1 decade ago
by MikeL
You've heard a lot of claims about Impact, but Impact being good for your health? Well, that's a bit of a stretch, but I did use the Impact game engine to create a game for helping kids and young adults to become more aware of carbohydrates and avoiding diabetes. I'll be presenting my game and findings at the Annual Diabetes Technology meeting at the end of the month.
My hopes were to integrate teaching points directly into the game, but because of time constraints I ended up with the game and teaching points being seperate. You can see
more at the website.
If you just want to get straight to the game,
enter here.
Right on MikeL. It's come a long way since early prototypes I've seen. Congratz. I found it to be a bit difficult to play but it wasn't so much due to lack of control. The unique perspective and ability to shoot on different depths seems to work great.
Best of luck at your presentation.
awesome game, good luck with the event! let us know if you need any help!
I found it too easy. I had 149,000 points and 7 lives left. When I let myself die and put in my name for high score, the autofill dialog was blocking the submit button. When I clicked outside of the name field so I could see the submit button, it disappeared and never submitted the name.
Anyway, cool mini-game.
1 decade ago
by MikeL
@Graphikos and fugufish: thanks for the feedback and offer for help.
@stahlmanDesign: Thanks for the feedback as well. You've hit it on the head. It's a mini-game really. It was designed really for younger kids and as part of a study. It only does about 10% of what I wanted it to do and really should be optimized. I was going to limit bullets and bombs and then make it necessary to obtain extras, but ran out of time.
For better or worse, I chose to go with the semi-2.5D approach and making sure all of the entities overlap in the right way was really the challenge (and time-consuming part) of making the game.
As far as the high score goes, is that the big fish that got away ? ;)
But seriously, haven't encountered that yet, but have primarily tested with Chrome and Firefox. The high scores run through the TapJS API and I haven't had that problem with my other game anyways.
I did have a problem with IE9 and Safari whereby the canvas would only pick up input from the mouse moving and the mouse button being pushed, but not keyboard presses. I found that if I clicked the mouse button off of the canvas and then clicked back onto the canvas, suddenly the keyboard would send input to the canvas. So I added something to set focus onto the canvas after 2 seconds. But in order to do so, I found I had to do add tabindex="1" to the canvas tag. Not sure if those things are affecting it. Will look into it, thanks.
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