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8 Game Reviews

2 w/ Responses

Great, and about the maths...

To those who marked down this tutorial because of all the "hard" maths in it, I say that ALL of physics is maths, and flash physics is no different. I am suprised that people are marking him DOWN for including a detailed description of how he got the scripting he did, it was very good, would of taken a lot of time, and I couldn't spot any flaws in his logic. This was a great tutorial, and the only ones who can't gain from reading it would be the gods of action scripting and foolish noobs who cut and paste code from tutorials.

*few*

The first thing I thought when I saw this game was "oh shit, someone thought of this idea before me"My next thought when I saw the reviews was'hmm,maby its not the best?and my final thought when I played the game was"hmm, its just another mastabatory scripting/animating "game"" this game was NOT designed for the players enjoyment.It was designed for the enjoyment of the people who made it,purely a blatant example of what far too many games become. For ont thing, it seemed that the designers took a lunchbreak that spanned the entire time of production,as most of the things that should be apparent that they needed fixing,were not.An example of this lack of editing was where,as everyone has said before,there is no direct control over your own troops throughout the battles.This in itself would not of been a MASSIVE problem had their been a VERY powerful(and easy to use and learn)controling AI system. Unfortunatly there was not.instead we had those tiny bars,which,after fiddiling with them for an hour,made a tiny impact on how the units behaved.My units then decided to attack the base one by one, each attacking a different target,and thus getting slaughtered and my 10000 or so dollars used to create them was lost.Another issue was,and I am using a very powerful machine,lag.now,as someone who has had to fight lag tooth and nail in several(as yet unreleased)games,I can give you a few tips.I am guessing,that when the screen was NOT over units,they remained the same,not as,what I would of done,turned into blue squares, and then,once the screen came back on them,turn back into their sprity forms.This technique can save a HUGE amount of processing power,and can stop lag in its tracks.Another inovation that could of been untilised in the real war against lag,was the introduction of a tile system.have the entire map consist of squares tipped on their sides,and have only one unit able to move on the same tile at a time.Now,when someone says"tile-based"everyone instantly starts gagging, but listen to this:some of the latest games(fallout 3, empire earth 3, dawn of war, a few others)make use of a tile based map system,and its done so subtly that you can hardly tell that they are tile based.I realise that much of the lag comes from having to move movieclips and such around.that could also be helped with a tile based system.And yes,I do know that many of the lagging problems are solved when you download it and open it as a .exe file, but who the fuck is going to do that?Now,to keep this short I will say I agree with all the issues that have been raised with AI,with this one exception.you could of at least had a "all attack now"button,that would of made things turn from one tactic to two, steamroll and atrition,rather than just atrition. Now,finaly,the plot.the plot just wanks on and on and on...in story mode I just couldn't face it anymore.I just had to close it down.it would of been acceptable if I had actully given*expletive warning*a flying fuck about whatever the fuck I was supposed to fuck up/fix up.Also,HUD was a BPIA(big pain in the ass),menus were about the wankyest I have seen(except of course, windows vista)and finaly,there was no unit stacking.I really do hate it when you have to constantly go back to your barracks and click on the unit you want to create... again and a-fucking-gain. Its almost as if you took the user control from the units, and put it into creating them. It merly made it so, instead of micro managing units, it was micro managing unit creation. My final word on this game is: needed more time in production. Nah, im just kidding, what I would of given to see the creators face when they read that! it needs some more unit-interface controls, a tighter AI system, and perhaps voice acting for the mission brefings, to make it more intriging, rather than reading text that I neither cared for, nor wanted to care for. oh, and MUCH faster gameplay, I don't want to spend hours clicking, waiting 7.6 seconds, clicking, waiting 7.6 seconds, clicking, waiting 7.6 seconds, clicking, waiting 7.6 seconds,....

kudos

you have to give this kudos for the amazing amount of lines of coding this would use. I can't even begin to think of how to do this, and I hope we see this mechanic in later times.

Glaiel-Gamer responds:

it's about 100 lines of code

Average

this game was, no offense to the creator, pretty average. It could of used a day or two more refining and tinkering. If the aliens had any dynamic AI I would of given it a seven however. Oh, and I found a few bugs that let me skip large portions of a level, like being hit by an alien blast to get to the next story up. Also I found the game ridiculously easy due to the lack of dangerous areas in the level, and due the aforementioned lack of alien AI

BUUGGGGYYYY

this has soo many bugs its not funny. first, their is no stop action. second, because I had spare time, I decided to stop it on the game frame. NO INTERACTIVITY!!! how come no one ever tests their scripts before publishing them anymore?

GREAT!

This game is one of the better defense games I've seen around, its just so good. I though their was only the zombie football defense my first time around, but then I saw, once I died, their was 7 more versions! WOW! he packed all that into 4MB? the one critisism is that when you upgrade your weapon, you have to drag it into the selected weapon holder, which resulted in me saving up for th lazer turret, and then forgetting to equiptit!

Too easy, more time was needed.

This game could of been better, with, like what it is supposed to be a clone of, lots of particle effects, incredibly hard levels after the first 4 minutes and DECENT ENEMIES! needed more time in production, mate. also you should of used the script of "if(Key.isDown(Key.(38)){" to move, that way the arrow keys do not overwrite each other. Another thing to do with it would be to optimize it, that way you could speed up the gameplay without sacrificing those with shitty computers(like me).This would of been acceptable of its prize if you just spent a few more days perfecting it. I give it three stars for effort however. On a final note, anyone who said they got incredibly high scores are unemployed psychotics or Koreans, because anyone else would of died of boredom.

XceeD responds:

This was written in actionscript 3, Key.isDown is no longer a valid code.

Not bad, just not good

this was very mediocre, as it was not to clear on what frame, movie clip or button the scripting was supposed to go on. even saying this, the tutorial is useful for new scripters, or those who just want to make a quiz without getting a friend to script it.

If you are reading this, you are one of three things: Sad, board, or in love with me.

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