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    posted a message on Blasterbots

    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

    Posted in: Project Workplace
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    posted a message on Blasterbots

    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

    Posted in: Project Workplace
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    posted a message on Blasterbots

    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.

    Posted in: Project Workplace
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    posted a message on Blasterbots

    I like the new kick and the menu, but at the moment I'm not a fan of the direction you seem to be taking with the maps. The latest addition of the jungle or fruit tree or whatever tileset is really cluttered. It partially hides bombs and the animated boundaries add to the distraction.

    I may get used to it and look at hidden bombs as variety in the themes to cater for different game experiences, but right now it leaves a "I can have animated blocks and I can even go over the block boundaries to create lush hanging leaves" taste in my mouth with no regard to gameplay. I could be wrong though.

    ps Loneimmortal seems a bit arrogant with his ideas - hope you keep to what you think is good and don't succumb to pressure

    Posted in: Project Workplace
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    posted a message on Blasterbots

    @DuckyTheDuck: Go Here's some more :) http://www.soundjay.com/free-music.html I quite like Iron Man, Cautious Path, and Jungle Run. Though you might have longer and more ambient music in mind - these may sound "cluttery" and short.

    That site can prove to be useful in other aspects as well. I used some sounds for my stream for example but didn't notice that there were music tracks there as well - could've suggested it earlier.

    Posted in: Project Workplace
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    posted a message on Blasterbots

    @DuckyTheDuck: Go For music, I know http://www.jamendo.com off the top of my head. I'm not sure you're looking for this kind of music though, but you might find something useful there.

    I like that you want to keep player numbers as high as possible, and I don't think there'd be need for 2 modes of the map.

    As for map layouts, since even the slightest indy block changes have huge impact on gameplay, very simple patterns of only a few indy block clusters should do the job. Perhaps you can make it randomised with the host being able to set the maximum number of blocks in a cluster under map settings? You could use the common shapes from Tetris for simplicity.

    Posted in: Project Workplace
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    posted a message on Blasterbots

    [...] From SNES Super Bomberman, mostly from Super Bomberman 5. I'd like to implement all powerups from that game, [...]

    Just checked it out on YT and some of the powerups are insane :D Looking forward to receiving new ones in Bomberbot.

    Does this also mean you'll have indestructible block clusters and not just the "every other block is indy" layout?

    When can we expect a new version? :)

    Posted in: Project Workplace
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    posted a message on Blasterbots

    Have you tried giving bomb placement a sound? It's a bit hard to explain but I think it'd give a better feeling of interaction with the player. Maybe it has something to do with the map being silent in general. It might make more sense not to hear others' bomb placement sounds to retain certain tactics like "hiding" your bomb and such.

    ps Enjoyed our game the other day... just KenLaszlo keeps beating me silly and I sometimes snap

    Posted in: Project Workplace
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    posted a message on Blasterbots

    I'm not sure if it's relevant here but IIRC (because nowadays I only join a lobby) arena sizes are/were confusing a bit. I vaguely remember seeing the number 9 and 13 players and the general progression in the size of the arena wasn't really clear. Perhaps you could specify sizes in dimensions in # of blocks?

    Secondly, have you considered greying out dead players instead of crossing them out in the top right? Their colours and the red cross-out makes it a bit cluttered, and the colours of dead players don't really matter - you can determine the leader and runners up by number of wins anyway.

    Looking forward to the sans-lobby version.

    Posted in: Project Workplace
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    posted a message on Blasterbots

    Do you plan to implement different models to choose from? Since the map is called bomberbot, you could limit the models to mechanical units - I have goliath and stalker in mind. They would need to be tweaked so that the size is the same across all models to keep it balanced, or you could balance it yourself (bigger but faster model, etc.).

    Posted in: Project Workplace
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    posted a message on Blasterbots

    I wanted to register to give you my compliments on the great job you've done with the map but it turned out I already had an account.

    So I play this game with a group of friends and sometimes viewers from my stream and it's always a blast. Rage, taunts, everything. Awesome job with particular attention to detail and graphic cohesion.

    I'll be following the progress of the map closely. Do you plan to have a to-do list or a list of planned features?

    Also, I'd like to report a bug in case you don't know about it already. If so, sorry for the repost. Basically if you place a bomb at the right time just before dying, you create an indestructable barrier which appears to be your bomb with 0 fuse on it.

    Speaking of barriers (and because no appraisal is complete without suggestions lol), do you think a rare barrier powerup would help mix things up? Put it on 'e' and make it either a one-off thing (pick up one, use once) or put a toggle on it (press e a second time to remove the barrier, after which you can place it again). Either indy or just a regular block. I feel hindering movement/creating (temporary?) safe spots could spice the gameplay up.

    Keep up the great work.

    Posted in: Project Workplace
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