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way back in the day, using visual basics, i made a game similar to this for high school.
that being said, while i like the style, the way the objects move is 'blocky'. by replacing simple (and i dont know that flash lingo for this) move 'x' 'y' units in 'z' direction with a timer system that would allow the object to move based on acceleration, (say 1 unit, 1000 times per second, where 1 unit = 1 pixel in 1600p) as such, rather then 5 movements per second, and a low FPS, you get fluent movement because a 60 FPS screen would have multiple movements per frame.
Not entirely horrible, but the framerate makes this unplayable. With simple, tweened graphics and animation like this, there is no reason why you should not be running 24 fps.
Reviews
Rated 2.5 / 5 stars October 16, 2011
Good concept bad feel
The player doesn't really have any leeway with movement feeling like that.
Rated 2.5 / 5 stars October 15, 2011
great idea.
way back in the day, using visual basics, i made a game similar to this for high school.
that being said, while i like the style, the way the objects move is 'blocky'. by replacing simple (and i dont know that flash lingo for this) move 'x' 'y' units in 'z' direction with a timer system that would allow the object to move based on acceleration, (say 1 unit, 1000 times per second, where 1 unit = 1 pixel in 1600p) as such, rather then 5 movements per second, and a low FPS, you get fluent movement because a 60 FPS screen would have multiple movements per frame.
just a thought.
Rated 1.5 / 5 stars October 15, 2011
Not very fluidd
Fix the laggy feel of movement please
Rated 1.5 / 5 stars October 15, 2011
Framerate...
Not entirely horrible, but the framerate makes this unplayable. With simple, tweened graphics and animation like this, there is no reason why you should not be running 24 fps.