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Druink Bomber is done!

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Evil Steve

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At last! You can view the GDS entry for it Here. You can also download the AI source code for it Here, for if you want to try and do a better job than I did (which won't be difficult :P), or you could use it as some kind of Comp Sci AI project or something.

Now I get to do some real work to my MUD. I found that if you can increase skills by 5% each level, you end up with a 100% accuracy for just about every class. Which is annoying. I think I'll only allow you to change skills and not stats (str, int, etc), or perhaps increase stats only by doing quests or something.
I'll also have to lower the amount of skill you can increase, since 5% is a bit much if you start at 40%, or I could lower the starting values to 20% or something. Or.... I could make all the skills start at 0%, except for the primary skill (e.g. fighters primary = melee) which could be 5%.
Peh, I'll work something out.

I managed to wake up feeling crap today, I've got a cold/flu thingy. So I don't particularly feel like coding, and we've run out of Lemsip >_<. Pitty me...
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Looks good! I love bomberman games so I gave it a try. There are a few things though I would like to suggest:

1. More 'bomberman' styled levels - ie the grid pattern
2. More powerup occurances if you make more destruvtable blocks
3. Bombs should act as 'collidable' entities - once you place a bomb, you can't go past it (like in the original)
4. I found a bug (well in my opinion [wink]): I'll try to draw it

If you have something like this:

[ ][ ][ ][ ][ ][ ]
[B][1][B][ ][ ][ ]
[B][B][B][ ][ ][ ]
[ ][2][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ]
[ ][ ][ ][ ][ ][ ]


Where [ ] is an empty cell, [1] is player one and [2] is two and [b] is a brick that can be blown up.

If player 2 plants a bomb with 1 standing where it is inrelation to the brick, the bomb blows up the brick as well as kills player 1. I think it should only blow up the brick and not go through with a player standing there.

I noticed the same thing happens if a player is not standing there eiter, the bomb goes through.

Other than that niec work! Is there music? I heard the sounds fine, but I didn't know if you added music to it. It runs great on my P3 733mhz comp, 512mb ram, 64mb geforce 2.

Other suggesting I'd like to see are:
* Map Editer
* Character Editor
* More powerup types

Great work! Was fun playing.

- Drew

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Quote:
1. More 'bomberman' styled levels - ie the grid pattern

Yeah, there's not nearly enough levels in it. And I'm rubbish at thinking up interesting maps. Although I want to get some more in there.

Quote:
2. More powerup occurances if you make more destruvtable blocks
I agree, there's not really enough chance of getting a powerup. At the moment there's a 10% chance of a powerup drop, I'll increase that to 25% or something. I also want to add more powerups, like bomb diarrhea, and anything else people can suggest.

Quote:
3. Bombs should act as 'collidable' entities - once you place a bomb, you can't go past it (like in the original)
4. I found a bug (well in my opinion )
[snip]

Both of these are mentioned under the description on the GDS page. I made the bombs walkable because I thought it'd make things more interesting. In actual fact it just means that you can't get trapped, and blowing yourself up is a lot more difficult. I was going to change them to solid, but I was lazy, and I was beginning to just want to get it over and done with. And it'd mean rewriting my AI, which I had enough problems with :P
The bug isn't a bug, it's a "feature" :P I realised that the way my code worked, the blast would go through walls to the left and up, but not right and down. I was going to "fix" that, and then I thought that I'd make it do the same for right and down, since it makes things more interesting, and it's more realistic, I mean the rubble has to get blown somewhere, right? Not true to the orginal Bomberman, but I thought it'd make things more interesting (which it does IMO). I should really change the direction of the particle explosion (bricks) if you blast through a wall in this way. Just to make it look better.


Quote:
Other than that niec work! Is there music? I heard the sounds fine, but I didn't know if you added music to it.
If you heard the sounds fine, then I don't think there's anything wrong with the music. If it failed to load, you'd get an error at startup. There's two versions released, one which is 12 and a bit meg, that one includes music (two 6Mb OGG musics). There's also the smaller, 650Kb version, which is exactly the same, but doesn't have the music. If you're not sure which one you have, check the size of data.pak. If it's only a few hundred Kb, then you have the music-less one. If it's about 12Mb, then you have the one with music.

Quote:
It runs great on my P3 733mhz comp, 512mb ram, 64mb geforce 2.
Thanks, I'll update the system requirements with that. The lowest spec machine I have to test with is a 1.6GHz, 256Mb, GeForce FX 5200 128Mb (or a GeForce 4 Ti 4400, 128Mb, I'm not sure which is 'better'). So I pretty much guessed at the minimum spec.

Quote:
Other suggesting I'd like to see are:
* Map Editer
* Character Editor
* More powerup types
If you *really* want to edit the maps, you can do so with a hex editor just now [smile]. That's how I created them (and why there's so few, it's pretty tedious). Data.pak is a Fudge Pack. You can get the [un]packer from Here if you like, and view the contents of the Maps directory in a hex editor. The map consists of 300 bytes (20x15), where the low 4 bits identify the texture number, and the high 4 bits are flags. The following bits are used for the flags:
#define BIT_INDESTRUCTABLE 0x80

#define BIT_WALL 0x40
#define BIT_PLAYER1START 0x20
#define BIT_PLAYER2START 0x10

If two start points for one player ar found, it'll just use the first one found.

Anyway, I'd like to make a map editor too, it'd make the game more complete IMO. As for a character editor, what do you mean exactly? The ability to create a new character, play some games, and save your character's score and level so you can go back to it? I was thinking of adding a load/save game feature, but again, I was lazy. I'd also like to see more powerups, see my comment above for that.

Quote:
Great work! Was fun playing.

Thanks! [smile] I'll almost definitely come back and add/fix stuff sometime soon. At the moment I'm trying to get my MUD server underway, but I have a habbit of doing two or three projects at once, and so not getting very far with any of them...

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