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11 Game Reviews w/ Response

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neat trick.

But it all came from an online tutorial, right? You'll have to throw in more of your own ideas and creativity if you want something to stay.

game-unlimited responds:

No, i only got the moving ball script from a tutorial, not the second and the third ball.
And also not the moving ball.
Dont acuse me for this kind of things wen you dont know where you are talking about.

Back to the drawing board.

It's a good idea, but I'm thinking the execution comes up short because you're not too experienced with Actionscript yet. A one-on-one fighting game is complex to build, even without a computer-controlled opponent.

The animation is far too limited. Characters need to move even while they're just standing idly, let alone when they jump, walk, fight, and get hurt! The fighting system needs tons of work. Lifebars would be a far better idea than a point system, and instead of a 'hitting' animation playing while you hold down a key, the character should just punch when you hit the key and play through the animation once.

There's just so much to make an effective Flash fighting game. Maybe try and look up some other fighting games on NG to get ideas.

helllfire responds:

I know, infact, thats almost all the actionscript i know really, its hard, Jesus im only 13 dammit! If you think sucks can you help me make it better?

Pretty fun game.

I checked out your first version of the game, and it seems like you listened well to the reviewers. The speed pill with boost meter was a good idea.

Maybe in a sequel you could make the game a bit more challenging. I read in a good suggestion in someone else's review about throwing in not just regular apples but also 'golden' and 'rotten' apples that would give you bonuses or detract from your score. Maybe other bonuses, like something for a little extra time (a rare bonus), or maybe some enemies that would bother you somehow... like a bird that drops something you have to avoid, or you'll lose lots of points, or something.

The only thing that bothered me here was that the character sticks out his tray while he's walking to the side, but holds it in front of him when he stands still. Maybe it would be best if, when he stands still, he keeps his tray in the direction he just walked (and turns around if he walks the other way).

teh-jengerer responds:

Thanx for the idea. I'll do that.

Whoa.

Quite a learning curve with all the controls, but this looks to be a pretty complex and cool game. I'll have to practice some more, but from what I can tell so far, excellent job.

vex-xiang responds:

Thank you. Everytime you transport to your starbase (press "END" to use the transporter) your game will be saved so you can return to it later.

Ohhh.... textaloud...

I honestly do think that textaloud can be funny when applied in creative ways, as some Clocks and Locks have done. But in a serious tutorial, it's a handicap. You did of course use short text lines to accompany the pictures (in an excellent step-by-step process, just needs a 'back' button), but I'd just as soon get rid of the voice and maybe add a little more clarifying text - it would save space, and I'd rather hear a pube muppit's monologue about shitting in Eminem's mouth than get Flash pointers from a textaloud character.

Another problem - I didn't see any explanation at the start on what masking, what it can be used for and why it should be used. I love masking, I didn't find out how to do it until I'd been working for Flash for quite a while and it opened worlds for me - but I don't think a Flash novice is going to know why he should be following this tutorial in the first place.

Lastly, I think it perhaps would've been better to first show the application of masking with basic shapes, and only then suggest how it could be used to make a Lock's lock appear like an eye. It probably alienates non-Locks the way it is now. And of course, you don't have to publish a movie to see its masks in action - you can just lock (hah) the mask and masked layers.

While I'm glad to finally see a tutorial on something not explained in the standard Flash tutorials and that actually looks helpful, I think the points I described will make it mostly miss its target.

ZoloftClock responds:

Wow, thanks for this amazing and in-depth review, I will make sure to keep your points in mind. You make a lot of excellent suggestions. Everybody mark this guys review as helpful, he's GOD I tell you.

Hmmmyeah... could use a little more.

It's been a while since I played Space Invaders, but this seems too easy. OK, normally people on NG are always whining that games are too difficult, but I think this ought to be faster, the barriers smaller, and the enemy shots more frequent.

The simplified character portraits weren't bad, but I think it would've been funnier with just cut-out photos. And as distracting as Jerry might find tinsel, I found the madly looping sound effect more distracting. Especially when the 'nazi soup' appears the sound file seems to start repeating wildly.

Not bad, but not great either. Excellent filesize though, of course.

babycrusher responds:

Hey Fatsatan. :( It's Cap'n Crunch from I-Mockery and everyone was wondering where you were for like a year. I am kind of new at actionscript, so some stuff I can't fix. As you progress, the game gets way faster. It just starts up slow, try getting past a few more levels to find it challenging. Instead of the nazi soup cup spaceship thing comes, instead of the original sound, I made it that. I thought it would but funny but I found out that most people find it annoying. I can try and see what I can do about this. I am planning to get this deleted and get all of the Seinfeld-esqe games I've been working on into one pack. I think it should have a filesize under 200K and about 5 games, so people can look forward to that. I can fix all of the problems that you and other people suggested in it. Thanks for taking time out to review my game.

Taking it a little too far, maybe.

These tutorials have some good tips, but in some points I think they're a little too focused on NG itself. I mean, seriously. A tutorial on how to write reviews? That's nonsense. People can read the rules and if they choose not to, this tutorial won't help. Hell, if someone writes reviews like "THATS STUPID GET CANCER" I doubt they care about rules in the first place. Also, the constant focusing on "this'll get you blammed, this'll get you high score" is rather tedious. Like I said in a review of "how to pass judgement", there's no ironclad set of rules to be a good Flash artist.

The actual Flash tips seem fairly useful, though maybe a bit random. Anyway, I don't want to disrupt the current movie score since it'll get people's attention as long as it's highlighted in blue, so I'll hold off on voting until it's necessary.

DJRunaway responds:

:D :) Ok, thanks dude :) That was a pretty good review...read the instructions or something?

Hmm...

The animation's hilarious. However, I'm getting the feeling that the game's programming just randomly puts the weapons in one of the cups, so it's up to the player's luck whether you're right or not. I could have the same amount of fun flipping a coin fifty times.

The idea isn't bad, but it's not really a game like this. Two suggestions: 1) Make it like a real cups game. Before Saddam starts spinning them around, you should be shown under which cup the weapons currently are. 2) Push up the framerate big time. Two or three times as many fps as there is now. This is so you can actually try to keep your eye on the cup with the weapons. Right now it's just a couple of cups in various positions.

You could put in different difficulty levels, making the cups spin faster the more the player gets right. Maybe some more funny animations.

dave-mac-dave responds:

That is actually a good idea. I will take those valuable into consideration. Thank you.

Clever.

That 3D Pong is clever, though difficult, and a little slow. The other two Pongs need some work though - I've noticed that it doesn't seem to matter whether you hit the ball with the edge or the middle of the 'bat', it'll always bounce in the same manner. Traditionally, the closer the ball hits the edge of the bat, the sharper its angle gets when it bounces back. Which is more fun, since there's a risk of accidentally missing the ball when you're trying for a real sharp, fast angle.

Xeonzinc responds:

Physics will be improved in next version

Lauren Graham is one hot lady.

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