I'm quite proud of this one:
http://ian.janasnyder.com/dodge.htm
get close to the squares without hitting them
Eventually I hope to add an online scoreboard, later though, tell me what you think.
Printable View
I'm quite proud of this one:
http://ian.janasnyder.com/dodge.htm
get close to the squares without hitting them
Eventually I hope to add an online scoreboard, later though, tell me what you think.
It wass pretty cool, I ended up getting 70000 points...
But I could probably keep at it forever without dying, cause if you go round in a circle, all the enemies just pile up, and follow you around, if you could make them stop once in a while, or make them do something unpredictable, that would be good. But perhaps then it gets to hard?
Anyways, simple and fun game! ;)
Updating the score in the top right corner would be a nice addition.
The game play was smooth, but im horrible at this game.
nice, i enjoyed that, hard though
:thumbsup:
Very fun game!
its easier to get a higher score by just staying as far away as possible.
An expoilt you might want to look at: you can hold the mouse down and drag the cursor off screen where it cant be hit, meanwhile the blocks keep piling up, then you can drag to just outside the corner where you are racking up points for proximity and get ridiculous scores
but where the fun in that?;)
the fun is in putting scores like this on the highscore table ;)
http://www.evilbastard.org/slight/sploit.gif
another wierd thing, the title is "Dodge 'em up!" and then the start button says "go get 'em!"
do I get em or dodge em!?
^^^^ You "go get 'em" into little orbits if you can, so you score 300 per frame instead of 1 per frame.
Captain_404, you might want to have a look at this, it's a similar idea except the 'enemies' get removed if they collide or if you can get them into a circular orbit for a few seconds.
http://www.evilbastard.org/slight/gravity2s.swf
If there is one thing I would change with your game is to make it move faster with mouse control. The way it is now, to do small fast movements you have to hold the button down and do large sweeps that are usually off stage. It would be better if you made it move much faster towards the mouse, but capped the maximum speed.
wow, I've have GOT to fix that glitch, thanks for the heads up slight!
@J-Rad, yeah...it was originally just "play" but that didn't have enough character...
http://img361.imageshack.us/img361/8847/ggefj2.th.jpg
it was completly legit i swear :shhh:
ok, it's been updated now...do you think it's adequete? move too fast, weird way of solving the issue? etc?
I figured that out, it just may be confusing for first time players. The first time I played this game I thought I was winning when the square was on top of me because I saw my score still going up.Quote:
Originally Posted by slight
totally agree. make it have quick acceleration but capped speed.Quote:
If there is one thing I would change with your game is to make it move faster with mouse control. The way it is now, to do small fast movements you have to hold the button down and do large sweeps that are usually off stage. It would be better if you made it move much faster towards the mouse, but capped the maximum speed.
ok, I've added a max cap now...
btw
http://upload4.postimage.org/1023739/dodgehigh.jpg
this one IS totally legit...
that game is WAY better now. super fun! i got a little over 100k.
you should add power ups that increase the speed cap. Try to think of some others too :mrpimp:
yea, much better now that it's more responsive with the mouse. That's an interesting solution to the mouse button exploit. I would have just constrained the input values to the stage size with a couple of temp variables so that holding the button has no effect.
I dont see why you simply give so many points for avoiding the enemies. As it currently is, there is no reason to go near the enemies because you may lose life and lose the game. To get more points you need to stay away from them. The points from getting close to enemies should be much-much bigger then points you get from timer by staying alive. Once you get close to enemy it could stop for some time (when going very near) or reduce its speed (when getting near, but not enough to stop it).
I also think that enemies should not appear in some random point on the stage, new enemies should enter the stage from sides.
Oh, but I do...Quote:
Originally Posted by tonypa
you get 1 point per frame for staying away
and 100-300 ppf for getting close, that's quite a bit of difference...I ran a test game with the current engine, on one game I tried to stay far away, on the second I got close. The first game ended up with about 20,000-the second ended up with 80,000.
do you think I should reduce the point's per frame? perhaps 1 second should = 1 point...
I think I definatley need a better tutorial...thank you for your feedback, I'll look into your suggestions...