GenkiGenga's Recent Forum Activity

  • I think I understand - set your "call function" and "recieve response" in C2, then tailor your runtime.js file to coincide with these actions.

    I definately agree that while it might be more convenient for the inexperienced coder (like myself) to hard code things in, your taking a better approach.

    There will be plenty of "how do I's" following the release of your plugin - but personally I wouldnt attempt to utilise this without knowing full well that a lot of independant digging would be required.

    The fact that your also providing some of those links as well shows that you are really going over and above. (My expectations at least!)

    Thanks for the update and great work!

  • What some people can do in a couple of days is astounding :)

    Bummer about the wrapper but this is looking really good. The video update is awesome.

  • Ahh now that you put it that way i can imagine - keeping the sounds fresh will be a challenge. (Im sure your up to it though).

    You could possibly split the map into sections and have different sounds when the player clicked in those different sections.

    Some light background music could be nice as well.

    Really interested to see how you progress in this one.

  • Is that new music? Its sounding great :)

    I couldnt seem to get a rapid fire going anymore with the pistol? Perhaps it is because of the control key?

    If your catering for 2 keyboard layouts then ctrl for shooting is a great idea in theory, but i still think its not in a very ergonomic position for the hand.

    Im liking the new crouch though! Much easier now to quickly crouch and fire when the enemy appears.

  • Save the Cakes!

    What he said.

    Lol just wanted to bump this - I bet your a busy man talkinghead, no pressure to finish quickly. Just supporting!

  • Ah i see, i think that the issue with scrolling the web page with arrow keys was resolved so it shouldnt be an issue now. (I could be wrong)

  • Urrgh i just lost a pretty long post so forgive me but im just going to sum up what i said in brief points.

    1. New tutorial is great! - you havent explained the swtches and doors though. (maybe that is already on the way)

    2. Playing your game was fun now - but level 1 was too hard for me! I made it to the last switch but ill be damned if i know how to get back! On one hand i am frustrated i couldnt beat it - at the same time that same frustration is kind of drawing me back to trying again.

    3. The more i played the game the more unresponsive the site was becoming. (kept saying scirra.com is not responding) I was using IE9

    All in all - a very good update to the game. Keep it coming :)

    P.s Yes this is me trying to be brief lol.

  • Nice seedelec.

    This looks like it would be a good facebook game. The way the score comes up after each stage is really nicely done. cool graphics. Easy on the eye :)

    Just some food for thought: I got up to about stage 6 or 7 and had enough. Some things that would have kept my attention longer would have been - a few different noises instead of the one swatting sound. The introduction of a fatter bug by about stage 5 would have been nice - maybe he takes a couple of swats to be squashed :)

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  • Cool game amiltonbr.

    I love some of the effects you have and the way all those shells start piling up next to you when using the machine gun :) The overall experience is pretty good.

    Just something to consider : I found your button setup to be not be very intuative. For a QWERTY keyboard you have users jumping with wedding finger, shooting with the middle and crouching with the index.

    put your hand on the desk and tap a button with your wedding finger for a while - your hand starts cramping. Alternatively, try jumping and shooting smoothly (with the pistol) at the same time - my hand cant keep up with my brain.

    If you dont want to use up arrow for jump and crouch for down arrow (im guessing your saving these keys for ladders), then set crouch to the wedding finger (as you dont crouch very often), jump to middle finger and shoot to index finger (that finger can handle rapid fire).

    I know it gets hard when you have multiple keyboard layouts to consider - Im just trying to give you a good impression of playing with a QWERTY.

    Sorry for post length :/

  • Ah it seems IE9 is the problem, it works for me in chrome.

    Cheers Kyatric.

    From a purely technical standpoint (ignoring art assets) the game is pretty fun. Good job.

    The fact that you respawn so quickly after dieing is really good in a game like this. And some of those stages.... Stage 5 is insane - by far the hardest level in the game! I died maybe 50-60 times by the end of my playthrough.

    A couple of questions : Was the way your player interacts with moving platforms intended? Because if not hunt the forums you will find some workarounds to be able to jump properly.

    Why after every 5 stages do you have the player returning to the menu screen? The main menu button is ever present throughout the whole game - so you can get back there whenever you want! This breaks the flow of the game in my opinion and confuses the player.

    If you are dead set on keeping that mechanic then i would suggest adding ticks or crosses through the stages the player completed so progress can be tracked.

    With some good graphics we could have another meatboy on our hands.

  • Nice quick progress Talkinghead!

    All aboard the multiplay train "Wohooooooo"

  • Hi Biio - Just wanted to let you know that your link isnt working.

    I'll try again later - but i just wanted to say something quickly about feedback. If you ask your friends or family for feedback - often (if not always!) all you will hear is "Wow thats Very Good". That is why getting feedback that challenges your own perspective is particularly valuable.

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GenkiGenga

Member since 20 Oct, 2011

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