Development Diaries

GoreCore's picture

Whew.

I've spent nearly all day playing some trainwrecks. Some people are really high, high
So this is probably good time to announce my first train. If anybody cares. Nobody? Crap.
It will be two player, as I haven't seen any 2p game here. Many stupid attack moves and sounds. Street Fighter II parody. Kind of.
And now, let's have some Doom.

SpindleyQ's picture

Raycaster

raycast.png

So here it is. It kind of only works for part of the map for some reason, so I'd need to find a more object-efficient technique, I think, if I wanted to continue working on this.

SpindleyQ's picture

CAN IT BE DONE?

Having been thoroughly inspired by snapman's brilliant Tek Demo, qrleon's glorious cracktro, and the recent discovery of some excellent Vic-20 demos, I have come to the startling conclusion that it should actually be possible to create a raycasting engine in Klik & Play.

WATCH THIS SPACE.

snapman's picture

TEK DEMO is the full game

Let me repeat that: TEK DEMO is the full game. (Not a demo)

You are Tek Demo, on a quest to find the missing gems! Marvel at the lush realistic graphics, and unbelievable advanced special effects! Featuring no less than three title screens, Tek Demo is my most ambitious KnP trainwreck to date. By my records, the first version of this game's engine is over 8 YEARS OLD, and was never released online. After hearing about Glorious Trainwrecks on Tigsource (which I heard about for... other reasons) I knew I had to finally complete a game using this engine/trick/technique/whatever. So this is my gift to you, internet. A little bit of knowledge for an obsolete game maker nobody uses anymore. I hope you like it!

note: If the full version starts acting weird at some point, try the lite version. It has less data, which might avoid the collision detection freezing up.

qrleon's picture

Well if it isn't Confusing Game Day

Still fooling around with KNP. Need to find a suitable replacement but I'm lazy. Construct might be good.

captaincabinets's picture

heeeeerrrrreeeee's Johnny (Charisma)!

I'm back. This may be difficult to swallow in this age of superconnectivity, but I only got the internet piped into my not-enough-room-to-swing-a-dead-cat-let-alone-have-the-facilities-to-cook-it abode a couple of days ago. Sure, I had my whopping 6mb per day on the university computers, but I felt could not do this site justice by showing up and not being able to download and upload the gruesome trainwrecks. Various other things invaded my life to prevent me from getting the internet - for one, I embarked on yet another "maiden" voyage (boom-tish) which is still so involving that to game-o-bliggity-blog every nuance would require a development team the size of the chariot crowd in Ben-Hur.
A triumphant rhinoceros trainwreck to herald my return will be stampeding its way to your eyeballs and fingers, shortly!

IT'S STUPENDOUSLY GOOD TO BE BACK, GLORIOUSTRAINWRECKS.COM! I MISSED YOU TERRIBLY!

P.S I was on the train platform the other day, and someone actually had a shopping bag which read "Hat World." Don't worry, Six, I served him the cease-and-desist while politely breaking his legs.

EDIT: And here it is, quicker than even I expected! I had the idea for this while outside, pressing 'c'. My gosh, it's lovely to be klikking again.
Presenting:
Oh My Guacemole I Forgot How Big The Internet Was

snapman's picture

The farthest limits of knp

My greatest KliK project is nearing an end: one way or another. Every which way I seem to advance in this project, the physical walls of the ancient KnP engine seem to close in. Adding a score counter to the game now causes the collision detection engine to go haywire after a few minutes of play. Adding even one active object to the play field maxes out the object availability, and ruins my environment engine integrity. Changing the layout of the level by moving one more object into the initial render window drops out the overlay layer.

I'm going to try and finish this thing this weekend. I may have to sacrifice a UI in order to keep the game stable. I'm on version 14 now, with each incremental update warranting a separate save, in order to avoid game corruption. Much like "A.M.O.S.D.", I'm nearing an impasse. Will I be able to surmount it? Stay tuned!

qrleon's picture

Yiepipipi World

yiyiyiy.png

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!

SpindleyQ's picture

fragment

So, I finally got around to finishing up and packaging up the game that I'd intended to submit to the Poppenkast 3-hour game-development competition. I think it's actually pretty much the best game I've ever made, from a mechanical perspective.

It's called fragment, and you should totally check it out.

qrleon's picture

Screenshot of ZZT (link to an image thread)

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:


Syndicate content
pensive-mosquitoes