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cool i could only complete a few levels so far but will listen carefuly to the music :)
btw for the other guys note about hard to select units when close together, how about using a feature where you press and hold down "z" to zoom where the mouse cursor is? theres probably some free module you can use which zooms the area around the mouse cursor, a bit like when you rightclick Zoom in, zoom out, but more focussed on that mouse cursor? :)
got the music done by a fellow in the UK, great guy! If you listen carefully, you'll notice that the music is adaptive, so the volume of different tracks become louder based on the number of active units! :D
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aliright.. Kongegrate was able to help me out on this one. Got the latest and greatest v1.2 live now.. check it out :D
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Unfortunately, Kongregate changed their file size restrictions and I won't be able to upload the latest version. You'll just have to download FireJumpers on your phone :)
I'm assuming you mean Malibu. Transport the hosers to the far hydrant with the helicopter. While the helicopter waterbombs the south-east blaze, have the hosers run straight towards the head of the fire. Run past the dense trees and spray on as much grasslands as possible. Grass is much easier to extinguish with water. Once the whole left side is put out, concentrate on the final north front. Should get you 3 stars. :)
Initially planned to add a easy/normal/hard mode option, but I have such a huge list of other issues I've got to tackle first. If you need any help with strategies, feel free to join our facebook page (https://www.facebook.com/FireJumpers) and we can help you out :)
Thanks for your input. There's 3 ways the hose team can suddenly stop spraying. First is when the fire burns the hose, he'll turn grey and stop spraying. Second is if the fire touches the unit, the unit will turn red and stop spraying. Last way is if you tap the hose team while he's stopped, this will "unhook" from the water source, he'll turn white and stop spraying. Note however that if the hoser is moving while spraying, the unit will stop moving only and continue spraying water. It's a bit tricky I know, and we're working on a different solution to help manage unit actions and overlapping units. I'm open to any suggestions :)
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So I failed the first mission in the new series-"MIssions 2" and the title of the mission said "Wall of fire", don't know why that happened, just letting you know.
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I give up on this game. Every time you update to fix one problem, two more show up. First it was level 15 not stopping. Then it was Chrome users data not saving, not its the helicopter not refilling after it flies back to the water, and the hose crews walking around the hydrants and not actually connecting to them. Nice idea, but you're not ready for primetime
Don't give up yet.. I got a very good version for you this morning! It's just one guy building it, that's me :) This version 1.1.4 (see top left corner on splash screen) to make sure you have the right version. You may need to give it time or clear your cache to see the update. Anyway, as an mini easter egg in the game.. click on the version number at the top to unlock all levels :)
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I love the new multiple-unit controls, very creative, perhaps speed it up. The minimap for movement is also very good. Keep it up.
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Pretty nice and unique game! I like the idea very much! :)
A few suggestions: have a scenario-specific background noise like shores with crispy fire cracking. Oh, and if I could send out orders to my units in pause mode that would be awesome. Will definitely look at any successor!
Thanks man. We initially.. long time ago, added a crackling fire sound.. but on a phone, it sounded terrible, so we took it out. Still looking into music for the game though.
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I think there needs to be a score adjustment for mission 2.4. The high level of buildings near the start with the explosives involved cause you to drop sharply before any chance of containment.
Good call.. I missed updating that level. The rating was completely wrong, thanks for catching that one. I'll update it as soon as I can, I'll also update this comment when I get it uploaded again to Kong.
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this game is incredibly good, but it seems it does not safe - everytime I reload it, my savegame is gone and i have to replay all levels. does anyone else have this problem? i dont have it with other games...
It would appear that there's a conflict with Chrome. I'm having the same issue.. I'll look into it.
UPDATE: Chrome seems to be working again.. at least for me. I'm not sure why it's not holding your data, still looking into it.
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"Gets very confusing on 4th of July level with so many Hoser Teams." Possible solution A : Hot key them to a certain number/letter. Possible solution B : When mouse is hovering in a area say 20x20 pixel/% all units in that area will be listed chronologically to the right of the cursor eg Hooser 1, Hooser 2, Heli 1(3?) etc. Unit suggestions : Fire starter (Some firefighting helicopters today are equipped with Premo MKIII incendiary devices.) High capacity all terrain fire fighting trucks, used almost exclusively in remote areas of southern Florida (no hydrants, heli's require pads and money). Able to have a long hose, or just carry the water. Patrol cars for warning people to evacuate and catch arsons possibly. Ladder trucks Scenario idea : a huge fire and you have a very small squad because your waiting for the surrounding fire departments to show up. This is truly a wonderful game, I can only wait and anticipate what kind of games you'll create next :).
very true about 4th of July and confusing to select the exact unit. It's even harder to manage on a phone, which this game is actually designed for. So hotkeys won't work on phones, but I have developed a cycling functionality that essentially cycles between units that are within close proximity.
As for controlled-burn units, we are already considering adding them, there's a discussion about it now on our facebook page (www.facebook.com/firejumpers/). We also want to add an upgrade system, exchanging your earned stars to upgrade units. There's a lot of ideas I'd like to implement, but I have very little time these days. I was hoping to get more success on the Android and iPhone, but 10-20 downloads a day combined markets is simply not enough to quit my day job! lol Thank you for your input, much appreciated and looking forward to getting an update out soon :)
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very good game, not sure why the low plays. is it api? eligible for badges? there is a bug though, if you click heli, click hicker, click heli again before it reaches the hiker the hiker will be already on the heli and you can evac without flying the distance
I'm not sure about the low plays.. I keep blaming the fact that there's no zombies. Thank you for finding that bug.
UPDATE: I just fixed that bug about the helicopter, once I release the new version it'll all be include. Again thanks.
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I'm definitely playing version 1.0.9, but still experience this frustrating bug in level 15 that freezes the game instead of completing it...
As I mentioned to dstench, it's awesome that you finished the game to the end! I wish I had a better answer for you, it's a bugger! I apologize for the bug and I am working on it. I honestly thought I solved it in my version 1.0.9, but apparently it made no difference. *facepalm*
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i have completed level 15 multiple times.... but when the fire is out nothing happens... the timer for the plane continues but i cannot use any other actions and my progress does not get saved...
First, thanks for playing the game right to the end, that's awesome! As for the notorious level 15 bug, it's killing me, I just can't seem to find the solution. I'm hoping that my updates that I'm currently working on will solve that problem.
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also to ad for my comment below how about for the firestarter that when you start a fire and they both colide they stay in the same general area?
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thanks for asking for a suggestion :D because i have one. i know multiplayer games are difficult but why not a 2 player versus mode? pyromaniacs vrs fire fighters? 6/5 for being a active and great developer and listening to your players
That's a great idea, however how do you balance the game? Starting fires is much easier than fighting fires. Also, besides starting fires, what would the pyros main objective. For example, in this game, you fight fires because you're objective is to save buildings and civilians.
We did have a "fire starter" unit in mind, someone who can start fires for a controlled burn, however we're not sure how to implement that kind of unit and whether it would even be fun to play. Suggestions welcome :)
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Idea for dealing with stacks: the longer you hold (click) the location, it will start to cycle through the stack of fire fighters until you let up (this selects the stacked unit). Then the next thing you do is the command for the unit. If a command move is given right away, it's counted as whatever is on top. I hope I described this idea clearly enough. I really like this game and I want to see it grow.
I was thinking along the same lines, cycling only through the stack of units within close proximity. This way, once the desired unit is in "focus", just start drawing the path immediately without lifting the finger. Does that make sense?
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Suggestion: make it possible to hot key different units (by type or otherwise). I was finding it very annoying to call up my helicopter for doing a water dump when the copter was off of the screen at that moment.
Hotkeys are a good idea, however it's not very conducive to mobile functionality, which is this games primary goal. I am currently working on a way to cycle between units that are overlapping to make it easier for player to select the unit they want. The only real issue is time, I have very little time these days to add more functionality. Now if the game makes a lot of money on Android and iPhones, enough to support me and my family, then I'll be able to put a lot more time in the game for a desktop version with hotkeys, etc. Thanks for the suggestion, it's a good one :)
Ahhh.. the notorious level 15 bug shows it's ugly face again. I'm sorry that's happened to you too, I have tried to figure that out for a month now. When I play the game, it finishes for me fine, so it's a user by user issue, perhaps depending on their Flash Player or something. Anyway, I'll be having a new version coming out with 5 new levels, should solve that problem. *fingers crossed*
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I've gotta say, I am glad to see somebody who puts so much thought into a game. There are so many people who just make a game and throw it on Kong, and they turn out to be crappy and over-simplistic. I think one of the things that made this game so enjoyable is that you included all the different elements and thought about every possible factor that could affect the game, like wind, uphill versus downhill, natural water sources, fire jumps, et cetera.
Thanks man, that means a lot. As much as I would love to make thousands of dollars (which I still hope I do), making a game that's fun to play for others is a reward in itself. :)
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Hey jason when 2 units are too close to each other they are hard to control.How about hotkeys for it?(Try doing it in the sequel if you convice your wife ;p)and make more games.
It's even harder to control on a phone. I've been thinking about this issue all week. I think I have something that could work for both desktop and mobile devices. What if I have a button (to the side somewhere) that starts a cycling of the units, causing the active unit to scale up, while the inactive units to fade out, then every second or so it would cycle to the next unit. The other idea was to have the user click-and-hold on a unit for one second to begin a cycling of the units (same scale up and down) that are within a certain range of the mouse cursor/finger. What do you think is a better solution for mobile devices?
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:o Well, you clearly know more about fire and fighting than I do (admittedly, I have not studied this topic). ^^; And I had not realized you were planning on adding upgrades. :3 I look forward to it! ^^
Yeah, a lot of research to find the right balance. It was one of the hardest thing to do, for each unit's special ability, it also needed a vice, something that was it's Achilles' heel so to speak. For cut teams, it was fire jumping due to high wind, hose team was dense forests fires and limit to length of hose and water source, helicopter restricted to deep water only and have to travel long distances to fill up, and bomber is on a timer. Throw in civilians and players are usually quite busy. lol
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I agree with Hristo. The units moved far too slowly, making the game incredibly difficult, at least for me. And I think the plane's line should be a liiiiittle bit longer/wider. ;P Other than that, I was really enjoying this game.
I also agree with you and Hristo, ground units are a bit slow. However there's a fine line between keeping things accurate vs. keeping things playable. If you think about it, the cut team (the slowest of the units) don't cut several kilometer long fire breaks through dense forests (dark green terrain). They need to be strategic in where they cut. In fact, ground crews should avoid dense forests altogether if possible. Also, cut teams are not used necessarily to block the entire wall of fire. Fire breaks are mainly used to direct the fire towards a natural fire break like rivers, roads, etc. As for the water bomber, it definitely could be a longer path, though I want to keep the unit's skills on the low side. That way, when I find time to build an upgrade system, it won't terribly skew the balance of the levels to make things too easy and not challenging.
I do have a mission editor, but it's currently integrated into the Flash code.. thinking of making it it's own editor.. but yikes.. so much more programming! lol
Gahhhhh! Not the last level bug again? I swear that bug is going to drive me mad. Gotta make sure you have the latest version, sometimes Kongregate will cache the game on your computer. From the Splash page, click on the "i" button to bring you to the Information page, it should say version 1.0.9. That's the version that should work and end the level properly.
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This is a very good game, original I think, little difficult when you get a big fire with dense forest but hey, its a nice challenge, ever though of a sequel?
Thanks viper, much appreciated! I'd love to make a sequel, but I gotta convince my wife this version can make some money first. Android version already available, iOS version coming soon!
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responding to the developer. My idea for making picking units easy things other than smartphones would be to simply give us the option of giving a number to each unit or a letter if there is too many for 0-9. That would fix the overlap and if the map centered on the unit when the key was hit would also reduce time waster scrolling to view units.
Idea has merit, though I'm really trying to work out a mobile version solution. I am working on a slightly different approach, you're feedback is welcome. I'm thinking users could double click anywhere (or perhaps a 2 finger touch) would begin cycling through all the visible units, scaling the active one for a second then going to the next one, and then the next, while fading out the inactive units so as to make it easier to select the one you want. Perhaps pausing the game while the units cycle through. What do you think?
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the inability to select units when they overlap and the general iphone-centric controls drop this from 5/5 to 3/5 for me. It would be nice to own the units and upgrade the same guys between levels. The cut guys are so slow that they end up not having any real benefit on some of the levels.
true, it is developed for mobile devices, however I haven't been able to find a great solution to the overlapping units problem. I don't like it either, if you have a better solution then swapping their depths on click/touch, I'm open to it. As for the upgrade system for units, I had planned to do that but after 6 months of work on this game, my wife simply won't give me the time to throw another couple of months to incorporate that into the game. :( Maybe once it's successful on mobile device and I can get paid for the work I've done so far, I'll be able to create a version 2 of the game.
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Would be nice, if one had a confirm button for the bomber. Misclicking and having it wasted for 3 minutes is a little frustrating...
hmmm, maybe. I understand what you mean as I've misclicked the bomber a few times and it is not only frustrating, but sometimes is a game decider too. I'll look into it.
Maybe a 2-3 sec countdown after line is drawn to cancel line?
I know what you mean.. I've been trying to find a good simple solution, but all I can think of is on every move a unit makes, swap it's depth to the bottom. Gets very confusing on 4th of July level with so many Hoser Teams. If you have a suggestion, I'm very open to new ideas.
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Need to give this game a "Unlock" or "Upgrade" system. Its really dull to play levels and have nothing to grind up for or have something new to use.
It was originally part of the plan for version 1, however after 6 months of working on this as an indie game developer, I had to pull things out just to get it out the door. Depending on the success of the game on Android and iPhone markets, I definitely would like to add an upgrade system to improve unit performance. However I need to financially recoup some of the 1000+ hours already put into this game before my wife will let me program any more! lol
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Alright.. going to see if I can start working on the iPhone version today, aiming to release it on iTunes sometimes this weekend. *fingers crossed*
I just uploaded a new fix.. was on vacation and my laptop wasn't able to publish a proper swf file for some reason. You may need to clear your browser's cache. The new version is 1.0.9, which you can verify on the information page (the "i" button on the splash screen)
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Yo Jay. I know you guys are still on your vaycay, but whenever I complete a level, the big green "SUCCESS" doesn't go away, and I can't click on anything. D: Something to look into when ya' get home. :)
Sorry about all this messed up buggy game.. thought I could do some work while on vacation, instead I messed everything up. I'm back now and I uploaded the fix
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I love the game, it just keeps pausing on the second tutorial mission, the ground cutters, so... i can't finish the missions with ground cutters, good game though, hope to see a second.
Thanks, sorry about this bug.. really unfortunate, I'm on vacation and for some reason my laptop won't publish my game properly, which is causing the cutter to freeze the game. If I publish it from my home computer, it's fine. Strange weird bug I don't understand. I'll have the updated version by next weekend.
I was hoping to get it done by this weekend, however there's a problem with my laptop and will have to wait until I get back from vacation to continue the work on my home computer. I can say that it will only be available on iPhone4+ and iPad2+. I tried it on my iPhone3GS and it lagged too much to be fun. Works great on iPhone4 though. The reason it's not available yet is I need to update the maps and screen, buttons and things to fit the different screen ratio and resolution. I'm hoping by July 22nd it should be done.
shhhh.. don't tell anyone, but it's in the works. You'll be able to create your own maps and perhaps even load the map on your phone. Top secret though, so do tell anyone.. lol ;P
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Great game. I see lost of potential for the future.
Just cant complete LvL 15 too. So i'd guess that fix doesnt work.
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Still can't complete mission 15, but I LOVE the rest of the game. I love how you can think "Oh, almost done!" then a hose burns through, and you have to start all over again. A suggestion would be slightly changing wind conditions. As it is now, you can do one test-burn, see what fires die out, and only fight the dangerous ones. a few degrees randomized wind direction would change that.
great idea, will implement that into version 2! Thanks for playing the game through.. sucks that the infamous level 15 is still causing troubles. Will have to check into that.. again. :/ Weird that I can finish level 15 on my Android though. Hmmm..