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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#501 Posted: Wed Apr 20, 2016 12:58 pm |
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Thanks for posting. While the game takes after Saturn Bomberman a lot, not everything was supposed to be a perfect translation and there are multiple physics differences.
- 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. |
This was done to make Bomb Kick a more versatile tool on standard stages and to buff it in wide stages, where distances between the players tend to be a lot larger. It also makes stopping bombs at will require better timing.
- 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. |
This could definitely be looked into and implemented in some form.
- 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. |
Faster speed is the default one - holding the button while traversing from one edge of the stage to another is not required and I believe the controls are precise just enough to shoot bombs onto the desired tile.
- 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. |
I'll look into implementing this. |
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Bomberbie
Status: Offline
Joined: 18 Apr 2016 Posts: 4
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#504 Posted: Sat Apr 23, 2016 2:09 am |
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Hi,
Thank you for your message.
I do not remember if anyone here has already said that the mouse does not disappear when the game begins.
There is no option to set how many Louies exactly appear on stage when they're on, this probably will be in the future versions. |
Thank you,
I remember that in the Super Bomberman 5 were during the battle two eggs.
However, this could not be changed.
I wish you perseverance in the further development of the project.
I'm willing to support this project.
Please speak to me how I can support you.
zsom |
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Bomberbie
Status: Offline
Joined: 09 Jan 2016 Posts: 15
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#505 Posted: Sat Apr 23, 2016 11:27 pm |
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Be patient for the new version, enjoy the present while you can.
https://youtu.be/oRkB_ITiNQc
It was something I wanted to do in Super Bomberman 5.
Make a real fighter eight bomber VS tracing boms.
I wanted to make players were pursued by '' living '' bombs, in a closed area, was epic and fun.
And I arose a curiosity, dying an opponent being chased by the '' Tracing Bomb '' another opponent, the pump automatically moves up (should stay there where I was), it did just a '' Tracing Dangerous Bomb '' with the '' Super Power Glove ''.
And I have a question, what will be the priority or proriedades of the new version ?, and as the only thing I can support are new ideas, would like to do the last '' items sprites' on theme '' Bomberman NES '' for phase '' Dungeon ''?
Excuse my English and thanks for your attention. |
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Bombertrainee
Status: Offline
Joined: 02 Sep 2015 Posts: 46
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#507 Posted: Sun Apr 24, 2016 8:59 pm |
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So... The stage, Dead End, its Protrusion Hard Block has a little problem.
If you stand on the strip and survive the Pressure Block's drop with a Louie/Heart, you won't take anymore damage from the Pressure Block.
And the AI (left) sometimes has a habit of 'phasing through' the pressure block on the strip and getting stuck. |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#508 Posted: Thu Apr 28, 2016 2:53 pm |
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Thanks for posting.
I do not remember if anyone here has already said that the mouse does not disappear when the game begins. |
I'll look into changing that
I'm willing to support this project.
Please speak to me how I can support you. |
Spread the word if you want to.
And I have a question, what will be the priority or proriedades of the new version ? |
The priority is to get the Online mode into a better, more accessible shape. A good bonus would be making it easily usable from get-go and not requiring port-forwarding or Hamachi, but this is not settled yet.
and as the only thing I can support are new ideas, would like to do the last '' items sprites' on theme '' Bomberman NES '' for phase '' Dungeon ''? |
Sorry, but I can't quite understand this sentence.
TRAIL 49 is the worst! I hate it so much! You run too fast and then you die! >:3 |
Try getting a Power Glove early and stock up on basic items.
So... The stage, Dead End, its Protrusion Hard Block has a little problem.
If you stand on the strip and survive the Pressure Block's drop with a Louie/Heart, you won't take anymore damage from the Pressure Block.
And the AI (left) sometimes has a habit of 'phasing through' the pressure block on the strip and getting stuck. |
Drat, I overlooked this possibility. Thanks for the report, I'll fix it. |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#510 Posted: Tue May 03, 2016 4:23 pm |
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Thanks for posting.
Basic Arenas for each different map style/skin, just the regular format.
A way to quickly change the item settings to the 3 basic items only (Speed, Explosion, Bomb) |
These will be looked into.
This game looks great so far. I've been dying for a new online Bomberman game, however is there anyway to make the online experience smoother? I tried playing with a few friends who all live in EU but the game was unplayable. |
I recommend shutting down other applications that possibly take up your bandwidth, getting somebody who has the smallest distance to all players to host, getting everyone to forward their ports and not use Hamachi and trying out the slow mode, which effectively reduces the input lag with the cost of making the game slower. There will be major changes in the way online works in the next version and these are to make the lag less mattering, but the next release will take some time. |
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Bomberbie
Status: Offline
Joined: 01 May 2016 Posts: 2
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#511 Posted: Fri May 06, 2016 7:41 am |
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I recommend shutting down other applications that possibly take up your bandwidth, getting somebody who has the smallest distance to all players to host, getting everyone to forward their ports and not use Hamachi and trying out the slow mode, which effectively reduces the input lag with the cost of making the game slower. There will be major changes in the way online works in the next version and these are to make the lag less mattering, but the next release will take some time. |
Yeah I have a pretty decent dl/up speed and I had the ports forwarded without himachi. I guess I'm just personally unable to play online in it's current form as I'm use to playing it very smoothly lol I'll be looking forward to all future releases, however! (A public game lobby to see create and join rooms would be a nice addition, too.)
Thank you for your work. |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#513 Posted: Tue May 10, 2016 5:08 pm |
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Thanks for posting.
Stop of kick the bomb and the ability to detonate a remote control bomb is all on one of the buttons
So that I think that inconvenience in the occasional mistake or battle mode in score mode there occasionally
The assigned button is glad the setting items such as can be set to either "four of the same allocation as the Super Bomberman" and "three power Bomberman standard" increases |
I'll consider splitting some of the buttons; main reason why I kept the configuration is Online mode, but this is a non-issue now. |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#515 Posted: Tue May 10, 2016 6:39 pm |
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Any plans of porting this to the Pi? |
GM:S, which is what the next version will be running on, supports Ubuntu as a target platform. To be honest I have never messed with a Pi, but as far as I know it's possible to get that distribution running on it. Therefore running the game on a Pi in the future might not be impossible, but as far as getting the game running on different platform goes, a Mac version would be a higher priority, so an Ubuntu version might come later. |
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Bomberbie
Status: Offline
Joined: 09 May 2016 Posts: 2
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#516 Posted: Wed May 11, 2016 2:08 pm |
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Any plans of porting this to the Pi? |
GM:S, which is what the next version will be running on, supports Ubuntu as a target platform. To be honest I have never messed with a Pi, but as far as I know it's possible to get that distribution running on it. Therefore running the game on a Pi in the future might not be impossible, but as far as getting the game running on different platform goes, a Mac version would be a higher priority, so an Ubuntu version might come later. |
Aww... Hopefully some time in the future then. I've recently started collecting roms, was playing Mega Bomberman on the Megadrive. I can't remember how I came across this but it looks brilliant and would love to add it to my collection on the Pi and play it on there |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#518 Posted: Fri May 13, 2016 6:40 pm |
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Thanks for posting.
all the options, and characters, are amazing, and very re-playable, but i remeber one bomberman is missing in the list (sprites) they are the Atomic Bombermans (1997) of Interplay (R.I.P) |
Addition of Atomic Bomberman styled character skin isn't impossible, but unlikely. If anyone is willing to contribute the sprites, I could add them.
By the way, make sure to check the sound/commentary folder in the directory with the game. |
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