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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#17  Posted: Fri Aug 30, 2013 2:30 pm  Reply with quote + 
Thanks for posting!
Someone64 wrote:
All it needs left is a number of features from other bomberman games that allow more complex game setups and I will consider it the best bomberman game ever. Examples of that are being able to give each individual player powerups before starting the match and being able to set each individual AI its own difficulty level.

I will be expanding the settings section, so the player can customize the game as they please.
Someone64 wrote:
Also, I'd really appreciate it if you added a clone of Robobomber stage from Bomberman party edition to the game. It's a stage where all the soft blocks are layed out in a checkered pattern and there is a large robot walking around the stage. If it stomps on you, you get stunned. It's feet can block your way. The real danger though is when it is blocking your way and it's large head torso is blocking your view while you are under it. I think the robot it self might be hard to implement though. :/

Graphics might be an issue here. My skills in this field are quite limited and Bomberman: Party Edition utilizes prerendered graphics as opposed to sprite-based 2D. Nonetheless I will try to make a stage with at least similar gimmick.
Someone64 wrote:
Also, I suggest changing bomb stop (kick stop) to a separate button, having 4 none directional buttons in total.

If the structure of the game doesn't get into the way here, will do.
Someone64 wrote:
there are seams in tiles that I'm sure you've already noticed,

Try setting the Rendering option to 320x224 or 320x224 Filtered.
Someone64 wrote:
stun time is too short,

Bomb stun takes from you up to 4 items, so this is a compensation. With default settings you generally gather more items than in Hudson games.
Someone64 wrote:
make it so that the gauntlet's (the bomb throwing glove) default behavior is to throw right beside the opponent if the oppenent is not beyond the max throw distance (similar toi in other games).

Will do.
Someone64 wrote:
Also, a suggestion that you may or may not like to implement; make it so that if you are on the revenge bombercart, you can hold the bomb button for a max of 3.8 seconds to throw the bomb to a max distance of 6 squares. Distance depends on how long you've held the button.

I might implement this method of manipulating revenge cart bomb distance, since in Wide stages more precision would be nice.
Someone64 wrote:
Lastly, bomb stop behavior is sort of erratic and sometimes the bomb does not stop at the tile it is nearest to.

Will be looked into.
Someone64 wrote:
Have super danger bombs already been implemented? In other games, you are allowed to pick whether or not they are made. They are made from kick 2 jelly bombs at each other. When they collide, they act like the danger bombs from other bombermans (grid explosion). The strength will depend on the strongest bomb that collides but there is a certain limit to the strength (max a quarter of the whole screen).
Dangerous bombs haven't been implemented yet, but they might appear in the next version of the game.
Someone64 wrote:
A steed was causing it everytime I tried to use its power. I haven't been able to reproduce the bug more than the first time it happened.

Will look into, thanks for the report.
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