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seanjames

8 Game Reviews w/ Response

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Waaaay too hard

I love the graphics upgrade you gave this classic. It had a soft hazy look which was nice. But it's just too hard. Being that it's no more than a copy (rather than a new twist) of the original, the fact that it's almost impossible will have people clicking the x in about 20 seconds. Work on the speed of your vehicles. Other than that, nice work.

sirrichard responds:

Thanks for the nice review! You have to move around quickly but it can be beaten quite easily!

About the cursor

Are you using 'startDrag'? Becuase if you are, you'd probably get better results with something like

_root.onEnterFrame = function(){
myCursor._x = _xmouse;
myCursor._y = _ymouse;
updateAfterEvent();
}

Or you could use and interval. I just know that using startDrag is typicall choppy.

I liked the style, by the way. The full game is gonna be hard. Good luck.

flash-harry responds:

I'm using what you suggested above, but without the UpdateAfterEvent line. I will stick it in and seeif it helps, this is my first shooter and my knowledge of Actionscript is limited to say the least. I'll give it a go, thanks!

A few thoughts

I'm an independent developer, and even I know enough to turn off the right click menu so that people can't muck with the flow my your game.

That and your game doesn't work.

KerberosGames responds:

I apologize.. i had uploaded the wrong version. The correct version is sitting up there now and the rightclick menu is indeed shut off

Just one question

I think I saw this game before, excpet it was using spiders and keys. It looks like you just changed the graphics. If that's the tutorial you're talking about, then you didn't really use the tutorial, you used it as a template. You 'adaptation' works, which you should be proud of. But you should try to make your own levels using the concepts in that tutorial, rather than just replacing their graphics with yours. If you got this far with a game, you're in good shape. Try to take on a project of your own now. Good luck!

System-of-KoRn responds:

will do

I couldn't figure out how to throw the coctails

You should have told people the controls in the instructions.

scottmale24 responds:

okay. I'll put it up under the 'authors comments'.

Pretty good for your first game.

I hope this survives the portal, and I suspect that it will. The functionality is pretty good, though you could use some multi-key ability (diagonal movement, etc). I would work on your graphics and beef up your code a little. It looks like your next game will be light-years ahead of this one, if you make a commitment to make your next game as far ahead of what your last project probably looked like. Good luck!

Valvageer responds:

Good Luck? Ill need it...Thanx for review

Very cool.

This is a very fun game. Probably could have been a bit bigger, but you can't have everything right? Plus I assume it was a processor driven decision. Nice work.

DBarbarian responds:

Thanks.
Yes, the screensize had a lot to do with the cpu intensive enginge. The tunnel starts with a low alpha, and increases. Alphas are very cpu intensive, so if I made it too big, the game would be very slow.

Not too bad.

Not a bad tutorial at all. I wish they'd make a section for tutes though, because they don't belong in the portal. Anyway, I wanted to give you a tip on custom cursors. A much cleaner way to do it is the following:

customCursor.onEnterFrame = function(){
this._x = _xmouse;
this._y = _ymouse;
updateAfterEvent();
}

This way it is as smooth as the mouse and not draggish like when you use startDrag. Happy flashing :)

DELETED-1 responds:

Hey thanx for the vote...and thanx for the mouse Action Script I'll try it out.

Thank you.

"Whatever you are, be a good one." - Abraham Lincoln

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Penn State University

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