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Comments for Code Geass: Factions

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tombud999tombud999

2009/5/19

Wow! This scenario is really big! It took a long time to load. Very nice pictures and music!
ChinncChinnc

2009/5/19

Thanks, the images and the music took up a lot of space. I'm not sure why it takes such a long time to load to play as "Kallen Kozuki" in comparison to the others though.
mjrb4mjrb4

2009/5/19

Nice graphics - it's quite hard! Loading time was fine for me though, only took a couple of seconds.
mjrb4mjrb4

2009/5/19

Actually, scrap that, it does seem pretty slow after all - I now realise why it loaded so quickly earlier :-)
ChinncChinnc

2009/5/19

thankyou! i might cut down on the difficulty and add a scoreboard in my next release. im also working on filesizes, trying to trim everything down. not sure how that will work out as ive already taken about 10mb off the music and im not sure what else i can do to cut down the size. will think of something though! thanks for the feedback
mjrb4mjrb4

2009/5/19

Ah, music will take up a lot of space (unless it's MIDI) - however better sound support for Greenfoot is underway which should improve things on this front a lot when the next version's released :-)
ChinncChinnc

2009/5/20

hmm, what audio formats are supported by greenfoot other than wav?
mjrb4mjrb4

2009/5/20

None at the moment, not easily anyway - you can use MIDI with a helper class but that's it. It's possible to use JLayer or something similar to enable MP3 support, but then you've got the size of the library and applet permissions to deal with. In future Greenfoot versions there should be a GreenfootSound class that enables far more control over sound than at the moment, and should support more sound formats as well such as mp3 :-)
ChinncChinnc

2009/5/20

:S that's annoying. I've already compressed my wav down to nearly half the size though, any more and i fear for the audio quality. On a brighter note, Alpha 0.5 should be up within 24 hours.
mjrb4mjrb4

2009/5/20

I wouldn't worry about it too much for now. Greenfoot's limited sound support at the moment is really due to limitations in the built in Java library more than anything else (it's pretty horrendous to work with and only supports basic formats.) The loading time's reasonable at the moment, certainly not too long to wait on my connection anyway - so I'd just leave it as it is for now and swap it to a better format when functionality becomes available.
A new version of this scenario was uploaded on Wed May 20 21:43:16 UTC 2009
ChinncChinnc

2009/5/20

yay! update! new character :D
FreezerstingFreezersting

2009/5/21

Seems really really reminiscent of the Asteroids scenario. I wish for there to be some sort of armour system for the mechs, but nevertheless cool game with good usage of sprites.
ChinncChinnc

2009/5/21

thanks FS, there is no armour system for the mechs yet, however, a weapon system is up and functional with each character dealing different damages. I might end up adding a health system to the mechs soon. and about asteroids, yes asteroids inspired me for this project and i wished to create a similar type of game that has a familiar feel yet distinctly different. of course, the scenario is still in Alpha Stage and is by no means a fully functional stable release yet and therefore, it will feel very similar to asteroids, especially the controls and the movements. there are still lots of functions to be implemented such as a scoreboard, a looping backgroudmusic, fixing graphics errors. I might even add special attacks into the game once its stable enough.
FreezerstingFreezersting

2009/5/21

LOL THE GAWAIN BOT ONE HIT KO'S
ChinncChinnc

2009/5/21

yep, it is also the slowest one and hardest to manuever.
ChinncChinnc

2009/5/21

The damages dealt is as follows Gawain - OHKO Gloucester - 2HKO Lancelot - around 7-8 HKO Guren - Most difficult of them all, around 10 HKO
yo mate! wuts so unstable about the game? u mean the obvious typo in the credits or u cant deceleate ur mecah dudes..?!? just copy the rest of the asteroids coding for deceleration in i guess. . .
ChinncChinnc

2009/5/21

read the comments above. i still need to add an armour system, a congratulatory note, loop the music, create the scoreboard, all kinds of things i could include. and why would i need deceleration? if youve ever watched the anime, you would know that they mechas move exactly like that. no movement is perfectly fine right now. i just need to add in some minor details. typos are already accounted for as you can see in my soon to fix list, i have graphics errors listed. I also plan on making random spawning to make the difficulty rise instead of having an insanely difficult game to begin with. A boss system is also going to be implemented. and im not sure about what you mean by copy the rest of the asteroids coding. i presume that you are under the assumption that i just took the code from asteroids and pasted it in, in which case, allow me correct you on that. while it is similar (i did review some of the asteroids code to see how to fix my own game), it is not an asteroids clone.
I like this game, I also like aspirin, asteroids, and mars rover. :D But all in all, graphics are good, but idk...background is missing something, it seems so dark, can u add brighter imagery? flowers, maybe a sun? something with bold outlines, and u know, glowing lines? It'd make it a little less depressing..:S BUT, in terms of game play, i like, its nice, alright!
*mars patrol
haha no biggie dawg!! besides if mecahs dun hav a breaking system in anime, wont dey crash?!!? (exactly wat happens in the game O_O)its not dat hard to make 1. i think u shld be more practical and focus on the basics to make the game actully work b4 bragging about the new sawpning enemies and boss sytems
ChinncChinnc

2009/5/22

lol @alwaysremember, haha, the post was quite offensive especially as i never bragged about anything, i merely stated that i wished to make them. anyways, i shall answer your question how. the "mechas" do have a breaking system in the anime, it is never used in the anime more than several times. the just spin around and go at full throttle shooting up other machines. and about the practicality, i do not intend to make a "breaking system" in the game at all. i find it redundant and time consuming as you can just as easily break by spinning the otherway and going forwards. and finally the game does work, just try it several times if you lose, it takes a while to master since it is quite difficult.
ChinncChinnc

2009/5/22

*now, not how my bad
GreenThumbGreenThumb

2009/5/24

Hmmm....I'm disappointed. I saw some amazing graphics..but the gameplay is boringgggg. please make it more interesting.