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.
Trial 43 is unfair a little bit! X3 If you get all of the music notes the AI's can get the better items plus they can get away with getting more hearts! Darn! So yeah, I'm stuck but I'm thinking of ideas. I know I can do it but how? And no hints please! Maybe suggestions, but no hints because it's unfair to spoil it for me. X3
I just wanna get that one done so bad! X3 Plus the music sounds weird in that one, even when you kill someone.
Trial 43 is unfair a little bit! X3 If you get all of the music notes the AI's can get the better items plus they can get away with getting more hearts! Darn! So yeah, I'm stuck but I'm thinking of ideas. I know I can do it but how? And no hints please! Maybe suggestions, but no hints because it's unfair to spoil it for me. X3
I just wanna get that one done so bad! X3 Plus the music sounds weird in that one, even when you kill someone.
Try kill AI with short fused bomb trick! Key is timing. Timing your bomb when it going to explode and quickly hold it up! Then if there is enemy in other side, spare one spot and throw it to other side then BOOM! Try this trick again until they lost all hearts!
Hint: Really really useful on Remote Control Bomb! Just don't grab shield and grab lot of speed for escape from delaying!
Try kill AI with short fused bomb trick! Key is timing. Timing your bomb when it going to explode and quickly hold it up! Then if there is enemy in other side, spare one spot and throw it to other side then BOOM! Try this trick again until they lost all hearts!
Hint: Really really useful on Remote Control Bomb! Just don't grab shield and grab lot of speed for escape from delaying!
Try kill AI with short fused bomb trick! Key is timing. Timing your bomb when it going to explode and quickly hold it up! Then if there is enemy in other side, spare one spot and throw it to other side then BOOM! Try this trick again until they lost all hearts!
Hint: Really really useful on Remote Control Bomb! Just don't grab shield and grab lot of speed for escape from delaying!
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.
It is exactly what I wanted to imply (decide the number of '' Louies '' is in the phase of the game), thanks.
DemonLouie wrote:
Trial 43 is unfair a little bit! X3 If you get all of the music notes the AI's can get the better items plus they can get away with getting more hearts! Darn! So yeah, I'm stuck but I'm thinking of ideas. I know I can do it but how? And no hints please! Maybe suggestions, but no hints because it's unfair to spoil it for me. X3
I pass level 43 in a more unusual way.
If grabs '' Remote Control '' and a few bombs, can leave them everywhere until they were caught, without being able to move, not explode or move any pump (to leave them trapped all three), then you will be the only to grab all the notes and equipped with all objects (including heart), when you have 20 hearts then keep close to their opponents and put bombs on fire (it will cause you and your opponent lose lives) and their opponents will have fewer lives will be easier to win.
And changing the subject, the game 'Bomberman TSA' 'I like very much for your story mode and multiple game modes, but I am disappointed that only have a limit of fire and bombs to 4, but I like the' 'Full Fire '' of '' Bomberman TSA '' to give you up to 8 fires, so that the '' Full Fire '' that appears in the middle of all those games in contrast to the other '' Full Fire '', are not equal, as in a standard combat any '' Full Fire '' you would fill almost all of the limit in a bout wide the '' Full Fire '' from '' Bomberman TSA '' you an advantage (not excessive) as it is irritating to see that a bomb with a fire of level 32 kills you from the other side without putting the other pump attention, it also would provide a '' Full fire '' maximum for the two phases, and one for wide combat.
It looks interesting choose three items display modes (Normal, B'NES, and B'TSA), it would be great to choose from the special options phase.
Sorry for my bad translation and thank you for your attention.
I pass level 43 in a more unusual way.
If grabs '' Remote Control '' and a few bombs, can leave them everywhere until they were caught, without being able to move, not explode or move any pump (to leave them trapped all three), then you will be the only to grab all the notes and equipped with all objects (including heart), when you have 20 hearts then keep close to their opponents and put bombs on fire (it will cause you and your opponent lose lives) and their opponents will have fewer lives will be easier to win.
Thanks! The remote control worked! But I mixed the plan up a bit so that they died one at a time instead of trying to kill them in a rush as it kills me before I could get them all down to one life. :)
So thanks for the help guys! Now I'm on 44! :D
Although it may not be present
Because even without scrolling if you can display two lines of the screen of the handicap watch the handicap of all
I thought it might be comparatively convenient
(Because the sentence by Google interpreter I'm sorry is doubtful)
Although it may not be present
Because even without scrolling if you can display two lines of the screen of the handicap watch the handicap of all
I thought it might be comparatively convenient
(Because the sentence by Google interpreter I'm sorry is doubtful)
I like this design, I'll look into implementing something akin to this.
Negi wrote:
Online mode to only those who entered the server
Stopped in preparation for battle before you can not game (not be able to return)
In this degree of completion of that bug where the game stops only to online
Since the place names of specific and early correspondence please
There will be a major update of Online Mode in the next bigger release and I'll make sure there are no issues of this sort.
Although it may not be present
Because even without scrolling if you can display two lines of the screen of the handicap watch the handicap of all
I thought it might be comparatively convenient
(Because the sentence by Google interpreter I'm sorry is doubtful)
Online mode to only those who entered the server
Stopped in preparation for battle before you can not game (not be able to return)
Code:
ERROR in
action number 1
of Draw Event
for object hud_obj:
Error in code at line 118:
o = CONTROL.bomber_object[online_obj.player_id];
^
at position 16: Unknown variable bomber_object or array index out of bounds
In this degree of completion of that bug where the game stops only to online
Since the place names of specific and early correspondence please
I'm confused, How did you edit the game like that?
Although it may not be present
Because even without scrolling if you can display two lines of the screen of the handicap watch the handicap of all
I thought it might be comparatively convenient
(Because the sentence by Google interpreter I'm sorry is doubtful)
I really liked this view, just would be nice if an option to choose how many lives can start each player (as in version 0.4.1) will be added, I hope you will support us with more ideas.
DemonLouie wrote:
Well trial 46 is being evil! >:3 But I already figured something out.
That bazooka Louie is the answer and I'm getting close to winning every time I have him with me. : D
Do not play very well Bomberman, and I am new in that record videos, but my advice at level 46, you get a '' Louie '' and put bombs to expotar all possible (also shalt be exploited), and the other, get a '' Push '', put two bombs at a distance of 2 tiles near your opponents, and if an opponent gets close, exploding bombs, use the 'Push', so I think I it will make it easier.
Ahi I present a video on how I can pass the level, I hope to comment as I step. https://www.youtube.com/watch?v=MfiLpyXA9U8
Excuse my translation and thank you for your attention.
0.6.1 is still on the way, but it will take a while, since I'm quite busy with a bunch of other stuff right now. It will be a big update all around too.
I'll keep you updated, but be patient please. Thank you.
I was really excited when i recently found out about Power Bomber Man. We have a small but dedicated group that meets regularly for 8-10 player local battles. Up until last week we were using a Saturn emulator to run the Sega Saturn port and it was an excellent way to blow off steam during lunch.
Then we discovered Power Bomber Man and it's an ideal replacement in every way. Thank you for your considerable efforts in developing this enthusiast-tier version of the best party game ever.
I wanted to share some of the feedback we came up with regarding differences between this port and Saturn Bomber Man. I think i read in an earlier reply that the Saturn port is being used as a reference model or standard for most aspects of the Power port. If this is the case, then here are some features or behaviors we noticed were different between the two. If these were already pointed out, please accept my apologies. I don't want this to sound authoritative or forceful.Thanks again for all the hard work and we look forward to the 6.1 release.
- speed of kicked bombs in Saturn travel half as fast as in Power. We used OBS to rip comparison footage from the SSF emulator and Power Bomber Man. The result showed that it took twice as many recorded frames for a kicked bomb to travel two tiles in the Saturn port when compared to Power.
- Saturn's wide maps use the "falling weight" method during sudden death. The blocks eventually enclose a rectangular play area (similar to Power's current implementation for normal maps). I read in an earlier post that the sudden death method for wide maps in Power is based on archived footage showing sudden death on Hi-Ten's wide maps but we felt Saturn's method provides for a better player interaction during a battle's final moments.
- mad bomber jets move faster in Saturn when the B-Button is held down. It's a simple movement enhancement that lets players zip along the perimeter faster and was widely used when playing the Saturn port.
- finally, this one is silly but sorely missed. In Saturn, attempting to walk towards a fixed object plays the character's walking animation. In Power, there is no animation. It's a silly behavior that we'd do frequently while waiting to hide from explosions. It would also be used to mess with overlapping opponents when sharing a hiding area.
That's all for now. If you'd like footage from the Saturn version to compare differences, let me know. Most of it is easily shared. Thanks again for your efforts.