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Jun 3 2012, 11:52 PM See Page
You know, now that I've played it, I sort of have mixed feelings about this game. On one hand, it really isn't a very good game. On the other hand, it's really fun. Mainly because Goombot runs so fast. And after all, that's what really matters.

Also when was there a goombot 1?
May 31 2012, 11:37 AM See Page
Okay, I updated the game, and the update is accepted. Can you please download the new version and update your review?
May 8 2012, 10:55 PM See Page
Quote
I think there should be a guage on how many times you can use the shield.

Just going to say that I am NOT going to do this. It would be extremely annoying to have to wait for it to recharge to do things like breaking blocks, firing cannons, etc.
Quote
but several cons as well.

What are you talking about, you only gave one con.
May 7 2012, 11:49 AM See Page
This could be very useful, and it's extremely well-made. Good job!
May 6 2012, 12:11 AM See Page
Even if they were inaccurate, I wouldn't care. This doesn't have to exactly the same as the originals. Also they're not torpedo teds, they're Dolpedos.
May 4 2012, 8:36 PM See Page
Quote (luigifan64 on May 4 2012, 6:49 AM)
No it won't. Now i'll tell you how to do this.
In the creation code of the specific level, make a varible called:"global.boss" and set it to false. Make sure in the endlevel object when it's about to send you to the room thing place you add this code:
" if global.boss = true
room_goto(whateverthatworldselectplaceis)
else
room_goto(whateverthelevelselectplaceis)
"

So it will take you there.

Not that hard actually. It checks if its a boss level or not, and sends you to the correct place. Make sure you put "global.boss = true" in a boss level, or you will always go to the level select.

Luigifan64 Game Maker Tutorials :D

I know how to do that. It's the sending you to the right map that would be a pain. I'd know how to do it, but it would be a pain, and honestly it wouldn't really be worth it.
May 3 2012, 10:59 AM See Page
Quote (Chaoxys on May 2 2012, 10:24 PM)
Pretty good game but I noticed a few "Cheap" moments.

1. The Torpedo Ted jumping part. They go so slow that you have to jump out of the water at just the right time. I tried a few times and never got past them without taking a hit.

2. The falling section. Towards the end it lacks any serious guidance which can result in a cheap death.

3. Purple Blocks. Yes, it's obvious that you have to attack them to break them, thats fine. However, having them first show up while you are on a floor that is crumbling beneath you, AND the attack that breaks them also breaks the floor, thats not so fine. I'd suggest having them show up in an earlier location where the player can mess up without dieing.

4. Lakitu is.. well, he's fine but his attack is a bit on the fast side, and due to the graphic for it, it's hard to see at times.

5. That submarine section... Idk, I'd say tweak it a bit to make it a tad easier. It's a fine level, just not so much for a world 1 level.

6. The cheep cheep boss, I'd make him take less hits. It's a good boss but it lasts too long.

7. The world boss, after you hit him, maybe make it so he can't hit you while flashing. So many times I'd hit him then accidentally slip into him afterwards. Thats just a personal suggestion though, it's not necessary.

Okay, I'll see what I can do about these. I've already fixed a couple of them.
The purple blocks already appeared in the tutorial area, and by that point in the level you already know the crumbling blocks are breakable, so I'm not sure what you mean with that.
EDIT: Okay, I've now fixed all of these. (Except for the purple block thing.)
May 2 2012, 11:55 PM See Page
Quote (luigifan64 on May 2 2012, 6:40 PM)
Epic! Although I have two problems.

1. Torpedo Teds don't die.
2. When you beat a level you return to the world select and you tediouslu have to walk all the way to the teleporter.

This is a great game.

1. They're indestructible enemies. The whole point of them is that you can't kill them.
2. Walking to the teleporter takes about two seconds. Also making it so it goes back to the specific world map that you were on except for on boss stages would be a pain to code.
Apr 29 2012, 3:40 PM See Page
Where can we see the online highscores?
Apr 29 2012, 3:05 PM See Page
I think SMBMM spelled it out pretty clearly in his review.
Apr 28 2012, 11:46 PM See Page
This sheet could do without the giant text.
Apr 28 2012, 11:44 PM See Page
This game is extremely boring. I quit after 30 seconds.
Apr 28 2012, 11:32 PM See Page
Wow. This game is very polished.
Apr 28 2012, 11:27 PM See Page
Ugh, yeah, this was boring.
Apr 25 2012, 11:47 AM See Page
They're not 144 different blocks, they're just 12 blocks in different colours.
They're pretty well-made, though.
Apr 25 2012, 11:46 AM See Page
This could be very useful.
Apr 24 2012, 8:46 PM See Page
Extremely late reply, but the graphics in this game ARE an eyesore and they DO clash.
Also, this review is bad because reviews are not supposed to just say a game is good/bad. That's what comments are for. Reviews are supposed to say WHY a game is good/bad.
Apr 24 2012, 8:41 PM See Page
Quote (Me Mario2 on Feb 17 2012, 10:16 PM)
Well, he clearly stated that this is a very early sneak peek at it. He also said that it was his first game, and honestly, it's very good for a first timer. It has GREAT amounts of potential since the developer will want to learn during the process of developing, and experiment around, also developing new game play elements, ideas, story plot, you name it. over all, give a plant time and it will grow. I can see this being a very good game when it's done. This was just his first time around, but next time, I'm sure he'll be prepared.

Extremely late reply, but...
You should judge a game based on what's actually in the demo, as a demo is supposed to show what the final game will be like and there's no guarantee that the final version will be any better. The only way you should treat demos differently than full games when reviewing them is with the length.
And also, you should NOT treat a first game differently than any other game. Why? Because sugar-coating the reviews will make the developer think that their game is good the way it is and they won't try to improve. The only way for them to improve is to give them actual critisism.
Apr 24 2012, 8:35 PM See Page
Quote (luigifan64 on Apr 24 2012, 7:11 AM)
I admit this looks pretty cool. Plus, whatever happened to Luigi Fan 64? You quoted his comment but I can't see it normally.

It was probably reported and removed.
Also, hmm... His name seems strangely familiar... ;)
Apr 20 2012, 9:15 PM See Page
These are really good!
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