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AethosGames

39 Game Reviews

11 w/ Responses

Laggy at best

Any and all points I gave you were for the art. The game was very laggy and very not fun. Using the mouse is not a good idea for this kind of game, as it's jumpy and not smooth. The only thing you do is move a mouse, and laggy stuff happens. Not good programming.

I saw your game on FGL

Congrats on the sponsorship.

I envy your game-making skills. :P

Fun overall, but sometimes it was laggy.

Beautiful

This game is good. It's graphics are beautiful, and the gameplay is smooth. It's just not that original. In my eyes, it's just a very graphically advanced mouse avoider/collector with extra features. Despite this, the game is very well made.

Not bad

This tutorial didn't really explain much of the code, and it is not bug free( to your credit, it is very bug-resistant). There is a problem with using shapeflag hitTest in platformers. I jumped through the wall and out of the boundaries in the area to the right of Step 3. There are better, more advanced methods for collision detection (that don't even use hitTest), but for beginners, this will do just fine, until they are ready to learn other methods.
For beginners, it would help if there was more code explanation. or more commenting in the code.
Anyways, good tutorial, but it could have use more.

@ eleet and enyone else wondering: the code is in AS2.

TheShyGuy responds:

Thank you for taking time with your review, i appreciate it. Im glad you understand my reasons for using very base level code in comparison to something more advanced, and, ofcourse, im glad you liked it.

A great game

This game gets a ten for sure. Addicting game-play (I haven't played a game for so long in a while). I don't really play flash games that often (don't have time, as I'm a fellow developer), but this game took time out of my day in a good way. I may have to model a section of my current project after this. Great game.

This is a great game

It is a great concept, with fun, somewhat challenging gameplay. It is pulled off with a kind of elegance that only a skilled designer can do, and the isometric tile-based programming is not easy to do either. 10/10

P.S. I love chess

Five for the effort.Here are some tips.

You should probably playtest your game a little more. You fall through the floors a lot, because there are problems with shapeflag hittests. First, it looks like you used thickened lines for the ground. Use rectangles instead. Also, with true gravity, the farther you fall, the more pixels you skip per frame. increase the framerate to around 50, and use a gravity modifier. For example:

var grav: Number = *whatever you wnt your gravity constant to be*;
var gravity: Number = 0;

then:

onClipEvent(enterFrame){
gravity += grav
}

to prevent him from falling through the floor, use something like this(alter for your instances):

onClipEvent(enterFrame){
while(_root.ground.hitTest(_x,_y,true )){
_y += grav;
gravity = 0;
}

If you alter this correctly to tailor your flash, it should prevent you from falling through your floor (if you use rectangles for the floor, because no matter the thickness of the line, its width is still only 1 pixel).

-Psyflash

mattuiop responds:

thanks for the help, that should work!

that was fun...

and i got the top score! Woot!

Hi, I make games and stuff!

Age 34, Male

Flash Programmer

Johnson & Wales University

Denver, CO

Joined on 8/30/08

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