At 11/28/23 11:46 PM, BubblesMedia wrote: I have a few games I want to add the high score API into using Turbowarp, given they're Scratch games. How do I do this? Is anyone able to provide a simple to follow, step by step guide?
I never used either myself, but there's this step-by-step guide by lajbel; but more recently ObviousAlex made a Turbowarp extension for Newgrounds (at the bottom of the list) which might be more user-friendly to use.
At 11/19/23 06:37 PM, Kirrice wrote:At 11/18/23 09:20 PM, StickmanMarkinson wrote: But anyways, you have to ask yourself this. Did you really made these artworks on your own?Well, I do remember sitting down, opening Krita, and attaching everything together, So yeah i did make these images
That's very nice, but let's say I download a bunch of 3D models from various authors and put them in a composition. There are two important questions:
Same with you using photos in the examples you describe. Are those photos free to use (e.g. Pexels) and is attribution required? You're most likely not allowed to use a random anime picture (the fact that the risk of being sued over it is extremely low is another thing, but in principle they're copyrighted).
Then if you have the permission to use them, to be really considered an author of an original work with its own merit, did you transform them sufficiently enough to create a new work?
I tried fiddling with the scale settings of the original MP4 and got it to remain animated when the file size dropped under 1 MB.
Perhaps there's a better compression setting though, so it can be larger than this postage stamp.
At 11/8/23 01:02 PM, Finasty wrote: It's animated when i put the image in the comments, but not anymore when i posted it
When I check your animated picture, I see it got converted to a webp. Gifs tend to be atrociously large, so I guess it was automatically converted to a different format to reduce its size, but it lost all other frames of the animation.
Let me try posting animated webp directly:
If this works and remains animated; you can try converting your GIF to webp first with either something like this, or better with ffmpeg (that way you don't have to rely on an online service and have more options).
ffmpeg -y -f gif -i input.gif -loop 0 -c libwebp output.webp
Just by converting Turkey's gif, the same animated image went from 2500 kB to 645 kb (and I use Chrome).
At 11/6/23 11:08 PM, AngelLOL123 wrote: it says Unavaible :,V . It means that I can't play games??
I think I'm out of simple solutions.
Perhaps your computer's graphics card might not support WebGL 2.0 (OpenGL ES 3.0 ~ OpenGL 4.3).
Eh, I believe you can check which OpenGL version you support with OpenGL Extensions Viewer.
If you don't want to/can't install anything, you can run Win + R / devmgmt.msc, find which graphics card you have and look up its specifications; i.e. if OpenGL 4.3+ is supported.
I think I read you can also check Feature level (Win + R / dxdiag), if it has 10_1+, but that's less reliable...
Final check… have you installed and played any games that came out in the past few years…? :)
The newer AAA games mostly all require recent (5< years) graphics cards; if you can run e.g. Elden Ring or Jedi Survivor, you damn well should be able to play browser games with WebGL 2.
If it should be supported according to what you find, then perhaps something somewhere was disabled/uninstalled/corrupted and now that's the reason you can't run WebGL.
At 11/5/23 10:00 PM, AngelLOL123 wrote: It says that I need to go to chromeflags and then search ''webgl 2.0''. I searched it but I it says ''No matching experiments''
Well, I suppose in newer Chrome versions, it got removed from experiments because it's supported by default. So unless you have a very outdated version of Chrome, it's also possible that you have disabled hardware acceleration. See here:
chrome://gpu/
it should display something like this:
If that's disabled or “Software only”, take a look at
chrome://settings/system
and check if hardware acceleration is enabled.
You shouldn't need to do anything special, most browsers support WebGL 2.0 automatically now.
Try this simple test. If you see a spinning cube, the problem might be with the game itself, not with your browser not supporting WebGL.
Well, check the Spam category in games/movies and play or watch a few to get the general vibe.
Essentially projects made for shits and giggles that are (or seem) low effort, a bit unhinged and possibly annoying but weirdly fun.
Mainly Spam shouldn't be understood as blam material. Consider this game:
Your first reaction may be “what the hell is going on?”, then you start playing for a bit and it's pretty all right actually.
And speaking from experience, this wasn't a very easy game to make. It's 3D, it's a rollercoaster ride with twists and turns and acceleration, the camera moves and rotates, the targets rotate to face the camera, it has a crosshair, sounds and music, a boat for some reason, Newgrounds high score integration, billboarding of distant trees, full-screen camera effects when you're underwater… it's by no means a masterpiece but made with care by someone who knew what to do.
At 10/15/23 11:30 AM, TehDoodleware wrote: how the hell do I upload to the Collabinator
please help
Try here…?
There are certain requirements for the different categories:
Sounds great! I have a list of things that's essentially "Watch Later" which doesn't really need to be publicly visible, and I really look forward to what people will do with this – in terms of similar works, recommendations, contests/events and playlists with works that have multiple instalments…
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I don't see some of the new options though (Chrome/Windows) – like Visibility and Type, and I tried reloading without cache. Or is it only for new playlists? Or playlists that don't mix types of content?
The inside of the playlist also shows works that have failed the judgement phase or were removed by the authors. If this is intended, it'd be nice to differentiate those entries somehow; so you know you can essentially delete them when you open the playlist.
In the “public” list, they're filtered out.
At 10/5/23 09:31 AM, keolamation wrote: I know, I'm sending this ALL but, this working in editor and standalone so, I have no idea what I'm doing wrong for getting this to work in a WebGL. please help, Halloween is right around the corner!!! :(
There's nothing wrong I can tell at first glance. I would start by adding logs (to the json string you're about to save, and then the string you get from load), so you can at least tell in a web build as well whether the problem is in constructing/deserializing the json, or in PlayerPrefs. Since you say it works fine in the editor/standalone, I suspect the latter, because PlayerPrefs also work differently on the web.
In fact, PlayerPrefs are not quite suitable for having entire JSONs dumped into a single string (you also use pretty print and don't compile it in any way to make it shorter). I don't know the number of weapons in your shop/inventory, but the Unity documentation warns about keeping it under 2 kB of data.
Keep the value at 2 KB or smaller. To store larger amounts of data, write them to a file in Application.persistentDataPath.
Which is this many:
You might easily have surpassed this limit with all the weapon data and extra whitespace.
If you find out this is the case, here's a guide on how to set up your saving/loading in WebGL. Because as it correctly states, if you save to the default location in Application.persistentDataPath, everybody's saves will be lost every time you publish an update (this is also true for PlayerPrefs).
Alternatively, if you don't mind having different code for Newgrounds and itch.io, Newgrounds supports cloud saves when you use the Newgrounds.io library that can be added to Unity as a package (also with medal/scoreboard support!), which will also work much better than PlayerPrefs – with the added benefit that your players will retain their saves even when they switch devices.
I think people who tend to see General locked and immediately go and ask what happened over to this forum, aren't likely to seek answers in Newgrounds Wiki anyway… the FAQ is quite hard to find to begin with, the page is quite long and forum questions are at the bottom.
Besides, they often don't even do a basic check – if I simply search the forums for the word “general”, I am immediately greeted by a ton of questions asking what happened to it – and the explanation is in the news post in the second spot.
Perhaps a stickied post in the respective forums would be more visible… but I'd say give it a few months and the questions about the forums will become much less frequent. You don't see people asking what happened to the “Mobile” and “Games Factory 2” forums.
At 9/22/23 02:38 PM, AxolotlGav wrote: THEY KILLED THE MADE WITH UNITY SPLASH SCREEN OH MY GOD
It never made much sense to force it, but only to free users. Because of course, what's going to happen is people flooding stores with low-quality games branded with a big Unity logo, and meanwhile, the best games will hide it to dampen their association with those “bad games”.
You want it to work more like a badge of honour, so kids and aspiring game developers would see the logo on a great popular game and decide Unity is the engine they want to learn to maybe one day make games like those.
P.S.: Some more info in the FAQ. WebGLs and demos count towards the metric again; but with those thresholds, who cares; and you can switch to the revenue model if that would be a concern.
Unity Personal's internet connection requirement is increased from once every three days to once every month.
Announcement of the new changes to the policy
https://blog.unity.com/news/open-letter-on-runtime-fee
I kinda want to say this is reasonable and addresses essentially all the main points people had issues with…
…but then again, I'm still processing the annoyance from last week, wonder when this will suddenly change again when it's convenient – and we all of course know they would have never backtracked on their policy if it wasn't for the immense backlash.
But I'm stuck with Unity for the time being, and technology-wise, it has always been my favourite engine, so I'll be naïve for a moment and say I hope they have at least learned something from this.
Hey there!
You're posting a lot of questions about essentially the same thing, but I'm not sure you're reading the answers.
Because you have already been given links to AS2 Tutorials, been told to post in a different forum – including a helpful note to read the ActionScript Bible (or pick another learning resource, while we're at it).
If you're brave enough to try AS3, Ben Reynolds’s platformer tutorial is very well-made and easy to follow.
Or spare yourself the trouble with ActionScript and start learning a game engine and a newer language instead.
In case you're genuinely trying to learn and this isn't just a ploy to waste people's time, you need to know this here is a wrong approach.
You won't learn to code or develop games by inspecting complete scripts and projects and trying to understand them or having them explained to you. And you definitely can't make a game by downloading scripts and trying to stitch them together, especially if you can't understand what the script here does. That's far more difficult and prone to errors than simply writing everything from scratch.
And that's how you should ideally start – from scratch; and follow a simple tutorial for a simple game where each script is written from its most basic parts and then iterated as new mechanics are added.
It would also help a lot to learn how to ask the right questions, so people can help you with your actual problems. If you're a beginner and want to learn, people will mostly only be able to give you generic tips and introductions – see above. And here, it's an awesome guide.
Later on, though, you may want to know – for example – about the best resources when you want to create a 2D platformer game, or better yet, specific questions like “how to play a sound clip in AS2”, “how to flip the character sprite when going left”, “how to check the collision between the player and the ground”.
People won't code your game for you, but they'll be much more ready to help you if you learn to isolate and describe your problem.
Aside from what OnixDark mentioned, you could also try reviewing other people's art (or other submissions), and they might be more inclined to check out your work when your name pops up in their notifications.
There's also the Review Request Club if you're interested in constructive feedback.
But essentially, yes; you need to make yourself more visible on the site, and that happens by interacting with people and being a part of the community.
At 8/31/23 05:53 PM, FinaLee wrote: I think applying a universal scouting system to the portals would provide a bit more positive reinforcement to artists wanting to improve than the blam system.
I disagree… Blamming can honestly stay or go. But I see the great value in the Under Judgement system, where (1) every submission from both experienced and new content creators appears in the same place – a place which also incentivizes people to vote to get B/P points and rank – and (2) ratings and reviews are hidden for a good while, making it more likely people will vote without bias.
This means new creators are more visible than if they were stashed behind several options you kinda have to know they're there (Art → Latest → Showing → Undiscovered Artists; and try to get there on mobile) and are more likely to get feedback.
What I see in the Art and Audio portals is that experienced, scouted artists get even more visible (but if I want to see just the good submissions, there are filters and sorting options for that), but those who need to improve, get advice and some initial visibility the most just sit there with no ratings or reviews – which is more demotivating than being blammed.
Granted, games and movies are more popular than Art submissions, but still, I genuinely believe the current system with Games and Movies is better for new creators both in terms of visibility and the feedback they'll get.
Even though several pretty low-effort submissions might get deleted, it still means a ton of people scored it, and more often than not somebody at least left a review (which you can see for yourself if you check daily obituaries).
At 8/29/23 11:28 AM, AKA-38CAUTION wrote:At 8/28/23 11:42 PM, Anonymous-Frog wrote: I asked because @ScottMalin is a very popular artist on here and on the rest of the internet, and I didn't want to lose whistle points.It shouldn’t matter on popularity of artist (that basically some form of Double Standard if otherwise, for lack of better words)
Everybody has to abide the site rules regardless. If they wanna advertise, they can do so in their Blog Post
In practice, this isn't fully true, though.
E.g. Kajenx, the creator of William and Sly - which is a big part of Newgrounds Flash history and I freaking love the game - recently published his Steam trailer for the remake to the Movie portal, and it's both an ad and gameplay footage. And it was frontpaged. Which I don't really mind and it feels like he earned the right to bypass the rules this once.
But I hope I'm not mistaken to think you may still report cases like this, as even if the flag is dismissed, they're unlikely to be considered "poorly reasoned" to make you lose whistle points.
Whistle Status
If the flags are dismissed, those who flagged may receive negative whistle points if their flags are considered to be poorly reasoned or abusive.
Could you perhaps link the preview page of your movie and allow access to anyone or logged-in users?
Maybe your movie was unpublished because it breaks a rule or something, but most of us won't be able to tell you why unless we see it.
And a quick note, if this was your actual description,
I would be inclined to think it's a low-effort submission before I even open it.
Really, if you can, I'd recommend updating mainly the title (ok, so it's episode 2, part 1 of what?) and fill in the short description and Commentary as well. You want to grab people's attention here!
And if it's something that took you hours/days of work, surely you can spend fifteen minutes on an eye-catching title and thumbnail to make people more likely to see it.
At 8/29/23 02:34 PM, PsychoGoldfish wrote: Might be worth also having donation tiers and asking artists to respect them. Let people contribute ANYTHING they can to the fund. 5 guys doing $20 might be an easier ask than 1 with $100 every month, but maybe you have to donate a minimum amount for a credit in the sponsored content.
Yeah. I love the idea and what it could mean for Newgrounds, but I'd probably consider sending $100+ just this once to support the sentiment.
I'd definitely be more open to chipping in $20-30 every once in a while, no credit required. And maybe it'd be nice to be able to do so spontaneously via the donation option with a custom message, or by following a link in a news post or so without having to opt-in to a “regular sponsor list” first.
For even more details, check this in-depth explanation from Tom on why an app would be a bad idea that would likely bankrupt Newgrounds for little benefit for the site growth itself.
Yeah, as MetalSlayer says, if you're in doubt, go for the higher rating. T might be okay if it's not suggestive, but M rating should be safe and you'll avoid making people who'd like to see no nudity at all uncomfortable.
Check this topic which could be similar to your question.
At 8/24/23 02:40 PM, switzrr wrote: Have you downloaded the Newgrounds Flash Player? That could be the issue
MAGE-KESHIFT is a Godot Engine game, so it should not require Flash Player at all, but rather WebGL (see here for browser support overview). You could check the browser console (typically F12), perhaps it might be telling you some useful, significant error. And perhaps not.
Then could also try any of the steps described in this article about troubleshooting WebGL.
E.g. a very basic test to check if you see a spinning cube. Then try checking the hardware acceleration setting, that was a common source of issues in my experience…
At 8/25/23 03:28 AM, flyingduck91 wrote: iv been having this problem to
That's nice. Did you read this thread and the post above which tells you how to resolve it?
At 8/23/23 04:03 PM, TheJayJay wrote: Also if you think my totally epic and legit reviews are bad, hoo boy there are way worse. People treat the review section like a YouTube comment section at this point.
That's always going to happen when many people are around. It's not like in good ol' 2010, the review section was occupied solely by wise sages writing paragraphs after paragraphs of stellar constructive feedback.
Doesn't mean it's time to drop the review guidelines as the ideal standard, or rename the section to comments. It's for the author's benefit after all, and as long as there are at least some people who tell the author something useful, it matters.
At 8/13/23 10:34 PM, Marcus642 wrote: but i was just wondering why it was unpublished, i nveer remembered doing that and theres no option into republishing it
The first one at least was blammed (didn't get a high enough score and was removed as a result), see the obituary. I assume that's the case of the second one as well.
I saw it and yeah, it was far from a serious submission, just a sketch and it was about two seconds long, so it's no wonder people voted accordingly.
At 8/10/23 10:37 AM, Snug-Bug wrote: Bro why upload it if its gonna get blammed?
Just share a .swf file and get feedback.
Or share the link to the Preview page (Access: Anyone) before publishing the project.
That's much more approachable to people who'd like to try it out than sharing an swf file in the file dump.
Well, the music you put in movies/games here doesn't have to be your original creation (unlike on the Audio portal), but you do have to have rights to use the piece of music. That's true for YouTube as well (they just have other options for dealing with copyright infringement other than outright removing the content).
This means the author (or licensor) has to give you permission to use the piece (e.g. direct permission, a Creative Commons license…) – which likely isn't the case according to the license infobox here.
The other option is to find public-domain music. That's normally 70 years after the death of the piece's (last co-)author or 95 years after the initial release if it was created under an organization.
But copyright in the US is weird sometimes (and didn't sign to the global copyright standard until 1989), so, eh, according to this guide I'm guessing you'll be free to publish this on February 15th, 2067.
There's a schedule publish option at the bottom of the project settings that might help you in this regard.
Alternatively, find a similar music track that you are licensed to use (Audio portal or CC tracks elsewhere), or something that's in the public domain.
But note there's a difference between the initial release date of the music and the release date of a specific recording of the music piece, which is why some Beethoven and Mozart music tracks you find can still be copyrighted to this day.
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TL;DR – No.
The track is still copyrighted and you don't have the license to include it in your video. Pick one you're sure you are allowed to use.
It's been an eternity since I last used ActionScript 2, and I couldn't find a complete example that would do what you want.
But would it help a bit if I described what you need to do in principle?
Basically, you want to differentiate between a key that was only quickly pressed, and a key that was held.
Have a (key)HoldTimer = -1 variable for each key you want to track (or an array if there are many).
onKeyDown for your key
onEnterFrame (or any other time-tracking event)
onKeyUp for your key
Of course, this is if you want to have different actions for holding and pressing. If you don't want to deal with holding at all, you might get away with simply removing the key event listener in key down (preventing repeats) and doing your movement logic, and adding the listener back in key up.
Again, my AS2 is rusty and I can't test any of this. There might be a much better way, but you might also be asking in the wrong forum where people who could help you won't notice – try Game Development or Programming.
Both. You can rate a submission without a review, but the score given alongside a review still counts.
Essentially, clicking on this gives a score.
You can then leave a review as well to give the author constructive feedback. And experienced users also tend to have more weight in their score than newcomers (see voting power).