The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.34 / 5.00 31,296 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.07 / 5.00 10,082 ViewsI do actually plan to release Weekly/Fortnightly builds, with gradual improvements to see how players react to the changes, as I think it would be much easier to create a game that players enjoy with real user feedback than without, which would be a win-win situation for everyone. (the game itself will be a complex MMO so its not a stick run which wouldn't require that much feedback )
The problem of submitting it to the portal once as an early alpha and updating that submission is that nobody will go back to see it, which would defeat the purpose of submitting it to NG at all, as the whole point would be to get new testers for each new version.
I suppose adding it to the dumping grounds with free access, and creating a new topic for each new version in the forums seems the only legit option for now.
It would be great if the NG Alphas would be resurrected!
At 2/9/13 02:29 AM, Cyberdevil wrote: As long as you make noticeable improvements in each new version it wouldn't be against the rules,
At 2/9/13 05:56 AM, Jolly wrote: Yeah, that is against the rules.
Sooo, is it Against or is it NOT against the rules?:)
At 2/9/13 05:56 AM, Jolly wrote: If you want anybody to be able to play it then submit it to the dump and anybody that has the link will be able to access it.
OK, so if I take this option, then how will people find out about my game? ( The point of submitting to NG would be to get players, and not just to host it as I can do that myself)
Hi, I am working on a new Game, and I would like to get some feedback while developing it.
Ideally would like a couple of hundred players to play each version.
This no longer works: http://www.newgrounds.com/ngmag/alphas/
Not sure what to do, as nothing seems to have replaced this feature.
Would it be against the rules if I posted a new version every few weeks?
Anyone got a better idea??
Thank you for your quick response, and of course everyone individually can change that, but i suppose most players would find that a hassle? I would want to make my game to run as smoothly as possible!
Any way around this? Maybe im wrong here, but i recall the Mochi Ads dont produce this error message? even if you havent added the location to be 'trusted'.
Any ideas?
Hiya
When running an NG ads enabled .swf file offline, I get the following error:
Adobe Flash Player has stopped a potentially unsafe operation:
describes where the file is located and then:
is trying to communicate with this Internet-enabled location:
www.ngads.com
- Any chance of fixing this in the offline versions, just in case people want to download my game ?
This error obviously blocks the ads running, as well as breaks various other parts of the game..
Martin
Thanks Wolfos!
But now i became a cross-poster!
If this is against the rules, then can you please remove this thread!
Hiya I am referring to the Capcom's "Dead Rising" advert, which goes full screen.
First of all, I think its great that we have an ad that goes full screen, as that is ideal for Preloaders, however there are 2 problems with it
1) There is no way of setting the Flash Ad Component to disallow such ads, for example while its great for pre loaders, its very annoying for Inter-level ads, or any other situations, where you just want a basic 300x250 Ad in the corner, that doesnt take over the screen. So it would be great if we had some API call that could turn such ads on/off on demand.
2)There are problems with the Audio, sometimes when you remove the Ad, the audio plays for a brief second, and sometimes, its not properly removed, and you can hear the audio on 100% volume playing in full length, while the Ad has long gone, and the Game is playing!
Martin
PS: sorry for the cross-post, i was advised to repost this here!
Hiya I am referring to the Capcom's "Dead Rising" advert, which goes full screen.
First of all, I think its great that we have an ad that goes full screen, as that is ideal for Preloaders, however there are 2 problems with it
1) There is no way of setting the Flash Ad Component to disallow such ads, for example while its great for pre loaders, its very annoying for Inter-level ads, or any other situations, where you just want a basic 300x250 Ad in the corner, that doesnt take over the screen. So it would be great if we had some API call that could turn such ads on/off on demand.
2)There are problems with the Audio, sometimes when you remove the Ad, the audio plays for a brief second, and sometimes, its not properly removed, and you can hear the audio on 100% volume playing in full length, while the Ad has long gone, and the Game is playing!
Martin
MindChamber: Thanks for dropping by! (and also for approving my game if it was you! )
So what do I do now? I really want to know how do I change the Ad type??
Right now it randomly switches between the small "300x250" and the Fullscreen one, which is a problem for inter-level ads.
IE: for the PreLoader ad, it can be either the 300x250 or the full screen, both are fine. But between the levels it only ever should show the 300x250 version, as its annoying that it takes over the screen.
There is no way of changing which ad type to show??
Martin
Thanks almost there now!
2) There is no such thing in the Ad class, in the SWC nor there are any properties in the FlashAds component that i could change in the Component Inspector.
3) Whats a MindChamber?? It would be nice if I could make is so that the Ads always load into the centre of the stage.
And would also be nice to know how Do i make them Pre-game ads, and how do I make Inter Level Ads.
IE smaller ads between levels. For that It would be great if i knew how big the ads are going to be, or some way of setting that...
Thanks Dragonslayerk for your reply, although i think there are a few things still unclear:
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1) So just to confirm it, are you saying that after implementing the API, and submitting it via the 'Test your Game' Tom or some other mod will approve it right ?
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2) You havent understood my question. Some ads you can add at 0,0 and will automatically reposition themselves in the centre of the stage. Some have to be manually positioned in the middle.
Which of course is difficult if I dont know the size of the Ad that gets loaded into the movieclip in advance.
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3) NGpreloader: this class does not exist in the latest version documentation, and there is nothing like that in the Components? Would be nice if someone cleared this up, some of the online documenation is badly out of date, some of the links lead to missing pages etc...
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4) So you are saying that the Ad doesnt need to have and ID, the fact that I've connected to the Gateway it will automatically know whose Advert that is.
Hiya
Ready to make our first submission to NG, however I have a few questions about the Flash Ads.
First of all I have read both the FAQ and the Flash Ads API documentation, but they seem to be either out of date, or simply not answering some important questions:
1) How do i get our Game pre-approved for Ads? It only says that it is pending approval. It would be of great if the Game would go live with the Ads already enabled.
Should I use the 'Test your Game' feature or use the regalar "Flash Submission" forms to upload the game? Which one do the NG mods use to approve Games for ads?
Particularly worried about the submission tool, As i dont know if I ll have any control over the game, like if I can hide it from the public etc
2) How Do I position the Ads? How big are the Ads ? is it safe to position the Component at 0,0, or should I try to position it in the middle of the stage?
3) Is this a preloading Ad? Like do I have add a Play button? Any ways of configuring this?
4) The API talks about having to enter the 'App ID' for the Flash ads, however there is only a 'Show Background" checkbox for the Ads Component? Or how does the Ad know that Its my Game?
Martin