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From Topic: Bomberman Countdown
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BoneVolt
Bomberbie

Status: Offline

Joined: 03 Jan 2018
Posts: 5
Post#6  Posted: Sun Feb 25, 2018 6:23 pm  Reply with quote + 
Version 0.81 released!

Changes in this update:
Customizable controls (saved in an external file)
Fixed AI #12 not moving
Handicap HP menu
Fixed laser bomb detecting dead opponents
Laser bomb takes less time to become active
Laser bomb: when an character is detected it explodes almost instantly (4 frames) instead of taking half a second (30 frames)
Laser bomb and water mine now detect enemies (the floating eyes)
Characters now drop items on death
Button 4 now swaps between the 3 types of bombs (normal, special and super)
The 3 types of bombs items have different background colors: normal is still dark green, special is light green and super is yellow
Enemies (floating eyes) warping through room border no longer crashes the game
You can now toggle what items will spawn on the menu. (You can't disable the 3 basic items)
Items that are not implemented are now removed from the game (as seen in the item selection menu)
Black bomber can now use fake special bombs (select special/super bomb and press button 2)
Bomb-o-phone now has twice the selected fuse time (previously it had a fixed time equivalent to twice the long fuse)
Countdown bomb implemented: Drop the first bomb. It will count from 9 to 0. While the main bomb is on the ground you can drop an infinite amount of mini bombs. These bombs are immune to kick, punch, power glove and bomb pass. Try to lock your opponent without locking yourself!
Powder barrel implemented: You can drop 5 barrels. Like the landmines, you are not limited by your bomb amount, so you can drop all 5 barrels even if you have only one bomb. The barrels work like normal bombs, but they don't explode by themselves, only when another bomb explodes them
Enemy selection menu done: red is normal, green is fast, yellow goes through walls and is slower, blue goes through bombs
You can now select between 3 types of spawn positions for characters: fixed (will always spawn on the same position), shuffle (same as fixed, but swaps positions between characters) and random (spawns in a completely random position but avoids spawning chars too close to each other)
If the 1st character dies the camera will follow the next character alive
AI characters now will follow opponents more actively (more noticeable when all soft blocks are destroyed - previously AIs would just wander aimlessly)
and that's it! The are some other minor fixes that are not worth mentioning...

Link for the new version in the first post
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