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Response to: Photoshop Help Posted February 20th, 2017 in Art

At 2/19/17 11:55 PM, Mopsicle wrote:
At 2/19/17 11:43 PM, HeroPower wrote: I want to be able to do this in Photoshop. Is it possible?
Smart Objects are definitely the solution you need. It's true that you can't perform operations that alter pixel data on the Smart Object layer, but what you can do instead, once you've created your Smart Object, is double-click the Smart Object layer, which will open the Smart Object in an external document, and you can edit the pixel data (i.e. paint) from there. Once you're done, just save the Smart Object and all of your Smart Object layers will immediately update.

Oh wow. Thank you for the quick reply. Well sweet looks like I will have to start working with Smart Objects. Thank you very much for the help!

Photoshop Help Posted February 19th, 2017 in Art

Hi guys. Not sure if this question would better suited for the animation forum where the users are likely to use Flash, but I figured more users that understand Photoshop would be here.

In Flash you can create a Symbol. For this example, lets say this symbol is a flower with a stem. I can then duplicate this symbol as many times as I like. Now if I go into any of these symbols and, for example, paint on pedals to the stem then all of my flower symbols will now have stems with pedals on them.

I want to be able to do this in Photoshop. Is it possible?

I have a very vague idea of smart objects in Photoshop, but according to the documentation you cannot "You can’t perform operations that alter pixel data—such as painting..." I'm not really sure if smart objects are the solution. If they are the solution, I have no idea how they work (using latest version of PS), but at least I have a starting point to figuring out my problem.

Response to: NG Radio & Lots of Other News! Posted July 31st, 2016 in NG News

At 7/31/16 09:44 AM, TomFulp wrote: You can still use API 2.0 for ads at the moment. The plan is to run ads from their own domain that is unique from the API domain because adblockers end up blocking our API when ads run off the same domain. Additionally, we need to get an ad feed set up that can work in HTML5 games and not just Flash - which we intend to do. So use v2 API for ads for now, and we'll have a good solution for everyone later.

Ah very cool. I was just curious as it doesn't make very much difference to me. I switched from Flash to Unity and they don't have any browser ad system, nor do they plan on it. No one actually seems to have browser ads for Unity as far as I can tell (only mobile ads).

Response to: NG Radio & Lots of Other News! Posted July 30th, 2016 in NG News

At 7/29/16 05:38 PM, TomFulp wrote: API Updates

@PsychoGoldfish has something on the way next week: We're going public with our NG API 3.0 beta. It's a platform agnostic API that is built to work with all games, vs the previous API iterations built for Flash.

Back in May I talked to PsychoGoldfish and he said that the new API wasn't going to have ads at all. Does that mean all indie game devs here will have to acquire revenue elsewhere (not even sure how animations find revenue elsewhere)?

Response to: Ideas for a better game principle? Posted July 26th, 2016 in Game Development

Like Geo said make a build as the game stands now and host it somewhere for us to try. Depending on the format, you could upload it to Newgrounds' Dump Grounds and post a link to it here in this thread.

Response to: Animator wants to make games Posted July 15th, 2016 in Game Development

At 7/14/16 11:10 PM, TheSin wrote: Construct 2

Sure. It's free too. The free version has limitations but for a complete beginner it's fine. Too many first timers spend too much time trying to find the right engine and never end up trying any of them.

So download Construct 2 and dive right in :) You'll never know if you like creating games if you never try.

Response to: honk Posted June 22nd, 2016 in Game Development

At 6/22/16 03:23 PM, SomeGuyInSomePlace wrote: Looking for a freelance programmer to help me with a Game Maker game. Paid job. PM me for sum deets <3

I'm only asking this because if someone is a programmer they wouldn't be using Game Maker to begin with.

Response to: honk Posted June 22nd, 2016 in Game Development

At 6/22/16 03:23 PM, SomeGuyInSomePlace wrote: Looking for a freelance programmer to help me with a Game Maker game. Paid job. PM me for sum deets <3

If you are willing to pay the programmer, and assuming you don't plan to do any programming yourself, why limit yourself (and the programmer) to the Game Maker engine? Any art assets you create would (I assume) work in any game engine.

Response to: About flash... Posted June 22nd, 2016 in Game Development

@Gimmick brings up an excellent point. I started with ActionScript 3 making Flash games and it helped me understand a lot of the core programming concepts, such as OOP (which took me way longer to grasp than it should have haha). After 2+ years I switched to Unity/C# and thanks to my experience with ActionScript 3 it was a relatively easy transition.

As a bonus, should you decide to learn ActionScript 3, these forums are full of devs that will be able to help you out as you are learning.

Response to: About flash... Posted June 22nd, 2016 in Game Development

At 6/20/16 06:13 PM, Halor14 wrote: Do you recommend to learn this, or should I just learn HTML5? I ask this because i have been reading many news and posts that say that flash will no longer be supported and that HTML5 is the future, but I want to know the opinion of people with experience.

Honestly the best advice I can give you is to just pick anything and actually start. Far too many people new to game development spend forever deciding on what engine/language they should learn - always looking for the perfect one. None of them are perfect as they all have their pros and cons. Just pick one. Dive wholeheartedly into it. If after 6-12 months you realize you want to switch then do it. All that time spent in the previous engine/language will have been extremely beneficial to you and will make the transition to whatever you decided to try next easier. You can spend all the time in the world researching engines and learning languages but none of that is as beneficial as the actual experience of developing a game. So decide what kind of games you want to make, look at the engines/languages that will allow you to make said games, and pick one :)

Response to: Sharing My Music and Sound Effects Posted June 21st, 2016 in Game Development

At 6/20/16 06:45 AM, EricMatyas wrote: I hope some of my tracks are helpful,
Eric

Super cool of you Eric. Will definitely be coming back to your website when I am in need of music and sound effects. You are awesome dude!

Response to: Indie Revolution Expo 2016 Posted June 10th, 2016 in Game Development

At 6/10/16 08:41 PM, JaShinYa wrote:
Here's the link with all the info!

Holy crap time sure does fly by. I remember you posting this last summer and by the time I saw the post I had just missed the expo. I will have to check it out this time ^_^

Response to: Unity3d WebGL Support Posted May 29th, 2016 in Game Development

At 5/29/16 02:03 PM, PsychoGoldfish wrote: If you're interested, there's an OFFICIAL Newgrounds beta client for Unity. It's not the best implementation (I have no idea how people package things for Unity yet), but it should get the job done.

If you're interested check out http://www.newgrounds.io

How long ago did this start? I've been waiting for Newgrounds to allow your API in Unity projects. This is super cool.

Do you guys think you will ever allow some form of Newground ads for Unity? My apologies if it is already in this beta API I haven't opened it yet.

Response to: SWF vs Sprite Sheet in Unity Posted May 19th, 2016 in Game Development

At 5/18/16 11:03 AM, DizzyVix wrote: Anyone else have any insight or alternative which will enable clean looking animation without paying moneys?

It is definitely possible to get clean, high quality sprite sheets from Flash to Unity as I know people that have done it. I haven't done it myself yet as I am more focused on learning C# but my guess is there is something you need to change in the import settings of your sprite sheet in Unity. Import your sprite sheet into Unity, click on it, and open up the Import Settings. I can't remember which setting it is in there but there is definitely something in there that will fix it so they are crisp/clean. Just play around changing the different import settings and testing as you go. Or just watch some YouTube videos on how others do it.

Good luck!

Response to: Hello all, A msg for u ,isnt a spam Posted April 25th, 2016 in Game Development

At 4/24/16 01:49 PM, hreyas wrote:

I stopped watching the video halfway through because it is negative and self-defeating. I'm tired because I've been up all night developing a game and the sun is about to rise so I'm just going to bullet point off my thoughts:

1. Don't give up.
2. The only thing that is defeating you is your outlook on life. Try harder.
2. Grades don't mean shit in school when you are in the creative arts field. Only thing that matters is what you can do.
3. Don't measure your success against your parents.
4. Don't measure your success against anyone for that matter. Success is what you make it.
5. If you are unhappy with your current skill level work at it.
6. Work at your craft every day no matter how little time you can afford to put into it.
7. You're not alone in your struggles.

Whatever your reasons are for making the video just know that you are not alone in your endeavors. Everyone in the creative arts, whether it be art, writing, music, animation, game development, photography, or film, have hit those terrible low points. It happens. The only way to get through it is to keep your head up and keep on working at whatever it is you do. If you are not already doing so, I suggest you start connecting with more artists, whether it be on NG or other websites (or in person). It will give you an outlet where you can bounce ideas off others, get critical feedback on your work so you can improve, and it will overall be a healthy way for you to grow as an artist.

If all else fails refer to #1 on my list.

Response to: Can I release an early prototype? Posted March 31st, 2016 in Game Development

At 3/31/16 06:10 PM, GSquadron wrote: Any idea?

I mean...you can but a better suggestion would be to just invite people to beta test it in it's current condition inside NG's Project System for the game. Or, just upload it to the Dumping Grounds and post a link to it in some of the forums asking people to test it. Either way, when you do it you should have a list of questions you'd like them to answer - the more detailed the questions the better.

Response to: Dynamic RPG-Like Text (AS3) Posted March 26th, 2016 in Game Development

At 3/25/16 02:24 PM, Diki wrote: No problem. Happy to help.

Ah dude this is awesome! I tried looking for this solution online awhile back when I was curious how to do it and there isn't much help out there. I asked a dev here and he just said I would loop through an array which made sense but still confused me. You saved me days (ok...more like weeks) worth of work trying to figure this out.

Thanks again! :)

Response to: Dynamic RPG-Like Text (AS3) Posted March 23rd, 2016 in Game Development

I'm just responding so I can find this post later because I am also creating a game where I needed to do the same thing and wasn't sure how to go about it. Thanks @Diki you rock man :)

Response to: Toss game tutorial? Posted March 22nd, 2016 in Game Development

At 3/22/16 01:03 AM, NexGenCN wrote: have you ever thought about thinking before you say things? or at least trying to brain?

You just replied to a thread that is almost 6 years old. Don't bump old threads.

| The irony
Response to: feedback/beta testers wanted Posted March 22nd, 2016 in Game Development

At 3/21/16 05:53 PM, sebbdk wrote: Specifically i am look to find out if the levels are too hard to figure out.

Rather hard to test a mobile game on PC. I couldn't get past the level where they are 5 of them. I could see it being easier with touch controls on a phone where I could control more than one saw at the same time.

Response to: Testers needed for a new RPG Posted March 15th, 2016 in Game Development

At 3/15/16 02:42 AM, kingius wrote: I'm developing a brand new RPG

How many hours of gameplay do you have currently?

Response to: Professional Quality Sound & Music Posted March 13th, 2016 in Collaboration

At 3/13/16 08:23 AM, CherryBerryGangsta wrote: Forgive me. If I'm going to invest hours into something I want it to be of a high standard. Again, all are welcome to use my existing work in their personal projects.

Ah fair enough. Looking back on how I phrased my reply I see how it could have came off rude so I'm sorry about that. Still pretty cool you are willing to let others use your existing work in their projects. Good luck on your future projects ^_^

Response to: brush stroke won't draw everytime Posted March 13th, 2016 in Game Development

At 3/12/16 03:41 PM, Aleque wrote: Bump.

Not on a thread that is almost a year and a half old even if you were the original poster. Feel free to create a new post in the forums about this issue if you are still having trouble; although, I would recommending doing it in a different forum. You will have better luck in the animation or art forums

Response to: Professional Quality Sound & Music Posted March 7th, 2016 in Collaboration

At 2/29/16 04:05 AM, CherryBerryGangsta wrote: I'm only willing to work with creators who have a record of published, high-quality games

Afraid to have your music featured in "bad" game?

Response to: Looping seamlessly a flv on Flash Posted March 7th, 2016 in Programming

At 3/5/16 01:18 AM, ZeTrystan wrote: Can someone help me?

I would post this in the Animation forum here

Response to: Looking for feedback on gameplay... Posted March 6th, 2016 in Game Development

At 3/6/16 10:41 AM, SandshoreDev wrote: Testing the game all the time myself I get kinda used to all that clunky stuff and lose perspective on it.

I totally know how that goes, but that is why you have people test it like you did :) Wouldn't mind testing it for you again if you ever need the help ^_^

Response to: Looking for feedback on gameplay... Posted March 5th, 2016 in Game Development

At 3/4/16 12:58 PM, SandshoreDev wrote: -What are some things you'd change/features you'd add?

I really like the simplicity of this game. I could see it being really fun when it is done. That said, it currently takes way too long to get the first spell at level 5. I was bored long before it and would have quit before I got there if I wasn't trying to help you out. Either increase the XP gained after each attempt or decrease the amount of XP needed to level up (or both). Everyone loves abilities you unlock but if it takes forever to get a taste of them they will leave your game early. Give them that satisfaction of unlocking one very early one and they will be more likely to stick around and unlock the rest.

I also didn't like that it took so many attacks with the spell I unlocked to destroy a spiked ball. It's kind of pointless that way as things stand now as it eats up a ton of your mana which is needed to spawn the platforms to actually progress through the game.

Other than these things it was a fun game. I think you just need to find a way to reward the player often to keep them engaged; otherwise, they will probably attempt the climb a few times and quit. Whether you do this by adding more spells, store/currency system, stat bonuses (like increase mana pool, more bounce, less air friction, etc.), or whatnot while leveling up is up to you.

Response to: Newgrounds Shirts - Now Available! Posted March 1st, 2016 in NG News

Woo! Ordered one ^_^

Response to: mouse click in array help Posted February 26th, 2016 in Game Development

At 2/25/16 11:46 PM, egg82 wrote: I actually prefer a method in which you add one click listener to the stage

I was able to get a version of what Diki suggested working but I totally forgot about the single stage listener approach. I was able to do that for some prototype I did for a cookie clicker type game last year haha I may look into doing it that way.

mouse click in array help Posted February 25th, 2016 in Game Development

What is the best way to go about checking an what a mouse clicks in an array? Do I need to loop through array and add mouse event listeners to everything? I'm a bit lost. First time doing this so any help would be great.