Update: The contest is over. Thanks to all who entered!!
The following is a list of entries into our 2nd Flash Game Design Competition (in no particular order). Click the game icon to go to the review page for that game.
Wooty tooty flip-bam-booty!
We're hosting our 2nd Flash Game Design !
(and the crowd goes wild! rwar!)
Here's the scoop: you, casual gamer / game designer / Flash whiz, design a simple puzzle game in Flash (version 8, AS 2.0).
Yes, the type of entry we're looking for is the same as what we called for during our first . And while the entries we received contained various interpretations of "simple puzzle game", all things considered, the simple puzzle idea proved to be an excellent choice. So we're doing it again!!
But there is a catch. This time your game design must incorporate this theme: "grow".
You are, of course, free to interpret that any way you choose; however, the extent to which your game addresses the theme is left up to the judges to decide. Entries not meeting this requirement will be disqualified.
If you're wondering what we mean by "simple puzzle game" consider this: Think of something that you might find in a point-and-click game, Myst, or the like. Not necessarily an entire point-and-click game, but that's ok, too! For some inspiration, check out the entries from our first , and especially Andrew VanHeuklon's brilliant collection of Flash puzzles called Click Drag Type. That collection was actually the inspiration for these competitions.
Use your imagination and be creative. We are looking to create a collection of the best entries submitted to the like we did in August. Impress us with your game design skills and you will score fame, recognition, prizes, as well as a proper review of your work by the JIG Casual Gameplay review staff.
As before, we're looking for a ton of great entries to make this competition really spectacular. And we've got the prizes to back it up! In addition to seeing your name in pixels and the millions of people that will play your game—yes, millions. Our first competition has already received over 2 million plays!—we have some nice cash prizes to award this time:
- 1st place:
- (1) Flash 8 Professional license*
- 2nd place:
- (1) Flash 8 Professional license*
- Audience award:
- as before, determined by JIG community popular vote and worth at least $200.
*If your winning entry makes an exceptional or innovative use of either Premiere Pro for video or After Effects for animation/video, Adobe will upgrade this prize to the Adobe Video Bundle, worth over $2,000!
Although the Flash 8 Professional license is available for Windows or Mac, the Adobe Video Bundle is available for Windows only.
In addition to all of the above prizes, your game will be eligible to recieve a bid from ArcadeTown for publishing there as well.
Winners will be judged by the JIG Casual Gameplay staff based on creativity, originality, aesthetics, and how well it incorporates the theme. You don't have to make anything complex, just wow us with a great idea or two.
To enter the JIG CasualGameplay Game Design , all you have to do is create a simple and original Flash puzzle game and send it to us.
Like the first , your game will appear in a collection for the site, and so it must support our specifications and our very simple API listed below. If you do not know how to do this, you will need to send us the final .fla file 48 hours prior to the deadline so we can add the appropriate support for you.
By submitting an entry to the , you grant Jayisgames.com and CasualGameplay.com 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, and preferred link (optional) when submitting your entry.
Also, in return for winning one of the Adobe prizes, you give Adobe the rights to publicize information about you and your game, and what was done with its products as part of the development process (i.e., talk about the game designer, what tools were used, get a quote, etc.).
Once you have your game polished and ready to go, send it to: [email protected]
The deadline for entries is
Friday, February 23rd. at 11:59PM (GMT-5:00).
So, start the brainstorming and get ready to wow us!
Specifications and the finer details of submitting an entry follow...
- It is recommended that your stage size be the same as the UI, 640x480. Smaller games will be centered on the larger stage of the common UI automatically. However, if your game is smaller than 640x480, and you use hitTest, make sure the (x,y) points are in terms of global coordinates. Refer to this article for an explanation of a potential gotcha.
- 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.
- 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.)
- For Sound objects to function correctly in loaded MovieClips, 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 functioning common UI, your game must support our very simple API:
- 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 (preloader) until it receives a call to start().
- reset() - a function in your game that is called to reset the game to its initial state. 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 compilation 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 solved correctly.
A stub compilation UI shell is available to test your game with. If you have any questions at all about these specifications, please post a comment here and we will address it.