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Comments for Tobi

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KanonjiKanonji

2010/5/10

If you are having issues getting this game to run please read all information provided above. If the problem you are having is not addressed above we will be happy to try and help. Hope you enjoy our game! Phillip Pruett, Ben Foreman, David Baca
kvillavekvillave

2010/5/10

Excellent game! Great art assets! Very good AI!
davmacdavmac

2010/5/11

Very cool!
tintatontintaton

2010/5/21

I really like the original art here. It does run much better in greenfoot than as a web applet. To make it more playable, I would appreciate a health bar or something.
KanonjiKanonji

2010/5/22

"To make it more playable, I would appreciate a health bar or something." Totally agree here. We had a HUD design idea however due to time constraints we were never able to implemented it. Thanks for the feedback! Phillip Pruett, Ben Foreman, David Baca
BrettonBretton

2010/5/25

The graphic's are very nice. Especially how the background layers were done. I do agree about the HP bar though (and I understand about time constraints :) The only other thing I noticed was something about the snail enemy's lags the game horribly. It occurs when they take their turn to fire at the player. But other than that great game guys.
plcsplcs

2010/5/28

Very very impressive, great graphics and good game-play :)
MahithaMahitha

2010/6/1

I really like the graphics, and its great to play....Good job guys!
AndresAndres

2010/6/2

I don't understand how you set/scroll the images for the background.
KanonjiKanonji

2010/6/2

Yeah it's pretty tricky. We found that using the setBackround() was leading to some serious performance issues so instead what has been created is one actor called Background to override it. On this actor we draw all the layers that you see; the trees, sky, mountains, and foreground. It is then using that Background actor that we redraw the 4 layers as appropriate for where we are in the world. Check the lower part of the scroll() function in the world class.
AndresAndres

2010/6/3

Ohhhh so its all drawImage()?
KirbotKirbot

2010/6/5

Yes, exactly. We set the size of the Background actor to the same size as the screen and used the drawImage() method to draw the farthest back image first, then the next farthest, and so on up to the front, all in the same Actor. Also, you can press '5' to enable "scope mode", which allows the mouse's location to influence the scrolling of the screen, letting you shoot farther. Be warned that it allows you to exploit certain enemies, since they won't shoot at you until you get close enough. *coughsnailscough* To switch back to regular mode, press '4'.
It's a little bit on the difficult side. I also noticed a lot of slow down at the boss when there are a lot of enemies on screen, which isn't helped by the fact that you kill the enemies very slowly without god mode turned on. You might want to change damage values to make it somewhere between normal and god mode settings (minus the infinite health) and remove some of the enemy instances on the final screen. Also, I found an interesting bug. If you beat the game, and then hit reset and start a new game, your character retains the black body from the credits screen, but the head and gun arm will be normal. Also, the head and body often face in opposite directions and are disjoint, so it looks like the body is moonwalking. On a related note, having an option to allow the character moonwalk through the game would be pretty cool. One final thing. It doesn't affect the game very much, but I noticed that when pressing "g" to turn on god mode, it is sampling too quickly for input. So when you press the button, it quickly turns on and off the mode faster than you can perceive, resulting in a 50% chance that you land on god mode when you release (try firing the gun while holding "g" to see what I mean). In the future, you might want to either give a timed delay for input (wait 1 sec before accepting any state changing input a game mode), or implement a "press and release" accepting method of input so that holding down the button doesn't change the mode more than one time. It doesn't matter much for this particular game, but it's a game mechanic that is common in many games and would be to your advantage to learn early. Other than that, good job. I hope I get to make something this cool when I do my senior project.
download GIMP. How to use GIMP to eliminate white backgrounds: Go to the Layer section in the top of the screen, then there should be a section called Transparency. Put the mouse over it and select the option Add Alpha Channel, then use the magic wand and press delete on white areas.
If you have the layer dock, then you use that: simply right click on the layer (if you are using MSPaint, there should be only one layer) then select Add Alpha channel, then use the magic wand as shown above.
DexorDexor

2010/7/30

Well done
shilpashilpa

2010/8/2

Good Job!Like the graphics too
chanduuchanduu

2010/10/21

Gr8 game. I like it. Graphics are really cool.
DonaldDuckDonaldDuck

2010/11/6

Nothing is implemented to cause Tobi to die (or reset position) when he falls into a hole. You can go through the whole level underneath the ground...
Entity1037Entity1037

2015/4/26

The game runs perfectly fine on Firefox using Windows 7. (I'm checking out old Greenfoot scenarios just because).
Entity1037Entity1037

2015/4/26

Also needs a health bar, and enemies should be easier to kill. It feels like it takes forever.