Halloween Game in SL

Oct 31, 2017

Happy Halloween everyone! Today I have a treat I'm hoping all of you will enjoy. Being recently laid off, I decided to take on a project of my own that I had wanted to create for a while, but didn't have the time to devote to. So for the past 4 weeks I've spent some time developing a game called "13 Nights Before Halloween". It's entirely made in Storyline 2 (aside from the videos). Click on any of the images below to check it out.

The game includes an introduction video, brief back story, "How to Play" section and of course the game.

The game is a simple drag and drop interface with a time limit per night and you have 13 nights to try and win.


At the end of each round you can also invest in upgrades that allow for increased revenue generation.


Please give any feedback as I intend on expanding on the game. Enjoy!

5 Replies
Daniel Sposato (Philly)

I would, but the HTML5 version is publishing into a hot mess of issues. Drag and drops stop working correctly as the game progresses, objects that are set to hide do not in the upgrade section and even simple things like the videos on how to play do not even get published and included. I don't know how to fix these issues without redoing the sections and seeing if they will work in HTML5.

It's frustrating when you develop and see a working product as you test it in the SL environment and then go to look at the HTML5 and find a slew of problems.  =(

Michael Anderson

I understand how you feel. I think the Flash experience was more consistent across platforms and browsers, so in a perfect world it would have been better for the world to stick with that. I guess Apple kind of started Flash's downfall when they decided not to include support in iOS. I blame Adobe too, as Flash had become bloated (IMO) and caused CPU issues in some browsers where Flash-based ads were being displayed.

I've been working on a "Clue" game for a few months, in my spare time. I decided from the beginning to make it HTML5 only, but that can be interesting to troubleshoot across devices. I haven't done too much testing yet, but I need to if I'm going to continue with the project.

Daniel Sposato (Philly)

Ever since HTML5 was announced as the replacement to Flash I just knew it was going to really take away from the user experience for majority of the internet. Most web sites are no longer interesting to look at. Everything is boxy now and I rarely see the dynamic and interesting websites that Flash allowed developers to create. It's been a devolution of the internet in relation to design as far as I'm concerned. And I mostly blame Steve Jobs.

A Clue game sounds very cool! I haven't played that game in years. My advice is to make sure you test the HTML5 with every new feature you put into the game. If I had done that, it probably would have just frustrated me to the point of quitting. When simple things like videos won't play in HTML5 output, it really discourages me to want to put anymore time into it.

Michael Anderson

I agree, but I had already stopped using Flash to some extent back then. I found that it caused my browser to use much more memory and CPU, especially if I had 10+ tabs open. HTML5 has turned out better than I expected. Rendering in different browsers is fairly consistent. Yes, I was blaming Apple at the time too, but I think it was partly Adobe's fault for not making it work better. I read that Apple's reason for not using was that it would impact battery life far too much on iOS devices. Who knows if that is really true.

I've never played the Clue board game, but the object of mine is still to find the murderer, etc.


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