Killer Knife-Robots from Knife Planet K by Jerm
Controls (and a mildly-humourous backstory) are in the Readme.txt file.
I have now uploaded a Linux version, which is almost the same as the Windows version except with no sound.
The Full Source zip contains all the source files for the code and my custom library and also the sfxr .sfs files for sounds and PDN files for images.
I have now uploaded a Linux version, which is almost the same as the Windows version except with no sound.
The Full Source zip contains all the source files for the code and my custom library and also the sfxr .sfs files for sounds and PDN files for images.
Ratings
| Coolness | 14% | 50 |
| Overall | 2.56 | 118 |
| Audio | 2.27 | 87 |
| Community | 2.90 | 77 |
| Fun | 2.44 | 110 |
| Graphics | 2.38 | 122 |
| Humor | 2.80 | 38 |
| Innovation | 3.13 | 70 |
| Theme | 2.56 | 138 |
i like the concept of the knives being picked up and throwing and this has a lot of potential especially if you add more powerups
it's too damn slow so kinda lacking in the fun department, it would place higher if it were faster
you actually have enemies throwing weapons at you so you've actually failed to follow the theme properly, sadly
graphics are existant and they work
audio is existant and it works
humour really only goes as far as the title, but it's not bad, i reserve the fabled one-star position for stuff which is truly cringe-worthy
overall worth looking at the knives being picked up and thrown but really needs to be faster
alphas/betas and screenshots are great to have, not a heck of a lot of timeline so it gets 3 stars instead of 4 in the community section
At first I thought that I couldn't touch the blades on the ground, which made the game impossible :P Maybe you could fade the color a bit.
All in all I don't really feel in control of the game. I just run randomly around for life/emp.
Nice back story though!
Is there an affine transformation (camera) for the game that you could adjust? I think this game would work a lot better zoomed in.
Aside from that, there's a lot the graphics could do to convey meaning in this game. Currently it is completely up to the player's imagination to determine when the blades are in the air (dangerous) and on the ground (not dangerous). Even after playing for a while, I have no idea what the blast radius is for the player's attack. Also, since the player is stationary on the screen and the game field is relatively empty, the ground could *really* use a tile pattern of some sort (it would help me with judging distance while playing).
After having played this game, I will remember to never give a robot a knife.
You are casting pointers to int. Generally a bad idea, use size_t as that will work on both architectures.
The game felt a bit slow to be interesting, but a nice idea.
It would be nice to know when a robot will get new blades (some blinking light for example).
Also the HUD is too small, I didn't see it at first and thought "this game really needs a HUD" ;).
However the back story was kinda fun :).
@Sam: The web host tends to go down sometimes I think. If it's not working, try again later and hopefully it will be back up. I was meaning to get better hosting but was too lazy.
About your second point, I think the game needs to be zoomed out to some degree so you can see incoming blades in time to deflect them with EMP.
If you want to try it out zoomed in, you can edit CGameController.cpp line 181 and change the 3rd argument to glTranslatef() from -100 to a lower number.
@someone: Good point, I didn't test with 64-bit. If the part that you're talking about is the call to OnNotify(), then the cast is probably ok because those pointers were originally populated from int values. But maybe I need to cast them to size_t before casting to int to avoid errors.
@Alan: Because Knife Planet K is not a friendly place and it is a general rule of games that touching enemies hurts you :).