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Super Bowmberman

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gbee2002#3750 3 months ago

This is an incredibly well-made game mode! However, I've discovered a small bug.
When a bomb’s position is altered — such as by throwing, kicking, or conveyor belts — its visual effect fails to update synchronously, even though the explosion logic functions perfectly as intended.
I managed to fix this issue by adjusting the parameter settings in the PlaceBomb rule.
Your creation has been ported to the server I play on. The porter only translated the text and did not modify any core parameters. I also checked your latest original code afterward and confirmed the parameter error exists within the PlaceBomb action.
I’m not sure if this bug also occurs on your original server, or if this parameter was accidentally changed during your updates.

Labbed creator 3 months ago

Hello, gbee2002! Thank you for your feedback!
I am unable to reproduce the issue you're experiencing. Bombs move around as expected for me.
Which parameter, more specifically, were you able to change to make it work?

gbee2002#3750 3 months ago

Whether it’s the early code from the original porter or the v2.1 version I copied from this website, the final Reevaluation parameter for the effect creation action in the PlaceBomb rule is consistently set to Position Radius and Color, completely ignoring the Visible To setting. I believe this parameter was properly configured in your original tests, as there is no reason for cross-server porting to alter this specific option.
After correcting this setting, visual effects for mechanics like conveyor belts and kick abilities now update properly. However, a new issue has appeared with thrown bombs — a problem that likely went unnoticed before due to the previous visibility bug. Currently, thrown bomb landing points sometimes spawn on obstacles or fail to align with the grid. Additionally, their visual removal and explosion logic do not trigger at all, ultimately leaving me unable to place any bombs whatsoever.
I would greatly appreciate it if you could check and fix this issue when you have time. I absolutely love this custom creation.

Labbed creator 3 months ago

Bomb visibility never changes so it doesn't need to be reevaluated. On my end though, it is included, the full reevaluation parameter is set to "Visible To Position Direction and Size" and has been the same since version 1.01.
Can you verify that you're seeing these issues with the official import code XFZXQ? That's the only version I have control of.

gbee2002#3750 3 months ago *

Unfortunately, our servers are different, so your code XFZXQ cannot be imported directly into the game. I first logged into the Asia server, imported XFZXQ, exported the rules, copied them into VS Code, and then pasted them onto the server I play on.

In VS Code, I confirmed the parameter was indeed missing Visible To. I previously thought the issue stemmed from the bomb position variable. I suspect there may have been an error during conversion. I’ll also log back into the Asia server to double-check this parameter in-game.

As for the incorrect landing position when throwing bombs, this issue is unrelated to the above parameter. Could you try to reproduce this bug and provide a fix? Thank you very much.

Update: I’ve logged back into the Asia server, re-imported the code XFZXQ, and checked the rules directly in the Workshop. The Visible To parameter is definitely missing from the PlaceBomb Create Effect action.

Labbed creator 3 months ago

I think I've heard some actions in Workshop are translated incorrectly when dealing with non-English languages, so some things may change. If possible, change your client language to English before exporting and importing. Also, you mentioned that the reevaluation parameter is "Position Radius and Color", but this isn't even a valid value for projectile effects.
I haven't been able to reproduce the incorrect landing bug you're describing. Could you provide video footage of the bug, or consistent reproduction steps?

gbee2002#3750 3 months ago

What’s really strange is that other rules—like the obstacle creation in "SUB Generate Stage"—have the exact same parameter setup as PlaceBomb, yet only this rule got altered.
I can reproduce the incorrect bomb landing position very easily, especially in Blizzard World’s Storage Room and Volskaya Industries’ Conveyor Belt section. Unfortunately, I can’t upload images or videos here to show you, otherwise I would’ve sent them over.

Labbed creator 3 months ago

You could upload images or a video to some other service and link it here.
If not, can you provide more detailed reproduction steps? Do you throw the bomb at a specific spot, etc?

gbee2002#3750 3 months ago

I just logged into the Asia server and tested with the latest imported code.

Before the game started, I increased the acquisition chance of the bomb-throwing ability. After obtaining the ability in-game, I placed a bomb and pressed the key again to pick it up. The bomb lifted correctly to the overhead position.

However, when throwing it toward an open area with no obstacles, or across a single obstacle into empty space, the bomb spawns on top of obstacles without snapped coordinates, falls out of bounds, or remains at the elevated overhead height. I have even observed bots reproducing this exact issue.

I have also discovered a new behavior. Bombs that land in unintended positions due to the throwing glitch can be moved once the kick bomb ability is unlocked. Additionally, they can be detonated and removed by a second placed bomb.

I previously consulted an AI about this problem. It explained that there is no pre-calculation for the landing position, and recommended adding collision validation and position resetting after the bomb lands.

I will try to find a platform to upload screenshots for you. Thank you for your patience and assistance.

Labbed creator 3 months ago

I see what's going on now. For whatever reason, when you export the code, Workshop rounds all values to three decimals, so 0.0625 becomes 0.063, which is probably why the bombs end up in the wrong spot if their velocity isn't accurate.

I have published my original source for this mode now (check the "source code" tab). It has all the correct values, and even some helpful (and possibly confusing or outdated) comments. Importing this should work.

gbee2002#3750 3 months ago

Thank you so much for willing to share your source code!

I now understand the bomb’s flight logic. The tiny offset of 0.0005 accumulating each frame ends up causing such massive deviation!

I tried directly changing the value in the rules to 0.0625. Even though it displays as 0.6 after confirming, the full value is still retained internally, and everything works perfectly in-game.

I’ve also come up with a proper solution! Instead of using fixed numerical values, let the Workshop calculate it in real time. Switching the value to 1/16 completely fixes the issue!

I’m really thrilled to have this resolved!

Global.bombSpeeds[Global.i] += Vector(0, 1 / 16, 0);

Labbed creator 3 months ago

1 / 16 uses more actions than 0.0625, so it's usually a good idea to pre-calculate constant values. I just wish it wouldn't cause issues with the export. I'm glad it works for you now! Have fun!

ONETOSIX#3453 4 months ago

This is the best workshop I have ever experienced. Blizzard needs to add this as an official mode.

Squilliam#11988 over 2 years ago

This is amazing! Is there any way to play with bots and players?

Labbed creator over 2 years ago

Hello, and yes! The lobby owner can add AI bots in the lobby. They will be converted to dummy bots with custom AI. Also, if a player leaves mid-game they will be replaced by a bot.
Thanks for your comment!

P3runaama#2734 over 2 years ago

Omg the new throw animations are so good! Love the fact that you cared to add such a small (but great) detail! :D

Labbed creator over 2 years ago

Haha, thank you! Small detail indeed, but it always irked me a bit that those two didn't have a proper bomb throw animation, and some players might be confused about why those two are left out, so I fixed it.

brainstar about 3 years ago

Very cool gamemode

peryshko about 3 years ago

The best gamemode I've played personally, this is so much fun when playing with friends!

YanuYan#3554 about 3 years ago

Love it! would love more custom game from you!

Labbed creator about 3 years ago

Thank you! I have a few ideas for more game modes. Stay tuned!

Minty about 3 years ago *

There seems to be an issue when importing to the Xbox version. When you import the game it keeps saying the error "invaild description in game settings". I've tried changing almost everything and it still has that error. I did get to work once but I'm not exactly sure what I did that fixed it.

Labbed creator about 3 years ago

This does not happen on PC, but I went through each rule on my Switch and found four rules triggering this. Apparently the words "pos" (as in position), "kill" and "blizzard" are not OK. I changed the words used in these rules. Does it work for you now?

mitsiee about 3 years ago

This is so polished, it's good enough that you could actually play it instead of regular Bomberman games. Great job!

pharingwell about 3 years ago

The polish is incredible

NARUTO#24728 about 3 years ago

I agree with Albeeno the game is really well made the most things I like wich is the maps, camera transitions, win cam, support for bots, abilities, and maps intro additions I think would make the game better is add a bomb timer and remove play of the game

Labbed creator about 3 years ago

Thank you! I wish we could have more control over POTG in Workshop. As it is now, the game thinks any emote is POTG-worthy (even more than kills and score for some reason) which is usually during the lobby phase before the actual game starts... I'll consider removing it.
I'm a bit more hesitant about adding a bomb timer. It adds a bit of visual clutter which I'm trying to avoid, and it could give you a false sense of security, since a bomb can explode before its timer runs out if another bomb explodes into it. Also, part of the challenge is to keep track of all bombs in play, and prioritize which ones to hide from first.
Thanks for your feedback!

Albeeno about 3 years ago *

The game is really well made but I do feel that the map should switch only after the player wins 2 or 3 times matches. With that it also lets you play the other stages a bit more.

Labbed creator about 3 years ago

This is now implemented. Thanks for your suggestion!

Labbed creator about 3 years ago

This could work well if you're playing with friends who won't leave mid-game. Otherwise I don't want the games to last for too long. Many people play while queueing for something else, and are likely to leave at any moment.
I'll definitely consider your suggestion, and if I decide to implement it, I'll make it a setting!

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