Seems like pressing Q+D makes the tank rotate faster than when using E+A.
Let me say that i find your track movement control to be a fresh and interesting idea. I like how it mimicks the real tanks drives, very nice feel to it. Some may find it hard, but then again, driving a real tank IS hard.
The turret is controlled similar so i guess it is ok too, but i can see how the players head will explode from trying to combine this controls together in the middle of an intense gameplay.
I am not going to suggest using wasd like Darvious did, although that is a valid solution. I suggest using some workaround for rotation of the turret instead. For example games have a long history of combining keyboard for movement+mouse for aiming, and it seems to work well. Or at least make the turret controls to be left and right arrow keys.
I was thinking of letting people choose what keys did what to make it more comfortable for them, so the arrow keys for turret is likely, main reason for letting people choose their own keys would be because of keyboard layouts like AZERTY and such.
this games difficulty has the same problem as most old school games in the sence that the biggest challenge is to find any motivation to make it back to the place you died before. You can easily get irritated when you retrace one level a few times because as you walk past the same trap for n'th time you realise that the next levels are only going to get harder and so more retracing awaits. Since there is no big plot that would keep the player going, only the most determined and challenge-seeking will make it to the end. There is a platformer that solved this problem and its called LIMBO. You might want to look at some of the "Lets Play"s of it on youtube to analyse how they placed respawns relatively to the traps.
thanks for a thoughtful reply, i really appreciate it. the reason why i haven't included checkpoints is longevity of levels - all of 12 levels are relatively short (relative to the actual size of the level, not time spent replaying it due to deaths) so i thought placing checkpoints would devaluate hardness of the game.
Do creators of games like this have no self pride or something? Hollowcane, have you seen what kind of games are displayed on the sites main page? Well, compare them to yours... please. I'm not trying to be hostile, but you submit your game, hoping everyone would be nice to you just because you are new to making games. Children and mentally challenged people receive that kind of niceness. Do not scoop down to that level. Go on, perfect, create, keep making games - I am not asking you to go away, or come back only with "teh greatest game eva", but at least make a game that doesn't look like a disgrace when lined up with other flash games.
you name your button as "button1" in the properties list.
you type this in the actions panel
button1.addEventListener(MouseEvent.CLICK,onClickHandler);
function onClickHandler(MyEvent:MouseEvent) {
nextFrame();//if you want to go to the next frame, or specify any other actions you wish this thing would do, do it inside the braces
}
and that big mean button is gonna do your evil bidding foreva!
This certainly is an impressive result for a mere half an hour, but is there any other reason for you to upload it apart from boasting your developer skills? We can all appreciate the speed, but, you know... it's also a game, and as a game it is pretty much generic. You could have continued working on it after accomplishing the challenge, and now this feels like a big collection of lost potential.
I like how there is no difference between win and fail. If you start all over again anyway why not just save yourself 30 seconds and hit the nearest red guy.
This game reminds me of call of duty series. You can't lose unless u really want to.
The game is pretty good - the art is fine, the comic slides in between stages are fun too, the reloading thingy is an interesting choice and there is even a difficulty curve. I was constantly winning so i thought good of myself. Then i didn't touch my mouse on one stage and still passed to the next one, and realised there is no way to lose, so i felt like the king of the losers. If you plan a sequel, add some punishment mechanism for bad performance, otherwise this can become interactive movie watching rather than a game.
I loved the tone of the game and the concept of finding secret buttons by randomly clicking everywhere and all, and even going back to the begining after each fail isn't that bad. Mainly because i just pressed right mouse button and then forward a few times until the 4 button menu... But hey, the creator had me warned in the description, so i guess i got my expectations worth.
P.S. pressing TAB to see secret buttons works too.
At first look the overall style suggested a gameplay like in mario bros.3. You have to give credit to the fact that is isn't completely like mario. No, there are two key differences: the main character isn't a moustachy plummer(and isn't really animated apart from the one frame jump), and the game isn't as fun either. Now i can't say i am really that bad at platformers, but it took me a whole eternity to overcome the parts where you need to jump on a block placed above you, because the damn baloon keept sticking to side surfaces as if they were covered with glue or something. And then... Do it again! Like i hadn't got enough the first time. And speaking of repetition - this game has like 7 levels or so(though the last one is very easy), and you still put recycle block chunks, seriously? Come to think of it now i guess there is no reason to complain about the whole surface stickiness mess because if it wasn't for that, the game would've probably taken about 3 minutes to play.
the game is good. really good. very entertaining, but:
it is very easy. Even when using the low damage fish of luck with a non strength character i still found myself comfortable.
The mana pearls are really useless and i dont understand the reason why they drop from monsters and chests(since u cant use them, youd rather find better equipment).
well anyway thats my two cents
i wish more of this kind of games were on kongregate. The kind of games that can actually inspire and make you think about stuff. In fact, i replayed this game three times, which is a rare thing for me to do, as i usually dont even finish 'em.
Poor chineese workers though...
umm... Remember the screen that shows an error? One near the fishbowl. Why is it there??? It gives no clues, but i refuse to believe it is there just for no reason... Especially since it has them buttons on it!
I was thinking of letting people choose what keys did what to make it more comfortable for them, so the arrow keys for turret is likely, main reason for letting people choose their own keys would be because of keyboard layouts like AZERTY and such.