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From Topic: Bomberman 64 Remake
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ScreenOfDeath
Bombertrainee

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Joined: 08 Jan 2012
Posts: 37
Post#20  Posted: Tue Oct 08, 2013 6:41 pm  Reply with quote + 
Is there a way to change the topic name from "Remix" to "remake" ?
(And maybe you should remove "and xbox 360" too :) )

Its been a while I´ve post something, so I changed many things in the meantime.
There are new animations, effects and better bomb behaviour and so on.
(But almost nothing is shown in the video :D)
But its very very tricky to get the jumping behaviour done like in the Bomberman64 game.

Bomberman64 for N64 was mostly sprite based, with some 3D models, but almost
every important part is done by sprites. So the system about the bombs,
the "on the edge running and not falling down" and other "physic" stuff is pretty easy
handeld on the N64.

So - physic cant be deterministic (only with kinematic actors, but they have their own problems..). And a cold rest of the physic engine is tooo much for each bomb.

The behaviour may change during play, you can see it in the video.
Its not perfect, but it works and I´ve spend much time on it.
Okay, it need more tuning, and Bomberman should be able to push bombs away I think.
(But this is hard to code, I guess its maybe better to let him push away these bombs..)

The bomb bridges are one of the basics which should completely done before I do something else, because almost everything is related to it.

(You see a pre alpha map - Im going to create my own maps, and this is a smal part of it)

Here is the video link: http://www.youtube.com/watch?v=ZE31eB2_WDs


Last edited by ScreenOfDeath on Fri Aug 22, 2014 8:00 am
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