Forum Topic: Official WiggiWorld Contest - $4000

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Skeik-Sprite

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Posted at: 6/26/07 07:55 AM

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Before I throw my game into this competition, I would like to see what I was up against. Can anyone show me some games that were made for the contest that are decent?


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Madminifig

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Posted at: 6/26/07 10:28 AM

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im going to join this comp if i can,i realy like the design of those wiggis they would do good for a game ill start now

GOGOGO
madgodzilla@hotmail.co.uk Feel free to add me.


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BoMToons

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Posted at: 6/26/07 12:19 PM

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At 6/26/07 07:55 AM, Skeik-Sprite wrote: Before I throw my game into this competition, I would like to see what I was up against. Can anyone show me some games that were made for the contest that are decent?

Competition has only been running for a week, so not too many games to compare yourself to. You should really make the best game you can, though, and not just try to beat the "best one yet."


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Skeik-Sprite

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Posted at: 6/26/07 01:17 PM

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At 6/26/07 12:19 PM, BoMToons wrote:
At 6/26/07 07:55 AM, Skeik-Sprite wrote: Before I throw my game into this competition, I would like to see what I was up against. Can anyone show me some games that were made for the contest that are decent?
Competition has only been running for a week, so not too many games to compare yourself to. You should really make the best game you can, though, and not just try to beat the "best one yet."

I have an engine already made, but it's not an engine for a huge game :P If the game thats the best one yet completely blows my game away, then what would even be the point of trying? I would just be throwing all my hard work away, to put an engine in this contest that doesn't even stand a chance.


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A-Wahl

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Posted at: 6/26/07 01:40 PM

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At 6/26/07 07:55 AM, Skeik-Sprite wrote: Before I throw my game into this competition, I would like to see what I was up against. Can anyone show me some games that were made for the contest that are decent?

I looked around this was the only one I could find: http://www.newgrounds.com/portal/view/385359
(hope that helps)

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Ten0101

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Posted at: 6/27/07 02:26 AM

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Are there any common enemies to the Wiggis in WiggiWorld? As in, are there any characters that the Wiggis are in conflict with? Or should I just make any 'enemies' generic style 'bad things' - maybe wild animals, robots?

Alternatively I suppose I could make them other Wiggis, and make the whole thing into a game they are playing against each other, which may make it more child suitable.


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BoMToons

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Posted at: 6/27/07 02:39 AM

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At 6/27/07 02:26 AM, Ten0101 wrote: Are there any common enemies to the Wiggis in WiggiWorld? As in, are there any characters that the Wiggis are in conflict with? Or should I just make any 'enemies' generic style 'bad things' - maybe wild animals, robots?

Alternatively I suppose I could make them other Wiggis, and make the whole thing into a game they are playing against each other, which may make it more child suitable.

No, there are no official Wiggi bad guys, it's honestly something we've considered for a long time but haven't come up with anything suitable since there are so many "bad" things in the world we're trying to teach the kids about that it's hard to combine them all into one guy or group, plus we don't necessarilly want them to think bad guys will always look a certain way since often weirdos can look perfectly normal or even be people you would think you could trust.

You're welcome to try your hand at creating villains for Wiggi World or for your own in-game story and who knows, we might love the idea and continue using it in WW.

Good luck!


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Skeik-Sprite

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Posted at: 6/27/07 02:44 AM

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Well, this is my submission for the contest so far.

http://denvish.net/ulf/270607/9727_Higher_an_
Higher.php


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JPI

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Posted at: 6/27/07 04:11 AM

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At 6/27/07 02:44 AM, Skeik-Sprite wrote: Well, this is my submission for the contest so far.

The edge grab is a cool feature :D And the missiles are good.

Just to let people know (i'm not picking on or reffering to anyone specific), they can be more adventurous with your games. It doesn't have to be mind numbingly simple, kids are damn smart. My niece is 4 and can play simple platformers as long as it's colourful (and she can out PC someone's grandma). I hope people start to aim for the higher end of the age group. Just keep the plot simple, and the action fun.

I must of been 4-6 when I started playing Sonic The Hedgehog (on the master system), and that's without the "age of the computer" crap we get now.

SIG YOINK!

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BoMToons

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Posted at: 6/27/07 11:04 PM

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At 6/27/07 02:44 AM, Skeik-Sprite wrote: Well, this is my submission for the contest so far.

http://denvish.net/ulf/270607/9727_Higher_an_
Higher.php

That was really fun! With some more work put into it I think you've got a good chance.


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BoMToons

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Posted at: 6/27/07 11:07 PM

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At 6/27/07 04:11 AM, JPI wrote:
At 6/27/07 02:44 AM, Skeik-Sprite wrote: Well, this is my submission for the contest so far.
The edge grab is a cool feature :D And the missiles are good.

Just to let people know (i'm not picking on or reffering to anyone specific), they can be more adventurous with your games. It doesn't have to be mind numbingly simple, kids are damn smart.

I agree with this statement 100%, don't underestimate these youngsters as gamers. I hope people turn out some really adventurous and full-fledged games for these kids. They don't HAVE to be mini-games, though the addiction factor on minigames is great too.


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Skeik-Sprite

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Posted at: 6/27/07 11:16 PM

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http://denvish.net/ulf/270607/83620_Higher_an _Higher.php

Thanks for the comments. This is the last preview I'll show for a while. I'm trying to implement some virtues in the game by having the Wiggi rescue the Wiggi children that are stuck on the platforms.

I'm trying to get enough money for a car this summer, so I'll be making games just for this contest until the deadline comes up. I'll be a bit more out there with my next game.


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cumSum

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Posted at: 6/30/07 11:37 AM

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At 6/21/07 07:16 PM, BoMToons wrote:
I had a great suggestion to release a sprite sheet of wiggies for people like you that don't have an artist to team up with, so be on the lookout for that in the next couple weeks.

when can we expect that sprite sheet to come out?


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Paranoia

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Posted at: 6/30/07 12:09 PM

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I may as well poke mine out for feedback too

ARROWS to move, A for a quick shot, S and an arrow for an aimed shot, D for a shot directly up. I'm just about to start on some AI and powerups :)

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Ryanmcl

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Posted at: 6/30/07 12:34 PM

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BoMToons

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Posted at: 6/30/07 01:51 PM

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At 6/30/07 11:37 AM, cumSum wrote:
At 6/21/07 07:16 PM, BoMToons wrote:
I had a great suggestion to release a sprite sheet of wiggies for people like you that don't have an artist to team up with, so be on the lookout for that in the next couple weeks.
when can we expect that sprite sheet to come out?

Working on it this weekend.


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bigapple

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Posted at: 6/30/07 04:00 PM

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I have a couple questions about WiggiWorld in general. It sounds like WiggiWorld has enough revenue that the company (as you said previously) can afford a board of directors and a professional staff to create various games and animations for WiggiWorld. My first question is what are the sources of income for the company? What type of revenue does WiggiWorld recieve (sponsorship, product-based income)? And was WiggiWorld given a startup loan by an investment group? And you said before that WiggiWorld has a board of directors. My question is are there any investor beneficial owners/shareholders on the board of directors? If so, how much percent of the company do they own? Also, is WiggiWorld a public company or owned by a public company? If so, what is the company and what is their stock ticker?


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Skeik-Sprite

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Posted at: 6/30/07 04:14 PM

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At 6/30/07 04:00 PM, bigapple wrote: A lot of stuff that should be talked to by a person higher up.

These seem like questions that are made to annoy someone more then find things out.

Ask your questions at http://www.childrensway.com/ . I'm sure you'll find your answers there.

At 6/30/07 12:09 PM, Paranoia wrote: I may as well poke mine out for feedback too

ARROWS to move, A for a quick shot, S and an arrow for an aimed shot, D for a shot directly up. I'm just about to start on some AI and powerups :)

Nice graphics and idea, but trying to hit the ball is really unpredictable. The wiggi's movements are too slow for you to be able to hit the ball accurately. I suggest you speed up his movements so you don't have to predict where the ball will be when you finally get finished charging up your shot.

http://www.sheezyart.com/view/1297589/


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BoMToons

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Posted at: 6/30/07 04:52 PM

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At 6/30/07 04:00 PM, bigapple wrote: I have a couple questions about WiggiWorld in general. It sounds like WiggiWorld has enough revenue that the company (as you said previously) can afford a board of directors and a professional staff to create various games and animations for WiggiWorld. My first question is what are the sources of income for the company?

1. Revenue generated from Donors/Investors+ Corporate Sponsors + eventual subscriptions from our national launch in Sept + probably merchandising at some point.
2. Not a public company.
3. The rest is info that is, frankly, none of your business.


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Jay-Cee

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Posted at: 7/2/07 05:18 PM

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Are the winners chosen or is it done through the NG score?

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jogo52793

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Posted at: 7/2/07 06:09 PM

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Hey- are you going to be providing music and sprite sheets? If so, where should I look for them once they're out?

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BoMToons

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Posted at: 7/2/07 06:15 PM

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At 7/2/07 05:18 PM, Jay-Cee wrote: Are the winners chosen or is it done through the NG score?

Winners will be chosen by the WW executive board.


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BoMToons

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Posted at: 7/2/07 08:49 PM

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Ok, whoever said we aren't trying to help you guys make awesome games was wrong...DEAD WRONG!

I've updated the contest page with links to music files for use in your games and also a sample sprite set and some extra art:

http://www.wiggiworld.com/contest/


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BoMToons

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Posted at: 7/2/07 08:52 PM

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P.S.

I even threw in a sample platformer script to demonstrate the sprites in action.


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jogo52793

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Posted at: 7/2/07 08:59 PM

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For the music- it is very good and fits wiggiworld- but won't it be overused in all of the games? Also, for my boss battle needs, should I look in the Audio Portal? Or will you be forced to take out the link to the Newgrounds Audio Portal in the credits.

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BoMToons

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Posted at: 7/2/07 09:20 PM

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At 7/2/07 08:59 PM, jogo52793 wrote: For the music- it is very good and fits wiggiworld- but won't it be overused in all of the games? Also, for my boss battle needs, should I look in the Audio Portal? Or will you be forced to take out the link to the Newgrounds Audio Portal in the credits.

There are 3 diff tracks, so hopefully it won't get too annoying. You can credit the AP author, but outbound links may get taken out.


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kernalphage

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Posted at: 7/2/07 09:35 PM

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At 7/2/07 08:49 PM, BoMToons wrote: Ok, whoever said we aren't trying to help you guys make awesome games was wrong...DEAD WRONG!

I've updated the contest page with links to music files for use in your games and also a sample sprite set and some extra art:

you've just rendered quite a few "looking for artist" threads useless....

my art.,any requests?Art tech support!
pm me if i should start a webcomic. 10+ people think so!

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NextToNothing

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Posted at: 7/2/07 10:40 PM

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Sorry for the terrible question but I'm wondering if this would be acceptable to use in code (I don't understand what WPI means)

onClipEvent(enterFrame){
_root.var1++
_root.mc1++
}

can you use _root in order to refrence something on the main timeline like a dynamic textbox or an mc... I'll try looking m ore into what WPI is but i was wondering if something like that is acceptable

I'm cool now... Right guys?... Guys?
Art Thread So I don't Lose It >:(

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NextToNothing

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Posted at: 7/2/07 11:56 PM

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** Sorry For Double Post **

Upon actually making an effort to understand I saw that you can't use _root in any way other than the functions provided... =P my bad

My question is how would putting it all in a big mc be a workaround, how could you call something inside it without still using _root ?

I'm hoping it's not to complicated or frustrating to explain but now you've pricked my curiosity and I don't see any other way to figure it out other than asking

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BoMToons

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Posted at: 7/3/07 12:20 AM

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At 7/2/07 11:56 PM, NextToNothing wrote: ** Sorry For Double Post **

Upon actually making an effort to understand I saw that you can't use _root in any way other than the functions provided... =P my bad

My question is how would putting it all in a big mc be a workaround, how could you call something inside it without still using _root ?

I'm hoping it's not to complicated or frustrating to explain but now you've pricked my curiosity and I don't see any other way to figure it out other than asking

Ok, the way you do it has to do with "hierarchy" for targeting movie clips and variables.

Basically what you're used to working with is your .swf file by itself, which means that the "_root" refers to your main timeline, in the case of WW though, your .swf will be loaded dynamically into the master WW .swf meaning that any references to "_root" will reference the WW root and not your .swf which is a "child" of _root. It's kinda like your game is a folder within the main WW folder. For folders, to go up one level you usually have to say "../", but in Actionscript you use "_parent."

So let's say you want to store a score variable, normally you'd say _root.score=0, but in this case you need to say "this.score=0"

Now, let's say you have a movieclip with instance name "dude" on your main timeline, and within "dude" at some point, you need to increase your game's score. Since "dude" is a child of your main timeline where the "score" variable is stored, you need to use correct hierarchy syntax to access that variable which would be:

this._parent.score+=1;

What this is saying is:

this (ie: "dude" since the code being executed is within dude)
._parent (the movie clip housing "dude" which is your main timeline)
.score (the variable named "score" in the main timeline)
+=1 (increase the score by one)

So it looks like this:

-->WW master .swf
--------->Your .swf main timeline (with a variable set to "score")
----------------->"dude" movieclip

Just for reference using hierarchies like this is called "relative" targeting, while using _root is called "absolute" targeting. Whenever you work on something where your .swf is child to another .swf you have to use "relative" targeting so things don't get messed up.

It's like on a webpage, if I have a folder called "images" and I'm on my index page, I can just say <img src=images/mypic.jpg> (relative targeting) but I could also say "http://www.bomtoons.com/images/mypic.jpg" (absolute targeting) in which case "the internetz" is my "_root"

So now, let's say you have another movieclip inside of "dude" called "dudette" and when dudette gets to a certain point, it needs to access the score variable on your main timeline. The syntax for that would be:

this._parent._parent.score+=1;

These "._parent"s can go on forever depending on how far down into nested movieclips you are when executing the code.

If this isn't clear check out this tutorial:

http://www.newgrounds.com/bbs/topic.php?id=38 4010

Hope that helps!


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