Hello, me with a 3rd blog post, have anyone heard of a collaborative game named Teh Forum Game? Well i can't find a working download, i tried getting the caiman download, but the installer is lazy to go, anyone has a working mirror for that game?
Hello, DrBlowhole20 there. I am also named as John Leagsdurg.
I have updates during summer:
I got Multimedia Fusion 2 back and my LIBS i got (even the europress ones.), i'm making a game named "The Super Mozart Adventure" which it's a fanmade spinoff of the Mozart series by Zecks, which are my favourite (Mozart goes into internet, Mozart II: Internet Harder OR Mozart no internet 2: Doukutsu Monogatari, Mozart go Intranet 3: Hell no Nazo, Mozart's World 4: 4heroesoflight and I Love Mozart 5: Mozart Thru Time), it's going to be a long game which includes badly made levels, minigames which follows the adventure and such random bosses, there will be no demo but here's a screenshot of the preview, look at the attachments. But seriously, Klik n Play in the 90's were made several games with some custom graphics, but today Clickteam is being 200% better than Yoyo Games and Klik n Play today is a cool tool. And i also made a website about my Trainwrecks: https://sites.google.com/site/johnskliksite/
Well that's it for now.
See ya.
Hello guys, i am in vacation and i have upgraded my Windows Vista to Windows 7.
I couldn't play Klik n Play games anymore since Windows 7 is stupid and has enabled a feature which doesn't play old games.
Have you got any solution?
This macro, when surrounding a span of text, will search through the text, finds words that are also names of passages in the story, and converts them to internal links.
* Since Twine passage names are case-sensitive, this search is also case-sensitive.
* It currently only matches single ASCII words (letters and numbers) and hyphens contained within, but currently not apostrophe-containing words.
(function(){version.extensions.autolinkMacro={major:1,minor:0,revision:0}; macros.autolink={handler:function(g,e,f,b){function tagcontents(starttag,endtag,k){var a=b.source.slice(k),l=0,c=""; for(var i=0;i<a.length;i++){var w=endtag.length;if(a.substr(i,w)==endtag){if(l==0){b.nextMatch=k+i+w; return c}else{l--;c+=a.charAt(i)}}else{if(a.substr(i,starttag.length)==starttag){l++ }c+=a.charAt(i)}}return""}var k=b.source.indexOf(">>",b.matchStart)+2,d=tagcontents("<<"+e,"<<end"+e+">>",k),bs=String.fromCharCode(92),re=new RegExp("(["+bs+"w-]+)","g"),words,len; do{words=re.exec(d);if(words&&tale.has(words[0])){len=words[0].length; d=d.slice(0,words.index)+"[["+words[0]+"]]"+d.slice(words.index+len); re.lastIndex+=(len)}}while(words);new Wikifier(g,d)}};macros.endautolink={handler:function(){}} }());
Usage example:
* <<autolink>>The most popular pets are dogs and cats<<endautolink>>
- Assuming the passage "dogs" exists, that becomes "dogs".
Not too sure of the name - might change it later.
Feel free to report any bugs to @webbedspace.
This code is largely based on some original macros posted to the Google Group by, er, somebody. These take a YouTube video ID and plays the audio of that video invisibly in the background of your Twine game. The player will require Flash installed, of course.
http://www.glorioustrainwrecks.com/files/TwineMacros-YouTubeAudio-2.1.0.txt (Last updated 16/3/14)
What I've done is upgrade it in the following ways:
* The volume slider is removed, on the basis that most authors will probably not have much call for it. Also, it required jQuery and jQuery UI, which not only inflated the footprint of the script, but may have interfered with other jQuery-using Twine scripts.
* It supports multiple sound tracks per story, and lets you play them simultaneous with each other if you so wish.
* The script will attempt to preload all of the videos, ensuring that they play as soon as their macros are called. (Note: currently it only preloads the tracks from the start, so this performance gain may not be seen when starting playback from the middle of the track.)
* A few more macros are provided, roughly in line with my HTML5 audio macros: <<unloopbgm>>
and <<pausebgm>>
.
* The code has less implicit globals. (This is a meaningless distinction.)
* There should be more informative error messages for specific error codes.
The macro names themselves are similar, but I made the following changes: <<playbgm>>
now plays the audio once, and <<loopbgm>>
causes it to constantly loop. Otherwise, they function identically.
Note: For browser security reasons, local HTML files are prohibited from accessing network files through a Flash embed. So, you have to test these macros by running the game from a web server.
Usage examples
*<<playbgm iHBWZn9re0U 32>>
plays the YouTube video starting from 32 seconds in.
*<<playbgm iHBWZn9re0U>>
plays the YouTube video from the beginning, or resumes it if it was paused.
*<<stopbgm iHBWZn9re0U>>
stops the sound track.
*<<loopbgm iHBWZn9re0U>>
makes the sound track constantly loop (although it may not quite be seamless).
*<<unloopbgm iHBWZn9re0U>>
stops it from looping.
*<<pausebgm iHBWZn9re0U>>
pauses the sound track.
*<<stopbgm iHBWZn9re0U>>
stops playback and resets its position to the start.
Feel free to report any bugs to @webbedspace.
Last updated: 6-Jun-15
I've worked hard to combine my <<replace>>
, <<timedreplace>>
, <<revision>>
, <<hoverreplace>>
and <<once>>
macros, and all their variations, into a single codebase, and included some new variations as well. Here's my combined "Replace Macro Set":
http://twine1.neocities.org/ReplaceMacros.min.js (version 1.1.7)
CSS
The first good news is that you only need this much default CSS for all these macros:
.revision-span-in { opacity: 0; } .revision-span:not(.revision-span-out) { transition: 1s; -webkit-transition: 1s; } .revision-span-out { position:absolute; opacity: 0; }The reason I require this CSS is to enable people to modify it to make their own effects. You can, for instance, change this to an instant transition by removing the middle CSS block (with the "transition" property line.)
List of macros
This set includes the following "revision macros":
* <<insert>>
, <<replace>>
, <<continue>>
— triggered by clicking their contents.
* <<timedreplace>>
, <<timedinsert>>
, <<timedremove>>
, <<timedcontinue>>
, <<timedcycle>>
— triggered by time.
* <<hoverreplace>>
, <<hoverremove>>
— triggered by the mouse touching their contents, only temporarily.
* <<mousereplace>>
, <<mouseremove>>
, <<mousecontinue>>
, <<mousecycle>>
— triggered by the mouse touching their contents, permanently.
* <<once>>
, <<later>>
— triggered by visiting the passage a certain number of times in the game session.
* <<insertion>>
, <<revision>>
, <<removal>>
, <<cycle>>
— triggered by a separate "triggering macro".
It also includes these "triggering macros":
* <<revise>>
, <<revert>>
, <<randomise>>
— hyperlinks.
* <<mouserevise>>
, <<hoverrevise>>
— sections that the mouse can touch.
Changed syntax
* <<replacewith>>
, used to separate sections in <<timedreplace>>
, has been replaced with <<becomes>>
.
* You can now have multiple sections in most of the revision macros, by separating them with <<becomes>>
or <<gains>>
macros:
These function just like they do within <<revision>>
macros - <<becomes>>
replaces the previous section with the next section, and <<gains>>
merely appends the next section.
* To reconcile differences between <<replace>>
and <<timedreplace>>
's syntax, some macros (currently just the <<replace>>
, <<mousereplace>>
and <<hoverreplace>>
varieties, as well as <<mousecontinue>>
) have multiple syntax for specifying sections - the "normal" syntax, where each section is separated by <<becomes>>/<<gains>>
, and a "shorthand" syntax, where the first several sections are strings within the opening tag:
The final section must be between the opening tag and the <<endreplace>>
macro tag, though.
For most of these, the shorthand strings behave as if the <<becomes>>
macro separates them. The exception to this is the "insert" named macros, wherein the strings will behave as if the <<gains>>
macro separates them.
New macros
* <<later>>
is the antonym of <<once>>
- it displays its contained text on the second and subsequent visits.
* <<mousecycle>>
creates a section of text that cycles between different versions whenever the mouse touches it. It's similar to <<cyclinglink>>
in some respects, though you can't yet easily bind a variable to change when it changes.
* <<timedcycle>>
constantly rotates through its sections without stopping. It is similar to <<timedloop>>
and may well replace it in future.
Examples
In any of these examples, <<becomes>>
can be substituted with <<gains>>
.
Feel free to report any bugs to @webbedspace.
Don't use the attached file. It's out of date.
A little over three years ago, the administration of the Game Dev Club at SJSU wanted to host a game jam, but was worried that nobody would show up. mkapolk suggested that the Club organize a shindig coinciding with THE 371-IN-1 KLIK & PLAY PIRATE KART II: KLIK HARDER, so that if nobody showed up to the physical thing, at least we could hang out with y'all on the Internet.
It was a success, our club contributed 35 games to the Kart!
So we decided to do it again on Klik of the Month. On a whim, to encourage people to come, I threw in that we would teach people how to make games if they didn't already know. I didn't think anyone would take us up on that.
FIVE PEOPLE took us up on that.
Since I was the one who offered it to begin with, I ended up giving them a basic rundown of Game Maker, and all five of them made their first game in two hours. (Actually I think we were there for four hours.)
Since then, I've given a few more tutorials at a few more events, and one of them got video-recorded.
Fast-forward to May 2013, when a woman from a Bay Area summer camp contacted the Club to see if anyone was interested in teaching 5th-8th graders how to make videogames.
I showed her the video and got an interview; I showed her eighteen games I made, eight of them trainwrecks, and got the job. (Also I said some stuff about education and math and computer science.)
Last week, according to the curriculum, I was supposed to lead eight kids (paired into four teams) to make four games.
Last week, I led eight kids (paired into four teams) to make eleven games.
This summer is gonna be a good summer.
td;dr: Thanks in part to Klik of the Month, I have a summer job teaching 5th-8th graders how to make videogames! The results so far are beautiful.
PS: We're using Scratch and Alice, which were good decisions on the part of the curriculum designers.
Scratch is incredibly intuitive, and it supports some surprising things, like Cloud Variables (which are stored on MIT's servers), webcam/microphone asset creation, and an entirely web-based interface for making and playing games. I think it'd be great for prototyping and trainwrecks, and I encourage KnP refugees to check it out!
Alice is a little complicated at first, but it's probably a better basic introduction to 3D gamemaking than Unity, especially for non-coders. If you found Unity too hard, check it out too!
i just opened a soundcloud, and i'm posting my stuff there, usually using mmx soundfonts. don't expect to like anything there.
Update: This script is now built into Twine 1.4! It is no longer necessary to install it.
Just now I was thinking to myself, "Why is it that inline HTML must be stuck between the <html>
tags in Twine, anyway? Would it be possible to make HTML usable intersperced with Twine syntax?" So I decided to give it a try. The resulting Javascript code is as follows:
Obsolete script removed: use Twine 1.4
This code will allow you to put HTML tags in Twine passage text, and have them function in the compiled game. Note: it requires all HTML tags to be properly closed, with the exception of the so-called "void tags" that never have a closing pair (br, hr, area, img, input, embed, param, source, track). Unmatched end tags will be ignored!
Feel free to report any bugs to @webbedspace.
so yeah i took down ANOTHER game and not because of offensive stuff
tpgb12 didn't want everyone to see what he looks like