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Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: frostymm on August 02, 2011, 08:37:29 PM



Title: Project Bomberman actual progress!!!
Post by: frostymm on August 02, 2011, 08:37:29 PM
projectBOMBERMAN

Okay well I released a beta just like I said I would. It has a TON more to be done and I still couldn't get the specials, grabs, and the smashes working properly. I'm gonna refocus on Klonoa for a bit and come back to this because currently I don't have the knowledge to do much more than this. Without help I can't do any more for this project so I'll just make changes and work on it when I learn enough to change it. Till then don't expect too many updates but I most certainly will still be trying.

Most recent progress - Beta 0.2 released

(http://www.smashbros.com/en_us/images/common/entry_banner.jpg)

[Color="Gray"]
It needed to be done.
[/color][/size]



(http://i.ytimg.com/vi/HFVPT92xekM/hqdefault.jpg)

(http://i220.photobucket.com/albums/dd314/frostymm/random%20stuff/Bomberman.png)


Okay well I'm sure this has been tried many times before but it still hasn't been done.
So after requesting an amazing vertex from my good pal Starwaffle and learning a decent amount from my time in Project Klonoa I've decided that this needed to be done.

though I already have a few people in mind for our team we are still definitely open to new recruits. (Meaning we REALLY need help)





[SIZE="4"]
[SIZE="5"][FONT="Tahoma"].[COLOR="Wheat"]:[/COLOR][COLOR="white"]To-Do[/COLOR][/FONT][/SIZE]
[COLOR="LemonChiffon"]Make new animations for various attacks-[/COLOR]
Make it so that bombs will work as projectiles or just... Bombs... But not quite the same as the item-
Pollish off the PSA-
[/SIZE]



[SIZE="4"][COLOR="white"]The Team:.[/color][/size]
[COLOR="Gray"]Frostymm - I'm doing just about everything I can! Animations, PSA, graphics, anything I can possibly do. [/COLOR]
[color="lightblue"]StarWaffle -[SIZE="2"]He made the amazing bomberman Vertex over Olimar[/SIZE][/COLOR]
[color="gold"]Eternal Yoshi - Did an amazing job on editing how the Pikmin work and will probably be assisting with most of the hard PSA work. [/color]

I'll add the rest of our teams members as they do stuff.






[SIZE="4"]
[COLOR="Gray"][FONT="Times New Roman"]Since the vertex was made to go over Olimar and I thought maybe we could use some of the data from the Pikmin to help with the bombs actions, Bomberman will be replacing Olimar.[/FONT][/COLOR][/size]
Note: Olimar is awesome, I'm not replacing him for any other reason then for the pikmin and the vertex. Anyone who disses him will get da spooboot >=3 Or at least ignored...








Moveset: (Animation status)

[collapse]
[Size="3"][Color="Red"]Specials[/color][/size]

Up-Special (FINISHED) - Bomberman places a bomb below him and uses its explosion to propel himself upward (As seen in SSBC)

Neutral-special - Bomberman kicks a bomb forward

Side-Special - I'm debating whether he'll throw a bomb in an arc or set 6 bombs in a row in front of him

Down-special - Set a remote bomb kind of like snakes

[Size="3"][Color="Red"]Smashes[/color][/size]

Down-Smash - Bomberman smashes a bomb against the ground making an explosion

Over-Smash (Finished) - Bomberman spins forward with his elbow out and then stops and explodes a bomb in front of him (Similar to wolfs but slower, with most power only at the end and moves him farther.)

Up-Smash (Finished) - Throws a bomb upward (Similar to snakes except less gay =D)

[Size="3"][Color="Red"]Aerials[/color][/size]

Forward air (Finished) - sprawls out and thrusts a bomb in front of himself, pushing him back slightly.

Back air (FINISHED) - Kicks bomb backward, explodes at end of kick, boosts forward.

Neutral air (Finished) - Bomberman does a summersault in the air doing a grind attack and at the end he throws out a bunch of mini bombs all around for a small series of explosions. (It'll have a really small hitbox on both parts of the attack.)

Down air (Finished) - Bomberman quickly thrusts a bomb below him causing for a single frame spike with significant lag afterward. Also suspends him in mid-air like ivysaurs.

[Size="3"][Color="Red"]Tilts[/color][/size]

Down tilt (FINISHED) - Bomberman makes a controlled bomb explosion on the ground in front of him. Similiar to Samus'

Over tilt (FINISHED) - Bomberman swings two mini bombs in front of him in a 1-2 combo making them explode in his hands as they reach out to their farthest.

Up tilt (Finished) - Bomberman explodes a bomb just above him and slightly forward.

[Size="3"][Color="Red"]Other[/color][/size]

Dash attack (FINISHED) - Bomberman slides forward while laying a bomb down (bomberman has small hitbox that hits toward bomb while bomb explodes)

AA combo (FINISHED) - Punch, Punch, grab, fist explosion

Taunt 1 (Finished) - Fist pump!

Win1 (Finished) - Strikes a cool pose with bomb in hand, thrusts forward
[/collapse]


[Size="5"][Color="Green"]Glitches[/color][/size]

- If Bomberman uses his up-special right after falling of a ledge, he'll grab onto it but the bomb will stay attached as his hand.

- (INTERESTING) If Bomberman spawns a bomb in the air and keeps himself from touching the ground, the bomb will actually run forward until bomberman lands which it will then stop and explode. (Could actually be used for something if we can find out why it does that.)

[size="7"][color="white"]Download[/color][/size]

Download Bomberman beta 0.2
http://www.mediafire.com/?a8zbaoblvgrpmpn (http://www.mediafire.com/?a8zbaoblvgrpmpn)


Title: Re: Project Bomberman beta 0.2 out
Post by: frostymm on August 02, 2011, 08:38:58 PM
Reserved

Also, I'll clean up the OP sooner or later. I just pasted it from smashboards.

And also,

[Size="15"]VIDEO'S[/size]

Bomberman Progress report
http://www.youtube.com/watch?v=Bf3fMfH3Ukw&feature=player_embedded#at=12 (http://www.youtube.com/watch?v=Bf3fMfH3Ukw&feature=player_embedded#at=12)


Gameplay demo (Bomberman vs Pokemon Trainer)
http://www.youtube.com/watch?v=YGyloFwXDoA&feature=channel_video_title (http://www.youtube.com/watch?v=YGyloFwXDoA&feature=channel_video_title)


Title: Re: Project Bomberman beta 0.2 out
Post by: Royal_Blade on August 02, 2011, 08:40:53 PM
Just for future reference:
-The [size] thing has no quotes and instead is just "=(whatever size)pt".
-The [color] thing has no quotes. That's it for that.

Just to make things nicer to look at.


Title: Re: Project Bomberman beta 0.2 out
Post by: Dot on August 02, 2011, 08:42:19 PM
.....

you may want to fix a few things in this thread, the download link doesnt work and the videos too, other than that the moveset list sounds awesome


Title: Re: Project Bomberman beta 0.2 out
Post by: Royal_Blade on August 02, 2011, 08:54:37 PM
download link: http://www.mediafire.com/?a8zbaoblvgrpmpn (http://www.mediafire.com/?a8zbaoblvgrpmpn)

video 1: http://www.youtube.com/watch?v=Bf3fMfH3Ukw

video 2: http://www.youtube.com/watch?v=YGyloFwXDoA

Hope that helps Person.


Title: Re: Project Bomberman beta 0.2 out
Post by: frostymm on August 03, 2011, 02:29:01 PM
Okay I fixed the links but as I said before I won't really be able to clean it up till later. Don't worry I will soon though. And thanks for the info, I haven't really done much on Kc-mm forums yet.


Title: Re: Project Bomberman beta 0.2 out
Post by: DJ Lowgey on August 03, 2011, 06:11:38 PM
This Bomberman looks like a great project for all explosion lovers  :af:
The Character looks a little bit weird and the Mario-Moves must be replaced with new moves.
He have Olimars soundbank right?
A realy cool project!!  :)
Are there any glitches?


Title: Re: Project Bomberman beta 0.2 out
Post by: Uncle0wnage on August 03, 2011, 06:32:19 PM
The up and downsmashes don't work correctly. There is no hit box for down smash and there is no hitbox on the bomb in the upsmash.


Title: Re: Project Bomberman beta 0.2 out
Post by: Mansta8 on August 03, 2011, 06:44:27 PM
I love using this with Olimar, exploding pikmin ftw.

Why does he blow himself up at the beginning of a match? He's awesome at SSE by the way, but the .pac is still compressed (It usually freezes in SSE) I fixed that http://www.mediafire.com/?3k2g4img8m88403


Title: Re: Project Bomberman beta 0.2 out
Post by: frostymm on August 03, 2011, 07:30:44 PM
@ U0
There are hitboxes on all the attacks its just that Olimar won't use them... Since Olimar usually uses Pikmin as hitboxes most of his bones won't even sustain them half the time. And sometimes its just the attack that won't allow that bone to work and then sometimes its just because I was messing with it too much and now even putting it back to its original code won't make it work anymore for some reason.

Olimar is a pain to deal with =.=... But as far as everything else, it's still in beta after all, I've changed most of Mario's attack animations for bomberman and I'm going to work on changing his more basic ones at some point but the most frustrating part has got to be the specials so until I can make those work, the rest will have to wait.

@ MANSTAB
He blows up cause I think its funny =3
.pac still compressed? What does that mean exactly and how can I fix it later? I've actually made some alterations to bomberman since releasing this...


Title: Re: Project Bomberman beta 0.2 out
Post by: Mansta8 on August 03, 2011, 10:19:44 PM
The for pikmin00.pac is the same size as the pcs file, the pac should be bigger, to fix it use brawlbox, open his 00.pac and if you see the compression set to anything other than none, change it to none and save. Keep the compression the same when editing a pcs file.

The bombs in the A attacks should be black or red, so they aren't confused with ice bombs.


Title: Re: Project Bomberman beta 0.2 out
Post by: frostymm on August 26, 2011, 06:48:43 PM
So recently I actually did something with bomberman.

1. I made the over special throw Links bombs.
2. I made the down special place a pikmin(Bomb).
3. I made it so that only one Pikmin could be put down at a time.
4. I made it so that if you used down special while a Pikmin was already there, it would explode.
5. I made the regular bombs you use in attacks black.

Pretty decent progress I think but I'm still running into a few issues.

1. Right after you place the Pikmin down its called to you. (Which wouldn't be a problem if the pikmin didn't take a few seconds in the air to come down to your position)
2. The Pikmin are all still different elements and I need to edit them a bunch.
 - Need them all to be regular explosions
 - Need a new model for remote bomb
 - Need them to not explode for a long time (Currently they're on a timer)
 - Need them to not walk or follow Bomberman in any way. They still seem to teleport to him if he uses an attack near them.
3. I need to edit bob-omb to look like a regular bomb and walk forward decently quickly until colliding with another character and the blast to be greatly reduced. I want to use it as Bombermans neutral special; bomb kick.

If anyone can help me with this itd be greatly appreciated ^^'

Edit: Tak fixing all of the smashes onto that list. I finally figured out why they weren't working... Thank you Eternal Yoshi, even when you aren't here you're still helping me.


Title: Re: Project Bomberman actual progress!!!
Post by: toastoftriumph on August 26, 2011, 11:50:13 PM
It's neat to see Bomberman come to life. I look forward to this moveset.

I know you're still in the beta stage, but eventually you should diversify the GFX of the explosions to make them less repetitive.


Title: Re: Project Bomberman actual progress!!!
Post by: Omniscient X on August 27, 2011, 01:05:40 AM
Well I've got some advice for you as to what to do for your problems but its not a pretty one... :>.>palm:

Whenever I do a PSA I go through each PSA and study/test bit variables etc mostly the simple ones that modify stuff like articles and projectiles but you can learn alot about the variables.

As for some specific stuff:
-Check Olimar's Forward Smash: Where he throws the pikmin or pikmin throw and then i suppose the way I'd do it would be something like (attach bomb/pikmin graphic) to ThrowN Bone, in the animation have bomberman kick and move the thrown bone how the bomb would fly, create hitbox of 0 damage, hitstun etc, then create a infinite loop in the Other section with
if hitbox connects
 terminate collisions
delete graphic
 spawn explosion GFX
 create hitbox for the explosion
 sync timer 1
 term collisions
 else
NOP
End if

It's just an idea but it is one of the best ways to false projectile stuff PM me if you need help with this technqiue/variation of false projectile.
-Omni


Title: Re: Project Bomberman actual progress!!!
Post by: DARKW0lf on August 27, 2011, 02:11:26 AM
hey i was going to make him:( but can i join


Title: Re: Project Bomberman actual progress!!!
Post by: frostymm on August 27, 2011, 10:38:49 AM
@mariofan
 How would I diversify the explosion graphic exactly? I mean if I could make the explosions look kind of like they did in bomberman 64 or spread out like they do in regular bomberman that'd be cool and all but I don't think it'd work so well with alot of the stuff I've already done and I can't really mess with anything reguarding links bomb either. I don't wanna mess up any other characters besides the one bomberman replaces.

@Omniscient
Wait so you basically want me to attach an external graphic to a bone and just animate it to be a projectile? That sounds really nifty and all but I need the projectile to move independantly of bomberman for one. Two, the pikmin are articles and I can't really make them follow any bone, there's nothing in Olimars PSA for them really. And three, I've already decided that I was going to mod a poison mushroom or bob-omb to just slide forward really fast and explode upon hitting somebody, it should work out pretty well if I can mod it right.

If I'm wrong though, I'd like to hear more in a P:M or something.

@Darkwolf
What can you contribute?




Edit: I think the best way to make the slide bombs work is if I made poison shrooms explode on impact instead of shrink. But I desperately need someone who can do item mods.


Title: Re: Project Bomberman actual progress!!!
Post by: toastoftriumph on August 27, 2011, 11:59:00 AM
@mariofan
 How would I diversify the explosion graphic exactly? I mean if I could make the explosions look kind of like they did in bomberman 64 or spread out like they do in regular bomberman that'd be cool and all but I don't think it'd work so well with alot of the stuff I've already done and I can't really mess with anything reguarding links bomb either. I don't wanna mess up any other characters besides the one bomberman replaces.
I'm not saying change the GFX, just use different GFX.
There's plenty of different GFX for explosions, but from the video I saw, you're only using one for the moveset. Just choose some different looking ones, at random I guess, for the moves.


Title: Re: Project Bomberman actual progress!!!
Post by: frostymm on August 28, 2011, 03:29:46 PM
So basically you want me to just use random explosion graphics for all the different moves?


Title: Re: Project Bomberman actual progress!!!
Post by: toastoftriumph on August 28, 2011, 10:03:56 PM
Yeah. Seeing the same one over and over gets kinda boring.


Title: Re: Project Bomberman actual progress!!!
Post by: GabbaGhoul on August 29, 2011, 11:50:32 AM
Good to see somone finally making bomberman, or attempting anyway.
I understand your having trouble with grabs specials and fs.
And to be honest I dont understand to do any of the 3.
Im a pretty good animator, I worked on project klonoa myself for a few days. never sent the animations though. (hard to balance between this kind of stuff and life so havent done alot of this recently.) got off it for awhile. But I may never use klonoa again till its finished and ported over somone else since scott pilgrims release.

Anyway down to the point I dont really use olimar alot because there are never any good hacks over him. I see this one looking pretty intresting though and Id be glad to help with any animation or regualr attack hitboxes etc.

By the way when the pikmin (bombs) attack your going to have to modify that graphic if it hasnt been already, and simulataniously have that pikmin (bomb) take damage explode graphic effect (and die)
also when you throw the bombs they should explode when they hit the ground not just run back to you.

Dont know if youve done any of that yet I havent had the chance to try the psa quite yet.


Title: Re: Project Bomberman actual progress!!!
Post by: frostymm on August 29, 2011, 06:17:00 PM
@Mariofan
That doesn't really make any sense though....

@Vamayro
Easier said than done. We already know all of that XD Its just that the Pikmin aren't in the PSA, they're articles.... I personally have no idea how to edit articles at all. In fact the only reason that the Pikmin are even bombs that explode already is because EternalYoshi did it. Meaning that I may not be able to fix anything on them at all. If it turns out that way I'll just not use them and make the down special something else entirely.


Title: Re: Project Bomberman actual progress!!!
Post by: GabbaGhoul on August 29, 2011, 09:13:40 PM
@frostymm
Indeed, articles are some of the most difficult things to edit in my opinion; though There are quite a few people that are great with articles. Me personally would like to learn how to do all of the things previously said. BUT, No one has any decent tutorials explaining how to do said things. I was Independently working on a Flamedramon psa wich also was another great vertex by starwaffle. I found a cool person that made a fireball for it, Got some old jumping animations from angelic lucario. Converted all normal attacks to fire damage and made a few custom attacks, stopped working on it and never released it to the public. Butnow that Ive realized it Im off topic as hell. My point being we need to ask somone we know can edit articles.

@frostymm and mariofan
Now im pretty sure he means like there are what 4-5 diffrent pikmin, maybe one get a bigger explosion maybe one bombs bigger then another, maybe you have a chance of pulling up a power bomb which would require more work on that articles model in general. I like the idea of that it sounds like a huge pain though.


Title: Re: Project Bomberman actual progress!!!
Post by: toastoftriumph on August 30, 2011, 04:59:05 AM
I'm just saying that for different moves, use different GFX. I'm not saying that they're randomly selected during runtime.


Title: Re: Project Bomberman actual progress!!!
Post by: frostymm on August 31, 2011, 12:14:40 PM
As far as the Pikmin go I'm just going to avoid the whole different elemental bombs thing. Its a little silly and it was only used in one game that I never played anyway. If I can I'll just try and make all the pikmin work like a regular bomb except a little bigger. I already figured out how to trigger their death animations with PSA so if I can just make them sit there it'd make a good remote bomb (Like from bomberman 64)

And as far as the graphics go there isn't really much point in putting different explosion graphics on them because there aren't that many types of explosions besides the ones from 64 second attack. If anything I'll change all the explosions to look more like they do in the classic bomberman games if I change them at all. Or make them go sorta lengthwise cause that's what they do.


Title: Re: Project Bomberman actual progress!!!
Post by: GabbaGhoul on August 31, 2011, 01:06:49 PM
As far as the Pikmin go I'm just going to avoid the whole different elemental bombs thing. Its a little silly and it was only used in one game that I never played anyway. If I can I'll just try and make all the pikmin work like a regular bomb except a little bigger. I already figured out how to trigger their death animations with PSA so if I can just make them sit there it'd make a good remote bomb (Like from bomberman 64)
Im not saying elemental bombs, that would be pretty stupid actually.
I meant special bombs like from bomberman act 0 or bomberman for 360 and ps3.
there are quite a bit actually; remote bomb, line bomb, power bomb, full fire, deadly bomb, motion sensor bomb.
Not that alot of those should be done though I think 1 or 2 should.

I was thinking as well, the cool bombs that would work right would be; power bomb, remote bomb, motion sensor bomb. Though we shouldn't do anything like this until we finish all regular attacks and animations.

But here are my ideas for pikimin anyway.
---------------------------------------------------
Power Bomb - slightly bigger then regular bomb, slightly bigger explosion radius, slightly more damage, over purple pikmin, resize bomb and add A big (P) to the center of the texture
Remote Bomb - You will need another vertex for this. over white pikmin possibly. And you may be able to look over snake and see how his remote control bomb works.
Motion Sensor - this is an actual in game bomb, I would just Import that model over one of the pikmin and resize it. then you'll have to figure out a way to have it stay in one spot and not explode until someone touches it.
----------------------------------------------------


Title: Re: Project Bomberman actual progress!!!
Post by: frostymm on August 31, 2011, 02:49:54 PM
Yet again easier said than done. There really isn't much out there for viewing articles except maybe OpenSA but even that has most of the parameters as unknown. Not even trying to copy snakes remote bomb will work because that's also an article. If I ever find a decent way to edit the pikmin or find somebody who actually knows what they're doing I might do something like that but so far I'm thinking I might not be able to use the pikmin at all just because they keep teleporting to bomberman whenever he uses an attack near them.

P.S. Bomberman Act Zero isn't a real bomberman game XD


Title: Re: Project Bomberman actual progress!!!
Post by: GabbaGhoul on August 31, 2011, 04:06:06 PM
I Disagree. Not only does it have bomber man in the name, but it actually plays the same as the bomberman games, and it has all the bombs and powerups. Minus the fact the characters arent the same, and the storylines in them dont connect in anyway what so ever.
I heard actual bomberman fans didnt really like the game... I liked it ._.

I understand easier said then done. Articles are a huge pain in the ass. But I know everything I said was possible. Do I ever think it will be done? Nope. Just some ideas.

I still think the powerbomb wouldnt be to hard.


Title: Re: Project Bomberman actual progress!!!
Post by: frostymm on September 09, 2011, 07:28:19 PM
Well Bomberman is supposed to be a fun party game. The only way to play with friends in that game is over Xbox live where it would have been plenty easy to just make it multiplayer. (They seemed to see regular multiplayer as so unimportant that they even put it before giving the female character jiggly boobs =.=)

Bomberman fans didn't like it because they couldn't play it with their friends, there was no real storyline like in 64, the gameplay was repetetive and most people didn't have the skill to get passed all 99 levels without dying making it frustrating to play. Though most people will argue that it was just mainly that they took away Bombermans bubbly and cute appearance that they had all come to know and love.

Though it plays like bomberman and has that in its name I can't call it a real bomberman game =/ Its more like a cheap knockoff kind of like Spiral Knights bomb game. Not bomberman, but still fun sometimes.


Back to Project Bomberman, I'll definitely consider those idea's if I can ever do them. I didn't much care for the elemental bomb thing anyway.


Title: Re: Project Bomberman actual progress!!!
Post by: strife98 on October 03, 2011, 12:54:00 PM
I'LL HELP, I wanna help, will you let me help huh? i really wanna help, so can I huh huh can I pleeeaassseee.


Title: Re: Project Bomberman actual progress!!!
Post by: frostymm on October 03, 2011, 12:59:24 PM
This guy seems pretty legit, sure bro you can join <3


Title: Re: Project Bomberman actual progress!!!
Post by: GabbaGhoul on October 03, 2011, 01:51:08 PM
he has 1 post, I'll be amazed if he can use brawl box.
I didnt start messing around with  and actually making stuff till I had around 40 post's. Becauase I was new too it and it was pretty awesome. (but that's just me) anyway, what can you do? psa? animation?


Title: Re: Project Bomberman actual progress!!!
Post by: frostymm on October 05, 2011, 12:54:35 PM
Well I hear he makes a mean sandwhich.


Title: Re: Project Bomberman actual progress!!!
Post by: GabbaGhoul on October 05, 2011, 01:32:56 PM
Wow,certainly does look mean
(http://i864.photobucket.com/albums/ab203/vamayro/Meansandwhich.jpg)

Back on topic, "actual progress made" has there been any "actual progress since the release of beta 0.2?


Title: Re: Project Bomberman actual progress!!!
Post by: frostymm on October 05, 2011, 06:43:59 PM
Yes, yes there is.


Title: Re: Project Bomberman actual progress!!!
Post by: GabbaGhoul on October 05, 2011, 07:28:20 PM
Now would be a nice time for an update you think?

How much have you done to it since then?


Title: Re: Project Bomberman actual progress!!!
Post by: frostymm on October 05, 2011, 09:11:42 PM
Fixed all the hitboxes and gave it a new over special and made down special spawn pikmin that explode if you hit it again. But I'm planning on changing it to not use pikmin at all.... And to replace Snake if Snoopy finishes that.


Title: Re: Project Bomberman actual progress!!!
Post by: frostymm on October 06, 2011, 08:21:40 PM
I'm also working on converting the green shell item into a kicked bomb for his neutral special. It'll work if I can get the shell to explode on impact with characters and walls and if at all possible I'm going to give it a timer so it can't just spam across the stage.


Title: Re: Project Bomberman actual progress!!!
Post by: GabbaGhoul on October 07, 2011, 01:40:13 AM
I'm also working on converting the green shell item into a kicked bomb for his neutral special. It'll work if I can get the shell to explode on impact with characters and walls and if at all possible I'm going to give it a timer so it can't just spam across the stage.
I know it's possible to set the damage and parameter of the explosives in game. I'm not sure entirely what your suggesting is possible. Maybe if you hexed some properties of the bobom into the shell. in common 5? If that is possible you would need to hex the damage and knock back too.


Title: Re: Project Bomberman actual progress!!!
Post by: frostymm on October 07, 2011, 04:29:05 PM
Yeah, its too bad that I don't know much of anything about modding items. We'll see how it goes. Hopefully learning C# will increase my hacking abilities. Don't expect bomberman to be done any time soon. Honestly without projectiles he's not much of a bomberman and that's the main issue we're having.


Title: Re: Project Bomberman actual progress!!!
Post by: GabbaGhoul on October 07, 2011, 04:38:59 PM
Ok send me what you've got done now, and
i'll help you with that.
:vyse:


Title: Re: Project Bomberman actual progress!!!
Post by: frostymm on October 08, 2011, 12:59:25 PM
Lol if you can make an item work like a kicked bomb projectile I'll add you to the team and send you everything.


Title: Re: Project Bomberman actual progress!!!
Post by: GabbaGhoul on October 08, 2011, 02:22:00 PM
Here's the thing though.
Hexing it to do that could also cause it to explode on contact with anything. But i'll tell you what. I'll check into it.
Are you going to use the same model that's over the pikmin?


Title: Re: Project Bomberman actual progress!!!
Post by: frostymm on October 08, 2011, 09:40:23 PM
Well that would be awesome actually. Have it explode on contact with anything and you are officially part of project bomberman XD. And yeah, same model.


Title: Re: Project Bomberman actual progress!!!
Post by: GabbaGhoul on October 09, 2011, 01:46:29 PM
That's not quite what I mean.
My point being the turtle shell has to touch the ground.

There is a tails psa over Mk. Im pretty sure it was made by jaklub.
one of it's specials is to spawn a walking bobom(only it's more like running). and it explodes on contact with a player.
A good Idea would be to simply use the bobom speed it up a bit. and set the parameter and stuff so it's not a super knockback.

If you send me what you have done, i'll make it do that. I'll even animate it if you havent yet. only Im going too use the pikmin bomb model. Because in bomberman bombs dont walk.


Title: Re: Project Bomberman actual progress!!!
Post by: frostymm on October 09, 2011, 09:37:33 PM
The only problem with that is that the bomb ombs turn around if faced with a ledge and stop when they're about to explode. I don't want any of that.


Title: Re: Project Bomberman actual progress!!!
Post by: GabbaGhoul on October 10, 2011, 06:36:15 AM
The only problem with that is that the bomb ombs turn around if faced with a ledge and stop when they're about to explode. I don't want any of that.

Both of those problems can be fixed.


Title: Re: Project Bomberman actual progress!!!
Post by: frostymm on October 10, 2011, 10:15:53 AM
You can make the bomb omb walk off the edge? Do it and send it to me?

If you REALLY want the files I could send them to you but honestly they aren't gonna make much difference soon if Snoopy finishes with the port.