Update: the competition is over. Thanks to all who entered!!
Following is a list of finalists into our 3rd Flash Game Design Competition (in order of appearance). Click the game icon to go to the review page for that game.
Note: Some developers have chosen to update their entries based on feedback they received from the community, indicated by "(updated)". Please refer to each entry's comment thread (link provided) for details.
Competition Finalists:
![]() |
Factory Balls ...by Bart Bonte | |
![]() |
Roll ...by Ben Gillbanks | |
![]() |
The Tall Stump ...by Team MAW (Adam Wilkinson, Alex May and Handre DeJager) | First Place & Audience Award |
![]() |
Absolute Awesome Ball Game (updated) ...by Felix Reidl | Second Place |
![]() |
Day of the Bobteds ...by Rob Allen | |
![]() |
Mr. MothBall ...by Mateusz Skutnik | |
![]() |
Save the Planet (updated) ...by Rob Gray | |
![]() |
The Perfect Shot (updated) ...by Dan Black | |
![]() |
Stranded ...by Bart Koning | |
![]() |
Angular Momentum ...by Robert Berrier and Roland Ariens | |
![]() |
Kaichou (updated) ...by Ali Maunder | |
![]() |
Koogel ...by monsterkodi | |
![]() |
Osmosis (updated) ...by Phillip Reagan | |
![]() |
Space Kitteh ...by Zach Archer and Miles Johnson | |
![]() |
Rmvblls ...by Eduardo Omine | |
![]() |
Contour ...by Sean Hawkes | Best Use of Theme |
![]() |
Sky Blocs (updated) ...by Tom Methven | |
![]() |
Ballonius (updated) ...by Aaron Cox and Graham Jans | |
![]() |
Balancing Act ...by Carl Foust | |
![]() |
Jig Easy, Sam ...by Matt Slaybaugh | |
![]() |
Ballrooms (updated) ...by Dom Camus | |
![]() |
Ballistic Wars (updated) ...by Wan Hazmer | Third Place |
![]() |
Chap Hai - Way of the Dragon ...by Wildsnake Software | |
![]() |
Particle Blaster ...by Gareth Thomas | |
![]() |
Fluke Ball (updated) ...by Andrew Paradise and Georg Pedersen | |
![]() |
Bug Bug in Sky Tower (updated) ...by Aqui Griffin | |
![]() |
Bisection Dominion (updated) ...by Guilherme S. Töws | |
![]() |
Entropic Space ...by Will Emigh, Ian Pottmeyer and Rory Starks |
Other entries submitted:
![]() |
Event Horizon ...by the_Corruptor | |
![]() |
Roped! ...by Damir Srpèiè | |
![]() |
Brownie Motion ...by Lopsidation | |
![]() |
Moon Duster ...by Jorge Goyco | |
![]() |
Backfire ...by David Durham | |
![]() |
Asteroid Pilot ...by Sebastian Mayer | |
![]() |
Jabo ...by Eugene Karataev and Artem Popov | |
![]() |
JayIsAdventure ...by Ugur 'tomsamson' Ister, Chris 'daydream' Hildenbrand, Aleksander 'T1ger' Mork Strand, Desi A.K.A. 'Psykopig', and David 'Phreax' Hansen | |
![]() |
Spin Ball ...by Rey Gazu | |
![]() |
Heavy Metal Goreblood Extreme of Death 800X ...by Martin Jonasson | |
![]() |
Decon ...by LTD Studios (Kevin Mintmier and Mutizwa Chirunga) | |
![]() |
Break Into ...by Derek Brandao | |
![]() |
Lynz (updated) ...by Eric Whitmire | |
![]() |
Explode Ball for High Score ...by Ian Barber and Ben Gray | |
![]() |
Mathematigolf: The CGDC Open ...by David Beers | |
![]() |
Bubbles 2 ...by Manuel Fallmann | |
![]() |
Bounce (updated) ...by Daniel Vandali | |
![]() |
Two Ball (updated) ...by Jerry Liu and Charles Zinn | |
![]() |
UFootball ...by Luís Lampreia | |
![]() |
Nightmare ...by wonderwhy-er |
Together with Sierra Online we're hosting our 4th Flash Game Design Competition!
(Wooty tooty flip-bam-booty!)
Here we go again: you, casual gamer / game designer / Flash whiz, design a game in Flash (at least AS 2.0) that incorporates our theme (see below). It doesn't have to be complex nor large in scope, in fact since you will have only 8 weeks to complete your design, simple ideas are probably the way to go.
For the 4th Casual Gameplay Design Competition, we are asking for entries that incorporate this theme: BALL PHYSICS. As before, you are free to interpret that any way you choose; however, the extent to which your game addresses the theme is left up to the competition judges to decide. Also, your game must not have been in general release (publicly available to play on the Web) prior to the deadline of the competition.
Use your imagination and be creative. We will create a collection of the best entries submitted to the competition just like we have done before. Impress us with your game design and production skills and you will score fame, recognition, prizes, as well as a proper review of your work by the JIG Casual Gameplay review staff.
Every competition is a learning experience for us here at JIG, and we do listen to your feedback. Judging, however, is a highly subjective process and we work hard to score every competition fairly and to the best of our ability. You may be pleased to learn that we are going to try something new this time:
We are introducing an additional (and separate) prize to be awarded to the entry that makes best use of the competition theme...
- 1st place:
- $2,500
- (1) Adobe Flash CS3 Professional license
- (1) Swichball game from Sierra Online
- 2nd place:
- $1000
- (1) Adobe Flash CS3 Professional license
- (1) Swichball game from Sierra Online
- 3rd place:
- $500
- (1) Swichball game from Sierra Online
- Best use of competition theme:
- $500
- (1) Nintendo Wii* - (*subject to availability. If the prize is unavailable at the time it is awarded, a substitute prize or the retail value of the prize will be awarded instead.)
- (1) Swichball game from Sierra Online
- Audience award:
- as before, determined by JIG community popular vote and worth at least $200.
- (1) Swichball game from Sierra Online
See below for a list of judging criteria and additional specifications including stage size and a few simple API calls your game must support.

Like previous competitions, your game will appear in a collection for the site, so it must support our specifications and our very simple API listed below. If you do not know how to support our API even after reading the specifications below, you will need to send us the final .fla file 48 hours prior to the competition deadline so we can add the appropriate support for you.
By submitting an entry to the competition, you grant Jayisgames.com and CasualGameplay a permanent, non-exclusive license to host the game, either individually or as part of a larger collection. We will always include credit to the original author and display a link to you or your sponsor's site, if desired. Please provide us with your name, shipping address, preferred link (optional), and PayPal account name (for Audience prize voting) when submitting your entry.
Once you have your game polished and ready to go, send it to: competition4@jayisgames.com

The deadline for entries is
Monday, October 1st, 2007 at 11:59PM (GMT-4:00).
So, start the brainstorming and get ready to wow us!
Friends of Jayisgames: Please help spread word of this competition by posting a note along with a link to this entry on your blog or website. Feel free to use this banner to link back to us. Thank you kindly!
Our warmest appreciation and kind thanks to our other sponsors of this competition, all of them generously supporting the indie Flash game development community and helping to make this competition our biggest one yet:

Please help us by visiting each of them to show your support as well.
Judging criteria, specifications and the finer details of submitting an entry follow...
![]()
Each entry will be judged based on a set of rubrics, or metrics, that have been established for these competitions. The characteristics we look for and score on are as follows:
- How well does the game address the overall theme of the competition?
- How well does the game design show evidence that the designer explored methods or ideas that broke free from traditional ideas and concepts, thus showing imagination and creative expression?
- Was the game engaging? How well did it "suck you in?"
- Was the game compelling? To what extent did you find yourself going back to it until you completed it?
- Was the game fun? To what extent did you enjoy playing the game?
- How well does the game design promote or contribute to "replay value"?
- How well does the author make use of the visual medium?
- How well does the author make use of the aural medium?
- How well does the design address usability concerns?
- How well does the design address accessibility (deaf, hard-of-hearing, colorblind) concerns?
Each rubric is scored based on the following scale: (S) Exceeds expectations; (A) Very good; (B) Satisfactory; (F) Fails to meet criteria, or less than satisfactorily.
Your game will be loaded from an external swf into a common UI. Therefore, there are a couple of issues you must be aware of:
- Your stage size must be the same as the UI, 640x480.
- The background color of the common UI will be black (#000000). Therefore your game must either look good against a black background, or you will need to include a rectangle filled with the color you wish to appear as the background, and of the same size of your stage, on your main timeline.
- Frame rate should be set to 30 fps, as that will be the frame rate of the common UI that loads the external game swf files.
- Preloading your game will be handled for you, therefore you do not need to include a preloader with your game (but having one shouldn't cause any problems either.)
- AS2 games only: Your game will be loaded with _lockroot set to true, which means references to _root in your game will continue to reference the main timeline of your game; however, you may not use references to _level anywhere in your code. (If you do not know what this means, you probably don't have anything to worry about.)
- AS2 games only: For Sound objects to function correctly in loaded SWFs, when instantiating new Sound objects you must pass a reference to the movieclip that's doing the instantiation, such as:
var mysound = new Sound(this);. If you leave out "this" your game will have no sound when loaded.
The common UI is designed to provide a consistent interface with which to easily navigate through each of the competition entries. To facilitate a smooth and functional common UI, your game must support our very simple API: applies to both, AS2 & AS3 games...
- start() - a function in the first frame of your game that gets called by the common UI (GameManager class) to start the game. This function will not be called until after your game has finished loading. Therefore, your game should remain on its first frame until it receives a call to start().
- reset() - a function in your game that is called to reset the game to its initial state/menu. It must exist so the GameManager can call it when the player selects "reset" from the common UI controls.
- quit() - a function in your game that is called to quit the game and return to the main competition UI menu. It must exist so the GameManager can call it when the player selects "quit/menu" from the common UI. This function must make the following call: GameManager.getInstance().gameDone(); // use this exactly as written.
If your game contains a win condition, be sure to create an appropriate ending to the game. Do not simply call the GameManager's gameDone() function without some congratulatory message to the player first, or the player will be disappointed and points will be taken off your entry. A few entries did that in our first competition and players were confused as to whether the game had been completed correctly.
Stub UI shells: The following zip files contain all the files you will need to test your game within the framework of the competition UI shell. Please use the one that corresponds to the version of Actionscript you are using:
For AS3 games, included is a .SWC library that you will need to compile your game with once the API calls are implemented. Instructions for including it in your game are also included.If you have any questions at all about these specifications, please post a comment here and we will address it quickly for you.
Update 1
- Can a commercially developed physics package be used? - Yes, we see no reason to exclude these since we do not examine source code while judging. That being said, we also feel that the winner of the competition need not be the one with the best physics implementation. Please refer to the judging criteria to understand what we will look for in your entry.
- Can a game entry load external data or other SWFs? - Yes, your game may load external data or SWFs. However, if you plan to write data to an external site, as with a high score table hosted at your site, then you will need to add a Cross Domain Policy XML file to your site for it to work properly. See the comments for information about getting one set up. (Thanks, Daniel!)
Update 2
- Are 2D circle collisions and reactions acceptable in this competition? - Yes, of course. Your game need not include realistic 3D ball physics like that seen in Switchball. As with prior competitions, you are free to interpret the competition theme any way you choose.
- How can we avoid name collisions with shared objects? - If you plan to incorporate saving of data to the local shared object, please prefix the name of your shared object with your game name. For example, if your game is named "BallsOfun" and your shared object is named "savedGame1", then your shared object could be: "ballsOfun-savedGame1".
- Are new stubs available? - Yes! I have just finished readying new stubs based on the final UI from the previous competition. Get them here.
Update 3
- Are there any file size restrictions for competition entries? - No. However, you should be aware that games that require excessive load times may be marked down in the usability category.
- Would a game requiring a webcam be allowed? - Yes. But again, you can expect some loss of points scored for accessibility as well as usability.
- My country does not allow PayPal withdrawals. Is there a way to send money by other means? - If your game entry is one of the prize winners, then we will make every effort available to be sure you receive your prize money. For Audience prize donations that cannot be sent via PayPal, however, there is a $25-$30 fee for wire transfers, depending on the country it is going to.
Update 4
- Am I allowed to enter more than one game? - Yes, you may enter as many games as you like, as long as each entry follows the guidelines and specifications for the competition.
- Are we allowed to enter the competition as a team? - Yes, you may enter as a team. Please be sure to provide all names associated with the game upon submitting the entry.
- Are Mochiads allowed? May I use the ads that appear during pauses in the game? - The preloading of competition entries is handled by the competition UI, which effectively makes the Mochiads preloader redundant and useless. The ads just won't show up. As for ads that come during pauses, ads placed outside of the flow of game play are fine. For example, showing an ad upon selecting "play" from your main game menu. That being said, no one enjoys having a game interrupted by ads. So you might want to keep that to a minimum or chance having it negatively affect your game's overall score.
- For AS3.0 games: Is it okay for me to change the frame rate while the game is playing... and reset it when the game is exited? - Yes, you should be able to do that without issue to the competition UI. In fact, I can be sure the frame rate is reset back to 30fps once each game hands back control to the GameManager.
- Is there any limit on how early we can submit a game for the competition? - No, there is no limit to how early you may submit your entry. And for everyone submitting an entry, please post a comment here, or email me directly using the email address at the bottom of the sidebar to the left, if you do not receive confirmation from us that your entry was received within 24 hours after you submit. Thank you!
Update 5
- If we have external files that our game uses, should we place them in a sub-directory? - Yes, if your game uses or loads external files (images, swfs, etc), then please place them in a sub-directory named the same as your game. While I don't anticipate any conflicts, it is possible. Creating unique sub-directories should help avoid any potential conflicts.
- Will full screen mode be supported? - Yes, your game may switch to full screen mode if you wish. The competition UI will reset back to normal mode automatically when the player quits from your game and returns to the competition collection UI.
- Are we allowed to change the right-click context menu? - Yes, your game may create its own right-click context menu for use during your game with no consequence to the competition UI.
- I'm concerned the console menu that drops down from the top may interfere with the gameplay of my entry. What can we do? - If you think the console menu may be an issue, we can disable it for the duration of your game provided that you create a Quit-to-menu option on your main game menu that calls the GameManager function gameDone(). If you think this may be an issue, please email me about it and we'll work something out.
Comment Preview





























































Comments (may contain spoilers)
Hi Ben - the rule is that a game may not have been previously published on the Web and available to the public prior to the competition deadline.
Publishing a prototype is fine (since prototypes are, by definition, preliminary concepts and are not finished products) as is doing beta testing within a confined group.
We don't want to discourage anyone from entering, and yet we want to keep a level playing field for all those involved.
Posted by: jay
|
August 15, 2007 12:30 PM
ah-ha! This time my game is done well before the deadline! Now I get to add sound, and work on additional ideas!
Jay: a question about directories. are we supposed to hide our files in a directory structure, or do we not have to worry about overwriting other people's files, because each game is in it's own subdirectory?
(I assume the second, because you would probably be clever enough to know everyone's going to have a ball.as file)
just wanted to check.
Posted by: the_corruptor
|
August 16, 2007 4:08 PM
the_corruptor - excellent question!
Yes, please use your own subdirectory, and name it after your game, please.
But you only have to do this if you are loading external files.
Since your Ball.as file is compiled into your game SWF, there's no need to worry about that file hanging around or conflicting with someone else's files.
Posted by: jay
|
August 16, 2007 4:18 PM
Ya, the monetary prizes are too big. (Not that I'll be complaining if I win. Which I won't. So there.)
Posted by: Gazok | August 17, 2007 8:41 PM
how do you make a game? this may be a very pathetic question to all of you but im really clueless lol!
Posted by: Jordan | August 18, 2007 6:47 PM
What about stuff like Shared Objects (Flash cookies). When all our .SWFs are loaded by the stub, won't that stub be generating one cookie for all games that use cookies? Or does it actually create seperate "sub-cookies" for each individual externally loaded .swf files?
Posted by: Jon Kristinsson | August 19, 2007 7:37 AM
Make the release date earlier, please!
I'm too exiteded.
Posted by: The_Village_Idiot | August 19, 2007 12:29 PM
That is another excellent question, Jon.
To avoid name collisions, please preface the name of your shared object with your game name.
For example, if your game is named "BallsOfun" and your shared object is named "savedGame1", then your shared object could be: "ballsOfun-savedGame1".
I'll add this to Monday's competition update. Cheers!
Posted by: jay
|
August 19, 2007 12:41 PM
does "switchball" sound at all like a kickback to "within a deep forest", the windows-only downloadable game??
Posted by: Anonymous | August 21, 2007 11:16 PM
There's a bit of WADForest in SwitchBalls' design that you change the balls' attributes to get past obstacles, but that's about it.
I like Switchballs' concept except that I feel its pacing is a tad slow (however, I played the non-timed game). Of course in tight quarters on high ledges that's usually the norm. It's a good combo of physics puzzles and gray matter. Verrry nice graphics and details.
I liked the many graphics options except it didn't offer a 'windowed' option. (Pet peeve of mine.)
Posted by: Corona
|
August 22, 2007 8:34 PM
jay,
You might want to contact the writer over at VH1 Game Break, 'cause when reporting the story on CGDC#4 they say that "The theme to make your game is: Best Competition." possibly misinterpreting this from your post "We are introducing an additional (and separate) prize to be awarded to the entry that makes best use of the competition theme..."
Just a heads up.
Posted by: Jon Kristinsson
|
August 23, 2007 4:37 PM
Thanks, Jon. I saw that too and sent Harold an email about it. Perhaps he's not the one that does the editing for the site? =/
Posted by: jay
|
August 23, 2007 4:40 PM
Well I have two more questions.
It just that it is not said so it seems that it is allowed. Can I then post my game on other sites like newgrounds after the competition? And if yes then when? Deadline is 1st of October. On that day or 2nd of October or when results are posted?
Second one is connected to the payment type… Thing is that I can’t withdraw money from PayPal in my country :( Is there a way to send money by other means? Like shipping the check or making a direct wired transfer to my bank account?
Posted by: wonderwhy-er | August 24, 2007 12:41 PM
Wonderwhy-er - yes, you may publish your games online after the deadline has passed.
Wire transfers are available, but there is a surcharge (usually $25-30 USD). We can mail a check or money order, if you prefer, but since we cannot guarantee delivery internationally, you will have to absorb the risk. We will do our best with what ever options are available to us.
Posted by: jay
|
August 25, 2007 12:30 AM
Hi Jay, this has me tempted. Would a game requiring a webcam be allowed?
Posted by: IainC | August 25, 2007 10:39 AM
IainC: I don't think it would be a question of "is it allowed?", but rather a question of "how many would I potentially alienate from this game by relying on hardware not everyone has?"
This is from someone without a webcam. I just see little point in buying one.
Posted by: Cirr | August 25, 2007 1:57 PM
Cirr, I realise not everyone will have the hardware; I don't mind losing some audience, I just wondered if I'd still be eligible to enter a wc game.
Posted by: IainC | August 25, 2007 3:26 PM
IainC - I see no reason to disallow a game made for a webcam.
That being said, it is likely to score low in both the "accessibility" and "usability" rubrics.
Posted by: jay
|
August 25, 2007 3:43 PM
Thanks, Jay. Actually I do have an accessibility blag - I get a sore wrist using the mouse :D
Posted by: IainC | August 26, 2007 9:55 AM
I really love your JayIsGames Flash Game Design Competitions. This encourage people to be creative and offers them a platform to launch their Flash Games and puzzles.
As person with love and passion for puzzles I really love the puzzles, but most of all your initiative to enable the possibility to anybody with program skills to enter the competition.
Maybe you can also offer the possibility to encourage people with game and puzzle idea's without any program skills and link them to Flash programmers.
Happy Puzzling,
Marcel (p@ssion)
Posted by: p@ssion | August 28, 2007 12:05 PM
So... I think I'll throw my hat into this competition too, but question, at what point is a game disqualified for not having enouhg ball physics?
For example, if I make a fighting game (this isn't my actual idea, but think it raises a similar enough question), and one of the characters moves is a bouncing ball type attack, is that enough to make it into the competition? I know it'll probably score low on the use of ball physics... but I'm more worried about disqualification than losing... I enjoy making the games/getting feedback enough
Posted by: maji
|
August 29, 2007 4:26 PM
Hi Maji - we would rather not disqualify any game, if possible. So, even if your game has only a slight implementation of the theme, then there is a good chance that it will be accepted graciously.
Posted by: jay
|
August 29, 2007 4:48 PM
Ahh, cool, this'll be fun, >insert generic concern about keeping withing the time table<
Posted by: maji
|
August 29, 2007 6:39 PM
am i allowed to use mochiads (http://mochiads.com/) in the game
Posted by: hansa | August 31, 2007 1:04 PM
hansa - another good question.
This actually came up during a previous competition, and this was my response:
Regarding the use of Mochiads - Although I unequivocally support Mochimedia and its revolutionary Mochiads system, the preloading of competition entries is done by the competition UI, which effectively makes the Mochiads preloader redundant and useless. The ads just won't show up. Sorry.
Posted by: jay
|
August 31, 2007 1:23 PM
Is it okay for me to set the framerate to 24 while the game is playing... and reset it when the game is exited?
Posted by: maji
|
September 1, 2007 10:16 AM
maji - yes, since you're using AS 3.0, I believe you can set the framerate on-the-fly (though I have not tried or tested it, I'm assuming it works fine.)
That reminds me to make sure the framerate is set to 30 upon return of control back to the GameManager at the conclusion of each game.
Posted by: jay
|
September 1, 2007 11:56 AM
Thanks, if anyone else is using actionscript 3, I'm throwing in a frame rate manager class below in the spoiler tags if you're interested (it dynamically adjusts it... kind of counteracting artificial browser frame reduction done by some browsers as well).
var frameManager = new frameRateKeeper(24,this); addChild(frameManager); where 24 is the frame rate you want, then insert the following code into a file called frameKeeper.as package{ import flash.utils.Timer; import flash.display.MovieClip; import flash.display.Stage; public class frameRateKeeper extends MovieClip{ var requestedFrameRate = 30; var frameTracker = 0; var currentFrameRate = 30; var stageInstance; var secondTimer:Timer = new Timer(1000); public function frameRateKeeper(num,sI) { stageInstance = sI; requestedFrameRate = num; currentFrameRate = num; this.addEventListener("enterFrame",function(){ frameTracker += 1;}); secondTimer.addEventListener("timer", adjustFrameRate); secondTimer.start(); } public function adjustFrameRate(ext) { var curRate = frameTracker; if(curRate > requestedFrameRate) { currentFrameRate --; stage.frameRate = currentFrameRate; } if((curRate < requestedFrameRate) && (currentFrameRate < 90)) { currentFrameRate += requestedFrameRate - curRate; stage.frameRate = currentFrameRate; } //trace("stage set: " + currentFrameRate); //trace("actual: " + curRate); frameTracker = 0; //stageInstance.frameRateCounter.text = stage.frameRate; } } }[Edit: I've uploaded the code to pastebin for easier access. -Jay]
Posted by: maji
|
September 1, 2007 2:27 PM
okay two more question
1: am i allowed to enter more then one game??
2: the mochi ad that comes in pauses are those allowed??
Posted by: hansa | September 2, 2007 2:48 PM
hansa -
1) yes, you may enter as many games as you would like.
2) I don't know what you mean by "the mochi ad that comes in pauses". ?_?
Posted by: jay
|
September 2, 2007 3:11 PM
with mochi ads that comes in pauses i meant something like this http://mochiads.com/games/base-jumping/
Posted by: hansa | September 3, 2007 2:34 PM
hansa - Ads placed outside of the flow of game play are fine. For example, showing an ad upon selecting "play" from your main game menu.
That being said, no one enjoys having a game interrupted by ads. So you might want to keep that to a minimum or chance having it negatively affect your game's overall score.
Posted by: jay
|
September 5, 2007 4:28 PM
I don't have any software that will open .fla files (I'm using Flex to develop my game). Could you please post the code that's inside game1.fla?
Posted by: raleigh | September 6, 2007 10:46 PM
raleigh - the code that's in game1.fla is just an example of using the API calls documented above.
The following is AS 3.0 code
On frame 1:
import com.casualgameplay.cgdc.*stop();
function start():void {
gotoAndStop(10);
}
And on frame 10:
stop();function reset():void {
// I added this to show reset working
// (for example only)
reset_mc.gotoAndPlay(2);
}
function quit():void {
// use this exactly as written
GameManager.getInstance().gameDone();
}
Posted by: jay
|
September 6, 2007 11:15 PM
Ah, I can see it's very simple. Thanks.
Posted by: raleigh | September 7, 2007 1:29 AM
hello,
I have a problem with the API calls:
my entry is coded in haxe, but in haxe I can't write toplevel functions. Is it possible to call static functions of a class defined in my .swf instead?
thanks in advance, yours kodi
Posted by: monsterkodi | September 7, 2007 4:11 AM
hello,
please ignore my last post.
i found a solution to my problem with the help of some nice people on the haxe mailing list.
happy coding to everybody participating,
yours kodi
Posted by: monsterkodi | September 8, 2007 10:48 AM
Hi Kodi,
Would you mind posting the answer to your question for anyone else using haxe?
cheers!
Posted by: jay
|
September 8, 2007 3:07 PM
hello,
here is how i implement the API in my haxe project:
first, the class methods are made available on the toplevel in the main class' constructor:
public function new () {
Reflect.setField(flash.Lib.current, "start", start);
Reflect.setField(flash.Lib.current, "reset", reset);
Reflect.setField(flash.Lib.current, "quit", quit);
}
// now these methods get called from the master film:
public function start () { /* application start code */ }
public function reset () { /* application reset code */ }
public function quit () {
// a small hack to call the GameManager.gameDone method:
var func = Reflect.field(Type.resolveClass("com.casualgameplay.cgdc.GameManager"), "getInstance");
var gm = Reflect.callMethod(Type.resolveClass("com.casualgameplay.cgdc.GameManager"), func, []);
Reflect.callMethod(gm, Reflect.field(gm, "gameDone"), []);
}
i hope that helps. please ask, if i you need more information,
yours kodi
[Edit: here's a link to the code archived in a code repository. -Jay]
Posted by: monsterkodi | September 9, 2007 9:07 AM
hi jay,
Is it allowed to join the competition as a team ?
thanks
Posted by: jon | September 9, 2007 4:20 PM
jon - yes, entering as a team is fine.
Posted by: jay
|
September 9, 2007 4:38 PM
Is there any limit on how early we can submit a game for the competition?
Posted by: the_corruptor
|
September 10, 2007 11:41 AM
the_corruptor - there is no limit to how early you may submit your entry.
And for everyone submitting an entry, please post a comment here, or email me directly using the email address at the bottom of the sidebar to the left, if you do not receive confirmation from us that your entry was received within 24 hours after you submit. Thank you!
Posted by: jay
|
September 10, 2007 3:52 PM
Is it okay for two people to submit an entry together? IF so, how would prizes be arranged - the money could be split, but what about the Flash CS3 license?
Thanks in advance for your response.
Posted by: axcho | September 10, 2007 11:25 PM
axcho - yes, you may submit an entry as a team. Splitting the prizes is left up to you to work out, though.
Posted by: jay
|
September 10, 2007 11:30 PM
Hi, Jay.
I've been trying to get my flash file integrated into your competition stub and I'm having a problem.
My game uses dynamic text boxes and input text boxes for a few things, one that are referenced to variables kept elsewhere in the code. When I load my game through your stub, however, they fail to read the correct variable and remain blank.
I'm trying to read in variables in the _root of the file.
I was wondering if you'd come across this before, or if there is something specific I should do with dynamic text boxes.
Thanks for your time!
Posted by: The First Door | September 13, 2007 5:21 PM
P.S. Sorry, I forgot to mention I was using AS 2.0.
Thanks again for your time.
Posted by: The First Door | September 14, 2007 4:34 AM
Sorry for the delay in responding, The First Door.
I have not come across any issues with dynamic text boxes or input boxes with loaded SWFs before.
Are you using _level0 anywhere instead of _root?
I'm not sure what to suggest you look at without knowing more about exactly what you're doing in the code and how it's behaving in and out of the UI. If you would like to send me your .fla to my private email address (bottom of left sidebar) I will take a look.
Posted by: jay
|
September 14, 2007 8:24 AM
No, I've not using _level0 references, just _root ones. It's very odd! The dynamic text boxes are simply reading in from a variable that is being kept up to date with root level functions.
Thanks for the offer, what I'll do is take another look tomorrow and then get back to you!
Thanks for the response!
TFD
Posted by: The First Door | September 14, 2007 11:23 AM
Ok. In the meantime, I'll try to work up an example of the same thing being done and post it here for you.
Posted by: jay
|
September 14, 2007 11:27 AM
Well, I've taken another look at it, and can't see why it shouldn't be working. All the dynamic text boxes are simply pointed at a variable such as "_root.game.numberleft" in the Var box in the properties window of Flash.
Thanks very much for the offer of a working example.
I'll take a look at that, and if I still can't find fault I'll try to finish up the part I'm working on and put in more comments on where the code is referencing! It's not really in a very good state to be read by other people right now!
Thanks again for your help,
TFD
Posted by: The First Door | September 14, 2007 11:46 AM
TFD - I've uploaded a simple example showing a dynamic text field being updated by incrementing a variable each time the user selects "reset" from the console menu.
http://jayisgames.com/cgdc4/dynamic_text_test.zip
I used the example game1.fla file included with the stub package, modifying it for this test. It's designed to be used within the competition UI stub.
Instructions: Just replace game1.swf in the latest AS2 stub with the game1.swf from the dynamic text test zip file linked to above.
As a note: variables for TextFields are no longer supported in AS 3.0, so it might be a good idea to begin using the .text (or .htmlText) property instead. However, as long as you stick with AS 2.0, the included example should work just fine.
Let me know if there is something more I can do to help.
Posted by: jay
|
September 15, 2007 1:29 AM
Hi again, Jay.
Thanks very much for all of your help. I checked out your example and it seemed to work in the same way as mine, I really couldn't find anything wrong with it.
I've now got it all working, however, by using the .text style of updating the text fields and getting details from input fields. I'm actually much more comfortable with this style as it's closer to Java and C which I'm more used to.
Anyway, it's now all working perfectly!
Thank you very much for the time you took to help me and put together that bit of example code. It was a real help.
I look forward to (hopefully) submitting a game in a couple of weeks!
TFD
Posted by: The First Door | September 15, 2007 5:37 PM
Glad to hear you've got it working, and that you've decided to ditch the TextField variable.
Now you're ready to tackle AS3.0. ;)
Posted by: jay
|
September 15, 2007 8:06 PM
I'm not sure that I'm done tackling AS2.0 yet! ;)
Posted by: The First Door | September 16, 2007 4:08 AM
Hi there everbody,
does anyone have a solution to the following problem?
If I run my game in the standalone flash player it runs at 30 FPS without a problem, but if I play it in the browser the FPS drop to ~25 (and to I noticed that effect many times before, but it is particularly annoying in action games involving physics since it disturbs the controls quite a bit :/
The only possible solution I could find so far is this one:
http://board.flashkit.com/board/showthread.php?p=3330768
Posted by: Sebioff | September 17, 2007 10:47 AM
Yes, I get the same problem when I run my game through a browser. I normally use Firefox, but I get the same issue in IE.
I'm afraid I've not seen a solution, however. I hope you find one if it is causing you problems!
The closest I could find was this:
http://www.actionscript.org/resources/articles/579/8/Flash-Hacks/Page8.html
TFD
Posted by: The First Door | September 18, 2007 8:30 AM
Is it just me, or is Switchball an exact clone of Ballance?
Posted by: Anonymous | September 18, 2007 8:35 PM
The gameplay is indeed similar between the two games, but I don't think it's fair to say it's an "exact clone" since all of the levels and environments are different. Otherwise, Ballance could be viewed as a clone of Marble Madness, which it's not.
Posted by: Anonymous | September 18, 2007 10:04 PM
I'm not going to be submitting anything to this competition. I was not able to come up with any game ideas. I did come up with a few fun demos, though.
Since I'm not able to participate directly, and since I would still like to participate, I offer this hand: If anyone needs some assistance with beta testing, I'm free.
email
Just remove the spam.
Posted by: l0ser
|
September 19, 2007 8:39 PM
This is ridiculous...if I set the framerate of my game to 30 I get like 20 FPS in the browser. If I set the framerate to 50 I get about 40 FPS in the browser - tadaa, fluent play-back!
I thought my game just eats too many ressources, but the dropping framerate seems to be a problem of flash, in fact. All the calculations COULD be done in a constant time (and it works in the standalone player), but as soon as you play it in any browser you'll get a lower flamerate than intended.
The link I posted before didn't really solve this problem, but here (in the last comment) is something that works for me:
http://www.kongregate.com/forums/4/topics/298
Posted by: Sebioff | September 21, 2007 6:31 AM
For those of you using actionscript 3, here's my solution to the frame rate problem, its a n object that constantly monitors/tries to adjust the framerate to what you want. It appeared a bit earlier (sorry Jie, I lost hte link/forgot what page it was on that you posted that code dump site thing)
package{ import flash.utils.Timer; import flash.display.MovieClip; import flash.display.Stage; public class frameRateKeeper extends MovieClip{ var requestedFrameRate = 30; var frameTracker = 0; var currentFrameRate = 30; var stageInstance; var secondTimer:Timer = new Timer(1000); public function frameRateKeeper(num,sI) { stageInstance = sI; requestedFrameRate = num; currentFrameRate = num; this.addEventListener("enterFrame",function(){ frameTracker += 1;}); secondTimer.addEventListener("timer", adjustFrameRate); secondTimer.start(); } public function adjustFrameRate(ext) { var curRate = frameTracker; if(curRate > requestedFrameRate) { currentFrameRate --; stage.frameRate = currentFrameRate; } if((curRate < requestedFrameRate) && (currentFrameRate < 90)) { currentFrameRate += requestedFrameRate - curRate; stage.frameRate = currentFrameRate; } //trace("stage set: " + currentFrameRate); trace("actual: " + curRate); frameTracker = 0; //stageInstance.frameRateCounter.text = stage.frameRate; } } }[Edit: And here's a link to the code on pastebin.ca. -Jay]
Posted by: maji
|
September 21, 2007 4:56 PM
Hey Jay,
Just letting you know that I will unfortunately not be submitting an entry for the competition. School work got way too busy, so I'm glad I'm at least not behind on that. I did get relatively far in developing my game, but it's nowhere near the level of polish I would require before submitting. Also, I was the guy whose file you said you would convert from AS 1.0 to 2.0/3.0, so no worries about that anymore. Perhaps I'll be able to join in contest #5 or 6.
Looking forward to the entries!
- Bean
Posted by: OneMrBean | September 24, 2007 5:13 PM
No worries, Bean!
I understand how busy things can get. Good luck with school, and I hope you're able to spend some time learning AS 3.0 soon, it should make some things in Flash much easier for you! :D
Posted by: jay
|
September 24, 2007 5:27 PM
hello,
i have a few questions left:
is there any rule about the context menu?
is it allowed to modify it?
also, is it allowed to switch to fullscreen?
thanks in advance for the answers.
happy coding to the contestants.
i am looking forward to play all the entries,
yours kodi
Posted by: monsterkodi | September 25, 2007 2:52 PM
Man, the heat is on!
Less than a week to go!
All the best to everyone! me included :D
Posted by: ahbonk | September 25, 2007 5:28 PM
monsterkodi - about the context menu, I need to run a few tests before I have an answer for you. For example, I don't know what happens to the menu if a loaded swf modifies it and then is unloaded without reverting it back to the way it was.
As for full screen, yes, full screen mode will be supported, but I intend to have the GameManager revert back to normal when a game finishes.
I hope to have one last update soon to give a more comprehensive answer to your questions.
Posted by: jay
|
September 25, 2007 7:54 PM
Hey guys, what's a good maximum size for my .swf ? My entry is almost ready, but I have some elaborate music cooked up; I want to be sure the download doesn't take a painfully long time.
Thanks! Can't wait... this will be my first entry to the JIG contests. Long-time reader, first-time competitor...
Posted by: Z | September 26, 2007 7:07 PM
Z - good question. I think that 1 or 2 megabytes is fairly common for Flash games, but I've also seen some at 5 or 6. If you're working within the Flash IDE, you can use the "Simulate Download" function to experience for yourself downloading your game at various speeds.
Although there is no restriction on filesize, I would suggest no greater than 5-7MB.
Posted by: jay
|
September 27, 2007 12:42 AM
I'm joining Bean in the category of developers who were going to but end up not entering the competition. I scrapped my entire game a week ago, and the new game finally has 2.5d ball physics working... annnnnd no gameplay...
So best of luck to everyone else still in the runnin!
-Daniel
Posted by: maji
|
September 27, 2007 8:37 AM
Per request, I have added two public functions to the GameManager for enabling and disabling the console menu.
Use these only if you feel it will interfere with the gameplay of your entry and if you wish a more dynamic approach to disabling it only during gameplay.
GameManager.getInstance().enableConsole();
GameManager.getInstance().disableConsole();
So far, I have only an updated version of the AS2 stub available. If you are using AS3 and wish access to these functions, please let me know.
Along with the new stub available (at the same link as before) the included game1.fla example file has been updated to illustrate the use of these functions through the right-click context menu.
Posted by: jay
|
September 27, 2007 3:14 PM
An updated AS3 Stub is now available with support for enabling and disabling the console menu as mentioned above.
http://jayisgames.com/cgdc4/CGDC4_AS3_stub.zip
(Note, this is optional. Use these new functions only if you believe the console menu may interfere with the game play of your entry.)
If you do wish to use these new functions, you will have to update your cgdc.swc library with the new version, also included in the stub zip file.
Posted by: jay
|
September 27, 2007 5:27 PM
I'm trying to work out a sponsorship agreement for my game (in case I don't win anything). It's likely that I won't close a deal before the deadline on Monday. This is kind of a long shot, but would it be possible to submit my entry before the deadline, like normal, and then if I get a sponsorship deal in time, give you a branded version to replace it with before you put the contest entries online?
Thanks and good luck to everyone frantically working to finish their entries this weekend!
Posted by: axcho | September 29, 2007 3:07 AM
Yes, that will be fine, axcho.
Posted by: jay
|
September 29, 2007 3:19 AM
Really? Wow, thanks, that should really help in getting a sponsorship. :) What day will the entries be published?
Now all I have to worry about is the contest deadline... X(
Posted by: axcho | September 29, 2007 4:56 AM
i sent my games to competition4@jayisgames.com
and i received those tow emails
Delivery Status Notification (Delay)
Delivery Status Notification (Failure)
i will try send them from yahoo
Posted by: abbas isa | September 29, 2007 11:23 AM
axcho - entries will be rolled out one at a time as we have done before beginning shortly following the deadline. It's safe to assume the first entry will be published on Tuesday.
abbas isa - I have heard reports from others as well who have had trouble mailing in their entry. You may connect to anonymous FTP and upload your entry if you continue to have problems with email.
ftp.jayisgames.com
Create a new directory in the "incoming" directory, and then send an email to the competition4 address notifying us that your game has just been uploaded.
Thank you!
Posted by: jay
|
September 29, 2007 11:41 AM
Did anyone get the swc's working with flashdevelop? I keep getting a "no value was found for required element uri."
Posted by: grapefrukt | September 29, 2007 12:05 PM
I wish I could help you, grapefrukt, but I do not use FlashDevelop myself, although I have read great things about it.
The best I can do is point you to this page, though I am uncertain whether it will help you at all (note instructions in 3rd post down)...
http://www.flashdevelop.org/community/viewtopic.php?t=292
Good luck with it. I hope you are able to get your game compiled using the SWC library.
Posted by: jay
|
September 29, 2007 1:06 PM
i uploded my games on
ftp://ftp.jayisgames.com/incoming/abbas%20isa/
i was trying to send my games in last 4 days on
competition4@jayisgames.com but it didnt work
i dont get all the api so i uploded the fla files
so maybe my games need some api changes
am i in?
please notify me
thank you
Posted by: abbas isa | September 30, 2007 5:39 AM
It would seem that I need a Flex compatible swc. But exactly how to get one of those out of Flash CS3, I don't know.
I'll be back once I know a bit more what I need.
If worse comes to worst I guess I could move the game back to CS3 and compile it in there, but that would be a bit of work.
Posted by: grapefrukt | September 30, 2007 6:48 AM
abbas isa - entry recieved. Thank you!
grapefrukt - as far as I know, the SWC library is compatible with Flex. In the book, Essential Actionscript 3.0 by Colin Moock, there are instructions for using .swc-based class library in Flex Builder 2.
I can send you those instructions if you think that will help.
Posted by: jay
|
September 30, 2007 12:07 PM
Hey i was just wondering as I was testing my game in the AS3 stub I realised that when you exit the game the music for it doesn't stop playing but if I stop it in the quit function it just throws an error. Is this fixed in the new one or is there something I should do.
Posted by: thepp | September 30, 2007 2:00 PM
2 days :)
Posted by: Ninjaz
|
September 30, 2007 3:03 PM
thepp - how have you implemented sound in your game? What type of error are you receiving?
I have not heard of this happening before.
I'd be happy to take a look at what you're doing in the code if you want to send me some examples.
Posted by: jay
|
September 30, 2007 3:12 PM
Thanks for the quick reply Jay but I fixed it :)
And good luck to everyone entering
Posted by: thepp | September 30, 2007 3:53 PM
Entry submission update
There is a problem with the SMTP server on Jayisgames at the moment and the issue is being looked into.
In the meantime, please send your entries to my email address at the bottom of the left sidebar.
And please make sure you receive a confirmation from me that I have received your entry.
Thank you!
Posted by: jay
|
September 30, 2007 9:26 PM
Thanks for the new email address Jay. Please tell me if you received my game this time.
Kind regards,
Bart Koning
Posted by: Tsuken | October 1, 2007 11:21 AM
Hi Tsuken, yes, entry received!
Thank you for resending your entry, and again I apologize for the mail server issues.
Posted by: jay
|
October 1, 2007 11:47 AM
Hi, Jay.
This is going to sound really odd, but I've got the game pretty much finished and working in your stub code, but it seems like it is stretching the pieces a little for some reason. It's not a big deal, just looks odd as I'm so used to seeing them slightly differently!
TFD
Posted by: The First Door | October 1, 2007 12:10 PM
TFD - your game shouldn't be stretched by the competition framework, it simply loads in the game and doesn't apply any scaling to it.
Do you care to send me a couple of screen shots so I can take a look? Please use my gmail address in the sidebar.
Posted by: jay
|
October 1, 2007 12:14 PM
Hi, Jay.
I've just sent off the pictures now!
TFD
Posted by: The First Door | October 1, 2007 12:32 PM
Thanks for all your help, Jay.
I've submitted my game to your competition email address. Is that right, or would you prefer it sent straight to you?
TFD
Posted by: The First Door | October 1, 2007 3:56 PM
Thanks TFD!
Please send your entry directly to my gmail address. The mail server issues are still not worked out yet, unfortunately, and no mail is getting through at the moment.
Thanks!
Posted by: jay
|
October 1, 2007 4:00 PM
Good god. That was horrible. But, it's "done" now.
(that's my way of telling you that I submitted a game)
Posted by: grapefrukt | October 1, 2007 8:19 PM
Hi everyone,
I created this game for my Computer Graphics class to learn OpenGL: http://www.cs.rit.edu/~rjy2985/Gnopv1-0.zip I would have liked to enter it for this competition, but it is in C++, not Flash.
I really want to learn Flash, but I don't think I would have time to learn it in the hour before this competition ends. :) So feel free to download the game and enjoy! (Just try to ignore the somewhat buggy collision detection. :) )
-Rob
Posted by: RobYates | October 1, 2007 10:44 PM
Jay: I just uploaded my team's game, "Space Kitteh". Please acknowledge that you got it! Thanks :D We are very proud.
Posted by: Z | October 2, 2007 12:05 AM
Hi Jay! Didn't know about the email error earlier. Got bounced back. I just sent the game swf to the gmail account. Please acknowledge receipt. Thanks!
Posted by: Wan Hazmer | October 2, 2007 4:07 AM
Good luck everyone :D This is the first time I've entered. How long does it take before the games are online at JIG? Are the winners chosen before they are put up or afterwards?
Posted by: Gaz | October 2, 2007 4:15 AM
"Wooty tooty flip-bam-booty!"
lol XD
Posted by: Change Of Pace
|
November 5, 2007 7:08 PM