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From Topic: Power Bomberman 0.7.7c
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Plasma Bomber
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Joined: 09 May 2005
Posts: 1573
Post#94  Posted: Sat Apr 12, 2014 11:50 am  Reply with quote + 
I've played some more and noticed some more things. Here is a list of them:

* This is a glitch that happened. An AI opponent was mounted on a green Rooey, moving upwards, while inflicted with a Skull panel (thus blinking). This error popped up:

Code:
"ERROR in
action number 1
of Draw Event
for object bomber_obj:

Error in code at line 208:
    draw_sprite_part ( rooey_sheet, 0, fx, fy, 40, 40, x + xx , y + yy );

at position 43: Unknown variable fx

It didn't kill the game, though. When I clicked "Ignore", everything went on normally.

* When AI opponents land on a warp and step into a space between a solid object and a warp pad, they stand there as if they're too afraid to just step back onto the warp pad. They turn a bit as if trying to take some action but ultimately stand still until they are killed, threatened by a bomb, or another space opens for them to move into. I should mention that I have the difficulty set to 3; haven't tried any other settings. The AI is generally great, though, by the way.

* In Score Mode, if the player steps onto the Exit while carrying a bomb with the Power Glove, he/she can continue to walk around unimpeded while the victory theme and score tally occur. If he/she throws the bomb, then Bomberman's victory animation will play. He should probably just throw the bomb automatically when he steps on the Exit (most games just have the bomb hover in the same place or completely disappear but that's a little goofy).

* In any stage that has a spotlight, screen tearing still occurs, even with the adjusted resolution option. Here's an example from Score Mode:



* Likewise, the Soft Blocks that have 2 HP in stages like Fragile Fortress also exhibit some screen tearing.

* Kicking one of the 2 HP Soft Blocks with a Yellow Rooey causes it to revert to a 1 HP state. Not sure if that's intentional.

* While in a revenge cart, it's possible to throw two bombs onto the field at once. The second bomb can be thrown shortly before the first one explodes.

**********

Some general comments:

I was pleasantly surprised to find that you've used the long-neglected Non Set Tile. Such a simple but interesting gimmick that hasn't been used since, what, Bomberman '93?

The new items you've introduced are pretty interesting. Turning Fake Bomber and Hayate Bomber's special abilities into items? Wow, why hasn't that been done before? If they have, then I certainly wasn't made aware of it.

And the Cherry Bomb makes things a bit more difficult, in a good way. Kind of reminds me how, years ago, there was this online Bomberman game that had gas bombs or something of the sort, and the explosions would linger for a long time (there was a gas mask item that would render people completely invulnerable to them though, and the person who picked up the gas bomb item would immediately get a gas mask as well). The Cherry Bomb, however, is a minor enough adjustment that it changes up the game without unfairly tipping the scales. Nice.

I'm assuming that the Detonator was inspired by kamikaze mounts like Gamefry (turtle missile guy) from Super Bomberman 4? If so then having the player carried along for the ride is a totally great adjustment. It makes it a little more dangerous to use.

All in all, an impressive endeavor.

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