Dungeon Master-like "depth"? Dayum
Take a look, I'm interested whether there were a lot of kliks like this (maybe I didn't lurk long enough...)
The in-game help is a lengthy saga about the game itself.
I'm BC_ . I may be most remembered on the internets with the nick Viovis, AntiViovis, Vivois, what have you.
I've been part of ZZT since 1996 and part of the ZZT ug (i call community ug for short) since early 98. We had a couple AOL Free Trials and downloaded some lost forever games. Know this that there were 1000s of ZZT games that are lost forever in aol, hundreds of stories of teenage angst and adventure gone through the tides of time... Knowing this, I'm pretty sure the same applies to KNP, there were probably many lost gems in the AOL Vault.. so uhh, historically we'll never know the whole history since they were the only company successful to have their own library aside from the bbs's and internets and etc.
Uhh anyway I know there are some games that go as unmentionably fun, some games take effort, some games are chill and laid back, some are interactive cinemas, some are only cinemas... Some redefine the meaning of a game, as some involve just wandering around and tinkering with stuff, talking to objects, and in ZZT you tend to see all genres.. I think a lot of great has been made in ZZT but for those outside without a passport you're not really given the full scope of things.. I'd personally just like to share a couple of my favorites...
Games that not only I'm one to like, but that I think others of this crew may like since I am a fan of many of the games released here and I will do my best to choose games that carry that spirit.
I present Newt's third ZZT game Castle of the Dogs. This game spoke to me because I thought it had a certain degree of suave in it. I liked the writing style, it was blunt, it went from point A to point B fast. Part of the tests of time is as time marches forward, writing refines and changes.. This was a time piece where, you and your wife were on a plane and hte pilot crashed, and he didn't make it, and your wife was captured and taken to a giant castle, full of dogs. Why? I don't know.. ask newt. All I know is like you miss your wife and have to go through a dog labyrinth full of giant dogs and gather keys because dogs are high tech like that. There's also a really tough puzzle by glynth that's not impossible, but just keep trying..
I think thepsycophant did a wonderful job here with narrative, attempt on a good story, and I think it's a little more than meets the eye, so I think playing it now I still really liked it. And it was based on an abandoned moment of his OG series... so It's the first step of difference from style and might be where he developed his sound, course that's all for another story. Just make sure if you see a star to move into a corner and dodge it, cuz stars don't die... and aim for the dog noses... Somehow that's the core.. It's a lesson for us all. If you're fighting a gigantic dog.... uhh, their noses?
And this'll be the only time I attach lyon to a post like this, so get it here or I'll link to here. Get ZZT from around the nets. Maybe in the future we'll get Tyger, but for those in winders land This little item works.
FACADE STAGEPLAY
Sun Jul 29 21 48 57 2012
TRIP
Where are the new wine glasses?
GRACE
What for?
TRIP
That should be obvious!
GRACE
Oh God, Trip, don't turn this into a big production, please!
TRIP
Jesus Grace, come on, I'm not asking a lot here!
GRACE
What -- Trip, don't give me that look!
GRACE
You're going to drive me crazy!
MATT
dicks
(MATT knocks on the front door.)
(MATT knocks on the front door.)
(Trip opens the front door.)
TRIP
Matt!!
MATT
sharnar
TRIP
Hey! I thought I heard someone out here! Great to see you! It's been a while, how's -- (interrupted)
MATT
hi
TRIP
Uh...
TRIP
Uh, well, it's -- it's good to see you.
TRIP
Well come on in...
TRIP
Uh, I'll -- I'll go get Grace...
TRIP
(unintelligable arguing)
TRIP
(unintelligable arguing)
GRACE
No, no, here we are!
GRACE
Matt,
GRACE
Hi! How are you? Oh it's so nice to see you, it feels like it's been forever!
MATT
hi
GRACE
H-mmm (happy smile sound)
GRACE
And, I've got to say, you look really good!
MATT
WHAT NOW
GRACE
So come on in, make yourself at home!
TRIP
Huh, I'll close the door. -- (interrupted)
(Trip closes the front door.)
TRIP
I'm gonna fix us some drinks.
PHONE
** RING **
MATT
THE PHONE
PHONE
** RING **
PHONE
** RING **
MATT
Answer it?
PHONE
** RING **
TRIP
Oh, I'll get it --
GRACE
No, no, we have a guest, we can let the answering machine pick it up.
ANSWERING MACHINE
** click **
MATT
Answer it!
ANSWERING MACHINE
You've reached the fabulous new home of Grace and Trip. Leave us a message!
GRACE
What? Wait, wait, let's just wait for the answering machine...
ANSWERING MACHINE
** beep **
ANSWERING MACHINE
Grace, this is your father, I thought I'd call to see how my lovely daughter is doing.
ANSWERING MACHINE
I want you and Trip to come up to the house this weekend, your mother and I are throwing a party for a senior VP at the firm, and you should be there.
TRIP
Oh, it's your parents! I'll get it --
GRACE
Trip, Trip, please, I don't want to talk to them right now...
TRIP
I want to say hello --
GRACE
No no, Trip, we're entertaining a friend in our new apartment...
ANSWERING MACHINE
Oh, and be sure to arrive early, I want to talk to you about this business about why you won't be attending your mother's Christmas Eve gala.
GRACE
the last thing I want to do is talk to my parents.
MATT
It's fine
ANSWERING MACHINE
(clear throat) So, that's all. Uh, goodbye.
GRACE
Oh, ha ha ha, God, let's not talk about my parents... we've heard enough from them tonight.
MATT
As in?
GRACE
W -- well, no, talking about my parents is just going to frustrate me.
MATT
What did they do?
GRACE
Matt, seeing you again makes me remember the wonderful times we all used to have. H-mmm (happy smile sound)
TRIP
Ha ha, yeah...
MATT
Like when I killed that hooker?
GRACE
uh...!
TRIP
(nervous coughing)
GRACE
(nervous coughing)
TRIP
geez, I'm not, uh...
MATT
ANYWAYS
GRACE
ha ha ha ha ha, heh...
TRIP
(nervous coughing)
MATT
It was a joke
GRACE
ha ha ha ha ha!!
MATT
What now?
MATT
The drinks?
TRIP
ha ha, heh...
TRIP
heh, ha ha ha!
TRIP
Ha ha ha, Matt,
GRACE
heh heh heh...
TRIP
heh heh, you had me going there for a sec...
TRIP
heh, ha ha...
TRIP
You're not afraid to say anything, are you?
MATT
Nope
TRIP
put us on the spot...
TRIP
heh heh, you're crazy, heh, you know that?
TRIP
ha ha...
TRIP
(big sigh)
MATT
That's just the begining
TRIP
Anyway, uh... what were we talking about?
MATT
Drinks?
TRIP
I'm gonna fix us some drinks.
TRIP
Good news, I just fully loaded -- (interrupted)
MATT
Sure
TRIP
Y -- yeah, yeah, time for a drink.
TRIP
How does a martini sound?
TRIP
Everybody tells me I fix the -- (interrupted)
MATT
Sure!
TRIP
Beautiful!
GRACE
No no,
GRACE
Matt, maybe you'd like some juice, or a mineral water?
MATT
Nah
TRIP
Excellent! It won't take me more than a minute!
GRACE
(little sigh) I sometimes wonder if Trip spends so much time fixing drinks to avoid having real conversation with the guests.
TRIP
What? What was that?
GRACE
(clears throat)
MATT
BURN
TRIP
wasn't...
GRACE
He is...
TRIP
You...
MATT
I said that out loud
GRACE
It just occurred to me... uh...
GRACE
Oh we need to make sure we -- we look at... uh...
TRIP
Right...
GRACE
refrigerator light bulb thingy...
TRIP
we should get that looked at...
MATT
Oh
GRACE
Oh, right! Right! Yeah...
GRACE
(long release sigh)
MATT
Can I help?
GRACE
yeah...
GRACE
So, Matt, you can help me understand where I went wrong with my new decorating, ha ha.
TRIP
Grace, oh, no, we don't need to do that.
MATT
It looks fine.
TRIP
Ah, yes, Matt, I knew you'd like it. See, Grace?
GRACE
(frustrated sigh)
GRACE
So, about my decorating...
GRACE
Uhh, you know, I've been collecting these little glass sculptures for God knows how long now.
TRIP
I always hear people talking about them at our parties.
GRACE
but now whenever I look at them, I suddenly get such a... such a... headache!
MATT
Parties?
TRIP
Oh, yeah, you know, I think I'll fix us another drink in not too long...
GRACE
I bet I can return most of this, and start over again on this room...
MATT
It looks fine.
GRACE
Uhh!
TRIP
See, Grace, as always, you're the only one unhappy with your decorating.
GRACE
Uhh... right, I know, I'll never be satisfied with it, -- (interrupted)
MATT
Not the best. Not the worst.
TRIP
Matt, yeah, Grace, nothing's wrong, everything's fine!
GRACE
Huh, you two really are getting along well tonight, heh...
TRIP
(little sigh)
TRIP
Ah, Matt, you probably didn't come here to hear this, heh...
GRACE
What?
GRACE
Trip, it's okay if we disagree in front of our friend --
TRIP
Disagreeing?! We're NOT disagreeing.
TRIP
We're not.
MATT
I HATE CONFLICT
TRIP
You don't agree? uh... okay, well...
TRIP
Oh, Matt, I thought you might like this photo I just put up from our recent trip to Italy.
GRACE
Uhh, it's a beautiful picture of the Italian countryside, of course he'll like it!
TRIP
Grace, I know you don't like it, but our friend might.
GRACE
By the way, anybody, join me on the couch if you like.
TRIP
Um... uhh, Now, Matt, in one word, what does this picture say to you?
MATT
gay
GRACE
Say to -- (interrupted)
TRIP
Mmm... no...
GRACE
Wait, what's wrong with that? That's a perfectly fine answer!
TRIP
(little sigh) No just take a look, this says...
GRACE
How about controlling.
MATT
gay as hell
TRIP
Romance! No it says... romance...!
GRACE
Romance? Ha, in our marriage, that's just a code word for manipulation.
TRIP
Grace, it'd been such a long time since we'd... had a chance to -- -- (interrupted)
MATT
more like NO-MANCE AHAHAHA
GRACE
Yeah -- no -- Trip tricked me into going!
GRACE
And you knew I planned to attend my friend's art show that weekend!
GRACE
A very good friend from college had a gallery show of his new paintings that weekend, and I missed it!
TRIP
What?
TRIP
Ahh, this is bullshit!
GRACE
Ahh, no, you're full of shit!
GRACE
Goddamn romance...
GRACE
Trip, our whole marriage, you're so... controlling! -- (interrupted)
MATT
Why do you have that 8-ball?
TRIP
What? What -- what are you saying to me? What?
TRIP
(little impatient sigh) Matt, I...
MATT
That thing in your hand
GRACE
Uhh, can you -- can you just...
TRIP
Goddamn manipulation...
TRIP
You never listen to me! You don't believe anything I say! You just don't listen.
GRACE
Oh, God...!
MATT
YOU ARE TEARING ME APART
GRACE
Alright, you know what, Matt,
GRACE
I need to ask you something.
TRIP
Grace --
GRACE
Trip, let me ask our guest a question.
GRACE
Matt, yes or no...
GRACE
Do you think it's _wrong_ for one person in a marriage to listen _too much_ to the other?
TRIP
What?
GRACE
To trust your husband or wife too much, to rely on them too much? Is that wrong? -- (interrupted)
MATT
Yes....
TRIP
What...?!
TRIP
Oh, yeah, that's fine... that's fine...
TRIP
Uhh, I keep trying to help you Grace, but you reject me, you cut me off, you cut me out of your life, goddammit!
GRACE
Oh, that's great Trip!
MATT
You hate me now, don't you, tripp?
GRACE
Uhh! Yeah, good, go away!
GRACE
I can't stand you!
GRACE
Dammit, Trip!
MATT
It's fine.
GRACE
What? What are you saying?
TRIP
What? Are you talking about me in there?
GRACE
I wasn't talking about you!
GRACE
Matt, I can't believe you have to see this...
GRACE
uhh...
MATT
what?
TRIP
Matt, (annoyed sigh) Grace is just so...
GRACE
Oh, we're talking about me again, are we?
TRIP
What?
TRIP
Matt, look around this apartment. It's got everything anyone would ever want. But, Grace, oh no, she's never satisfied.
GRACE
Trip, ... ugh ... I'm so sick of this.
MATT
It doesn't have food.
TRIP
Matt, come on, I don't feel like fixing drinks at this moment!
TRIP
Uhh...
GRACE
Let's keep talking about Trip.
TRIP
Look around here. We're doing well, really well.
MATT
Can you two GET ALONG?
GRACE
God, Trip, I can't believe even now you're still...
TRIP
Oh yeah, you'd never admit that I've created a good life for us.
GRACE
Dammit Trip!
MATT
Why do you keep arguing?
TRIP
Ah!
GRACE
Matt, you're saying I'm... angry?
MATT
Over stupid shit like that.
GRACE
No?
TRIP
You've always been angry about something, Grace... if it's not one thing, it's another...
GRACE
Uhh...
MATT
I'm not taking sides here.
TRIP
Let's talk some more about Grace.
GRACE
Trip, it's your fault -- ten years ago, freshly married and just out of college, you convinced me to go into advertising, instead of art!
TRIP
What?
GRACE
If it weren't for you, I could be a real artist by now.
TRIP
Uhh... Matt, uhh...
MATT
YOU CANNOT INTO MARRIAGE
GRACE
Look, if we're going to talk about marriage, all I can say is, it doesn't turn out the way you expect it to.
TRIP
Grace...
GRACE
I'm not saying marriage is a bad idea or something, I'm just... saying I think it's hard to predict what it will actually be like...
TRIP
Grace, no...
TRIP
No, no, look, marriage is -- uhh... is this great thing -- (interrupted)
MATT
JESUS CHRIST SHUT UP
TRIP
Alright, Matt, that's it, you've got to leave.
TRIP
I'm sorry, but, uhh, I don't know what the deal is with you tonight.
(Trip opens the front door.)
TRIP
We'll be fine -- you should just go.
MATT
FUCK YOU AND YOUR WIFE
(Trip closes the front door.)
MATT
the den
http://www.synchtube.com/r/smedis2
Password is "glorious" if you really want to join.
HERE WE SHALL WATCH CRAP AND RIFF IT ALL!
Cross-posted at JDM, my personal blog.
...
Some time next month, I'm going to release Caverns of Khron, my biggest game project to date. A few months ago, I found a folder in my filing cabinet titled "Miscellaneous Game Development," containing dozens of pages I wrote and drew between 1996 and 1999. Until I'd found this, I'd basically forgotten about all the games I'd made and planned before I started making ZZT games in 1997. I'd actually been designing games on paper since about 1990, though I didn't have any kind of computer till 1994. I never learned C++ or any other "real" programming languages save for a very rudimentary knowledge of QBASIC that only equipped me for the simplest text adventures. So, if you're interested, you're welcome to join me on a nostalgic, navel-gazing trip through what I thought about making video games before I even knew how.
My cousin Steven introduced me to QBASIC in the mid-nineties, and it was simple enough that I thought I could write a couple small programs. I never actually spent much time with text adventures like Zork (I loved Return to Zork, but couldn't get my hands on an actual copy of the Zork trilogy until like 1998), but I was in love with the idea, and had played around with a couple MOOs and MUDs, more interested in the promise than any execution of the idea I'd actually seen. Before long, I'd programmed a virtual room-by-room tour of my house--called "My House"--which forever cemented in my mind the cardinal directional layout of Pocatello, Idaho. This and other games would be "published" under a "label" called "Moore-Tech 2000," and I'd hang this sign on my door:
Please note that this sign only ever hung on my bedroom door. The prices listed were the fees I wanted to charge my two younger sisters to give them copies of these games on their own floppy disks. It was an evolution of when I tried to sell my sisters and cousins the Nintendo fanfiction I'd write and illustrate, bound in construction paper when I was about nine-years-old. I also offered customized games for the low price of only 75 cents to $1.75. I don't believe I ever made a cent from any of my games, and rightly so. Eventually, I just tried to get my sisters to play them.
Of the games listed, very few without the checkboxes ever were finished. "Text Color" simply changed the color of the MS-DOS text interface. "Pilgrim Hunter" was a text game where the player searched a square field square by square for a turkey to shoot, like a festive, unchallenging "Hunt the Wumpus." I also apparently finished something called "J.C.," but I have no idea what that might have been. I seem to have been planning something called "Aquaria," and considering my then-interests, it surely involved mermaids.
Sadly, I finally disposed of my 486 PC last year, which had what I'm sure were the only remaining copies of all the games I worked on, including the first game I ever published, "UFO Invasion," a QBASIC text adventure uploaded to AOL and co-written with my friend Caleb. I also once had extensive pages of planning for the sequel, which I intended to be a Wolfenstein-like FPS. Also there was another collaboration with Caleb, a Christmas-themed game called "The Reindeer Riots," though I can't remember for the life of me what actually happened in it.
"Magic Learner" is the one for which I have the most documents still and was the first game I intended to be released in the world of "Khron," a text adventure with a magic casting system and a fair amount of open exploration, to be later paired with a game called "Power Quest" which would be a text adventure with an action and strength orientation. I'd written some amount of lore for the games' story world, and even drew maps. Below is a map of the game world and a modified one broken up into a navigable grid for use in the game.
Of course, these papers are what inspired me to name my current game "Caverns of Khron" (before that, it was called "Ruins of Bufannei," a contraction of "Bullshit Fantasy Name"). If you're worried about Khron canon, understand that the game actually takes place in Greschden Caverns, but the game doesn't bear that name because it sounds stupid.
Note the copyright date on the map. The world of Khron existed contemporarily with our own, but with a 1,960 year date offset. P.D., I assume, once meant something.
I'd begun a Halloween-themed horror adventure game called "Mansion," where the player explores a large mansion during a Halloween party to discover dark secrets.
This game eventually evolved into "Jack O'Lantern," which began life as a text adventure, and I distinctly remember drawing this map for it in my ninth grade speech class:
In 1997, I learned about ZZT, and found it a more attractive design platform. I actually adapted this design pretty faithfully into a ZZT game that I published.
In those days, all my ZZT designs happened on paper before they happened onscreen. I have pages and pages of ZZT-OOP code for games like the unfinished "Bob 3: The Amazon Adventure" and "Zem! X" which I began work on in 1998 and didn't finish until 2002.
With my early ZZT games, I employed a "star" system like Tezuka Osamu's, featuring recurring characters playing different parts in each story. It was silly, but I was in love with the idea. In the "Zem! X" paper, I love where I drew a picture explaining to myself what I saw in my mind and how I had to express it with ASCII characters.
My ambition was not limited to what I could conceivably produce at the time, of course. What I wanted to make followed my interests, which in the mid-nineties became largely focused on real-time strategy games. I have about a dozen pages of notes for "Medieval" and its expansion "Medieval Quests," featuring a total of five factions, with unique units and campaigns.
I also possessed a strange, obsessed fascination with LCD games, and went as far as to plan the screens for half a dozen games on paper. One of these, "Mythical Commander" (left) was an intended LCD real-time strategy game. "Blif the Blot" (right) was a mascot platformer that had a secret versus mode.
Beginning in my later teenage years, I fell in love with the link cable racing game included in Super Mario Bros. DX for the Game Boy Color, and plotted an intricate expansion of the game called Super Mario Arena, featuring a character roster with different abilities, power-ups, and a greater focus on competitive combat. I possessed some vain hope that Nintendo would somehow find out about my plans and accept my pencil drawings as the design document for a million-seller Game Boy Color game and a long career in making video games.
I continued to make ZZT games and began playing around with Megazeux. Eventually, I became more interested in filmmaking than my once-intended career of glamorous, professional video game development and programming. I kept my toes wet, working on a graphic adventure game and an online RPG fighter with my cousin, though neither project came to full fruition, and I only advised design and worked on graphics. I wonder what would've happened if instead of ZZT, someone had handed me a copy of Klik N' Play (I saw it in software catalogs, and after it I lusted), or if Game Maker had come into my life a decade before it did.
I'm going up to my mother's house in a couple weekends. I'm hoping to dig up some more of these kinds of papers. I have a vague dream about picking up one of the other game concepts I know I had once upon a time and seeing if I can't bring it to life with what I know now, just to fulfill my 13-year-old self's dreams on some level. It's been somewhat inspiring to examine what I used to think about games, see where I'm similar, and see where I'm the same.
And at the very least, the 16-years-in-the-making Khron world of games will finally see the light of day.
http://pieandwaffles.wordpress.com/
WELCOME TO MY HOUSE OF INSANITY
I made a screensaver based off of Solitaire's win screen
TO INSTALL: (This is for XP, slightly different for Vista/7)
Download attachment
Go to My Computer>C:>Windows
Drop the .SCR into there
Go to Control Panel>Appearance and Themes>Display>Screensavers
Choose windowscards
CONGLATURATION!
Enjoy the Screensaver
Way back in the mid nineties I bought a shareware CD (simply titled Win Games) at a computer expo because I saw not one but two of the screenshots on the cover were from KNP games as I recognized the clip art. Included in the attached zip file are all 11 KNP games that were on the CD.
This probably isn't quite the right place to put this since I don't claim any of the work involved, but hopefully you'd let it slide since it's about game preservation and I wanted to blog a bit about my thoughts on each one
Here is a list of all the games included. Note that some of them have text in German (Mach's Rache, Beewatch, Bumble Boom, Tucker's Adventure, and Spaceballs) if you care about the story, since it doesn't affect gameplay much in most instances.
*Armageddon
Poor attempt at a shoot em up, although it was probably one of someone's early attempts at one.
*Bat and Ball
Breakout clone. The help file is rather silly and even tries to give an explanation for the goofy KNP physics engine.
*Beewatch
Catch the small bees in the bottle, shoot the large bees with the gun, and grab more ammo with the hand if you run out. Has some scrolling effects, and I learned quite a bit about manipulating alterable values on active objects from this game. Controls are somewhat awkward, since you use the space bar instead of clicking the mouse and have to change cursors with 1/2/3 in the number keys. (text is in German)
*Bumble Boom
Move the mouse to collect hearts. (text is in german)
*Egyptian Chopper Force
Simple game with mouse movement. One of the games featured on the cover of the CD. Also isn't Egyptian.
*Mach's Rache 5 - Episode 2: The Corsar System
A shoot em up with different gameplay/objectives every level, plenty of clip art/stock sound effect abuse and title music ripped from a CD. Between levels are messy story dumps littered with text and clip art (see screenshot) and crudely drawn ms paint comics and photos with unfitting music plays. In short, a glorious trainwreck. (text is in German)
*Powerball
Another breakout clone (and not the last).
*Spaceballs
Yet another breakout clone, except with mouse movement and more trainwrecky. Has nothing to do with the movie. (text is in german)
*Tanx
Tank game where you can move the turret separately with the <, >, and M keys and strafe targets. Most interesting thing is that it was created with a commercially licensed copy of KNP and therefore is truly "shareware" (being a shareware episode demo for the registered version) instead of freeware.
*Tucker's Adventure 1
Puzzle game where you must collect all the diamonds in the maze. You only have a limited amount of shots to destroy enemies and walls by picking up powerups. I have no idea why you're shooting diamonds at an old lady. (text is in german)
*Winnoid Demo
Last (and least) of the breakout clones. The other game that made the cd cover
Out of these games, Beewatch, Mach's Rache 5, Tucker's Adventure 1, and Tanx are the most worthwhile to look at. I hope that you get some enjoyment out of these, and that you agree there's some merit in preserving them.
I believe I know what you yearn for. You wish to forgo the bounds of the typical behaviour of a game engine, and make your game's moving elements leave conspicuous trails as they animate - that is, to prevent the screen from refreshing after each frame, and repeatedly draw the sprites onto the same canvas. Well, Game Maker, at least from version 6 onward, is not set up to easily permit this kind of nonsense.
Let's consider the drawing sequence of Game Maker 6+ :
* First, the screen's buffer still possesses the screen image from the previous frame.
* If viewports are enabled, the buffer is blanked.
* If the background color is visible, it is drawn over the entire buffer.
* If there is a background image, it is drawn over the buffer.
* All instances and tiles are drawn, in descending order of depth.
* The buffer is refreshed to the screen, or the viewports if views are enabled.
This sequence is unalterable. So, here are some ways of allowing the previous frame to persist:
* Don't have any views, and have a static background
What causes the buffer to be obliterated in each frame is the presence of viewports, and the drawing of backgrounds. So if you eliminate these, the buffer's contents will persist.
On the first frame of the room, the background can be drawn. But from then on, it must be invisible. So, include an object with this code:
Create event:
alarm[0] = 1;
Alarm 0 event:
for(i=0; i<8; i+=1) {
background_visible[0]=0;
}
background_showcolor = 0;
The main advantage of this code is that it works in Lite and Pro versions, and, miraculously, even works in the HTML5 engine of GM Studio. But, of course, losing the use of views constrains you to a single-screen room, unless you feel apt to re-implementing scrolling and such on your own terms. So you might want a more technically strenuous solution.
* Use a surface as an alternative screen buffer
If the screen buffer cannot be preserved, devise a replacement.
You might do this by creating an object with a large negative Depth value with this code:
Create event:
s = surface_create(view_wview, view_hview);
surface_set_target(s);
screen_redraw(); // Draw the room's initial state onto the surface
surface_reset_target();
End Step event:
surface_set_target(s);
with all
if (visible && sprite_exists(sprite_index)) {
// This implies that only view 0 is being used
draw_sprite_ext(sprite_index,image_index,x-view_xview,y-view_yview, image_xscale,image_yscale,image_angle,image_blend,image_alpha);
// Replace that with event_perform(ev_draw,0) if it is necessary
}
surface_reset_target();
Draw event:
draw_surface(s,view_xview,view_yview);
What this does is create a surface, draw the first frame of the room on it, and from then on, forcibly draw all of the room's sprites onto the surface before Game Maker runs the drawing sequence, and then, at the end of the drawing sequence, draw the surface over the entire screen, obscuring the screen with your own surface.
This has a number of slight pitfalls. Firstly, there's really no way of accurately replicating GM's instance drawing without prior knowledge of how the objects are implemented. If an object has a Draw event, then that event is performed instead of drawing the sprite. But if it does not (and there is no way for the code to find this out) then it must be drawn using draw_sprite_ext(). In order to ensure that the instances are drawn ideally, you must either give each object a Draw event (one in which it simply draws its own sprite) or forgo Draw events in all of your objects.
Secondly, since this doesn't prevent every object from being drawn normally during the drawing sequence, the Draw events for the objects are still performed. If you call the Draw event for all instances in the End Step event, then they are thus made to happen twice per frame. If you were foolish enough to put game logic inside a Draw event (and you would be very foolish to do so) then you must sort that out yourself. (You could certainly prevent the objects from being drawn normally by forcing visible=0 during the loop in the End Step event, but only if you're comfortable obliterating any values for visible that were already there.)
This has an interesting effect when combined with views. The surface moves with the view, so it often provides the illusion that no motion is occurring. If the view is tracking the player's sprite as it moves to the right, the surface moves to the right at the same speed, so the player's sprite seems to leave no trail at all. This is a counterintuitive but nonetheless logical conclusion, and may well be desirable if you are interested in making your game as "authentically glitchy" as possible.
Now, you might instead want an alternative: a surface which is stationary relative to the view, and covers the span of the entire room, so that the sprites always paint a trail regardless of the view's movements. The biggest problem with this is that, if your room is, say, 12000x480, then you quite probably won't be able to make a surface large enough without running out of video RAM. Nevertheless, if you feel your game is capable of doing this within reason, then feel free to modify that example code to suit this solution.
Attached is an example program that demonstrates these methods, in the objects o_trails_basic and o_trails_surface. The included room only demonstrates the latter object, and contains a view which follows the red sprite's movements.
Ok guys, I'm here today to ask you one simple question, the question being "do you like this idea?".
...It's a bit early to be asking you that though so I am going to tell you what I have.
Introducing "The Glorious Trainwrecks Video Project" (GTVP for short)! The basic idea is that I create a YouTube channel for the site, we both agree on some kind of password so that the rest of the community can log into it and then we can upload videos of both Trainwrecks that we have made and also of Trainwrecks that others have made. The general (and very unrealistic) aim is to have EVERY SINGLE TRAINWRECK have a gameplay video on the channel. It'll take a long time to do it, but I think it could all be worth it in the end. Of course, there has to be some kind of good reason for all of this. Well, my reason is mainly so that not only have we got gameplay videos of our Trainwrecks on YouTube for all to see but we can show off EVERYTHING that our games have to offer, all the secrets, all the easter eggs and everything. On top of that, it's very good for those who can't run the Klik And Play games because they have a 64-bit system as well as people who just straight up can't be arsed to download and play the games themselves.
So? What do you think GT Community? Does it sound good?
-Lin