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35 Game Reviews

10 w/ Responses

Needs work

Not much point to this, since your ball doesn't factor in any acceleration from the mouse - it'll never exceed the speed you can get by simply dropping it from a height.

Nice little game

the collisions and physics were very good. However, this game was more frustrating than challenging, (since it is difficult to injure your little helicopter). The frustration came fromt eh fact that there's a little too much inertia at work, and the helicopter is so sluggish in its responsiveness that the game devolves to simply guessing how long the helicopter will take to accelerate past an obstacle.

I think the game would be more fun if the obstaclers were more dangerous and the controls were more responsive.

Norwegian-Blue responds:

Heh...I like the controls.. =)

next time ill beta test a little more...

Why did you resubmit this?

this sucked the first time it was submitted, and it still sucks today.

DWARFINATORclock responds:

what the fuck, this is the first time i submitted this

nice

cute.

Not too bad

...but on the whole, the game play was a little stiff and awkward. The sprites were so large that it seemed like the constrain area was only three times the width of the ship... movement was a bit sluggish and the sound could use some work.

Aside from that, it was pretty solid scripting.

You did a good job completing the tutorial...

However, since this comes on the free tutorial CD inside Flash MX 2004 Games Demistified, you can't really claim to have created it.

Needs Improvement

Tutorials are useful in general, but there's a lot of badly formatted spaghetti code in what you submitted - especially in what you call the GTA, [asteroids style] clip movement. That code is horrible, and could be rewritten with far fewer lines. You also initialize a bunch of variables you don't even use, which suggests to me that the code has been adapted from something else.

If you have access to Flash MX or MX2004, I suggest you create a key listener object instead of using the key.isDown approach - listeners are more responsive.

You might like to take the sample code and place it in a text area to make it more viewable.

You can also get much better performance with custom cursors by using an onMouseMove handler with updateAfterEvent();, and simply set the x and y coordinates of your clip to the _root._xmouse and _root._ymouse values every time the event handler fires. The drag method was used back with Flash 4, but you'll notice that it does nasty stuff when you try to use it while handling a draggable movie clip....

Hope this is of some help.

I found the sheep choppers very disturbing

could you have not created more humane hazards, like breaks in the fences, or eager collies who chase the sheep away? That was damn sick.

graphics are difficult to view

If you wish to make a tutorial, you should embed your screenshots as .png's and make certain that you do not resize or transform them in any way. Set the cpmroessoin to "Lossless" in the properties flyout of the library entry for each image.

Screenshots generall use a lot less than 256 colours, so there's no need to use .jpeg compression, and by using lossless compression, you can avoid those irritating artifacts that can make menus and screen text difficult to read.

I suggest that you also create a pointer movie clip and add some animation to your tutorials.

AlternateAccount responds:

thanks for takin the time to write that mouthful... wow!

Oh I say!

That was brilliant. I especially like the prehensile mustaches on your football player.

actionscript is an interest of mine

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