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Bomberbie
Status: Offline
Joined: 04 Dec 2016 Posts: 2
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#722 Posted: Sun May 27, 2018 3:30 pm |
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Hi
I see there is a 8 player mode Power Bomberman. However, is it possible to play it locally with 8 players and how? Lots of configuration and it never really works for all players?
We usually play Saturn Bomberman with 8-10 players and set up is very easy. Two 6player adapters and 8-10 controllers. So this is the best choice for us.
A Saturn Homebrew version of this game would be great. This would work with 12 Controllers and I would be the first to back a campaign on kickstarter etc |
You can use Sega Saturn to USB adapters, or just buy a lot of proper USB controllers.
If you don't have enough USB ports in your PC, using an USB extensor that allows you to plug 3~6 USBs in one slot is also an option.
Generic examples:
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#725 Posted: Fri Jun 01, 2018 3:04 pm |
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I've already mentioned this problem to Jaklub and (I think), it was taken into consideration.
The thing now is: when the next version will be released? It was for summer 2017 then fall but no significant news since then :/ |
I apologize for the delay. The game is being worked on, albeit slowly. I don't want to give an estimate just yet, if you want to track progress, you're best off joining the Discord from the OP or watching Twitter (which gets updates admittedly pretty rarely). |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#728 Posted: Wed Sep 19, 2018 7:28 pm |
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I know game devs hate these words, but when do you think you might release a new update? I have a big anime convention I'm planning to go to next year and would love to use it for a bomberman 12 player setup, but in it's current state it needs to be more polished for 12 players. I'd even give you a money donation for your time to speed up the process and maybe others would chip in on this too. I just really would love to share this with others. |
I'm not sure when exactly the new public build will arrive for various reasons, but if it won't come around by next year, I could privately share some kind of work-in-progress build. Feel free to say what you think should be polished so I can make sure these things are done.
Also, this game is completely non-profit and I will not accept donations for it. |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#732 Posted: Sat Sep 28, 2019 2:57 pm |
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I think the way the AI works with avoiding explosions is kinda unrealistic and annoying to play against. Part of playing Bomberman is trying to manage surviving amidst chaos and keeping safe in circumstances where you're not sure when you are or aren't safe. The AI knows 100% of the time when it's safe which causes it to stand in places you'd never expect after placing a bomb.
I think the design can stand to be changed in such a way that the AI treats all bombs as having a large range (growing as time progresses and scales based on the amount of powerups set to be in the stage and what kind are set to appear, eventually by end-game treating bombs as having infinite range) but having a percent chance to know some bombs' ranges. The less players there are the more likely the AI is to know any given bomb's range explosion. The exception is when there are 2 players left and when checking the range of their own bombs. In these cases the behavior should revert to knowing the explosion range 100% of the time.
Similarly, I feel that overlapping sprite gimmicks used to hide players and bombs should be treated in a similar way. AI should treat tiles within explosion range of theoretical bombs as being dangerous. When a bomber passes into one of these (like the igloos with 4 entrances in which you can't see what's under them) the AI will treat the area as if there the player has put down bombs in every possible covered tile under it and should thus always avoid it whether or not a bomb was placed under it. There should be a very small chance that it would know whether or not there is a bomb under depending on player count (you have to account for being able to hear the bombs being placed when there are few players left). This would make playing in stages with this gimmick a lot more fun as it actually has a tangible effect against AI as opposed to none and being nothing more than a hazard to the human players. I guess the exception to this should be when a bomb is placed at the top of one of these as that part is JUST uncovered enough that you can always see whether or not a bomb has been placed.
Difficulty should account for this by increasing the chances the AI knows these the harder it is. |
This is valuable insight, thanks. I've been working on making AI a little more natural and fun to play against, I will try to incorporate different estimation of fire range for most difficulties. |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#737 Posted: Mon Dec 09, 2019 8:40 pm |
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Any plans on making the previous versions available for download as well? |
I don't know yet. |
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Bomberbie
Status: Hidden
Joined: 14 Dec 2019 Posts: 2
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#738 Posted: Sat Dec 14, 2019 8:48 am |
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I think the way the AI works with avoiding explosions is kinda unrealistic and annoying to play against. Part of playing Bomberman is trying to manage surviving amidst chaos and keeping safe in circumstances where you're not sure when you are or aren't safe. The AI knows 100% of the time when it's safe which causes it to stand in places you'd never expect after placing a bomb.
I think the design can stand to be changed in such a way that the AI treats all bombs as having a large range (growing as time progresses and scales based on the amount of powerups set to be in the stage and what kind are set to appear, eventually by end-game treating bombs as having infinite range) but having a percent chance to know some bombs' ranges. The less players there are the more likely the AI is to know any given bomb's range explosion. The exception is when there are 2 players left and when checking the range of their own bombs. In these cases the behavior should revert to knowing the explosion range 100% of the time.
Similarly, I feel that overlapping sprite gimmicks used to hide players and bombs should be treated in a similar way. AI should treat tiles within explosion range of theoretical bombs as being dangerous. When a bomber passes into one of these (like the igloos with 4 entrances in which you can't see what's under them) the AI will treat the area as if there the player has put down bombs in every possible covered tile under it and should thus always avoid it whether or not a bomb was placed under it. There should be a very small chance that it would know whether or not there is a bomb under depending on player count (you have to account for being able to hear the bombs being placed when there are few players left). This would make playing in stages with this gimmick a lot more fun as it actually has a tangible effect against AI as opposed to none and being nothing more than a hazard to the human players. I guess the exception to this should be when a bomb is placed at the top of one of these as that part is JUST uncovered enough that you can always see whether or not a bomb has been placed.
Difficulty should account for this by increasing the chances the AI knows these the harder it is. |
Great points. I think that giving the AI different personalities or behaviors would also be a good way to make it more human-like and fun to play against. E.g. extra aggressive, very cautious, greedy, preferring certain power-ups over others, allrounder, etc.
Either way, the AI in the new version is definitely the strongest one I've witnessed in any Bomberman game. The fact that it doesn't fall for the old "power-up in a dead-end" trap alone already makes it stand out. The new "Intense" difficulty is also highly appreciated. |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#740 Posted: Mon Dec 16, 2019 6:46 pm |
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Thanks for playing.
Great points. I think that giving the AI different personalities or behaviors would also be a good way to make it more human-like and fun to play against. E.g. extra aggressive, very cautious, greedy, preferring certain power-ups over others, allrounder, etc. | AI is still being tweaked, but some personality differences are already there. Some characters are more attracted to items than others, some are more prone to laying bombs in more dangerous situations, some taunt, etc.
I have a question.
Is the "Battle Trial" in the new version?
I can not find her. | The Battle Trials haven't been reimplemented yet, they are not available in this version. |
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