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Reviews for "Tile based game engine"

o_O hey...

There's shades of grand theft auto 2 here and previous games with the way the gameplay works. If you went down that route and made a full flash version I can certainly say with no doubt you'd have a massive hit flash game with the amount of gta fans out there... good luck with however you use this though

Gave it a 3.

It was very good but i do have a couple problems with it. I only played on the normal map and after about a minute all the sound vanished, the controls are overly responsive, and having the weapon change on the arrow keys makes it a little awkward (possibly change it to E & R?). Otherwise its a very good game engine and i can't wait to see a full game implemented on it sometime soon.

Liked it

I dont care what anyone else thinks if they can't use the controls then dont play, it was an easy and fun game keep up the good work

Good, but...

In my opinion:

1) The handling of the tank is horrible. It handles almost like a real vehicle, where if you let go of the wheel, it'll still continue turning in that direction for awhile unless you turn it back. It may be realistic but it doesn't work for a game where you can't see the wheel and can't feel your hands on the wheel. It was more of a chore than fun.

2) This doesn't seem like a realistic project to undertake in flash. Now I know we're on Newgrounds and all, and telling someone to go off and learn a programming language really isn't feasible, but flash isn't really designed for this and there is too much that can go wrong. A lot of the things could be handled more easily in other programming languages, and in flash it's just too much work for too little of a result. You should look into Java for making a game like this online. You're essentially reinventing the wheel by creating a tile based game, and making it more difficult by creating it with a medium more suited for animation and simple programming than actual complex games.

WallArcher responds:

Thanks for your realistic review, you're right about both points.
2 is actually the reason why i've quit working on it. The main problem is that it's all done in AS1.0, the source is a total chaos, and I don't feel like rewriting to whole thing in a much more managable class based fashion, while retaining the same performance issues.