Board Admin
Status: Hidden
Joined: 09 May 2005 Posts: 1571
 |
#182 Posted: Fri May 30, 2014 10:14 am |
 |
I believe that modifying the original items too much in weirdly niche ways would mess up the gameplay and make things a little too confusing and unpredictable.
As for the Power Glove, it is generally kind of overpowered in the original games too. The delay present in this game seems like a decent enough fix to me. The Power Glove is one of my favorite items, so I tend to overuse it when I have it, and it has been serving me pretty well. I don't recall having accidentally picked up one of my own bombs, though I do occasionally pick up players by accident. But that is to be expected and is not really a problem with the game itself.
Alright, I've played at least one match in every variation of every Battle Stage. Not very extensive, true, but there's so much content that I wanted to try it all out in a timely manner. You've done a really good job of incorporating a wide variety traps and items from throughout the franchise in a way that seems sensible and balanced. As a side note, I was pleasantly surprised by the addition of new variants of the Wide Mode stage - very cool. I... don't really know what else to say. Going through everything that the game has to offer, it strikes me that a Bomberman fangame of this magnitude is unprecedented. Kudos.
**********
Here are some things that I've noticed:
* When Onils are hit by Pressure Blocks, they just kind of stand there instead of dying. Doesn't seem to have any impact on gameplay though, it just looks kind of weird.
* If a Yellow Rui kicks a Soft Block through a screen wrapping tunnel, the following error is thrown:
Action number 1, End Step Event for object kicked_soft_obj:
Error in code at line 26:
if ( grid [ gx , gy ] != 0 || dont )
at position 9: Unknown variable grid or array index out of bounds |
* The Protrusion Hard Blocks are entirely passable when they're moving, so a player can walk straight through them to the other side... kind of like the old trick with Pac Man, moving through the ghosts safely on just the right frame between tile spaces. Seems kind of broken in a way. I think that, in Super Bomberman 5, the entirety of the track was made solid during transition to prevent this, though there are probably better ways of handling it.
Also, when Pressure Blocks start falling, players can stand on the empty tracks of the Protrusion Blocks and remain there safely for quite a bit of time until the block decides to move off of the Pressure Block it is currently occupying and onto the empty space, finally crushing the player.
* At one point, an AI opponent grabbed a Skull item and began to rapidly switch between left and right directions while remaining generally in the same place. He was blocked above and below, kind of in between tile spaces if I remember correctly. Not sure what triggered it, but he stayed that way until I put him out of his misery. |
|