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Bomberman 64 HD Remix for computer and xbox 360
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Wesker911
Bomberbie

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Joined: 05 Jan 2012
Posts: 2
Post#1  Posted: Thu Jan 05, 2012 1:57 am  Reply with quote + 
Our Goal:
To recreate a classic bomberman title available for free on PC and xbox live

What we have so far:
Xbox Controller working with both pc/xbox
Bomberman model - rigged - partially animated
Reference materials
A Plan

What we need right now:
loads of reference material that you guys may have :) such as:
clear images of the powerups
top down map layouts
any clear images of the enemies
texture artists

Why we're Here:
We have a few texture artists right now, and the models will be done quickly once we have decent reference material, it is honestly the hardest part of the project right now.

I figured that if I came to a community site like this with people that can appreciate a great bomberman game, that we could pool our resources together to create something great for everyone! :)

A little about me and my team:
I am a 21 year old master of all things gaming. I am an avid collector of consoles, games, displays, arcade machines and anything game related.
My love for games quickly turned into a love for making games as I started to create tiny flash games with my friends. Skipping a bunch of boring stuff, I am now on my 4th and final year of game development in college. I hope to not only make this a portfolio piece, but proof that if you love something, and you work hard at it, you will make something great.

My team is made up of some of my best friends that I've ever had, and fellow graduates/soon to be graduates of game development. They are a hard working bunch that takes pride in their work, and with the help of this community I have no doubt in my mind that we can make this happen.

I will give credit to anyone that helps us out :)

We're not against getting helpwith code,models, etc.. but you must be dedicated and work for the fun of the project. Other than that, if there are any questions about the project, please don't be afraid to ask!
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ScreenOfDeath
Bombertrainee

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Joined: 08 Jan 2012
Posts: 37
Post#2  Posted: Sun Jan 08, 2012 1:15 pm  Reply with quote + 
Hi,

im new in this forum.

I´m from germany so I hope you can understand me.

I was searching on google for Bomberman 64 Sound files - and I found this. WOW!

I really love to see that other people is also loving Bomberman like me:-)
( But I´ve played only Bomberman 64 and Hero on the N64 )

- I´m of the opinion that these games are one of the bests of N64.

- SO :

A little bit about my person:

My name is Christoph I´m 22 years old and came from Germany.

While I was 14 , ive learned to code in C++ (and realeased only one 2.5 game,
which is actually lost.)

But my dream is to code in a team on an Bomberman 64 project- but I´ve never told anyone about it.

I really dont want to say everything about me again, so pls look at my thread on
the Irrlicht board - http://irrlicht.sourceforge.net/forum/viewtopic.php?f=1&t=45482
and - http://irrlicht.sourceforge.net/forum/viewtopic.php?f=4&t=45492
( and on PhysX forums too )- where says much about me.

A short summary:

Im developing a Bomberman 64 remake, which is the true 3D Adventure.

Im using Irrlicht as my 3D Engine, ( open source and free )
and Physx for the physics ( from Nvidia, but also free ).
Actually there are no Network interfaces or Sounds,
but I want to use IrrKlang ( free, but 65 Euro for commercial ) and
rakNet as network library ( free for noncommercial )

So - I´m working alone on my project. But togehter, we can make a great team I guess.
Ive already made some bombs / explosions / items -
I will upload an video if I have more time. ( Very alpha state ! )



I´m really looking forward to help you to code -
maybe we can use my project and make it closed source, so you will also have access to it.

Best regards,

ScreenOfDeath
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ScreenOfDeath
Bombertrainee

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Joined: 08 Jan 2012
Posts: 37
Post#3  Posted: Thu Jan 12, 2012 11:03 am  Reply with quote + 
Hi,

It looks like you aren´t interest anymore.

So I wont upload screenshots or a small video.

If somebody else are interested to develop (or to help) a 3D Adventure Bomberman like Bomerman 64 or Bomberman Hero, you can post it here - or send me an pm.

Unfortunately this forum is like a dead fish.


Edit
I guess the real Bomberman is back..!!!

I´ve got 2 screenshots from my project for you.


Be aware! That is not a picture from a emulator!

Maybe you like it...


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Wesker911
Bomberbie

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Joined: 05 Jan 2012
Posts: 2
Post#4  Posted: Thu Jan 12, 2012 3:49 pm  Reply with quote + 
Hey, sorry im in the middle of a move to Ottawa so im having trouble finding internet, when im settled ill start posting more.
What you have there so far looks great. Are you able to import high poly models?
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ScreenOfDeath
Bombertrainee

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Joined: 08 Jan 2012
Posts: 37
Post#5  Posted: Thu Jan 12, 2012 5:42 pm  Reply with quote + 
Hey,

yes ! Finally a repley :-)

I know these problems with the internet..

So I hope you will be done in a few days, so we can start this project
and resurrect Bomberman 64 !

First an answer to your question:

YES ! Its possible to import high poly models -> but its better if the model are in
Direct X File format - because irrlicht support animation of it.
( Or orge.mesh - but I dont like it )
Or 3ds - for static meshs.
I dont have any high poly meshs - but its not necessary - it shall be a remake of that good old game. And of course, new things.

Pls look at http://irrlicht.sourceforge.net/features/ for the irrlicht features!

---
I´ve got some little problems ... the "basics" aren´t done yet,
because Im doing other stuff on this project too at the same time - so other things
arent done but something new is added...

Like : Im starting one thing, it works, and start another thing, but there are quiet
finished things - its always an improvement if Im going back to that thing.
(I dont know how I shall translate it.)


Actually Im working on design a level and how to cooking it well (done) :-)
-> Its for the Physic engine, which needs to cook a model .. I will explain it if you scroll down.



So: I will tell you a little about my project "features" so far:


Summarized in general:

Spoiler:
Bomberman ( and each entity ) can throw bombs, kick bombs, ( at look direction )
and stop them while there are rolling ( but throwing).
He cant move if he falls (gravity), is invinceble - touched an explosion [or enemy or is confused ... not implement yet], or touched an explosion from a bomb.

There are basic bombs, remote bombs, red bombs and remote red bombs with
different style of explosion - remote bombs can be triggered, but its not coded yet.

The bombs can explode - after finished the "explosion time" or touched an other
explosion - So every bomb explodes a little bit delayed after it touched an explosion,
like in the B64 game. Bomb GrowUp is disabled and doesn´t work anymore. ( Code update )

Still buggy because read above (Level design - no time for other things):
Bomb "jumps" - If you throw a bomb over an other bomb, it shall be keep his
velocity - and move on - while the first touched bomb isn´t moving. (Works often)
But it still need much improvement of that behaivior and theres something that need more to be coded.

Items are also there - remote bombs, fire up, bomb up, heart, red bombs, remote red bombs. They can be collected, - and plays a collect animation and increased the amout of the item.

And a few sprite animations. smoke and a collect animation.



LEVEL:
Spoiler:
This level was dumped by an emulator - in the vrml format. I´ve done it only for the screenshot - because I´ve no loss(?) on designing a level - but now I have a plan.

I can use the dumped level for my game :-)
BUT:

The designers of that level are lazy - ( and old technogly ) - they defined each triangle
- and arent using an extrude "process". Its okay and it works fine to display - BUT
my Physx TriangleMesh cant deal with it well - because there are many vertices left -
and the cooker needs a "hole free" (each vertices must be used) modell. So I cant use that level mesh for the cooking procedure - ( And it would be (undetectable for very small levels or fast computers) slower, because the whole modell will be checked if an actor touched it.

And there are creating for each triangle a meshbuffer (for only 1 triangle!) - which also slow downs the physic ( and renderer) - and thus the whole game.

So, - I dont want to design this level and each level again - So I found a way to solve this problem:

I´m designing with a plane (modell) only the important things - and I will export some buildings to use them again ( which is cookable and optimized ( less triangles as possible) )
- So that will take much time, but its the best way the solve this problem and save a lot of
resources and memory - performance.

Thats the reason because I´m not coding at the moment - and, I´m at the
highschool and have the exam periode.(I guess this school form is similar in germany) :-(



Code - things:
Spoiler:

The whole project is coded in C++ -
almost everything is object-oriented. :-)

The loaders are using the XML file format.

There are one main loader - which preloads everything for faster access.
And there are one sprite Manager - for the sprite animations.
And Im currently working on a level loader - which loads the map(or level) and the cooked
mesh together ( or cooking it on the fly for the development )- 60% done.



Ah, two things btw:

I must improve the "ground detection of entitys" - maybe a raycast is a better than a trigger shape.

I must implement a fixed substepper of physx because when the pc slows down the physics are sometimes very buggy - ( i know why and thats the solution of that problem )
( And other timing stuff too, but other things are more important now )


Uhhh...


And there are still so much to tell - if you arent scared about it :-)

I´m really looking forward to hear from you.

Regards,

ScreenOfDeath
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ScreenOfDeath
Bombertrainee

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Joined: 08 Jan 2012
Posts: 37
Post#6  Posted: Thu Jan 19, 2012 7:39 am  Reply with quote + 
Hey,


its already 7 days after your last repley.

I´ve maybe an artist who works with me - but I have to write a GDD before.

So - its only an update that the project is alive -

but what is with you?

Are you still interested to work with me?
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ScreenOfDeath
Bombertrainee

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Joined: 08 Jan 2012
Posts: 37
Post#7  Posted: Tue Jan 24, 2012 3:54 pm  Reply with quote + 
Hi,

so - its 12 days after your last post - I think you haven´t got the time
for this project yet.

Its very bad to see that.

But I will continue my work.

I have an artist who designs the characters -

so I can focus on the coding.

This thread has been read over 100 times - so if somebody else would want to help - you are welcome.

Regards.
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Fiddling3857
Bomberjack

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Joined: 12 Dec 2004
Posts: 823
Post#8  Posted: Wed Jan 25, 2012 2:08 am  Reply with quote + 
Well, read 100 times, but probably not by more then 15 people. More or less every post made will get a view or two from one of our resident members, lurkers, or whatever. Not to mention, while this board has a high number of developers and artists and such, most of us don't even have the time for our own projects. I especially don't just yet. Soon though. When that happens, I have a backlog of new IPs and ideas to put into motion.
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ScreenOfDeath
Bombertrainee

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Joined: 08 Jan 2012
Posts: 37
Post#9  Posted: Wed Jan 25, 2012 11:26 am  Reply with quote + 
Hi,

okay, thats true.

But its hard to find other people - who really want to code a bomberman, which
is like Bomberman64. ( But I didn´t even look for it yet )


So, I think I will be alone with my project - but I will keep continue it.
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ScreenOfDeath
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Joined: 08 Jan 2012
Posts: 37
Post#10  Posted: Sun Jan 12, 2014 4:13 am  Reply with quote + 
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