Age/Gender: 22, Male
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Job: Programer
Programmer/Artist
Newgrounds Stats
Whistle Status: Normal
Exp. Points: 520 / 550
Exp. Rank #: 73,183
Voting Pow.: 4.96 votes
BBS Posts: 312 (0.11 per day)
Flash Reviews: 50
Music Reviews: 0
Trophies: 0
Stickers: 0
All Flash Reviews
50 Reviews | 2 w/ Responses
After playing you're game, I really need to say it's fairly well made, and I'm not really sure of any advice I can give. If anything, I'll try what I can;
Often in the game you can pass through area's that you're not supposed to, numerious times I've climbed into a ledge when I should have bounced off the bottom, for example. Also the numerious bug reports from other users count towards bugs like this aswell.
Consider making a tileset-based system, or a similar system, to construct you're levels. It would take longer to make, however you could create larger levels and have a more bug-free game overall. This could also cut filesize slightly. If this was the case, you might even get a cult-community of map-makers to boost the game further.
The moves you could preform were excellent, I particularly enjoyed sticking myself to ceilings and dive-bombing a hoodie right before breaking his neck. However you could have gone further with it. For example, you have multiple staffs, and doors. Why not instead give each staff it's own unique special ability, and obstacles that might require some inginuity and the special ability of the staff. An example might be the wind staff, have it give you the ability to double-jump while running with it. Then place a particularly tall wall to pass. Also, consider adding more staffage to the baggage. I would be interested to see tings like a rock-staff, water staff, or even holy and demi staffs.
Also, in the moves department, you could consider having it so moves can occassionally backfire. In a sneaking game like this it would add a twist if you might un-stick and fall off a ceiling. This would add another level to the game; Consider adding risk-factors to each move. Sticking to ceilings could be more dangerious than tip-toeing in the background. User might be forced to debait: "Should I suck to the roof and go for the floating green health, or tip-toe and get past for sure".
You're enemies could use more work, however. I found they they are constrained to certain area's, and theres literally no variety. I know it's hard work to make one enemy, nonetheless several. However in a game so in-depth like this, it might be more necessary. Hoodies are great, but what if you had sentinal units? Unit's that would spot you and alert all nearby hoodies of you're presence. these extra skills may take time to program, but would really show if you play you're cards rigt.
Lastly, consider adding more moves to you're enemies roster. They can head-butt and use staffs, however not much else. It would be interesting to see a hoodie climb a wall to get to me, for example. What if the hoodies started hiding beind rocks after finding out I'm around? For the sake of ease, you could even try different colour hoodies, with different skills. You're classic white hoodie is similar to this game, whereas, say, a red hoodie could run and chase you.
That's about it, Excellent game; Hope to see more from you.
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Alright, I figure I may as well give you some advice.
For what you were shooting for (re-making an old game with new graphics), you honestly did not make a sufficent difference.
Consider using more fluid animations; This will visually improve you're games dramatically. The problem is that it looks veerrry visually jarring, and it really breaks you away from the game.
Next, look at updating the core graphics; Glowing things are always cool, but flash 8 has much better realtime vector and image rendering. Don't waste it on making random things glow; Use it to beef up you're image resolutions (some are very poor wile others are relativly unpixelated). Take more time on the images aswell, they look very cartoony and unprofessional; use more realistic art or more cartoony art, don't strike a 50/50 on this.
The amount of things you have going at any one moment is chaotic; in battle, you have no idea what to focus on. Even though you have the power to induce seizures, you should tone it down. For an excellent example of first-person space combat, you said you worked on Combat Instinct. The way the ships fly at you is how it would be in real combat (mostly), and he never forced too much down you're throat. I'm also not beleiving you 100% on that, honestly.
Towards style, I'm going to be honest with you; You're using alot of words that you think are cool. You're saying "Tech-Demo", for example. In you're comments you keep saying how it will be completly different; If this is the case, re-upload over you're old game, and just post the new one up instead of making "tech demos" and such. If you start from scratch or changed at least half of the game to the point where it's not the same thing anymore, I would go with it. But a tech-Demo is when you are showing people somthing completly new and out of this world, Not that you made minimal changes to an existing game.
Lastly, work on you're proportions. There's no reason their legs should be half the size of their bodies. When you update you're character graphics, be sure to look up uman anatomy and correct this.
I hope this helps.
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I liked this game so much that I murdered my own mother!
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I know how it feels to have a freind die, the same happened to me a few years back. (He died because of gas inhalation when he was operating a gas powered tool while renovating the basement)
But, I think I'll give you your stats.
9 - - Graphics
Very well drawn, nothing was off at all, overall very well done. The only tiny gripe I had with the graphics was when you used a few alpha tweens, making it look off. However, I see how you used many effects, including alpha to give the movie a maximal effect. well done.
10 - - Sound
The only true sound you had in there was the song. So fortinitly you got to do very little compressing, to keep its quality. also, the animation was corosponding to the song. Well done in that respect too.
1 - - Interactivity
This was a movie, so it was not made to be so. However you did have a couple buttons so that was good and good.
10 - - Style
Honestly, although kind of a downer, you have a noble and respectful theme.
0 - - Violence
This was a very non-violent movie. Good for this genre and style.
2 - - Humor
You did have a line in there describing a funny event your freind has done, and it sounds pretty funny. I suppose thats one memory I hope you and others will remember.
Anyway, just think of this;
~You only have 1 life to live, and when you live a freinds misfourtune, you are not living your own~
it means, although it hurts, and I bet it will hurt for awhile, much like my ordeal, think of that. It basically means that even though he's gone, pick yourself up and be happy enough for yourself, and happy enough to fill his gap.
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I dont think you really know what happened augest 8th.
We werent betrayed, just so you know.
anyway, to the scoring.
8 - - Graphics
Very well done overall. Mostly smooth drawing, good perspective, evertything had a good amount of detail. Well done.
1 - - Sound
Whatever your using for your voices, well, never use it again. They were extremly monotone, skippy, slow, ect ect. If you had of used a better voice engine, then this would have been an 8.
1 - - Interactivity
This as a movie... Not really made for this.
0 - - Style
Sorry dude, but honestly, I dont think the admins of the cc.cc deserved this one.
8 - - Violence
Very violent. Good details in that sort of animation, good action scenes. Overall very good.
7 - - Humor
It had a few moments whe I gave out a chuckle, it was alright in the humor division.
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Very well made, and thought out.
Lets start with graphics...
9, because you did an exellent job with nearly every aspect of the graphics. On part though, I did dock 1 point because there were a couple area's that were a little off.
Next, sound.
10, it was perfect. I'm unsure if you compressed it, but it sounded great! I also liked how you used an actual voice, because anything else for that long would drive anyone crazy.
Interactivity.
1. For movie's I record the interactivity as the amount of buttons/options you have. I consider the play button one of these. also, its a movie, plain and simple. its not made for interactivity.
Style.
7. It was well thought out, and although a philisophical lecture wouldent seem cool to many, I myself like it because so often I ponder many meanings on which you have discussed.
Violence.
3, Moderatly violent on an ocasion. (I'm kinda curious, was it just a dragon, a dragon from a game or somewhere, or D-DragonClock?). I dont know, I think for this movie impreticular, this is a good thing to have low.
Humor!
10. It deserved it. While the philisophical stuff wass goof, the occasional clock doing somthing, clockish, was quite funny. Also, the little toss of words near the end between you and redemption was pretty funny. "Kiss my blue fuzzy ass"
Overall
9. I liked this alot! Quite classic. Very thoughtful. I would give this a 10, but a couple of the times in through the movie, there were just some things that seemed a little, off. Also, the fact that you needid to right click to rewind factored in. If you wanna fix it, simply at the end of your movie, make a button, and enter this actionscript.
on (release) {
gotoAndStop(1);
}
Anyway, great work! I voted 5... twice so far ;).
Author's Response:
To be exact, friend Hexagon, that dragon was the Zebesian Space Pirate Meta-Ridley from Metroid Prime. I thought the epilogue did mention that... Ow well.
A very extensive review. Honest, to the point - you get a gold star! As for the replay, since I worked in movie-instances, Flash always is a bitch concerning that. Add to it I worked in scenes, and you've got a movie without a goddamn replay button. And with two sleep-deprived days after that, I just dropped it, even after all the help I received from you guys on the forums - it didn't friggin' help.
Again, thank you for your kind review, and the votes! ^_^
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"Nice work meh elemential freind!"
Very nice work Elements!
I hope you get back in teh Crew.
Anyway, because I shall review:
Graphics: Usually in sound boards you dont get gfx like that. Buttons, text, everything was great!
Sound: It was a sound board, I think you could have remove the titles that dont work, or mark em in some way, but there was exellent sound quality.
Interactivity: Not really made to have , but still you got to press a lot of buttons!
Style: I cant figure out what there looking for in this... But its cool!
Violence/Humor: some of the songs were angry, but other then that its a sound board.
Good work!
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-The Clock crew website contains the .fla's of most of the clocks. If you want an easier time and slightly better GFX, download clock.fla's.
-You chose the right outcome. Keep choosing this outcome. ;)
-The scene's were exellently drawn. Couldent be better.
-The sounds could have been better. I would reccomend trying to improve that.
Anyway, Good work! I look foreword to the clocks kicking ass in the future. ;)
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"It needs too much work. Consider re-vamping."
This game just needs alot of improvments. I would consider re-making the game if I were you.
The graphics could have been re made in flash, you gave the game an uneccessarily large file size because of the fact that you used nearly only used bitmaps. Take the time and draw the towers. Also, the UFO could have been done in flash.
The sound had massive errors. I mean, you can press the button, and hear the sound wether attacking or not. Also, the sound itself sucked.
The attack moved too slow. I personally think a lazer projected by a UFO would out run a dead snail in molasis.
Not even interactivity was all there. in this game, you should of had the ship drop slowly, but let the player move from side to side.
Maby have it so the player can attack as fast as they want, but have them cost energy. Also in the energy stat, have it so if you hit a tower, the tower will level out to 1 peice below you, but you would lose massive health.
Personally, I just think this game needs to be re-made.
Thats what it comes down to. Also, I reccomend next time, have X Y hittests.
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I like the way you made this, and you did some nice work. You had some exellent idea's for the characters. Technically, you had the character idea's perfect, I mean, for example, the cat-demon. Cats are all cute and cuddly, but we all know how evil they can be. ;D
But anyway, TO TEH REVIEW!!!
I gave graphics an 8, the characters were well drawn, and there very consistant. But there wasnt too much anumation with the characters themselves, and that dumbed it down a bit. With your character design, you have an advantage because they would be more less easy to shape tween.
Sound was alright, however the quality of some of the clips was a little staticy. But I'll admit, compressing sound is a real bitch.
Theres nothing really extreme about interactivity in movies. The point of a movie is not to interact. But I award interactivity points if you have a stop, play, pause, rewind, ect. Maby a fast foreward button if you have the know-how.
Style was well done. I see where people get the pokemon idea, but I dont see why they would mention it. You had exellent characters, and I was surprised, when, in two lines you managed to explain almost the entire past of Nameless.
Violence was alright in this movie, but the battle scene, was slow for that kind of thing, and the lack of animation in the characters themselves took away from it.
Humor wasnt bad. Its more of a serious short, but it has its moments. "HEY NAMELESS!" "shut up" "OKAY!"
Overall it was well made, but the only thing I would reccomend, is a play/stop/rewind/fast foreword bar. In the forum, if you would like, I could show you how to make the more advanced rewind, fast foreword, and minimize the functions.
I would also highly reccoment more character animation in the fights.
Author's Response:
Thanks for the in-depth review, I'll keep all this in mind when making the next episode. The more input I get from people, the more output I can produce.
One of the main hurdles was that all of the character animation had to be drawn by hand first. I personally drew every frame for each character on a light-board, just like traditional animation. Then I gave the drawings to Tsurara, who scanned them, re-drew them in flash, and made them into movie clips. While she did that, I was drawing more frames. We couldn't really avoid that, since there weren't many shortcuts we could take by tweening. Drawing them in flash without the hand drawings results in lower quality, and I wanted everything to be precise when it came to how the characters looked.
The fight scene was the bulk of the work load. So many frames... It came out to about 1:25 minutes. The fight scene in the next movie will be 2:30 minutes. In order to make the work easier, I'm studying budget animation in anime. A lot of anime is made on low budgets, with limited animation, so there are certain techniques they use to make fights more dynamic or scenes seem more animated. Tsurara's trying to get us a copy of Ninja Scroll for us to study. So, we'll be using more anime techniques in terms of execution, but not in terms of style. The style will still remain my own.
And lastly, for anyone that's still reading this out of interest, the story is the most important part of the series. It comes in small doses at first, making one believe that the focus of the plot is on fighing. But, it isn't. The focus is on the characters themselves. For me, characters are the most important part of anything, be it a cartoon, game, novel, movie, etc., if the characters are hollow, there's no point. The characters in this story develop well, despite how short the story had to be.
Anyway, I'm working on a website, and it'll be up early this month. There I can post a lot of info about the characters and setting.
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