grandbrinus's Recent Forum Activity

  • Hello everyone !

    Another game from a jam ! Here it was for the C2 game jam on Newgrounds.com !

    You can play the game here : Blinded

    You're a blinded guy, Nestor, and you want to see.

    Walk in a lab to find why all researches are not for solving handicap problems.

    But don't forget that what you see is what you hear.

    Thanks for playing !

  • Hello everyone !

    The jam will end next Friday !

    You can play and vote for my game directly from nitrome website !

    Click here

    Thanks for your support !

  • Hello everyone !

    I've done a submission for the Nitrome Game Jam !

    You can play my new game here : Frantic Dream

    It's a hard avoiding game.

    You're in a dream, in YOUR dream. So, if you see bananas or bowling balls, it's ok, don't be afraid.

    I hope you'll like ! If you get fun, don't forget to share please, and if you don't like my game, you can go complaining to someone you don't like.

    Thanks !

  • I didn't have the download link (edit : now i have) but i understand what you mean. I had the same problem on my games about the players re-spawning.

    It depend on the case you have to solve. Maybe it's interesting to mix both of them.

    Because in the case of moving, i don't think it's a bad solution to let the system working.

    Now for special uses as placing players on the screen, it's faster to use your function.

  • troublesum : why do you do things so complicated ? Sending each time a message and broadcasting is slow, and use a lot of bandwidth !

    The Multiplayer component is made because data are transmitted as binary (low bandwidth use). It's why you can't (for now) sync text variables.

    javissupreme :

    Read this : https://www.scirra.com/tutorials/915/mu ... ame/page-6

    Your "Scroll" behaviour have to be disabled at first.

    Now, at the step of enabling "Input prediction", here, you add the "enable scroll behaviour" action. So each peer will have the scroll behaviour activated only for his player object.

    And you have to do the same idea for the host.

  • I saw your YT video.

    The game is really interesting. The graphics are awesome, you took the time to give voices to your characters, it's very good.

    Your game reminds me Diablo, Medievil and Rogue Legacy for a recent title. But it looks very slow. I mean there is not enough monsters on stage ! On an action game, I want to kill a lot and be pressed by assaults of monsters even if we are at level 1 (not all the level because it makes game too hard).

    On your video, the thing i saw for now is one monster on a platform, you jump, you attack, he dies, and you go to the next one.

    But my opinion is only base on the first level, seen on your video. So I can't know if what I show changes during the game

    Nevertheless, congrats for everything you did.

  • It make me thinking about Solstice, a NES game.

    It's an adventure game, you have to get pieces of your magic stick. You travel a castle. And in some rooms, you have "credits". These credits are checkpoints, but it work as credits on arcade games.

    When you lose all your lifes, you go back to the room where you found your last credit. But this credit is lost, so when you lose again, you come back in a older room etc...

    It's a strange but fun system ^^

  • I will try to be premium. And i understood what you mean

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  • As everyone said : MOUSE ! Haha.

    See that game for your game control scheme : http://www.newgrounds.com/portal/view/638750

    Your game is cool, i had to try a lot for scoring 3608 points (i let me die).

    When we reach the third weapon, the game stay at the same point : same speed, same number of ships. So if i wanted to continue, i could reach 10K points easily.

    It can be an evolution you can add <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • It's raining meatballs !!! Haha, it's what your asteroids make me think.

    Your game is addictive. But you can't go very far without a lot and a lot of divine luck.

    In my opinion you should work on your random fall system. Sometimes we are locked against a line of asteroids, there is no exit. And we die.

    One solution is to draw an invisible path and let asteroids falling around it.

    I scored 1067 with 10 tries.

    A mute button will be appreciated too because i've listened only 5s of the music, 10 times lol.

  • Hi,

    Your game concept is nice. But where are game instructions ? The first time I played I tried to control my spaceship.

    I scored 96 points and the system tell me "Bad game". The text change if i do a better score ?

  • Your game is cool. It's hard. And I like hard games. But I also like when the difficulty is greatly thinked.

    We can imagine your game is a Meat Boy like, a slow motion version. The player will die a lots of time. He will be frustrated because he has to try a lot for finishing a level. So why do we have a life counter ? 3 deaths and we have to restart from scratch. Your game is very slow so (in my opinion) restarting to level 1 create too much frustration. Because you know if you loose a life a level 1 again, you can't finish the game and you will have to restart the game again (and I didn't want to do again something I've already passed).

    It's the only bad point I saw on your game. Nevertheless, it's a great game. I though it will be more nervous, but the "patience concept" is cool too.

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grandbrinus

Member since 18 Jan, 2013

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