Hey Jaklub, I'm trying multiplayer with a friend. He can connect, but when it starts, my friend gets stuck on waiting for players, while for me the match begins. Then my friend suicides, and just as that happens he says the game starts for him. 0.o.
Consider trying using something like Hamachi to connect or make sure you both have the appropriate ports unblocked
You really think he should open the ports (Every person I know somehow finds port forwarding really difficult -_-)? I've forwarded the correct ones, and made exceptions in my firewall and that tends to do the trick for pretty much any other game.
You really think he should open the ports (Every person I know somehow finds port forwarding really difficult -_-)? I've forwarded the correct ones, and made exceptions in my firewall and that tends to do the trick for pretty much any other game.
I'll try Hamachi sometime I guess.
The usual used solution to this kind of problem where I've seen it was using Hamachi, unblocking the ports on both sides was not tested, but could possibly work. I apologize for the trouble and I will be looking into solutions to make multiplayer a more straight-forward process.
I have a new idea about skull effect,
While being infected, The Player could turn into a enemy, like Barom. It could only move slowly and dosen't bomb... I guess. Sorry, I'm kind of not good at explaining. I've seen this skull effect from Bomberland (C64)
There is a Skull effect in Bomberman 64: The Second Attack! which turns your character into a hamster. The hamster cannot place bombs. This seems rather redundant with the traditional "constipation" effect though.
There is a Skull effect in Bomberman 64: The Second Attack! which turns your character into a hamster. The hamster cannot place bombs. This seems rather redundant with the traditional "constipation" effect though.
There is a Skull effect in Bomberman 64: The Second Attack! which turns your character into a hamster. The hamster cannot place bombs. This seems rather redundant with the traditional "constipation" effect though.
Jaklub's dog avatar disappeared :'(. Also, thanks for looking into multiplayer! I'll see if hamchi works for now sooner or later (I tend to not use it because I seem to be the only person that knows how to forward a port sometimes.. -_-)
There is a Skull effect in Bomberman 64: The Second Attack! which turns your character into a hamster. The hamster cannot place bombs. This seems rather redundant with the traditional "constipation" effect though.
I think it wouldn't be redundant if being a hamster meant you couldn't punch, kick, or interact with bombs in any meaningful way and use your other special powerups (drill, Louie, shield, etc...).
Thanks for posting. IDK about the whole balom/hamster thing - it sounds like it'd render the constipation skull obsolete, since it contains it's function.
Hybrids are a tough subject. I don't want to outright say it will never be a thing, but this could involve a lot of work - there are currently 11 types of bombs in the game. Also, Dangerous Bomb sprite is definitely not something I'm proud of, since it's just a D on a gray bomb ;p
But making a bomb explodes within 2 tiles 5x5 and is a breakthrough, as is the case of '' Dangerous Bomb '', but carry a '' D '' above, moreover, is not the only pump He carries a letter above, as the '' Power Bomb '' exploiting cross at full power and carries a '' P '' above.
I think there is more like the '' Dangerous Bomb 'bombs', as the '' Super Dangerous Bomb '' that exploits within 3 7x7 tiles (should really be to within 4 tiles 9x9) , created by the choche a '' Dangerous Bomb '' and any other pump; or '' Hyper Dangerous Bomb '' that exploits within 6 tiles of 13x13, created by choche a '' Super Dangerous Bomb '' and any other pump.
My conclusion, though the bombs '' P '', '' D '', '' S '', '' H '' with his letter at the pump, are still special, but it would not be advisable to put these objects in options handicap or options items, but it would be visible in the item help mode.
A Jaklub question, currently there are 25 stages in this version, but there were other stages of version have been replaced, all are amazing, but why has not removed these stages and put them in the current version? It would have been amazing all these stages in a big game like this.
Thanks for posting. IDK about the whole balom/hamster thing - it sounds like it'd render the constipation skull obsolete, since it contains it's function.
But making a bomb explodes within 2 tiles 5x5 and is a breakthrough, as is the case of '' Dangerous Bomb '', but carry a '' D '' above, moreover, is not the only pump He carries a letter above, as the '' Power Bomb '' exploiting cross at full power and carries a '' P '' above.
I think there is more like the '' Dangerous Bomb 'bombs', as the '' Super Dangerous Bomb '' that exploits within 3 7x7 tiles (should really be to within 4 tiles 9x9) , created by the choche a '' Dangerous Bomb '' and any other pump; or '' Hyper Dangerous Bomb '' that exploits within 6 tiles of 13x13, created by choche a '' Super Dangerous Bomb '' and any other pump.
My conclusion, though the bombs '' P '', '' D '', '' S '', '' H '' with his letter at the pump, are still special, but it would not be advisable to put these objects in options handicap or options items, but it would be visible in the item help mode.
Yeah, I know about them, but the Dangerous Bomb hasn't actually been a D Bomb in any game outside Super Bomberman 4 as far as I remember. I used a D because it was far easier than trying to stuff a skull symbol in a roughly 10x10 canvas on a bomb.
Bombergoomba wrote:
A Jaklub question, currently there are 25 stages in this version, but there were other stages of version have been replaced, all are amazing, but why has not removed these stages and put them in the current version? It would have been amazing all these stages in a big game like this.
The reason why some stages are removed is because they didn't quite adhere to the higher quality standard - since 0.4.1 I'm trying to keep an unified artstyle based on Saturn Bomberman's and some of them just didn't fit. Also, some stages from 0.3.1 had problems with overly generic/overlapping themes - actually, further removals might occur, but replacements will get done if that's the case.
I know what you had in mind, but what I'm saying is that this skull is basically a supped-up version of constipation with a bonus "can't stop moving" effect.
Bomberman DS I think there is a battle mode called ''Escape'' and' ''Flight of the skull'', which the player had to find the key, without the bombarden and get to the door, if another player to player had touched the key, stole it, and the player who has the key was flashing in yellow (as the player with the black flashing skull); it would be nice if there were a battle style so, would win by exploiting their opponents, or by opening the door.
If a next version would like to include this game mode, I include some objects from Bomberman DS, the '' key '' the '' Key damn '' the '' glasses', and almost original door of the same suit .
And finally, it would be nice if there were basic objects that give you eight bombs, eight fires, eight-speed, for use primarily in the ''Handicap'' mode as the mode bosses ''Trial Battle'' (51-55) who they are at maximum power with eight bombs, fires and speeds, a special bomb, but among several objects.
At "Monster Havoc", Even better if those are more different enemies at Battle Setup.
Thanks for the idea, it will be considered, though it's low priority, so don't expect it very soon.
Bombergoomba wrote:
Bomberman DS I think there is a battle mode called ''Escape'' and' ''Flight of the skull'', which the player had to find the key, without the bombarden and get to the door, if another player to player had touched the key, stole it, and the player who has the key was flashing in yellow (as the player with the black flashing skull); it would be nice if there were a battle style so, would win by exploiting their opponents, or by opening the door.
If a next version would like to include this game mode, I include some objects from Bomberman DS, the '' key '' the '' Key damn '' the '' glasses', and almost original door of the same suit .
And finally, it would be nice if there were basic objects that give you eight bombs, eight fires, eight-speed, for use primarily in the ''Handicap'' mode as the mode bosses ''Trial Battle'' (51-55) who they are at maximum power with eight bombs, fires and speeds, a special bomb, but among several objects.
Sorry for the inconvenience.
Thank you.
Thanks for posting. Different battle game modes are something that isn't established to be in yet, since it introduces a lot of problems related to the stages. It might happen, but it's not for sure.
Regarding the 8-up items, they probably won't be in. I think having 3 sets of each item + Full Power is enough to cover that; I might increase the number of item slots in the Handicap if it's necessary.
btw You seem to be dealing with graphical glitches, I recommend setting the Rendering option to 320x224.
I wonder if you can brought back Saturn Bomberman styled Wide Arena from Version 0.3.1 below, So One of Three Arena Sizes can be choosen. One is Saturn Bomberman's Wide and One is Hi-Ten Bomberman's Wide and One is Standard.