Today I'm releasing the first public build of Bomberman Countdown!
Release video: https://www.youtube.com/watch?v=to1_7ueoMEo
Version 0.80:
AI remade from scratch. More efficient, and less predictible. Still doesn't use most items and doesn't actively search for opponents;
Up to 12 players (2 on keyboard, 2 on joypads, the remaining is AI);
Fixed a lot of bugs that were not shown on the video...
You can now swith between fuse lenghts (once you have the corresponding items);
Wide bomb has a new animation to make it more distinguishable from normal bombs;
Bare bones adventure mode;
Keys:
Snes equivalents:
B - Character power
Y - Punch
A - Bomb
X - Special Bomb
L - Switch Fuses
R - Explode Remotes
Player 1
PAUSE - A
UP - H
DOWN - N
LEFT - B
RIGHT - M
Y - Z
B - X
A - C
X - V
L - D
R - F
Player 2
PAUSE - ENTER
UP - UP KEY
DOWN - DOWN KEY
LEFT - LEFT KEY
RIGHT - RIGHT KEY
Y - ,
B - .
A - ;
X - RIGHT SHIFT
L - K
R - L
Player 3 (CONFIGURE VIA JOY2KEY)
PAUSE - 1
UP - 2
DOWN - 3
LEFT - 4
RIGHT - 5
Y - 6
B - 7
A - 8
X - 9
L - 0
R - P
Player 4 (CONFIGURE VIA JOY2KEY)
PAUSE - T
UP - Y
DOWN - U
LEFT - I
RIGHT - O
Y - INSERT
B - DELETE
A - PAGE UP
X - PAGE DOWN
L - HOME
R - END
Other Keys (mostly for debugging):
' - Speed up
S - Stops the game and plays one frame at a time;
W - Changes tileset;
E - Changes the character of player 1;
R - Resets the game;
F11 - Toggle SFX
F12 - Toggle music
Known Bugs:
Leaving one player ON after anther OFF will switch them;
When there is too much AI players, sometimes one will not move;
Remote explodes all bombs at the same time instead of just the first (bomb-o-phone too);
You can kick bombs over holes (acid bomb);
Tracking bomb doesn't prioritize closest enemy;
Other issues:
No tile screen;
Bare bones menus;
Lots of SFX not done;
Skull and Tyra have no animations;
Just one music (you can toggle it off with F12 and play somethig else on your PC);
AI doesn't actively search for opponents, leading to them wandering too much in the late game;
Password and Options menu not done;
Making a room with max width/height and hard blocks may take some time. This code is not efficient;
Most characters don't have abilities (just white [extra bomb], black [fake bomb], red [explode close bomb], blue [resets fuse of close bomb], green dinosaur [black spiked bomb], liner [line bombs], green bird [destroys block], blue furry [split bomb]);
Fireworks item is just cosmetic for now;
No decaying animations for tiles;
Lots of unfinished graphics/animations (split bomb, carrying animation, items, etc);
Skull item does no harm, just graphics;
Sound is played even if stuff is offscreen;
Planned stuff:
Golden versions of bombers and rides;
Each bomber color will have a specific ability;
Each bomber will have specific starting items (+1 fire, max bombs=4, etc).
Please report bugs on this page.
Thanks!!