Omnimaga
Omnimaga => Discontinued => Our Projects => Bomberman => Topic started by: yunhua98 on November 13, 2010, 11:40:30 pm
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First time the game has any difficulty at all. :D
Axe Bomberman Beta:
BOMBBAK8 is the source
BOMBRMAN is the Game
Your gonna need Pic1 to compile. ;)
EDIT: go for updated version here: http://ourl.ca/7909/141430
(http://www.omnimaga.org/index.php?action=dlattach;topic=5312.0;attach=4472;image)
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I tried it and it seems nice so far, but for some reasons the title screen seems glitchy ???
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hmm... odd, I could've sworn I added the pic in, did you compile it yourself?
EDIT: oh, well, I re-compiled. ;) also, I fixed the bug for the enemy. now, as intended, every time you progress a level, it takes one more hit to kill the enemy. also, if you beat level 255, your calc will crash, but I'm not gonna bother fixing that, because if you have enough free time to kill the ghost 31110 times without dying, you deserve it. :P Also, on the screenie it shows how if you move the cursor at the title screen down, it doesn't clear the bomb on the top, but that doesn't happen on the real calc. ;)
anyways, heres a screenie and an updated version. ;)
also, the edits were for the title, which was originally just Beta Releases. ;)
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Idk if you want to change this, but I think inverting the text on the level advance screen would make it look a little better at the cost of a few bytes
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no, I'm gonna replace it with a better one later on. my policy has always been Do it now, spice it up later. ;)
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no, I'm gonna replace it with a better one later on. my policy has always been Do it now, spice it up later. ;)
That's a nice policy :) I do that to some extent but never in between updates/releases. (for example the transition effect in Ash wasn't there for a while and I only just added it a couple hours ago :P)
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Nice update. By the way I did not really notice but what will be the difficulty increase after each level?
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The ghost takes one more hit to dies. ;)
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Ah ok. I thought about maybe more obstacles and indestructible blocks or something, or maybe some traps
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Ah ok. I thought about maybe more obstacles and indestructible blocks or something, or maybe some traps
that's a pretty good idea. ;)
btw, should I add cheat codes?
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Cheat codes maybe :P If you do, don't document them. Make people look for them :)
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where would I hide the codes though? any ideas?
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Yunhua, you already have a *brilliant* piece of pseudo-SMC on your calc written specifically for cheat codes ;)
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lol, I if it would work with Axe? I'm gonna go check, but how would the user find the codes? since Axe doesn't show the source anyway?
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no, I'm gonna replace it with a better one later on. my policy has always been Do it now, spice it up later. ;)
Nice, I wish I could stick with that. I always lose motivation to code pretty quickly.
It looks really good! For cheat codes, I'd suggest storing the code as [] hex in some random place in the prgm :D
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good idea, also, maybe one in the readme so people who actually read it will benefit. :P
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Cheat codes might be cool, but make sure they're not easy to guess for someone not looking at the calc walkthrough/tip section of the site. :P
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*cought*1 in readme*cough* ;)
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What, they're in the readme? ???
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one of them. :P
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Ah ok, try to make some of them harder to find. :P
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at least it might convince people to RTFM. :P
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Lol yeah, not a lot of people do that. :P
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Update
New Features
- Explosive Cherries which take one of the enemy's lives
- Hearts which give you extra lives that protect you from deaths by your own bomb, but not the enemy
- Greyscale
- New Background
- took about ~300 bytes out, but lost them again with new features, will be optimizing some more later
Screenie attached, and a poll on top.
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Woah the game looks even greater now with the grayscale. :D The only thing is that I would make the checkered blocks full gray or not transparent.
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oh, I didn't even realize they weren't transparent, I think I'll make them not transparent. I kinda like the arcade feel of a checkered block. :P
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You mean "were transparent" and "make them transparent", right? ???
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Bump, just tried this and it's quite cool. On the TI-Nspire it takes a long while before bombs blow up, though, but I guess it's due to the emu being much slower. X.x
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Thanks! Seems you've had more fee time lately. Also, I have a more optimized version on my calc, although I'm more working on gateways right now. Also, you can detonate the bomb using alpha.
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I had more free time during about 1 hour. :P
By the way is it normal that I don't get killed if I stay in the bomb detonation range two steps away from the bomb? If I'm one step away (right next to the bomb), I die, but not 2, even if the detonate animation indicates the blast hits me.
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well, if you collected a life, your own bomb can't kill you until you run out, the enemy always will though. I'm assumming you got a life got hit by your own bomb and then noticed you didn't die, and tried it again?
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Oh that might be why. :P