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Super Bomberman 2 V0.4


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#1 C@siomax

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Posted 15 April 2004 - 07:49 PM

I released today a new version of Super Bomberman, including:

*bug-free gameplay
*story mode improved
*new single round mode
*new butcher mode

I explain:

now the story mode features a fully-new map generation routine, allowing you to play in a huge maze, making the game a lot more challenging than playing in a basic random-map ...

but getting out of the 36 levels of the story mode is not a simple thing :lol:
So the single round mode allows you to choose a map theme and to play, as its name says, a single round on it :) but maps are randomly generated ;)

and then the new stuff ... the butcher mode!! in this mode, you can choose between 8 little arenas, where you'll have to defeat 16 ultra-fast monsters!! but to make things easier, you have the trigger bombs at their maximum power ... but be careful, you have only one life !! when you die (or when you complete an arena) the game gives you a rank :) I'll let you discover them :)

So I hope you'll enjoy it... have fun and tell me what should be improved for next release :D

Download it here:

http://www.casiocalc...rm_&load_that=1

#2 Andy.Davies

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Posted 15 April 2004 - 08:04 PM

one little addition to hte game that i would suggest would bt to play against other 'bomber men' who also plant bombs.

#3 PerCasioAdAstra

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Posted 15 April 2004 - 08:05 PM

sounds cool :rock: . Only that i don't have an AFX, nor any knowledge whatsoever about ASM/C :P

Though, if you make a cfx-version, i would love to try it!

#4 Andy.Davies

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Posted 15 April 2004 - 08:06 PM

try it with the G100emulator, see the pinned topic for more info

#5 PerCasioAdAstra

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Posted 15 April 2004 - 08:07 PM

one little addition to hte game that i would suggest would bt to play against other 'bomber men' who also plant bombs.

that would take a lot of AI coding, if it isn't to be 100% predictable? As i said, i don't know ASM/C, but in casio basic, that would take atleast 5k bytes, if you want a good and varied engine.

#6 Andy.Davies

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Posted 15 April 2004 - 08:13 PM

dont forget we have alot more memory available to us on our drives

#7 C@siomax

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Posted 15 April 2004 - 08:57 PM

I know, but you have certainly noticed the gray BATTLE menu, so you see that it's in my mind ;) but now I'm coding some bosses for the storymode ^^

#8 Andy.Davies

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Posted 15 April 2004 - 09:01 PM

but you have certainly noticed the gray BATTLE menu


yes i had noticed that :)

#9 CrimsonCasio

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Posted 15 April 2004 - 09:47 PM

nice work Casiomax :D

#10 C@siomax

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Posted 16 April 2004 - 10:58 AM

This morning I have made a pretty good procedure to move bosses in story mode :P
I'll test it later ^^

#11 Deimos

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Posted 18 April 2004 - 05:52 PM

Hmm, the gameplay isn't completely bug-free: it still happens that bombs kill me well above their range. But at least now they doesn't seem to kill me diagonally.

#12 CrimsonCasio

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Posted 18 April 2004 - 07:23 PM

yeah, same problem here. I've also not been killed by explosions.

#13 genesis

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Posted 19 April 2004 - 05:08 AM

I've experienced both and I've been stuck after planting a bomb and once I planted a bomb and it wouldn't explode and I couldn't plant another one (but that's using the WinG100 emulator).

BTW, TOUCHE and GCOMM don't seem to work with the emulator (or I don't know how to use them).

#14 C@siomax

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Posted 19 April 2004 - 06:06 PM

yes you're right it isn't still bug-free <_< <_<
I wonder why I always have to deal with this bug, the test routine seems to be correct ... and about the bomb which didn't explode this is a very rare bug which comes from a too-fast key detection for the object engine !! I'll correct that ^^

and there's a bug in butcher mode, when you get killed and want to restart the arena, whatever you do you'll get the same skill 'TIMOROUS' ...

So for next releases:

-> no more explosion bugs (that's nasty, especially in butcher mode)
-> battle mode (bots with IA)
-> link mode working (now there's only synchronisation which is working)

and maybe some new game modes ^^ I'll work on it after my exams !!

btw: if someone have some useful docs about coding IA, may he post the links to get them ?

#15 CrimsonCasio

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Posted 19 April 2004 - 08:18 PM

build in a realitvly stupid AI first, just one that plants bombs and tries to avoid explosions. (MBLAST for example)

#16 huhn_m

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Posted 07 May 2004 - 04:28 PM

[note] unpinned due to inactivity [/note]

#17 Andy.Davies

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Posted 07 May 2004 - 04:34 PM

@huhn: i thought we had to move the topic to the important topics section...

#18 C@siomax

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Posted 07 May 2004 - 06:08 PM

yea, no more news, coz of my exams <_< <_< <_< but thanks to Swifter (a french user [yea... again lol]) he released a new version of his useful librairy, including speed-optimized routines (35% of speed gain), so they're now used in sb2 :P [but there's still a nasty bug, look at the screenshot]

Posted Image

#19 CrimsonCasio

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Posted 07 May 2004 - 06:20 PM

lol, split personalities :)

@andy: if its a informative topic it can be moved to the important topics section, otherwise it is unpinned untill such a time as it becomes important again (if that happens of course)

#20 Bob Vila

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Posted 07 May 2004 - 07:12 PM

is ck not a mod anymore or something? it says that under his avatar super member or something like that...

#21 Andy.Davies

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Posted 07 May 2004 - 07:23 PM

CK decided not to be a mod as he didnt do anything and didnt have enough time for the forum, so he asked to be out back to a super member

#22 Bob Vila

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Posted 07 May 2004 - 11:18 PM

ahh, ok

#23 C@siomax

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Posted 08 May 2004 - 08:44 AM

the bug is corrected ... and new speed is impressive :)




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