I agree with ssf5, the scoring is kinda wack. I liked it tho.
take on me, love that song.
to make a more impressive game, try better graphics and sound, maybe more difficult music.
create melody from big but cant post it becouse it contain outside link... If you record any melody and then share it, you get link there I post coment with melody )
that game was fucking funny, I loved the icons for the healthbar, oops and squidward smiley.
good job, chief
could put some more work into this
I would suggest resubmitting this with a few of the spelling errors corrected (goig to, alot) adding some sounds and maybe interesting content, and if you're doing a tutorial then make sure that your example finished product is really well done.
because I sympathize
There were a lot of issues with this game but the general premise is pretty cool, so I'll write down most of my beefs so that maybe you can improve on it.
1: the ass-backwards controlling sucked dick. It was hard as hell to navigate because right arrow turned left and left turned right. Also, you couldn't turn and move at the same time. Forcing the player to pivot while making an escape makes the controlling dicey and irritating.
2: The lock button was an inconvenient dick sucker too. I don't know where to begin complaining about that feature. A) You had to mouse over to it. That's just uncomfortable for the player since the controls require both hands to be on the keyboard. B) If you wanted to include mouse functionality, maybe the mouse should control the turret in the first place. C) There was nothing good about locking on, it took so much from the game. At the absolute very least, the lock on should have made the turret move independently of the rest of the tank so you could turn and fire while circling the enemy or something to that effect. The feature didn't make it more difficult because I won just by locking on and firing while backing up, it just made gameplay kind of cheap and unentertaining. Part of the fun was getting to poke out and pop a few shots or rebounding bullets off the walls to take him out.
3. I liked the way the bullets rebounded, but they should have moved faster than the speed of the tank. You probly should have explained that in the instructions, because I rebounded a lot of bullets. Maybe throw more than one rebound in there just to juice things up, or that could be a power up or something.
4. AI was obvious and lame. Hit a wall, Turn and point randomly, Drive forward until you hit another wall, Repeat until the player is visible, Lock on, Fire until player is not visible, Drive forward until you hit a wall.
Those were the most obvious flaws I think. There's a couple dozen ways you could have made it more interesting, but you figure that out. You may want to include a two player option in the next version, I would like to see that.
You need not use lock turret feature if you don't want. As regards rotation with arrow keys, I don't find it inconvenient. For AI I have used radar like signal, which bounces of obstacles, and instructs the enemy tank to fire if there is a line of sight with your tank.
favorite tutorial ever
This was the most presentable tutorial on animation I've seen yet, I actually learned a lot, I'm practicing with a few of the effects demonstrated right now.
And I even like the music.
That was a really well done very funny game.
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