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Old 12-14-2008, 05:50 PM   #1
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Who Wants to be a Marionaire Flash

On this day two years ago, when I was boredly trying to pass the time while spending the week amidst a storm, I created a Mario-themed quiz game called "Who Wants to be a Marioniare". While the game actually bares almost no resemblence to Who Wants to be a Millioniare, it became a fairly popular thread and was one thing I had to be proud of during my first few months here at VGF. Since the original thread, I've made three more, all different iterations of the same game.

For a while now I've considered an Adobe Flash version of the game, and in the past month I've been planning and scripting a basic engine in Flash off of which I can start making WWtbaMF. I've completed most of the coding, and now all that lies ahead of me is adding graphics, sound effects, and the actual questions themselves. Factoring in bugfixing, writing questions, and my own laziness, I should have a functioning Version 1.0 ready around January or (at the very latest) February next year.

This is where you guys come in. I need volunteers who can help me find screenshots, write questions, and playtest pre-release versions of the game. Basically, any input I can get will be helpful. If you want updates, post here and I'll let you know when you can help. Ciao.
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Old 12-15-2008, 12:47 AM   #2
 
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I kin helpsies when I get free time (aka starting next week).
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Old 12-15-2008, 01:26 AM   #3
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I would beta test.
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Old 03-26-2011, 07:20 PM   #4
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Exclamation UBER-BUMP

UPDATE TIME.

So a loooong time ago, I started work on a Flash version of my ever-popular forum game, Who Wants to be a Marionaire. I was 18 at the time, in my senior year of high school. It was something I had been thinking about doing for quite a while, and I had finally gotten in the mood to make the game. I'm sure you can all guess what happened, if you check the date I posted this thread.

First of all, I didn't have a computer at home that wasn't garbage, so I couldn't work on Flash (very easily, at least) at home. I had to do that on the computers at school. Now, I had more computer-based classes in my senior year than most people probably do, so I had lots of time to work on the computer. And yet, there just wasn't enough time for the project. I only had a limited amount of time each day, a few days a week, where I could work on it. If I got a new idea or thought of something at home, I would have to write it down and take it with me the next time I went to school. There's also the fact that I had to do homework, work on my senior project, and live my social life at school. All things considered, my time for working on WWTBAM Flash was very limited.

One more problem was that at the time, I wasn't very skilled with ActionScript (the scripting language for Flash). Before this endeavor, I had only done quick animations in Flash, and had never attempted to program a game. I didn't even know how to make my own preloader. I learned a lot in my struggles with WWTBAM Flash, but those struggles left me feeling frustrated, and wondering if my time could be better spent. In the end, I ceased work on the project while it was still in its infancy.

However, I never gave up on the idea of a WWTBAM Flash game. I copied the original file to my home computer before I graduated, and have kept it around in case I ever decided to revive the project. In the years since then, I've jotted down many questions to potentially be used in WWTBAM Flash (I have a stack of papers and several files on my computer containing said questions; I need to be more organized). I haven't hosted a WWTBAM game here in almost three years, because I was holding out for when I'd get the Flash game done.

Well, at some point late last year, I was going through my computer, and I found the original WWTBAM Flash file. The game was very incomplete, and since it had been so long since I'd worked on it, I was utterly unable to decipher the commentless code I had left behind. I decided to scrap it. However, it got me thinking about the prospect of a WWTBAM Flash game again, and I decided to start the project again from scratch. Things were a little different this time around. For one, I had a reliable computer with Flash CS4 installed on it, so I wouldn't have to do everything on a school computer. By the time I was also a lot more familiar with ActionScript. I worked on the skeleton of the game on and off for a while, but ended up getting sidetracked by college and other things.

Fast forward to the day before yesterday. I noticed the project among my other Flash files, gave it a look, and decided to work on it some more. I was able to jump right back into coding (thankfully, I wrote comments the last time so I remembered what the heck each line of code did), and by today, I've got a (mostly) functioning game. I'm not going to be able to tell you when to expect me to have it done, but I'd say it shouldn't be too much of a wait before I can present Who Wants to be a Marionaire v5.0.0 to the world. (The first four versions were the forum games. )

The game will be much like the old forum game I used to host. There will be 100 questions per game, divided into 5 20-question rounds of increasing difficulty (Beginner, Advanced, Veteran, Expert, Ace). You're presented with a question, and four possible answers. Choose the right answer, and you win coins. Choose the wrong answer, and you lose a life. Lose all your lives, and it's game over. The objective is simply to get as far as you can, and to win as many coins as possible. It's pretty much an ordinary trivia game, but I plan to add more features in later updates.

What I've done so far:
  • Created almost all of the necessary graphics (main menu, interface, counters, etc.).
  • Implemented code that randomizes the order of the questions each time you play a new game.
  • Implemented code for keeping track of and modifying variables such as coins, lives, what question you're on, how many questions you've done so far/gotten correct in whatever round you're currently on, etc.
  • Implemented code that defines the correct answer to the current question, determines if the answer you selected is right or wrong and reacts accordingly, takes you to the next question, etc.
  • Added enough questions for me to test the game.

What I need to do now:
  • Work on the main menu a bit.
  • Work out the game over screen.
  • Work out how to move from one round to the next.
  • Add sound effects and music.
  • Add more questions.

What I hope to do in later versions of the game:
  • Add a custom cursor.
  • Implement items.
  • Add alternate gameplay modes, such as a time attack mode.
  • Add even more questions.

Here is a quick preview of what the game looks like so far:



As I work on the game, I'll be adding more to the interface, so the final draft will look a wee bit different than this.

Now, as I stated in my OP many years ago, I'll be needing some assistance with this. Anyone who's interested can help me get screenshots, write questions, and playtest/bugfind. I'm also open to any suggestions about new features, features that you think should be changed, etc. I'll let you all know once I have a fully playable beta version of the game ready.

Last edited by Valigarmander; 03-26-2011 at 07:27 PM.
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Old 03-26-2011, 07:33 PM   #5
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This is still relevant. To my interests.

Nice to know you never gave up on this.

Let me know whatever you need help with, as I need to at least put some of my Mario nerdiness to practical use before I die.
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Old 03-27-2011, 02:42 PM   #6
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What I need to do:
  • Work on the main menu a bit. (Haven't started it yet.)
  • Work out the game over screen. (Complete!)
  • Work out how to move from one round to the next. (Working on it.)
  • Add sound effects and music. (Complete!)
  • Add more questions. (Working on it.)

The sound effects and music are having a hard time working with me, but they're not essential, so I'll hold off on fixing them until later. I also added a button that toggles the sound on and off, and a few other doodads. I may have the game fully functioning by the end of the week, but my classes start up again tomorrow, so who knows.

Last edited by Valigarmander; 03-27-2011 at 08:48 PM.
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Old 03-27-2011, 08:48 PM   #7
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'NOTHER UPDATE.

What I need to do:
  • Work on the main menu a bit. (Complete!)
  • Work out the game over screen. (Complete!)
  • Work out how to move from one round to the next. (Complete!)
  • Add sound effects and music. (Complete!)
  • Add more questions. (Working on it.)

All I need to do now is pad the game out with enough questions for it to work properly (about 80 more than what I currently have), and bang.
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Old 03-27-2011, 09:56 PM   #8
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It's a shame that it's not more than just Mario, because I'd probably be able to help you greatly on that front.

Still if you need my help, I could try to do the best that I can, but I'm sure there are many people who know more about Mario than me.
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Old 03-28-2011, 02:54 PM   #9
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While I've only played most of the main Mario games, my ability to write multi-layered questions that stop people from just plugging it into Google should come in handy if you want it.
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Old 03-29-2011, 03:07 AM   #10
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My favorite question has always been to ask how many golden stars can Mario touch in a game of Super Mario 64. The technical answer is 121 because Bowser drops the chunky star.
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Old 03-31-2011, 06:24 PM   #11
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Good to see that there are people interested in this.

Most of the game mechanics have been cleaned up. All that really needs to be done now is to continue adding questions, and maybe to clean up the sounds a bit. Right now I have 109 questions programmed into the game (25 Beginner, 31 Advanced, 31 Veteran, 16 Expert, and 6 Ace). I need to have at least 20 in each round for the game to be able to work. So, it might take some time, but it's fun to watch my game progress. Now, let's see some screenshots.




This is the title screen. There isn't much to it right now, but it'll be filled up as I add more modes later on. There's also a little intro clip that plays before the title/main menu. The symbol in the bottom-right corner controls the sound.




Here's the help menu. Again, not much going on at the moment, though I expect it to expand a bit more once I add more modes.




Here's an example of a round introduction. Mario comes running in from the right saying "LET'S-A GO!", with a button you can click once you're ready to start playing.




Just an example of a Veteran-round question. The aesthetic changes between rounds include the bar at the top of the screen, the scrolling background, and the music. Also, since the last time I posted a screenshot (see post #4), I added a counter beneath the coin count that shows your potential reward for answering the question correctly.




Here's an example of a round victory screen. You're presented with some stats, and a button to press to take you to the next round.




And here's an example of a game over screen. Lose all your lives, and this is what you'll see. More numbers, and a button that takes you back to the main menu.


More updates to come. Let me know what you guys think.
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Old 03-31-2011, 06:51 PM   #12
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Yeah, I'd play it. I'd probably ace it too because I'm cool like that. I'm a cool guy.
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Old 03-31-2011, 08:36 PM   #13
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This is nice.

I'd like it if it were open-source, but I doubt you would want to do that.
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Old 04-03-2011, 04:05 PM   #14
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^ We'll see.

Currently got 169 questions.
42 Beginner
48 Advanced
43 Veteran
26 Expert
10 Ace
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Old 05-30-2011, 02:01 PM   #15
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Howdy all. So, this took a little longer than expected, since I've been distracted by school and other things in life. But now, I believe I have a completely functional beta of the game. Just a few kinks need to be worked out (I'm still not satisfied with the music), and perhaps some more questions added, before the game's ready for a first release.

So now, is anyone interested in playtesting? There isn't much to do yet except explore the main menu or play Classic Mode, but there's currently 279 questions that are randomized each time you play, so hopefully that's enough to allow you to get a feel for the game. If you want to playtest, I'll need you to let me know...
  • ...if any of the buttons or parts of the interface aren't working properly.
  • ...if you run into any glitches.
  • ...if there are any questions without pictures, with wrong pictures, with the wrong font or text color, etc.
  • ...if there's any issues with sound effects or music. (Aside from the fact that they kind of suck right now.)
  • ...if there are any typos, errata, etc.
  • ...if you feel a question should be rewritten to be more clear, to include more information, etc.
  • ...if the answer to any question is wrong.
  • ...if any question seems too easy or too hard for the difficulty level it's in.
  • ...anything you really like about the game so far.
  • ...anything you really dislike about the game so far.

I'll probably upload the SWF to a file sharing website and give the link to anybody who wants to try. If you're interested, let me know.
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Old 06-02-2011, 08:38 AM   #16
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Anyone? :B
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Old 06-02-2011, 10:14 PM   #17
 
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How have I never looked at this topic before?
I'd be happy to help you out, Val.
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Old 06-06-2011, 12:36 AM   #18

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That looks amazing, Val!!! *gives you marshmallows*

I'd help... but I currently have the attention span of a ...a ...a faerie...
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Old 06-08-2011, 07:51 AM   #19
 
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I'm very interested in the final product, although I can't dedicate the time to test. I'll check back looking for updates.
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Old 06-08-2011, 08:04 PM   #20
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Alrightie, I've added a second game mode: Time Attack.



This version plays a lot like Classic Mode, but with one major difference: instead of receiving lives which are lost each time you answer a question incorrectly, you're given three minutes each round to finish twenty questions. Answering a question incorrectly deducts half a minute from the timer.



While Classic Mode is centered mainly on accuracy, with Time Attack you have to worry about accuracy and speed. The timer counts down throughout the round, pausing in between questions to allow you to catch your breath. At the end of the round, you're told how much time it took for you to answer 20 questions.



Adding this mode was a pain in the arse, since I basically had to go back and edit new code into the startup, victory, failure, button, and graphics scripts of each round. But now, it's working more or less the way I intended it to. There's a few kinks I need to work out, though. With all the new code I had to copy and paste, I'd be surprised if everything was working the way it's supposed to.

And as before, anyone who's interested in playtesting can just say so here, and I'll upload the most recent version of the game (including the new Time Attack mode) and send you the link. Thanks for staying interested in this.

Edit: Oh, and one more tiny change I made to the game: there's now a graphic at the top of the screen that indicates whether you're playing Classic Mode or Time Attack. I don't like the current Time Attack graphic, though. I'll probably change it soon.
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