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From Topic: Power Bomberman 0.7.7c
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Jei
Bomberman

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Joined: 20 Sep 2009
Posts: 290
Post#501  Posted: Wed Apr 20, 2016 1:58 pm  Reply with quote + 
Thanks for posting. While the game takes after Saturn Bomberman a lot, not everything was supposed to be a perfect translation and there are multiple physics differences.
travis wrote:
- speed of kicked bombs in Saturn travel half as fast as in Power. We used OBS to rip comparison footage from the SSF emulator and Power Bomber Man. The result showed that it took twice as many recorded frames for a kicked bomb to travel two tiles in the Saturn port when compared to Power.

This was done to make Bomb Kick a more versatile tool on standard stages and to buff it in wide stages, where distances between the players tend to be a lot larger. It also makes stopping bombs at will require better timing.
travis wrote:
- Saturn's wide maps use the "falling weight" method during sudden death. The blocks eventually enclose a rectangular play area (similar to Power's current implementation for normal maps). I read in an earlier post that the sudden death method for wide maps in Power is based on archived footage showing sudden death on Hi-Ten's wide maps but we felt Saturn's method provides for a better player interaction during a battle's final moments.

This could definitely be looked into and implemented in some form.
travis wrote:
- mad bomber jets move faster in Saturn when the B-Button is held down. It's a simple movement enhancement that lets players zip along the perimeter faster and was widely used when playing the Saturn port.

Faster speed is the default one - holding the button while traversing from one edge of the stage to another is not required and I believe the controls are precise just enough to shoot bombs onto the desired tile.
travis wrote:
- finally, this one is silly but sorely missed. In Saturn, attempting to walk towards a fixed object plays the character's walking animation. In Power, there is no animation. It's a silly behavior that we'd do frequently while waiting to hide from explosions. It would also be used to mess with overlapping opponents when sharing a hiding area.

I'll look into implementing this.
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