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Fireball Factory
Author: Simon Czentnár Submitted: 15th February, 2010 Favourites:1
Genre: Miscellaneous Downloads: 70

Edited By Rikus on 2/16/2010

Edited By Simon Czentnár on 2/15/2010

Edited By Rikus on 2/15/2010

Edited By Rikus on 2/15/2010

There's a foreign country that earns a lot of money from producing fireballs. Now you can have a look at the process of producing a real fireball. As you will see, it isn't as easy as it sounds first.
Make the fireball's way through the rooms in the factory by jumping on the gears. You only need a SPACE key, which you can jump with. Collect bright stars to complete the levels.
Try to avoid jumping out of the area, otherwise you won't succeed in finishing the process of producing. Try to unlock all of the levels! Good luck!

Created by Simon Czentnar (programming, graphics & music)
for Clickteam's and GameBuilder's 20 Event Competition

{ Main features }
- 25 unique unlockable levels!
- Unlimited number of new levels. That means, you only have to modify a picture of an Active object because each level is loaded from this picture. There is a simple "syntax" for editing the levels. I mean, the game loads the elements according to the blue color value of the pixels. There's a short manual in the source that describes how to make a new level.
- There's a Level Thumbnail feature in the menu. The program will generate a simple preview of the selected level at the given coordinates.
- Level unlocking feature - the game recognises the highest completed level from an INI file and allows playing up to this number only. When the player completes a level, the next will be unlocked.
- Smooth camera movement and parallax scrolling.
- Fireball Factory uses only the INI object, Active, Background and String objects.

You can download the source from GameBuilder!

There's another link if the one on my server did not work:

Review This Download (2.26 mkb )

Posted by Rikus 15th February, 2010

Uploaded the images and file to our server just in case
Comment edited by Rikus on 2/16/2010
Posted by Silveraura 16th February, 2010

Judging by the screenshots, you probably could have used with HWA or High Quality rotation if you were going to change the angle of the object. The results of the flame rotating would have been a lot smoother and cleaner at little performance loss.
Posted by Rikus 16th February, 2010

Its a smooth game but some enemies or different backgrounds to keep things fresh would have been nice, other then that I was impressed with the level design, great job!
Posted by Simon Czentnár 16th February, 2010

Thank you, Rikus for uploading the game to TDC! And for the video, too.

Yes, I take your point, SiLVERFIRE. I wanted to make it work in Java too (the final version has some bugs in Java, though), so I did not use HWA. I don't have HWA installed yet, but I will try it!

You can set the Global Value "Quality" to 1, by the way.

Enemies and different levels would have been really good but I had to fit the 20 events... Maybe in a future version.

Comment edited by Simon Czentnár on 2/16/2010
Posted by Silveraura 16th February, 2010

Yeah, I mentioned that in my comment too. Setting it to 1 is the same as setting quality to High. In HWA, its always set to high because its no performance impact to have it anti-alias on rotation or resizing since its native.





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