retro-bruno's Recent Forum Activity

  • 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.
  • Thanks a lot A0Nasser

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  • Hi,

    I'm searching for the ripped characters sprites of "Barbarian I" and/or "Barbarian II" from Palace software.

    It's not important if they are from an old computer or another, because i will take them as a base to draw my own Sprites parts and animate them with "Spriter".

    If someone have a good link...

    I've found nothing for now.

  • Hi all,

    I'm developping a game called MecaBoB.

    It's inspired from an old Amiga unknown game.

    You mission : destroy all the alien's machines in each level.

    You can play with arrow/control or supported joypad.

    Here is a screenshot of the first level. (The only done for now)

    And this is a link you can play this level.

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

    Can you tell me when "BoB" ; the heroe ; bounce on the walls, if it's not strange ?

    Also, there is an enemy that uses pathfinding.

    When he hit something, he stop, rotate of 180°, and sfx/fx.

    Do you think it's movement is good ?

    EDIT:

    You'll need a computer with a webgl browser.

    With Safari + OS X Lion, the musics make crash the game.

    In Chrome, the musics don't start at the beginning of the game.

  • I answer to myself :

    For Internet Explorer and Safari mobile sound to work, you need a special .htaccess file.

    I've found this in this forum.

    Also, you'll need to clear the safari cache.

    Now, my sound works.

  • kelney, i'm sorry, i think i don't help you by this way.

    This is some rules you need to know :

    1) To progress, you must practice. The more you practice, the more you progress.

    2) To progress quickly, you must be methodic, with your logic.

    3) To progress well, you must know your subject.

    Example:

    1) You want to program an existing type of game ? Learn perfectly the rules. As this, you know your subject.

    2) Use your logic to plan how to program the game.

    • At first, create prototypes with only the medias you need to see if your ideas are functional.
    • When you see it works, you can create your game.
    • Don't forget to make clean programs, ordered, and with a lot of useful comments.

    3) If you miss, never forget you can retry, and by retrying you give yourself more chances to win.

    I hope i'm useful.

    If you have any questions about the game, you can post it here, i'm here.

    But i prefer you to try first to do your best, and then i can help you.

    Ah, i forget something important, we will have to be patients.

    This is the quality all people must have to succeed in life.

  • It's Done. I hope there is no bugs...

    http://www.retro-bruno.com/downloads/Poker2.capx

    Ok, i understand what kind of poker you talk about.

    I will see tomorrow what i can do.

  • When i've time, i will create an example with two players.

    For now, i explain to you.

    You just have to add 5 cards for each player first.

    In each card, there is an instance variable called "CardNumber" (1,2,3,4 & 5 for the first player).

    Create for example 5 more cards, and change the "CardNumber" vars for these to 6,7,8,9,10.

    Duplicate some parts of the block of events and paste it after.

    (You'll have to create an A.I for the other players)

    Change the reference to the 1,2,3,4,5 cards to access the 6,7,8,9,10 cards.

    Duplicate vars and arrays you need for each player and edit the events.

    Once you've done that, you have to replace the events that show what you have in your hand by a comparison, as explained before.

    There is a variable, at the end, which contain the value of what you have. (TWO PAIRS, THREE OF A KIND, etc...)

    Juste compare this var to the same var duplicated for each player, and you'll know who win.

    In case of equality, you'll have to compare the sorted hands arrays.

    I don't understand why you talk about 2 additional cards for each players.

    Do you mean that only two cards can be replaced ?

    Because i don't know a poker game with 7 cards in a hand.

    Can you explain further.

  • kelney

    Right, this is done.

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

    I've changed a lot of things...

    I'm programming like a cro magnon... lol

    EDIT:

    New version optimized, same link.

    EDIT2:

    Added some functions, you can really play now. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

  • I'm not shure i understand but if the firing team is ennemies guided by A.I, you can set them in a family, an perform a collision event.

    The conditions in the Event Sheet must be something like :

    If Player Overlaping EnemyFamily
    OnTapObject EnemyFamily
        Start EnemyFamilyAnimation[/code:uz5pqsq5]
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