Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
Warioware DIY: aka Mario Paint for the DS generation
WarioWare D.I.Y. is essentially this generation's version of Mario Paint. Many Nintendo fans hold the Super NES title in such high regard, so it's baffling Nintendo's gone so long without reviving that mouse-driven art title on the mouse friendly Nintendo DS or Wii. WarioWare D.I.Y. encapsulates all the creative tools of Mario Paint and reproduces them in a versatile game creator. You can animate game sprites and paint full backgrounds as well as create a short musical tune or stitch together a longer song. But most importantly, you're using those assets in game creation: you're building the same style of challenges that have been seen in previous WarioWare titles.
Yet despite these drawbacks and caveats, D.I.Y. is genuinely incredible. Players (or rather, creators) are given access to a studio in which they can assemble their own microgames from scratch. It's about one step removed from bare-ass-naked programming, dependent on building scripts and objects and relationships and event flags and even assembling your own graphics and music, but Nintendo has managed to make it feel whimsical and unintimidating despite the innate complexity of the process of game creation.
There's also a hidden "puzzle mode" that lifts from the book of one Professor Layton. You'll be faced with a game scripting situation, and you'll need to fill in the blanks with the specific programming script call to finish the job. It's actually a game within a game, but it definitely helps in learning the more advanced techniques.
Of course, it wouldn’t be much fun if you were the only person to see the fruits of your hard labour. So it’s just as well there are multiple ways to spread your creative genius around. You can share your microgames with friends and family simply by using local wireless connections to transfer them to another Nintendo DS system; alternatively you can share them via Nintendo Wi-Fi Connection after you’ve swapped Friend Codes with other players. Using Nintendo Wi-Fi Connection you can also download further microgames released weekly by Nintendo. You can even submit microgames into monthly themed competitions! The winning games will also be available to download via Nintendo Wi-Fi Connection, providing access to a continuous stream of crazy new material.
Random Pictures!
So, in conclusion. It's Mario Paint+: DS Version. Including pictures, animation and music.
With WarioWare Microgame programming language thrown in.
With regular downloadable content.
Content sharing. Both community and direct via friend code.
Oh and there's some kind of Wii Ware companion program where you can see your wang based games on the big screen and get a few more Nintendo made downloadables. Not sure how much this adds over the DS version.
So who's excited? I certainly am. It's the constant stream of DLC that I'm most looking forward to. The WarioWare that never grows repetitive!
Oh and for inexplicable reasons this doesn't support the microphone or DSi camera so your 'Circumcise!' and 'Bukkake!' microgames will have to be crude cartoons rather than photo realistic. OK. Maybe not so inexplicable.
It must be one hell of a job being the guy at Nintendo HQ who has to filter out the acceptable stuff from the mountains of crudely drawn porn submitted to the servers.
I'm glad someone finally made a thread. I’m having a lot of fun with this so far and I'm looking forward to trading games.
The only downsides are all of the games a tap only. You can't make a game that uses button presses or stylus dragging. The other issue is, unless I'm missing something, there isn't a way to share your game with the world. You can only see the games from people you have shared friend code with or Nintendo sponsored games, from developers or contest winners.
The sound of eight hooves reaches his ears, comes from the heavenly light, two wolves howls fills his heart with fear, and he sees two ravens fly. Down from the sky a warlord rides, like fire his one eye glows, and just before the preacher dies he knows his god is false.
So I bought this game. I am pretty much unable to draw so when it made me design a monster it took me forever. However I eventually did make a slime from DQ. I have never felt so proud as when I tapped that slime three times and actually recognized it as a slime. You people better buy this because I want to try your games. I probably won't make any that are any good. I'll try though!
Well you can do sliding, but the point of the DS Warioware games is that you don't use the d-pad or buttons. So it's not just a limitation on the player and only the player, even the pre-made games follow that restriction.
Myself, I really want to make a song of the Up theme and have a game where you tap the house until it floats away. I swear I'll do it, it doesn't sound hard at all. I just have no talent in drawing or music creation.
For all these Wario jobs I'm just following the templates (I figure Ill do my own for my own games).
-with the symmetric designs you can easily pixel in one side then copy that over and flip it-
So like if I want to play other peoples games I can just buy the DS version? Because it sounds like the showcase is Wii exclusive, which while being a cool cross platform idea, would be stupid if that was the only way.
Im not really crazy about making my own stuff but I do love me some Warioware minigames somthing fierce.
You cant really promote sharing games that well though, the friend code system they keep using with the DS just doesn't cut it.
-I need more colors (i feel a tad limited), its pretty much the same palette mariopaint had, but they really buffed up the music making-
This might sound like a thick question, but how do you unlock the other pre-made games past Mona's?
Also, for tap controls is it possible to tap a location and have something appear there waiting to intersect with another object? (I'm looking to make sort of a tower defense game)
I was wrong in an earlier post everyone, I guess you really can only do tapping. Sorry!
For pre-made games, turn the game on the next day. You get a new set every day.
Shucks. Kind of a shame too. As immature as it would sound one of my initial projects was going to be emulating the Chainsaw from Doom to carve up a Demon via dragging.
Thanks for the pre-made game information. Seems to be the key for unlocking everything else.
My biggest complaint so far is that objects can't set switches for other objects, which seems to limit what you can do to some extent. I tried to make a simple Breakout clone and concluded that it was impossible, although I might just need to think about it harder.
My biggest complaint so far is that objects can't set switches for other objects, which seems to limit what you can do to some extent. I tried to make a simple Breakout clone and concluded that it was impossible, although I might just need to think about it harder.
I think the round-about way to do that is to have your second object detect whenever another object's switch is activated, then have it activate it's own switch or perform it's own action.
ie; In my tower defense game, I have a overlaying 'dust cloud' graphic that appears at the base of the tower when it starts to crumble (in it's own looping animation thus the nessesity to animate them seperately).
The main trigger for the event is the missiles touching the tower, which amungst other things turns the Tower's switch On. In turn, the dust cloud detects that the tower's switch is on and starts it's own animation. If need be, you can also have the second object active it's own switch, but in the above example I'll leave the dust cloud's switch alone to activate the win condition (when Time reaches a certain point or the last missile is destroyed).
In short, you need to have your objects watch for other switch conditions, rather than have switches tell other switches what to do, if that makes sense.
I figured it out--essentially I had to create four clones of the ball object that moved with it and set their triggers on and off when they hit the appropriate boundaries. The actual ball would move based on the state of their triggers.
Finally finished a game that I think is good enough to share.
Fear Tapper
(Sorry for the blurry pic)
I'm not sure how the Warehouse trading works, or if it's better to do it on the Wii version, but I will gladly pass this along to anyone who wants it. DS Friend code: 3782 1451 6800
Some things I would fix if I was allowed more than five triggers:
Cannot shoot twice in the same row unless you move.
Bullets keep flying through the zombies.
Won't shoot unless bullet is off-screen.
Tapping spots are too picky. (Counter to move, man to shoot)
It's near impossible to win when all four zombies random at the same time.
I might come back to this and fix a couple of these later. I almost had a new way to do bullets to fix a lot of the issues, but I ended up with more problems with the zombie/man triggers.
3DS: 5026-4424-9805
(For MK7, RE:Mercs, Zen Pinball, Tetris:Axis, Swapnote, SSF4, and DoA!)
Finally finished a game that I think is good enough to share.
Fear Tapper
(Sorry for the blurry pic)
I'm not sure how the Warehouse trading works, or if it's better to do it on the Wii version, but I will gladly pass this along to anyone who wants it. DS Friend code: 3782 1451 6800
Some things I would fix if I was allowed more than five triggers:
Cannot shoot twice in the same row unless you move.
Bullets keep flying through the zombies.
Won't shoot unless bullet is off-screen.
Tapping spots are too picky. (Counter to move, man to shoot)
It's near impossible to win when all four zombies random at the same time.
I might come back to this and fix a couple of these later. I almost had a new way to do bullets to fix a lot of the issues, but I ended up with more problems with the zombie/man triggers.
That looks really cool. Once I get my wifi connection set up correctly again I'll have to check it out.
Fixed a few of my issues. Now the bullets disappear when they make contact with a zombie, and you don't have to wait until the previous shot is finished before shooting again. Also, fixed the randomization of the zombies so it isn't as likely to trigger an unwinnable scenario.
I still can't figure out an easy way to allow you to shoot again without moving. I needed one more trigger on the guy, because as it is now, four are to cover each row possibility, and the fifth covers the actual shooting. I have to turn his switch on when he is tapped to allow the bullet to see when it needs to fly, but then I can't turn off the switch in another trigger because I ran out. I had to stick the "off switch" in with each row possibility. I guess for now I'll have to live with "changing rows = reload shotgun."
3DS: 5026-4424-9805
(For MK7, RE:Mercs, Zen Pinball, Tetris:Axis, Swapnote, SSF4, and DoA!)
Fixed a few of my issues. Now the bullets disappear when they make contact with a zombie, and you don't have to wait until the previous shot is finished before shooting again. Also, fixed the randomization of the zombies so it isn't as likely to trigger an unwinnable scenario.
I still can't figure out an easy way to allow you to shoot again without moving. I needed one more trigger on the guy, because as it is now, four are to cover each row possibility, and the fifth covers the actual shooting. I have to turn his switch on when he is tapped to allow the bullet to see when it needs to fly, but then I can't turn off the switch in another trigger because I ran out. I had to stick the "off switch" in with each row possibility. I guess for now I'll have to live with "changing rows = reload shotgun."
Maybe if you created a duplicate version of the guy that is fixed to move with him you could set the movement stuff to the original guy and the bullet firing stuff to the duplicate guy.
Ive been fiddling around with animation cells.
-have a button next to two gears that starts their animation "clockwise" when the button trigger turns on (tap button).
-and a conveyor belt then starts to move -still working on this though-
Kind of interesting to wake up in the morning and be thinking about new game ideas. I really have to spend some more time in the advanced tutorials as well as with graphics.
Maybe if you created a duplicate version of the guy that is fixed to move with him you could set the movement stuff to the original guy and the bullet firing stuff to the duplicate guy.
Thanks! That worked nicely. I was out of objects, but I decided to get rid of the bullets altogether. Originally, they were put in to go with the Beer Tapper parody (bullets = sliding a beer), but I think it plays much better this way.
I will add both friend codes up to this point. (ayersrj and cravipat)
3DS: 5026-4424-9805
(For MK7, RE:Mercs, Zen Pinball, Tetris:Axis, Swapnote, SSF4, and DoA!)
Posts
http://www.youtube.com/watch?v=SwB71_4r1rI
Japannnnn! But in all seriousness, this game looks awesome.
WiiU: JamWarrior
The only downsides are all of the games a tap only. You can't make a game that uses button presses or stylus dragging. The other issue is, unless I'm missing something, there isn't a way to share your game with the world. You can only see the games from people you have shared friend code with or Nintendo sponsored games, from developers or contest winners.
http://www.youtube.com/watch?v=NDVdlQ8KbFA
http://www.youtube.com/watch?v=fZSbzV6EBgM
http://www.youtube.com/watch?v=bxV5-w22FPA
Bahaha, Japan. Oh you.
edit: Spoiler'ed for potentially NSFW
I'M A TWITTER SHITTER
Better than the original
Only Mario Paint and BL saved this song.
Win One For The Reaper
It could still use a little work but I think it's a good first attempt.
Nope, normal DS.
WiiU: JamWarrior
the only game to go with this song is one where you have to hug someone in slow motion as they return to the beach
That's an even better idea than my Jack CPR/chest pounding game I had planned.
Enjoy
Myself, I really want to make a song of the Up theme and have a game where you tap the house until it floats away. I swear I'll do it, it doesn't sound hard at all. I just have no talent in drawing or music creation.
-with the symmetric designs you can easily pixel in one side then copy that over and flip it-
Im not really crazy about making my own stuff but I do love me some Warioware minigames somthing fierce.
-I need more colors (i feel a tad limited), its pretty much the same palette mariopaint had, but they really buffed up the music making-
Also, for tap controls is it possible to tap a location and have something appear there waiting to intersect with another object? (I'm looking to make sort of a tower defense game)
Brawl: 3265 4738 2973
For pre-made games, turn the game on the next day. You get a new set every day.
Shucks. Kind of a shame too. As immature as it would sound one of my initial projects was going to be emulating the Chainsaw from Doom to carve up a Demon via dragging.
Thanks for the pre-made game information. Seems to be the key for unlocking everything else.
Brawl: 3265 4738 2973
My biggest complaint so far is that objects can't set switches for other objects, which seems to limit what you can do to some extent. I tried to make a simple Breakout clone and concluded that it was impossible, although I might just need to think about it harder.
I think the round-about way to do that is to have your second object detect whenever another object's switch is activated, then have it activate it's own switch or perform it's own action.
ie; In my tower defense game, I have a overlaying 'dust cloud' graphic that appears at the base of the tower when it starts to crumble (in it's own looping animation thus the nessesity to animate them seperately).
The main trigger for the event is the missiles touching the tower, which amungst other things turns the Tower's switch On. In turn, the dust cloud detects that the tower's switch is on and starts it's own animation. If need be, you can also have the second object active it's own switch, but in the above example I'll leave the dust cloud's switch alone to activate the win condition (when Time reaches a certain point or the last missile is destroyed).
In short, you need to have your objects watch for other switch conditions, rather than have switches tell other switches what to do, if that makes sense.
Is this the idea you were looking for?
Brawl: 3265 4738 2973
Fear Tapper
(Sorry for the blurry pic)
I'm not sure how the Warehouse trading works, or if it's better to do it on the Wii version, but I will gladly pass this along to anyone who wants it. DS Friend code: 3782 1451 6800
Some things I would fix if I was allowed more than five triggers:
I might come back to this and fix a couple of these later. I almost had a new way to do bullets to fix a lot of the issues, but I ended up with more problems with the zombie/man triggers.
(For MK7, RE:Mercs, Zen Pinball, Tetris:Axis, Swapnote, SSF4, and DoA!)
That looks really cool. Once I get my wifi connection set up correctly again I'll have to check it out.
I still can't figure out an easy way to allow you to shoot again without moving. I needed one more trigger on the guy, because as it is now, four are to cover each row possibility, and the fifth covers the actual shooting. I have to turn his switch on when he is tapped to allow the bullet to see when it needs to fly, but then I can't turn off the switch in another trigger because I ran out. I had to stick the "off switch" in with each row possibility. I guess for now I'll have to live with "changing rows = reload shotgun."
(For MK7, RE:Mercs, Zen Pinball, Tetris:Axis, Swapnote, SSF4, and DoA!)
Maybe if you created a duplicate version of the guy that is fixed to move with him you could set the movement stuff to the original guy and the bullet firing stuff to the duplicate guy.
That looks amazing. I've added your FC. Mine is in my sig.
I've also added my first game for anyone else that wants it. It's based of the PA strip The Unhorse and is exactly what you would expect.
That's the kind of awesome I was hoping G&T could create.
I'm still the poor European out in the cold with my nose pressed up against the toy shop window until the 30th.
WiiU: JamWarrior
-have a button next to two gears that starts their animation "clockwise" when the button trigger turns on (tap button).
-and a conveyor belt then starts to move -still working on this though-
Might be fun to try to collaborate in here too!
Added some of your FC's and put mine in my sig!
I will add both friend codes up to this point. (ayersrj and cravipat)
(For MK7, RE:Mercs, Zen Pinball, Tetris:Axis, Swapnote, SSF4, and DoA!)