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A little flash experiment...
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Vash



Joined: 12 Apr 2007
Posts: 13

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PostPosted: Thu Apr 12, 2007 5:51 pm    Post subject: A little flash experiment...

Hello all! I found this site while surfing YouTube and decided to see what it was all about. Of course, I wouldn't post my hello in the flash games section for no reason so I'll just cut to the chase. I've recently started a project on my friend's site. It's a custom Wii Menu where I will be adding new games as I create them. You can check it out from your PC at Wii.GamerNGX.org or just visit GamerNGX.org from your Wii browser! Let me know what you think.

Also, is there any way to use the Wii remote's motion sensor in flash?
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TylerK



Joined: 18 Dec 2006
Posts: 384
Location: Springfield, IL

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PostPosted: Fri Apr 13, 2007 12:19 am    Post subject: Re: A little flash experiment...

Hooray, yet another one of these sites.

Vash wrote:
Also, is there any way to use the Wii remote's motion sensor in flash?
Not on the Wii browser, no.
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Vash



Joined: 12 Apr 2007
Posts: 13

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PostPosted: Fri Apr 13, 2007 1:44 am    Post subject:

Another one of 'these' sites. Thanks for the constructive feedback. I wouldn't bring a bomb to you even if you were on the bomb squad. You'd probably just throw it aside and say, "Sigh...another one of these bombs."

Anybody have anything constructive to say? Btw, just finished Duck Hunt. Smile
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luis_villase
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Joined: 28 Nov 2006
Posts: 172
Location: Mexico City, Mexico

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PostPosted: Fri Apr 13, 2007 2:48 pm    Post subject:

It's not that your idea isn't good, sadly, we've seen too much of that lately. Many people have created wii-menu-look-alikes in both apps and web-based apps, so it pretty much kills the shine of your idea.
AFAIK there is absolutely no way of getting the accel values from the wii browser, so you will just have to manage with "point-and-click" kinda games.
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TiagoTiago



Joined: 20 Jan 2007
Posts: 711
Location: Brasil

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PostPosted: Fri Apr 13, 2007 4:53 pm    Post subject:

luis_villase wrote:
...so you will just have to manage with "point-and-click" kinda games.


there are wasy to get the other buttons of the wiimote as well, the peeps over at the wiicade made an api for that purpose,a nd I believe there might be (if not already, pretty soon) some free alternatives to that (the wiicade api is paid, isn't it?)
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Vash



Joined: 12 Apr 2007
Posts: 13

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PostPosted: Fri Apr 13, 2007 5:15 pm    Post subject:

The API, because they're astoundingly selfish, is only available on their site. If you use the API and try to host it somewhere else it will not work. The reason? There are certain server-side files that they're keeping private (which is where the selfish part comes into play). I've looked through their page source time and time again but can't seem to find any clues as to what files are doing what...
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TylerK



Joined: 18 Dec 2006
Posts: 384
Location: Springfield, IL

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PostPosted: Sat Apr 14, 2007 12:44 am    Post subject:

Vash wrote:
Another one of 'these' sites. Thanks for the constructive feedback. I wouldn't bring a bomb to you even if you were on the bomb squad. You'd probably just throw it aside and say, "Sigh...another one of these bombs."

Anybody have anything constructive to say? Btw, just finished Duck Hunt. Smile
If you're saying that your site is like a bomb, then I'd have to agree, because it's killing my eyes. (ba doom tsk)

But if you really want constructive criticism, I'll give it to you. In a succinct, precise fashion.

Foreword
Everything about this screams, "Hey! Hope you're patient enough to stick around while I learn Flash!" The design is sloppy, lazy, and very counterintuitive. Don't dismiss this critique as me having some personal bias against you.

Chapter 1: The Main Menu
Firstly, you really, really, REALLY need to increase the framerate of the Flash movies you make. It appears you left it at the default 12 fps, which looks like complete crap. This goes for everything on there so far.

The two circles on the "home" channel need to be more random. Randomize the opacity, placement, and size of them. Otherwise it looks like you just slapped them in there, which I'm betting you did. I also suspect you placed them safely away from the edges because you couldn't be bothered to use a mask.

The Comic Sans font needs to go. Any serious web design dude will tell you this. Flash has the ability to embed any font you want, so how about using one that doesn't immediately make users think of Geocities homepages from the 90's? And before it happens: Papyrus and Bank Gothic are also fonts you should not use. Cliche as hell.

I'd also recommend importing art assets made in another program. A lot of the lines you made in Flash don't line up correctly. Specifically the wavy blue line at the bottom and the corners of each channel button. The horizontal gray lines in the background of the bottom area appear to be spaced at random intervals. Looks lazy, and awful. And I never expected to EVER say this, but I think some gradient fills wouldn't hurt either. These are abused by a lot of Flash novices, but when used for subtle highlights and stuff like that, they can make things look a bit shinier.

It also looks like the different channels are all included within the same Flash movie, instead of confining each to their own movie and then having them be loaded dynamically. I'd recommend implementing this as soon as possible, or else you'll have some serious loading issues when/if you get a substantial amount of games/apps in there.

Chapter 2 - Wii Paint
What do you honestly expect people to do with this? Draw a couple of lines and then leave? Because that's what they will do.

First off, this app needs a dedicated white canvas area with the menu items being separate. By that I mean you shouldn't be able to draw on the color palette, the clear button, or the "click to return" button at the bottom. Once you cover them up, there's no way to see where they are unless you clear the whole damn thing.

The auto-varying brush width is annoying and looks pretty ridiculous. If you want brush variance, allow the user to select it from a menu. Why only 5 colors? Allow the user to select any color they want and then apply a color transform on the lines being drawn.

Your code also needs to be optimized, as drawing for awhile caused my browser to become sluggish and unresponsive. Since there's no eraser or undo function, you should periodically convert the lines to a bitmap image to reduce strain on the memory.

Chapter 3: Duck Hunt
First up, the title screen. There's a difference between elegantly simple and boring. This is the latter. The plain white background isn't working.

You imported a graphic for the "Duck Hunt" text and then drew the "Wii" part in Flash. If you're trying to replicate a game like Duck Hunt - especially if you're using a lot of the original art assets - it would be wise to make everything have the same pixelated, 8-bit look to it. This means you shouldn't use any vector graphics (which includes text made in Flash) or photograph sources (the Wiimote shown on the game over screen for no apparent reason). Looks like you used imported graphics for the level background, but the grass, the tree, and the birds are all at different scales which ruins the whole illusion.

As for the game itself... why do the birds fly straight up while rotating? This isn't what birds do in real life, and it's also not what the birds do in the original game. It's a predictable flightpath, making the difficulty nonexistent.

In fact, this game isn't Duck Hunt and shouldn't be called that. The only thing it has in common with the original are the graphics and music you ripped from it and the fact that you shoot at ducks. Instead of an ammo limit, there's a timer. The dog laughs at you when the game finishes even if you shot all the ducks. It's like someone took a Flash banner ad and decided to call it a game.

End

If there's one piece of advice I could give you, it would be this: stop, think, and focus. This gamerngx site of yours appears to have just started and already you're branching out into all these projects that in order to be done well must have a decent amount of time spent on them. You can't just shit out a pre-pre-pre alpha test demo and then move onto something else. People that go to your site can tell when you've done something half-assed and this will influence their overall opinion of your site.

When you've made something that qualifies as a game, don't release it right away. Play it for awhile. Do you yourself enjoy playing it? For how long? Why? What would/could you do better?
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