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4/5... could have been more refined graphics and more bosses. Only 3 made it a little bit too short.
Also I got Low Gravity badge then Defy Gravity, why didn't defy one show up in awards? ^^;
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Massively cluttered around the hitbox. There's really no need to display "QUARK" next to the hitbox, and obscure it when I'm trying to weave around projectiles.
Once you disable the full drawing of the nucleus, then it's more bearable, as the hitbox is, again, obscured by unnecessary artwork. 2/5, as the playability of this is hugely impacted by frankly excess, and spurious, artwork.
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Im not sure if you check this though but heres a light but. The award below tungsten doesn't work properly. The description is off the screen.
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This was a really good use of the shootorials. You took all the lessons and actually LEARNED something, as opposed to just reskinning Shoot and copying all of the coding in the shootorials. Nice work :D
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hmm, decent game, lag was bearable
nice idea with the elements, but imo it clutters things up unnecessarily.
good job though 5/5 (i got just past 2nd boss)
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Much better than my previous play-though. Everything runs far more smoothly and seems to display better. You've really improved this game.
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I'll contemplate it Gaka. I do wish my own game was longer, but I didn't have any fully formed ideas and wasn't willing to risk public opinion.
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Ratios.... not sure i like that idea, rather annoying to see those bars leap back and forth. I can collect red quarks, so awesome. I would like to see (if you have time) some "levels" and upgrade choices, be it better armor, weapons, whatever. Use your imagination. Much better though.
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Addendum:
Red quarks are exactly the same as the other two, just with a different movie clip, they all use the same code, thus, it should be impossible to collect blue and green and not red.
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Yes. Because the bars go to about the 40% mark. I am aware. It's in the instructions. Putting bars all the way around didn't look good (and would add to the confusion: "they never get all the way full!")
The bars ARE NOT RAW INTEGERS. They're a ratio. If you pick up *one* quark, then that *one* bar will max out, the other two will be at 0. Pick up a second, different quark and both will pop to 50%.
I don't know what's up with not collecting red quarks.
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Awesome. one more, Aesthetic bug. Once you begin to acquire a lot of quarks, you start to go over the bounds area for the colored bars that show how much you have. Might be better if you cap how much you can add to that, once its below, it only adds to health.
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Ah, must not have added the pause code to some script. Thanks, thought I'd checked everything.
Ditto them being over the pause menu, thought I got them all inside a lower layer.
150%: you were probably at 149% as it always activates at 150 (the bar isn't perfectly accurate in that part of the green is hidden by the lines).
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Not bad. Probably better than most of the submissions I've seen. Main issues I've found: (1) On the second boss (Uranium?) when I paused the game, the purple photons seemed to keep spawning. (2) When you pause, the bullets are actually above the pause menu (not really a problem, just an aesthetic bug). (3) I just can't tell if I've activated a special weapon. My health bar seemed to be at 150%, but I couldn't see any noticeable change in my weapon.
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...and fixed! The code I had for making sure photons keep moving had a slight bug, nothing should cease moving entirely.
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Thanks Gaka for that find. Must have happened when I moved things around after adding more awards. Checking each one of those isn't easy either. Movie clip -> movie clip -> change frame -> movie clip -> change frame.
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This glitch occurs with Uranium. It does NOT go into the box. it comes out up and to the right. SO.. more then a layer issue >_> my bad
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MUCH better Draco. A few other bits - awards, when looking at a received top award the missing awards below (the ?) show up above it. This is a minor Layer issue, easily fixable. Lag is gone, excellent. I liked how you adjusted the Quark movement, in order for us to get them more easily... Some enemy fire, however, barely drifts at all, so when i run into the second boss(easily done) i have a wall of shots where i should be able to escape the super-shots. Background, nice touch. :P
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better now than when I first played it. Still not my cup of tea but a decent sidescroll shooter. not sure how I could have gotten past the "decay in X seconds" boss since it was impossible to get new energy
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I actually REALLY love the idea of having the electrons shoot, having them move about, and gaining the subatomic particles. Love it.
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Hey, nice improvements (background, photons) for my not-so favorite element (few people will ever work with it in their life time^^).
Concerning the lag - at the third boss, if you fire the fps drops heavily - but if you don't, the game runs fluently (on low quality). So somehow it must have something to do with the colldetection of the shoots with enemies, or at least with this boss.
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The good thing is the game play is simple, although I would like to see mouse controls (however, as my mouse is stupid right now, it's a benefit to not have them).
The lags you mentioned don't show up on my system, but I've got a kick-ass system, so maybe that's why.
The downside is that I find the game too simple, and I get bored of it easliy (but I have ADD, so maybe that's just that). Also, with all the enemy fire, it's virtually impossible to get anywhere, as you can't go anywhere without being hit.
All in all, I gave it 4/5.
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On a side note, you may want to look up on http://en.wikipedia.org/wiki/Touhou_Project if you want references on bullet hell games. I just find it interesting that you incoporated one of it's unique features (that the actual hit box is much smaller than displayred shooter)
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Which is why I provided alternatives, though truthfully I don't know much my alternatives would help. But bitmap rendering is somewhat more complex than just relying on the innate flash renderer; Think of it as future improvements, than something for the contest. Good luck anyway.
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Fun game. I just beat normal mode having not used the reverse polarity once (only took 3 hits, all during the third boss). Add that as an award, maybe?
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b) Your projectiles sometimes doesn't properly move out of screen. Solution: have projectiles which fade off, like your powerups. Alternatively, have them fade off only after being reflected, which may be more logical game-wise.
Frankly, if you have the time, I would suggest looking upon bitmap drawing and buffering. There's almost no way of making bullet hell games fast while relying on the automated drawing logic used by Flash, simply because you'll have far too any projectiles onscreen at one time.