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From Topic: Power Bomberman 0.7.7c
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Someone64
Bomberdude

Status: Offline

Joined: 29 Aug 2013
Posts: 84
Post#559  Posted: Wed Aug 03, 2016 8:17 pm  Reply with quote + 
Not sure if this is an oversight or a feature but you can carry bombs while stepping on a trampoline to avoid activating the trampoline.

Thought of a few stage ideas.

Spoiler:
Enemy Pinatas: Softblocks give nothing but a bunch of multiple hit taking pre placed enemies are roaming around the stage and are the only source of power ups. They release some every time they get bombed until they are hit 3-5 times causing them to release a relatively large amount of power ups.

Boss Pinata: A bothersome multistaged (based on ratio of health left) boss is wreaking havok and killing players but it's the only source of power ups. Hitting it releases 3 power ups at a time and gives it 3 second temporary invulnerability. Gets extremely fast and dangerous at sudden death doing attacks that are almost unavoidable unless you're fast and smart enough. Health should scale based on player number and sudden death time so it should be possible to kill the boss slightly before or at sudden death, causing an insane torrent of power ups to rain from the sky from being launched by the boss's violent explosion.

Rotating Mini Tunnels: Some hardblocks in the stage are 1 tile tunnels that are open on either side. Bombing them causes them to rotate 90 degrees. Blowing it up from the inside doesn't do anything aside from concealing your placed bomb (as in the tunnels won't rotate and the explosion can actually come out of the tunnel). Variants can have different placements of these tunnels (some replace existing hardblocks randomly. Some are put in the way of the grid which can make some areas impassable from certain directions unless the tunnel is rotated. Some have very long rotating pipes that raise before rotating then slam down when finished, killing anyone unfortunate enough to be under and giving anyone inside a fun ride.)

Annoying Bots: There are robot enemies roaming around the stage that don't deal any contact damage but like to throw, punch, and push bombs and players around and probably to their deaths. Players can not push them around or stop them from moving as the robot's movement will take precedence and push them around instead. If a player gets pushed into a wall from this happening he will die.

Sokoban: Softblocks are indestructible and are less common but can be pushed around freely. The stage is not surrounded by walls and the softblocks can be pushed off the stage, causing them to reappear from above and come smashing into the ground, breaking them and releasing any power ups that may have been inside. Some variants have holes that the boxes can be pushed into for rewards (and doing this also bridges these gaps). Others can have more common pushable softblocks that are also destroyable.

Boulder Traps: Pushing buttons causes boulders to fly in from the side of the screen which cause people to lose power ups and temporary slows them down from flattening them. Anyone 2 tiles beside the side where the boulders are coming from won't get hit as it will just fly over them. If the boulder so happens to get bombed it has a chance to yield some power ups.

Power up ideas
Spoiler:
Bomb Reset and Bomb Up Reset: reverts bomb type back to normal but keeps bomb fire power. Comes in bomb up variety, too.

Hot potato bomb: One use power up that flies out of you when you put a bomb down after taking it. Doesn't count toward your max bomb count and ignores any power ups you have that affect bombs. The hot potato gets more and more powerful as it's kicked around. By the third kick it becomes a small dangerous bomb. By the 5th kick becomes a VERY big dangerous bomb and blows up after the normal bomb timer. Before the 5th kick (punches, juggles, and throws are counted towards increasing the count) it can only blow up from chain reaction.
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