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From Topic: Bomberman 64 Remake
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ScreenOfDeath
Bombertrainee

Status: Offline

Joined: 08 Jan 2012
Posts: 37
Post#17  Posted: Tue Jul 23, 2013 5:16 pm  Reply with quote + 
Yeah ;)
I had some time for my project and its still growing,
even when I didnt comment for a while.

Ive coded my own animation system which works good,
but I wasnt sacrefized with it.

So I deleted it and wrote it again from scratch, and now its
much better.

Thus its new design I had to change the whole animations
of Bomberman, but all animations have smooth fadings.

I did some bomb behaviour coding, movment improvements
and other nice things too.
Ive also changed the SDKs to PhysX 3.3 beta and Ogre 1.9.

One of the anoying things are the new camera style -
which allows the player 360° view around the yaw axis.
Thus this nice feature, its more complicated to kick the bombs
in the right angle or to calculate the impact angle with its forces to make the bomb roll in the right direction without
any speed changes.

In B64 there was a fixed angle cam - the camera stucks at
angles of 45° so the calculation is very simple.

So bombs have a offset when they collide with other bombs,
its impossible to change it due to the fact of the great camera.

(In B64 bombs collides with bombs only when you kick them
In the right angle - in my game, its possible when you
kick them in the right direction and they collide in any angle.)

Thus its harder to code the bomb behaviour but it has great
features thus it. Example: Harder to create bomb bridges,
new ways to solve mazes, ....

I also thought about the level design - I guess I wont get
permission to the copyright so I will design new levels.

So, I didnt have much time to code but its still growing:)
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