Dropping bombs like in Zelda possible?

Here is the link to the wedNESday tutorial for making an Adventure game. Done something cool with it? Modified it in some way? Want to ask the community about creating additional features for it? Post things Adventure Module here!
Post Reply
User avatar
Scythe&GenGames
Posts: 88
Joined: Thu Mar 08, 2018 10:20 pm
Contact:

Dropping bombs like in Zelda possible?

Post by Scythe&GenGames » Sat Sep 29, 2018 7:30 am

I'm creating a bomberman inspired game which my game has the Zelda like bomb physics and I'm wondering how I can mimic the effect of the Bomberman bombs and it's blasts and it can be extended using a powerup tile to extend the blast.

As I know it's not wise to make a game that looks and plays like Bomberman I just wanna create a test game to mimic this in case someone needs a game that requires the zelda/bomberman like bombs physics.
User avatar
iridium_ionizer
Posts: 16
Joined: Fri Sep 28, 2018 7:15 pm
Location: California

Re: Dropping bombs like in Zelda possible?

Post by iridium_ionizer » Sat Sep 29, 2018 10:46 pm

Scythe&GenGames wrote:
Sat Sep 29, 2018 7:30 am
As I know it's not wise to make a game that looks and plays like Bomberman I just wanna create a test game to mimic this in case someone needs a game that requires the zelda/bomberman like bombs physics.
Names and characters can be trademarked; art, music, and code can be copyrighted; but gameplay style by itself can be neither trademarked nor copyrighted.

Just make sure your art is different and you don't use the name "Bomberman" or anything like it in the actual game or promotional materials, and you should be good. Still it's always good to give old styles of gameplay a new twist.
User avatar
dale_coop
Posts: 4473
Joined: Fri Feb 16, 2018 7:05 am
Location: France

Re: Dropping bombs like in Zelda possible?

Post by dale_coop » Sun Sep 30, 2018 8:28 am

Please can we stop doing that on the forum?!
...this trademarks, copyrights, witch hunt is childish or trolling.

Scythe&GenGame does’t want to remake Zelda nor Bomberman. He just want to make bombs for his game.
And uses these references to explain what kind of bombs.

And sorry Scythe, I wanted to reply earlier, but I don’t know precisely how do that. Use an object that your player would drop (like a projectile, with no speed). It would not hurt monsters (maybe a non player/playerWeapon object), then would turn in a PlayerWeapon when the explose animations end (on a timer/ on an action step)?
-----
Sorry about my poor english
All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
User avatar
UltraNarwhal
Posts: 54
Joined: Sat Aug 11, 2018 11:33 am
Location: UK
Contact:

Re: Dropping bombs like in Zelda possible?

Post by UltraNarwhal » Sun Sep 30, 2018 1:19 pm

Looking at Bomberman 2 on NES it has big explosions but no flicker, so probably using tiles instead of sprites.
If you want 4 way big explosions you'll need to do some ASM that changes the tiles around the bomb sprite on explosion and then swaps tile back to original after.
Possible, but not easy.
User avatar
Scythe&GenGames
Posts: 88
Joined: Thu Mar 08, 2018 10:20 pm
Contact:

Re: Dropping bombs like in Zelda possible?

Post by Scythe&GenGames » Mon Oct 01, 2018 3:35 am

dale_coop wrote:
Sun Sep 30, 2018 8:28 am
Please can we stop doing that on the forum?!
...this trademarks, copyrights, witch hunt is childish or trolling.

Scythe&GenGame does’t want to remake Zelda nor Bomberman. He just want to make bombs for his game.
And uses these references to explain what kind of bombs.

And sorry Scythe, I wanted to reply earlier, but I don’t know precisely how do that. Use an object that your player would drop (like a projectile, with no speed). It would not hurt monsters (maybe a non player/playerWeapon object), then would turn in a PlayerWeapon when the explose animations end (on a timer/ on an action step)?
It's okay as most people claim I'm making a remake of Zelda or Bomberman which I'm not - I just need to use the bomb physics as a weapon XD, you can use my internet name of Alexander. that can work and I'll release betas as a form of roms to insure I have it working and stuff.
UltraNarwhal wrote:
Sun Sep 30, 2018 1:19 pm
Looking at Bomberman 2 on NES it has big explosions but no flicker, so probably using tiles instead of sprites.
If you want 4 way big explosions you'll need to do some ASM that changes the tiles around the bomb sprite on explosion and then swaps tile back to original after.
Possible, but not easy.
What kind of changes? I can make a copy of the needed script and add in my user scripts folder - this is just a test of a engine I'm doing - I'll need the scripts I have to modify and stuff
User avatar
UltraNarwhal
Posts: 54
Joined: Sat Aug 11, 2018 11:33 am
Location: UK
Contact:

Re: Dropping bombs like in Zelda possible?

Post by UltraNarwhal » Mon Oct 01, 2018 11:56 am

No changes, you'll have to write your own ASM from scratch. So easier solution for now is to see if there's a script for spawning multiple bullets at once, so when bomb explodes it creates shockwave bullets (up,left,right,down) like duck does in below video (left,right).
https://youtu.be/7z8nrDM2Bgc?t=3m20s
User avatar
Scythe&GenGames
Posts: 88
Joined: Thu Mar 08, 2018 10:20 pm
Contact:

Re: Dropping bombs like in Zelda possible?

Post by Scythe&GenGames » Sat Oct 06, 2018 9:35 pm

Only issue I dont' know how to start doing some asm coding I could use FCEUX to debug Bomberman 1 to see how it made to make the bomb explode and send a wave of the blast in four directions. - I never had a chance to learn 6502 ASM and do it that way. As I'm into C and use that for SGDK in the future.
User avatar
Electric cat
Posts: 88
Joined: Sun Oct 07, 2018 4:09 am

Re: Dropping bombs like in Zelda possible?

Post by Electric cat » Tue Jan 08, 2019 4:33 pm

Has this thread made it any further, I would like to be able to drop a Granada in my game and have it set to a timed explosion. What type of ASM is need to be done to accomplish this action ?
Legacy Of Black
User avatar
jsherman
Posts: 308
Joined: Sun Apr 22, 2018 11:25 am
Location: Cleveland OH

Re: Dropping bombs like in Zelda possible?

Post by jsherman » Thu Jan 10, 2019 11:47 am

Dale's response earlier is how I would approach it. Have a bomb object that has zero effect or movement. Just a timer. When the timer goes off, destroy itself, and replace it with an "explosion" object. That would have the properties of an attack (maybe even a monster attack to also hurt the player?) Then destroy itself after a short burst.

I know it's not actual code, but that's the logic I think would work. I imagine that shouldn't be terribly hard. Hardest part is determining the location of the un-exploded bomb so that you can render the explosion in the same coordinates.
"Turtle Rescue" updates can be found here: viewtopic.php?f=13&t=112
For more in-depth updates, please follow GossipTurtle on Twitter! https://twitter.com/TurtleRescueNES
vanderblade
Posts: 66
Joined: Mon Jan 07, 2019 5:20 am

Re: Dropping bombs like in Zelda possible?

Post by vanderblade » Sun Jan 13, 2019 3:32 am

dale_coop wrote:
Sun Sep 30, 2018 8:28 am
Please can we stop doing that on the forum?!
...this trademarks, copyrights, witch hunt is childish or trolling.
I just wanted to support Dale's comment here. I am making an adventure game set in the world of M.U.L.E, an obscure economics simulator board game that was ported to the NES. I have a group of friends who play a tournament of this game every year on the NES , and I'm making a special adventure game for us to enjoy as a side amusement during the tournament. I'm doing all my own art and design, based on and expanding existing characters to achieve my own unique aesthetic, story, and scenario. NESMaker is about creativity.

Copyright should only matter if you're attempting to sell your game for profit.
Post Reply