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81
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Community / Townhall / Re: Earth Tower Defense is finally released.
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on: July 29, 2010, 02:33:02 PM
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Using bombs is strategy I never heard about. I'll probably make bombs less powerful then. Thanks for playing.
That's a good suggestion. For some reason, I'm obsessed with that map style. I'll be using it in my next game as well...
But, thanks for the feedback. I appreciate it!
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82
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Community / Townhall / Earth Tower Defense is finally released.
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on: July 29, 2010, 12:00:34 AM
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Flash Game Link: Earth Tower Defense I've finally released Earth Tower Defense after an unsuccessful sponsorship try  Earth Tower Defense is a simple Tower Defense game that I based off of Gemcraft. It was my first time working alone and the first time I FINISHED a Flash game. I had a lot of fun making it and feel like I've learned quite a bit! The game seems to be getting slightly above average reviews (3 out of 5 stars or so). The game features 30 levels and over 25 enemies. It should take an hour or two to beat everything. Some people on the Kongregate forum have been reporting some bugs and I've been addressing them as quickly as possible. If you find one, let me know! I should be doing a post mortum on the Jr. Jellybeans blog soon. The post mortum will include my experiences designing the game as well as the mochi ad stats that the game is receiving thus far. I'll probably wait a month or so to release it. In addition, I'll probably release the source code soon. I tried a lot of new things with this game (like blitting) that I hope people can learn from. Any comments or questions are greatly appreciated!
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83
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Developer / Technical / Re: Pause in Flash (as3+flashdevelop)
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on: July 28, 2010, 02:19:00 PM
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The way that I've handled this problem is by using the Timer class. Essentially, you have a single controlling object that updates objects and makes them do stuff. For example, you attached a timer to "CONTROLLER". When the timer event is fired off, you scroll through a Vector (or Array, but Vectors are faster) of all of your objects, and then have them do what you want them to do. That way, if you ever want to pause an object, you can just change the code in your CONTROLLER. I tend to use a "cMove" variable for that sort of stuff: public function onTick(e:Event):void { if (cMove==1) { var vO:MovieClip; for each (vO in vecPlayer) { vO.moveMe(); } for each (vO in vecEnemy) { vO.moveMe(); } } else { trace("The game is paused. What should I do?"); } }
In fact, I don't use keyframes or timelines at all. I don't really understand what the point of them is... The system I use is also good for blitting. Hope that helps. By the way, I figured out most of this stuff from Michael Williams awesome Avoider Tutorial.
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85
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Community / DevLogs / Platform Explorer [FLASH - looking for feedback]
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on: July 20, 2010, 05:46:57 PM
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(September 13, 2010)For the latest news, it's probably best that you check out the last post in this topic. I'd like to keep this part as is just to have a record of what I did and why I did it. In any case, the demo has been released and you can play it at the site ( Platform Explorer). I'd love to hear any questions or comments that you might have!
Platform Explorer (working title) The Purpose Of This DevLogSo, I've always wanted to create a devlog. I've read a couple of people's and I find them very interesting and informative. Overall, I'd like to accomplish a couple of things with this blog: - get a steady and stable source of feedback
- keep a record of how the game is developing
What Is Platform Explorer?Platform Explorer is a 2D action platforming game made with Flash Actionscript. Similar to with Earth Tower Defense, my main concern is just finishing a game that people can play and enjoy. Nothing too deep or anything... just, walk around, kill shit, collect stuff, then try to get the highest score.  You can also check out a youtube video . Game Link: Platform ExplorerPlay it in your browser right now! Controls: Arrow keys to move. A - Attack C - Jump As you can see, it's pretty early in the development! But, that's all right. I've only worked on it since July 3. There are actually 4 different level (each with 3 rooms) but are inaccessible at the moment. I even have a boss at the end of the 4th level. Next Stuff To Fix:The HUD is off I need to fix a couple of things on that... Add tiles to the game This will require building a tile system that can be stretched and scaled easily. That should be fun... Add a background Should be pretty easy. Create the map system This is the same type of map system that I have in every game I've worked. I don't know why, I just love that style of level selection:) Make sure the flow of the game is working I like the way things are feeling right now, however, so I don't know how much I'll be changing of that... Random tweaks for balancing purposes For example, the bouncing ball that is the current weapon is actually the second weapon you can receive. I'm not really sure I like the bouncing ball at all... There is no sound. This isn't a priority at the moment, however... There is some more stuff that will have to be done, but, for now, I'm going to be working on the tile stuff and making it look better in the very near future. [Just like with my last game, I'm doing the art myself because I don't have an artist lined up. I could use a better artist, so if anyone is interested, let me know!] (Updated July 21 - Added youtube link and edited text.) (Updated September14 - Fixed the link to point to the new demo and removed text about location and such.)
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86
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Developer / Business / Re: Questions About FlashGameLicense
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on: July 20, 2010, 12:53:29 PM
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Yikes! It's good to know that it's just not my game doing so badly. It would seem to me that what moi and melly said is true; ie the flash market is insanely saturated. I still think there's an incredible opportunity to earn money in it. Also, something that I'm curious about is selling in game stuff. I'd like to to release some sort of level pack for Earth Tower Defense for like a buck. I don't see many people doing it, and I wonder how well it would work. Not a lot of people seem to do this and I'm wondering why. Anybody have any experience with this? [Based on what I've read, this seems to be the second best way to earn money...] Also, I read that a game didn't need to be in Flash to be accepted as well. I'm pretty sure that Java games are acceptable. Why don't you ask Jon at FGL? Lastly, here's a list of portals that you can upload your game onto. I don't know if people know about this either: Big List of Flash Portals
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87
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Developer / Business / Re: Questions About FlashGameLicense
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on: July 19, 2010, 09:12:04 PM
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I don't know if this helps or anything, but here's my experience: I worked on Earth Tower Defense for about 2 months full time while I was in between jobs. It's a simple Tower Defense Gemcraft clone, but I hadn't really used Flash before and wanted to finally FINISH something in Actionscript. The game is using the Mochi service for in game ads and stuff, and when I first uploaded the game, I had accidentally allowed them to distribute the game. It was an incomplete 5 level demo of the game, but the game got uploaded to several sites. According to the Mochi stats, the game was played around 4000 times [the actual number is probably higher because some sites seemed to rip out the Mochi stuff]. This probably affects the results I've gotten, but I offered to change the name of the game and the beginning levels if a sponsor wanted it. Anyways, here are the overall stats that I'm looking at for Earth Tower Defense: - The game has been available for sponsorship since around July 1.
- The game hasn't had any bids on it yet.
- The game got a 7 out of 10 Editor's Rating.
- The game has a little more than 120 views.
- The game has had around 20 sponsors who viewed it.
- Doing a very quick estimate, the game duration stat seems to be around 3 minutes. The first week, people were playing the game for less than a minute. For the past week, people have been playing the game for a couple of minutes.
- I e-mailed ALL of the sponsors on the BIG LIST OF SPONSORS on July 6. A couple of them have responded back saying that they played the game but were not interested.
Overall, I like the service and I have no complaints with it. Jon, from FGL seems to have answered my questions within 2 days of writing them and he seems to be quite helpful. Obviously, I'm disappointed at the results, but I can understand the reason: the game has a glaring problem with the art. Similar to how people keep telling YOU that the game needs more features, people keep telling me that the art is bad (which makes sense because I did it myself). While I am disappointed at my own failings, I'm not TOO worried about the game not selling because: - Getting a 7 out of 10 is quite an achievement for me. I'm just quite proud of that
- As soon as I find an artist, I'll be able to make a different version of the game reusing much of the same code. As the #1 problem people have mentioned, when the art is finally fixed, the game should be a lot better.
- I've heard that FGL is slow. Although I'm beginning to think that the game won't get any bids
 - I screwed up the release by distributing the demo (I'm not too sure how that affected things.)
My overall idea now, is to wait until a month has passed since it's been available, then just release the game without a sponsor and hope to earn some money on ads. While I'm waiting, I'm working on a different game and looking for that artist (I'll probably make a post on the collaborations unpaid forum soon, so if anyone is interested now, just PM me). I hope this helps anyone considering flash games. I think this is a really important and interesting thread, so I just wanted to add my two cents. (If any one is interested, I plan to do a complete post mortum on the game that I will put on the Jr. Jellybeans blog. I'm just waiting until the game is officially considered to be "released" to do it.)
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90
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Community / Townhall / Re: Action Escape Kitty
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on: July 11, 2010, 06:58:56 PM
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I thought the game was amazing. Great action with great graphics and sound. I'm sure it will do lovely on Flash.
My only complaint was the seemingly lack of progress in the game. It would have been awesome if you could have used your points at the end of each try to build a better ship.
But, overall, I loved it and rated it a 9.
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91
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Player / General / Re: Happy 4th of July!
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on: July 04, 2010, 01:54:57 PM
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Yeah, happy 4th everyone! I hope you're having as great a time as I am.
I'm not doing much except watching some Opie and Anthony clips online. Probably will get drunk and watch other peoples fireworks.
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92
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Developer / Playtesting / Re: Earth Tower Defense (Flash Game)
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on: June 26, 2010, 05:04:56 PM
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I've taken the advice of lots of people and have made some changes to the gameplay.
Towers now fire faster and I added a blinking "Click Here" symbol for the first level. There are some other changes as well which I can't remember at the moment.
Generally, the game should be easier. I'd appreciate some sort feedback before I continue with the level making.
*Alex I wasn't really trying to push the envelope. I just wanted to learn action script (I was previously using Game Maker) and finish a game. So, I decided to make a simple Tower Defense game. I appreciate the comment however!
Thanks to all for the suggestions.
(The website is still down.)
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93
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Developer / Playtesting / Re: Earth Tower Defense (My First Flash Game)
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on: June 24, 2010, 09:54:19 AM
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@ Triplefox The game doesn't use the default fonts. It uses "Pericles"... is that not what appears on your screen? I'm a little bit worried about that. @ Del Yeah, I forgot to change that button. Thanks for reminding me. I will add it to the list of things I need to change. @Alexander Yeah, the game was inspired by Gemcraft, obviously. What do you mean by "no direction"? @Xecutor You don't get bonus points for speeding up the wave. I've thought about it, but I'm just kind of lazy. I guess it makes sense that the game would deal out bonus points, so I'll add it to the list of fixes. And, I'll make the storages cheaper. Though to be honest with you, I never really intended them to be all that useful  It's interesting to me that you guys find the game so difficult. Did you guys die a lot? If you did, then I suppose you guys are right, the game is difficult. If you didn't and you think that the game is hard because monsters get through, then that'd be pretty interesting. That's how the game was designed (most levels would pretty much require that monsters get through unless you're fully upgraded). In any case, thanks a bunch everyone for the feedback! I REALLY appreciate it!
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94
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Developer / Playtesting / Earth Tower Defense (Flash Game)
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on: June 23, 2010, 12:36:46 PM
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 Play the game: Earth Tower Defense (this site SHOULD go down today for a couple of days because I'm changing hosts) Location 2: Earth Tower Defense (Mochi stretches out the game for some reason...) Earth Tower Defense is a simple and fun TD game made entirely in Flash Actionscript 3. I'm currently testing it out before completing all of the levels. The current version has 5 EXCITING levels. So, give it a try today! I'm trying to get a sponsor for this simple game, so I'm trying to get all of the issues out. ***** Additional notes 6-24-10 I've got a current bug/gameplay fix list going on. They are: Bugs: - the "Return To Map" on the Defeat screen didn't work for someone Gameplay Issues: - the turrets fire too slowly. In the next update, I will speed them up. - the game runs too slowly. In the next update, I will allow the person to choose 3 speeds. - people don't seem to figure out how to start the game. I will adjust the map buttons to display what level it is and a big "Click Here" symbol will appear over the first level. - I will move the Map buttons (Stats, Skills, Main Menu, etc.) to the bottom of the screen. This will ensure a consistency in the Mochi board placement. - On that note, I'm thinking about taking out the Map screen. I don't think I did the story part or the Map screen very well. I'd appreciate any feedback on this particular point. - "Strategy Guide" button needs to say "More Games" - Sending out a wave early does not grant extra bonus. I will make it so that it does. - Storages cost too much. I will make them cheaper. I'd appreciate any other additional comments!
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95
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Developer / Business / Re: How much can I ask for my game?
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on: June 17, 2010, 12:31:34 AM
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Yeah. I would definately say that this game is worth more than 100 bucks.
How long have you had the game online? I've read that you should give it, at least, 1 month to receive the right amount of offers from sponsors.
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97
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Player / General / Re: Scott Pilgrim vs The World trailer
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on: June 01, 2010, 02:43:25 PM
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Hated Hot Fuzz and that other movie.
Saw the first trailer and thought the movie looked rather stupid. Saw the new trailer and it looked a lot better.
I just wish there was a better setup than destroying the evil exes. Seems like the story is cruddy.
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98
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Player / General / Re: Ryan
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on: May 24, 2010, 04:08:35 PM
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I've seen this before but never watched it. For some reason, the beginning always REALLY turned me off.
After it's all over, I can say that it was good. I would have liked to hear more of the interview with the Ryan, however.
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Player / General / Re: Hayao Miyazaki movies
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on: May 19, 2010, 10:35:41 AM
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I've seen Spirited Away and Monoke.
Monoke I though was very good but suffered from the problem of not making too much sense. Spirited Away was one of the best movies I've ever seen. Top notch animation, great story, I was blown away by how good it was. I remember watching it thinking that it's like Alice in Wonderland done by the Japanese...
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100
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Player / General / Re: 'The Bug' short film
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on: May 12, 2010, 11:46:15 AM
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It seems like Vimeo is full of stuff by people who are really good artists/animators, but know absolutely nothing about storytelling or film techniques.
That just seems to be the nature of short films Putting in a coherent story takes time / money. I liked the video! Must have taken a long time to make. (There are a lot of short films being posted these days, eh?)
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