Until the next KOTM, this is the worst thing I have ever made.
This or was a warships carnivore mashup.Characteristic
*Extreme bicycle activity!
*Beautifully the parallax background which is detailed -- That moving!
In check point *Continue!
*An of facing each other all of a sudden does to make surprise the set! which
*Withheld ends! The mystery endures.
*Happy new year!
I drew this terrible sprite
and I haven't been able to stop laughing at it. A game needs to be made for this man with arched eyebrows, severely deformed leg and crabwalk.
I was thinking something along the lines of Castlevania 3, with visual nods to games from LJN, Software Creations, and Ultimate/Rare, but more specifically Ocean and their goddamn super white people sprites.
Okay, maybe that's not exactly what I'm going for. I will post later when I have a clearer idea.
Still fooling around with KNP. Need to find a suitable replacement but I'm lazy. Construct might be good.
Vin aalgras vu tin ti yok Yiepipipi dans le schliebillia elus! 6 Etats coovo din di yikko Yiepipipi vus yaggrah. Tel noin?
So, Klik & Play has been kind of crashy for me, and despite that I've continued to use it out of laziness. A runtime error in AMOSD broke the last straw, so I'm gonna try to stay away from it except for KOTM.
The race track uses a SEQUENCER!
This thread (NSFW, very image-heavy) might be of interest. I planned to skim through the entire archive of ZZT games (about 3000), taking screenshots as I plowed through. I didn't have the stamina though, since for every good ZZT game there are 100 so-bad-they're-practically-unplayable ones.
Anyways, ZZT interests me because it had a level editor comparable to what you'd find in something like Sokoban or Lode Runner, with the addition of up to 150 scriptable objects per screen (20,000 bytes per screen, 250~k per game file.) This is more than enough to make a simple adventure, but not enough to go utterly crazy with the scripting system.
The beginning of the thread is mostly my screenshots of crappy games interspersed with pictures from 'art collections' when I couldn't take the horror any longer and needed a break. Later on, others contribute more interesting pictures from a set of better crafted games. I wish I had kept track of authorship, but I guess it doesn't matter that much.
The images were mostly taken in the Summer of 2007, I think, but I gave up on the project in February. In retrospect, the snapshots of message boxes were a bad idea ... much less interesting than actual pictures.
Beyond ZZT, I had similar plans to make screenshot galleries for other games with a lot of user content. But HUMBUG
Here are some samples:
AMOSD is the shooter I said I would send to DJKlikster once finished. It's been sitting untouched for a while now, and I thought starting a diary would encourage me to finish it. I'm trying to fix errors on the main gameplay board before I copy it ten or fifteen times.
The attached file includes the engine screen. Please note that it's not a real level and you will easily be overpowered because all enemies are set to spawn indefinitely. The real game will NOT be this dense, except for maybe the final gauntlet. See the debug controls below for help in cleaning up this mess. (or you could wait until I upload a less cluttered WIP.)
Controls
WASD: movement
Arrow keys: shoot
1-9: equip weapons
-, =, backspace, ]: more weapons
Debug
CTRL+Z: wipe all enemies
CTRL+X: wipe all spawn points
Click on any enemy or spawn point to remove it.
CTRL+Shift+Click: Move the player
CTRL+L: add 50 life to the player
(using CTRL+Z and clicking unwanted lairs, you can set up a fight between the player and only a couple of enemy types.)
Main Enemies
Ninja Head: the main enemy. Follows and shoots smokescreen, which affects the player's shot accuracy.
Slime: acid splashes back when you hit it.
Eye: Moves in a swirling pattern and slowly closes in on the player. Later on, they will be created 16 at a time, one every 0.2 seconds, to make a snake enemy.
Yellow octopus with eye: a sniper whose shots go through walls. weak on its own since it doesn't follow the player, but they can make being cornered by other enemies much more dangerous (or impossible to escape). They can also be boxed into areas and be used as permanent turrets. I should probably lower their starting life a bit.
Knight: moves only in the cardinal directions (NSEW), and twice as fast if aligned with the player. Knights are knocked back by the sword weapon.
Exotic Enemies
Orb: a slow ball that splits in half occasionally. these don't spawn from lairs; they're just an additional hazard.
Beetle: Small enemies with 1HP that spawn quickly.
Rocket Launchers: not implemented. periodically shoot 8-16 rockets away from the player, which slow down and then reverse course towards him.
Ghosts: not implemented. they will probably just stop&go through walls.
Robots: move along a set path, usually through a narrow maze. they will shoot smokescreen if you destroy them.
Weapons
(eventually i will set it up so that the player has only 3 or 4 weapon slots.)
1 - Normal
2 - Longer range, lower rate of fire
3 - Low range, passes through walls
4 - Sword, deflects projectiles except for smoke. Slimes don't counter it and knights cannot charge through it. several swords layer on top of one another making for a rudimentary charge-up, allowing the player to destroy some enemies instantly on contact.
5 - Boomerangs!
6 - eggs/pellets. for when things are chasing you in narrow corridors and you want a higher rate of fire.
7 - 'flamethrower'. high rate of fire and low range. useless in corridors as it will hit the walls and disappear. if the player runs and shoots in the same direction, this weapon will make a rudimentary shield against weak enemies.
8 - shower nozzle, very weak with a high rate of fire, only useful against 1HP enemies such as beetles. very bad against slimes.
9 - cannonball, high damage and very low rate of fire. it will pass through multiple enemies.
0 - rebounding shot
-, =, and backspace are rare combinations of the above. \ is a broken version of the normal gun, and ] is a debug weapon.
OTHER STUFF
Sliding spikes: hurt when touched. cannot be shot through.
Sokoban boulder: it can be pushed. these would basically just be used to aggravate narrow mazes.
Dynamite: can be pushed, detonates if shot by player or hit by a sliding spike
Purple walls: can be destroyed by dynamite.
...
See the below comments for more updates on the project.
edited for clarity!
I tried to make a game where you control the rotation of the main character's two stick legs, but the end result was crashing. So I changed it to hopping and alternating feet.
Shift will make you move slower horizontally. Don't let your rocket arms bump into anything. Your feet check constantly for active object overlap, so sometimes it's possible to run across stretches of thin or tiny blocks.
I, uh, need to find a replacement for K&P that doesn't crash. I'm very familiar with the K&P/MMF system and maybe this has been holding me back from switching? I'll look into Game Maker.
I started with the idea of missing an enemy with your shots being as bad as being hit by one, and somehow ended up with this game. K&P began to crash whenever certain objects were destroyed, so I made the enemies move off-screen when killed.
If you die, hit F2 to restart. press 1 to remove the game-crashing enemies if they're giving you trouble.
EDIT: oops, wrong version.