This is NOT a REVIEW. I give you 5 stars just because. This is a set of SUGGESTIONS on how to improve.
1) You should put more detail into static objects such as background and unanimated scene objects. Windows' glass reflects light and has frames. Walls are rarely just plain color, unless very well painted. So walls are made of bricks, which could be visible at some spots. Tables are wooden, and wooden items have natural patterns on their surface.
1) Chin needs to move up-down when a character talks. Also his head may move a bit during speech when additional effort is put into certain words.
2) Sometimes people blink. Maybe there are people who never blink on public.
3) Characters are too static, doing nothing, making very limited movements or none at all. They should make more movements. Elbows should bend. That left coffee cup arm is too long.
4) The fat boy's poses switch lightning-fast. Need more inbetweening. It won't ruin the effect. Only improve. Or at least clothes should wave around after a fast movement was made.
What I found amazing is the amount and quality of different shots. All very good drawings and each deserves a unique place in Art Portal. wait, this is not a reivew...
From your anonymous fan
Wow, thanks! This is the kind of stuff I was hoping to get from uploading this :D I see and agree every point that you made.
And I love you too anonymous fan for this revi-.... Suggestions :D
You should have went on with Mario about boobs and Batman and stuff.
Should have killed him by Hank walking around and slaughtering everyone in his sight
Think of all the untold sob stories Hank leaves in his wake. My goodness.
I do not understand the physics behind this. This doesn't follow any classic Newton's mechanics.
This is not Verlet integration.
Friction is a phenomena, it is not a number. Yet by friction you mean speed coefficient?
The higher the friction, the slower is the movement. In your gadget that is reversed.
There are no forces, no string tension, no preserving of total mechanical energy. If there is friction then mechanical energy never decreases. What is damping?
I am not sure this should be studied on pair with classical physics in schools. Because there are no books in which it's written a pendulum's dynamics depend on all those factors the way you show.
1) archers pick a target and keep attacking it until it's dead. Arrows do not strike the nearest enemy of archer, they strike only the archer's target. If the target moves out of archer's range, archer won't follow it and will keep shooting nowhere.
2) if I click on zombie (create a zombie) when the cursor is fire ball (when I selected to cast fireball, but didn't actually cast it and created a zombie instead), then the zombie is created, but the fire ball spell is cooled down as if I actually cast it.
3) if a succubus starts turning a unit, and the unit dies before succubuss finishes waving its hand, then succubus will stand on its place and keep waving the hand over and over until it picks another target. Then it becomes normal.
Very well crafted, addicting
I praise your artistic and designing talents, the variety of abilities, enemies, items, hero classes, levels and side-quests. But there are problems with story, difficulty and coding.
The story needs more
a) explanation. How exactly did the evil mage manage to perform the void ritual in the ship? What caused the volcano eruption? Why was the first settlement blocked? Who built the tunnels inside the cave in which a guy is being sacrificed? What is the background story of characters, the land, the void world?
b) detail. You need to show the cave-in happening, for example, in form of a cinematic sequence. You also need to show the evil mage getting out of prison.
c) side-quests' varied endings. For example, let the player choose whether to spare the smuggler leader or cast justice upon him. Or if the player rushes into the sacrificial cave right after he finds out someone was dragged into it, and if he doesn't visit and unnecessary places (which can be visited on the way back), then the cult's victim is saved and the reward is better.
I didn't find the game to be challenging enough, even on the hardest difficulty. I even found the last stage to be easier than the first ones (because of character leveling).
I didn't find any bugs or glitches with the coding. Except for two.
a) Sometimes the protagonist's companion, Rogan, gets stuck in obstacles while following the hero. This has 4 solutions.
1) What you did. But it looks ugly with all that passing through walls.
2) Divide the game space into small cells and mark what cells cannot be walked on. Then use A* pathfinding algorithm to find the path, but it's not the final output. You will need to link path's cells, approximating it with straight lines which do not intersect obstacles. A simple loop through path's cells can do this. The result is that Rogan will be able to move not only diagonally, horizontally or vertically, and he will also conserve the distance he moves.
3) Use geometrical/vector pathfinding. You place rectangles that are obstacles and first check if Rogan is able to just walk straight to his target. This will work only if Rogan has no size (is a point), but you can alter the way he moves by pushing him away from obstacles, if he is a circle. Then you will need to use lines passing through rectangles' vertices and the initial position of Rogan. Those lines must not intersect anything. From rectangles' vertices you make more lines to other vertices and so on. The result is that Rogan moves by rectangles' vertices. remind: rectanges are obstacles. The problem is that you will need to remember for each line on what vertices it has been to avoid recursion and Rogan might try to squeeze through thick corridors, so make sure to block them off.
4) Disable collision detection for Rogan at all times. At least he won't pass too long distances through walls, but only short ones. The problem is that Rogan might stop on an obstacle, which will be very ugly. Then you can just push him away from it... into another obstacle.
b) I saw Rogan walking to me once while not moving from his place. It was after a battle.
I really enjoyed the game, finished it in 2 hours 30 minutes. I didn't like or dislike the story, and one time I accidentally Junked a chainmail and couldn't find a way to restore it..
Anyway, 9/10 because of story.
in the bad meaning of the word. It is slow, repetitive, it is out of melody, and plain because of only 2 voices, while the second voice rarely steps in.
It is kind of growing from the start to the end, so it does involve some acoustic benefits, but it's boring.
I see how dark this piece of music sounds. It's very heavy and bad ass.
But how can you overlap rap text over electric guitar? What purpose would that serve?
And the rap text is complete mess. It doesn't even have a single rhyme.
Overall, I'm not a composer, but this track seems to me like a long road with rocks on it so as not to let anyone walk on it. It gets hard to listen to and repetitive after, like, 40 seconds of it. Good work though.
Well, its kinda what i do. I trim up the original track so that only the high end EQ remains then i record what i think sounds good over it. The purpose is to make something sound really different and cool. I respect that you didn't enjoy it too much, everyone has their taste in music.
Try not to blame me if the text doesn't have a rhyme in it, that's Jay-Z's doing.
Rap also has a habit of being repetitive. I'm guessing you don't listen to a lot of rap. check out some of my other rock remixes, let me know if you like those a little more or less.
Oh when I listen to this I can already imagine some sort of game.
I mean, this could be very useful for games.
I liked how you managed to create a tension around 2:00
But how is it linked to All Good Things... ?
usually I name my music based on whatever I'm thinking while I'm making it. Plus, this may be the last track I make using Reason 2.0. Thanks for the review!
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