LoginLogin
Nintendo shutting down 3DS + Wii U online services, see our post

Bomberman 3DS Revival Project Thread

Root / Talk About Programs / [.]

KunaitoSoftCreated:
Are the concepts of the robotic island ready yet, the_squat1115? It took a while. And also, everyone, I need to have the levels look 3D like the cancelled prototype. Is there a tool to do so?

Are the concepts of the robotic island ready yet, the_squat1115? It took a while. And also, everyone, I need to have the levels look 3D like the cancelled prototype. Is there a tool to do so?
Well, I think making the 3D stages will be a problem, but, if you are good making 3D Models, I will recommend using Simeon's Poly3D Engine. Also, I'm working on that concepts of the island. It would take a while because I need to work on the enemies, their behaviours, the Background, things like that.

Okey dokey. :)

Depending on what kind of 3D quality you want to achieve, it might not be possible due to SmileBASIC's poor perfomance... S1M.3D is your best option: it is highly tailored and optimized.

renaming Bomberman to Boomerman this April

Yeah I don't think that's ever going to work. I mean SB can't handle it and if you want your models to have textures then well use poly 3d (also how much programming knowledge do you have, y'know programming ain't ez and making something 3D in SB is gonna be a hell + if you actually finish it you'll have wasted ~10 years of your life on making a slow,low-quality game. Instead of actually having done something more useful)

Can SB 4 handle 3D models or mode 7 better? Own The Japanese version but nothing mode 7 out i dont think

The most optimal way to go for 3D stuff on SB3 only is bugtaro's P3D, though nobody knows how to use it.

The most optimal way to go for 3D stuff on SB3 only is bugtaro's P3D, though nobody knows how to use it.
Fax. Is a great game. Now if there was even just RPG demos with that engine, things would be great for higher class games. though labor and such would also increase.

Maybe I could investigate the code for P3D and learn to use it that way, but I doubt that I'll be fluent in it until even a few months from now.

Maybe I could investigate the code for P3D and learn to use it that way, but I doubt that I'll be fluent in it until even a few months from now.
if you have alot of time and patience, go for it!

Maybe I could investigate the code for P3D and learn to use it that way, but I doubt that I'll be fluent in it until even a few months from now.
if you have alot of time and patience, go for it!
Yes. I'm not really too focused on learning it asap; I am more focused on other things right now. But I will learn with time. Also this thread exists now. Go there for P3D stuff I guess. http://smilebasicsource.com/forum?fpid=29731#post_29731

The problem with P3D is that it looks ugly...not recommended 0/10 poor service

I don't find it ugly.

Finally got the first concept of "Act 1"... Here you go!

Thanks 😀

Thanks 😀
You're welcome 😉

For my large sprites such as logos, character dialog, and Nago Robo-Soul and its Robo-Orbs, and small sprites such as the enemies from the_squat's Bomberman 3DS concepts and many Bombermen, is there a way to use them as complete sprites like what Taru did about the sprites for the unused Super Bomber Blast game?

For my large sprites such as logos, character dialog, and Nago Robo-Soul and its Robo-Orbs, and small sprites such as the enemies from the_squat's Bomberman 3DS concepts and many Bombermen, is there a way to use them as complete sprites like what Taru did about the sprites for the unused Super Bomber Blast game?
Spset, spanim, spofs just go to the documentation on https://smilebasic.com

The most optimal way to go for 3D stuff on SB3 only is bugtaro's P3D, though nobody knows how to use it.
I kinda now how. I could make a game but I suck at using the joystick in sb.