I've also been doing some non-gamey stuff (a Boxee app that launches games and has a not-entirely-stupid way of building the list, an experiment with Twilio's SMS-sending capabilities to bug me about stuff) but I guess I don't have as much to say about it as I thought?
If you delve back deep enough into the history of the site, before the Klik of the Month Klub was conceived of, before we were even sure what the fuck a glorious trainwreck was, you will discover the pre-announcement in 2007 of a game called "Hatworld: World of Hats". Hatworld: World of Hats was, sadly, never made; no code was ever written, no art assets ever drawn besides the animated gif, no design document ever created.
Well, wait. Actually, we did write a design document. Sort of.
You see, Six had intended the post as just a silly gag; he had no concrete ideas about what Hatworld: World of Hats would be, and no intention of actually making it, really. But I immediately fell in love with this mythical game, and I wanted desperately for it to exist so that I could play it. Every few months, I would post somewhere about it, just to remind everyone that I had not forgotten and that I expected Six to make the game one day. I even wrote a theme song.
Finally, in late 2009, I decided that I needed to get directly involved. Google Wave was out, and it seemed the perfect tool to do some hardcore collaboratin'. And so I convinced Six to flesh out his ideas with me for what Hatworld: World of Hats would be, and together, we would build it, and it would be glorious.
Well, we never built it, but it's glorious anyway. Please enjoy HATWORLD BRAINPOOPING WAVE: The Official Hatworld: World of Hats Design Document. Converted to a publicly-viewable Google Doc because who knows when they're going to shut Google Wave down.
see you in 2015 then.
The final deadline-that-if-I-don't-meet-I'm-gonna-jump-off-a-goddamn-cliff is the end of this month.
Here have some screenies.
OK so let me preface this one:
so back in 2008 I visited this most amazing arcade in San Francisco. Within their amazing selection of classic arcade games, was the uber-controversial 1975 classic, Death Race 2000. So as I'm watching my younger brother (still in his 20s, so not that young!!) I'm thinking 'yknow, this looks easy enough that I could probably recreate it in TGF!!' so I set to work.
Various things kept coming up between then and now, but I finally have something to show for it! hopefully soon I'll have something up for download, I just wanted to put this out there to show you guys I'm not dead, lol
Here's a riddle for you:
What's so bad it's pure fukken comedy gold, moves around 6 to 12 frames per second, and stars a stick man with animu hair, a lizardman, and a ninja who never takes off his suit as the main characters?
I hereby present to you-
NO FRIENDS!!! (how it got its name's an incredibly dumb story that has nothing to do with my social life)
No Friends is a series of animations bunches of pictures with some parts that move occasionally
(usually the mouth(it finally gets "better" in episode 24)) that was my first time expressing myself. It
was embarrassingly bad right from the beginning, but if I hadn't continued it at the time, I most likely
wouldn't have eventually tried my hand at doing a game based on it (something I dabbled in with GM back then.) It was gonna be an RPG, and obviously it failed the first time. But then it happened. I wanted to do that game. Three more failures and making games changing from a "cool thing to do" to a life goal later, here I am. I still want to create that game, but it's now far from my biggest to-be project. The game will be nothing like it was supposed to back then though, the universe's been evolving with a very closed community for years now, (where I originally shared these animations, it's amazing how 'familiar' you can get with intranets' strangers if you stick with them) and... I dunno, it doesn't really have much connection to the old shit for anyone else than me anymore, but it's not like people who'll someday play it would or even should care about it.
When the changes happened it was the first time I knew (that wasn't me being a dumb kid) that I was creating something wonderful. Unique, maybe a bit quirky at times, characters and settings that people could experience if I someday reached a state where they can be presentable.
The contrast of the substance in the previous two paragraphs to the absolute trainwreck that actually is this shitty animation series is just ridiculous. Let's get to it, shall we?
Hold tight onto your seat for well over an hour (if you somehow manage to go through them all) of genuine, hilariously bad shit.
ENTER NO FRIENDS
(they're in reverse order, so start from the end)
WARNING: DO NOT ENTER
Actual watch-outs: Watch out for a couple episodes where stuff gets a bit too self-aware and I basically cop-out the whole episode. Watch out for the old version of the fourteenth episode. (actually watch it. it's literally just a bunch of pictures. then watch the remix afterwards for contrast.)
Watch out for dumb in-jokes that you either didn't catch or weren't actually seen anywhere because I made stuff up as I went. Watch out for the "music" present in a whole lot of episodes (read: do not watch episode 4). Ep. 30 is the final episode and the only one to have actual music. (which still manages to be fucked up though) Actually, you could just watch that one and be done with this.
Enough blabbering. Get ready for a brain-meltingly bad time.
No Friends The Animation Kopyrikt © Me and my Bro 2006-2009
???????
If you want some YAKF3 progress: Three quarters down, one to go.
Based on the recent GNOME 3 power management controversy.
Made on an operating environment that allows the user to choose what they want to do when they close the laptop lid!
Why would you do this, GNOME devs? Oh, right, because you're GNOME devs!
So, I've finally reached the point where my FlashPunk tinkering may be of interest/use to others!
KlikPunk is a tool for quickly composing "scenes" for games. You simply drag graphics from the bin at the left to the stage in the middle, arrange them as you please, and click the save icon to store a friendly XML file, ready for importing directly into your game.
To ease the process of creation, the bin full of graphics at the left-hand side of the screen is constantly updated with whatever you have dumped into the directory (and subdirectories) where the scene is to be saved. No irritating import step! Just save your graphics and use 'em.
If you're interested in using this, feel free to let me know what other features you might like to see. Custom properties I think are next on my list, so you could specify, eg, how things move, if they should collide, etc.
Controls:
Tab - show/hide overlays
PgUp / PgDn - move selected graphic forward / back
Arrow keys - nudge selected graphic 1 pixel
Scroll wheel - scroll sidebar bin / zoom in or out
It's an Adobe AIR app, so you may need to grab the AIR runtime to install and run it.
Just a progress report. I think I'll finally pick the pace up on this instead doing maybe two or three things in a week. Stay tuned for the next blog post though.
My online friend Arf made this thing years ago. I am uploading it here to save for posterity.
I'm not sure if I included the right cncs232.dll version. Oh well.
Okay so I am working on a Knytt Stories project and I need to upload a 30 frigging megabyte file, holy god, up to here so I can download it when I get home. And then later I need to upload that same file up here again so that others can download. Nobody touch, okay?