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Power Bomberman 0.7.7c
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Plasma Bomber
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Post#461  Posted: Sat Feb 20, 2016 9:58 pm  Reply with quote + 
No offense, but all these multi-item buffs and debuffs are getting a little out of hand. I feel like it totally overcomplicates the game in a way that isn't beneficial. There's a reason why players have to collect five different Bomb Up panels to gain the ability to place five extra bombs... it's balance. And having a bunch of random panels that grant odd multiples of bombs or fires or whatnot is just... unnecessarily complex for a game like this.

Additionally, a Multi Power Bomb is virtually identical to a Full Fire except that the bombs have P's on them. It's redundant. The same goes for the golden Power Bomb in the corner.

As for the handicap menus, if Jaklub is going to allow multiple copies of items to stack rather than fill the slots (which kind of stretches the whole "limitation" thing, but whatever), it would probably be simpler to just have it so that the player can, for example, just keep selecting "Fire Up" and the Fire Up item in the player's item slot will just increment. Much cleaner and more efficient than tons of random Fire Up variants clogging the item list on the left.

If I understand correctly, item 19 makes it so all of the player's bombs have indicators for where their blasts will end up? That sounds more like it should be an option to toggle rather than an item to have. As an item, it's more of a debuff than anything else, and a weird one at that - suddenly, one and only one player on the map is dropping bombs that have fire indicators, so everybody knows precisely where that player's attacks are ending up.

Just thoughts from a fellow designer.
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Post#462  Posted: Sun Feb 21, 2016 10:08 pm  Reply with quote + 
I just wanted to say this was a fun game to play. It's super fluent and really addicting. I loved the Pinata stage with all the items exploding everywhere.

I don't have any technical know-how to share on this kind of thing so I'll just say good work. Keep it up pal, I can tell you're trying hard. :veryhappy: 
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Post#463  Posted: Mon Feb 22, 2016 9:38 pm  Reply with quote + 
I am almost done with all of the trials! They are hard, but I find ways to complete them! :D I'm in the 40's now, getting close to 55! :)

I started the trials way back in January and I'm almost done! Wow, this mode helps me a lot when it comes to dodging bombs and hits. :D
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Post#464  Posted: Wed Feb 24, 2016 2:01 am  Reply with quote + 
I'm just a guy who wanted to support something (even in the most insignificant), and the last 3 captures screens affected was just an idea I had, which is not expected to negatively interpreted.

As the '' Multi Power Bomb '' would do it almost all objects of special pumps (That all equipped pumps are transformed, not just the first), I find it sad that having equipped '' Power Bomb '' just like a bomb '' P '', and did not take into consideration the proposal from the '' Golden Power bomb, '' which is on the corner and starts with the initial game 'Power Bomberman' '(one possible icon for this game), and I hope this does not take into account.

To time in the slots, you're right, the idea of ​​Bomberman is to bomb your enemies grabbing objects in its path, and have a wide '' handicap '' would be ruining almost the best part of the game ...

And I think I did not understand what the object # 19, the player with this object, you can see the range of fire of all bombs Game (both yours and those of your opponent) rather than other players see the scope of fire bomb.

To give you a better idea of ​​it, then I show how it applies to a national game of Bomberman, where Asians (from my point of view) are equipped item # 19.
https://www.youtube.com/watch?v=Al5yVu3sZFo

Or another example in a more realistic battle
https://www.youtube.com/watch?v=iAUHgayQVk8

Excuse me back my translation into English.

I'm just a guy who tries to defend his comment using constructive arguments ...
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Post#465  Posted: Wed Feb 24, 2016 10:02 am  Reply with quote + 
Any game design idea is going to be subject to criticism. Please don't take it personally.

The problem with the Multi Power Bomb is that the functionality is virtually identical to that of the Full Fire powerup:

* Multi Power Bomb: Every bomb the player sets is a Power Bomb, which explodes with max Fire.

* Full Fire: Every bomb the player sets explodes with max Fire.

You're right, I completely misunderstood what you meant with item 19. I totally get it now. It seems interesting.
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Post#466  Posted: Wed Feb 24, 2016 2:40 pm  Reply with quote + 
The "item 19" that you're referring to actually existed as a support item in a previous Bomberman game BOJ, it allowed you to see what grids everyones bombs would explode on as soon as the bombs were placed.

The item was designed with online multiplayer in mind, since in a local multiplayer setting this would allow everyone to see the explosion distance instead of only the person that obtained the item, though it could also work well as a configurable option.

The official name for it translated roughly to "See Bomb Blast". Though the original beta voice for it referred to it as "Line Eye", which would make for a better English localized name.

An unreleased version of the item translated roughly to "See Bomb Blast Well", while the beta voice called it "Full Line Eye". I assume that this upgraded version would of either added an explosion countdown timer to the bombs or explosion distance grids, or added a warning such as lighting up the grids 0.5-1.0 seconds before the explosion.
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Post#467  Posted: Wed Feb 24, 2016 3:00 pm  Reply with quote + 
Thanks for the info, Razon! It's always interesting to read this kind of stuff.
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Post#468  Posted: Wed Feb 24, 2016 4:43 pm  Reply with quote + 
Plasm, I think your criticism really shines light on what I think will be one of the biggest hurdles for this game going for. This game is very much designed with bomberman fanatics in mind. And honestly, if that's the project goal - to make the most robust bomberman for fans, than really Jaklub can just keep doing what he's doing. But I think if he wants to target new players, he might want to make some concessions.

I've brought this game to my game night a couple of times, which range from experienced bomberman players to newbies. Typically when somebody wins, they pick a new stage, and of course people want to pick the coolest looking stages. The thing is, each stage has an item preset. So when we play a new stage and new items show up, half the players don't know what the heck anything does. The first night we played, MOST of the matches had some level of confusion resulting from weird items. There's just SO much stuff in this game and a lot of it is not intuitive. (note: being able to trigger Item Help cutscenes from the item select page would be a huge help)

I guess what I'm trying to get at is that if the target audience is people that are already in love with the Bomberman series, than keep doing whatever you want because we obviously all love it. But if you want to develop a game that is accessible to everyone, I'd really suggest looking into trimming down the fat. For example, do we really need 3 gloves? I understand that they all have different functions, but couldn't you just put together the functions that offer the best general gameplay and call that THE glove item? And items like Merger... sure they're kind of cool here and there, but I don't want to see them every single time I play a stage that has that preset on. And I know there's an item switch (which I use liberally) but I don't think new players are going to know what to leave on and turn off the first time they go to battle mode.

Anyway, that's just my opinion on one of the design aspects of this game. I have a feeling that many people will disagree with me, and that's okay. I just hope they disagree because they think I am wrong in design principle; not because everyone on this site loves bomberman and wants MORE content. And Jaklub, if you are interested in more methods to "trim the fat", let me know. If not, that's okay, and I will continue to support this game either way.
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Post#469  Posted: Wed Feb 24, 2016 5:26 pm  Reply with quote + 
Thanks for posting.
To shed some light on my philosophy behind choosing the content, the primary goal was to make the gameplay experience varied, long-lasting and customizable, with easy accessibility taking a second seat for now. So far, there is Item Help, but it's not very handy and mostly works for a single player or a tight group of regular players rather than a bunch of people who see the game for the first and last time, so I would like to eventually sit down and make the Battle Mode game more accessible from get-go. This is still a big priority for a party game. I have a few concepts for this, including something akin to Bomberman Party Edition's 3 modes or picking special items causing a button combination or other quick instruction to pop-up without interrupting the game, but what will be ultimately added is yet to be seen. For your particular issue with presets, saving item settings and, with that, using them in Random stages could alleviate some problems. This feature will be coming in 0.6.1.
I definitely want to avoid or to minimize cropping the content, as this would mostly serve to dumb the game down for long-time players. Items are mostly chosen to have very different purposes in battle and those with the same general application as others are given some big quirks to make them stand out. For example, the Juggle Glove is very fast compared to Power Glove and can serve as an alternative to Line Bomb that can also work across the soft blocks, while the Power Glove has variable throw distance and allows you to toss other players as well. Drill's bomb launch distance is much worse than that of Punch, but it allows the user to destroy the soft blocks without usage of bombs.
Another thing is that I want to keep a reasonable balance between brand new items and merely better versions of existing ones. This is why I don't want to add any boosting items beyond Tri variants - Double Bomb-Up, etc. would be an overkill and merely be there for the purpose of giving the players a chosen number of stuff on the Handicap screen, which can be handled differently, as plasm said.
Still though, feel free to share your ideas on simplification of stuff. I might look into some of these.

Regarding item 19, I think it's a neat idea that could be looked into, but would require tweaks for local play.
AndyThePrince703 wrote:
Remember this mode yet?
https://www.youtube.com/watch?v=Pr2SeLe5HZw (Which made in 2013)
You haven't finished working on Normal Mode so far.

Normal Mode will be restructured and is currently going through an entry planning phase, please wait for more information
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Post#470  Posted: Thu Feb 25, 2016 2:49 pm  Reply with quote + 
Well, as we are open to suggestions, I would like contribute some ideas,
like these:

(if the image not seen, click here: https://www.dropbox.com/s/cdmeafezct0kbtf/Items.png?dl=0)

- the rocket pack (Bomberman Blast)
- Devil demon (Saturn Bomberman)
- Rocket bomb (Bomberman Ultra)
- Lazer bomb (Bomberman Ultra)

and if they were to include a new character, could be Momotarō Dentetsu
I think he was also included in hi-ten Bomberman.
no?
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Post#471  Posted: Thu Feb 25, 2016 7:43 pm  Reply with quote + 
Thanks for posting. Both Rocket and Evil are already set to eventually appear. I've never seen the other two in action, you marked them as coming from Bomberman Ultra, which I played, but I think these two are actually exclusive to Bomberman Live: Battlefest. I'll see if they are suitable when I get to know how they work.
Regarding Momotaro, it's dependent on whether or not anyone will contribute the sprites, it's a rather low priority addition too. But if the resources are available, that crew or a single character will be added.
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Post#472  Posted: Thu Feb 25, 2016 10:43 pm  Reply with quote + 
As far as my simplification ideas go, most of them were geared toward weeding out items, but I think with saving presets and other newbie friendly efforts to come - it should be fine. I may not agree with the philosophy that trimming content equates to dumbing down the game, but I can respect wanting to make an extremely robust game.

Something to look into, though, would be going the route of unlockables, akin to smash bros. For example, you might start with 5 stages and only the basic items. But say you play 8 battles. This would unlock a new stage and a new item that would be featured in that stage's preset. You could even show the Item Help clip of that item, right then and there. Most new players will be excited to try the new stage and item. Players would continue to unlock stages and items in this manner.

In addition to being a way to naturally introduce content to players, it also gives that ACHIEVEMENT UNLOCKED feeling to players. Players will feel more inclined to play because they want to unlock everything, and in the process they will master the items and mechanics without being overwhelmed.

Of course, some more experienced players may just want to have everything from the get go. You could easily post an "unlock all" cheat code online to cover their needs.
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Post#473  Posted: Thu Feb 25, 2016 11:29 pm  Reply with quote + 
IC3I wrote:
and if they were to include a new character, could be Momotarō Dentetsu
I think he was also included in hi-ten Bomberman.
no?

If The Resources Sprites of them aren't available, There's only way it could be available by remaking the sprites, only the great spriters can make those.
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Post#474  Posted: Fri Feb 26, 2016 12:16 am  Reply with quote + 
Azure, partly You are quite right, because beginners or passengers play players, is very complicated because there are many items that do not understand (By Altena have the '' Item Help '') (And have a lot of options to disable almost everything), and being unlockable, because you always like to have something new in something you like.

IC3I, I really like your ideas, and there was a '' Evil '' in Bomberman 64 TSA (N64), peek into a little and I really like the ideas of the '' Laser Bomb '' and '' Rocket Bomb '' I like the design; I saw another that was like a red bomb with a '' C '' that explode, cardinally launched another 4 normal to a distance of 2 tiles ('ll design the object later) bombs.

Razon, the incredible knowledge he has of Bomberman, I admire him, makes me seem that half of all you know; what he said, I liked the name '' Line Eye '' for item # 19, it is simpler and better translation to Spanish.

DemonLouie is a great design that has made with that '' Louie '' I would like to teach me all Louies that there are very many, knew the first 6 louies from version 041 Power Bomberman until sack another 2 louies but in the 051 (gray and brown robot), do you think there is a blue louie, with shield, or something like that?

Plasma, do not get angry with you, good to have an opinion or criticism about something, then to correct or fix the error, you know more than me on these issues, yet will continue to put proposals (However, of 10 put at least like one of my ideas) and for me that's already good.

Jaklub, because nobody knows more than you running your own project, again, of his big project, you know how to configure everything you have in your mind, and the proposals that we present to others, for my'll have patience especially since I know that every day that passes, it will be worth the wait, I will continue enjoying Power Bomberman 053, and I hope to continue helping in more opinions and suggestions.

I hope no mistake in translation, it's all thanks to google translator.

Thank you for your attention.
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Post#475  Posted: Sat Feb 27, 2016 1:41 pm  Reply with quote + 
the bomb that you mention is the cluster bomb,
I also made a design of that item, here is:



I also like the idea of inventing my own items, well, I don't know if people liked it
oh, by the way my nickname is [C3] , but when I want to register it,
the page will not let me use the character "[]", So I used the "I"

so, I did it good?
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Post#476  Posted: Mon Feb 29, 2016 11:27 am  Reply with quote + 
Hi there!
But it is idea of when I was doing Bomberman 64 : The Second Attack
Setting wonder if can not be the display format of the items in the same way of "Bomberman 64 : The Second Attack" Setting from?
(Because the sentence by Google interpreter I'm sorry is doubtful)



Last edited by Negi on Tue Mar 01, 2016 11:01 am
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Post#477  Posted: Mon Feb 29, 2016 6:14 pm  Reply with quote + 
I added this game as "proposal" to Evolve (Hamachi alternative). If it's accept, then this will make your game more popular. And I want to say thank you, for this beautiful game. :happy: 
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Post#478  Posted: Mon Feb 29, 2016 10:18 pm  Reply with quote + 
IC3I wrote:
the bomb that you mention is the cluster bomb,
I also made a design of that item, here is:


Yes, it is the '' Cluster bomb '' (I've never played '' Bomberman Battlefest), I really like the effect of the bomb, I just hope that Jaklub can see if you can or can not do something.

torebert wrote:
Hi there!
But it is idea of when I was doing Bomberman 64 : The Second Attack
Setting wonder if can not be the display format of the items in the same way of "Bomberman 64 : The Second Attack" Setting from?
(Because the sentence by Google interpreter I'm sorry is doubtful)


Bomberman 64 TSA has been one of the best games, I love the work he has done, and dire as in my previous argument.

After performing some experiments and testing the game, I want to share some of the curiosities of the game:

1- One important thing, if you have a '' Shield '' and is close to an explosion of '' Dangerous Bomb '', if you use the shield up, will survive the explosion (No matter which side is in the explosion, also if in the position of the bomb), but if you use the shield in the other direction, will be defeated.
2- I imagine you already know, having a '' Super Power Glove '' and one of the following bombs' 'Tracing Bomb' 'for example, you could merge, and' 'Dangerous Bomb' 'levitated like' 'Tracing Bomb' '.
3- It is irritating if you have equipped a "'Remote Control' 'and' 'Shield' '(both use the B button to use the effect,' 'exploding the first bomb, the shield is activated unintentionally, and this is annoying when bomb explodes bomb while running around the stage, and opponents can exploit smoothly and without removing the shield remote bombs, which is enviable.

I would also like to make some suggestions:

1- You should put a limit extended bombs and speeds (as well as fires), and if possible that these are established in a phase (In '' Bomberman 64 TSA '' limit bombs and fires is 4 in '' Neo Bomberman '' the limit is 5, while almost everyone else reaches 8) may be an option in the option phase.
2- I think I had half position, there should be an option few '' Louies '' must have at every stage '' as most other items.
3- There should also be an option when a bomb with a glove is released, remove or decide not to remove the objects.
4- Think also possible that all other objects also decided that combustible or fire, not only the '' Skull '' should have this property ...

And I still have that doubt, how many levels of speed has the displacement of Bomberman ?, (Any common and normal phase), I find it difficult to distinguish until it stops accelerating speed.

Thank you for your attention.
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Post#479  Posted: Tue Mar 01, 2016 4:34 pm  Reply with quote + 
Thanks for posting.
Azure wrote:
Something to look into, though, would be going the route of unlockables, akin to smash bros. For example, you might start with 5 stages and only the basic items. But say you play 8 battles. This would unlock a new stage and a new item that would be featured in that stage's preset. You could even show the Item Help clip of that item, right then and there. Most new players will be excited to try the new stage and item. Players would continue to unlock stages and items in this manner.

In addition to being a way to naturally introduce content to players, it also gives that ACHIEVEMENT UNLOCKED feeling to players. Players will feel more inclined to play because they want to unlock everything, and in the process they will master the items and mechanics without being overwhelmed.

Of course, some more experienced players may just want to have everything from the get go. You could easily post an "unlock all" cheat code online to cover their needs.

Locking more content behind unlockables is a pretty good idea, but I feel like it could be done differently. Nonetheless, I'll definitely look into something like this. Thanks for suggesting.
IC3I wrote:
the bomb that you mention is the cluster bomb,
I also made a design of that item, here is:

I also like the idea of inventing my own items, well, I don't know if people liked it
oh, by the way my nickname is [C3] , but when I want to register it,
the page will not let me use the character "[]", So I used the "I"

so, I did it good?

Thanks for the suggestion, but I still don't know how these items work. I'll check them.
Negi wrote:
Hi there!
But it is idea of when I was doing Bomberman 64 : The Second Attack
Setting wonder if can not be the display format of the items in the same way of "Bomberman 64 : The Second Attack" Setting from?
(Because the sentence by Google interpreter I'm sorry is doubtful)

Pretty interesting, although I am not sure how would it work out in practice. The thing with traditional green frame is that it unifies the items and makes them stand out in the game environment - player immediately knows what can be picked up. Green arrows serve that purpose too, but they are less noticeable and the varied colorful icons might blend with some stages. Could be fixed with a flashing white outline like in Neo Bomberman though.
I did find opinions of some players who would prefer traditional look of items in 2D games which lie in a static way on the floor, so this possibly could become an option at some point, but no promises here. It's low priority.
Bombergoomba wrote:
After performing some experiments and testing the game, I want to share some of the curiosities of the game:

1- One important thing, if you have a '' Shield '' and is close to an explosion of '' Dangerous Bomb '', if you use the shield up, will survive the explosion (No matter which side is in the explosion, also if in the position of the bomb), but if you use the shield in the other direction, will be defeated.
2- I imagine you already know, having a '' Super Power Glove '' and one of the following bombs' 'Tracing Bomb' 'for example, you could merge, and' 'Dangerous Bomb' 'levitated like' 'Tracing Bomb' '.
3- It is irritating if you have equipped a "'Remote Control' 'and' 'Shield' '(both use the B button to use the effect,' 'exploding the first bomb, the shield is activated unintentionally, and this is annoying when bomb explodes bomb while running around the stage, and opponents can exploit smoothly and without removing the shield remote bombs, which is enviable.

Thanks for finding these. Regarding 3, I'll make the Shield activate only when the player is standing in place, this should help.
Bombergoomba wrote:
I would also like to make some suggestions:

1- You should put a limit extended bombs and speeds (as well as fires), and if possible that these are established in a phase (In '' Bomberman 64 TSA '' limit bombs and fires is 4 in '' Neo Bomberman '' the limit is 5, while almost everyone else reaches 8) may be an option in the option phase.
2- I think I had half position, there should be an option few '' Louies '' must have at every stage '' as most other items.
3- There should also be an option when a bomb with a glove is released, remove or decide not to remove the objects.
4- Think also possible that all other objects also decided that combustible or fire, not only the '' Skull '' should have this property ...

And I still have that doubt, how many levels of speed has the displacement of Bomberman ?, (Any common and normal phase), I find it difficult to distinguish until it stops accelerating speed.

Thank you for your attention.

1 - Limiting the max fire range is already an option, I probably could add more variants in there.
2 - Sorry, I didn't understand this one.
3 - I'll see what I can do about this. It's an option in the newer games, but IDK yet if I can find a sensible place for it.
4 - This is covered by point 3.
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Post#480  Posted: Tue Mar 01, 2016 7:27 pm  Reply with quote + 
I think by number 2 he meant you should be able to set the amount of eggs that will spawn similar to how you set the number of powerups that will spawn.
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