Thunderation game


was8bit 2019-05-23 06:42 (Edited)

Built from Map Scrolling by TIMO

(BETA VERSION) needs tested....

1) To remove bricks to reveal coins
2) To collect coins to get upgrade pickups
3) To remove all blobs to open up the exits

Stays up top to show your game stats..
1) Coins = every 100 you get pickups: a heart + another upgrade
2) Aliens = # of remaining aliens in a section
3) Heart = number of player lives (0=game over)
4) Speedy Shoes = higher # is faster
5) Bombs: red # = # that can be dropped at one time
... dark yellow # = # that have been dropped
6) Fireball = how far a bomb blast travels

1) place yourself where you would like the bomb to be placed
2) hit the (A) button to toggle between ready-to-set-bomb or walking mode
.... choose the mode where you are holding the bomb...
3) now, move away from the bomb to leave it and activate it...

1) activate a bomb
2) quickly bump into it
3) a moving bomb won’t explode until it hits something

1) hold down the (B) button
2) move in any direction
3) release the (B) button for slower more precise walking

1) Before leaving a section, be sure to remove all bricks so as to be able to get as many upgrades as you can .. you cannot go back to previous sections...
2) Be careful around blobs, they can move quickly and unexpectedly
3) Be careful of your bomb blasts, they can fry you!
4) When planting a bomb beside a blob, be careful not to bump into the blob
5) Coins block blobs, you can leave a coin if it helps limit a blob’s movement

Read comments below for more game tips :)

Needs better music ..

Thunderation.nx | Open in app
2019-06-01 16:00
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2019-05-29 18:27
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2019-05-23 06:42

desbyc 2019-05-24 08:11

Nice, if you need some music, tell me.

was8bit 2019-05-24 14:52 (Edited)

Ah, cool, thanks :) it’s abit premature, lots to get working first.. music will be a nice finishing touch, I’ll let you know..

.. this is losely based on bomberman game, so maybe existing games might inspire a musical theme :)

Tinycloud778 2019-05-25 23:36


was8bit 2019-05-26 05:53

Thanky.. more to come :)

Timo 2019-05-29 11:16

Starts to feel like a real game :)
By the way, version numbers are not meant to be decimal. You can have version 0.10 after 0.9... otherwise you would have version 2.0 soon even if the game is not complete yet. Just to let you know for the next time :)

was8bit 2019-05-29 11:53 (Edited)

Thanks :D

I know, I usually don’t have this many updates.... for the finished version I’ll remove all number extensions and release it... THEN would add 1.1 or 2 to any changes beyond the original release..

Next “big” game I may try starting with 0.01, which would allow for a hundred updates (god forbid I ever have that many) ;)

Like always, I often start a game with one expectation, and reality ends up being something different... but this is the first time i have 1) been able to rather quickly fix/resolve issues as they pop up and 2) not get mired or sidetracked with the game stuck like a train off its tracks... I’ve been lucky so far, I’ve kept most of my original vision :)

ALSO, you’ve made so many useful tweaks to NX that have really helped make it easier to do different things, and I’m beginning to be able to understand and use them :D

Timo 2019-05-29 12:17 (Edited)

As I said, you can go from 0.9 to 0.10, this is a de-facto standard. Version numbers are not meant to be mathematical decimal numbers. Just some integers separated by dots. Usually they even use three numbers, like 1.3.2, it means MAJOR.MINOR.REVISION

Timo 2019-05-29 12:23

Of course these are not laws, but a nice guide line to follow. When you see something with 1.x you expect that it's feature complete.

was8bit 2019-05-29 13:03

Ah yes... I’ve seen those... my math mind cringes .... and also, I’ve always enjoyed being a little different ;)

... I might go with 0.01 as a starting number future games.. but this game’s numbering system is already “broken” .. I’ll fix it upon release... I’ll rename the released file to also match the current title which should also help clarify things :)

Tinycloud778 2019-05-29 14:11

Awesome game

was8bit 2019-05-29 15:00

Thanks so much :D

Timo 2019-05-29 18:04

I was wondering why it runs quite slowly and I saw the CPU reached its limit already.
Checking the complete map cell by cell for each frame is too much work. But I tried to make the checked area smaller, the other area was still closed anyway, then it runs at 80%. So it's a good idea to keep the update area as small as possible.

was8bit 2019-05-29 18:13 (Edited)

I update the entire background because it was creating ghost blobs in the empty remains of the maze, as well as corrupting the maze... creating empty spaces where the maze main wall was...

To ease the processing, I only update the background at the animation level, not at every loop of the main loop... wheh I did it at the main loop, it was very laggy, but by changing it to only update the background less often the lagginess was greatly reduced,,,

... I couldn’t figure out where my corruption was coming from.. I assumed it was because I wasn’t accounting for the “camera pan” as my player panned right but I couldn’t get it right, so by eliminating the need for using CELL in conjunction with MCELL, and by updating the whole background entirely, I eliminated my ghosting and maze corruption issue...

was8bit 2019-05-29 18:17

I can easily reduce the CHECK area in this game... originally I thought I might allow access to all areas, but I’ve decided that each section will play separately.... so I can make that change in the next update ....

was8bit 2019-05-31 06:23

@desbyc, I am using sounds 0-4, anything sound 5+ is free to use for music... you’ll have to help me figure out how to use music in the code as I’ve never really got into that .... and I’ll sure to give you credit for your music :) domo domo :)

Timo 2019-05-31 09:26

Music can be played from another ROM entry without "sound clash". See SOUND SOURCE.

I was playing the game a bit, I like it but I noticed one thing: When you explosion range is only one, you need a lot of luck to kill the enemies. In the original Bomberman the enemies move with a fix speed, so it's more about skill and timing to beat them. In your game they move randomly, sometime slowly, sometimes quickly, so you cannot plan your attack and it's just pure luck. It's sometimes a bit frustrating :(

Timo 2019-05-31 09:29

About sound again: Music should keep one or two voices empty, so they can be used for sound effects.

was8bit 2019-05-31 09:48

Of course, I don’t like making exact copies, as these already exist and are playable..

I’ll add this to my TIPS, but to get the blobs at close range...

watch their eyes... they are more likely to move in the direction they are looking

1) layout:
==== B====

1) while the blob is NOT looking up, you can quickly move left to right and drop a bomb in front of them with 0 or 1 space away.. this is a safe move, and there is a chance they will move up into the bomb and wait for it to blow them up ;)

2) layout
2) you can do a chancy drop-and-run... with the blob looking away, go quickly to the blob, tap to the last space, the drop and run away.. EZ ..

Using both these methods, I can usually clear the entire game even without any upgrades... actually upgrades can change your strategies...

was8bit 2019-05-31 09:51

In a worst case scenario, the best bet is to place the bomb where they MAY move to.. this allows you to safely retreat...

ALSO, your starting black space is SAFE, blobs can’t get you, and bomb blasts can’t get you while you stay on the black space.. this can be helpful if you start a game with blobs around you....

was8bit 2019-05-31 09:53 (Edited)

ALSO, you really really need to learn how to KICK a bomb.... as you dig thru the maze, try to approach blobs where they are at the end if a long corridor... this allows you to KICK the bomb at them from a safe distance..

DON’T approach blobs from around corners.... very dangerous...

was8bit 2019-05-31 09:56

ALSO, you can use coins to help restrict a blob’s movement... hem them into situations that are to your advantage...

was8bit 2019-05-31 09:58 (Edited)

I usually use KICK method for 90% of the blobs I remove... so this means only 1 or 2 are removed using my first 2 strategies... I should give names for these ;)

1) Strafing
2) Diving

My personal results for these strategies...

1) 100% Safe, 5 to 10% successful
2) 10 to 25% die, 100% successful

was8bit 2019-05-31 10:02

Original bomberman is more like hunting deer... you track them, you shoot them... not much excitement there...

Thunderation is more like wreslting alligators or snake handling... at any moment you may gaurantees ;)

Timo 2019-05-31 10:50

Ok, I didn't try kicking yet, I'll see :)

Timo 2019-05-31 10:54

Got it, that's actually much more fun, cool :)

was8bit 2019-05-31 16:55 (Edited)


I got the kick the idea from bombeman battle mode where 4 players battle each other ... that was much more fun than regular bomberman... nothing more exciting than trying to dodge kicked bombs flying eveywhere ;)

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