• If you have any specific issues, read the F.A.Q. page. There you can find more specific information on contacting us. For general purposes, you can contact us via our primary e-mail, support@penguin generation.com.
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    Aggron

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Website Theme and Donations

Hey PG players!

Theme

I hope you all are enjoying the beta out right now. We’ve been very successful lately. Unfortunately, I could not make a new theme during the renovations because if we completed the secret project the theme would be much better. However, this does not stop me from creating a theme until we have that. I’m trying to make a new theme. It needs to go well with the game and all coordinate together. I need your ideas. I’m not using any of the “black/green” odd themes anymore. So please, do not suggest these. Here are some questions to think about when telling me your ideas:

  • Whats colors make you think of Penguin Generation (if you could could you please give me these in codes so I know exactly what colors/ex. ff0000=solid red)?
  • How do I think of something that coordinates the colors and the size of text to the actual layout of the theme (layout meaning where everything is)?
  • What kind of fonts do you like (I need suggestions for Apple computers and Microsoft Computers just so it’s universal)?
  • What kind of pictures would you like to see?
  • What would you like to see in the background of the site, etc.?
  • If you can think of anything else please include these also!
Please email all these suggestions to aggron@penguingeneration.com!
Donations
Well, I don’t feel great being the one to ask. I would like if you guys would donate to us though. Many of you keep complaining about lots and lots of things. I hope you all realize this costs us lots of money. On Club Penguin, they have millions of players, well, they have millions of members, so that pays for all their expenses. Our expenses, all come right from us. It may seem like, “Oh, they use WordPress, I heard that’s pretty cheap.” Yes, WordPress is not as expensive as everything else, but flash is expensive. 24/7 servers are expensive. Everything is expensive. WordPress adds up too. Currently, our server can hold up to 20 connections at once, but if we keep getting bigger that amount will rise, and will cause problems because we need to pay to have more people online. So please, we would greatly except if you gives us donations. And if you do and you tell us your name, we will probably give an award to you.
Thanks,
Agg.
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Clock Tower Falls

The game has been updated. Go play it here:
http://penguingeneration.blogspot.com/

Hey guys, it’s Powerflare! I don’t know it was a bad construction job from those jackhammer guys, the file size overload or what, but the clock tower broke down and fell over. Creative, huh?

I will upload today’s video that was supposed to be on the bulletin board to YouTube later. Also, a crew should be out soon to clean up the damage.

~Powerflare

Technical Issues (Will be fixed soon)

Hey guys, it’s Powerflare! I have limited time and have to rush to finish fixing the issue, but to make a long story short, the video for the video bulletin board makes the .swf file size too big.

Yeah, short post, update may be delayed a bit.

~Powerflare

It’s baaaaaaaack!

Hey guys, it’s Powerflare. After a week of construction, it finally returns! šŸ˜€

You will see the Night Club update go live on Friday along with the release of the new video bulletin board at the Snow Forts. (Aww, I don’t want the jackhammer guys to leave :cry:)

~Powerflare

Upcoming Events: June Sneak Peek 2

Hey guys, it’s Powerflare! Here’s another sneak peek for something that will becoming to Penguin Generation later this June.

This is another pretty obvious sneak peek, but I still won’t say what it is. šŸ˜›

~Powerflare

Upcoming Events: June Sneak Peek

Hey guys, it’s Powerflare! Today, I have a new Upcoming Events post for you allā€”this time we a sneak peek of an event happening later this month.

I think it’s pretty obvious what that is, but nevertheless, discuss your thoughts in the comments section.

~Powerflare

Beta 2.0 has Launched (with Bugs!)

Hey guys, its Powerflare! Beta 2.0 has launched, but the terrible, evil walking glitch remains. USE THE MAP WHEN POSSIBLE. The only room that can’t be accessed via the map is the Coffee Shop. Because of the glitch, we weren’t able to add as many things as we would’ve liked to the game. Here are a few things missing from Beta 2.0 that will be added to the next beta:

  • Night Club
  • Dance Lounge
  • Book Room
  • Chat Log

Click here to play Penguin Generation Beta 2.0!

Here are a couple of pictures of us playing the new, glitchy beta!

superreid3, you get a cookie for saying that! :mrgreen:

(^Click to enlarge) Hanging out in the newly released Snow Forts.

šŸ™‚

~Powerflare

Should we launch…

…the Beta will launch at 3:00pm EST. Now we understand people in other time zones might still be in school, so we delayed our mini party till 3 hours later. The mini party for PG starts at 6:00pm EST and will most likely last till around 8:00pm.

~Powerflare

Beta 2.0 Talk

Hey guys, it’s Powerflare! Tonight, I just wanted to talk to you guys about Beta 2.0. In a nutshell, I’m not 100% sure if I really want to release Beta 2.0 tomorrow because of the bugs and other issues; I’ll discuss that more later.

Most of you have probably been waiting on Beta 2.0 for a while now. As you may or may not know, Penguin Generation launched its first beta on its second anniversary, January 22, 2011. Beta 1.5 releasedĀ  only a few weeks later on February 4. Due to launch one day prior to the four-month-mark after the release of the previous Beta, Beta 2.0 has been waited upon for a while now, and I’d sincerely hate to postpone it. If you read the previous post, you know that we have some major issues to deal with right now. It’s hard to effectively release the Beta in its current state, but it would be a heartbreaker for me personally if I didn’t release it. I’m confused, tired, and running out of patience fastā€”I really don’t know what I should do. I’ve spent 4 straight hours with no success aside from actually discovering the specifics of the problem (which I guess is a very small success).

The team decided that after we release Beta 2.0, we won’t begin working on a new Beta version, but rather spend some time making weekly updates (like on Club Penguin), at least for the month of June. Here’s a sneak peek of one of those updates. Click the following line, it’s your sneak peek:

CLICK ME

That’s a clue to one of the at least 3 updates we have planned. Of course, if we don’t release the beta tomorrow, I don’t know how that will play out. :crying:

~Powerflare

Beta 2.0 – “Bugs” and Technical Stuff

Hey guys, it’s Powerflare. I thought I’d give a very technical and detailed explanation of the walking “bug” that’s in PG. First of all, let me explain what our goal is (what we’d like to happen), what occurs with this “bug” (that which alters our goal), and then I’ll explain just what the “bug” is. Our goal is to make room changing almost identical to Club Penguin (or practically any other avatar chat, for that matter). The only difference between CP and PG would be the fact that there would be no loading screen between rooms on PG. On CP, when you walk into the doorway, your avatar changes position and appears in the room you’ve just entered in front of the corresponding doorway. That is what we want to happen. Unfortunately, that doesn’t happen on PG, and upon hitting the doorway, your avatar doesn’t stop moving and change position; rather he keeps moving and stays in the same position. Picture this: the warp area from the Snow Forts to the Town and the Town to the Coffee Shop are in (approximately) the same area on your screen. Hitting that warp in the Snow Forts sends you to the Town, but instead of moving you to the proper position in front of the corresponding doorway (the path to the right of the Town), your avatar stays in the same spot as when you hit that warp. Since the Snow Forts-Town warp and the Town-Coffee Shop warp are in the same place on the screen, your avatar is now standing on the Coffee Shop warp, which sends you to the Coffee Shop. Ouch. Also, moving from the Town to the Snow Forts puts your avatar right on top of the warp from the Snow Forts to the Plaza which sends you straight to the Plaza. Fortunately, there is no Forest yet, because if there was, you’d be on top of the warp to the Forest (and then on top of the warp to the Cove if that was included in PG as well).

Big problem.

Some actionscript

These “warps” are actually movie clips that are made invisible through Actionscript. Our team uses the following codes to make room changing possibleā€”and its thanks to some people on random forums for teaching us what we know. The following code is specifically for the “warp” from the Snow Forts to the Town:

onClipEvent (enterFrame){
if(this.hitTest(_root.myAvatar)){
_root.smartfox.joinRoom("town");
_root.smartfox.setUserVariables({px:594.5, py:365.5, init:true});
_root.myAvatar._x = 594.5;
_root.myAvatar._y = 365.5;
}
}

The first line within the curly bracketsĀ  if(this.hitTest(_root.myAvatar)){ is a condition statement which basically says “if the avatar hits this (the movie clip “warp”), do everything within the next set of curly brackets. The next lineĀ _root.smartfox.joinRoom("town"); tells the server to connect you to the room named “town” which is the Town, obviously. This code which is in the main timelineĀ _root.room.gotoAndStop(roomObj.getName()); inside the smartfox.onJoinRoom function basically goes to and stops on the frame (each room [the visual aspect] is on a separate frame within the “room” movie clip) that has a frame label (just a little name you can give to the frame) which matches the name of the room (the actual room the server keeps track of). In this case, that functionally adds this code below the “joinRoom” one: _root.room.gotoAndStop("town"); The codes we struggle to grasp and understand follow that.

We don’t quite understand _root.smartfox.setUserVariables({px:594.5, py:365.5, init:true}); but have been encouraged to use it. We are doing a lot of research on this line of code. The x and y coordinates are the desired position (same with the next lines). The lines _root.myAvatar._x = 594.5; and _root.myAvatar._y = 365.5; should move the avatar to the listed x and y coordinates, but it doesn’t seem to work, and that’s the problem.

That may not have made much sense to some of you, but that’s our problem. If anyone knows anyone who knows anything about this or may be able to correct our coding, please have them leave a comment (or leave a comment yourself if you know something). Thanks for listening to my ramblings!

~Powerflare