The green theme. I'm still struggling to find right models for it. Have to admit I disliked old setup, and I'm not quite pleased with current version as well, but it will have to do for now (for the sake of variety/experimentation) . You're right about trees though. Animated trees in a static environment stand out in a bad way. +1 motivation to look search for better pieces.
P.S. Don't worry, if I were so vulnerable to pressure, flame wave damage radius would have been 1pixel wide by now :D
Btw, I got to play a few awesome 4-5 Player FFAs this weekend (which lasted for 60 rounds or 2h+). I now realize that powerup spawn is right where I want it to be. It creates cool dynamical combat which allows diversity in gameplay. And 3 players close to each other exchanging tracer bombs is simply hilarious :D
To anyone wondering if there will be any meaningful updates soon - don't hold your breath. Though I got some very cool suggestions they will have to wait for a while.
Firstly, nowadays I'm not in the mood for bomberbot. Secondly, even if I was, my viewers would start bitching. For some reason, custom games are not popular among stream viewers - I guess playing them is fun, but watching them isn't, unlike ladder? I don't know. What I do know is that the skill gap between you and me is widening and I don't like that one bit.
I hope to see some nice (and careful) additions in future versions, good luck.
It's alright, you're not obliged to play it. And pleasing viewers is tough since melee is what they are expecting to see. It's even for the best. Imagine coming back in 6-8(HotS?) months to see game 220% more polished/exciting and finally bugfree, wouldn't that be awesome? :D
I'm gonna miss opportunity to duel you though. For some reason I end up winning 90% of matches. Probably has to do something with me running away from conflict to collect powerups while other players take each-other out =P
It'd be nice to be a part of the development process though.
I find the most basic principles of melee hold for bomberbot as well (things like macro/farming, fight positioning, capitalising on advantage, avoiding conflict if you're behind, etc.), but since most custom players don't care about melee, chances are your opponents will lack such basic knowledge. In addition, the vast majority of custom games is pretty mindless, so I'm not surprised you get little competition from "custom junkies".
Feel free to message me in-game though, I run the channel, not the viewers XD
Short technical update:
Apparently I suck at optimizing and because of that I've hit some sort of memory limit where game will start to bug out. Right now it has manifested in game refusing to create explosions effects (Those who were on MapNight might remember bombs not producing any sound - that's game not creating explosions + I noticed a slowdown in games performance approx. 10 sec after rounds start, that also might be another effect resource starvation).
Cutting out global variables solves this problem, but I kind of need them. This means that I'll have to learn about how to pass multiple values through single integers (or find more efficient ways to handle resources) and go back to face some of my older code, which is always a pain. Don't know how much time it'll take me.. so yeah, good thing that current version is in playable condition =P
Edit: And now I feel like it was rather some strange editors bug. Found workaround, but still got no idea what caused it. Better be safe and do optimization regardless, would be infuriating to have it show up and cripple game once more in case if my hypothesis was correct.
Good to know that someone other than me thinks that bomberman has more depth than one might assume at first glance =D
We should definitely play again once I overcome current problems.
Played this yesterday for old times' sake. The host said there were only 3 or 4 tilesets though, and even though we played random, it actually felt like there were a lot fewer tilesets than in previous versions.
I can't remember the version I last played but yesterday it felt as if I was playing a completely different game. Lots of neat little additions, and I like the new kick. I still think the scoreboard is a little out of place, especially with the random(?) logo. I forgot to mention this :D
Random offers installation, alien world, forest and snow themes + there is a protoss spaceship theme which is not included in random selection (because I think I did a poor job on that theme). Pretty much how it's been from the beginning, it's just probably random being mean and not giving you good variety (thought 4 isn't that much of variety anyway =P). And logo is just a pretty background picture for now (yay pandas?). Menu and scoreboard can be better, it just takes time =P
Just focus on the important things like making the lobby UI actually understandable!!! (its pretty hard to know how you made it that bad :D, good thing you are always there to make the right settings for us )
Rollback Post to RevisionRollBack
My youtube channel: Here!
Project "Magic RPG" - Enter the Magic
Project "Goku Firebat" - Kaaameeehaaameee...
Since thread got bumped I might as well share my thoughts on where this project is heading.
Next update will add Line Bomb and Bomb Throw, both utility items (just like Bomb Kick). You can have only one utility item at a time so if you pick Line bomb when you have kick, Line Bomb will replace it. I hope to test them in battle environment during coming MapNight. Their use requires additional hotkey (D) and theoretically they can be incredibly OP, I hope that testing will show the truth.
With these 2 items filling empty space in item scheme editor I’m reentering polish stage where I seek and solve all those bothersome little issues that may or may not annoy players (for example awkward transition screen (seems that people liked new vers =D), difficulty to setup team games/edit item schemes, lack of good loading screen and others + bugs).
One other thing that is on my mind right now is saving player stats. I would like to have some sort of performance meter (E, D, C, B, A, S ranks) so that players would know what to expect of each other (would probably make E – D players feel less horrible when they keep on loosing to A or S class player). But this also means that I’ll have to find accurate way to rate player based on how he plays. And it would have to work for 10Player FFAs or 5vs1 just as good as it would for 1v1. So it might or might not be in next update. Btw, I’m planning on getting D3 so you can expect update before May 15th and not much going on after that date :D
Release the hounds!... I mean update! :D
It's finally of quality where I'm not facpalming when I see it get into FunOrNot.
As I mentioned earlier, 2 new items (Line Bomb + Bomb Throw), much better dialog-work, various other big and small improvements (like added a way to actually quickly edit item schemes instead of making them from scratch when you want to change one little thing), plus game now saves players stats (kills, deaths, wins, losses and such) which should allow everyone to deduce each others threat level before starting a match.
As always, big thanks to EU MapNight that kept me going, enthusiastic people with whom I played (you know who you are) and Nebuli for NA hosting <3
In coming days (probably MapNight) I'll try to record a gameplay video for those who are too lazy to try it out on b-net.