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Easily understood concept...

So the "trick" behind it isn't even really a trick. Besides that, with the way its setup, you leave too much room for error on the user's part. Like that guy who said "19" doesn't work... it DOES work, its just that he missed one of the boxes containing 19. So, as soon as he made a mistake, he blamed it on your "game" and immediately thought it was poorly coded/designed. I'll admit that it is poorly drawn/designed, but I am sure all your little numbers work when selected. Really though, it doesn't matter... thius is worht half a look for 15 seconds and not much more.

Aprime responds:

i agree with you, thanks for the review, but realy style:0 at least give it a 4

Graphically it was cool...

...but only because you stole those characters out of some 3d-game you screen-capped. Anyway... that only really leaves the Flash that was your actual work, and there were just too many problems with it. For one, you need to fix the events for clicking and dragging so that it is not a click needed to select/spawn AND a click needed to release. It is just too counter-intuitive. Also, I know you probably used the same instance name, or the same depth in your call to "attachMovie", which is why you have to drag another copy onto the stage to even move the object. As long as you name the spawned movies something different, you can effectively spawn as many as you want of the same object without having them replace each other. This opens it up to the user to put multiples of the same object in the scene. A bug of some sort even started different movie clips replacing each other. I reached a point where I couldn't even put a set of graphics onto the scene without it removing another one. And, if you happened to drop a graphic right after you picked it up, it stayed right there... right in the way of your controls! As far as the "secret button" goes... it wasn't worth it for one more background... and it wasn't even a full background. It was just the same cliff edge with a different sky.

Minimized responds:

That you even dare calling World of Warcraft "some 3d-game" is sad.
However, I'm not a complete retard at Action Scripting, and if I would make more than one type of objects at a time, the space would be so limited you would whine over that instead.

Not sure why something like this is 1+ MB

Must be the song. Anyway, the problem with Flashes like this is, yes, it is good that you had a goal in mind, went for it, and learned along the way. But no, it is not good that you took an old idea that has already been re-hashed 7500 different times without adding anything new or unique of your own to it. Fo instance, to this you could have added power-ups or something, maybe something that allows you to shrink your size rather than grow if you collect it... anything to make it fresh.

Stelvio responds:

ok i'll rememeber that
i'll also have to say that i'm olny starting so :)
thx for the review

Like the way the tutorial was presented, but...

Unfortunately, the methods you're using to test collision with objects and walls isn't generic enough. For instance, every movie you create as an object or wall has to have code placed on it... which is tedious, let alone thinking of what a bunch of walls and a bunch of objects, all with "onClipEvent(enterframe)" actions running simultaneously per frame, will be doing to someone's processor, and therefore the speed of your game. The hitTest() function itself is, quite unfortunately, slow enough to warrant not using it for events that are going to occur frequently in your game. I know you said this is the best you could come up with... and it isn't terrible by any means. It is still quite inventive. Just let me know if you want me to send you something I would consider a much more practical approach/method to solving the problem. One that allows you to sit back and define objects in your game that the engine automatically understands should register collisions... no per-object coding required.

rdg10 responds:

Please send me your method.

Fantastic.

This was a real treat. An interesting snippet of story, great graphics on top of a VERY cool pseudo-3D game engine. And I thought it very good how you thought of a contained, but variable style of play. With the character riding a horse, he doesn't have to perform complex movements or different actions (although it was great how he scaled the backs of the different creatures he rode)... but the containment of abilities didn't detract from the game at all. Well done.

The only thing I thought odd or out of place was the cuts to the story texts... the quality of them was really poor compared to the game itself. They were just blocky black text on a white background, and just seemed light-years behind the game itself. But otherwise, awesome.

popopt responds:

this is a terrific, observant critique, thank you:) I like your description of the contained actions-im going more towards doing something simple like move a mouse and click, while having the character do something increasingly animated. Good point on the story text and ill take it with me to the next game.

Pretty cool, though kinda clunky.

The only thing that got to me were the character's animations and non-fluid movement style. And when you hit a spike you could just stand with it touching you and take damage. Otherwise it was pretty solid and you could tell a lot of time went into putting it all together. Good job.

ChromeShark responds:

Thanks, I'll try and address those issues for chapter 2.

So now you see that evil will always triumph, because good... is dumb.

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