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Bomberbie
Status: Offline
Joined: 30 Jul 2013 Posts: 8
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#42 Posted: Wed Oct 09, 2013 1:04 am |
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I remember that other bomberman games had a sort of system to counter that. I think it was that if you pressed the punch button RIGHT before facing the bomb you will punch it instead of kicking it. |
I know that in Bomberman Generation you can change your direction during the pre-punch animation. I think Jetters and Blast also allow this.
EDIT: I can't believe this is my first post.
I've been watching this project since I discovered it. It's really close to an authentic Bomberman game, and I've seen nothing else like it. |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#43 Posted: Wed Oct 09, 2013 4:36 pm |
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Thanks for posts.
Hmm... Since the punch will be hold instead of just press, what about add something? Maybe make is so that if you hold your fist long enough you'll punch the bomb slightly further. Are you going to add corner tiles for conveyor belts? |
It sounds like a very decent idea, I'll consider it. Regarding the corner tiles for conveyor belts, they won't be added to the stage based off Super Bomberman 5 since the corners weren't there. I might add them to the other stages with conveyor belts, however. |
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Bomberdude
Status: Offline
Joined: 29 Aug 2013 Posts: 84
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#44 Posted: Thu Oct 10, 2013 1:21 pm |
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I remember that other bomberman games had a sort of system to counter that. I think it was that if you pressed the punch button RIGHT before facing the bomb you will punch it instead of kicking it. |
I know that in Bomberman Generation you can change your direction during the pre-punch animation. I think Jetters and Blast also allow this. |
I think you could sort of do it in SB5 too. Not sure though.
Also, I find it amusing when an ai makes bombs beside another ai with punch the punching ai rapidly punches the bombs that the ai laying the bombs makes as he lays them. |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#45 Posted: Sun Oct 13, 2013 5:35 pm |
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I think you could sort of do it in SB5 too. Not sure though. |
Yeah, it could be done, but I probably will keep it that way for that stage.
Also, I find it amusing when an ai makes bombs beside another ai with punch the punching ai rapidly punches the bombs that the ai laying the bombs makes as he lays them. |
Yeah lol |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#47 Posted: Sat Oct 19, 2013 8:19 pm |
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I've been playing Bomberman Hardball recently and it gave me an idea for a new powerup. The punching powerup in Hardball punches bombs at a shorter distance than in other games and it allows you to punch softblocks. What about making a spiked glove powerup? Basically, it's a rare powerup that destroys softblocks and stuns players when you punch them but the disadvantage is that you can't punch bombs as far as the normal punch power and there's no hold to increase punch power mechanic with it. It makes sense that it doesn't punch boms as far because There are spikes on the gloves I guess. Why am I even trying to make sense of why it does that? Whatever. |
Yeah, I've seen punching glove do that in that Japanese Bomberman 64 2001 and Bomberman Kart DX, seems like a common trait in those early 00's games with Bomberman Land design. I think that feature might be worth looking into, not sure in what form as of now though. |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#52 Posted: Sat Nov 16, 2013 5:40 pm |
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I'm really enjoying the game so far. I do have a few questions though. First off, would it be possible to add an option to exit to the menu while the game is paused? Also, I noticed that the Skull powerup can be found in-game even though it doesn't appear in the item help section. What possible effects can the Skull powerup give in this game?
Thank you for your time, and keep up the great work! |
Thanks for trying the game out and commenting! I will extend the Pause menu in one of future versions. Skull powerup has currently 6 random effects:
- slow the player down
- speed the player up drastically
- disable bomb placing
- 1-tile bomb range
- longer bomb fuse
- shorter bomb fuse |
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Bomberdude
Status: Offline
Joined: 29 Aug 2013 Posts: 84
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#53 Posted: Sun Nov 17, 2013 2:55 am |
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I think it would be nice if you added diarrhea bomb (forces the player to lay bombs continuously) to the skull effects. I didn't name that my self btw. That is the official name...
Bug report:
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 26:
if ( grid [ gx , gy ] != 0 || dont )
^
at position 9: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
___________________________________________
ERROR in
action number 1
of End Step Event
for object kicked_soft_obj:
Error in code at line 14:
if ( grid [ xx , yy ] == 2 )
^
at position 7: Unknown variable grid or array index out of bounds
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I got it by using the yellow Looie (I don't know how to spell his name) to kick a softblock into a wraparound passage.
How much longer/shorter does the skull make the bomb fuse anyway? |
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Bomberdude
Status: Offline
Joined: 29 Aug 2013 Posts: 84
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#55 Posted: Sat Nov 23, 2013 10:28 pm |
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Speaking of bots, I feel that the bots just so happen to pick up the power ups rather than actively going after them. It would be better if they actaully prioritized power ups more even though it would make their behavior a little more predictable. |
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Last edited by Someone64 on Mon Nov 25, 2013 11:40 am |
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Bomberman
Status: Offline
Joined: 20 Sep 2009 Posts: 290
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#56 Posted: Sun Nov 24, 2013 6:42 pm |
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Speaking of bots, I feel that the bots just so happen to pick up the power up rather than actively going after them. It would be better if they actaully prioritized power ups more even though it would make their behavior a little more predicatable. | True, they don't usually pursue items and it's one field that could use improvements. It's quite jarring in Wide stages and I hope to have this taken care of ASAP |
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Bomberdude
Status: Offline
Joined: 29 Aug 2013 Posts: 84
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#59 Posted: Sat Nov 30, 2013 6:31 am |
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I found the credits within the first minute of my 10 minute search, then gave up... I still don't know. :/
EDIT because I don't want to double post: I'm having that overlapping power up problem again where I can't use the detonator after picking some stuff up... The AI has minor problems with path finding involving wrap around passages and extreme problems with warp things. For example, if they get into a warp with only one empty space beside it, they will go onto the empty space and jitter on the spot for a good amount of time before randomly deciding that it should get into the warp because it has nowhere else to go.
A few suggestions: add a stage gimmick that involves those pushable rotating things, except make it so that the rotating things have holes that explosions can enter into so they end up at the other side of the OTHER part of the rotatey thing. Also, a completely new idea: make a sort of curse power up that's unbombable so it flies away instead of dissipating, but every time you blow it up, it switches between being a curse and being a sort of temporary power up. Also, if you pick up that special curse if it's still in its bad curse state and it wears off, it will return to the battlefield and fly away from your body. When that happens it should spawn as a curse again (the special one I mean). There should be a clear indication of whether it's a curse or a blessing (or whatever you want to call it) through the power up's icon. |
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