Total Boum Boum Changelog
What's new in Total Boum Boum 1 Beta 027
Mar 13, 2014- Resources:
- A new sprite: Pretty Bomber (SBM4)
- New theme and levels for the 7th AI tournament
- Gameplay:
- Improved league tournament: it's now possible, in certain cases, to play less matches than the number corresponding to all possible player combinations (which is sometimes quite a lot).
- Interface:
- A few bugs were corrected, regarding ergonomics and Windows 7 compatibility
- It's now possible to graphically visualize the evolution of all stats, for all players, over all games. This includes rankings, Glicko-2 index, in-game scores (dropped bombs, time played, etc.)
- New feature: integrated in-game screen capture. Gets rid of all the text displayed on top of the actual game.
- One can now export game stats as text files, for each round/match/tournament played
- Engine:
- Correction of a few graphical bugs
- It is now possible to define random events for sudden death
- Artificial intelligence:
- All the agents designed by the Galatasaray University students for the 7th AI tournament
- AI API includes new features, a few minor bugs were corrected, too
- A few bugs corrected in the older agents themselves
- Agent preferences are now defined in a separate XML file (more convenient, faster)
- Path display now take pixel coordinates into account (instead of tile coordinates) and can represent pauses (with circles whose radius is proportional to the pause duration).
- The agent percept can now be captured during game, which is awesome because it allows to easily reproduce problematic situations off-line, and therefore to debug the agent much more conveniently.
- It is now possible to chain tournament in an automatic way, in order to perform many rounds and get more stable stats when assessing agents.
New in Total Boum Boum 1 Beta 013 (Nov 4, 2009)
- Misc.:
- several (actually: many!) bugs corrected both in the GUI and game engine
- shorter level loading time
- Graphics :
- fade-in animation when the level appears before a round begins
- message to anounce the round is going to start
- new character: Shirobon from Nes Bomberman 2
- Gameplay:
- (almost) complete Nes Bomberman 2 instance (all levels, items, etc. are implemented)
- new disease item (slowness, control inversion, bomb constipation, bomb diarhea, etc.) and contagion system (a player can transmit the disease to an opponent just by touching him)
- life item (a player can be eliminated several times during the same round)
- new fire resistance items
- level designers can now put bombs into walls (they appear when the wall is broken, like for items)
- when a player is eliminated, it is now possible to make him release all the items he collected
- the Super Bomberman 1 instance is more complete (but not finished yet, though)
- GUI:
- modal menus to confirm important actions (like profile deleting) and also to perform some inputs (like typing a profile name at profile creation)
- some mistakes were corrected in the GUI text
- Artificial intelligence:
- the API classes were revised and completed with new methods and abilities
- algorithm now implemented directly in the GUI
- cool debug mechanisms: AI can be paused independtly, one can take control of AIs, it is now possible to display graphical info coming from the AIs in real time
- it is now possible to limit the update rate of AIs
- new demo AI called Suiveur (french for 'follower'), able to... well, follow another player (without dropping any bombs, it's just a demo AI)!