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.
Thanks for posting; I will look into different arena sizes, but no promises here yet
In Bomberman Generations there a Dodge battle mode where you only kick and punch a bomb! The bomb will continuously falling to field and it will show a blast range too!
Thanks for posting. As I've said a few times, different Battle game modes will be definitely looked into, but it does cause some design problems, so there is nothing definite on the matter yet. If they are in, Dodge Battles are in too.
I played yesterday with 10 controllers in wide mode. That was amazing but we found some bugs :
- Sometimes we had crash/black screen between rounds, so we had to reboot the game & map again 10 controllers... :(
- Invincibility with the new louie on sudden death, get stuck in blocks which appear. Didn't tried with other louies.
I suggest to :
- change the setting of line bomb, maybe set an other button than second press A... ?
- set a little delay input for the blue glove, because sometimes we throw other people unintentionally.
- set the possibility to setup the kick (with the possibility or not to stop the bomb) and enable/disable the rebound between bombs.
I think that all people who played yesterday liked the games.
It was really fun
- Sometimes we had crash/black screen between rounds, so we had to reboot the game & map again 10 controllers... :(
- Invincibility with the new louie on sudden death, get stuck in blocks which appear. Didn't tried with other louies.
I'll look into these.
Abri wrote:
- change the setting of line bomb, maybe set an other button than second press A... ?
I'll see if I can sensibly rebind it to something else; I'm trying to avoid using more than 3 action buttons. Maybe C+A could work.
Abri wrote:
- set a little delay input for the blue glove, because sometimes we throw other people unintentionally.
This is something you just have to learn to cope with. Power Glove is a very powerful item. Optionally, you can just disable throwing other players altogether.
Abri wrote:
- set the possibility to setup the kick (with the possibility or not to stop the bomb) and enable/disable the rebound between bombs.
I'll look into these; not sure if stopping a kicked bomb will be toggle-able though.
Good afternoon, I would support the game with a suggestion, suggest that in the first 4 slots existed a power-up only assigned, one for the hearts, one for bombs, one for the fires, and one for speed, it makes me easier to picture in a screen capture altered.
If the quantities could be expressed so for example:
Limit Hearts: (1-9, Always)
Heart (1-9)
Limit Bombs: (1-8, MAX, Standard Size), (1-32 MAX, Wide Size)
Bomb down (1)
Bomb (2)
Tri Bomb (3-32)
Max Bomb (MAX)
Limit Fires: (1-8, MAX, Standard Size), (1-32 MAX, Wide Size)
Fire down (1)
Fire (2)
Tri Fire (3-32)
Max Fire (MAX)
Limit Speeds: (1-?, MAX, Always)
Speed down (1)
Speed (2)
Tri Speed (3-?)
Max Speed (MAX)
It would be easier to establish how many bombs, fires and speeds is assigned to each player occupying less slots, as in version 0.4.1, which was not formalized in version 0.5.1 onwards, will equip up to 9 hearts permit using more objects.
I would like to support it with more items, I hope these are useful possibly in version 0.6.1, I know these items take time for configuration, (Rome was not built in a day, but I hope a lot and was a great civilization), but if it's one of those, use them to their freedom.
Sure knows these items:
1. Dark Skull (Atomic Bomberman) (PC)
2. Demon (Bomberman 64 The Second Attack) (N64)
3. Antidote (Bomberman 2) (NDS)
4. Glasses* (No name well...) (Bomberman) (NDS)
5. Cherry Remote Control (Bomberman 64)
6. Pierce Remote Control (Super Bomberman) (SNES)
7. Key (Flight Battle Mode) (Bomberman) (NDS)
8. Cursed Key (Flight Battle Mode) (Bomberman) (NDS)
9. Star (Star Battle Mode) (Bomberman) (NDS)
10. Crown (Crown Naughty Battle Mode) (Bomberman) (NDS)
11. Full Bomb (?)
12. Full Speed (?)
13. Nuclear Explosion (Game Of Bombs, before Bombermine) (PC)
I have spoken to most of these, the item No. 1 check two curses the player, the item # 4 allows to see objects through the blocks, items # 9 and # 10 could be used in the future in another embodiment battle and item # 13 is very special, if his character died, it would cause an explosion of several tiles (if you have not played '' Game of Bombs '').
And finally I have a question, how many levels has the '' Speed '' in any normal phase, I have never calculated from that level of speed start and how I need to have it to the fullest.
I hope that you consider one of my proposals, and I hope to continue to improve his game, which is a great success, and forgive my English translation.
Good afternoon, I would support the game with a suggestion, suggest that in the first 4 slots existed a power-up only assigned, one for the hearts, one for bombs, one for the fires, and one for speed, it makes me easier to picture in a screen capture altered.
If the quantities could be expressed so for example:
Limit Hearts: (1-9, Always)
Heart (1-9)
Limit Bombs: (1-8, MAX, Standard Size), (1-32 MAX, Wide Size)
Bomb down (1)
Bomb (2)
Tri Bomb (3-32)
Max Bomb (MAX)
Limit Fires: (1-8, MAX, Standard Size), (1-32 MAX, Wide Size)
Fire down (1)
Fire (2)
Tri Fire (3-32)
Max Fire (MAX)
Limit Speeds: (1-?, MAX, Always)
Speed down (1)
Speed (2)
Tri Speed (3-?)
Max Speed (MAX)
It would be easier to establish how many bombs, fires and speeds is assigned to each player occupying less slots, as in version 0.4.1, which was not formalized in version 0.5.1 onwards, will equip up to 9 hearts permit using more objects.
I would like to support it with more items, I hope these are useful possibly in version 0.6.1, I know these items take time for configuration, (Rome was not built in a day, but I hope a lot and was a great civilization), but if it's one of those, use them to their freedom.
Sure knows these items:
1. Dark Skull (Atomic Bomberman) (PC)
2. Demon (Bomberman 64 The Second Attack) (N64)
3. Antidote (Bomberman 2) (NDS)
4. Glasses* (No name well...) (Bomberman) (NDS)
5. Cherry Remote Control (Bomberman 64)
6. Pierce Remote Control (Super Bomberman) (SNES)
7. Key (Flight Battle Mode) (Bomberman) (NDS)
8. Cursed Key (Flight Battle Mode) (Bomberman) (NDS)
9. Star (Star Battle Mode) (Bomberman) (NDS)
10. Crown (Crown Naughty Battle Mode) (Bomberman) (NDS)
11. Full Bomb (?)
12. Full Speed (?)
13. Nuclear Explosion (Game Of Bombs, before Bombermine) (PC)
I have spoken to most of these, the item No. 1 check two curses the player, the item # 4 allows to see objects through the blocks, items # 9 and # 10 could be used in the future in another embodiment battle and item # 13 is very special, if his character died, it would cause an explosion of several tiles (if you have not played '' Game of Bombs '').
And finally I have a question, how many levels has the '' Speed '' in any normal phase, I have never calculated from that level of speed start and how I need to have it to the fullest.
I hope that you consider one of my proposals, and I hope to continue to improve his game, which is a great success, and forgive my English translation.
Thanks for your attention.
I've already covered special Battle Modes, fusion bombs and different quantity items before - the former might eventually happen, but until then these items are not happening; fusion bombs and full items probably won't happen.
I also talked about the Evil item, which will come eventually.
Ebola from Atomic Bomberman and Nuclear Explosion are okay ideas, might eventually consider them.
DemonLouie wrote:
I wanted to know the name of both the robot Louie and the Bazooka Louie. They are awesome, I
have to know their names! :D
They have no names right now. I identify all the louies by the colors with exception of the robot one.
Now you may have noticed that I really like the items and powerups Bomberman.
I want to show more items like these:
13. Nuclear Explosion (Game Of Bombs, before Bombermine) (PC)
14. Tri Bomb Down (?)
15. Tri Fire Down (?)
16. Tri Speed Down (?)
17. Multi Power Bomb (?)
18. Skullproof (Bomberman 2) (NDS)
19. Viewer fire* (It can rename) (Bomberman Generation) (GC)
The item # 13 will add a script, the item # 17 may leave only powerful bombs, rather than just a dangerous bomb, item # 18 is similar to '' Flameproof '' but this time avoided all skulls and curses during starting, and item # 19 in Dodge Battle inspire me (Bomberman Generation), help beginners to measure the bomb explosion by pointing pictures (Because their opponent know exactly the extent of the pump).
And it inspires me so much in this game, which made more alterations screen (Will my expectation versus reality in the possible version 071), I hope you like.
Finally, I suggest if you could define how louies should have in each game, and if you think you may have an option to adjust the amount of bombs, fires and speeds.