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Reviews for "Madness: Haphazard"

It's really not that great. This could have been acceptable in 2007, but not in 2013. This takes an enormous step backwards. The music could have been better...it was WAY too poppy for a game that involves shooting gaping holes into baddies, and hacking off limbs. My advice; stick with project nexus.

It not bad however is need some works so good job.

Nothing new or interesting, i didn't like it, much better games out there. gameplay is shallow, graphics are terrible, and the game is very unpolished. There is no goals or reason to keep playing.

If it would have spent more time in development, could have been much better. the game looks and feels very rushed. If they added a reason to keep playing, like having to unlock weapons, or new clothing for your charter. Also ability to throw weapons and pick up your enemy's would have made combat not so boring, and feel like madness.

Its hard to make a madness game that will top project nexus, and this game falls very short of that. Honestly just go play that don't waste your time here.

it seems like a good game and great concept, very simple and exactly meets what madness needs. the balance of the power of the guns should be changed, maybe making better guns only available on later "levels" to counter-act the person starting off with a machine gun and just holding the trigger. also adding the idea of having to pick up guns might not be a bad idea considering the movies clearly show he never reloads, just picks up a new gun, bring in the "he doesn't carry clips" idea. id also like to know what algorithm you used to randomly create the levels. i am a prospective game developer myself and would like to learn what techniques are used!

Tupo26 responds:

Thanks for the review!

As for level generator I try keep it short and it is not probably best way to do it. But hey, it worked for me.

Process divided to two parts: Generator and Builder. Generator generates the mapdata. Builder uses the data to build the map.

Whole map is 10 screens x 10 screens.

Map generator
1. Clean the map
2. Place the "seed room" ("Seed room" 2x2 sized room is the core of the map)
3. Sprout twigs and branch up and right from "seed room"
4. Sprout twigs and branch up and left from "seed room"
5. Sprout roots and branch down and left from "seed room"
6. Sprout roots and branch down and right from "seed room"
Always check that rooms don't overlap eachothers
7. Place additional rooms
8. Check map playability (Map should have at least 2 1x1 rooms and 1 1x2 room. Should fail go to back step 1. Chance of failure: 7%)
9. Place starting room, item room and elevator room
10. Mapdata generated

Builder
1. Go through the data
2. Create level class and store appropriate room graphics, geometry and objects
3. Repeat step 2 until end of data.
4. Give the final result to World Class (World class in my game handles the levels, interaction between them and adding entities and triggers to level)

Room transistion
1. Save current room
2. Load the next room graphics for transistion effect
3. Disable player control
4. Do room transistion effect
5. Unload previous room
6. Load current room
7. Place entities and triggers
8. Enable player control

This game is far from bad. For what it is it's real nice, a mindless simple little shooter. Don't get discouraged.