Bomberman SDL

Anything related in any way to game development as a whole is welcome here. Tell us about your game, grace us with your project, show us your new YouTube video, etc.

Moderator: PC Supremacists

User avatar
Falco Girgis
Elysian Shadows Team
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:

Post by Falco Girgis »

I think we should start on the mug this weekend. I'm itching to work on it. I'll also be working on the Null editor and I hope to god that TST will be working on the site...
User avatar
JS Lemming
Game Developer
Game Developer
Posts: 2383
Joined: Fri May 21, 2004 4:09 pm
Location: C:\CON\CON

Post by JS Lemming »

Arce wrote:I personally like Gyrovorbis's way best, but you could always just make the tiles 20x16 to fix that problem, JS Lemming.
I missed something. What was Gyrovorbis's way?

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!
User avatar
Falco Girgis
Elysian Shadows Team
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:

Post by Falco Girgis »

Alright, yeah, we can put lives and stuff at the top.
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.
w00t, that sounds great.

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.
User avatar
JS Lemming
Game Developer
Game Developer
Posts: 2383
Joined: Fri May 21, 2004 4:09 pm
Location: C:\CON\CON

Post by JS Lemming »

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.
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
User avatar
Falco Girgis
Elysian Shadows Team
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:

Post by Falco Girgis »

Yeah, I was about to ask the same thing about starting tonight.

I was also thinking the same thing about the arrows. Somebody lays a bomb and the next thing you know it's been carried up your grill... :lol:

I'm thinking. But I'm thinking of structs here... XD
User avatar
JS Lemming
Game Developer
Game Developer
Posts: 2383
Joined: Fri May 21, 2004 4:09 pm
Location: C:\CON\CON

Post by JS Lemming »

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
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
User avatar
Falco Girgis
Elysian Shadows Team
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:

Post by Falco Girgis »

sounds good.
Oh and I'm on MSN
Oh, and I'm talking to you.
User avatar
JS Lemming
Game Developer
Game Developer
Posts: 2383
Joined: Fri May 21, 2004 4:09 pm
Location: C:\CON\CON

Post by JS Lemming »

I've been working on a new editor for this. Just so you know. The old mario one was too advanced for something like this. And it will be easier just to make a new one then mod the old.
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
User avatar
Falco Girgis
Elysian Shadows Team
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:

Post by Falco Girgis »

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. :mrgreen:

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...
User avatar
JS Lemming
Game Developer
Game Developer
Posts: 2383
Joined: Fri May 21, 2004 4:09 pm
Location: C:\CON\CON

Post by JS Lemming »

WHAT! Working demo? I thought this was a joint effort? Save some for me foo.
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
User avatar
Falco Girgis
Elysian Shadows Team
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:

Post by Falco Girgis »

Nah, this is just simple main engine crap. XD

Like walking and not being able to walk into walls... and drawing walls... oh, and bombs.

That's like it.

Bombs probably won't be that complete or ready either.
User avatar
JS Lemming
Game Developer
Game Developer
Posts: 2383
Joined: Fri May 21, 2004 4:09 pm
Location: C:\CON\CON

Post by JS Lemming »

OH OH! Idea. What if we use a concept from Pac-Man. That of the ability to walk to the edge of the map, and if there isn't a solid there, walk on to the opposite side.
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
User avatar
Falco Girgis
Elysian Shadows Team
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:

Post by Falco Girgis »

Ooooooh, nice.
User avatar
Falco Girgis
Elysian Shadows Team
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:

Post by Falco Girgis »

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.
User avatar
JS Lemming
Game Developer
Game Developer
Posts: 2383
Joined: Fri May 21, 2004 4:09 pm
Location: C:\CON\CON

Post by JS Lemming »

What would a boss do differently then a normal AI person.

PS: This means that not only do we have to make AI, but we have to make it smarter or dummer based on how far you are in the story. Gunna be tough.
Small girl at the harbor wrote:Look Brandon, that crab's got ham!
Post Reply