Score: 10
"Excelent work."
date: December 13, 2005
To the Author:
This is a very interesting system you’ve put together. I personally haven’t run into any lag (256 Mb RAM, Pentium 4), however I’d imagine it has something to do with your sprite count. For starters, you might want to simplify the map. It looks like you have several maps created and stuck together as stages (which, incidentally can be cycled through with right-click=>play), however, if you kept common elements of the map (like the background grass) in a separate layer wouldn’t flash only have to load it once? Also, I noticed enemies still follow their waypoints, even when off screen. Perhaps an invisible screen perimeter could be added, so that when an enemy is outside the perimeter, it doesn’t move. One more suggestion, from an entertainment standpoint; while the game mechanics are fun, I’d much rather have link’s boomerang than his shield ^__^. The shield seems pretty useless, at least as far as I can tell.
To Fellow Gamers:
Here’s a quick walkthrough, though simple exploration should yield the same result.
*SEMI-SPOILER*
R,U,R,U,R,U,L,U,L,D.
Left at bush arrow through hidden path.
Up, clear a path through bushes
Boss fight. As stated by the Author, the trick is to lead the bomb away, and then fight the enemies. When the bomb returns lead it away again and continue fighting.
Two final notes;
1) Is that bomb from Bomberman? ^__^
2) I noticed on the title screen, holding down ‘A’ triggers link’s slash noise multiple times. I’m not sure if this is intentional, or just overlapping code, but if less obvious instances of repeated execution are occurring during game-play, this might also explain lag.
Author's Response:
I'm happy! A constructive review =)
Gonna check for the bug in the Title Screen!
Effectively, the number of sprite is so high, flash have difficulty to move everyone of them when the scene move. I have tough of some way yo solve the problem, but I would be in the need to redo all the level design ... and I'm not willing to. But I gonna test my new idea for a future game ... some day.
The ennemi AI is effective only in a certain range from Link. The control are check every frame, but there are condition to prevent unnecesary code from executing.
And for the bomb question, it's the bomb from The Minish Cap.