level 3 or 4
i lost my egg. I think he landed on top of one of the platforms on the sides. Other than that, it was a neat little game. It was kinda hard to control cause you couldnt really launch the egg that fast
level 3 or 4
i lost my egg. I think he landed on top of one of the platforms on the sides. Other than that, it was a neat little game. It was kinda hard to control cause you couldnt really launch the egg that fast
Great
My highest score: 814 "damn it where is my mantle of evasion when i need it?"
It's a very fun and addicting game, especially when you get your body parts cut off. It's just missing something. Right now, it's just a very simple dodge game with ragdoll physics. And while it is addicting and VERY fun, it needs something to make the actual game play unique, other than the ragdoll. Powerups maby, even varying the color and sizes of the spikes could do it. Polish it off and it will be like... better.
Well it's well programmed...
But, the editor itself is not intuitive. There's too many menus, and too many options, and buttons and all that junk. It takes too long to make a level, i just played your pre built ones as examples. I never even finished a level of mine cause i didn't want to spend an hour making a level and figuring out all this stuff and how it works. But I can see that it's well done, so props for that. But, a few little things that can make it better:
When placing items, have it so you can hold the mouse and drag it around to place a line of items like platforms, essentially drawing with the item you're using. That way it doesnt take 2 days to design a level.
On the menu, show all the items you can place down, as buttons. That way it's just open the menu, click the item, place it on the map. It really does help if you can see what your making. Rather than flipping switches around for 3 types of items, i'd rather take up more space and just clutter the screen with a lot of buttons that dont involve arrows. Also, use hotkeys. Nothing says you shouldnt use the arrow keys to scroll, or space to open the menu, etc. It makes it more intuitive.
About the graphics, sounds, etc. Rectangular blocks make a game look clunky (like in the mario game) The sounds you have are kinda monotonous, almost as if the editor would let you compose music yourself. Which would be a neat idea, for even more customizability. Perhaps even draw your own graphics (bitmap data ftw). It's all possible, but it would make the codes larger. You'd probably want to create a compression algorithm for the codes.
Speaking of te codes, I've only seen 2 level editors made in flash where they give you a code (not saying there aren't more than 2, but these are the only 2 i've played). Your game, and my game (see my news post on NG or on my site). Now on yours, i notice that you keep telling people not to post their codes in reviews. Well, why not? Yes, the line breaks and all that junk. So why not just ignore all the characters in the code that involve spaces or line breaks? After a little fiddling, i managed to do it with my editor, cause believe it or not, people WILL post codes in reviews and on forums and stuff. So work your program to the people playing it, dont make your people cater to the limits of the program.
So ya, this is definately well programmed, and defiantely has a lot of effort put into it, and is a good idea. But it's not executed as well as it could be. Plus, the customizability options of it are limited. There's only so much you can do with a character, an enemy, a block, and a coin. You need to add stuff like fake blocks, and blocks that do things if you jump on them or press down when your on top of them, and moving blocks. But i really think that adding doors into it could be helpful. You'd create a few maps, then place doors that link the maps together. You could essentially make a warp pipe in mario with these combinations. Just have some fake blocks, some trigger blocks that you fall through if you press down, and some doors on the pipe.
There's a lot of possibilities for this game that you never added in here. And yes, I know that it will make the codes huge. So who says you have to stick with the codes? Just have like a couple of PHP files and a database on your site, and people get an ID when they make their levels. It could be cool, and then you wouldnt have to worry about codes being the size of this review.
So in summary, you definately need to work on your execution of this game. It's a good idea and well programmed at that, but in a game requiring this much user input you can't afford to sacrifice intuitivity to increase performance or looks. Plus, as it is, there are so many limits to what you can do in the game that it doesn't really hold your attention while playing it. You make one level, then bam, all the levels are so similar it just doesnt feel good. Please play my editor before responding, and I would also like it if you could contace me on AIM, I know your a fan of mine based on the metroid games.
Yes, I would like the review posts to work, but it hadnt even crossed my mind that they were formatted when writing the code to render levels. Unfortunatley, the code is constantly manipulated during runtime by enemies/coins to find out if theyre already dead as well as current posistion before respawing themselves, so the code never stays the same. I've tried just skipping the characters which arent included to get around this fact but it never seems to work and causes huge slowdowns during gameplay. The problem will be soved in the next release of expgen because i'm adding in an extra code processing..thingy which rewrites the code correctly before loading the level. Sadly this is another reason why a compression algorithm woudlnt work (it'd be lovely since theres all those wasted 0's) and i like your idea about id's. I'm currently working with someone to have an effective way of just exporting a file to windows in the correct format to prevent all this cutting and pasting but its proving difficult, relying on a webpage to be active to bounce back a php code and 'download' your level. Any further ideas email me, you're pretty much a guru of coding, sadly i dont' have AIM but an email would be handy. Nice mesh on the frontpage by the way..
lol@toms
only 3 of us didn't have the artsy button on... glad to be one of them :)
yeah, its a shame actually. I think the fact that it was a sketchbook scared away alot of the actionscripters. I think that it doesnt matter anyway its more about being part of the community than making a masterpiece.
This isn't a tutorial
This is a massive open source dump. I'm willing to bet that you didnt make the scripts in here. Please, tutorials like this have been done so many times before. You need to actually EXPLAIN the code for it to be new and helpful. And you can't start with movement, you need to start with variables and loops first.
cool game
as said before though, its a bit short. Just make the next few ones a bit longer.
Oh and to fix the white preloader glitch, on all your sounds with linkage, right click and deselect "export in first frame". Of course, now they wont be put into the swf at all, so make a dummy clip and stick the sounds in the timeline of that clip. Bam, problem solved.
Thanks for the review.
I tried your method (took me a bit on approx 200 voice files :P) but it didn't work...the sounds in the dummy clip weren't being attached.
To the last reviewer:
take it easy it's a game. If one thing always wins then the game is not fair cause you could always choose that one. Each one has to lose to the same amount it wins to.
But anyway the game, bland to say the least. No like animations of the battles (that one thing would make it instantly 100x better), no record list, it's basically click O i win start over. It seems more of a prototype.
So anyway, simple programming, simple art, and bland gameplay don't make this one a favorite for me. It needs more to be original or even fun for that matter. Animations, record list, make it in a version of like the pico vs uberkids RPS game. It was interesting, stuff happened when you lost. Even though it was an old game, based on an ancient game, and completely random, no skill needed, tom somehow made it fun to play. You didn't.
Originality = win in my opinion, but if it's not executed in the right way it can still be a loss.
I suggest make a new version.
Sweet game tom
i enjoyed it. A few things though, it was rather short, maby more fights or something. And second, with all the clicking, i did occasionally click outside the window. Perhaps adding a border around the SWF could help.
Other than that it was a fun enjoyable minigame (like the last piece of cake.. lol it reminded me about that)
I experimented with a buffer border, but it didn't seem to help a whole lot so I ditched it... But maybe it would have been worth keeping. :)
GREAT! But
My webcam reverses my movement, likeit doesnt show a mirror image. Not sure if this is a standard, but for people like me could you have an option to flip around the screen?
Yes, thats the same with mine... reversing the image from my end is a little hard, however you can most likely do it. I have a logitech webcam, and if i go into the settings there is an option to change the image... i will see what I can do from my end though.. thanks for the tip ;)
meh
it was an interesting concept, but the execution of it was mediocre. You're using circular objects, so there's NO reason to use flash's built in hitTest function. It does it as squares. Using squares does not make the game hard, it just makes it frustrating. Frustrating to the point where it loses it's fun factor. For circle-circle collisions, simply take the distance between the 2 objects and if it's less than the sum of their radii, they they are colliding. but you only really want the ball to fall in if it's more than half way into the hole, so subtract some value from the sum of the radii. It's really simple actually.
And the stompers need work too.
Go learn some more AS, then come back and remake this game.
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Age 34, Male
Santa Cruz
Joined on 12/28/04