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From Topic: Power Bomberman 0.7.7c
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Jei
Bomberman

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Joined: 20 Sep 2009
Posts: 290
Post#87  Posted: Thu Apr 03, 2014 5:47 pm  Reply with quote + 
plasm wrote:
I can make sprite sheets of the 5 Bad Bombers, Professor Bagura, and, why not, Mujoe as well. I already experimented with the Saturn Bomberman style and made a bunch of frontal sprites of characters a few years ago, and these guys are fairly simple. All I need is a base sprite sheet and information on character sizes (Golem, Bagura, and Mujoe are larger so I need to know how restrictive your game is or is not regarding sprite sheets).

That would be pretty darn amazing! :D Currently the game displays all the players as 32x32 frames from chosen character sheet. It looks like this:

I will be adding the crouching pose later into the last column.
+ HUD icons are loaded from a separate graphic set, 3 16x16 icons (normal, eliminated and happy, latter currently unused but likely will be at a later date).
If there is an absolute need, I can expand the size of frames to 40x40 or so for chosen characters.

plasm wrote:
I honestly haven't played the game a whole lot, but there are a few things that I just noticed:

This is a rather insignificant thing, but the Revenge Carts from Saturn Bomberman have two states - full and empty. The sprites on the upper part of my sheet are displayed when the player is capable of throwing a bomb, and the sprites on the lower part are displayed when the player's one and only bomb is on field and he/she cannot throw another. Not sure if you noticed this or just decided not to implement it.

I actually didn't notice that before, since that thing is blinking like crazy when you can't shoot another bomb and I didn't pay attention to the ship. I will get that in, thanks.

plasm wrote:
Also, regarding bomb explosions - I'm not sure how you're programmatically spawning explosions, but when an explosion from one bomb detonates another bomb, the explosion generated by the second bomb shouldn't have an "arm" of fire extending through the "arm" of the first bomb.

Hm, I'm not sure how clear that is... Okay, I assume that you're spawning one "middle explosion" object, which then procedurally places the correct number of "arm explosion" objects on each of its four sides, depending on its Fire level and the available space. Basically, if, say, an upward-facing arm of an explosion hits a bomb from the south and detonates it, then the newly detonated bomb should just completely skip the part of its procedure that generates its southward-extending arm of fire.

An example can be seen here. My bomb was the leftmost one, and it was hit by an explosion from the right. It generated an arm of fire to the right, passing over all of those other explosions.

http://i59.tinypic.com/351flmu.jpg

The problem isn't only aesthetic. It is also is a little confusing and prevents the tactic of blocking a stronger bomb's blast by placing a weaker bomb in its path.

Yeah, I got that. I will get on that right after I finish this post, thanks for feedback. Also, I see you have graphic issues, try setting the "Rendering" option to 320x224, it should take care of that.

plasm wrote:
Also, in the Score Mode, I got stuck on the fifth level, I think... I wasn't able to launch myself over the barrier using the seesaw because there was a Soft Block in my way, so I just bounced and wrapped around the stage.

The Score Mode areas are randomized from a pool of 56 levels, I will skim over them all to assure you can't get stuck.
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