ecv

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ecv last won the day on May 29 2016

ecv had the most liked content!

About ecv

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  • Birthday 02/01/1980

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    Vitoria, Spain

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  1. Could I get an answer from @rich ? Thank you
  2. I want an HTML 5 Game Devs page on facebook I can like. All I could find was an "Html5 Game Development" page and some group, but I want a reference to this website. Is there one? I'd like one for Phaser framework too. Thanks
  3. No one will want to quit anymore, EVER.
  4. Thanks a bunch Very appreciated
  5. Hello, Good game. I do have to say I found the game play very hard at the beginning. It took several deaths at "very slow" speed to get the hang of it. Once I got it, the game turned out quite enjoyable. I fell in love with the 80's pop style closing song. I searched for the lyrics but I couldn't find the song name. I take it that this is from your music artist, DJ Fading Twilight? Being that this one doesn't seem to be available to the masses, I'd be interested in buying this track or an album (with similar songs) for a fair price. Can you help?
  6. -Hey let's make a cool brick breaker -Is that even possible? IT IS. It's called Shards. Quite obviously a professional game. I'm not very sure how useful it is to give feedback about a professional game, specially when it wasn't explicitly requested, but for some reason I feel compelled to do so, perhaps because it's a wonderful game, maybe because I've spent over 3hrs playing it (ads time excluded), or maybe because I feel that if I was in the shoes of the makers I'd like to hear what I've got to say. As I said, I've spent well over 3 hours playing it... until I beat the game. So since I already gave you literally my 2 cents, I might as well just give them figuratively: I'm far from a good gamer, even further from a brick breaker fan; yet I played all levels in a row. This, at the very least means the game is good; turns out it's great. I decided to give it a go before dinner (BAD. DON'T DO THIS!), which I missed so far, along with the sleep schedule. By level 20 I was tired, but why not keep playing since I'm doing great? By level 70 I was exhausted, but I HAD to finish the game; it was a matter of honor now. Man I got some wrist pain. By the end of the game I was a SHARDS zombie. The backgrounds are BEAUTIFUL. BEAUTIFUL, BEAUTIFUL, BEAUTIFUL. They are eye-pleasing. The levels are nice. I like how blocks can be of any size, rotated in any way, and how they're arranged to create beautiful and interesting levels. The music is great. I might find myself listening to similar music on occasion. The different tracks are refreshing and the style fits perfectly with the game. All power-ups are listed in the help section. Of course I didn't try to memorize them; you just learn them as you go in the game, when you've spent enough time playing. I like how balls collide with each other, making things more interesting. I like how when you haven't hit a block for a while, a new ball will pop in. Smart move, not only in regards of preventing player's frustration, but also in terms of speeding up the game. I like the laser cannon and how the stick ball leaves snots everywhere it bumps. I like how you could get an extra life in most if not all levels. Needless to say, the game play is great. The shard effects and all. Now there are a few "problems" I'd like to comment: Firstly, I was impressed with the game localization/translation. But since you're at it, it'd be nice if you minded regions. While essentially, peninsular Spanish and Latin American Spanish are understandable for speakers of each other side, just as, I presume, happens with British and American English, there are linguistic formalisms and spare words which simply put, sound odd. Such is the case of "puntaje" or "felicitaciones". The former sharing the root "punt" with its Peninsular counterpart "puntuaciĆ³n", aside from that and while its suffix makes sense in Peninsular Spanish, its usage in this case doesn't. Similarly the later would mean a pluralization of congratulating in Peninsular Spanish, instead of simply "congratulations". Also maybe "level" is quite common a word among the general public over Latin America but it certainly isn't in Spain, unless you're a declared gamer or can speak some English, and I'd say it should be translated. The bombs are not only hateful because you get killed if you mistakenly get in their way, but for a couple more reasons: if the ball and the bomb share a similar trajectory and position, you're doomed; if you don't hit the ball you die, if you hit the bomb you die. You see a powerball (BTW it looks like a black hand?) and go get it, uh oh, there was a bomb underneath: ka-boom. I'd propose replacing the bomb with a glue blob that will temporarily disable the platform,racket,pad (whatever the player character is called) from moving; it's not as drastic a punishment as losing a life. Also, it might be a good idea to make the power-ups collide just between themselves (and walls I guess), so they can be spread out and offer a greater chance of avoiding the bad ones while getting the good ones, and overall make it all less confusing. The UK flag. Okay, that's nice for a change from the usual US flag embedded virtually in every culture worldwide. But man, I learnt, and I did so strongly about the British Empire endurance! This is by far the level I spent most time on, with nearly 8 minutes, as bricks just didn't seem to want to break as easily. I don't suppose you can do much about this one: I occasionally found my platform wasn't responding. "Hey, what's going on?" Then I raised my eyes just to find the mouse cursor hovering off the game screen, around the browser title bar, etc. I guess web browsers won't allow JS to take control of the mouse cursor as this could be considered a security feature... The cuts to ads are abrupt. I understand you wouldn't want your player to waste extra time, but maybe you could use a second to fade out music and screen. I don't think a fade in is needed after the ads. I'd like some trail effect on my platform. Although I guess this might no be too visible on touchscreen devices. And finally, I'd go as far as calling this one a bug: When the crystal balls are too tight, and collide endlessly, they will introduce considerable lag. This is specially noticeable at level 78 (rocket), where the game turned hardly playable, until I got to destroy that pesky ball. A final note: I understand games aren't made with the move of a magic wand. Often, my comments might look as if more emphasis was put in the bad points than in the good ones, given the amount of text that goes with each. I guess this could be kind of upsetting, given the time and effort that was put into making a game. I'd like to make clear that when it comes to the good points, there's hardly anything else I can say other than praising them, whereas for the bad ones, I feel compelled to sustain them with details and reason to provide as much food for thought to work with as possible. The amount of text I put emphasizing each point doesn't amount to the quality of such point. Simple as that. Moreover, if I spend a considerable amount of time playing your game (quite obviously for me) it means I like it, even if having only stressed the negative points of it! I might need to make this my signature just so that some game developers know what I'm getting at with my comments! I might have missed a few points, since my mind was already in a broken state after so much playing . I'll correct tomorrow if such is the case.
  7. compatible

    What Matt said about speed, both things: feels slow, but at the same time, I struggled to keep more than one plane alive I guess it's easier on a multi touch device. My only complaint is collisions, I'd like them tighter. Good game, congrats for your first Phaser game
  8. E.g.: https://soundcloud.com/search/sounds?q=black%20metal&filter.license=to_use_commercially Make sure you select "to modify commercially" if you're going to want to modify it in any way. I don't know if trimming counts. Edit: Also it might be worth mentioning you need to give proper credit. I omitted all this but it might not be that obvious. And be aware that covers and versions could get you into trouble; they will where we live. Even if some authors release under CC, they might not be allowed to release covers / versions. This shouldn't be your problem to start with because it's these authors who are infringing the copy rights of the original authors, but you never know.
  9. I'm already a fan of yours and your team for several reasons. You really intrigued me with this: So I decided I HAD to read the story after I played the game. I "wasted" a big part of the evening playing it, so thank you very much Yeah, I like it, that was addictive and I had a great time playing it. Simple and easily grasped game play along with all the FX. I do think the increase in difficulty is smooth, although I'm not sure if bombs and hearts are randomly added, and specially hearts do make a great difference in the outcome of the battle. The music is great and epic and goes well with the epic battles! Which they are, as they can and will get quite lengthy. I'd have never imagined this would suit a puzzle game that well. Of course after playing for a very long time, it does get repetitive. I did experience what Okijin mentioned too, and I found a bug, which I hit for 3 times, sorry. After reading your story, if I were you, I'd throw my keyboard out of the window and bury my head on the ground. I didn't want to spend a long time reproducing it so I just got a screen shot and some explanations I could give to help you find it. I think I found a couple of extra minor bugs too. Let me know in PM if you're interested (I would not ) Last but not least I found your article very, very insightful. While it's not the first time I've heard this piece of advice, "listening" to a real story around it, is an eye opener. I really struggle keeping things simple. I hope I'll eventually FINISH something. Cheers, Eneko
  10. I spent some long time playing that one on my ZX Spectrum That was great although a bit too hard for me. Ah, the memories... Yes, I think that could work better, but if you asked me maybe quartering the guys into flying pieces would be more fun and honor the name
  11. Wow, it looks awesome and very polished UI. I'm not a fan of strategy games so it took me a looong while to figure out the game play without reading the instructions (I was obstinate about this). The (very good) music suits perfectly but it's a bit too short and gets repetitive. Again, I love the UI and graphics, really, it looks perfectly professional IMHO. It's a good concept too.
  12. Thanks for all the answers. I guess I'll do it the uncomfortable way then I still have no idea what atlas are exactly so... Also, is using different sprites for a given character a good idea? I haven't given it much thought, but maybe it's a pretty common thing to do. To be honest, aside from fiddling a little with the provided examples, I have hardly coded anything with Phaser yet... Thanks for the link. I'm tempted to add to such request, but it stands to reason one should first understand what the concept of a sprite and its extents really involves, so I guess I'll refrain from asking for something I don't genuinely understand to start with For the time being I'm for the most part considering a sprite as a character, and maybe that's not a good idea...
  13. Can I use different sprite sheets in one sprite? Looks like a sprite will only use one, then you'd define your animations by setting the frame range within that sprite sheet. But that's not very comfortable, so can I define different animations that use different sprite sheets? Thanks
  14. Any updates?
  15. Yes, I like the idea, title and GFX. Great title name Oh yes it is. This is exactly the kind of theme you'd use in a horror movie. I think something like black/death metal could suit better with the action/killing vein. Anyways good job. Let us know how you managed to solve the problem with FB.