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plcsplcs

2009/11/25

A problem with the latest idea of using WSAD is that obviously the 'a' key no longer works for the zoom. Might want to change what key you use for that (or have you already and just not updated the topic description?). Otherwise keep up the good work, game is coming along nicely :)
plcsplcs

2009/11/25

Tomaspham55, yes it looks like that's not a problem anymore, another small bug I've found is that if you press up under some block of green land for long enough you will jump through it. Otherwise the scenario scroll is great, it no longer hurts my eyes. Looking forward to the other features you might add. But do also bear in mind the aim of the competition, try to think how you can include those idea in your gameplay especially.
Map 10a can be a little bit tough, but you can hide in the light of the middle lamp and heal up to full, just a lot of wall jumping to complete it. The newest two levels aren't as difficult but still adds a little, the sprint power does seem to drain very fast though.
plcsplcs

2009/11/23

The zoom only takes me to the "North" of the map, and I can't see a way to move around, maybe the zoom should allow this?
plcsplcs

2009/11/23

Yeah, could be nice to have to try and find something in the picture within a couple of clicks (maybe alternate each time!) and include a timer in which to find it.
plcsplcs

2009/11/23

Minor error in level 3. The archer on top of the box can be killed but arrows still keep firing!
Agreed, the graphics are nice but a little more feedback on process could be nice. Maybe there could be add-ons with an environment twist?
plcsplcs

2009/11/23

Like the new additions, getting much more related to the theme! A minor suggestion, on the cloud maps, it is very hard to tell what is clouds and what is land, is this intentional?
plcsplcs

2009/11/23

Minor problem, if you move away from the camera very quickly, say pressing up and left, but actually fall down (gravity you evil thing!), the camera sometimes loses you and just heads up into the green mess forever. Otherwise impressive design, have you considered adding some form of timer and a count, maybe forcing the player to pick up as many as possible, either taking alternative routes to miss certain pieces of trash for future gameplay?