retro-bruno's Forum Posts

  • Thanks Kyatric, you're right.

    I've finally found a solution.

    I export my NW.js project in Kiosk mode, not in windowed mode.

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  • Ok, i've tested on a very slower computer, and on it, the tearing increase, but less when i maximize the window.

    Sorry for the double post, but can someone try the capx on a basic computer ? (no i7, no Nvidia GTX)

    So it can be :

    1) A bad optimization of my game. (they are 2 TMX maps with a lot of tiles of 64x64 px in my project)

    2) Scale settings problem. (i've actualy set the "Fullscreen Scale" to "Scale Inner")

    3) A conflict between the screen size (1366x768) and the TMX map size (1024*5) by 576 px.

    I someone has an idea on how i can optimize my capx...

  • I've tried to use PlayClaw, but the tearing is so subtile that even with a capture at 60 fps, i can't show what i see.

    PlayClaw add jerk everywhere.

    It is only the vertical borders of the houses.

    If you scroll the map and watch the borders of the houses, you'll see they jerk a little.

    It is not obvious to see.

  • Thanks for your answers.

    My drivers are up to date and i have the last directx.

    I have an i7 with 12 Gb ram and a Geforce GTX 650 TI.

    This tearing is only here when i don't maximize the window.

    My screen has a resolution of 1920x1080 px and the game, when not maximized, is in 1366x768 px with TMX maps of (1024 * 5) width for a height of 576.

    I dont know why i have this problem.

    My graphist has a bigger machine than me, and also get this when not scaled.

    I've helped him to update the driver of his graphic card and install DirectX, but no changes.

    I don't know why i get this tearing.

    If someone test my capx and find something strange, please tell me.

  • Thanks, this is the link :

    http://www.retro-bruno.com/downloads/exeproject.capx

    1) Just scroll in the game and watch the tearing.

    2) Maximize the window (if you have a 1920x1080 screen) and watch again. In my case, there is no more tearing.

    My question is why ?

  • No idea ?

  • Hello

    I'm making a game, and there is two layers of tmx maps from tiled, with an horizontal scrolling.

    My maps have some tiles missing for its to show the sky and the mountains behind.

    The problem i get is that depending on how i scale the window (or not), i get the vertical borders between tiles and transparent areas that vibrates vertically. (only in tmx maps)

    My game has a resolution of 1366x768, but if i scale it to 1920x1080, the problem seems to disappear.

    I use NW.js 0.19.4, on Windows 10 x64.

    Any idea of what i can do ?

  • Hello

    I would like to create a multi-users multiple notepad for paper RPG players and GameMaster in html5.

    I'm searching for a good tutorial about multiplayers games or tools.

    This is what i would like exactly to program :

    1) The possibility for each GameMaster to create something like a room for his players.

    2) When it is done, the html5 page give him the room number and a generated password.

    3) Each player enter a name, the password given by the GameMaster, and the room number to share the game.

    4) Each player access one text area, and the GameMaster access all the text areas of the player. He also have a text area for him, hidden.

    5) If a player loose his connexion, he can rejoin the Notepad again.

    6) If the GameMaster loose his connexion, can i make the room stay existing around 10 minutes ?

    7) The GameMaster can save all the notepads in multiples txt files, and the players just their own. Is is possible ?

    Thanks for your help.

  • Thanks

  • Sorry for the double post, but this is an explanation of how i make a tentacle in Construct 2 :

    1) I create a ball, called T1 for example, that i put in my game layout.

    2) I duplicate it 4 times, i call them T2, T3, T4, T5, and i put it in a hidden not used layout.

    3) In the beginning of each level, i first create a variable set to 1. This var will be the Tentacle class number.

    Then, i perform a "for each" on the T1 sprite, and i create the T2, T3, T4, T5 sprites, assigning them in an instance variable the X and Y position of the 1st tentacle ball, and the tentacle class number. I reduce the size of them

    proportionally, and i increment by 1 the Tentacle class number at the end of the "For each".

    I also initialize a global variable, an Angle for the tentacles moves.

    4) Next, in the game loop, i have just to target T1, T2, T3, T4, T5 when they have the same class number, and apply them my formulas around the Angle.

  • About the gameplay, do you talk about the tentacles moving ?

    I've created all with construct 2 and mathematics formulas.

    This game is done with :

    • Construct 2
    • Gfx : Pro Motion (not free, but a good investment for pixel art, surely the best for windows)
    • Music : Fruityloops + Phoscyion (not free)
    • Sfx : Bfxr (free), Goggle + Find Sound (free), and SoundFishing (sometimes free but under licence)

    In the new improved graphics version, the tiles behind are 160x160 free textures changed to monochrome colors. The older version had tiles of 32x32 px with just 5 or 6 colors. Pro Motion let you work with a palette of 256 colors, and has a lot of stuffs for anything, like making animations or tilesets.

    Note that i'm a very bad pixel artist... lol

  • "tentacules" becomes "Tentacles".

    I've improved the graphics and the musics.

    You can watch the first level on youtube :

    https://youtu.be/MFYuAPbFT9A

    EDIT:

    You can also play the Work In Progress game here : (play only the first level for now)

    http://www.retro-bruno.com/html5/Tentacles/

    Note that on Edge, when you finish the first Level, the music stop but not restart, i don't know why.

    If you have any ideas to make me improve the game, thanks to you to share them.

  • I'm working on the first boss :

    This is a video of him alive :

    https://youtu.be/kcDTM3dW5Mc

  • Hello

    This is the new project i'm working on since the last days.

    It's a shoot'em up called "tentacules". ("tentacles" in English)

    It's still a prototype, but i've a lot of ideas to make it a great Free game. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    I'm using only 32 colors at this time, and it's a very retro game.

    I'm very happy to use construct 2 !

    I plan to add :

    • Effects, like "shaking screen" sometime, etc...
    • More bonus
    • Score & Lives
    • 10 differents levels, with increasing difficulty
    • A layer with vegetation moving on top of the other layers.
    • 10 end level big monsters.

    Are you optimistic like me ? <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • Hi Scirra world

    I'm searching the best way to stop a sprite with a 8-direction behavior against solids.

    Actually, when my player hit solids with a not horizontal or vertical angle, it rotates randomly and stop after.

    I would like to stop my sprite without any rotation, but i don't know how to do.

    Can you explain me ?

    You can test my game here :

    http://www.retro-bruno.com/html5/MecaBoB/MecaBoB.html

    EDIT:

    Finally, i'v found how to get my player to bounce correctly.

    If Player is overlapping SOLIDS at offset ((2* cos(Player.Angle)) , (2* sin(Player.Angle)))
    {
    Player.Reverse 8-direction;
    Player 8-direction setspeed to Player.8direction.MaxSpeed;
    FreezeCommands = 1;
    Wait 0.4;
    FreezeCommands = 0;
    }
    [/code:2ac49q4s]
    
    FreezeCommands is a global variable. If set to 1, the joystick and keyboard moving events are disabled.