There are far better and more unique "atlernate Bomberman" characters in my opinion. Like Bomber King (NES).
Atomic Bomberman design is less than stellar and difficult to translate well into low-res canvas, so I agree. It's a viable candidate nonetheless if it could be done.
I think Knight/ZED from Bomber King is your best choice. You could easily take the original sprite and give it 16-bit colors. He could have his laser pea shooter and round-blast bombs, if not more abilities.
I think Knight/ZED from Bomber King is your best choice. You could easily take the original sprite and give it 16-bit colors. He could have his laser pea shooter and round-blast bombs, if not more abilities.
As far as I've seen they're pretty small, so they would require a good bit of editing to make them bigger.
It seems to be possible to get stuck between sudden death blocks and never die. It happened to an AI in the stage with the moving hardblocks (the ones with colored bulbs in the middle). Not sure if this is relevant or not but it happened between a sudden death block and the slot where the moving hardblock moves to (but seems to have nothing to do with the moving hardblock itself as it was inactive and an entire space away). The AI seemed be exactly between the 2 hardblocks rather than directly on the space.
It seems to be possible to get stuck between sudden death blocks and never die. It happened to an AI in the stage with the moving hardblocks (the ones with colored bulbs in the middle). Not sure if this is relevant or not but it happened between a sudden death block and the slot where the moving hardblock moves to (but seems to have nothing to do with the moving hardblock itself as it was inactive and an entire space away). The AI seemed be exactly between the 2 hardblocks rather than directly on the space.
Thanks for posting. The protrusion hard block issues are known; I'll look into them right after I finish this post just to make sure it's done with since they've been buggy for a long while.
Hey I wonder, will the improved online have the movement be clientside and then have prediction or lag compensation so there's not a lot of input lag? or is that super hard to implement? (I know nothing about network stuff I just play a lot of TF2 :c)
Hey I wonder, will the improved online have the movement be clientside and then have prediction or lag compensation so there's not a lot of input lag? or is that super hard to implement? (I know nothing about network stuff I just play a lot of TF2 :c)
The plan is to restructure the online to have clientside movement and nearly everything else handled on the host, but the work has not gone far enough to make any definite statement yet. It's a big rewrite made further complicated by the move from GM8.1 to GM:S. I'll keep you informed on any larger progress.
Hey I wonder, will the improved online have the movement be clientside and then have prediction or lag compensation so there's not a lot of input lag? or is that super hard to implement? (I know nothing about network stuff I just play a lot of TF2 :c)
The plan is to restructure the online to have clientside movement and nearly everything else handled on the host, but the work has not gone far enough to make any definite statement yet. It's a big rewrite made further complicated by the move from GM8.1 to GM:S. I'll keep you informed on any larger progress.
Just dropping in to say that my summer holiday begins next week, so I'll have a bit more time for this stuff. Here's hoping next version will get pushed out by the time September ends.
Meanwhile, palette change system has been implemented. Some characters get 12 colors and have the slot color assigned by default (this means there are no longer 12 colored Bombermen on the selection screen), some others have a few alternate choices, some have only one color right now.
(Personally, I think the character selection screen will look a little sleeker without all those palette-swapped Bombermen cluttering it up.)
Does Black Bomberman still get distinct animations or not?
White and Black still have distinct animations, the other colored ones have generic ones. Standard Bomberman is the only character that uses 3 graphic sets.
A while back I wanted to play, and I was like ''Huh, the game feels awfully..Slow, despite it playing at 60fps''
Turns out it was, later, don't know what I did, the game ran at a faster speed again. I'm really wondering how to reproduce this issue 0.o.
Pre-Studio GM games have a peculiar issue where running the game for the first time after having plugged in a gamepad sometimes causes massive slowdown, this could be it.
Just dropping in to say that my summer holiday begins next week, so I'll have a bit more time for this stuff. Here's hoping next version will get pushed out by the time September ends.
Meanwhile, palette change system has been implemented. Some characters get 12 colors and have the slot color assigned by default (this means there are no longer 12 colored Bombermen on the selection screen), some others have a few alternate choices, some have only one color right now.
Excuse me, I've noticed there is a "Hold A" thing appeared on this screenshot. Is there something to do with that thing?