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891565 Posts in 33550 Topics- by 24785 Members - Latest Member: AndyP2013

June 20, 2013, 01:09:16 AM
TIGSource ForumsDeveloperCreativeCollaborationsLights! Camera! Action! ACTION 52 OWNS (let's do this)
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Author Topic: Lights! Camera! Action! ACTION 52 OWNS (let's do this)  (Read 284251 times)
Melly
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« Reply #1035 on: June 12, 2010, 05:00:50 PM »

Anyone have any tips on packaging an flash game as an exe?

Open the SWF in a projector, go the the File menu, and there should be an option to create a projector, which will basically create another projector that runs your game as an exe.

And then you can use a program like Versiown to alter the exe to add your own icon and copyright information.
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Perrin
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« Reply #1036 on: June 12, 2010, 06:47:55 PM »

consider this the "final" (v1.0) version of the game. I'll try to keep up with this thread from afar, but best of luck to all the other devs until I'm back again! Gentleman

I just played this through. Kind of felt like you could have done a lot more with it than just maintaining the jumping over balls mechanic.

However that aside, this still feels fairly rough in places. Especially the menus and ending (both the external area and the text that follows). If you've not got the ability to work on this anymore would you perhaps be willing to share the source and maybe I could help you polish it up a little? Not suggesting I'd make any major changes but could at least give you a nicer opening menu and ending.
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allen
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« Reply #1037 on: June 12, 2010, 06:59:11 PM »

I quit playing the Hambo game, because the controls were so frustrating. Spins way too fast. I guess it's not absolutely terrible, but if I was Podunk I would drop you and open up the slot for someone more capable of producing a better game.

If you can tell by the others, they took inspiration from the source material and expanded on it. You just took the ball jumping over balls mechanic and made a pretty uninspired fps jumping game. Hambo's Adventure has a lot of potential, with a pig as a main character. I don't really see it being as successful with a first person perspective game.

Just played Storms Over Desert and the latest Rocket Jockey-great games!

edit: apparently someone else has a project called action 52 revisited, there's a couple of videos here: http://www.youtube.com/user/vvvexp97
Looks like a solo thing, interesting to note though.
« Last Edit: June 12, 2010, 07:44:14 PM by allen » Logged
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« Reply #1038 on: June 12, 2010, 08:50:44 PM »

SO i might as well post this. First two levels of Rocket Jockey.
Stylish!

* The horsemen need some kind of warning before they appear. I suggest recalling Gokujou Parodius and its flashing exclamation marks and arrows on the edges of the screen. One of those before each of those guys pops in would be fine.
* In stage 2 a bullet ended up just sloooowly drifting across the screen for about a minute. Give them a limited lifetime of 5 to 10 seconds?
* The 2nd boss needs another period of vulnerability in-between its two attack phases. Otherwise, it just takes too long.
* Bug: losing a life to the 2nd boss makes Game Maker call an error.
* What exactly is the ship's hitbox? This is very important! Is it just the entire sprite or what? (If so, I think you should possibly make it a bit smaller to give folks some leeway.)

Updated Storm over the Desert (feat. unsilentwill): http://www.swfcabin.com/open/1276375339
* I appreciate the automatic targeting, and think its scope ought to be just a bit wider.
* I've come to the conclusion that the rocks are really more pestersome than they ought to be. Remove some of them, please.
* Also, the power poles continue to be one-hit-kills despite being quite finicky to navigate around. Can't they just do damage and be destroyed?
* Enemy tanks, from the moment they are hit, should instantly lose collision-detection. I've lost a bit too many tanks to running into an already-dead enemy.
* Any cheats?
* Also: some kind of opening jingle. Not sure what, though.
« Last Edit: June 12, 2010, 09:09:47 PM by L » Logged
mr. podunkian
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« Reply #1039 on: June 12, 2010, 09:35:53 PM »



i think you're kind of missing the point -- the game has almost no elements of the original gameplay material in it, and i think the game is far too rough to be anywhere near a first finished version of the game. i think i'm going to remove your game from the list for the same reason i removed allen early on in the competition, sorry!
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AtionSong
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« Reply #1040 on: June 12, 2010, 09:57:37 PM »

No skin off my back. I hope you find what you're looking for.
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« Reply #1041 on: June 12, 2010, 09:59:04 PM »

Hello, gentlemen!  Gentleman

I know that when all games will be completed, it will be bundled with an launcher, but until that time comes, for those who can't wait, here's my little launcher:

http://www.megaupload.com/?d=D5IBSMQC

Just put games into precreated folders in the <games> folder.
Also there's an dummy file <select.ogg> in the <data\music> folder, you can replace it with a music one.

Cheers!  Coffee

PS. Sorry for my bad English.
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Dragonmaw
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« Reply #1042 on: June 12, 2010, 10:12:29 PM »

A manbaby posts, as his first post, a "launcher" for a project that already has one (later on, when Podunk makes it). A launcher that is not really needed, I might add.

Sounds awfully fishy to me.
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MaloEspada
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« Reply #1043 on: June 12, 2010, 10:22:22 PM »

A manbaby posts, as his first post, a "launcher" for a project that already has one (later on, when Podunk makes it). A launcher that is not really needed, I might add.

Sounds awfully fishy to me.

You shouldn't quote podunkian's future posts, dude.
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allen
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« Reply #1044 on: June 12, 2010, 10:26:45 PM »

Haha the launcher is badass though. Unless MrPodunkian is going to come up with something better? This thing is perfect. (Edit: aside from the fact that is does not play the intro music/animation..it just has the cheetahman "make your selection now" which is still cool, would rather have the whole thing)

It even relaunches itself after the game is closed by pressing Main Menu. Just tested it with streemerz and it works great.
« Last Edit: June 12, 2010, 10:29:48 PM by allen » Logged
Dragonmaw
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« Reply #1045 on: June 12, 2010, 10:31:15 PM »

Awesome! Sorry if I came off a little strong, it's just that it was sort of suspicious judging by the aforementioned qualities.

If it's super-rad, maybe we should consider using it!
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My religion consists of a humble admiration of the illimitable superior spirit who reveals himself in the slight details we are able to perceive with our frail and feeble mind.

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allen
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« Reply #1046 on: June 12, 2010, 10:43:22 PM »

I just tried it with all the released games so far, and it works perfectly.

The only game that had an issue was Mash Man, because I didn't notice it had a hidden "data" folder inside the zip. So you have to unhide the folder and make sure you copy it correctly.
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Pishtaco
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« Reply #1047 on: June 12, 2010, 11:41:41 PM »

Thanks very much for the feedback on Storm.

I just tried Rocket Jockey, and had a lot of fun with it. I especially like the sound.

One thing is that I found the hud rather small. I tended not to notice what was happening on it, which probably meant I missed out on understanding some of the game mechanics.
« Last Edit: June 13, 2010, 01:49:35 AM by Pishtaco » Logged

Melly
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« Reply #1048 on: June 13, 2010, 12:41:30 AM »

Updated Storm over the Desert (feat. unsilentwill): http://www.swfcabin.com/open/1276375339

Played it some more. Amazing graphics so far. The gameplay with controlling all the tanks as one formation is very interesting, but also very frustrating to try and weave around those tight obstacles with four tanks.

Also, those mounds of dirt that hurt the tanks at the beginning are almost the same color as the ground. Make them more apparent, I lost a tank there twice before I figured out what the crap was going on.

The collision detection with the soldiers seems a bit off. They sometimes die when I'm only somewhat close to them.

Difficulty ramps up a bit too quickly, I think.

It's good stuff, overall, and has awesome potential.
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Pishtaco
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« Reply #1049 on: June 13, 2010, 01:59:23 AM »

Also, those mounds of dirt that hurt the tanks at the beginning are almost the same color as the ground. Make them more apparent, I lost a tank there twice before I figured out what the crap was going on.

The collision detection with the soldiers seems a bit off. They sometimes die when I'm only somewhat close to them.

Yeah, the mounds are meant to be mines. I'm planning to put in a better explosion when they trigger, which might make it more clear what they are. Maybe something in the intro text too, if I get aroud to adding any.

The soldiers are probably getting killed by your machine guns, which work automatically. I put in the effects for them on the cheap, and I guess it shows.
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