It seems that I stand out in this world of trainwrecks. Humor, creativity, originality, and craziness is the mode in this madhouse. While I'm stuck in the vanilla indie gaming world which I've always wanted to fit in but never had the chance. The personality and attitude so far removed from the standard. The outsider art foreign but familiar; sweet!
Hey all! And hey myself. After spending my entire adolescent youth plinkning around in the Zzt community back in the day I've always wanted to take stab at making games people might actually want to play. My good friend WiL posted his progress on an indie game which he scored called "Snapshot" and another intriguing post about this website and it made me intrigued. After perusing this community for a bit I decided to join and downloaded Klick and Play. It obviously has infinitely more features than Zzt (though I did enjoy overreaching the limitations of the masterpiece) and I found myself enamoured with it. After writing "Tanks" and downloading the demo of MMF2 and looking at some other indie gaming groups I decided to stick around. I admit I've never quite fit the mold of "Trainwreckers" or of the earlier Zzt'ers, but have found it inviting and nostalgic.
It must be obvious now that I like to create functional and playable games while I enjoy the zany moments in your games as well as the sometimes powerful execution and strong programming. Let me know if you are intereseted in a collaboration as one of my goals is to make a successful android/flash game.
Thanks guys!
Lynx
Hi, all! Now that I've finished my Secret Santa game and the new year is fast approaching, I would like to announce a new series of tutorials and articles called "Tips and Kliks". I've seen quite a few people here picking up on Klik tools lately, and I think that's great! These tools actually have a lot to offer - even Klik & Play is more powerful than it seems at first glance!
Why am I doing this series? After all I've kind of sworn off of Klik and I can write code in Lua, Java, C++! Well, before I was using any traditional programming language I used Klik for all my games (and a few "apps"). Using Klik to try out new gameplay ideas helped me gain familiarity with programming, and working around limitations by writing my own behaviors trained me to think critically. It is my hope that with this series I can help others do the same.
I plan to do a new article twice a week. I most likely won't provide game files for these articles (unless it's requested), because everyone is on different tools and sometimes things change between programs. I will provide plenty of images, however, and if you need help feel free to ask.
Focus will mainly be on the earlier Klik products (KnP/TGF1), but applicable to the later programs.
- (Re)familiarization with Klik basics (objects, built-in movements, editors, etc.)
- Basics of creating your own behaviors
- Some applications of custom behaviors, such as custom movements
- Other tips and tricks
Re. the marker games::
I am currently at 44 games since mid-September and hope to get up to 50, after which I will take a break... I finished work last week so it's good timing insofar that the format of the games was basically constructed to tie in with my job schedule.
When I reach 50 games I am going to bundle up the whole bunch as a single package, with a loader program and some notes, and try selling that for ca$h monies. the individual games here will stay up + free... i don't know if this is opportunistic but i'm kind of basing it on how james kochalka's diary comics (which were part of what got me making these) were posted individually for free on his webpage and then bundled up for sale in books after a while. also, the way that the glorious trainwrecks pirate karts (which were the OTHER part of what got me making these) built a shared context for these games which helped change the way they were experienced. so, look out for that - - hopefully later this december or in january at some point.
I am also looking into how to use Anaconda to create Mac and Linux versions of the MMF2 games, in which case there will be mac / linux versions of the package too, and maybe of the individual game pages here.
Happy Xmas,
- Stephen
The simplest designs create the most elegant games. This, I guess, is what makes the mobile game industry tick like it does right now. Could simple mechanics be applied to "real" (as in, games with a big plot and lots of content and some bigger meaning and whatnot) games to make them successful?
-Dice Of Mana has been made. It is a gambling game where 2 opposing wizards try to summon the great Bull Beast by gathering up enough magic. However, too much mana at a time will cause a wiz to black out and lose all gathered magic.
One day I hope to be able to make super happy and queer music.
I really want to start a tutorial series on Klik tips and tricks that applies to a broad range of Klik products (though primarily targeting the older products). I'd like to cover concepts in bite-sized pieces to serve as an introduction to the building blocks used to create more complicated behaviors in Klik, as well as provide documentation on a number of useful tricks to give aspiring Klikkers greater control over their creations. I'd also like to provide a section on Klik backward compatibility to document behavior changes going from KNP to TGF1 (and perhaps later tools as well?) so that KNP users can make their games more forward compatible while users of newer products can fix existing KNP games to run on newer systems.
I just see a lot of people getting into Klik and creating new and interesting things but sometimes aren't sure how to do advanced things. I would like to help those people arm themselves with Klik knowledge.
Inspired from Noyb, Sergio, etc. people who made Plot Inventories, this is all Plot Inventories of all my games. More coming soon each time i'll upload a game.
The Cat's Misadventurous Adventure: Collect the gem and escape the demons.
The Super Mozart Adventure: Rescue friends and recruit to destroy evil.
Player Adventure - The DrBlowhole EditioN!: Get some missions completed and destroy Mario.
Commander Keen: The War of The Tongies: Destroy an alien race from infecting people.
Aposunaclypse: Get Earth burnt from the Sun.
THE UNSTRAORDINARY ACT DRINK EXPERIMENT EVER: Spill the ACT drink over the sea and let Batman try to kill Godzillas.
Atrium: Escape the 100-floored prison.
Trainwreckers to the Rescue: Recover all Trainwreckers (and MFGGers) to destroy a horde of fictional monsters.
Shupa Junee Advenetur: Complete a frustrating hard level.
THE ROYAL ADVENTURES OF MR CAT VS TAILS ADVANCE THE GAME: Get through the Tails Advance games and kill Arthur.
MR. CAT THE SECOND: CAT HARDER!!: Kill all enemies and destroy Sanic.
Super Mario Bros.'ed.: Get glitched while playing World 1.
Aridoniasu: Get on a planet, sneak to the base and kill the King.
MachukoMouse: Keep hitting the Cat until the game crashes.
A Shooter Which Doesn't Commonly Became Easy: Destroy all ships, but the last one can't be destroyed.
Yellow Jogger Man!: Destroy all 4 robots and kill Black Runner from ruling the world.
---The 2009-2010 Shame Collection! Games---
Bear: Get through mazes filled of ghosts and kill 3 strange enemies.
Bob-Omb Adventures: Run to Mario's dungeon and get over the Goombas.
Bowser's Adventure: Defeat Mario.
Ceiling VS Basement: Kill the flying clown using the fire.
Cool Guy - The Movie: Destroy a stick man's minions.
Duky Attack: Attack the swarm of monsters.
Ghost's Adventure - Stick's Visit: Destroy the Elebits.
Kamek's World: Kill Kamek's traitors.
Kill dark goombas and ninja bunnies: Be a cacodemon and smash the Dark Goombas and Ninja Bunnies.
Larry 2: Stomp on enemies.
Luigi's Exhibition: Use the power of the mouse to kill the enemies.
Mario Platform Silver IV: Kill Bowser and the bat.
Megaman VS X: Enter in a fortress where you have to challenge a soul posseded Mega Man X.
New Super Mario Fusion: Challenge new Mario levels.
Old Tanooki Bros: You are a powerup who in the end is picked up by Mario.
Pacman Evoider: Avoid the enemies and escape the tunnel.
Purple - Nozy Minigame: Comunicate with a bully known as Bowser.
Small Boy Adventures: Restore the diamond.
Stick Battle - Elebits!!!: Kill the elebits with the gun.
Stickmen duum Gandò: Kill Bowser from ruling the world with the Elebits.
Super Bowser: Kill a cute monster.
Super Guy Bros 3: Kill Bowser.
Super Mario Armadegoon X: Kill a bloody teddy bear.
Super Mario Land - 3 Bowser Coins: Get the 3 Bowser Coins and kill Bowser.
The Stick End The Adventure: Go on an adventure and kill the shadow face.
This is the Only Level Parody: Typical This is the Only Level fangame.
Zelda's Adventure - Bowser's Revenge: Get the stuff and kill Bowser.
I have always liked 2-Player 1 Keyboard style games, so I thought I'd make something kind of cooperative that I could play with a friend or something.
I haven't really ever designed any levels for a game that I've made before, so it's fun doing trial and error sort of situations of what is fun and what is too difficult. I am also wondering how important is difficulty in games in terms of accessibility. I always love a challenge, but for the case of a lot of my friends, they wouldn't be able to stand to play something like this for very long. I guess it's an audience thing.
The concept of this game is that the two players have to keep this ball in volley while hitting targets with the ball without having the ball leave the screen. I thought it would be a fun game to try to coordinate with another player in order to strategically bounce the ball.
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