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Hi Jason
Thanks for the response. you R right chain order will require code rehaul and may unbalance the gameplay. not worth the trouble.
A couple more bugs:
- In Chrome, when opening a map, the game is sometimes not responsive, not even showing the landscape, only the plane icon. I have to open a secondary tab and (alt-T) close it. Then the game is in Pause mode and I can start it. seems to be a "Focus" issue.
- just arrived at the Orlando map and its shown as 3-star completed, and all the following one too.
- Sometimes it;s hard to see remaining chards under a hose unit and you move it away before the fire is totally off. Should be able to see when a hose unit is /is not on a fire
Great Game. Took a while to really adopt it, but it worth it !
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Hello. Good game, deserves fine tuning to get to the very good game level !
I have an issue with units sent to maps' top edge or bottom corners. There's not way to control them, cause the orders buttons are out of reach, or the unit is under a game control (speed of menu) Bugged me in Central Park and 4th of July.
Another GREAT improvement would be to "chain" orders to chopper (pick unit, drop there, pick water, drop here...) like in restaurant-waiter games.
Hose units should be able to roll back to previous "nodes"
BTW is there a way to have hose units work as cutters ?
Anyway: Good Job !
yes, the unit menu isn't perfect, it's on the list of todos, just such a large list at the moment. Chain orders is a great idea, just not sure how to implement it into the game without over complicating things. It's already quite complicated as you know :) Hose team can reverse, to stop any unit, just click on it. That'll stop any action in place. Units can't swap their tools, hose team has to carry a lot, and aren't likely to also carry chainsaws too. Besides, it's more challenging with limited units. Thanks for the great comments. Will look into chain commands, but I'm not sure how to simply make that work.
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I want the game for my iPhone, but can't find it on the App Store! Is there anywhere specifically where I should look or any specific keywords to search?
I had taken it down a few months ago due to a weird bug where after a successful level, it wouldn't unlock the next level. However, this weekend (Sep6-8th), I'm adding it to the US App Store as a request by another user. If you're in the US also, this is the time as I'm removing it again on Sunday night. As an Easter Egg, you can unlock all levels by clicking on the version # at the top left on the splash screen.
Hawaii is a tough one, it introduces the concept of using terrain to your advantage. Have the helicopter transport in the ground units to contain the top and bottom fires, pushing the head of the fire between the two rivers. The bomber timer should complete just as the fire reaches the narrowest point between the rivers, which is where you should have the bomber drop its load. That should get you 3 stars :)
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It was really good if you could make us to make maps, adding the units, fire, etc...
And if we could share them online it would be great too.
Hoping for an update of this awesome game :)
We have built a pro version of the game with those features, however it's not open to the public. It's mainly geared for real wildfire agencies for training purposes. We're also working on making this multiplayer, which may end up as an update for the game, but we're still figuring out the strategy. Thanks for your review, much appreciated!
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Just finished the newest version and must say it's very well done with the updates. I found tour 1 to be more difficult vs what it used to be before i.e. less hosers in some maps, down from 2 to just 1. Hope you make more maps or if that's not in the plans then offer us the option to customize/build our own maps and upload to the game to share for others sort of like what creeper world is doing. Also, hosers seem very weak now compared to what they used to be, almost pointless in that they barely hold the line and are used more to stall the fire not to put it out. The heli was always used to finish the job
Thanks for the input, we actually made the hosers stronger, but apparently, not strong enough. We've just recently built a pro version of FireJumpers for our government's wildfire agency and we've learned a lot more about how they handle things. One thing they also said was that only in rare cases can they not hold the line, so we'll be improving all their skills on the next update.
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Does your progress not save? I played through almost all of tour 1.. now when i get back on i have to redo everything?
Second person who mentioned that.. strange. I use Flash cookies to hold the data, so it should keep the progress. All I can think of is if you cleared your cache that may lose data.
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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
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 :)
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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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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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: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
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
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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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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
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.
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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.
thanks for the 5 stars! As much as I'd like to integrate the game into the Kongregate API, I simply don't have time. That being said, now that I'm done building FireJumpers Pro for our government as a training tool, I'll be re-focusing on the game with new levels and new units :)
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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.
Oh, this game is getting old now, 6 years. Since then I've create 2 other versions for Android and iOS, FireJumpers Sandbox and FireJumpersPRO. This game is the original classic ;) As for the bugs, what did you find?
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Cool i think it would be better if the wildfires spread quicker and the helicopters more effective, to make it more challengening to the player and a refuel the heli feature 4/5 for now. 5/5 if this happens
thick trees are hard to cut. That being said, you can check out my cooperative multiplayer version called FireJumpers Sandbox. You can play on your Android or online here: http://www.firejumperspro.ca/sandbox/
In the Sandbox version, I added many more units, like bulldozers to clear dense trees faster, retardant bombers, smokejumpers, engines, brush trucks and more!