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35 Game Reviews

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I like tutorials

However, the ActionsScript in this one was horrible -really messy spaghetti code which shows that the author doesn't really have a handle on ActionScript.

I also find music and animation during a tutorial distracting. I would recommend losing the music, and instead concentrating on making the screenshots more readable. they should be shown at full scale.

GAMECUBICLE responds:

I said in the tutorial that if oyu want a more acurare explanation about making games that you should go and watch my Flashforbeginners: SCRIPT tutorial.

something just doesn't ring true here

Sorry, you're not correct. The Listener object will let you track as many keys as you like.

This doesn't seem right - like this is part of something else or adapted from something else.

I was disappointed in the fact that the shot tyles didn't change with the power-ups, and with the poor auto fire. The Raiden weapon, (lightning ray) would be a bitch to ActionScript, but it was the whole point of the game.

Go0gley responds:

The key.listener (or whatever) code applies to any key pressed and ignores the input. So if I do that... pressing the left, right, up, down keys will cause it to shoot.
Oh, and yes, the lightning ray. I have absolutely no clue of how to make it! Same as the homing missiles... :(

good concept, but a little sloppy

this looks a lot like the Lusty Barfly.... However I enjoy games like this.

There are some things that should be fixed, though:

1) the exposition at the beginning is very sloppy - by introducing a round of characters, some of them by their first name, and some by their last, you made it very unclear who might have done what to whom.

2) there isn't enough latitude in the conversation to really play with it, and it all hinges at some points on the irrational nature of a woman that people couldn't have come to know through the exposition... this makes it necessary to replay some points, but it doesn't really add any entertainment value.

I have been working on a contextual speech / reponse engine... If I get a chance to finish it, perhaps I should release it for general use... would you be interested in plugging something like that into a game?

a good start

however, you have a few actionScript issues to work out....

What precisely is the target area on your movie clips? it's bloody tine, whatever it is, and it doesn't seem to scale with the target itself.

why are there so many little crooks online

and seriously, what's the point of stealing something like this?

A good beginning

however, there isn't too much of a challenge involved in just tracking the mouse. The other problem I experienced was that in many case, even if I got a hit, and recorded a score, the "explosion" animation didn't play on the clip I hit.

I think ti would also help if the sprites were slightly smaller, and the explosions more obvious.

Good content, but not very readable

I found that the oversize text and the narrow text box made it very difficult to read the code.

I am not sure if you are using dragging to move your custom pointer, or simply bound it to the wrong handler, but it was sluggish enough that in some cases the text caret became visible.

Try this instead:

Mouse.hide();
customCursor.onMouseMove = funtion() {
this._x = _root._xmouse;
this._y = _root._ymousel
//tell the handler to update after each event
//so Flash won't wait until the next frame
updateAfterEvent();
};

whenever binding a function to an event handler, make sure to close your function with a semicolon.

AlternateAccount responds:

well... it sure looks like you know some actionscript... thanks!

some real problems with collisions

your collision detections have real problems - you are only allowed to carry 3 missiles, so it's nescessary to dodge some meteors, but you automatically die if a meteor makes it to the left edge of the screen.

If you want to add more playability to the game, you should also allow the user to move left and right.

Nice idea, but full of errors

I found that the object snapping was clumsy, and sometimes a peg would end up floating in the middle of the animated field when I released it, instead of remaining in place on the pegboard.

There are also some errors in the coding, as I got identical, (and impossible) scores by using all blue or all green pegs.

The result showed one peg of the right colour in the right place, and 3 of the right colour in the wrong place. How could this be if all the pegs are the same colour?

moiSTUDIOS responds:

yes, this version is fill of errors.

Very Nice

You almost went too far with interface toys, but nice work, all the same.

However, there's still a little room for improvement with the physics. You have gravity working well, but there's no inertia, and worse yet, no friction. When I first started in tutorials, I got my little character zinging across the screen from right to left at an incredible speed, and he didn't seem inclined to stop.

It also would make sense if you could cause your charater to drift very slightly to the left or the right with the arrow keys even if you aren't flapping your arms.

Ceautiful work with the ActionScript in this piece. I never played with the .mp3's, but I presume that you are implementing the NetStream object. Frankly, I was surprised that you can set a local path from inside the plug-in, given how rigourous the sanboxing is in Flash.

Nice work with the shared Object component as well. Your ActionScripting skills are top notch. I say this as someone who makes his living building Flash apps.

actionscript is an interest of mine

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