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From Topic: Bomberman 64 Remake
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ScreenOfDeath
Bombertrainee

Status: Offline

Joined: 08 Jan 2012
Posts: 37
Post#30  Posted: Sun Apr 06, 2014 6:34 pm  Reply with quote + 
Here are some news:

- I´m using now a small and fast GUI system for showing dynamic text and sprites.
- Changed the bomb kicking / stopping / jumping behaviour to be more stable.
-Added edge jumping when bomberman is to near from an edge (but I´m not happy with it yet - so this is not enabled)
-Better bomb "sticky" ground algorithm due to the common improvements on bombs
-Code clean up
-Screen fading effects for teleporting

-GreenGarden: Snake Head Collision and - closing opening animation
(Explosion opens it, when Bomberman is inside it, the snake head is closing)
-Added the teleporter from GreenGarden Stage 1.1 - to 1.1.1
-Level GreenGarden 1.1.1 and 1.2.1 is exported, optimized, textureized and ready to go.
-Designed and animated the bridge in GreenGarden 1.1 - not imported yet.

I decided to use the original sprites of this game - just only in some really messed up graphics I´m going to use 256x256 sprites - new textures.
The reason why I changed it is that the searching for the right textures takes almost more time than remapping the map.
And of course, while remapping and optimizing the map, there is no time for coding.
It took 5 hours to remap the 1.1.1 map - and that was the smalest map.
(If someday somebody provide me royalty free textures, I´m going to remap the maps)

So - I´m going to code and design the GreenGarden 1 stage, thats the first level which is going to be completly playable when I´m done with it. But its takes much time for it :D


Maybe in some days or weeks I´m going to post a video of the current status - or not :)
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