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Staredit Network -> Ideas -> Making Bomberman UMS
Report, edit, etc...Posted by LegitXeris on 2004-10-21 at 12:36:28
Hey guys,

After 100 editions of Xeris Arena FFA 10.0c, i'm about to Release
Xeris Arena FFA Final thumbup.gif

Anyways, I have an idea to make Bomberman game. Any fans of bomberman will not that it is fun especially with teams or FFA in multiplayer. The most difficult thing is.... how would I set a bomb and see the explosions as it explodes toward a direction. pinch.gif

I have thought about using SCV as bomberman, and if he brings a data disc or khalis crystal (which acts as a bomb) to a certain tile (one that is used for placing bombs only), then I would have a series of actions that explodes across a direction within 3 secs. ranting.gif

I need help thinking of ideas on how to function helpsmilie.gif

Extra Bombs Raise Hit Points How to Active/Set Bomb
Extended Bombs Fast Bombs How to create explosion effect for Bomb
Map Construction Team, or FFA Objective, Introduction

I was considering to use observers at every tile as an explosion effect. For example, if a player activates/sets a bomb, it would first explode obs #1 at bomb location, then 100 milliseconds later, another obs would explode a tile next to it, and on and on to a certain direction. Beginning level bombs should explode for 3-4 tiles across an area. Then extended bombs should explode 5-7 tiles across. If a bomberman happens to stand at the tile where the observer explodes, then his HP will be reduced at certain percentage, or death. crazy.gif

This would be a big map, preferably 128x192 or 192X192 because I would have 4 different Arenas. In beginning, the first player has to choose 1 of the 4 arenas to battle in. This project may take more than 1 month and serious dedication. Is anyone willing to team up with me or simply sharing ideas, trigger effects, map construction... so on. Unless you are an experienced map maker, do not share ideas for triggers. argue.gif

Thanks for your patience,
LegitXeris agent.gif
Report, edit, etc...Posted by aE[Templar] on 2004-10-21 at 13:48:02
I have tried to make a bomberman Map but just to let u know its a lot of triggers and work. GhostYoon already made two very good bomberman maps (Bomberman Tag, Bomberman) In his he had a probe as the bomberman and bombs were pylons. Since bomberman is already made I was thinking a Bomberman Tournament game. (I tried to make it but didn't have enough patence). Maybe your map could have many different levels that each player would play a round or two on then add up the score at the end. I also think you should have powerups and such. (One thing ghostYoon Didn't have on his) Maybe some Machine Shops as Blocks that can be destory by planting a bomb.

As for ideas, I spent a while tring to figure out a way around the Bomb explosion triggers but...Couldn't find a way sorry.

Well good luck with ur map!
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-10-21 at 21:08:40
Bomberman is fast paced, so even a 64x64 map is practically HUGE for it. The arena needs to be at the most the size of two screen lengths, if not just fitting on one screen. As long as you can work in tons of powerups like extended flame range, more bombs, speed, "viruses", and other stuff I'd love to see that. If you've played Atomic Bomberman you'll know what real bomberman is. That game is the best...
Report, edit, etc...Posted by SelfPossessed on 2004-10-29 at 10:29:47
I've only played bomberkids on the calculator, so I don't know of all the options within the game.

Bomb explosions could get complicated. This is off the top of my head, so it's quite possible that it won't work. There may even be a more efficient method of doing this. Please note that I have not played the other Bomberman UMS, so I have no idea if those was already done before. Also, the way I've thought it out, you'd have to copy triggers several times in order to make them fast enough. You'd also need switches/death counters to make sure that it runs the bomb explosion triggers for only one bomb at a time, or else it won't work.

- Death timer for each bomb, perhaps 9 for each player
- Counter for number of bombs (resources, score, or death counter)
- Counter for range of bombs (resources, score, or death counter)
- Secondary Counter for range of bombs (death counter)
- Counter for which direction (death counter)
- Individual Locations for each bomb for each player centered on the bomb when timer > 0, and centered elsewhere when it is <= 0.
- Explosion Location
- Upon creation, it would create a unit to represent the bomb
- Have it so the death timer for a bomb would instantly reach 0 should a zergling be found in the bomb location.

When Death timer reaches 0:
- Center the bomb location in an isolated location on the map
- Use air units to move location in a direction. For example, if I wanted to move it down, I'd create 1 BC for the computer, 1 BC for myself, then center the explosion location on the BC that I own, then give all BCs back to the computer. Create the explosion (example: dark archon) and kill all players in the explosion location at this time. Which direction can be determined by the direction death counter. For example, 1 would be down, 2 right, 3 up, 4 left. You'd increment it by one each time the condition for the bomb explosion has been met.
- Do this for how many "range" the player has, in all 4 directions, one at a time, unless another condition is met. Use the secondary range counter to tell the range. For example, if my range counter was 4, I'd set my secondary range to 4. Then I'd subtract 1 from the secondary range death counter each time I move in a direction. When a direction is finished, I set the secondary back to 4 and do it again for a different direction. When direction counter becomes 5, set it to 0 and set the secondary range to 0.
- Other conditions that will stop the bomb from exploding in one direction include the following. If an indestructable wall is in the way, it will stop (set secondary range to 0 and direction counter to 0). If a destructable block is in the way, destroy it and stop (kill said wall and set secondary to 0 and direction counter to 0).
- If explosions location moves onto another bomb, create a zergling there. This will cause the other bomb to explode as well.

I hope I was clear enough. Please note that I've only played bomberkids on the calculator, not the actual game itself. XD Hope this helps. =)
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