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> Bonk and Bomberman 2 Engine
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Nicholas Ainsworth
Posted: Dec 21 2004, 04:44 PM
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Yeah, I'm pretty sure about zero-percent of you have played Bonk and Bomberman 1. Anyway, this is the engine for the sequel.

http://www.demontears.net/test/games/BNBApp1.exe

http://kitsunefox2001.digibase.ca/BNB2Sprites.cca - A crappy engine for the Tag Crystal (even more custom characters [if pasting Akabon's head on Amy Rose's body counts as a custom]).

That's right, I use platform movement. If anyone wants to convert this to static for Bonk and co. as well as about 16 others, be my guest.

Basic Controls
Arrows - Move
Shift - Jump
CTRL - Basic Attack
Z - Special Attack
X - Gem Harvester
C - Super Attack
1, 2, 3, 4 - Switch characters in Tag Capsules

Bonk
CTRL - Headbutt
Z (while jumping or falling) - Triangle Jump
X - Lightspeed Dash
C - Speed Up

Shiro Bomberman
CTRL - Lay Bomb
Z - Throw Bomb (not programmed yet)
X - Magic Boomerang
C - Smart Bomb

Tom Chikun
CTRL - Shoot
Z (while jumping) - Chikun Flip (not programmed yet)
X - Fury Spin
C - Bomber Beam (not programmed yet)

Pommy
Holding Down Shift - Fly
CTRL - Kick (not programmed yet)
Z - Electro Field (not programmed yet)
X - Rocket Pommy
C - Cyclone Pommy (not programmed yet)

All Gem Harvester moves have been programmed in.

After further replaying (haven't touched this in months), Bomberman's Smart Bomb attack IS programmed into the game.

This post has been edited by Kitsune Yamato Keitsuken on Dec 22 2004, 01:47 AM


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Bungalo
Posted: Dec 21 2004, 04:45 PM
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Played Bonk and Bomberman 1 *plays your engine*


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Vorxis
Posted: Dec 21 2004, 04:53 PM
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THE OH-SO-SNAKE ATTACKS


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Not bad, but I can't hurt the enemy, but I dont' see anything else wrong with it, another good engine wink.gif


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QUOTE (Toadster @ Jul 10 2009, 04:29 PM)
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Nicholas Ainsworth
Posted: Dec 21 2004, 04:56 PM
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QUOTE (Zae @ Dec 21 2004, 04:53 PM)
Not bad, but I can't hurt the enemy, but I dont' see anything else wrong with it, another good engine wink.gif

Actually, you can't hurt Zeb. I just stuck him in there to test something. Yano, the whole pushing thing biggrin.gif


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Slam
Posted: Dec 21 2004, 04:58 PM
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This thing lags like hell. Pretty cool though.

This post has been edited by Slam The Chao on Dec 21 2004, 04:58 PM


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Vorxis
Posted: Dec 21 2004, 04:58 PM
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THE OH-SO-SNAKE ATTACKS


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Ahh... and I thought it was some kind of bug.


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QUOTE (Toadster @ Jul 10 2009, 04:29 PM)
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Bungalo
Posted: Dec 21 2004, 04:59 PM
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Bonk's head butt doesnt work well when you are standing


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Nicholas Ainsworth
Posted: Dec 21 2004, 05:00 PM
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QUOTE (Slam The Chao @ Dec 21 2004, 04:58 PM)
This thing lags like hell. Pretty cool though.

Yeah, VERY HIGH amount of active objects in the level. I think there may be close to 1,000 gems scattered around the level.

Fortunately, I set the game up so that only the respective color appears for each character type (Speed, Bomber, Shooter, Flyer).


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Banana Head
Posted: Dec 21 2004, 08:16 PM
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<3
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Ill do a static conversion for you biggrin.gif


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Nicholas Ainsworth
Posted: Dec 21 2004, 09:21 PM
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QUOTE (Banana Head @ Dec 21 2004, 08:16 PM)
Ill do a static conversion for you biggrin.gif

Okay. I'll send you the opensource.


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Nicholas Ainsworth
Posted: Dec 21 2004, 09:26 PM
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QUOTE (Banana Head @ Dec 21 2004, 08:16 PM)
Ill do a static conversion for you  biggrin.gif

Alright, Banana Head...

Here's the ZIP file.

http://www.geocities.com/bonksworld1/App1.zip

Try to separate the different character types into different qualifiers so it'll be easy to add the other characters later.

Bonk is a Speed Type.
Bomberman is a Bomber Type.
Tom is a Shooter Type.
Pommy is a Flying Type.

Don't worry about programming the moves that haven't been programmed yet. I think I can do those without a problem.

This post has been edited by Kitsune Yamato Keitsuken on Dec 21 2004, 09:27 PM


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Xander
Posted: Dec 22 2004, 12:09 AM
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I am the TG16 Master. I know all. *tries*

EDIT: Awesome stuff. I love the bomberman sprites and the Pommy ones! Submit them to TSGK! http://tsgk.captainn.net/misc.php?p=asp_custom wink.gif

This post has been edited by Xander on Dec 22 2004, 12:17 AM


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Nicholas Ainsworth
Posted: Dec 22 2004, 12:57 AM
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QUOTE (Xander @ Dec 22 2004, 12:09 AM)
I am the TG16 Master. I know all. *tries*

EDIT: Awesome stuff. I love the bomberman sprites and the Pommy ones! Submit them to TSGK! http://tsgk.captainn.net/misc.php?p=asp_custom wink.gif

I bet I'm a better TG16 master than you. tongue.gif

My dad used to work for NEC. We used to get the games for pennies on the dollar. And we had about 65+ games XD

As for submitting, as soon as I can get all the sprites ripped back out, I'll consider submitting the customs to TSGK biggrin.gif


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Xander
Posted: Dec 22 2004, 01:03 AM
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Cool, but I am still better than you. :P


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Nicholas Ainsworth
Posted: Dec 22 2004, 01:13 AM
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Wow. I'm an idiot.

Looks like Bomberman's Smart Bomb WAS programmed in there after all. ohmy.gif

This post has been edited by Kitsune Yamato Keitsuken on Dec 22 2004, 01:14 AM


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Nicholas Ainsworth
Posted: Dec 22 2004, 01:40 AM
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QUOTE (Banana Head @ Dec 21 2004, 08:16 PM)
Ill do a static conversion for you biggrin.gif

Oh, another thing, BH.

Could you include THIS in the engine?

http://kitsunefox2001.digibase.ca/BNB2Sprites.cca

Before I decided to do the Tag Capsules, I kinda wanted to play on the idea that King Drool destroyed the Tag Orbs in the first game and the heroes find one of the shards from the old Tag Orbs at the start of BNB2.

Basically, this engine was supposed to involve the Tag Orb swirling around your character, and then when you hold down CTRL long enough (maybe to the point after the user animation is over), an action command shows up, displaying the four character types above the character's head and then you switch out based on one of the numbers displayed. While holding CTRL, the Tag Orb Crystal was supposed to move toward you and stay on you until you release CTRL.

Unfortunately, I wasn't able to get this to work.


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RelmM
Posted: Dec 25 2004, 10:33 PM
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QUOTE (Kitsune Yamato Keitsuken @ Dec 21 2004, 10:00 PM)
QUOTE (Slam The Chao @ Dec 21 2004, 04:58 PM)
This thing lags like hell. Pretty cool though.

Yeah, VERY HIGH amount of active objects in the level. I think there may be close to 1,000 gems scattered around the level.

Fortunately, I set the game up so that only the respective color appears for each character type (Speed, Bomber, Shooter, Flyer).

Find a way to make the gems that are not in the screen invisible. Then they won't lag the game so much as they won't take any precious RAM away. This method was used in Spyro the Dragon to create a solid framerate even with all the enemies/gems scattered around the levels, thank you very much. ;P

HINT: Use the distance formula so you won't have to use a huge active.

This post has been edited by Ashurasonic on Dec 25 2004, 10:34 PM


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Nicholas Ainsworth
Posted: Dec 28 2004, 10:30 AM
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QUOTE (Ashurasonic @ Dec 25 2004, 10:33 PM)
QUOTE (Kitsune Yamato Keitsuken @ Dec 21 2004, 10:00 PM)
QUOTE (Slam The Chao @ Dec 21 2004, 04:58 PM)
This thing lags like hell. Pretty cool though.

Yeah, VERY HIGH amount of active objects in the level. I think there may be close to 1,000 gems scattered around the level.

Fortunately, I set the game up so that only the respective color appears for each character type (Speed, Bomber, Shooter, Flyer).

Find a way to make the gems that are not in the screen invisible. Then they won't lag the game so much as they won't take any precious RAM away. This method was used in Spyro the Dragon to create a solid framerate even with all the enemies/gems scattered around the levels, thank you very much. ;P

HINT: Use the distance formula so you won't have to use a huge active.

That's what I did O.o

When Bonk (or speed types) are in the field, only the blue gems are visible and the other three colors disappear. When Bomberman (bomber types) are in, only red gems are visible. Tom (shooter types), yellow only. Pommy (flying types), green only.

And I don't know how to use the distance formula.


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Slam
Posted: Dec 28 2004, 11:01 AM
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QUOTE (Kitsune Yamato Keitsuken @ Dec 28 2004, 11:30 AM)
QUOTE (Ashurasonic @ Dec 25 2004, 10:33 PM)
QUOTE (Kitsune Yamato Keitsuken @ Dec 21 2004, 10:00 PM)
QUOTE (Slam The Chao @ Dec 21 2004, 04:58 PM)
This thing lags like hell. Pretty cool though.

Yeah, VERY HIGH amount of active objects in the level. I think there may be close to 1,000 gems scattered around the level.

Fortunately, I set the game up so that only the respective color appears for each character type (Speed, Bomber, Shooter, Flyer).

Find a way to make the gems that are not in the screen invisible. Then they won't lag the game so much as they won't take any precious RAM away. This method was used in Spyro the Dragon to create a solid framerate even with all the enemies/gems scattered around the levels, thank you very much. ;P

HINT: Use the distance formula so you won't have to use a huge active.

That's what I did O.o

When Bonk (or speed types) are in the field, only the blue gems are visible and the other three colors disappear. When Bomberman (bomber types) are in, only red gems are visible. Tom (shooter types), yellow only. Pommy (flying types), green only.

And I don't know how to use the distance formula.

No, he means "Have the *Your character color* gems that are offscreen become inactive and invisible."


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Nicholas Ainsworth
Posted: Dec 28 2004, 11:03 AM
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QUOTE (Slam The Chao @ Dec 28 2004, 11:01 AM)
QUOTE (Kitsune Yamato Keitsuken @ Dec 28 2004, 11:30 AM)
QUOTE (Ashurasonic @ Dec 25 2004, 10:33 PM)
QUOTE (Kitsune Yamato Keitsuken @ Dec 21 2004, 10:00 PM)
QUOTE (Slam The Chao @ Dec 21 2004, 04:58 PM)
This thing lags like hell. Pretty cool though.

Yeah, VERY HIGH amount of active objects in the level. I think there may be close to 1,000 gems scattered around the level.

Fortunately, I set the game up so that only the respective color appears for each character type (Speed, Bomber, Shooter, Flyer).

Find a way to make the gems that are not in the screen invisible. Then they won't lag the game so much as they won't take any precious RAM away. This method was used in Spyro the Dragon to create a solid framerate even with all the enemies/gems scattered around the levels, thank you very much. ;P

HINT: Use the distance formula so you won't have to use a huge active.

That's what I did O.o

When Bonk (or speed types) are in the field, only the blue gems are visible and the other three colors disappear. When Bomberman (bomber types) are in, only red gems are visible. Tom (shooter types), yellow only. Pommy (flying types), green only.

And I don't know how to use the distance formula.

No, he means "Have the *Your character color* gems that are offscreen become inactive and invisible."

Ah.

I think they're already inactive when offscreen. I can check real quick.

Um...they already are inactive O.o

This post has been edited by Kitsune Yamato Keitsuken on Dec 28 2004, 11:06 AM


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