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It's okay.

It's okay, but I do not care for how the ball tends to bounce off of the paddle at seemingly random angles. If you are trying to work in spin, that might be cool, but it does not feel right yet.

A Good Start

I think you are off to a good start. I look forward to seeing the final version.

By the way, this reminds me of Ninja Air Combat from Mausland (/portal/view/184700). Have you played it?

"Congradulations" on your game. How about a remix?

That was a good, challenging game. I would like to see a version with the bugs* fixed, a cleaner-looking interface (the menu bar text with serifs looked particularly out of place), more variety in the soundtrack (more loops, perhaps including ambient sound options instead of music, or at least a longer loop), and perhaps an automatic level generator (complete with regeneration tokens for sharing) for practically unlimited gameplay.

* BUG REPORT: Off the top of my head, there were some graphic artifacts to the left of some of the pieces, the ball could sometimes move toward adjacent objects then immediately snap back to where it was, and "Congradulations" should have been "Congratulations".

Borf is not here.

Ace? Kimberly? Borf? Didn't this game used to be a cartoon?

terrypaton1 responds:

ahh the days of laser disks gone by...

Deja vu!

I was very surprised to see your game because I have been working on a turret game myself and I do not recall seeing anything that has looked so similar until now. My turret is keyboard-controlled, but it has two cannons and fires twin lasers from a central screen position somewhat like yours. You beat me to the release, so I will congratulate you on your fine trigonometry work (I too have worked out how to calculate a point that is offset on both axes, so i know that it can be tricky).

You might want to place your text above your turret so it is not obscured. You can use _root.getNextHighestDepth() to find a depth above all of your other clips. If you want to make sure nothing else gets added over that, you might want to contain all of your game entities within group clips (ships, lasers, and/or whatever) and just keep your text clip above the rest.

Nemo responds:

the text thing was just a layer messup... my bad. you are right about the trig stuff though. it took me a while to get it right. i found plenty of stuff on how to make the turret rotate, but getting the lasers to go in the right direction was the hardest. thanks for the reveiw and good luck on your game!

Too Slow Later Too

I have been wanting to make a base-building game myself, so I was happy to see this, but it does have some problems.

The game really bogs down on my 1.33GHz Athlon in the mid-teens and from around level 20 or so on it is unplayable even if I turn the quality down to low; I cannot even move the targeting reticle smoothly. If there is anything you can do to optimize your code, you might be able to make this game much more playable.

It could be much better.

> I can't help it, because Flash cannot cope
> with more than two keys pressed at once.

Of course it can. What would give you that idea? Your keyboard or your computer might have a problem with multiple keys--especially certain combinations thereof--but Flash could check for fifty key presses (or more!) on the same frame if you wanted it to.

Go0gley responds:

Hmm they really don't seem to work at all in my computer. Probably because of the space bar. I'll perhaps try to use a different key. But then, do you know how to make it shoot by just holding down one key? (I've got stop(); in the first frame, causing it to play(); will activate the bullets)

A Good Start

This could be really good; keep working on it. In fact, please fix that horrible, horrible, horrible control. With what you already have done, it should be easy to implement turning while driving.

Brian's Quick Flash Vehicle Implementation Tip/Tutorial:

If and when you do implement turning while driving, take care that your vehicle turns in the proper direction when driving in reverse. It is common for Flash game developers to simply rotate a vehicle right or left--depending upon which direction the player is pressing, of course--regardless of whether the vehicle is driving forward or backward, but this is a mistake when simulating the controls of a real vehicle (i.e. pressing right or left affects the vehicle as would turning the wheel in the same direction). The vehicle should always turn in relation to the driver, so you should rotate in the opposite direction of the key press when traveling backward.

You can check out my tank demo to see how I did it:
http://www.newgrounds.com/portal/view/150998

I have been meaning to add scrolling for a while, but I do not currently have any decent multi-screen background art. I think you just gave me some motivation to get moving on that, though, so thank you. :)

Pretty Good Job / Nice Retro Feel

You might want to add a diagonal doppelganger, though. With only horizontal and vertical doppelgangers, things don't look quite right when the ship flies into a corner.

Valenn responds:

thx!

Not Bad

I have been wanting to see something like the old surfing game from California Games. This one shows potential, but I would like to see more.

And don't let illogical anonymous cowards such as "courvoisier" get you down; he is way off.

Mathematics is your friend. Well, maybe not yours per se, but it is my friend anyway.

Brian Sexton @BrianSexton

Male

Web Developer

San José State University

Earth

Joined on 2/17/04

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