Bomberman SDL
Moderator: PC Supremacists
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
- JS Lemming
- Game Developer
- Posts: 2383
- Joined: Fri May 21, 2004 4:09 pm
- Location: C:\CON\CON
I missed something. What was Gyrovorbis's way?Arce wrote:I personally like Gyrovorbis's way best, but you could always just make the tiles 20x16 to fix that problem, JS Lemming.
And the idea of lives and stuff at the top is just fine. We can take off the first two rows of the map and put like the players little icon and life and stuff up there.
Yes, lets start this weekend if we can. I bet you this will only take a few days. Graphics may take longer though.
Arce, what the crap are you talking about when you say I'm missing the point about the mulitplayer. Only two people can comfortably use the keyboard at a time. Its simple as that. Besides, the keys will not respond when more then like 7 are currently being pressed. Maybe even less.
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
Alright, yeah, we can put lives and stuff at the top.
We could use maybe a few special tiles. Like grass to slow you down or arrows to push you. Just a few little things to make it interesting, those really shouldn't make the game any harder.
w00t, that sounds great.JSL wrote:Yes, lets start this weekend if we can. I bet you this will only take a few days. Graphics may take longer though.
We could use maybe a few special tiles. Like grass to slow you down or arrows to push you. Just a few little things to make it interesting, those really shouldn't make the game any harder.
- JS Lemming
- Game Developer
- Posts: 2383
- Joined: Fri May 21, 2004 4:09 pm
- Location: C:\CON\CON
Ah that would be awsome to have those moving arrow things so you could lay a bomb on it and it would be "transported" up someones arse.
Want to start tonight? I'll get on the MSN when i get done eating/cooking my pizza. We can discuss which tasks to do and work at lightning speed. Be thinking of classes and what'l be going in'em. Woot Woot.
Want to start tonight? I'll get on the MSN when i get done eating/cooking my pizza. We can discuss which tasks to do and work at lightning speed. Be thinking of classes and what'l be going in'em. Woot Woot.
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
- JS Lemming
- Game Developer
- Posts: 2383
- Joined: Fri May 21, 2004 4:09 pm
- Location: C:\CON\CON
Aww. You are gone from the MSn. Oh well, we can still comunicate without the limits of time in this here sanctuary. So, what about the following.
3 layer map. 1 layer for tile graphic. 1 for solid and destructable blocks. 1 for special things like the arrows and grass and such.
How about we make the arrows somewhat transparent so that the themed under tiles can still shine through a little. And animated in the direction thier going of course. Then y BRB: I sh;vved my cpntact behind my eye
3 layer map. 1 layer for tile graphic. 1 for solid and destructable blocks. 1 for special things like the arrows and grass and such.
How about we make the arrows somewhat transparent so that the themed under tiles can still shine through a little. And animated in the direction thier going of course. Then y BRB: I sh;vved my cpntact behind my eye
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
- JS Lemming
- Game Developer
- Posts: 2383
- Joined: Fri May 21, 2004 4:09 pm
- Location: C:\CON\CON
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
Yeah, okay.
I've been really, extremely busy lately with driving, clothes shopping, coffee maker shopping, and the occassional video game playing.
I have, though, gotten some really important stuff done. Like the whole struct/class layout and main stuff. I'll have a working demo-type deal with the main engine (crappy, placeholder graphics--just the engine) probably by tomorrow.
So yeah, please don't think you're the only one doing work here.
Also, I've got this stupid, freakin' computer science team program due tomorrow that hasn't even been looked at. More C string whore-age. Oh lord...
I've been really, extremely busy lately with driving, clothes shopping, coffee maker shopping, and the occassional video game playing.
I have, though, gotten some really important stuff done. Like the whole struct/class layout and main stuff. I'll have a working demo-type deal with the main engine (crappy, placeholder graphics--just the engine) probably by tomorrow.
So yeah, please don't think you're the only one doing work here.
Also, I've got this stupid, freakin' computer science team program due tomorrow that hasn't even been looked at. More C string whore-age. Oh lord...
- JS Lemming
- Game Developer
- Posts: 2383
- Joined: Fri May 21, 2004 4:09 pm
- Location: C:\CON\CON
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
- JS Lemming
- Game Developer
- Posts: 2383
- Joined: Fri May 21, 2004 4:09 pm
- Location: C:\CON\CON
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
- Falco Girgis
- Elysian Shadows Team
- Posts: 10294
- Joined: Thu May 20, 2004 2:04 pm
- Current Project: Elysian Shadows
- Favorite Gaming Platforms: Dreamcast, SNES, NES
- Programming Language of Choice: C/++
- Location: Studio Vorbis, AL
- Contact:
Worked on the demo .... a bit more.
Sorry about that.
Not only did I have the ACSL program to work on today, but I also have a C++ project due in like two days.
Also, some things for the story mode or whatever. I think it should be split up into worlds of four levels. Each world can be one them and yeah--you know.
But then the first level is you versus another guy. Then level two is you versus two other guys. Then level three is you vs. three other guys. Level four could then be the boss.
Sorry about that.
Not only did I have the ACSL program to work on today, but I also have a C++ project due in like two days.
Also, some things for the story mode or whatever. I think it should be split up into worlds of four levels. Each world can be one them and yeah--you know.
But then the first level is you versus another guy. Then level two is you versus two other guys. Then level three is you vs. three other guys. Level four could then be the boss.
- JS Lemming
- Game Developer
- Posts: 2383
- Joined: Fri May 21, 2004 4:09 pm
- Location: C:\CON\CON