Ah, only just got to play this game, and unfortunately it doesn't get on with my dual-monitor setup at work. It appears on the second screen, in a quarter of the screen, and is very very dark! ;_;
I'll try again on my laptop at home, don't worry.
You're the third person to report something like that happening
That sorta thing really puts me off using game maker for anything in the future...
Hey Terry, I def don't red Czech, but maybe you can get something out of this: [google translate]
Cheers for that; didn't know google translated czech
Terry, I was playing the LD entry
Highway To Hell, by Lorax, last night, and it made me positively
yearn for a control system like the one you have in your game. I think this was to a large extent due to the control system in it. Interesting, though...
Heh, funnily enough I actually thought that myself playing it. It makes me want to try implementing the whole back-away-to-aim thing in a proper 3D shooter - I've a feeling it could work really well... Somewhere down the line maybe; I'm done with shooters for the moment...
I had trouble making sense of this. But here goes:
Thanks so much for going to that trouble!
I'm surprised he thinks it's so "hardcore", heh. Interestingly enough: it actually only takes about 3 minutes or so to beat the entire game, and you can do it without taking any damage (which I can do pretty much every time I play it)... which makes me think that the difficulty is just fine the way it is
But maybe I'm wrong...
Having this game as homework finally got me around to trying it, and I love it. The aiming sytem feels natural and works really well; I feel like there are many strategies I could be using, about when and how to fire and when to move around; and the music and the Yucca mountain warning sign are great. I've been playing all evening.
Yey! Glad you liked it
I really wanted to make better use of the whole "ducking for cover" element of the gateway in the middle but the deadline kinda prevented me from exploring it too deeply
Issues: the guy is a bit slippery - I like the high speed, but he seems to accelerate too fast when I just tap the keys; it could do with more of a hud, as I never have the time to look at the bottom of the screen; and I couldn't tell you what half the powerups do.
Ah, all fair enough - the player just has instant acceleration so you can't really move very precisly; and the hud was kinda just thrown there (really I think there should be some visual indicator on the player to show you how much ammo you've got left). I'll keep them in mind for future projects
As for the powerups - there probably should have been a screen somewhere explaining what they do, but there are only 4 of them: the blue W recharges your weapon instantly so you don't have to wait for it, the green + gives you an autofire powerup, the red <3 gives you back some health, and the purple S just gives you some score - which was pretty useless as it turns out, since I never got time to implement a highscore table