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Bonk and Bomberman 2 Engine
Nicholas Ainsworth |
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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.exehttp://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 BonkCTRL - Headbutt Z (while jumping or falling) - Triangle Jump X - Lightspeed Dash C - Speed Up Shiro BombermanCTRL - Lay Bomb Z - Throw Bomb (not programmed yet) X - Magic Boomerang C - Smart Bomb Tom ChikunCTRL - Shoot Z (while jumping) - Chikun Flip (not programmed yet) X - Fury Spin C - Bomber Beam (not programmed yet) PommyHolding 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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Nicholas Ainsworth |
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| QUOTE (Banana Head @ Dec 21 2004, 08:16 PM) | Ill do a static conversion for you |
Oh, another thing, BH. Could you include THIS in the engine? http://kitsunefox2001.digibase.ca/BNB2Sprites.ccaBefore 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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| 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).
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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 |
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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.
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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 |
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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.
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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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No, he means "Have the *Your character color* gems that are offscreen become inactive and invisible."
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Nicholas Ainsworth |
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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.
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No, he means "Have the *Your character color* gems that are offscreen become inactive and invisible."
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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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Currently seeking talented and dedicated Python users for assistance with an important project. PM me for details.
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