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Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
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#1 Posted: Wed Feb 08, 2012 2:27 am |
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Hi.
Do you remember Bomberman64 for Nintendo 64?
Of course, you do, so do I.
This was one of my favorite games on the Nintendo 64 and I was so fascinated of this
game and the possible to build bomb brigdes which wasnt in a bomberman before.
The bomb brigdes was more like a hidden feature of this game to reach the hidden places or collect hidden objects (and of course, to complete the game with the real ending...)
Sadly the other Bomberman games doesnt have this nice feature.
So all I though is: Wow, you have to make a remake of this.
A little about me:
Im 23 years old and live in germany where I study IT right now, but I already have 9 years of coding experience.
I also learned how to use Blender (3D Modeling Tool) to create "basic" models with rigs and animations.
I know a little bit about gimp and how to use it.
(Almost every textures are made by me with it)
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Something about the coding stuff:
This game is coded in C++ and uses Ogre as renderer, and PhysX for the physic and is
going to use Irrklang for sound, maybe recast for the AI, but its overloaded for this game.
It also use FxPression - its an Particle Editor for nice effects.
(So no easy game engine like Unity or similar "easy point and click - done" engine.)
I´ve coded it from scratch.
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Of course, everything you going to see in the videos are made by me.
(But not the Bomberman model, some of the textures )
I´ve rigged and animated the Bomberman model, so I´ve spend much time on it.
Levels, models etc are made in Blender, so this is going to be my main editor.
Goal:
The goal of this remake is to make a new (and better) Bomberman 64 and after you finished the original story, there will be a whole new story.
Actual status:
Pre pre pre alpha experimental XD
Bomberman:
-Movement: Done
-Can kick bombs: Done
-Can stop bombs (and bombs which was kicked by a bomb): Done
-Can throw stuff: Done
-Can pump bomb: Done
-Can pickup stuff: Done + 10% for special cases
-Can explode a remote bomb: Done
-Can get tipsy after hitting a bomb (including jumping, or jumpover bomb) or enemy: 50%
-Animations: 80%
-Can jump over a bomb: Done + 10% for special cases
-Can collect items: Done
Bomb:
-Movement: Done
-Explosions: Done
-Remote: Done
-Jump behaviour: 70%
Items:
Movement: 10%
-BombUp, FireUp, Blue/Red Diamond, Heart, Remote, Red bomb, Red remote bomb: Done
Explodeable objects:
-Tree, Box, Vase: Done
Camera: 90%
Enemys: (much much code useable from bomberman) 10%
AI: 0%
Sound 0%
Special effects: 5%
GUI: 0% (Removed all old code)
Special events: 0%
Level: 1%
Model: 10%
Texture: 10%
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Some undesired effects:
Sadly, because of the 3D design and Physx, the bomb physics arent deterministic,
which results in always a different bomb bridge with the same input, but its much much
work to make it deterministic and its cpu intensive.
So I decided to let it go, this makes the bomb bridges harder to build which is a nice
feature :D (and of course, this makes the game difficult and its easier to code)
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I cant use any original data of this game, like textures or level design, so I make my own levels which is similar but different to the original levels.
I dont often update this page because I want to code instead of write any new progress.
So every month or two month I´m going to update or show a new video. |
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Last edited by ScreenOfDeath on Sat Dec 07, 2013 6:52 am |
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Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
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#2 Posted: Sat Feb 18, 2012 12:35 pm |
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I´ve got some problems with my account but now it works again.
So, since my first post Wesker911 didn´t really reply i think he wont work with me.
Ive got some good news about my project:
As I said in my posts before, I use Irrlicht as my 3d render.
But irrlicht doesnt satisfied my claims.
So I´ve changed my renderer to Ogre !
With awesome results!
I also bought FXpression, which is a Particle Editor for Ogre.
( and, of course another engines )
So my explosions from the bombs are much better and I will use other
particle effects too. But I dont have a screenshot yet, I will upload it soon.
( New bomb explosion vs old bomb explosion )
But there are also some annoying bugs - which cant be !
I´m on my way to solve all bugs, but I dont have much time to code, yet.
If somebody are interested at this game you can post it here, maybe you have some
suggestions about it.
I also need an artist who can create models or animate them, I could do it too
but as I said before, I dont have much time for everything because I have my
"exam phase"
Regards. |
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Last edited by ScreenOfDeath on Fri Aug 22, 2014 6:58 am |
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Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
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#6 Posted: Wed Feb 22, 2012 7:58 am |
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I dont want to reach the masses, I only want to say:
Hey, I´m programming a remake of Bomberman64, which is the true 3D adventure and not the 2D game which everybody else copied.
But I dont know if you are interested anymore of it.
To plasm:
Its okay if you dont reply, you are speaking from your experience.
I see that many of artists are already working on some other projects, so
they haven´t the time to help me - or they dont want it.
But your reply clears me up. Thank you. |
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Last edited by ScreenOfDeath on Fri Aug 22, 2014 6:58 am |
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Bomberjack
Status: Offline
Joined: 12 Dec 2004 Posts: 823
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#7 Posted: Wed Feb 22, 2012 10:08 am |
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Hey, I´m programming a remake of Bomberman64, which is the true 3D adventure and not the 2D game which everybody else copied.
But I dont know if you are interested anymore of it.
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Two notes, one I'm not personally all that interested in the project because I was never a fan of 3d bomberman.
And, again, you're not going to find much interest in this community. I mean even the playerbase of the official bomberman games of recent has mostly died off. To hold much of our interest, you'll have to show quite a lot. We're not a group that will sustain much excitement, especially for early projects. If you require interest to continue your project, you might as well give up now. If you are making this for yourself, then of course carry on. Actually, that's true for all projects. Never pursue a personal project you wouldn't be happy with if no one noticed. Only then will you ever care enough to produce something that people actually will care about. |
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Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
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#8 Posted: Sun Feb 26, 2012 8:01 am |
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Its okay that only some people are looking into this post.
I´m on my way to code this game and its status isnt even alpha, so
the basics arent done yet.
But I will keep up my work. I cant show you more than these to screenshots,
because I have done the basics first. ( Ca. 60 % of all the "main basics" are done )
Which includes:
Bomb stop after kicking
Bomb remote triggering
( Both in order like the Bomberman64 )
Different styles of bomb explosion
and other stuff too.
But im a little bit stucked on the phsics, because there are many different ways to code it - and I want the best one.
So,
that you again for your advices :D
Regards. |
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Last edited by ScreenOfDeath on Fri Aug 22, 2014 6:59 am |
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Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
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#9 Posted: Wed Jul 04, 2012 2:25 pm |
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So maybe someone is waiting for some news about my project.
I had many things to do and hadn´t enough time to hard work on it.
Additionally we created a team which is programming a mmofps and I´m going to study IT in September, thus I hadn´t time for this project. I still have the source and resources of my Bomberman 64 Remake, if I´m done with that project and my college or if I have more freetime I want to complete this game. Most of the remake gamebasics are done, therefore is a further development at anytime possible.
I hope that you are not sad about this, this remake isn´t dead, its only frozen :D
Regards. |
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Last edited by ScreenOfDeath on Fri Aug 22, 2014 6:59 am |
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Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
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#10 Posted: Sat Mar 16, 2013 10:02 am |
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I dont know but somtimes I check this thread for any new posts.
- I guess somebody else do this too.
Actually, I have some good news about my remake. I improved many things - collision, camera system, animation and game basis like the bomb behaivour. Also the textures and models are improved.
But at this point of development, I have some fears about the copyright.
Hudson was taken over by Konami which have the rights for all content.
I dont know much about their licence or trademarks.
There are so many games which use Bomberman - or some similiar names.
I guess only a few asked about the rights to use this name. ( Content / Gameplay )
Most people knows about the copyright issue of Chrono Trigger.
So I guess I never can release my remake to publicity - its only for me.
When I have more time, will ask Konami for its legals about making a remake of Bomberman64 - ( and I will ask about the textures and meshs which Im going to use with it. ). I guess the main problem are the textures / meshs - even the level design.
All I want to say is that I spend some time for my project - and its growing.
So the status is actually frozen - but I´m also working on it, when I have time.
( Mostly at 11 pm - 1 am ) :D
So. Maybe someone are now a little bit happier. |
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Last edited by ScreenOfDeath on Fri Aug 22, 2014 6:59 am |
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Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
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#12 Posted: Sat Mar 23, 2013 10:35 am |
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I guess its better to ask for permission before I release photos, videos or anything like that. Due to the fact that Konami is a really big company and I dont want any trouble with them. But the facts about the sonic hacks are interesting.
Its maybe nothing important but the " bomb jump over behaviour" are almost done.
Therefore its possible to reach new places with the bomb brigdes. - I guess I have to increase the max bomb count to 12.
I've also included some animaitions like running and throwing - just as test. Animation blending isnt implemented yet. This part are done before I code any any AI. So there is still much to do but Im working on it. :) |
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Last edited by ScreenOfDeath on Fri Aug 22, 2014 6:59 am |
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Bomberdude
Status: Offline
Joined: 27 Aug 2012 Posts: 125
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#13 Posted: Tue Mar 26, 2013 12:07 pm |
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Hell, there are some cases where companies publish fan projects like Street Fighter X Mega Man and Duke Nukem 3D: Reloaded...actually, it turns out Duke Nukem 3D: Reloaded's development process ended up going to hell. :/ You can find out why in this guy's blog about that game's development.
Duke Nukem Reloaded & Interceptor Entertainment
Part 1: [LINK] Part 2: [LINK] Part 3: [LINK] Part 4: [LINK] |
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Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
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#16 Posted: Wed Apr 03, 2013 6:31 am |
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I guess I have to create a new thread but I wont do it now :)
I want to show you some ingame pictures. I cant record a video because most
video software are crapy or expensive. ( And I´m to lazy to download it :D)
Most texture are only a place holder - I will do some nice texture / meshs when I´m alomost done with everything. Its only for me for the visual to see something.
So these are only a few pre pre alpha pictures ;D
I hope you like it :) |
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Last edited by ScreenOfDeath on Fri Aug 22, 2014 6:59 am |
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Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
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#17 Posted: Tue Jul 23, 2013 4:16 pm |
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Yeah ;)
I had some time for my project and its still growing,
even when I didnt comment for a while.
Ive coded my own animation system which works good,
but I wasnt sacrefized with it.
So I deleted it and wrote it again from scratch, and now its
much better.
Thus its new design I had to change the whole animations
of Bomberman, but all animations have smooth fadings.
I did some bomb behaviour coding, movment improvements
and other nice things too.
Ive also changed the SDKs to PhysX 3.3 beta and Ogre 1.9.
One of the anoying things are the new camera style -
which allows the player 360° view around the yaw axis.
Thus this nice feature, its more complicated to kick the bombs
in the right angle or to calculate the impact angle with its forces to make the bomb roll in the right direction without
any speed changes.
In B64 there was a fixed angle cam - the camera stucks at
angles of 45° so the calculation is very simple.
So bombs have a offset when they collide with other bombs,
its impossible to change it due to the fact of the great camera.
(In B64 bombs collides with bombs only when you kick them
In the right angle - in my game, its possible when you
kick them in the right direction and they collide in any angle.)
Thus its harder to code the bomb behaviour but it has great
features thus it. Example: Harder to create bomb bridges,
new ways to solve mazes, ....
I also thought about the level design - I guess I wont get
permission to the copyright so I will design new levels.
So, I didnt have much time to code but its still growing:) |
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Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
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#18 Posted: Wed Jul 31, 2013 4:42 pm |
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Small Update:
I´ve spend few seconds and made a short video:
https://www.youtube.com/watch?v=FGa5pBzR4nA
It shows the pre pre alpha state.
Only the basic things are working - some features are deactivated and thus they wont
work correct etc. etc.
Most anoying thing is the calculation from the faces (normals) for the bomb
rolling behaviour - it works only for 90 degree normals, not yet for "wild" normals,
thus its only possible to kick a bomb against a wall and it wont loose speed and
dont touch it - for "rotated" walls, its impossible and the bomb wont do the correct
behaviour. Some of this behaviour is also missing, I´ve added this today and its still
under development.
Okay. Enough for today :D |
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Bombertrainee
Status: Offline
Joined: 08 Jan 2012 Posts: 37
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#20 Posted: Tue Oct 08, 2013 5:41 pm |
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Is there a way to change the topic name from "Remix" to "remake" ?
(And maybe you should remove "and xbox 360" too :) )
Its been a while I´ve post something, so I changed many things in the meantime.
There are new animations, effects and better bomb behaviour and so on.
(But almost nothing is shown in the video :D)
But its very very tricky to get the jumping behaviour done like in the Bomberman64 game.
Bomberman64 for N64 was mostly sprite based, with some 3D models, but almost
every important part is done by sprites. So the system about the bombs,
the "on the edge running and not falling down" and other "physic" stuff is pretty easy
handeld on the N64.
So - physic cant be deterministic (only with kinematic actors, but they have their own problems..). And a cold rest of the physic engine is tooo much for each bomb.
The behaviour may change during play, you can see it in the video.
Its not perfect, but it works and I´ve spend much time on it.
Okay, it need more tuning, and Bomberman should be able to push bombs away I think.
(But this is hard to code, I guess its maybe better to let him push away these bombs..)
The bomb bridges are one of the basics which should completely done before I do something else, because almost everything is related to it.
(You see a pre alpha map - Im going to create my own maps, and this is a smal part of it)
Here is the video link: http://www.youtube.com/watch?v=ZE31eB2_WDs |
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Last edited by ScreenOfDeath on Fri Aug 22, 2014 7:00 am |
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