@buddy302 the point is to make the language in a way that won't make everything really confusing when you have hundreds of assets that each have individual code typed into them. It really does make things easier ("it" being AS3) in the end. The only problem is that some of the syntax required to do what you did in AS2 is a lot more tricky. You can still develop in ActionScript 2.0 if you want.
Hey, truefire, I like your games. I like all of them. You are much more talented than most developers I see on the forums. I also really like that you have a picture of L as your avatar! This had everything I wanted in a shooter, good job.
Wellllll I thought it was pretty impressive until I saw the emanuel efereronato link. Then I was sad, since all I saw were changes. Any additions were normal. Nothing new. I guess I can accept that it's a "training game", but even then, what's the point? Games are here to entertain. Keep it to yourself until you can truly call it your own.
@CPaint Okay, it does not provoke any thoughts. It directs them in the form of a story that does not reveal much and must be re-read. It may be a bit pretentious; that is true. But gameplay requires input and a goal, and it has those. If you're going to b**** about this game, qualify your bitter statement a little more. Also, try and analyze what was put into the game. The grav-null device was pretty cool. The eye moving back and forth between the last x-direction key(the left or right key) is a nice touch. Some more environmental activity could have added to the game to add to the mystery of the complex. Overall, it was enjoyable for one playthrough, and nothing more. I didn't care enough about the story to see more than one ending. 4/5
I had fun with it for what you gave it: A minor upgrade system, and increasing difficulty.
The graphics rocked in my opinion, it's a better job than I've seen in a lot of games. 4/5