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Epic BeardDude

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Testing my new game. Feel free to say what you mean, any advice appreciated!
There's no preloader yet, sorry about that.
The character is moved around with W, A and D.

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No testing, eh ?

Way too much glitches.
Took me little time to fall off the screen.

Next time, test it before submitting C;

Too glitchy

Its too glitchy right now, I've been playing 30 seconds and already found 2 places where you can get out of the map and fall endlessly

What the fuck

Did you seriously believe that this was done, or good, in any way?

How much testing did you do?

I'm not sure falling off the map was accounted for. There didn't seem to be a reset feature for when that happens. And is there a point or does this dooby tokin' fool just walk and jump down the mountian?

Slayerlizard responds:

This was pretty much just a test to see how if it worked at all. I will add more rubble to keep people from falling off and walking in the wrong directions. The game is more philosophical than action-oriented, but I will add an attack-option where he spits fire from his pipe and some addons for his wooden leg later on!

Good start

If it's just an engine test for map handeling it looks like a good test. The only problem I noticed is that the collision can get a bit glitchy... And I'm presuming you're using the flash hit-test thingy for checking collisions between vector shapes... I know nothing about that stuff so I can't really help, but maybe if you google it up you might find a way of stabelizing the collision checking and responces... I noticed it when I fell from a large height (I would fall through the black lines and have to jump back up onto them) and sometimes when walking up steep angles... The character would jitter a little and not walk up them until I reversed and tried again.

Well, I hope the feedback is helpful.
Good work so far :D

Slayerlizard responds:

Thanks for your response!
Yeah, this was pretty much a test to see how the game would look like here. I think I can fix the falling off-problem by adding some seethrough ground below the problematic lines, to thicken them. This would probably also fix the angle-problem.

Credits & Info

1.93 / 5.00

Apr 7, 2011
7:20 AM EDT