I'm no expert, but might be able to give a bit of a description for this game.
Torus Trooper is an interesting race against the clock, where you keep playing as long as there is time available. There are several ways to affect the currently available time: (1) add 15 seconds by reaching the next target score, as indicated in the upper-right corner; (2) add 30-45 seconds by destroying a "boss" enemy that appears after you've destroyed a certain number of smaller enemies, as shown in the lower-left corner of the screen; (3) getting shot by an enemy will reduce your time by 15 seconds.
You can choose to powerup a huge charge shot (and earn kill multipliers) to reach the next boss faster... but building that charge shot will cause you to slow down. I don't recommend using a charge shot too often unless you need to destroy incoming bullets, since keeping a high speed is crucial to ensure you destroy enough enemies to reach the next time bonus. In most cases, you are better off just using your normal weapon to clear the way while holding up on your controller to increase your ship's speed. Just be careful that you don't go so quickly that you run right past the all-important "boss" enemies.
Given that description, strategy isn't a big part of the game -- at least not for me. Instead, Torus Trooper requires quick reflexes to avoid death and the ability to "get into the groove" while playing. With a little practice, I was able to improve quite a bit... and the music/graphics can be almost trance-inducing (or was that a seizure?) once you start going fast enough.
@Jose: I didn't know who was responsible before, but you've done a great job with the selections for featured items. Thanks! It's always nice to be able to see a selection of cool levels/objects just by looking at the featured list.
"The developers from Budcat have assisted in picking as well, but their involvement here is spotty since Budcat's acquisition (this is fair and to be expected)..."
It is fair and to be expected, but a shame nonetheless. The Budcat guys did an great job with this game, and their online support after publication was awesome. It's been said before, but I certainly hope they are in a good spot after getting bought out.
Hmm... wonder what the acquisition means (if anything) for the long awaited European release of Blast Works?
In response to Your shooters? on
November 20, 2008 at 10:00am
Soldier series are my favorites... especially like having the caravan score attack modes. Lords of Thunder and R-Type are up there too. Being able to access classic TG-16 shooters on VC for cheap is one of my favorite aspects of the Wii, even though I'm not very good at any of them. I haven't played any of the hardcore shmups, but really enjoy the genre.
Is anyone getting the Ultimate Shooter Collection coming out for Wii next month? It looks pretty sweet.
Also did anyone play The Monkey King game for Wii, released during Spring 2008? I wanted to try that game because of the theme, but it looked a little sketchy and didn't get any media attention. Maybe it will be a bargin bin puchase someday.
Nah, it doesn't suck at all. Unless you're going to use a shape, why download it. I didn't think about how much more popular levels would be when posting though... of course they'll be MUCH more common to download than objects, because it's instant pick-up-and-play gratification. Maybe I should have added a couple levels to the poll, like 25-50, 50-100, 100-150... those numbers make more sense for levels.
Heck, I bet some of the best levels have been downloaded many hundreds of times!
I'm in the process of trying creating alphabet... but found a couple full sets already uploaded here. I'll probably keep plugging away at my own version because it looks different, but wondered if anyone can recommend a few existing letter/number/digit alphabets in this thread to make them easy for others to find? It's nice to have a library of different "fonts" ready for use.
My favorite right now is ABC/123 by DL51 - it's got a nice design, and all the characters in a single download. I know there are other cool ones though, so post a link to your favorite alpha-numeric creations here!
Although there are many great things made by different people (I'm especially partial to the Spy Hunter level), Gryzor takes the cake for cool design and crazy level names. :)
When you check your profile, you can select the Uploads tab to see a list of all the Blast Works items you've uploaded to Blastworksdepot.com. From this list, find your item that was downloaded the most time and select the appropriate answer! If you want, add a comment below to give us a link to that popular object too.
My most popular download was only grabbed 14 times so far. That's not a surprise, because I haven't uploaded a lot of stuff and it's been limited to a couple of shapes I've created instead of any full levels, ships, or enemies. The object in question? An Aztec-styled temple:
Hopefully it won't do anything to harm the small but impressive BlastWorks community. At least a couple of staff members from BlastWorks have continued to support the game, an effort from them that I really appreciate!
More importantly, I hope that this doesn't have any negative effects on the great bunch of guys working at Budcat. Best of luck to all of them!
In response to Europe Release on
October 16, 2008 at 7:54pm
Wow... Gryzor called it. This game is worth way more than $40 for anyone interested in shoot em ups or content creation.
Although Blast Works doesn't get much hype, it is (in my mind) the Wii's answer to Little Big Planet for the PS3 -- not as pretty and from a different game genre, but with an incredible deep level editor that will allow creative people to provide awesome content. The fact that you get a full campaign mode, arcade mode, and bonus Kenta Cho unlockables to mix things up is like gravy on the cake... or is that icing on the turkey? Either way, it's good on top of good!
*From someone who paid $40 tax and thinks he got an absolute steal.*
Wonderful detail, and a very slick object that can be used in a jungle level. There weren't many entries at all, but I'm happy to see that the winner was truly deserving!
Deep Sea Diving is the winner for the next weekly contest! The official post will be added at some point by the end of today, but anyone interested in getting started can start sketching out ideas.
Not a lot of responses or entries for the first weekly challenge attempt, but let's try another week or two to see if interest grows (or declines).
There haven't been many entries for the current weekly contest (although there is at least one good entry already, if you ask me) so I wasn't sure if people wanted a short extension to keep building or not. Of the other four options listed, the one that receives the most votes will become the theme for the next contest; the one with the least votes will drop off the list; the remaining choices will carry over to the next poll. Pick your favorite now to be sure that it survives, and don't forget to enter the currently open Jungle contest!
I submitted a official bug report about the broken links tonight, and can email you the PDF files directly if you send me a message with your email address.
First off, the tutorial files are really useful, and describe pretty much exactly how to build a ship. It's too bad they aren't working right now. :( After reading this post, I submitted an official bug report about the links not working -- so hopefully they will be fixed before long. If you want to see the tutorial files before then, send me a message with your email address and I can email the files to you directly.
Next, it is possible to create your own ship and then use it in the default campaigns... but you have to beat the game on the hardest setting to unlock a special cheat first. It takes a lot of work and practice to get that good... but this thread *might* help you: http://www.gamefaqs.com/boards/genmessage.php?board=941651&topic=44727228 I haven't tried downloading a Blast Works save file and moving it onto the Wii using an SD card before, so if that doesn't work I can't really help out.
Finally, the editor is a bit confusing and takes practice to use well. Don't feel discouraged if you don't "get it" right away. Also, even after you know what you are doing it can take time to create even simple shapes and objects. Building a ship takes several steps, and after you have build the ship you will still need to build a level to put that ship in... But it is definitely worth having patience for, because you can make anything that you can imagine after getting some practice with the editor!
In response to bronze cup on
August 22, 2008 at 11:43am
Nice idea. I had wanted to try making a Spy Hunter clone at some point in the editor, but just haven't had any time to sit down and start. It's cool to see someone else put together a racing level first. :)
In response to Xyphoria on
August 22, 2008 at 11:37am
It isn't possible to move up and right at the same time, but you can use triggers to change between vertical and horizontal movements at certain points in the level. Gorygyx is a good example, in that it starts out with a vertical launch before turning into a horizontal shooter.
Wow, that's a great response time and the search feature does work wonderfully now. Thanks so much to Jose Nintendo for fixing things right up!
Ahem. *cough cough* Perhaps if I had actually reported the bug correctly at the start, instead of adding a forum post in a place where it can be easily hidden, it would've been fixed even quicker... Live and learn. :)
The Search function still isn't working. If it's not fixed by tomorrow, then the rules will be officially changed to state that entried need to be posted (as a link to your upload) in this forum so that I can find any Jungle-themed items.
A poll will be posted tomorrow asking about what the theme for next week's contest should be! If you have any ideas (either specific or general) of a theme you would like to see, send them to me and I will add them to the poll. The new contest will be posted on Monday, Aug 25th.
"I'll try again and see if I can get things the way I want them."
In case anyone is wondering, I tried again and it's not something I missed - the editor limitations for rotation mean that anything imported from the library can only be rotated in the plane where it was first created. So these borderless blocks do have real limitations, although it won't matter if you were planning to use them mostly for pixel art anyway!
I'm surprised that a few of the more useful and high-end stuff hasn't been officially pushed out to users yet... for example, the borderless shapes that were posted or Gryzor's incredible levels. Everyone who owns the game should see those downloads at least once!
Did you check the My Account > Uploads page after sending your stuff in? Although nothing will appear on the main BlastWorksDepot page without being moderated first, you should be able to see newly added content there right away to be sure it uploaded correctly...
Weird. It did work, just a week or two ago... but now the Search feature appears to be broken for Blast Works. Whenever I type in a word or phrase, it brings back EVERYTHING, making the whole point or searching kind of pointless.
Can anyone help me to confirm this bug?
Can any admins comment on why this isn't working, or when it will start working again?
"can you post something u already made on this?or does it count as rule 1?"
Good question! Something about this should have been posted in the rules.
While I prefer newly created objects instead of people entering old objects they have already posted (after all, the point is to increase the number of really great objects available here at the depot), there is no harm in entering an old creation if there is something that you are really proud of. Go for it!
However, future contests might be limited to objects that are created during the contest period - especially if there are prizes involved. That would level the playing field and ensure that everyone has the same amount of time to create and post their objects.
Welcome to the Blast Works Weekly Challenge! This fan-run contest will encourage people to create and submit objects based around a particular theme, and then pick some of the best and most interesting designs to share with others. You can submit any type of object (shapes, bullet patterns, ships, enemies, or even full levels) as long as it fits the theme listed and follows the full rules listed below.
This week's theme is: "The Jungle"
When you think of the jungle, what images come to mind? Wild animals, lush trees and vines, hidden treasures, or huts and villages? Do you think Jungle Book, Predator, or maybe something completely different? This is your chance to share those visions with the Blast Works world!
-- -- -- -- -- -- -- --
Full Rules:
(1) Do not copy objects that others have already posted. If you are caught submitting someone else's work as your own, your account will be permanently banned from this and any future Weekly Challenge contests.
(2) You can use existing shapes and submissions to help improve your creation, but please be sure that your entry is clearly unique and original. If I can't instantly tell how your entry is unique and different, then it probably isn't different enough.
(3) All contest submissions must be posted to the BlastWorksDepot website no later than midnight on Sunday, August 24th.
(4) To judge submissions, I will use the Search feature. After you post your submission, you must add a comment containing the word "Contest-08/15/2008" so that I can find it.
(5) Judging will be based on three main criteria: (i) creative use of theme, (ii) actual usefulness in levels, (iii) overall quality of the design. Because of the second point, generic shapes that are well-made might get preference from me... but the most important factor will always be the final quality.
(6) Currently, there is no prize other than public recognition of your superior Blast Works ability. If these contests garner enough interest (and entries) then that might change later.
(7) The winner will be selected and posted no later than Wednesday, August 27th.
(8) This is the first time running the weekly challenge, so please check back for any rule updates that might take place during the contest period.
"there should be a challenge to try to make things from other games!like N or SKYWIREor mario games"
I don't know... I mean, have you seen all the cool Mario stuff already available? And I'm pretty sure that N has some content posted here already too. People don't seem to need much incentive to recreate cool game objects using the Blast Works engine.
My plan is to post the first challenge based just on a theme of my choosing... but then to use forum polls to choose what future themes are used. We'll see how much interest there is in this idea though, and whether it gets much traction.
(This idea was not forgotten, but "real life" has gotten in the way lately. Watch the forums this weekend though -- the first challenge will be posted tomorrow!)
I'm pretty sure that when you drag and drop a shape from your library into a different view, rotation for each block will only work for the view that the block was first created in. (Does that even make sense? My point is that rotating shapes imported from your library and rotating basic blocks doesn't work the same way.) Was I doing something wrong?
Anyway, it really isn't a big deal... I'll try again and see if I can get things the way I want them. :)
Just to clarify, I think the sharing system is awesome and am definitely not ragging on Blast Works. And I'm not really giving up on the forums and site here either... It just gets frustrating when you put effort into something and it doesn't work the way you want.
For me, shapes are the basis of everything. The stronger your shapes library, the more options you have when putting together different objects. Also, it's easier to manipulate shapes if you want to modify something slightly or create a different version of the same object.
Everything else only comes when I'm ready to actually take a shape and "breath life into it".
Again, I apologise. This post had editing to make it readable... but the MiiPlaza forums seem incapable of even keeping basic line breaks in the posts. I've tried editing it several different times and ways to make it more readable, with no luck.
Frankly, I'm starting to get frustrated and feel that posting here is a waste of time when propular browsers aren't supported and the forums hardly work. This isn't saying anything bad about the game... but the www.gamefaqs.com Blast Works forums seem more lively and better run.
Here are the things that I've learned about posting creations on the BlastWorksDepot website. If you are a new user, maybe these little notes will help you too...
Before sending your work to BlastWorksDepot, check it carefully using
the preview function. Look at your creation carefully from all angles, spin it around, zoom in and out. In general, make sure that you are really happy with your creation
before sharing it with the world. After you upload an object, it isn't easy to edit or removed the shared object -- so "getting it right the first time" is your best bet.It might take a little while before your object appears on the
BlastWorksDepot main page - but don't worry, it will appear soon. If you are in
a hurry and can't wait, look at your My Account > Uploads page to see it
right away.After uploading new content to the BlastWorksDepot website, add a
comment telling peope about your creation. Sometimes the short names aren't descriptive enough, but a comment on BlastWorksDepot can be much longer and include more information. When people use the Search function, all
comments attached to an object are also searched -- making it easier for them to find and use your objects later. Spelling matters, so be careful.If you have "related" items (for example, a special ship designed for
your custom level) or important information to share about your level, include a
link and a description in the comments of your object. This will help people know what belongs together and what doesn't.If you need to replace or remove something that was uploaded, add a
comment asking the moderators to delete it. (You cannot manage or remove your uploaded objects
manually.) This is a bit of a pain, which is why you should read tip #1 again. ;-)If you have any tips about using BlastWorksDepot website, share them here!
I'm pretty sure that there is an unlockable cheat to let you use any user-created ship... don't quote me on that though. I haven't been able to get through all the levels yet, and am still in the process of finding the different cheat options.
In response to Dracula? on
July 31, 2008 at 6:08pm
Designed by request for "spooky" objects. This is an early beta - mostly proof of concept - enemy that will need to have hit points, movement speeds, and other variables adjusted before being used. Even after adjusting those values, it might not work in the Spooky Beta level because of the unusual bullet pattern used by the custom ship for that level.
Regarding nunchuck-only controls, I'm pretty sure that isn't possible. There are several different control options available out of the box, but there doesn't appear to be any way to manually configure the controls yourself.
I'm not quite sure what you were planning with the second part of your post... but I haven't seen any "God mode" option for ships, so that probably means that your plan would either require some creative trickery or it's just not possible.
I'm still a beginner at creating Blast Works content, but these little tips and tricks that have helped me so far. Maybe sharing my experience will encourage other beginners who are just starting out, and hopefully more experienced designers will jump in share their suggestions as well.
1. Know your tools
Before starting, everyone should read the Blast Works tutorials that are offered by Budcat. These tutorials are posted right on the www.blastworksdepot.com website, so there is no reason not to check them.
Before starting from scratch to design a new object, try searching on BlastWorksDepot. Use several different words related to your idea and see if you can find any similar objects that already exist. Sometimes this will help give you ideas, sometime it will mean you don't need to design a new object at all because a great one already exists!
Remember that shapes can be edited however you like - resize them, move them around, combine them, or even break them into pieces. This has two applications. First, if you see an existing shape that looks interesting but doesn't quite suit your needs, download it and modify as necessary. Second, if you are going to create many objects that are related, this might let you create reusable "templates" for common parts that are later combined in different ways.
3. Remember, this is a 3D game
There is nothing wrong with 2D artwork... but the Blastworks engine was made to handle 3D objects. In most cases, fully 3D objects will look more impressive in motion than simple 2D sprites. Try to think in three dimensions when drawing new objects.
4. Keep your inspiration nearby
Always try to keep a model or example right in front of you. For "real world" objects, that allows you to check how the object looks from the standard Right/Front/Top views and check that your creation matches. For imaginary objects, having a few quick sketches (preferably showing differeting angles) will offer the same result.
5. Camera controls: zoom in, zoom out!
Check the corners and sides of your creation to make sure that everything lines up correctly. Sometimes you need to zoom in to see if things really match up, so take full advantage of the camera controls. (Another option is to highlight everything you've drawn and then press B and ( ) to make your object as big as possible. Once you're done designing, use B and (-) to scale the objects back down to the proper size.)
It is also important to view your object from all 6 different views. Press button 2 to quickly rotate through the six options, and keep your eyes open to ensure nothing ends up "floating" somewhere it doesn't belong.
6. The Nunchuck is your friend
When trying to get things to line up exactly, you will often have to zoom in all the way and be sure to turn off the Snap to Grid option. Although you can do everything necessary with just the Wii Remote, adding in the Nunchuck attachment makes scrolling around the level quicker and easier - especially when you have used the zoom controls to take a close-up look at your creation.
7. Practice makes perfect
Creating great shapes takes time and effort, but it does become easier with practice. Keep working, and you'll be a Blast Works Pro in no time!
I'm no expert, but might be able to give a bit of a description for this game.
Torus Trooper is an interesting race against the clock, where you keep playing as long as there is time available. There are several ways to affect the currently available time: (1) add 15 seconds by reaching the next target score, as indicated in the upper-right corner; (2) add 30-45 seconds by destroying a "boss" enemy that appears after you've destroyed a certain number of smaller enemies, as shown in the lower-left corner of the screen; (3) getting shot by an enemy will reduce your time by 15 seconds.
You can choose to powerup a huge charge shot (and earn kill multipliers) to reach the next boss faster... but building that charge shot will cause you to slow down. I don't recommend using a charge shot too often unless you need to destroy incoming bullets, since keeping a high speed is crucial to ensure you destroy enough enemies to reach the next time bonus. In most cases, you are better off just using your normal weapon to clear the way while holding up on your controller to increase your ship's speed. Just be careful that you don't go so quickly that you run right past the all-important "boss" enemies.
Given that description, strategy isn't a big part of the game -- at least not for me. Instead, Torus Trooper requires quick reflexes to avoid death and the ability to "get into the groove" while playing. With a little practice, I was able to improve quite a bit... and the music/graphics can be almost trance-inducing (or was that a seizure?) once you start going fast enough.
Does that help at all? :)
@Jose: I didn't know who was responsible before, but you've done a great job with the selections for featured items. Thanks! It's always nice to be able to see a selection of cool levels/objects just by looking at the featured list.
"The developers from Budcat have assisted in picking as well, but their involvement here is spotty since Budcat's acquisition (this is fair and to be expected)..."
It is fair and to be expected, but a shame nonetheless. The Budcat guys did an great job with this game, and their online support after publication was awesome. It's been said before, but I certainly hope they are in a good spot after getting bought out.
Hmm... wonder what the acquisition means (if anything) for the long awaited European release of Blast Works?
Gorgeous. One of the best showpieces I've seen for Blast Works! Thanks for creating this, and double thanks for sharing it.
Having now played it, all I can say is... WOW. Brilliant might be an understatement. :)
Congrats to everyone who worked to pull it off - your efforts are much appreciated.
Brilliant. Can't wait to try playing this.
Interested to know what ships people will use when they play through. :)
Soldier series are my favorites... especially like having the caravan score attack modes. Lords of Thunder and R-Type are up there too. Being able to access classic TG-16 shooters on VC for cheap is one of my favorite aspects of the Wii, even though I'm not very good at any of them. I haven't played any of the hardcore shmups, but really enjoy the genre.
Is anyone getting the Ultimate Shooter Collection coming out for Wii next month? It looks pretty sweet.
Also did anyone play The Monkey King game for Wii, released during Spring 2008? I wanted to try that game because of the theme, but it looked a little sketchy and didn't get any media attention. Maybe it will be a bargin bin puchase someday.
Looks cool. Do you have a recommended ship?
Thanks for sharing! Nice work too!
Nah, it doesn't suck at all. Unless you're going to use a shape, why download it. I didn't think about how much more popular levels would be when posting though... of course they'll be MUCH more common to download than objects, because it's instant pick-up-and-play gratification. Maybe I should have added a couple levels to the poll, like 25-50, 50-100, 100-150... those numbers make more sense for levels.
Heck, I bet some of the best levels have been downloaded many hundreds of times!
@Gryzor: I'd be interested, but it's up to you. :)
I'm in the process of trying creating alphabet... but found a couple full sets already uploaded here. I'll probably keep plugging away at my own version because it looks different, but wondered if anyone can recommend a few existing letter/number/digit alphabets in this thread to make them easy for others to find? It's nice to have a library of different "fonts" ready for use.
My favorite right now is ABC/123 by DL51 - it's got a nice design, and all the characters in a single download. I know there are other cool ones though, so post a link to your favorite alpha-numeric creations here!
http://blastworksdepot.com/games/blastworks/6712
Although there are many great things made by different people (I'm especially partial to the Spy Hunter level), Gryzor takes the cake for cool design and crazy level names. :)
When you check your profile, you can select the Uploads tab to see a list of all the Blast Works items you've uploaded to Blastworksdepot.com. From this list, find your item that was downloaded the most time and select the appropriate answer! If you want, add a comment below to give us a link to that popular object too.
My most popular download was only grabbed 14 times so far. That's not a surprise, because I haven't uploaded a lot of stuff and it's been limited to a couple of shapes I've created instead of any full levels, ships, or enemies. The object in question? An Aztec-styled temple:
http://blastworksdepot.com/games/blastworks/3969
More importantly, I hope that this doesn't have any negative effects on the great bunch of guys working at Budcat. Best of luck to all of them!
Wow... Gryzor called it. This game is worth way more than $40 for anyone interested in shoot em ups or content creation.
Although Blast Works doesn't get much hype, it is (in my mind) the Wii's answer to Little Big Planet for the PS3 -- not as pretty and from a different game genre, but with an incredible deep level editor that will allow creative people to provide awesome content. The fact that you get a full campaign mode, arcade mode, and bonus Kenta Cho unlockables to mix things up is like gravy on the cake... or is that icing on the turkey? Either way, it's good on top of good!
*From someone who paid $40 tax and thinks he got an absolute steal.*
Awesome idea!
And the winner this week is...
(drum roll)
http://blastworksdepot.com/games/blastworks/5130
Wonderful detail, and a very slick object that can be used in a jungle level. There weren't many entries at all, but I'm happy to see that the winner was truly deserving!
Deep Sea Diving is the winner for the next weekly contest! The official post will be added at some point by the end of today, but anyone interested in getting started can start sketching out ideas.
Not a lot of responses or entries for the first weekly challenge attempt, but let's try another week or two to see if interest grows (or declines).
There haven't been many entries for the current weekly contest (although there is at least one good entry already, if you ask me) so I wasn't sure if people wanted a short extension to keep building or not. Of the other four options listed, the one that receives the most votes will become the theme for the next contest; the one with the least votes will drop off the list; the remaining choices will carry over to the next poll. Pick your favorite now to be sure that it survives, and don't forget to enter the currently open Jungle contest!
Wow. Less than 2 hours from bug being submitted to the problem fixed? And on a Friday night to boot... that's impressive.
Thanks for fixing the links. I'm sure a lot of people will appreciate having the tutorials available .
Actually, I just posted the tutorials in a ZIP file here: http://www.megaupload.com/?d=53JWHJK2
You can try grabbing them directly. Hopefully that will work, because they really are worth reading!
Actually, I just posted the tutorials in a ZIP file here: http://www.megaupload.com/?d=53JWHJK2
Try grabbing them directly. Hopefully that will work?
I submitted a official bug report about the broken links tonight, and can email you the PDF files directly if you send me a message with your email address.
Hi Kristie!
First off, the tutorial files are really useful, and describe pretty much exactly how to build a ship. It's too bad they aren't working right now. :( After reading this post, I submitted an official bug report about the links not working -- so hopefully they will be fixed before long. If you want to see the tutorial files before then, send me a message with your email address and I can email the files to you directly.
Next, it is possible to create your own ship and then use it in the default campaigns... but you have to beat the game on the hardest setting to unlock a special cheat first. It takes a lot of work and practice to get that good... but this thread *might* help you: http://www.gamefaqs.com/boards/genmessage.php?board=941651&topic=44727228 I haven't tried downloading a Blast Works save file and moving it onto the Wii using an SD card before, so if that doesn't work I can't really help out.
Finally, the editor is a bit confusing and takes practice to use well. Don't feel discouraged if you don't "get it" right away. Also, even after you know what you are doing it can take time to create even simple shapes and objects. Building a ship takes several steps, and after you have build the ship you will still need to build a level to put that ship in... But it is definitely worth having patience for, because you can make anything that you can imagine after getting some practice with the editor!
Nice idea. I had wanted to try making a Spy Hunter clone at some point in the editor, but just haven't had any time to sit down and start. It's cool to see someone else put together a racing level first. :)
It isn't possible to move up and right at the same time, but you can use triggers to change between vertical and horizontal movements at certain points in the level. Gorygyx is a good example, in that it starts out with a vertical launch before turning into a horizontal shooter.
Wow, that looks pretty cool!
Search function is fixed and working fine! Hip Hip Hooray for the MiiPlaza staff! :)
Wow, that's a great response time and the search feature does work wonderfully now. Thanks so much to Jose Nintendo for fixing things right up!
Ahem. *cough cough* Perhaps if I had actually reported the bug correctly at the start, instead of adding a forum post in a place where it can be easily hidden, it would've been fixed even quicker... Live and learn. :)
Important Notes:
"I'll try again and see if I can get things the way I want them."
In case anyone is wondering, I tried again and it's not something I missed - the editor limitations for rotation mean that anything imported from the library can only be rotated in the plane where it was first created. So these borderless blocks do have real limitations, although it won't matter if you were planning to use them mostly for pixel art anyway!
I'm surprised that a few of the more useful and high-end stuff hasn't been officially pushed out to users yet... for example, the borderless shapes that were posted or Gryzor's incredible levels. Everyone who owns the game should see those downloads at least once!
http://miiplaza.net/forum/14/7110[/url" target="_blank">
[ur http://miiplaza.net/games/blastworks/4661]http://miiplaza.net/games/blastworks/4661
http://miiplaza.net/games/blastworks/3349
I'm pretty sure they are aware of the problem... but don't know if it will be fixed in time. That said, the new versioning feature looks pretty cool.
Did you check the My Account > Uploads page after sending your stuff in? Although nothing will appear on the main BlastWorksDepot page without being moderated first, you should be able to see newly added content there right away to be sure it uploaded correctly...
Can anyone help me to confirm this bug?
Can any admins comment on why this isn't working, or when it will start working again?
"can you post something u already made on this?or does it count as rule 1?"
Good question! Something about this should have been posted in the rules.
While I prefer newly created objects instead of people entering old objects they have already posted (after all, the point is to increase the number of really great objects available here at the depot), there is no harm in entering an old creation if there is something that you are really proud of. Go for it!
However, future contests might be limited to objects that are created during the contest period - especially if there are prizes involved. That would level the playing field and ensure that everyone has the same amount of time to create and post their objects.
This week's theme is: "The Jungle"
When you think of the jungle, what images come to mind? Wild animals, lush trees and vines, hidden treasures, or huts and villages? Do you think Jungle Book, Predator, or maybe something completely different? This is your chance to share those visions with the Blast Works world!
-- -- -- -- -- -- -- --
Full Rules:
(1) Do not copy objects that others have already posted. If you are caught submitting someone else's work as your own, your account will be permanently banned from this and any future Weekly Challenge contests.
(2) You can use existing shapes and submissions to help improve your creation, but please be sure that your entry is clearly unique and original. If I can't instantly tell how your entry is unique and different, then it probably isn't different enough.
(3) All contest submissions must be posted to the BlastWorksDepot website no later than midnight on Sunday, August 24th.
(4) To judge submissions, I will use the Search feature. After you post your submission, you must add a comment containing the word "Contest-08/15/2008" so that I can find it.
(5) Judging will be based on three main criteria: (i) creative use of theme, (ii) actual usefulness in levels, (iii) overall quality of the design. Because of the second point, generic shapes that are well-made might get preference from me... but the most important factor will always be the final quality.
(6) Currently, there is no prize other than public recognition of your superior Blast Works ability. If these contests garner enough interest (and entries) then that might change later.
(7) The winner will be selected and posted no later than Wednesday, August 27th.
(8) This is the first time running the weekly challenge, so please check back for any rule updates that might take place during the contest period.
"there should be a challenge to try to make things from other games!like N or SKYWIREor mario games"
I don't know... I mean, have you seen all the cool Mario stuff already available? And I'm pretty sure that N has some content posted here already too. People don't seem to need much incentive to recreate cool game objects using the Blast Works engine.
My plan is to post the first challenge based just on a theme of my choosing... but then to use forum polls to choose what future themes are used. We'll see how much interest there is in this idea though, and whether it gets much traction.
(This idea was not forgotten, but "real life" has gotten in the way lately. Watch the forums this weekend though -- the first challenge will be posted tomorrow!)
Winners have been announced! Check them out here:  http://www.destructoid.com/destructoid-blast-works-contest-winners-announced-99373.phtml
I'm pretty sure that when you drag and drop a shape from your library into a different view, rotation for each block will only work for the view that the block was first created in. (Does that even make sense? My point is that rotating shapes imported from your library and rotating basic blocks doesn't work the same way.) Was I doing something wrong?
Anyway, it really isn't a big deal... I'll try again and see if I can get things the way I want them. :)
Just to clarify, I think the sharing system is awesome and am definitely not ragging on Blast Works. And I'm not really giving up on the forums and site here either... It just gets frustrating when you put effort into something and it doesn't work the way you want.
For me, shapes are the basis of everything. The stronger your shapes library, the more options you have when putting together different objects. Also, it's easier to manipulate shapes if you want to modify something slightly or create a different version of the same object.
Everything else only comes when I'm ready to actually take a shape and "breath life into it".
Again, I apologise. This post had editing to make it readable... but the MiiPlaza forums seem incapable of even keeping basic line breaks in the posts. I've tried editing it several different times and ways to make it more readable, with no luck.
Frankly, I'm starting to get frustrated and feel that posting here is a waste of time when propular browsers aren't supported and the forums hardly work. This isn't saying anything bad about the game... but the www.gamefaqs.com Blast Works forums seem more lively and better run.
Here are the things that I've learned about posting creations on the BlastWorksDepot website. If you are a new user, maybe these little notes will help you too...
Before sending your work to BlastWorksDepot, check it carefully using
the preview function. Look at your creation carefully from all angles, spin it around, zoom in and out. In general, make sure that you are really happy with your creation
before sharing it with the world. After you upload an object, it isn't easy to edit or removed the shared object -- so "getting it right the first time" is your best bet.It might take a little while before your object appears on the
BlastWorksDepot main page - but don't worry, it will appear soon. If you are in
a hurry and can't wait, look at your My Account > Uploads page to see it
right away.After uploading new content to the BlastWorksDepot website, add a
comment telling peope about your creation. Sometimes the short names aren't descriptive enough, but a comment on BlastWorksDepot can be much longer and include more information. When people use the Search function, all
comments attached to an object are also searched -- making it easier for them to find and use your objects later. Spelling matters, so be careful.If you have "related" items (for example, a special ship designed for
your custom level) or important information to share about your level, include a
link and a description in the comments of your object. This will help people know what belongs together and what doesn't.If you need to replace or remove something that was uploaded, add a
comment asking the moderators to delete it. (You cannot manage or remove your uploaded objects
manually.) This is a bit of a pain, which is why you should read tip #1 again. ;-)If you have any tips about using BlastWorksDepot website, share them here!
I'm pretty sure that there is an unlockable cheat to let you use any user-created ship... don't quote me on that though. I haven't been able to get through all the levels yet, and am still in the process of finding the different cheat options.
Designed by request for "spooky" objects. This is an early beta - mostly proof of concept - enemy that will need to have hit points, movement speeds, and other variables adjusted before being used. Even after adjusting those values, it might not work in the Spooky Beta level because of the unusual bullet pattern used by the custom ship for that level.
Regarding nunchuck-only controls, I'm pretty sure that isn't possible. There are several different control options available out of the box, but there doesn't appear to be any way to manually configure the controls yourself.
I'm not quite sure what you were planning with the second part of your post... but I haven't seen any "God mode" option for ships, so that probably means that your plan would either require some creative trickery or it's just not possible.
Best of luck with your designs!
Sorry about wonky formatting - the edit function won't work, and the formatting that I carefully added all got eaten by the MiiPlaza website.
Grr!
I'm still a beginner at creating Blast Works content, but these little tips and tricks that have helped me so far. Maybe sharing my experience will encourage other beginners who are just starting out, and hopefully more experienced designers will jump in share their suggestions as well.
1. Know your tools
Before starting, everyone should read the Blast Works tutorials that are offered by Budcat. These tutorials are posted right on the www.blastworksdepot.com website, so there is no reason not to check them.
Some other useful tips and tricks exist online, but it's not always easy to find them. The BlastWorks forums are your best starting point, but I also recommend checking the following links for cool ideas:
http://www.destructoid.com/blogs/Jonathan Holmes/blast-works-level-design-faq-92479.phtml http://www.destructoid.com/blogs/Jonathan Holmes/blast-works-level-design-tips-92512.phtml http://blastworks.wikia.com/wiki/Pixel_Art_tutorial
2. Make use of existing shapes when possible
Before starting from scratch to design a new object, try searching on BlastWorksDepot. Use several different words related to your idea and see if you can find any similar objects that already exist. Sometimes this will help give you ideas, sometime it will mean you don't need to design a new object at all because a great one already exists!
Remember that shapes can be edited however you like - resize them, move them around, combine them, or even break them into pieces. This has two applications. First, if you see an existing shape that looks interesting but doesn't quite suit your needs, download it and modify as necessary. Second, if you are going to create many objects that are related, this might let you create reusable "templates" for common parts that are later combined in different ways.
3. Remember, this is a 3D game
There is nothing wrong with 2D artwork... but the Blastworks engine was made to handle 3D objects. In most cases, fully 3D objects will look more impressive in motion than simple 2D sprites. Try to think in three dimensions when drawing new objects.
4. Keep your inspiration nearby
Always try to keep a model or example right in front of you. For "real world" objects, that allows you to check how the object looks from the standard Right/Front/Top views and check that your creation matches. For imaginary objects, having a few quick sketches (preferably showing differeting angles) will offer the same result.
5. Camera controls: zoom in, zoom out!
Check the corners and sides of your creation to make sure that everything lines up correctly. Sometimes you need to zoom in to see if things really match up, so take full advantage of the camera controls. (Another option is to highlight everything you've drawn and then press B and ( ) to make your object as big as possible. Once you're done designing, use B and (-) to scale the objects back down to the proper size.)
It is also important to view your object from all 6 different views. Press button 2 to quickly rotate through the six options, and keep your eyes open to ensure nothing ends up "floating" somewhere it doesn't belong.
6. The Nunchuck is your friend
When trying to get things to line up exactly, you will often have to zoom in all the way and be sure to turn off the Snap to Grid option. Although you can do everything necessary with just the Wii Remote, adding in the Nunchuck attachment makes scrolling around the level quicker and easier - especially when you have used the zoom controls to take a close-up look at your creation.
7. Practice makes perfect
Creating great shapes takes time and effort, but it does become easier with practice. Keep working, and you'll be a Blast Works Pro in no time!
:)