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Archive for October, 2009

quizzes
Online quizzes, tests and polls are soaring in popularity and provide an opportunity for publishers to increase site traffic and generate advertising revenues. However, creating the content, finding and managing the advertisers, and developing the technology require significant resources

GoofballGames simplifies the process by providing publishers with a complete quiz solution. We’ve created hundreds of new dynamic flash based quizzes of all types - Scored and Cosmo quizzes, Polls and Personality. We’ve made quizzes for MTV, Comedycentral, Vh1 and social sites like Logoonline, scandalist and fabulife to name a few.

paper

celebrity

chart

sordidquestion

Goofball Games isn’t just about the game play, oh no siree. We have a lot of time building games, but we’ve also spent a great deal of time building back-ends. Goofball has also been creating comprehensive web-server based application services for online games since 2006.

Online games can be so much more than just fancy graphics - How about player profiles, score submit, leader boards, badges, achievements, point accumulation, multi-player services and much more. Games can be so much more for users when the game experience stop being stateless and starts engaging the user to play more. Very few game development companies have the exposure to creating this experience - Goofball has this experience and can help you today!

Well, maybe you’ll forgive us for a few jokes! We love to make games, I mean it… We love making games. We really take pride in our creativity, innovation and technical excellence in this field. We believe in a positive and creative team culture where everyone feels ownership and enjoys what they do and that little extra makes all the difference in the products we deliver. Why do we work so hard for you… Because we know that if you like the work, you’ll come back to us again and again like so many clients have done. Please let our talented team of flash programmers, user interface experts, producers and graphic designers help you create your next game!

RPS BB
The past few years, Santa has been having trouble keeping up with the demand of Christmas eve. In order to keep the Holiday on schedule, the elf mechanics have constructed the Big Red X71, an amazing new sleigh for Santa. The key feature of this device is a highly accurate gift cannon. Shooting gifts directly into chimneys will eliminate Saint Nick’s yearly breaking and entering for good.

Now it is up to you to teach Santa how to use it. Fly over each house and shoot a gift into the chimney. Avoid the abandoned houses. Don’t miss too many or Christmas will be ruined! The more gifts you get in, the more points you get per shot!! See how many gifts you can deliver before the break of dawn and time is up.

RPS BB
The 2008 election was historic on many levels and the candidates had difficult
issues to discuss: with the most important being National Security. Play Indecision
2008: Pandermonium and play as one of the candidates in this unforgetabble race! As one
of the candidates, go across the country and convince voters you have what it takes to lead
this great nation. As a candidate, a player travels to each state to convince the public your
worthiness by eliminating  potential issue tiles by matching like tiles together. Each tile
represents a security concern for the state so you need to be quick on your feet or be prepared
to be panned by the public! From mullets in Kentucky to certain “actors that jump on couches”,
in California, each state has unique and hilarious concerns. Keep track of your scores
through the leaderboard and see if you best to lead in Indecions 2008: Pandermonium!

RPS BB

Do you like Checkers? Love to play Rock Paper Scissors? Do you think bears are cute and cuddly? Then this game is for you! It combines the strategy of checkers with the classic play of Rock Paper Scissors into one incredibly unique experience.

Play as any of the RPS players, brought to life in this game: Rock, the imposing but infinitely friendly bear, who only causes trouble when Scissors gets in his way; Paper, the mild mannered bear who steers clear of everyone except Rock; and Scissors, the Panda who loves to torture Paper at every chance he gets.

Take on the computer with 3 different levels of difficulty and try to get your pieces to the other side of the board. While you’re at it, try to run up your score to earn the top spot on the leaderboard. Remember - Rock, Paper, Scissors, Shoot!

If you’re like us, you have an unusual fascination with tower defense games – I say unusual because the design of a tower defense game is so simple that I often times wonder why we like them so much. Therefore, I present to you my 10 part series in creating a tower defense game (in AS2). If you have any concerns or questions please send us your feedback through the Contact Us page!

I break the tutorial into 10 parts: Waypoints and Enemies, Placing Towers, Rotation and Realism, Starting the Tower Attack, Adding Waves of Enemies, Tower Powers, Gold and Upgrades, Poison Towers, and the Final Product. There’s code available for download on every part, so click through to begin exploring the tutorials and start your own Tower Defense game!

We are currently up to Part 10 – Let me know what you think by posting a comment or spreading the word about the site
How to build a tower defense flash game – Part 10 - Win or Lose!

Intro
If you’re like me you have an unusual fascination with tower defense games – I say unusual, because the design of a tower defense game is so damn simple that I often times wonder why I like them so much.

(Note: for those who may have stopped by and are wondering “what is this tower defense thing he is going on about”.  I present you this mini-description)

Tower Defense Description

    The enemy starts at one side of a map and travels along a path towards a destination ( usually on the opposite side of the map).

    You create towers along these paths that fire on the enemy while they pass by.

    Attempt to survive wave after wave of stronger and stronger enemies by upgrading your towers with more powerful abilities.

    Either win the game by beating the final wave (usually 40 or 50) or keep going till you lose and there by get bragging rights when you die at wave 97.

In my humble opinion there is not a casual game that better defines casual, then a tower defense game. The artificial intelligence is seemingly so basic and yet the games are often not beatable the first time around until you get a feel for it. The time flys by as you tab between windows in “Firefox” or “IE” to see how the battle is going and occasionally upgrading or building new towers when necessary. Who hasn’t played a tower defense game and lost on the 48th level of a 50 level game, because you didn’t plan for multiple types of enemies to attack at the same time.
You may wonder why this is at all important in the creation of a tower defense game? The reason I feel that this is important is that I HAVE played tower defense games that haven’t been so great. So if I’m gonna teach this, I want people to make games that I find enjoyable. There is nothing more frustrating than making a product with all the bells and whistles and finding out it’s not enjoyable to play. So here is what I think are qualities that are important to a tower defense game.

    The game shouldn’t rush the player, but additional “score” should be given to those who plan quickly

    No resource management of any kind – This means that you always know how much damage your tower does AND you don’t need to “build” specific tower upgrades to unlock the upgrades of a tower.

    tower formation and strategy is key – The shape of the map and how much room to build towers should be taken seriously. If all you need to build is one type of tower to beat a game whats’ the fun in that?

    Ending are great (if you have some bad ass boss on level 50), but so are never ending ones where you can compare your game with other people. However, which one to choose is based solely on how you design your map and the tower upgrades you give.

    MOST IMPORTANTLY: Don’t go upgrade crazy with your towers. Just because you can create a lazer/triple damage/slow tower, doesn’t mean you should. I’ve found the TD games I like the most have towers that handle one function and do it well. There are always exceptions, but they are few and far between.

I’m going to start to list out the parts on this introduction as I write them and above all I intend to finish this tutorial. What we will have at the end of this will hopefully something special and maybe you’ll learn something along the way.

Anyway on to the show –

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