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Response to: Official Broken Medals Thread Posted November 20th, 2017 in Where is / How to / Help!

At 11/20/17 01:41 AM, GeckoMLA19097 wrote:
At 11/9/17 10:28 AM, TomFulp wrote:
At 11/7/17 07:37 PM, JimGiant wrote: As one of the few people on here who has got medals working with Unity I can tell you it's not simple getting medals to work for the first time, The documentation for Unity is at best... confusing. I've even had 6 other developers contact me asking me to talk them through the process.
Let me know if you have suggestions for changes / additions to parts of the documentation that might solve some of the common questions / confusion. We've been spread thin between API updates / documentation and site updates.

For anyone curious to see current docs: https://bitbucket.org/newgrounds/newgrounds.io-for-unity-c/
Hi!

I have done this visual guide to help others with their first time implementation of the Unity API, I finished my project last week and wanted to share my experience with the API from a beginner's point of view. Hope it helps!

Any feedback on it would be awesome!

https://www.newgrounds.com/dump/item/2bf305cd7060b61aa20df673e0718069

Regards,
Albert

Hey not bad! Off the top of my head I'd rather use a reference to the NGhelper rather than finding it every time and I'd have included something about saving and resubmitting all the score and medal data so players don't lose out if there is a problem such as their internet connection cutting out while playing.

Anyway this has got a little off topic, why not create a new thread in the programming forum?

Response to: HTML5 Games, FAILURE Posted November 11th, 2017 in General

This is comming from someone who is semi-competent with Unity & C# but sucks at everything else. I can't comment too much on 2d and don't know jack about js or pure HTML5 coding.

At 11/11/17 03:35 AM, CoutryNet46000 wrote: Most HTML5 games have to have certain support for devices which can't run WebGL, Unity based games and Canvas (most old browsers). The lag remains, my original browser on my PC takes up >500,000 K of memory, when running unity based games (wasn't Flash criticized for that?) I guess most HTML5 trolls went into hiding.

My current game has potentially 1000s of physics controlled objects and I haven't had anyone complain it runs slow. It does run like crap on the Ipad though. The conspiracy theorists in me thinks Apple did this intentionally to force people to go through their app store. When building a webGL project in Unity you set how much memory you want to allocate, I think mine is set at 256mb and never had an issue, other games may need to set it to say 512 but for the VAST majority of users this isn't going to be an issue.

Many "Developers" can't make games which outpace their opposites (in FLASH), let alone write even a proper javascript code or place better UI controls with games, majority use commercial HTML5 game development softwares that take care of all the hard and complex code, all they have to do is make images and play around with buttons until the get the behavior they want from the game.

I've never made a Flash game but are you telling me that all/most flash developers do absolutely everything from scratch or that there aren't 100,000s of flash games which are beyond aweful?
I'll happily admit that there countless aweful HTLM5 games which have piss poor optimisation (hell I've even seen pong clones lag) but even the tiniest amount of competence will mean you can run an equivalent game far faster than Flash.

Having a look at the Developer Console you can log the number of Javascript errors on a website and game. One on game that error reporter was going crazy. (Chrome F12 Console).

Not if you code well.

Hacking is easy, via Cosole log, if you know javascript and have access to the games javascript resource path.

Yeah hacking is possible, a coder can take measures to prevent this though (admittedly I need to do a lot more on this front). How many flash game leaderboards are hacked with cheat engine though?

Support for audio file formats is inconsistent, with some browsers favouring the ogg vorbis format whilst others – such as Safari – favour the MP3 format.

Never had sound issues, tried my game on Chrome, Firefox, Safari and Maxathon, I'm using ogg.

Resource Extraction (forget about your copyrights and peace of mind).
Pirating (is very easy).

Yeah found that one out, personally I'm not going to fight it, in future I'll just make sure I have logos, URLS etc so people know where the original came from. I believe it's possible to use a Unity script to check which domain the game is being run on but I'm not 100% sure. Regardless to me it's not a big issue, I'll just make sure my desktop and mobile builds are of a quality where people would rather pay money for them than the inferior online version.

Constant server maintenance and hosting (if you're hosting it yourself) with Flash you can
simply pass the original SWF file as a download and let the user view it offline, no need
for constant server hosting for a static non-dynamic content.

If you're using GameMaker, MMF, Unity etc you can make a desktop build for people to download which will run smoother.

No implementation of @media-screens and form max-width controls via CSS.

Don't know about that but going to and from fullscreen is pretty trivial which is all I need.

Interactivity of the HTML5 games suck. Literally terrible! Using image compression add-on with
browser makes the graphics look ugly, most images are not optimized by the HTML5 "Developers" and most of the don't consider the time taken to load the assets for the client. Testing debugging requires the user to setup a Webserver to test and debug (via localhost:port/PATH).

Yeah this is a common criticism I have of developers too but it's not the fault of HTML5/WebGL. Often they have a desktop/mobile version but put seem to zero effort in to their WebGL build.

Most loaders never display percentage loaded, just a simple bar with the logo of the engine used.

Takes a bit of work but it's possible. I'll happily admit custom loaders are hard to find. My preloader is far from perfect but it's certainly better than the shit Unity has built in.

Adobe Flash takes up 11,300 K per process of memory, assets are packaged (Bzip) attributing from FWS to CWS. Just require a simple plugin that downloads easily. Allow for faster development, has a lot of ActionScript 3 tutorials and community support. Exported files allow for domain-lock, custom loaders which list the percentage loaded, files can be packaged and obfuscated, password protected from import.

Unity webGL packs all the assets using Gzip and uses JS to decompress. The whole thing is zipped too.
Admittedly you're still looking at about 5mb before you load a single asset which isn't ideal but you can do things which simply aren't possible with flash.

Unity has an absolute ton of support but the webGL side is definitely lacking.

Refer me some HTML5 game to restore my faith in it.

Here's the game I'm working on. I'd still like a better UI, and implement some anti-hacking measures but it runs smooth and loads reasonably fast for what it is IMO.

Response to: HTML5 Games, FAILURE Posted November 11th, 2017 in General

This is comming from someone who is semi-competent with Unity & C# but sucks at everything else. I can't comment too much on 2d and don't know jack about js or pure HTML5 coding.

At 11/11/17 03:35 AM, CoutryNet46000 wrote: Most HTML5 games have to have certain support for devices which can't run WebGL, Unity based games and Canvas (most old browsers). The lag remains, my original browser on my PC takes up >500,000 K of memory, when running unity based games (wasn't Flash criticized for that?) I guess most HTML5 trolls went into hiding.

My current game has potentially 1000s of physics controlled objects and I haven't had anyone complain it runs slow. It does run like crap on the Ipad though. The conspiracy theorists in me thinks Apple did this intentionally to force people to go through their app store. When building a webGL project in Unity you set how much memory you want to allocate, I think mine is set at 256mb and never had an issue, other games may need to set it to say 512 but for the VAST majority of users this isn't going to be an issue.

:Many "Developers" can't make games which outpace their opposites (in FLASH), let alone write even a proper javascript code or place better UI controls with games, majority use commercial HTML5 game development softwares that take care of all the hard and complex code, all they have to do is make images and play around with buttons until the get the behavior they want from the game.

I've never made a Flash game but are you telling me that all/most flash developers do absolutely everything from scratch or that there aren't 100,000s of flash games which are beyond aweful?
I'll happily admit that there countless aweful HTLM5 games which have piss poor optimisation (hell I've even seen pong clones lag) but even the tiniest amount of competence will mean you can run an equivalent game far faster than Flash.

Having a look at the Developer Console you can log the number of Javascript errors on a website and game. One on game that error reporter was going crazy. (Chrome F12 Console).

Not if you code well.

Hacking is easy, via Cosole log, if you know javascript and have access to the games javascript resource path.

Yeah hacking is possible, a coder can take measures to prevent this though (admittedly I need to do a lot more on this front). How many flash game leaderboards are hacked with cheat engine though?

Support for audio file formats is inconsistent, with some browsers favouring the ogg vorbis format whilst others – such as Safari – favour the MP3 format.

Never had sound issues, tried my game on Chrome, Firefox, Safari and Maxathon, I'm using ogg.

Resource Extraction (forget about your copyrights and peace of mind).
Pirating (is very easy).

Yeah found that one out, personally I'm not going to fight it, in future I'll just make sure I have logos, URLS etc so people know where the original came from. I believe it's possible to use a Unity script to check which domain the game is being run on but I'm not 100% sure. Regardless to me it's not a big issue, I'll just make sure my desktop and mobile builds are of a quality where people would rather pay money for them than the inferior online version.

Constant server maintenance and hosting (if you're hosting it yourself) with Flash you can
simply pass the original SWF file as a download and let the user view it offline, no need
for constant server hosting for a static non-dynamic content.

If you're using GameMaker, MMF, Unity etc you can make a desktop build for people to download which will run smoother.

No implementation of @media-screens and form max-width controls via CSS.

Don't know about that but going to and from fullscreen is pretty trivial which is all I need.

Interactivity of the HTML5 games suck. Literally terrible! Using image compression add-on with
browser makes the graphics look ugly, most images are not optimized by the HTML5 "Developers" and most of the don't consider the time taken to load the assets for the client. Testing debugging requires the user to setup a Webserver to test and debug (via localhost:port/PATH).

Yeah this is a common criticism I have of developers too but it's not the fault of HTML5/WebGL. Often they have a desktop/mobile version but put seem to zero effort in to their WebGL build.

Most loaders never display percentage loaded, just a simple bar with the logo of the engine used.

Takes a bit of work but it's possible. I'll happily admit custom loaders are hard to find. My preloader is far from perfect but it's certainly better than the shit Unity has built in.

Adobe Flash takes up 11,300 K per process of memory, assets are packaged (Bzip) attributing from FWS to CWS. Just require a simple plugin that downloads easily. Allow for faster development, has a lot of ActionScript 3 tutorials and community support. Exported files allow for domain-lock, custom loaders which list the percentage loaded, files can be packaged and obfuscated, password protected from import.

Unity webGL packs all the assets using Gzip and uses JS to decompress. The whole thing is zipped too.
Admittedly you're still looking at about 5mb before you load a single asset which isn't ideal but you can do things which simply aren't possible with flash.

Unity has an absolute ton of support but the webGL side is definitely lacking.

Refer me some HTML5 game to restore my faith in it.

Here's the game I'm working on. I'd still like a better UI, and implement some anti-hacking measures but it runs smooth and loads reasonably fast for what it is IMO.

How do you rate games? Posted November 8th, 2017 in Video Games

What criteria does everyone use to rate games on here?

Personally I use:

0. Completely broken mess, zero redeeming features.

1. There is some redeeming mechanic/artwork there but everything else is nearly broken, boring/annoying or very buggy.

2. Functional but very poor quality, does nothing new, very little content. Not fun for more than a minute if it's enjoyable at all.

3. Average by Newgrounds standards. Functional game. Either fun with solid mechanics but short or has a decent amount of content but needs refining. Could have potential but generally not worth a second visit unless it's updated.

4. High quality game, does something original and does it well or takes uses an existing concept but applies a decent level of polish. Lacking something which would make it a truly great game but definitely worth coming back to and maybe adding to favourites.

5. Masterpiece. Will have fond memories of this game for years to come and will likely come back to the game many times over the years. Lots of content, exceptional quality, does something original or better than any of the competition and is exceptionally fun and or deep.

Response to: Official Broken Medals Thread Posted November 7th, 2017 in Where is / How to / Help!

As one of the few people on here who has got medals working with Unity I can tell you it's not simple getting medals to work for the first time, The documentation for Unity is at best... confusing. I've even had 6 other developers contact me asking me to talk them through the process.

If you know what you're doing you can have a pretty good idea whether medals will unlock correctly but you don't actually KNOW until the game is published especially if it's your first time using APIs.

PLEASE contact devs if there are medal/leaderboard bugs but be civil and bare in mind that fixes can sometimes take time. Lots of the devs on here are doing this in their limited spare time for free. Saying fuck you repeatedly and giving 0 ratings and reviews from sock accounts before giving them a chance to fix things which I've experienced is a very good way to make me refuse to help you and for thinner skinned devs could result in them never trying to use medals again or even driving them off the site.

I'm on your side, just giving you the dev's perspective. Over the next couple of weeks I'll be producing a video tutorial showing how to implement medals/leaderboards so hopefully that will improve things on the Unity side here.

Response to: When/How to expose/release game? Posted November 7th, 2017 in Game Development

At 11/7/17 05:05 AM, PompiPompi wrote: When you make a game, you usually need players to test it and give you feedback.
This is especially true if your game is competitive or player vs player.

However, there are disadvantages(and advantages) to release your game early or expose it to people.

When you do so, you are open to criticism. Also, on most stores/website, the first few days or weeks gets the most attention, if the game didn't get tract in the initial period it might never recover.

There is a very big advantage to releasing a game only when it's finished, because then you get to create the maximum hype and impact.

So how do you get people to test your game and give feedback without throwing off a lot of people from an unfinished game?

I'm only speaking from my experiences here and observations of other people's projects but there is definitely a problem with releasing games too early. If you put it up here and it gets poor ratings in the first few days chances are it will never recover.

You can always release another version as a separate project to mitigate this but this but this can have various pitfalls too especially if player losing their save or you have leaderboards.

I've found player feedback to be incredibly useful here and NG seems absolutely fantastic for getting free game testing. Players aren't always the best people to listen to for solutions but they are great at finding problems.

You have to remember though they are players NOT professional testers and sometimes taking their advice is against your best interest and often you are best sticking to your guns. The most common request I got on Flying Snake for example was more levels. I knew this would result in slower development, more testing, slower build time etc than if I worked on refining a single level to a level I was satisfied and adding more levels at the end. I eventually caved to their demand and I've ended up severely regretting it since.

You can get away with (and probably should have) primative placeholders if you're working with professionals but when you have public access you need a higher quality place holders which can mean more work for you in the long run.

Response to: Mammal Things Posted November 7th, 2017 in General

At 11/5/17 01:16 AM, Kwing wrote: Language is an imaginary construct for talking about imaginary things. If you peel back the layers of society to that of primitive social mammals, so much of what we communicate feels useless.

Our language is socially constructed but that doesn't mean it's useless. Which side of the road you drive on is a social construct for example but bad things would happen if you "broke convention"

If you're a wolf you go up to another wolf that's attractive and start nuzzling them...

Yeah we aren't wolves. Humans favour more of a k selection style of reproduction because children take a huge investment to meet their potential. Men are more r selective than women though because biologically we can potentially have 1000s of children whereas women cannot. For this reason women are far more selective than men, they are biologically driven to want a man who can protect, provide and won't bore them to the point of suicide long term.

[edit, speaking purely in generalities in case anyone gets triggered, good for you if you don't fit this mold]

https://en.wikipedia.org/wiki/R/K_selection_theory

Response to: Unity Audio Programming Posted November 4th, 2017 in Programming

At 3/5/17 05:45 PM, Ganon-Dorf wrote: Hey guys, I've never done much technical audio programming in Unity, but I want to try something a bit more difficult.

I want to make a script that can dynamically determine the beat of a song being played, then spawn a game object every time the beat hits. I'm not sure if this is best done with a plugin like wWise or if Unity's onboard audio tools can help me solve this. I'm assuming I'd have to give the script access to the actual song files, then do some fancy audio channel math to so it could assess the beat on the fly and then start generating game objects whenever audio channel X hits above a certain threshold?

Maybe I'm wrong in how I want to code this, but I can't find much online with google searches, any help would be great.

I've never done it but even dedicated audio software can sometimes do a shitty job with detecting beats so rather than trying to code it myself I'd use external programs to create a list of beat time stamps and then import this data to Unity. This would perform much better than generating the data on the fly and probably be a LOT less work than if you were to do a really good job of beat detection. You could also edit the data this way too, maybe you want different objects to spawn at different sections of the song for example.

If you absolutely must have the data generated inside Unity I'd take a look at some audio visualiser scripts/projects (which there are dozens of) and modify the code to call your spawn object function rather than visualise.

If you wanted to do a really good job it would require a LOT more than just spawning when the audio reaches a certain threshold, you'd want a small countdown timer to prevent objects being spawned a few frames in a row if the volume hasn't dropped, you'd want it to detect changes in song volume during different sections and adjust the threshold accordingly, you'd want it to only detect volume in a particular frequency range etc.

Response to: don't know anyone... Posted November 3rd, 2017 in General

Welcome stranger.

I used to be shy but then I just stopped caring what people thought.

Response to: Learning how to program? Posted November 3rd, 2017 in Programming

At 10/30/17 09:00 PM, FalconBanana wrote: Hello community!
As a totally off-topic thread to whatever animation topic, I wanted to know your opinions and advices on what is the best way to learn how to program and/or how to start doing it. And also what are the best languages to learn.

Yeah, I know that it depends on the objectives or purposes you want to achieve with that certain language...
All I ever could achieve or reach on programming was completing a basic subject on my university (an educational program based on Harvard's CS50 or something like that) on the basic features of C language.

The big problemo here is that:
-1) We learned the basics (selection, insertion and a bit of merge sort; recursion, pointers, scanning and writing documents) so I felt (and still feel) that we just learned to create some really basic programs.
-2) Even though C is considered a good solid base to start (I think?) it's kind of old and you can't make programs with a higher level of user interface (with images, graphic stuff, buttons... general user interactions) more than just writing commands in a console.

I'm not sure how to express this idea... maybe like object-oriented? (not sure). On my current project, we created an app using C# which I think it's object-oriented and the interface (even though basic) is still greater than C(which is kind of understandable due to C's "age").

In any case, I know that C is not just limited as my basic knowledge could reach and is not just executing some basic programs on a command console on Unix. But that makes me wonder what is/are the next step/s into programming to create more complex software or programs: for example, I was kind of amazed and honored to learn the very same language used to create Doom (the 1993 game), and obviously didn't expect to reach something like that, but I still wonder how do you reach to create something like that with more complex user interactions and with graphics involved with C.

Doom and C are just an example, I wanna know about learning how to program and how to reach to create a software in general (when I mean complex, I don't mean like a really really complex thing. No, I just meant that you can interact with it like a normal program and not using a console like I just know about C on Unix).

TL;DR ?:
-How to learn to program a software with normal user interface for nowadays (not just basic level on executing in console like old days)?

Many thanks!

If you've used C# then learning Unity will be a piece of cake since you can use C# code. Free, brilliant for game development, imports photoshop, blender etc, well documented, multiplatform and uploads nicely to Newgrounds. I can help, medals, leaderboards and WEBGL templates.

There's nothing stopping you from using it for stuff other than games too though there are certainly better choices. I made a desktop clock replacement with alarms, timers etc for example. You do have to deal with it's launcher and splash screen as a free user though.

Response to: help with JS / CSS for Unity WebGL Posted November 3rd, 2017 in Programming

This is what I'm using:
https://www.newgrounds.com/dump/download/dfc9e336f62d53f0c31de5336098e096

Dump the folder in to your unity project and select the template you want when you build. Replace img.jpg with a picture of your choosing.

Response to: UNTITLED: Android game w AS3 :) Posted November 3rd, 2017 in Game Development

The game looks like it has the potential to be fun but your first look trailer doesn't do a great job of communicating that.

18 seconds of intros. This might be tolerable if they were big names to get me excited about the game, were visually impressive and had accompanying sound effects etc but as it stands people will be bored before they even see the game.

20 seconds of you painting some white bits on the player character. This might be interesting to game developers but this does nothing to sell people on the merits of your game. If you must show development footage I'd either speed it up or do a separate devlog video.

30 Seconds of story in text form and it's as generic as it gets. This isn't necessarily a problem for the game itself but it does nothing to sell people on the game. If you had a good narrator for this part, some art etc this would be less of an issue but still it's generally better to show than tell.

1:12 before we see any player interaction and it's just a dice role. Most viewers would have left by this point. I like the background but the board could look nicer. I'm sure the full version will look better but remember this is the first thing anyone will see of the game. Why not call the RDSS a dice and skip the need for a lengthy explanation? I'd already got bored with the music by this point too.

1:25 I really like the artwork and choice mechanic. You could probably hook people in if this was in the first 20 seconds! The transitions are really nice too!

The game looks like it could be a perfectly adequate $5 Android game but your trailer is too long winded. I know you worked hard on it but sometimes less is more. Cut the fluff and show more gameplay/artwork/music.

Your Gofundme could do with a lot of work too.

In the why should you give section you just make yourself sound like a charity case. We're a small business, we need money, we're hungry, we need to work! This sort of thing should be secondary to telling the customer what they are going to get. What is your vision? What are they going to get from your game(s) by donating?

Also you mention having won multiple awards, what are they? If you don't link them people might assume you're lying.

I'm really not saying any of this to attack you or bring you down, quite the opposite. The game itself looks perfectly sellable and with an improved trailer and better gofundme you might be able to make it a good little earner for you.

Response to: Who runs? Posted November 2nd, 2017 in General

If you're running 2 miles every day a 5k really isn't going to be a problem. Keep doing what your doing and get plenty of rest and carb up the day before. You'll be fine bro!

Response to: Any tutorials on how to make a TPS? Posted October 31st, 2017 in Game Development

At 10/30/17 11:22 PM, sirleibl wrote: Before I begin, TPS stands for third person shooter. I want to use my 3d modeling and animation skills to create a third person shooter game. However I don't know where to start. I'm trying to find some good tutorials on YouTube for this genre of gbut I only see ones for First Person Shooters. Also, I want to have a small team to help me out with making the game and releasing it to PC. Also, what would be the best engine to use? I will appreciate your help.

I use Unity so I'm biased towards that but it is very well documented compared with all the other programs I've tried . If I was you I'd start with a good 1st person tutorial and then modify it. By the time you've completed the tutorial you should understand enough to figure out how to implement everything I mention here. If you don't use Unity the underlying concepts will probably still be almost identical in other engines.

Positioning the camera is really simple, just pull the camera back behind the character and position it where you like it. This will be a functional camera but you can improve things a bit if you like. In my flying snake game I cast a ray from the camera to the player and every object which gets in the way has it's textures swapped with a transparent version then checks every 0.2 seconds to see if it's still in the way and if not swaps it back. You can also use raycasts for a bunch of other things like casting it backwards and then pushing the camera forwards if a wall gets too close etc and the same for the ground except aiming down and pushing up.

As for the aiming for easy control I'd use a raycast straight forward from the camera and where it hits use this as a target to set the character's aim direction when you're in an aiming mode. If you want a more RES4 style control just cast a ray and line renderer (laser sight) from the gun instead. Actually animating this might be more difficult but you should be able to figure this out if you're a decent animator (I'm crap at animating so I use mechs in my next game to make animation easier).

You may want to have different camera modes too. Perhaps you want to switch from over left shoulder to right shoulder, switch to first person or move the camera closer when looking down the sights etc. For this I'd set up 2 vector3 arrays, one for position and the other for rotation and enter the different camera mode positions in to it. When you want your code to move the camera to a different mode just set it's position and rotation based on these arrays and apply lerp if you want to smoothly transition.

Apart from that you just need to take a lot more care with character animations and hit boxes because you'll be viewing from an angle where you can see all the imperfections.

Response to: Medals un-tested Posted October 31st, 2017 in Game Development

At 10/23/17 04:02 PM, 13rice wrote: Hey there,

I have implemented medals in my game, I don't understand everything about the system (made search of course). So, most of them are untested, I have approved some of them via the preview, but for the remaining medals it needs high skill or lot of games. Everyone can unlock the untested ? or it must be the creator ?

Thanks,

PS: I have test all of them locally on my computer, with some cheats

Yeah some players get really pissed off if medals don't unlock properly. Had someone rate my game 0 stars and send me abusive medals from a soc account because the 5 point medal didn't work. Just double and triple check everything before you upload and you should be fine.

Response to: Ideas for Man Cave? Posted October 31st, 2017 in General

No power or ventilation really limits what you can do down there but the space isn't too small, I think it's as big as my first bedsit lol. You could certainly get a laptop, portable chairs and even a thin mattress in there.

Most importantly what are your hobbies?

FYI If the critter has 2 pairs of legs per body segment it's a millipede and if it's 1 pair it's a centipede. The human centipede should have been called the human millipede.

Response to: Your idea for a mech game? Posted October 31st, 2017 in Video Games

After my current project I'll be starting work on a mech game.

It'll be a 3D rouge-like with nearly completely destroyable environments. Graphically it'll probably be flat-shaded like the original Star Fox but it'll make up for that with with deep mechanics, physics, tons of customisation and bullet hell levels of chaos at times.

It's going to take place on planet with a newly discovered resource dubbed complex matter which gives specially designed mechs magic-like abilities and needless to say there will be multiple factions fighting for control of it. There's a lot of other stuff in my head regarding the project but this is the core of the concept and the rest is likely to change.

Response to: API in Clickteam?! Posted October 20th, 2017 in Game Development

At 10/18/17 11:35 AM, JoshuaSmithGames wrote: Hi guys! I wanted to know is there a way to successfully connect to Newgrounds’ API in Clickteam? i need to know as I wanted to put in medals and scores.

I know there is a plugin for it but it won't work with the free version. That's all I know, you should be able to find the rest searching here and duckduckgo.

Response to: Flash Online Logical Puzzles Games Posted October 20th, 2017 in Game Development

At 10/19/17 01:08 PM, eiimiis wrote: Hello, I want to ask: What flash logical games you know?.. (For example: "Sokoban Online"

Stop spamming.

Response to: Unity API implementation help Posted October 16th, 2017 in Game Development

This is how I've done it:

Set up an object with the core script, key and encryption as you have done. Make sure send network data is activated. Also make sure you're using API 3.0 on NG and make sure your encryprion key is Base 64 and Aes.

To unlock medals I have the following script attached to a GameObject (the core object is a good place):

using UnityEngine;
using System.Collections;
using io.newgrounds.objects;


public class MedalList : MonoBehaviour{

    public io.newgrounds.core ngio_core; // **add reference to your core script here**

    // this will get called whenever a medal gets unlocked via unlockMedal()
    /*void onMedalUnlocked(io.newgrounds.results.Medal.unlock result)
    {
        io.newgrounds.object.medal medal = result.medal;
        Debug.Log("Medal Unlocked: " + medal.name + " (" + medal.value + " points)");
    }
    */

    // call this method whenever you want to unlock a medal.
    public void unlockMedal(int medal_id)
    {
        // create the component
        io.newgrounds.components.Medal.unlock medal_unlock = new io.newgrounds.components.Medal.unlock();

        // set required parameters
        medal_unlock.id = medal_id;

        // call the component on the server, and tell it to fire onMedalUnlocked() when it's done.
        medal_unlock.callWith(ngio_core);
    }
}

Then whenever you want to unlock a medal you need the following bits of code

public MedalList medallist;
public in medalCode; // Set this to the medal code you want to unlocks
.......
medallist.unlockMedal(medalCode);

Personally I haven't got the callback function to work so I make sure the game calls this for everything you've unlocked when a player starts a game again and I've created my own medal unlock popup.

For leaderboards you need the following references:

public io.newgrounds.core ngio_core;
    public int NGscoreID = 7000; // **Replace with whatever your Leaderboard ID is. You get this ID when you configure it on NG**

Then:

public void submithethescore()
    {
        io.newgrounds.components.ScoreBoard.postScore submit_score = new io.newgrounds.components.ScoreBoard.postScore();
        submit_score.id = NGscoreID; 
        submit_score.value = score; // *Or whever the name of the variable you want to submit is **
        submit_score.callWith(ngio_core);
    }

Let me know if this works for you.

Response to: Ever go from Flash to Unity? (2D) Posted October 13th, 2017 in Game Development

Unity is awesome. Only bad things are the file size and their rubbish webgl preloader.

You can get the file size down a fair bit by selecting strip engine code in the build settings, importing assets with the right settings and overall just being efficient. If you use asynchronous loading you can have stuff downloading in the background while you're playing too. For reference my 3D flying snake game is 15mb in total.

You can download alternative preloaders with a quick Google search too.

Response to: Best of September 2017! Posted October 13th, 2017 in NG News

Second place, I'm more than happy with that! Congrats everyone!

Can I block users from my games? Posted October 13th, 2017 in Game Development

From a programming perspective I know the answer is yes but would this go against any rules on NG (written or unwritten)?

I've got one user who's acting like a rude entitled brat and I'd rather block them like this to teach them a lesson than being a snitch and reporting them.

If this hasn't been done before could it set a dangerous president?

Response to: Question regarding posting games Posted October 13th, 2017 in Game Development

At 10/5/17 03:45 PM, Eude-Confessionary wrote: If you post a game, is it possible to update it after posting it? My project is unfinished and I probably won't stop working on it for a long time.

Another thing to point out is that reviews are permanent and uneditable. If you post a game which is too unfinished early negative reviews could really hurt game's score for a long time which will also make it harder to find in searches.

Response to: how Do we cite music in our game? Posted October 5th, 2017 in Game Development

At 10/4/17 05:09 PM, MrMeanieButt wrote: Is it ok I have a sound from soundbible that I want to use. It says attribution 3.0. Do I put it into the description, or the game? So close to publishing my first piece.

Once it's uploaded go to credits and roles then paste the link in to in audio credits, select what the music was used for and press add.

If for whatever reason that doesn't work you could paste the link in your game description. You could even place the credits in the game itself and if you know how have it open a new tab linking to artist's page when it's clicked.

Response to: Why do nice people get treated bad? Posted September 29th, 2017 in General

At 9/29/17 11:11 AM, Nithael wrote: Humans are at their core despicable beings. It isn't all that surprising that those few that don't deserve to be thrown into the sun are treated like pariahs.

People who don't meet your standard deserve to be thrown in to the sun? You sound like one of the good guys...

Response to: What exactly is flag-worthy? Posted September 29th, 2017 in Where is / How to / Help!

I've only been a member here for a few weeks so I don't know how strict they are but going off the guidelines "this sucks" isn't necessarily against the rules.

The closest example they give is "you suck" which is a personal attack against the creator. "this sucks" is an attack on the creation and could certainly be a legitimate opinion. Personally I try to keep my criticism as constructive as possible but if you think something sucks I don't think you should be forced to hide behind flowery language to express your opinion.

I don't think it's your job or mine to get offended on other people's behalves. I've left FAR worse things than that up about my content and if someone flagged it be more upset with the flagger than the commenter. Every mild insult which gets flagged pushes threats, doxing and other serious problems further down the queue.

Response to: Worst Game Ever. Posted September 27th, 2017 in Video Games

At 9/2/17 10:23 PM, 1red86 wrote:
At 6/17/17 02:04 PM, imTsuna wrote: What's the words game you have ever played?
Me: There's a lot of them but i really didn't liked Homefront: The Revolution.
E.T. Simple. (And yes, I've played it. The magic of emulation! :p)

There were a lot of shit games on the 2600! I don't think ET was the worst but it was overhyped and so the biggest disappointment. The dev was forced to code it in 4 weeks by himself too.

Response to: Martial Arts Club Posted September 27th, 2017 in Clubs & Crews

Curently:
HEMA - 4 Years. Mainly backsword, quarterstaff and hand to hand.
Wutan - About 5 months.

Lots of other stuff on and off

Response to: Your idea for a mech game? Posted September 26th, 2017 in Video Games

At 9/25/17 01:34 PM, Painbringer wrote: An HD remake of Mechwarrior 2 would be nice.

^ Pretty much this!

Maybe I'll make a mech game after I'm done with flying snake.