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Senior Member
seemed to stall at level 6, is that right? otherwise great
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Who needs pants?
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DOT-INVADER
fospher.com
i'll aplly you suggestion. great idea, thanks ^^
mbenney
yes, actually the game freezes at level 6, that's because i haven't finished it yet... there's a new enemy appearing in that area, i still have to include it.
hooligan2001
well, i tried to down-jump with the bubble bobble 2 version, but it doesn't work. and i really don't remember if it was doable with the original one (shame on me ^^).
i still haven't included it, but in this version you'll be able to concentrate and throw a big bubble. i also discovered a hidden volleyball game... i guess i'll include it too. i have to read faqs in order to know how it appeared ^^
thanks for your comments, all.
probably more to come very soon.
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Senior Member
I don't remember being able to jump down in the original.
This was a great favourite of mine when I was a kid. My younger brother and I would play for hours, and it would always end in a violent battle between us (almost every game that we liked did this).
You have a great ability to reproduce things Marmotte. Its really cool.
The future belongs to those who prepare for it today.
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marmotte, what about adding a "pause" key, so that I can play it during my courses??
Would that be difficult to do that?
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DOT-INVADER
well, i have to admit: i cannot easily add a pause button with my game's current configuration, unfortunately. i'll consider this for my next projects probably. but yes, a pause button would be great in a game like that...
maybe i'll add one between the stages (when you change areas?)...
good point, flashgeist... and also your first post ^^
i'll post a new version soon...
it will include 2 new ennemies, several new areas, some with moving platforms (they already work well ^^)
so that I can play it during my courses??
^^ hehe
see you later
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F# A# oo
maybe have something like check if pause is not true, and then if it isnt do the normal actions ?
i dont know how you have it set up - that might be a good way to do it though.
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ʞ33ƃ
Great job. As with all your titles. GREAT!
Love to see your work, how your able to remake the classics. lol can't wait to see what you get bored and try to come up with next 
Nugget
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DOT-INVADER
Ian424
well, for the code , i can do a pause button... but it will not stop all enemie's moves with my game configuration. wait, i'm going to try something, i just got an idea ^^
xMCNUGGETx
next? mmmhhh... ^^
i have to work with my fighting game...
i have also a project a lot darker in my mind, surely for adults... it has to be determined... but i don't want to display "free" adult contents, just suggestions, metaphoric ideas... well, it's a team project for now, i don't know if it can be done with flash's limitations...
thanks for your comments though ^^
i'm also thinking on how to upgrade my little web site.
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I'm not surprised that it's not that simple to add a pause button. If I had to do it to one of my own games, I don't know how I would do it myself.
Well, if you said you had an idea... maybe you can detail it later when you made it.
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incredibulus-actionscriptum
Originally posted by flashgeist
I'm not surprised that it's not that simple to add a pause button. If I had to do it to one of my own games, I don't know how I would do it myself.
Well, if you said you had an idea... maybe you can detail it later when you made it.
i try simething like that before
http://digilander.libero.it/magneto1/pauseMC.swf
http://digilander.libero.it/magneto1/pauseMC.fla
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This idea of putting the main code in between an "if p is not pressed" condition seems an excellent idea to me, magnetos.
I can't think of anything better.
Would that be appliable to your code, marmotte?
Last edited by flashgeist; 11-25-2002 at 09:24 AM.
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DOT-INVADER
well, yes, although my codes are a lot more numerous and complex ^^.
i'll try that way:
when you hit the pause key, all sprites become invisible (you only see the current area). and all their codes are activated only if they are apparent...
that's the same idea than magnetos, although it will be checked one time in his example (there's only a main code), and in my case it will be checked as many as there are enemies on screen... so, more cpu intensive... mmmmaybe if i manage to put all the functions of my game in one and only code...? but i cannot do that without adding a lot of new _currentframe checks...
well, i'll give it a try when i'll have the time ^^
remember, it's still a work-in-progress
see you later
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