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From Topic: Power Bomberman 0.7.7c
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Jei
Bomberman

Status: Offline

Joined: 20 Sep 2009
Posts: 290
Post#108  Posted: Sat Apr 26, 2014 6:51 am  Reply with quote + 
Thanks for posts, appreciate that

Someone64 wrote:
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.

Alright got that now, will implement

Someone64 wrote:
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?

This one has been added for a while now. If you pay attention to the bombs in the latest videos, you'll see their fuse lasts just a tad longer and they pulse exactly 3 times before exploding.

Someone64 wrote:
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'll definitely take these tweaks into consideration, thanks for the suggestion.
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