Huh, odd problem. It might have been a delay on the "level server" (as I call it, it's just some webspace I get from my college, has a ton of junk on it, including three previous versions of this game showing its development). The Frames counter (second number in the upper right, both of those I should remove, but it helps people to know their FPS and the frame counter helps for writing levels), that counter doesn't move until the level file is fully loaded into the .swf so that it can build the level array. OOP is made of win.
Maybe I should go back and make the error text that indicates said loading is taking place so it's larger.
Huh, odd problem. It might have been a delay on the "level server" (as I call it, it's just some webspace I get from my college, has a ton of junk on it, including three previous versions of this game showing its development). The Frames counter (second number in the upper right, both of those I should remove, but it helps people to know their FPS and the frame counter helps for writing levels), that counter doesn't move until the level file is fully loaded into the .swf so that it can build the level array. OOP is made of win.
Maybe I should go back and make the error text that indicates said loading is taking place so it's larger.
"Features" like what price I purchased stock at isn't something that scares people away, in fact, the opposite, it'll scare away those people who don't want to annotate everything on a piece of paper.
It makes the game easier to play, rather than a mindless "woo, I made money...." timewaster
Gah. Far FAR too hard. The first wave with the first gun it takes 3 shots to kill them? Their heads are far too small to make it worth it.
And the game doesn't tell you you run out of ammo until you try and fire and it does nothing, then you check the ammo bar and then you go "Fuck" because you just wasted so much time that you die.
Highscores also seem broken. I got a 0.
o..o
Also:
Losing powerups when hit is good, but it's a little too harsh. I had the dividing forward shot (2 P-ups) and got pinned and hit twice at the same time. Ouch! No more missle.
Much better. I can now stand playing long enough to get about three powerups and then die. There's simply too much going on to navigate properly. Most shooters have enemies who come in on only the top side of the screen and move in one of the four cardinal directions (the higher your gun rate and the more shots you fire each time allows for a greater diversity in where things are coming from--if you can shoot it down before it starts clogging the screen you're good).
The issue is when there are so many walls (yes, they don't kill you) that navigation is extreamly limited and the fact that the orange balls move through walls and take two shots to kill AND can come from behind where you have no shot coverage.
What the hell is a "powdered" or "old fassioned"?
Make sure your names match the items (powdered is a doughnut, I have no idea WTF the otherone was, it was a dark brown jagged thing).
Still has the problem of not being able to see some spaces, though it seems mitigated by the fact that I can now more easily put a large block in back and keep the smaller ones for up front where they fit. Though this means you can't ever lose.
Eh, it's ok. I like the upgrade aspect in a fighter, I don't think it's really been done before. Not that these kinds of games are ones I know a lot about. The actual fighting isn't very good though, there shouldn't be any delay between my keystrokes and the movement onscreen. I should be able to move around while swinging blades. From my experience with these kinds of games your simple punch and kick are fast enough that it doesn't interupt your movement (very much) whereas the moving slice here prevents me from changing direction or moving up and down for a good two seconds.
Eh, it's ok. I like the upgrade aspect in a fighter, I don't think it's really been done before. Not that these kinds of games are ones I know a lot about. The actual fighting isn't very good though, there shouldn't be any delay between my keystrokes and the movement onscreen. I should be able to move around while swinging blades. From my experience with these kinds of games your simple punch and kick are fast enough that it doesn't interupt your movement (very much) whereas the moving slice here prevents me from changing direction or moving up and down for a good two seconds.
It's a little better, but it's annoying to have the powerups die and respawn at the top because you took damage.
Missiles are good, but the slow speed of power ups means that the orange balls are hard to kill and when the screen is full of them there's not enough space to move around in.
Thanks, JoHnBo1. Project is on hold at hte moment and I will return to it this winter when I've made some sounds (and hopefully music) for it durring a class I'm currently taking.
As long as GUESSES > NUM_DIF_BALLS I can never lose. Keep that in mind too. Example:
BBBB = W (hmm...there's a blue one)
YYYB = BB (hmm...not there, but there is a yellow ball, lets try the blue in the next space over)
RRBY = WW (ah, that's where the blue one is, and the yellow, how about that. No red though)
GGBY = WWW (oh, a green one somewhere)
OGBY = BWW (nope, not there, and no orange)
GPBY = WWWW (yay, and two guesses left)
Just because I have to ask:
For a game of suck high graphical intensity, why would I need a quality control key?
And for a game of such high visual content, why is the game so huge?
I've got a game that LAGS BAD because there's too many verts, yet the game itself is 659 KB (the .fla is just over 4 MB).
Ooooh....I bet you included the background soundtrack in the swf itself instead of remotely loading it like I do.