Three dicks up.
That's pretty damned excellent. Animation was top notch. I forgot I was watching a vector animation. Not to mention how well the music was integrated into the entire thing. :D
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Three dicks up.
That's pretty damned excellent. Animation was top notch. I forgot I was watching a vector animation. Not to mention how well the music was integrated into the entire thing. :D
Hey, awesome work.
Quite enjoyable. Loved the sonic boom bit. My only critcism might be the noise in the back of the narration audio, but other than that...
Needs some tweaks and polishing, but good attempt.
Normally I give up pretty early on most peoples side scrolling attempts, but I played through this one mostly until it locked up before Bowser. You did a good job on this. You've definitely got the spirit down. It's worth going back and fixing some of the details.
Things I noticed:
- Objects falling are very sluggish. They're like feathers falling to the ground. This applies to the player, the power-up shrooms, to the Goombas, etc. Might want to try for some more realistic falling. (Basically involves increasing the amount the object drops in the Y direction a little more each frame until you hit a certain maximum falling rate.)
- When the Hammer Brothers show up, I could barely see their hammers. It was like they were just flashing into existance. Luckly I was going at full speed and just bypassed them. ;)
- Definitely some hit detection issues. Several times I died in situations where I either should have simply passed by one of the fire wheels, or stomped an enemy. (Indeed, I quit the game after, as a little Mario, I stomped a Goomba someplace near (but not on) a firewheel and the combination caused it to lock up.)
- There's other things, but they're small. Oh wait, one I said I'd remember for the commentary: bricks should only break on the upward jump. (However, it did make for some awesome Goomba-head/brick combos...hmm, perhaps you're unintentionally on to something... :))
Good work, hope to see more.
A classy implementation of a standard formula.
Arkanoid paddle game clones are a staple of the homebrew gaming scene, and while this doesn't really introduce anything new to the genre, it's a very solid and quite stylish implementation. However, I wasn't too thrilled with the in-game music after a few minutes of playing, but it wasn't bad in and of itself. Nice work.
Look out kids it's Frogger 3: Rush Hour!
The traffic, which I can only assume was rush hour, was so incredibly dense that at first I couldn't even make it across the road. It took me a couple rounds before I realized there was SPACE between the lanes where the frog couldn't get run over. So it was a little different from the original in that respect. Once I figured that out I was making it across with ease, only to find almost no challenge at all on the top half. (The slide the blank space over a wood strip effect used for the logs almost made me dizzy. :)) With a bit more work, this might be a fun clone.
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