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Everything posted by kevdude

  1. Hello everyone, BlockTanks is a simple and explosive multiplayer tank game. Join other players in a fast-paced and destructive team deathmatch. Collect weapons and defeat the enemy team using strategy, cooperation, or good old-fashioned brute force. Play the game at blocktanks.net Features: Lobby with multiple maps and matches. Power ups like rockets, bombs, and flashbangs. An account system so you can track your stats and level up. Unlockable items such as stickers and decals. Made with Phaser and NodeJS, and hosted on AWS Lig
  2. Cool Game! I do have some suggestions: - It wasn't clear at first whether I needed to avoid the gold asteroids (that appeared after shooting a big asteroid) or collect them. This is probably due to the fact that the original, iconic asteroids game had asteroids break down into smaller asteroids. I would change the gold asteroids into some sort of coin or gem to make it more clear. - Landing on the planets to "sell shield power" is confusing, especially since you have to mount backwards. Maybe try clarifying a little more on how to do this.
  3. Nice game, I think it would be better if there was some sort of "drift" factor integrated into the physics of the cars. For example, if you're going too fast and try to turn, you risk skidding out of control.
  4. Nice concept, liked the mechanics and graphics of the game. A few suggestions: - It would be nice to have a key when you start the game, saying what substances are worth how much money - The upgrading seemed a bit slow and repetitive, maybe add more options as to what you can upgrade and possibly items that give you a sort of boost in the game. (500m headstarts, bigger claw, etc) Also, there was a bug where the audio cut out when I started mining for the second time. Not sure if this is a bug in the game or just chrome, my computer, etc.
  5. Wow, can't believe you made this in two days. Very nice graphics, audio, and gameplay. At first I got stuck at the beginning title ("Nicholas Mordecai - Connect 4 Game Sample") and it took about 15 seconds for it to go to the main title screen. If that screen is a loading screen, you might want to add a message saying "loading - please wait". Also I had trouble with the sign with the robot and two people because I didn't know that it was a button you were supposed to click. Maybe add a "Select Mode" title and label what each of the pictures mean.
  6. I agree with @ldd about the player not doing anything, I was expecting a sort of swiping motion to throw the bottle, not just a tap and having it go crazy.
  7. Yes, Try making a single star as a sprite (Like this one) and loading into your game. Then, when you create the world, have a for loop repeating a certain amount of times (the number of stars you want in the game) and in the loop add a star sprite with a random x position and y position. You can even add all those sprites into a group and update them collectively (ie: make them twinkle by modifying the opacity). Hope this helps
  8. Hi everyone, Kupiter is a studying tool that models the old Asteroids video game. Players shoot asteroids with letters on them to answer questions, and questions can be created and shared with others. The purpose of this project is to offer a unique way to study/learn by playing a game that is engaging and effective. Our website: kupiter.org Demo questions: kupiter.org/0000 The game features: Power-ups, weapons, bots, and explosions. Real-time leaderboards. Question importing from Quizlet Mobile device compatibility Kupiter was created using
  9. This is a really cool concept! I tried a few problems and got a final score of 33 . I feel like there's no reward when you get a problem right, maybe add a "Good job, you got one correct!" and show the player's score when they answer a question correctly. You also might want to add functionality where users can submit their own questions to others.
  10. Nice game, I think that having some sort of acceleration/physics to the ship would be nice, so when you click, you accelerate the ship instead of having it go at a constant speed. Also, the stars seem like they're just a tile-map across the world. Maybe try randomly distributing stars from a single star sprite.
  11. If you mean the clicking to skip certain parts, it worked about half the time. For example, I couldn't skip the plate rotating the finished egg or some of the prompts.
  12. I agree with @CharlesCraft50, just set player,body.velocity to 0 and set a timeout and set the velocity back to normal in the callback
  13. One common problem is that if you don't fix a sprite to the camera object in Phaser, the sprite will be positioned to the coordinates of the world, not the screen. For example, if the pointer is at position 480,360, that is where the sun will be positioned in the world. You need to position the sun relative to the game screen, not the game world. Try adding this line after where you create the sun sprite: sun_sprite.fixedToCamera = true; The same thing should apply to the shadow sprite as well. See this example for more information.
  14. Really nice music! I used a couple of your tracks in my new studying game (kupiter.us.to) for the titlescreen and gameplay music, and credited you on my about page.
  15. Fun game, the first time I played I "failed miserably" with an extremely under-cooked egg. I thought it was cool how you could pour oil and seasonings onto the egg if you clicked around. I would make some of the messages go by a bit quicker, as it got annoying to wait for the messages to go away and they made the game feel slow. I agree with @evc about the "done" button seeming like a message. Maybe change the button text to "Finish" or "Take Off Skillet".
  16. I think that the main problem is being dropped in the world with nothing really to do. I played the game for a couple of minutes, and nothing attacked/threatened the player or gave any reason to explore or look around. The goal is confusing and I think it's because there's nothing very obvious to prevent or cause.
  17. I really like the idea of incorporating the users own mail into the game! Some things I noticed were: - You're able to aim the bullets in a single direction and constantly fire a line of bullets that all of the airplanes can run into, which makes the game super easy. To increase the difficulty, have airplanes coming in from all directions and maybe find a way to put the player in the center of the screen (For example, the game is top-view and the airplanes are trying to bomb your base/turret in the middle of the screen.) - As for the graphics, a nice background instead of a blue scre
  18. Glad to help! The game works fine now, I also have some suggestions to improve the physics of the game. The first is to add drag to the ship, so that is doesn't just fly forever in one direction if you let go of the keys. In the updateVX and updateVY functions of your asteroids-player.js, try adding: vx = vx * 0.98 and the same for updateVY. This should slow down the ship if there is no thrust. Also, it seems like the bullet speeds are somewhat based off of how fast the ship is going. This makes the gameplay a little confusing for me (for example, if I'm going really f
  19. Just a tiny suggestion - In the bottom left you have "earth: 9.8m/s". The gravity feels much more like the moon, so I would either increase the effect of gravity to make the physics more earth-like or change the text to "moon". great game!
  20. I'm not sure if this is what you mean by "browser responsiveness", but the game canvas was too big for my screen, and I had to scroll/zoom out to see the entire game. You can use window.innerWidth and window.innerHeight to set the game's size correctly. Good job for your first game!
  21. There wasn't anyone else online so it was a little difficult to test the game out. Try adding bots when no one else is online and displaying the number of people on the server. Also, this game would be awesome with weapons to attack opponents. Overall, nice concept and polished graphics, I think this game could become pretty popular with more features.
  22. Good game, it reminded me of the retro space shooter games. I felt like the game didn't escalate quickly enough, and I was sitting around until about 50 points waiting for things to get difficult. Also I would love to see an option where you tap buttons to move the ship instead of sliding your hand around the screen, which gets really tiring, especially on bigger phones and tablets. For example, tapping the left side of the screen moves your ship left and same with the right side. Having different scenery and backgrounds as the game goes on would be nice as well.
  23. Good game, nice graphics and retro feel. I have a few suggestions: 1. The controls for aiming the ball are hard to get used to, because the up and down arrow keys control the y position and the side arrows control the x position. It would feel more natural if you made the side arrows control the angle and the up/down arrows control the power. 2. Make the speed of the basketballs a little faster to speed up the pace of gameplay. The gravity should be greater, unless you're going for a moon type setting. 3. Add sounds when the basketball makes it into the hoop and when you shoot t
  24. I can't really get a feel for the game because there is no one else online. One thing you might want to try is adding a bot system so people can play the game with no one else online.
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