Monster Racer Rush
Select between 5 monster racers, upgrade your monster skill and win the competition!
4.18 / 5.00 3,534 ViewsBuild and Base
Build most powerful forces, unleash hordes of monster and control your soldiers!
3.80 / 5.00 4,200 Viewshi im making a game and i need you to find some lags, and tell me what you think about the arts and all..
KKKKKKLINKLLLLLLL
what do you think about the enemies?
about the coding?
about arts?
there are any lags?
I love it. Just make the char's running animation smoother, and it'll be on the front page of newgrounds for a while!
At 8/6/09 03:59 PM, Xoria7 wrote: I love it. Just make the char's running animation smoother, and it'll be on the front page of newgrounds for a while!
thx!
but what need to be more smooter?
from my view i can see it doesnt get stucks..but if you say so..
anyone else?
Also, by smoother I mean if you hold down both left and right keys or both up and down keys, the char jogs on the spot. Also if you constantly tap a directional key the char spazes. You may wanna lean that up for a perfect game.
well if you attack and run at the same time he just kinda glides. and if you hold down 2 directions he just runs in place. I think he should run the last direction you click and maby you should add a running attack.
- Paul Roberts
SITE | ANIMATION | ART | STORE | NEED A VOICE ACTOR?! I VOICE ACT!
At 8/6/09 04:34 PM, BloodSucker150 wrote: All better now?
!@$><@$%@%Link?%^#$N<>^%#$
Now if you attack while holding down the run he moves forward a bit after attacking. You should restrict movement while a is held down.
Hey yo
Just chillin' like always.
At 8/6/09 05:06 PM, VinnyXY wrote: I like the way how you made the weapons!
thanks,there are 5 wepons and they all are avaliable!
Here is a Link with a fix and with all the 5 Wepons,all you need to do is press on the keys 1 ~ 5 to select your favorite.
At 8/6/09 04:52 PM, Alpharius120 wrote:At 8/6/09 04:34 PM, BloodSucker150 wrote: All better now?Now if you attack while holding down the run he moves forward a bit after attacking. You should restrict movement while a is held down.
!@$><@$%@%Link?%^#$N<>^%#$
ok thaks for noticing!
i fixed it all and its in the update up there..
Here are the only things that I think need working on:
1) The character needs one more attack combo, one where you hold the blade with two hands above your head and slash it downwards to the ground. (Just a suggestion)
2) Also, you need to fix how the boundaries work. For example: you walk to the right to the point where you can't walk any more. Now your character is no longer in the center of the scene but on the right hand side. Then when you go left you stay in the right hand side of the scene besides go back to the center of the scene.
3) The first combo's attack distance is a little to short.
And that is about it. I have seen this game so much in the flash forums that I can't wait see the full version.
At 8/7/09 12:59 PM, BloodSucker150 wrote: anyone??please..
Well, it looks very nice for what it is right now. You should start working on enemy attacking/being attacked if you haven't already.
Other than the engine, the art is a bit....gray here, I've seen the other demo you had, the art was better there, hopefully the rest of the game will be like the latter example.
Pretty nice. Obviously the enemies look kind of lame... and add more attacks plz
oh yeah im maing the place diffrant and the enemies better (walking animation,attacking,getting attecked) and im adding more 2 attacks thet looks very awesome!(slash down and spin up) if ou have any more ideas for attacks please,let me know.
something that i would suggest fixing is holding down the a button. The character keeps on doing the first attack
the vcam seems.. kinda weird. If you go off to the side and then back, you kinda stay on the edge of the screen. Try making the vcam follow him instead of having it on his position. You could do this by putting this
this._x += player._x / (pick a number)
on an enterframe thinga ma bober.
Other than that, coool asss game : ). id play
ain't about how hard you hit... It's about how hard you can get hit, and keep moving forward... how much you can take, and keep moving forward.
At 8/7/09 06:23 PM, LuxGamer wrote: the vcam seems.. kinda weird. If you go off to the side and then back, you kinda stay on the edge of the screen. Try making the vcam follow him instead of having it on his position. You could do this by putting this
this._x += player._x / (pick a number)
on an enterframe thinga ma bober.
Other than that, coool asss game : ). id play
well its suppose to be like thet so the player wont stay in the side of the screen and allways in the middle,i dont need this code,sorry...
woops forgot to post the new update:
4 attack!
new BG!
water splash on you thing..
well there here it is!
http://spamtheweb.com/ul/upload/090809/5 5887_TheFullyGame.php
add
this.swapDepths(_y)
to every player/enemy instance and you'll get a depth effect.
At 8/8/09 08:35 AM, BloodSucker150 wrote: woops forgot to post the new update:
4 attack!
new BG!
water splash on you thing..
well there here it is!
http://spamtheweb.com/ul/upload/090809/5 5887_TheFullyGame.php
4 attcaks? I get 1.
- Paul Roberts
SITE | ANIMATION | ART | STORE | NEED A VOICE ACTOR?! I VOICE ACT!
The artwork was quite good,but the art style wasn't that original.
At 8/8/09 11:48 AM, Genocide wrote: add
this.swapDepths(_y)
to every player/enemy instance and you'll get a depth effect.
it allready has thet and its suppose to be:
(im coding on frames)
player.swapDepths(player._y);
sorry i meant that as a question,
did you use this.swapdepths(_y)?
At 8/8/09 11:51 AM, ughanation wrote:At 8/8/09 08:35 AM, BloodSucker150 wrote: woops forgot to post the new update:4 attcaks? I get 1.
4 attack!
new BG!
water splash on you thing..
well there here it is!
http://spamtheweb.com/ul/upload/090809/5 5887_TheFullyGame.php
type "A" faster and in combo press and you will get it..
At 8/8/09 11:54 AM, Dexter3000 wrote: The artwork was quite good,but the art style wasn't that original.
what isn't original?-this is my art style man..
At 8/8/09 11:58 AM, BloodSucker150 wrote:At 8/8/09 11:48 AM, Genocide wrote: addit allready has thet and its suppose to be:
this.swapDepths(_y)
to every player/enemy instance and you'll get a depth effect.
(im coding on frames)
player.swapDepths(player._y);
That's only if the swapDepth isn't in the players movieclip, my code is still definitely correct.
this(this, player).swapDepths(_y) = swapping depths with it's own depths. if you put nothing before _y or _x it automatically assumes that it's the instance that your on's y or x.
At 8/8/09 12:00 PM, Genocide wrote: That's only if the swapDepth isn't in the players movieclip, my code is still definitely correct.
this(this, player).swapDepths(_y) = swapping depths with it's own depths. if you put nothing before _y or _x it automatically assumes that it's the instance that your on's y or x.
yeah but its better on frames..
anyway why are you talking to me about thet??
I'm gonna put in my review to make things cool.
First, doing the whole combo is a little hard. and on the end attack and you tap A after it then you can to the 5th combo atack twice.
The artwork is nice, but the character is too bland, as are the enemies. they just bounce along >.<, but it is under development, so I'm not too bothered about that.
I don't like how on the 5th combo attack the weapon is twisted vertically. what would be nice is to see different attack for each weapon, and special attacks. the first wepon is nice. As is the second. the 3rd wepons could do with a light yellow kind of trail on it when swiped and when your running. you should make the character hold the chainsaw with two hands, and the mace/staff thing (5th wepon) should be held vertically, but its your choice.
Make thw WASD keys also compatible for movement, and perhaps the Q and E buttons to move swiftly between weapons.
On the fouth combo attack, it could be smoother with more frames.
However, this does look promising, What do you call it?
Destroyed.