Bomberdude
Status: Offline
Joined: 29 Aug 2013 Posts: 84
 |
#105 Posted: Fri Apr 25, 2014 11:27 pm |
 |
I didn't quite word what I said right. What I meant is remove the snapping completely and let the bomb continue rolling until it reaches center of the tile so it doesn't look like it's snapping in the first place.
Another thing. I was reading the Super Bomberman games' strategy guides and found something interesting. You know how the bombs have pulsing animations? Apparently that's visual indication of the bomb's fuse. Bombs always explode at the last frame of the fourth expanding pulse. Maybe you could make it like that in Power Bomberman too?
Regarding the video. I really like Robobomber's look and animations. The only problem with it is that the head isn't in the center of its legs (a little too high). One of the things about Robobomber's gigantic head is that whoever was more or less anywhere in between the 4 legs couldn't see bloody anything which I found to be quite funny but his head positioning and maybe size removes a bit from that. Also, suggestion for Robobomber's behavior: Can you make it so that Robobomer has a chance to take 3 steps instead of 2 and make him stomp his top left and bottom right, then top right and bottom left alternatively a few times before moving? In Party Edition this made it so that people could get out from under his legs (but get stomped and lose powerups and get stunned) and it also allowed people to kick bombs under his feet with a very high chance that the bomb would get stomped (and thus, detonate).
I'm really, REALLY excited for the new version. Keep up the good work. :D
EDIT: Sorry, I meant 2 steps instead of 1. |
|