I'm going to bring up an idea from a year and a half ago that I thought you were going to implement. It was the idea of a random item that could become anything on the entire item list. After a few maps tonight we ended up turning off a lot of the stronger items because they're just so powerful, which is a real shame because there are a lot of cool items. The idea behind a random item is that we can have a chance to see the crazy items without having to commit to seeing something super strong like the shield showing up every round. Just my 2 cents.
AHH, sorry about the double post. One other thing that was driving us crazy tonight was when we wanted to back out of the multiplayer menu to tweak controller stuff, was that each individual player has to hit the back button on the character select screen to go back past the character they selected. I'd have to yell "everyone button mash B" every time we wanted to go back.
Thank you for the update, controllers register now correctly, nice job for all,
For sprites, indeed they do not match, I did not pay attention,
If someone wants to edit for Power Bomberman, I also Dave and Gary Bomber,
And the time for the sudden dead (off), it is primarily for the wide field, to reduce the after a while, but indeed it's not really necessary nor a priority,
And one last thing, I think it would be nice to save the "Configure Gameplay" of Battle mode either in option by default or keep in memory the last configuration.
Found more bugs in Online Mode.
Players will now randomly get kicked out of the server when coms are around instead of getting kicked only when they die(maybe it's because my connection suck straw) and trying to select a stage in wide mode will take you to a blank stage select screen where you can't get out but to force close the game.
Thanks for posting. Saving items, louies and music settings for each stage variant will be a feature in 0.6.1 and will allow using customized settings for Random stages/variants, but not in the next possible 0.5.3 update - two branches of the project already exist, so I'd prefer not to make major changes to the 0.5 line aside from bugfixes. Saving gameplay settings will probably be in 0.6.1 too; less arduous exiting from character selection is an easy tweak, so it might be in 0.5.3.
gaemsean wrote:
Found more bugs in Online Mode.
Players will now randomly get kicked out of the server when coms are around instead of getting kicked only when they die(maybe it's because my connection suck straw) and trying to select a stage in wide mode will take you to a blank stage select screen where you can't get out but to force close the game.
Also coms are invincible. :I
Thanks for reporting. More testing with bots was recently done and it seems like there might not be a feasible method to prevent them from desynchronizing the game, so I am afraid there will be limitations regarding that in the next update.
It will be nice to give characters color coded pallets but I also think that the Select button should be used to change pallets in the character select screen. Once the character with the desired color is selected, then the color will lock for that player, which will lead to the other players selecting another color.
Also in the wish list: Custom Sound Effect option to go with Atomic Bomberman Commentary, and more skull diseases like Poops and Invisibility.
Also, may the best clone win. What is my clone's name? The Placeholder name is "Dynaharvest." (I am not sure if the game will be worthy of the stand alone "Dynablaster/Bomber Man/Atomic Punk" name.)
Just came across a very unlikely issue, but it's still kind of a big deal. You changed controller support to save inputs, correct? That's great, but I have set all inputs to Xbox controllers thinking nothing of it. Well I left my controllers at my friends' house last night and now when I start up the game the keyboard does nothing because all players are set to gamepads. lol. I fixed it in the config.ini, but I think the keyboard should be able to function on the menus (atleast the main menu) at all times.
It will be nice to give characters color coded pallets but I also think that the Select button should be used to change pallets in the character select screen. Once the character with the desired color is selected, then the color will lock for that player, which will lead to the other players selecting another color.
I've mentioned that before, will probably be in.
James McKigney wrote:
Also in the wish list: Custom Sound Effect option to go with Atomic Bomberman Commentary, and more skull diseases like Poops and Invisibility.
Probably not, invisibility skull is definitely not getting in, diarrhea maybe.
Azure wrote:
Just came across a very unlikely issue, but it's still kind of a big deal. You changed controller support to save inputs, correct? That's great, but I have set all inputs to Xbox controllers thinking nothing of it. Well I left my controllers at my friends' house last night and now when I start up the game the keyboard does nothing because all players are set to gamepads. lol. I fixed it in the config.ini, but I think the keyboard should be able to function on the menus (atleast the main menu) at all times.
I found a bug in the online battle.
It 's not my status, partner status has been displayed.
This is what I encountered at the time of the host.
Detailed condition is unknown.
I have a question.
Is there a way to reduce the online battle of the lag?
Also, if you please to be able to change the display of the character's status to version 0.4.1 in the Battle game?
Since the hidden face of the character that became out it is I think a little too good.
This sentence also uses the translation.
It may have become strange sentence. I'm sorry.
I found a bug in the online battle.
It 's not my status, partner status has been displayed.
This is what I encountered at the time of the host.
Detailed condition is unknown.
Strange, I'll look into it.
Usatun wrote:
Is there a way to reduce the online battle of the lag?
Make sure you don't have anything too bandwidth-consuming running in the background. Also, 0.5.3 will come with finalized cursor feature, which makes the timing tad easier for clients with lag.
I'll be looking into getting new netcode for 0.6.1, though nothing solid on the matter yet.
Usatun wrote:
Also, if you please to be able to change the display of the character's status to version 0.4.1 in the Battle game?
Since the hidden face of the character that became out it is I think a little too good.
I added the crosses because sometimes it was a bit hard to quickly judge how many players are dead. I'll see if I can get any compromise going.