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Response to: Looking for a flash game I played Posted October 16th, 2014 in General

At 10/16/14 08:49 AM, SNAPCRACKLEANDPOP2 wrote: Was it maybe The Telekinetic Incident?
At 10/16/14 09:16 AM, TomFulp wrote:
At 10/16/14 08:49 AM, SNAPCRACKLEANDPOP2 wrote: Was it maybe The Telekinetic Incident?
Pretty sure that is the one you were looking for but I'll toss in another telekinesis game for kicks:
http://www.newgrounds.com/portal/view/409380

It was The Telekinetic Incident!
But wow, The Mind Bender uses this mechanic a lot better, or at least in a more pure way (without all the laser puzzles and so forth).
Thanks a lot for the reference Tom.

Also, Second Sight was an amazing part of my later childhood. +1

Looking for a flash game I played Posted October 16th, 2014 in General

This is driving me a bit nuts for the past hour of searching.
I'm looking for a puzzle platformer I played where you are a lab subject and you use telekinesis to solve puzzles. There's comedic dialogue from the tester and you basically move boxes around to open doors and the like, and you can kill yourself with the boxes if you move them too fast.
I've done all kinds of searches and I just can't find it. Does anyone know this game? I swear I played on Newgrounds this year.

Response to: Construct 2030 Jam Winners! Posted July 5th, 2014 in NG News

What a great outcome. I'm glad I could participate in this and see all the games that came from it. Hope to see another one soon!

Response to: Construct2 Jam Theme & TB Thursday Posted June 15th, 2014 in NG News

If I may, I have just submitted my game for the contest.

  • Gun Peeps: Revolution
    Gun Peeps: Revolution by Sushin00

    A band of fighters challenge the government in this physics based shooter/platformer.

    Score
    Under Judgment
    Type
    Game
    Popularity
    8 Views
    Rated
    Ages 13+

Check it out! Good luck to everyone else entering.

Response to: Emergency Singer/Songwriter Request Posted April 27th, 2014 in Collaboration

At 4/27/14 05:39 PM, Jomillex wrote: Really great games! Good luck finding a song, wish you the best!

Thanks Jomillex!

And the position has been filled. Thanks everyone for your interest.


In about 24 hours, Ludum Dare will end. By this time, me and Edu need a song for a game. We have made other games in short amounts of time. The base structure of the game is already finished, we just need music, and to put it all together.
Here are the last two entries we did for LD.

  • RimorD
    RimorD by Sushin00

    Escape your cell in ten seconds

    Score
    3.90 / 5.00
    Type
    Game
    Popularity
    5,527 Views
    Rated
    Ages 17+
  • FrontierToNowhere
    FrontierToNowhere by Sushin00

    A search for answers in a desolate, post-war country.

    Score
    3.60 / 5.00
    Type
    Game
    Popularity
    4,695 Views
    Rated
    Ages 13+

What we are doing:
The game we are making is a short music game that you have to press keys in succession to win. The game mechanics aren't very original but the cool part is going to be the art and music, but that's up to you.

What we need:
A short song with lyrics. Quality isn't expected as long as you can get things done in a day. We have ideas for lyrics but they need a bit of work. The game is expected to last 2 minutes or so. The song can be a short loop with different lyrics repeating. Creative liberties on your part are available but we do have a story that needs to be conveyed with the lyrics.

What you get:
We are all only working for free. You will be fully credited as a member based on your contributions.

Emergency Singer/Songwriter Request

Response to: need some great designers Posted January 10th, 2014 in Collaboration

What is it that you think a designer does?

Response to: Looking for volunteers Posted December 24th, 2013 in Collaboration

No offense but this sounds incredibly silly.

You think you can lead a team of experienced people when you have never made a game before? A big, ambitious project? You are basically saying "Here's my idea. Make it happen."
If you want one of your ideas to become reality, you need to either have money to fund people to do it for you, or be the one doing a majority of the work, and without programming experience, or at least a lot of other stuff (design, art, animation, music, voice acting) to make up for that, your chances are pretty slim in finding anyone crazy enough to help you through the duration of the project.

I hate to rain on your parade but far too many people as yourself come up with delusions of grandeur that they never finish and barely start. My advice: You have to walk before you can run, and crawl before you can walk. Start small or you will only ever have ideas, never a finished product.

Response to: Need full game crew Posted December 2nd, 2013 in Collaboration

Well, when I started out in game development, the one biggest problem you have to tackle is scope. Most of the time, people start with ideas of grandeur that are impossible for them to pull off. You really have to KNOW what you are capable of before you do it, but time and time again people say they are going to make huge projects and work on it for several years without actually accomplishing anything close to their goal. (IE, they make all the art, plan out a lot of the mechanics or levels, but they never have a game.)

And one more word of warning. Your first game will more than likely be shitty, or at least not up to par with your vision. If you have a huge dream for a game that you have been thinking about for years, and it's the first game you make, its going to be bad. Your games, or anything for that matter, increase in quality as you make more of them and learn the process.

H3LLRAISOR is totally right, but it sounds like he's going through a similar problem (I see that he has no submitted games anyhow). My suggestion is to make the smallest, simplest game possible and finish it. If you don't finish what you start you can't move on, in which case, it's a lot better to finish a crappy project than to never finish a great project. I've made over 10 games within the last year and a half, solo and with teams. Some really, really short and others a bit longer. Before then, I just had ideas, passion, and ambition, but once you actually make a game and stop thinking about making games, it CHANGES the way you think about making games.

Response to: Need full game crew Posted December 1st, 2013 in Collaboration

At 12/1/13 05:07 PM, killz4food wrote: Thanks for the advice! I will definently start working on a beta. But one quick question: does newgrounds allow unity files for games?

I'm almost certain it does. I have seen Unity games on Newgrounds.
If you can't upload a Unity game, you might be able to ask Tom Fulp to give you permission to upload a Unity game. That's how it used to work with HTML5 games when those were in beta for Newgrounds.

Response to: Need full game crew Posted December 1st, 2013 in Collaboration

Don't want to be a downer but your game concept is actually a story concept.
If you're interested in advice, I suggest creating a prototype that is testable for viability and fun before you worry about the story elements. Your game will be that much better for it.

Lf Dedicated Testers & Co-designers Posted November 29th, 2013 in Collaboration

Hello there. I'm currently in the Alpha development stage of a high tactical action 2D sidescroller shooter. Right now the game mechanics are testable and what I would really like to do is refine them and craft a invisible tutorial system to teach the player how to get better at the game and how the mechanics work.

If you're interested in co-designing, which may involve level design, getting and observing real life or web playtesters, user interface, and other elements of the gameplay besides combat.
If you're interested in testing for me, at the very least I would like you to play the game and answer questions about it. At most, I would like video playback with voice.

What's left:
Mostly optional features
Levels and level design
Menu structuring
Some art
Lots and lots of playtesting

As of now the game is estimated to be finished by mid Summer 2014.

You can play a ROUGH version of it here, but be warned that all you can do is play an insanely hard test level.
https://dl.dropboxusercontent.com/u/72855875/TheCollector0.24/index.html

CONTROLS:
Move: WASD (including fall-through)
Tumble: Double Tap WAD
Slow Time: Shift
Switch Gun: Q
Interact: E
Shoot: Left Click
Aim Toggle: Right Click

As of now I can only promise to put your name in the credits if you help (but that may change for the better). If anyone is interested and wants more information, please send me a message.

Response to: Fishing Game In Beta - Please Test! Posted July 3rd, 2013 in Game Development

@ kkots
Alright. I think I will give the player air control. I disabled the input because you can actually keep floating up past the gravity, but it should be an easy fix. I'll take your other ideas into consideration.

@LordLysander
Thanks for the comments. I think I will add a short prompt just to tell the players the controls but besides that, I think the player can discover the rest of the game and there's no need for a tutorial.

@Arsym
I see. The fast forward is for debugging purposes.
Um, if you were playing in fast forward mode a lot like you say, the physics in the game doesnt compensate for fast forward, so instead of hitting you at normal speed, they are hitting you 4 times as hard in fast forward mode. That might be why you are flying all over the place like you say.
I'll work on the chest thing too.

Response to: Fishing Game In Beta - Please Test! Posted July 1st, 2013 in Game Development

At 6/30/13 05:34 PM, nitokov wrote:
1.yes, but i didnt like them, i didnt like that acceleration and action is same key
2.To catch some fish?
3. too hard, read 5.
4. nope but if i am going upwards movement y velocity should be bigger than when going down.
5. When i spent 2 minutes and getting first blood, i earned 1 "tissue"
6. short tutorial would be nice, i would make swimmer so that he cant go over sea level because it looks weird, maybe just put if he is close to boat that he can dive out. I would like to say that art is pretty nice and comfortable to look at it.

5/10, with tutorial would be 7.5/10

Thanks for the reply. I do agree that the game starts off particularly slow and I will definitely be working on that.
However, I don't understand what you mean when you say the acceleration and action keys are the same. The only keys that should be used are WASD, E and left click.


The Depths
https://dl.dropboxusercontent.com/u/72855875/TheDepths%28BET A%29/index.html

Hi guys. My game is nearing completion and I would really appreciate some feedback to work the kinks out. It's an HTML5 game but I didn't know where else to post this. Anyway, there's no sound in the game but besides some final polish, it's essentially complete.
If the game doesn't work for you, try using a different browser or updating your current one.

If you played, I have some questions that would be great if you answered

1: Was it easy to figure out the controls on your own?

2: What was the point of the game?

3: Was the game too easy, too hard, or somewhere in the middle?

4: Did you run into and bugs? If so what happened and were they game breaking or excusable?

5: At what point did you stop playing and why?

6: What would you like to see added, removed or changed?

All questions are optional if you decide to answer any, and any additional comments are appreciated as well.

Fishing Game In Beta - Please Test!

Response to: Is it ok to publish a beta version? Posted June 26th, 2013 in Video Games

At 6/26/13 07:56 PM, VoidForce wrote: You could always upload your project on the project section (the big P at the top of the screen), go to the Flash forum and ask for people to be beta testers. A fair amount would be more than willing to help out. That way you don't have to release the game in the portal until it's ready.

That might be nice, but in my experience, testers are a lot nicer (and less frank) than Newgrounds commenters.
I'll probably end up doing something like that though instead.

Response to: Is it ok to publish a beta version? Posted June 26th, 2013 in Video Games

At 6/26/13 06:33 PM, TheMajormel wrote: that's completely fine, but this isnt the forum for it.
the "where is/how to" forums would've helped ya.
again, you can publish a beta version then unpublish it

Ah. Thanks. I was confused about where to post this question.


I've been wanting to publish a beta/incomplete version of my game on Newgrounds, because I think the feedback is very helpful and honest and it's hard to find that elsewhere, but do you guys think it's ok to basically release the same game twice, beta and finished versions? (unpublishing the beta version from Newgrounds afterwards of course)

I wouldn't want to just do an update to the existing game because no one would ever know about the update I made unless I went and announced it everywhere. Newgrounds helps a lot with getting a new game some views.

Just wondering if this is unappreciated or something.

Response to: Construct 2 HTML5 Touch Jam Results Posted May 18th, 2013 in NG News

At 5/18/13 06:34 AM, Nights57 wrote: Congratulations to the winners! A little disappointed to not see my game get any feed back, but thanks for taking the time to address so many of the entries!

You didn't enter your game into the contest. You were supposed to tag your game with "touchjam"

Response to: Mobile HTML5 Games Progress Report Posted April 12th, 2013 in NG News

I noticed HTML games on newgrounds both go out of focus and can't go back, and pressing buttons like space and the down arrow will move the scroll bar even if the game is in focus. This is really frustrating for development because those are very common keys used by games. (This happens on Kongregate and GameJolt as well)

It seems like this isn't a problem on the Scirra arcade though. Would it be possible to find out what they did?


Hello. We are making a game codenamed Evolute, and it's close to completion. Mainly we need better art assets and more structured and balanced gameplay to finish with. You can play the current version here:
https://dl.dropbox.com/u/72855875/Evolute.swf

CONTROLS:
-WASD to move
-Space to rotate
-P to open the upgrade menu
--click on equipped objects to manually place them.

ART:
The game is currently drawn with placeholder art. We don't really have a style we are aiming for, but an abstract look somewhat similar to the current art would be best. The game is basically a blank canvas for an artist. If you are interested, please PM me with examples of your art. The art needed for the game includes UI, menus, backgrounds and other objects.

PLAYTESTING:
If you're interested in co-designing this game as a playtester by giving feedback to the changes we make in development, send me a PM. You will be credited as a tester for the game.
If you just want to comment on your experience with the demo above, which would also be very helpful, please leave a post.

If you have any questions, feel free to post or send me a PM.

Almost Finished Game - Need Artist

Response to: Any Flash Designer Need A Producer? Posted January 30th, 2013 in Game Development

What does a flash game producer do...?

Response to: How to side scroll? Posted January 28th, 2013 in Game Development

Well I got it to work alright after some screwing around. It's just a little tough understanding it well enough to add the limits. I'll be fine from here though. Thanks everyone for the help.

Response to: How to side scroll? Posted January 27th, 2013 in Game Development

At 1/27/13 07:52 PM, milchreis wrote:
At 1/27/13 07:04 PM, Sushin00 wrote:
At 1/27/13 06:41 PM, milchreis wrote: that's not vague. either mcCamera, mcMainCharacter or stage is null (or many of them).
I bet you call this function on a frame that does not contain the former two.
I cant use the Main sprite class as a variable so I made a variable for it to run the function.
You have a variable, not an object -> hence the null reference error.

But having a variable of type Main makes no sense.
Your Main class should not be the camera.
You do not want to move the instance of your main class (which essentially is your .swf in the player)

Please learn the basics.
If you don't know how to walk, you will not be able to dance.

Well I'm taking an action script class, but it's more of a CS 101 class that uses AS3, so we are just getting to coding outside the timeline.
So do I have to make a different movie clip class to store everything in?

Response to: How to side scroll? Posted January 27th, 2013 in Game Development

At 1/27/13 06:41 PM, milchreis wrote: that's not vague. either mcCamera, mcMainCharacter or stage is null (or many of them).
I bet you call this function on a frame that does not contain the former two.

I cant use the Main sprite class as a variable so I made a variable for it to run the function.

Response to: How to side scroll? Posted January 27th, 2013 in Game Development

Well thanks for all the help so far guys. I've run into a bit of a problem coming from me not really understanding what's going on though. This is basically what I'm trying to do with the camera thing.

public class Main extends MovieClip{
	public var mcCamera:Main;

	public function Update(e_:Event):void{
		CameraFollow();
	}

	public function CameraFollow():void{
		mcCamera.x = stage.stageWidth / 2 - mcMainCharacter.x
	}
}

I'm calling the function in an update event and nothing is happening besides some vague runtime errors saying this:
"TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Main/CameraFollow()
at Main/Update()"

Response to: How to side scroll? Posted January 27th, 2013 in Game Development

At 1/27/13 04:36 PM, elementell wrote: That's all I got, good luck to you. If you just want a fixed side scrolling camera then ignore everything I just said and simply have the character stand in one place, and move the area around him instead of the character himself.

I'd love to do something like that, but I know my limits I think. For now, a simple camera is just fine.

Response to: How to side scroll? Posted January 27th, 2013 in Game Development

At 1/27/13 04:17 PM, Spysociety wrote: If you are using AS3 you should have been fine with the terms "container" or "parent". Saying container.x is the same as saying parent.x, the container display object is nothing more than the container who holds the children inside it. If for example your level is added by mcGameContainer, a movie clip, then mcGameContainer.x = etc, if there is no parent container, then it is the root container, (root as MovieClip).x = etc.

Well uh...I'm still learning. I'm adding everything directly to the stage. I guess I shouldn't be doing that?

Response to: How to side scroll? Posted January 27th, 2013 in Game Development

At 1/27/13 02:43 PM, Spysociety wrote:
At 1/27/13 02:38 PM, Sushin00 wrote: Thanks. I'll give that a shot, but how can I make it so the camera can't go outside certain limits? Like if I made a y camera and i fell down a pit hole or something, I wouldn't want the camera to follow the player down there.
If statements.

Kay. I have another question. What is the "container" inside the code you gave me? Is it a variable? What's the class for it supposed to be? There doesn't seem to be anything just called "container"

Response to: How to side scroll? Posted January 27th, 2013 in Game Development

At 1/27/13 02:32 PM, Spysociety wrote: If you don't want parallaxe, you can do:

container.x = stage.stageWidth / 2 - player.x

Thanks. I'll give that a shot, but how can I make it so the camera can't go outside certain limits? Like if I made a y camera and i fell down a pit hole or something, I wouldn't want the camera to follow the player down there.